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Old 16-10-2008, 23:29   #1
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Default Gods and Demi-Gods in 40K - Apocalypse Datasheets

This thread will be dedicated to the Apocalypse Datasheets I've drawn up for:

Loyal Primarchs, from the time of the Drop Sight Massacre onward,
Traitor Primarchs, being Alpharius and Curze,
Daemon Primarchs, being the rest,
The Phoenix Lords,
The Fallen Phoenix,
An 'Unbound' Avatar of Khaine,
The Fully-Manifested Greater Daemons of Slaanesh, Nurgle, Khorne and Tzeentch,
The C'tan having grown in power to the point of rivalling Imperial Titans.

These rules are not for the faint hearted as there are quite a lot of them.

They are designed for truly dedicated/crazy Apocalypse gamers who want to include characters who are as powerful and game-influencing as multiple Super-Heavy Vehicles or Gargantuan Creatures, and of course who have a whole weekend to burn on a massive Apocalypse campaign.

The points costs are up in the air a little. The C'tan and the Primarchs are the most expensive because they have the widest effect on the tabletop, NOT because they have the highest stats as individual characters.

I'll post in order with the C'tan appearing last of all.

I hope you have as much fun perusing them as I've had writing them up, barmy though they doubtlessly are...



EDIT:

Added to this thread are:

Grey Knight Grand Masters - bringing them in line with Chapter Master in the new SM Codex. Look on opage 5 of this thread.

Solitaires and Morai Mensha - two new Apocalypse only Eldar character types. See page 6 of this thread.
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Old 16-10-2008, 23:36   #2
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Default Re: Gods and Demi-Gods in 40K - Apocalypse Datasheets

LOYALIST PRIMARCH SPECIAL RULES

“And They Shall Know No Fear”: Exactly as appears in the Space Marines Codex.

Apocalypse Independent Characters: All Primarchs are Unique Independent Characters that are permitted to be used only in games of Apocalypse. Although larger than any Space Marine, they aren't quite the size of Monstrous Creatures and so count as Infantry.

Eternal Warrior: All Primarchs count as being Eternal Warriors.

Acute Senses: All Primarchs have Night Vision/Acute Senses.

Legion Primarch: The Primarchs are the embodiment of their Legion’s spirit and they are the Emperor’s glorious will made manifest. Primarchs bestow the following benefits upon their gene-sons:
  • All Marines of the Primarch’s Legion currently in play count as being Stubborn and possessing Combat Tactics unless otherwise stated,
  • All Marines of the Primarch’s Legion currently in play may use their Primarch’s Leadership value for any Morale or Pinning tests they are required to make.
Son of the Emperor: Created through a combination of the most advanced genetic engineering humanity has ever aspired to and through the Emperor’s prodigious and terrifying Warpcraft, all Primarchs gain the following bonuses:
  • 4+ Invulnerable Save against all enemy Psychic Powers and all Daemonic Gifts with a range or that require a BS to use
  • This save applies only to the Primarch himself and not any unit or Retinue accompanying him. If the unit or Retinue he is with is forced to make any action because of the effects of the psychic power, the Primarch automatically leaves the unit or Retinue, although he may rejoin them as normal later.
Heroic Intervention: The Primarch and his Retinue benefit from the Heroic Intervention rule. See the Space Marine Codex for details, under Vanguard Veterans.

Vital Objective: Should a Primarch be slain during battle, his body counts as being a Vital Objective to all players. Note that Chaos Space Marine Players with the correct Strategic Asset may Corrupt and Despoil the Primarch’s body…

Orbital Bombardment: All Primarchs grant one Orbital Bombardment Strategic Asset. Note that if the Primarch is accompanied by a Retinue of Chapter Masters from his Legion, these Masters do not come with any Orbital Bombardment of their own!

Death of His Son: Should a Primarch be killed during the battle, all units of his Legion still in play immediately lose all the benefits and special rules bestowed by their Primarch. All units and characters must immediately fall back as if they had failed a morale test. This applies to the whole army, even Fearless units. Tanks and Dreadnaughts are immune to this rule. After the Primarch is killed, the Chapter Master or Captain with the highest points cost in play becomes the overall leader of the Legion for the remainder of the battle, and the normal Codex rules for the Chapter come into play.

OPTIONAL RULES:

A More Enlightened Age: The Imperium was a more enlightened and organised place back when the Primarchs still walked amongst their gene-sons. As such, the following rules apply:
  • Any equipment/armaments that appear in multiple Space Marine Codices but with different rules (such as Land Raider transport capacities, Drop Pod rules, weapon rules, etc.), the player may choose to use the rules for these items as they appear in the standard Space Marines Codex. If so, all items with divergent rules must be changed to the standard Codex’s versions. Additional special rules (like souped-up engines) for equipment/armaments that are unique to individual Chapters may still be used.
  • The rules for Techmarines and servitors that appear in the Space Marine Codex may be used by any Legion, although specific Chapter/Legion rules may effect them as normal (such as Black Templar Vows for those who wish to field the Imperial Fists Rapid Strike Division, pre-Codex Astartes).
Named Chapter Masters & Captains: Note that in game terms you can include the 40th millennium Chapter Masters and Captains of the appropriate Marine Chapter in your Space Marine Legion army led by their Primarch. They are assumed to be some other ancient hero of their Legions’ distant past. However, the following rules apply:

· Named Chapter Masters & Captains may still use any equipment listed for them, unless the exact same named item is being used by their Primarch (so the Perdition Pistol, the Gauntlets of Ultramar and the Lion Helm for example). In the event of such conflicts, the owning player may choose for the non-Primarch character another weapon available from the Space Marine’s armoury that most resembles the existing one – so a plasma pistol and standard Powerfists for example.
· Named Chapter Masters lose all their special/unique rules, except for rules that apply to all standard Chapter Masters in the Space Marine Codex (except Orbital Bombardment).
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Old 16-10-2008, 23:37   #3
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Default Re: Gods and Demi-Gods in 40K - Apocalypse Datasheets

ROBOUTE GUILLIMAN, PRIMARCH OF THE ULTRAMARINES

WS 7, BS 7, S 6 (10), T 5, W 5, I 7 (5), A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts.


Unit Type: Unique Infantry Special Character.


Retinue: Guilliman may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Gauntlets of Ultramar, Artificer Armour, Iron Halo, Teleport Homer, Personal Teleporter, Auspex, Targeter, Frag Grenades, Melta Bombs. (Guilliman may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

Gauntlets of Ultramar: When worn by Guilliman the Gauntlets have the following rules:
  • Pair of Master Crafted Power Fists,
  • Hits at an Initiative of 5 in close combat,
  • 2 in-built special Storm Bolters that count Assault 4 AP 2 when firing,
  • The paired Power Fists give Guilliman +1 Attack, shown in his profile,
  • May re-roll any failed to-wound rolls in both shooting and hand-to-hand combat.
Iron Will: Guilliman and all Ultramarines under his command may choose to pass or fail any Morale, Pinning or Rally test they are required to make, even if failure is normally automatic they may choose to automatically pass instead. Replaces the Stubborn and Combat Tactics rules.

Master Strategist: Guilliman’s military discipline and acumen were unsurpassed by any of his brother Primarchs, although several of his brothers matched and even exceeded his victory tally because of their incredible ferocity, charisma, absolute refusal to admit defeat, low cunning and even ruthlessness. Guilliman and all Ultramarines in his command benefit from the following rules:
  • Careful Planning, Tactical Asset – exactly as in the Apocalypse Rulebook.
  • Jammers, Support Asset – exactly as in the Apocalypse Rulebook.
  • Strategic Redeployment, Tactical Asset – exactly as it appears in the Apocalypse Rulebook.
  • Take the High Ground! – if Guilliman passes a Leadership test on 2D6 before deployment, his side may choose their deployment zone. If he loses on a roll of two 6’s then his opponent may choose.Any other roll, deploy as per the usual Apocalypse rules.
RETINUE & HONOUR GUARD

Guilliman may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion (posses the same Strategic Assets as Masters of the Chapter, p.118, Apocalypse rulebook). These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Guilliman posses the Strategic Assets listed under the Masters of the Chapter Datasheet in the Apocalypse Rulebook.

Guilliman and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT
:


Regardless of any list entries in the Space Marine Codex, Guilliman’s Honour Guard must be equipped as follows:

Masters of the Ultramarines – the4 Masters of the Ultramarines that accompany Guilliman may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:
  • Iron Halos (free),
  • May not ride Bikes or wear Jump Packs,
  • If one wears Terminator armour, all must wear Terminator armour.
Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:
  • May take Terminator Armour if Masters of the Chapter are also equipped with suits,
  • If wearing Terminator Armour, all models counts as either standard Terminators or Assault Terminators for costings and equipment availability.
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Old 16-10-2008, 23:38   #4
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Default Re: Gods and Demi-Gods in 40K - Apocalypse Datasheets

LION EL’JONSON, PRIMARCH OF THE DARK ANGELS

WS 7, BS 8, S 6 (8), T 5, W 5, I 7, A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts.


Unit Type: Unique Infantry Special Character.


Retinue: El’Jonson may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Lion Sword, The Lion Helm, Artificer Armour, Caellian Pistol, Teleport Homer, Personal Teleporter, Frag Grenades. (El’Jonson may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

The Lion Sword: A Master Crafted Power Sword that bestows +2 Strength in hand-to-hand combat. May re-roll all failed Wound rolls.

The Lion Helm: Counts as an Iron Halo and in-built Auspex. The Iron Halo Invulnerable save may be used by all members of his Retinue or any unit he joins.

The Caellian Pistol: Counts as a Master Crafted, Assault 2, Twin-Linked Plasma Pistol with in-built Targeter and which cannot overheat.

Pride of the 1st Legion: All Dark Angels under El’Jonson’s command may re-roll any failed Leadership tests (except psychic tests), replacing the Stubborn rule but not the Combat Tactics rule. Jonson himself and any unit he leads is Fearless, which replaces the Stubborn and Combat tactics rule.

Hero of the Imperium: El’Jonson’s bravery and heroism are the stuff of legend across the Imperium of Man. He would never back down, even in the face of the most daunting odds. To represent this, El’Jonson bestows the following rules:
  • Heroic Stand, Space Marine Asset – Exactly as in Apocalypse Reload, with El’Jonson himself acting as the affected objective. Note that the Attack bonuses of the Lion Sword apply even when El’Jonson Counter-Attacks.
  • Hold At All Costs, Tactical Asset – Exactly as in the Apocalypse Rulebook.
Allow No Foothold: El’Jonson was always one step ahead of his enemies, denying their communications and disrupting their best-laid battle plans.
  • Disruptor Beacon, Front Line Asset – exactly as in the Apocalypse Rulebook.
  • Replacements – exactly as in the Apocalypse Reload rulebook

RETINUE & HONOUR GUARD


El’Jonson may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion (posses the same Strategic Assets as Masters of the Chapter, p.118, Apocalypse rulebook). These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying El’Jonson posses the Strategic Assets listed under the Masters of the Chapter Datasheet in the Apocalypse Rulebook.

El’Jonson and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Dark Angels Codex, El’Jonson’s Honour Guard must be equipped as follows:

Masters of the Dark Angels – the4 Masters of the Dark Angels that accompany El’Jonson may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:
  • Iron Halos (free),
  • May not have Bikes or Jump Packs,
  • If one wears Terminator armour, all must wear Terminator armour.
Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:
  • May take Terminator Armour if Masters of the Chapter are also equipped with suits,
  • If wearing Terminator Armour all models count as Deathwing Terminators for rules, costings and equipment availability. See Dark Angels Codex for details.
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Old 16-10-2008, 23:42   #5
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Default Re: Gods and Demi-Gods in 40K - Apocalypse Datasheets

ROGAL DORN, PRIMARCH OF THE IMPERIAL FISTS

WS 7, BS 7, S 6 (10), T 5, W 5, I 6, A 6, Ld 10, Sv. 2+ / 3++

795 pts.


Unit Type: Unique Infantry Special Character.


Retinue: Dorn may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Black Sword of Dorn, Armour of Disdain, Shield of Contempt, Teleport Homer. (Dorn may be given no additional equipment whatsoever).

SPECIAL RULES

The Black Sword of Dorn: This is the blade Dorn broke across his knee shortly after he discovered his Father's broken body aboard the Warmaster's flagship. Dorn’s Black Sword has the following rules:
  • Hits as a Thunder Hammer,
  • Allows Dorn to strike in order of Initiative in hand-to-hand combat.
Armour of Disdain: A giant suit of golden Artificer Terminator Armour made for Dorn by his beloved brother Ferrus Manus as a symbol of their fraternal bond.
  • Counts as Terminator Armour,
  • A small grenade launcher fitted alongside the searchlight and targeting matrix above Dorn’s head allows Dorn to launch miniaturised grenades over short distances. Counts as an Auxilliary Grenade Launcher (see Space Marines Codex for details) with a range of up to 6".
Shield of Contempt: When word finally reached Terra of the full extent of Hours’ treachery the Emperor presented this shield to Dorn, without ceremony or formality and in full knowledge of the darkness descending upon them. The Shield has the following rules:
  • Counts as a Storm Shield,
  • Increases Dorn’s Son of the Emperor Invulnerable Save to 3+ across the board,
  • The bonuses granted by the shield do not extend to Dorn’s Retinue or any unit he may join.
Pride of the Imperium: All Imperial Fists in play are considered Fearless while Dorn still lives. This replaces the Stubborn and Combat Tactics rules.

The Emperor’s Champion: Dorn was the first Emperor’s Champion. He sought out the most terrible of the Emperor’s foes upon the battlefield, slaying them for the glory of his Father. To represent this, Dorn bestows the following rule:
  • Preferred Enemy – Dorn benefits from the Preferred Enemy Universal Special Rule in close combat against any enemy with a WS,
  • Trophy Kill Universal Asset – exactly as appears in Apocalypse Reload rulebook, with the exception that the defeated enemy character becomes an additional objective if and only if Dorn slays him/her/it in close combat.
The Emperor’s Mailed Fist: No fortification was secure against the fury of the Imperial Fists when led by their Primarch. Dorn always seemed to know precisely where to strike his enemies with heavy bombardments in order to bring a seige to a swift conclusion. Only Dorn’s brother Perturabo ever surpassed him in the field of siegecraft and their rivalry culminated in one of the greatest massacres of Imperial military history – the Iron Cage Disaster. The following rules apply to an Imperial Fists army led by Dorn:
  • Tank Hunters – Dorn, his Retinue and all HQ choices, Devastators, Dreadnaughts and Terminators armed with Power Fists, Thunder Hammers or Chainfists in an Imperial Fists army led by their Primarch benefit from the Tank Hunters Universal Special Rule, although this benefit also counts towards any attacks made against buildings and fortifications.
  • Scheduled Bombardment – exactly as appears in the Apocalypse Rulebook and replaces Dorn’s standard Orbital Bombardment.
RETINUE & HONOUR GUARD

Dorn may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Dorn posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Dorn and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Marine Codex, Dorn’s Honour Guard must be equipped as follows:

Masters of the Imperial Fists – the 4 Masters of the Imperial Fists that accompany Dorn may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:
  • Iron Halos (free),
  • May not ride Bikes or wear Jump Packs,
  • May choose to replace all other weapon options with a Relic Blade and Storm Shield regardless of the armour they wear (+45 pts.),
  • If one wears Terminator armour, all must wear Terminator armour.
Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:
  • May take Storm Shields while wearing Artificer Armour (+10 pts.),
  • May take Terminator Armour if Masters of the Chapter are also equipped with suits,
  • If wearing Terminator Armour, all models counts as either standard Terminators or Assault Terminators for costings and equipment availability.
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Old 16-10-2008, 23:43   #6
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Default Re: Gods and Demi-Gods in 40K - Apocalypse Datasheets

SANGUINIUS, PRIMARCH OF THE BLOOD ANGELS

WS 8, BS 7, S 6 (8), T 5, W 5, I 6, A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts.


Unit Type: Unique Jump Infantry Special Character.


Retinue: Sanguinius may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Sword Sanguine, Perdition Pistol, Angelic Wings, Artificer Armour, Iron Halo, Teleport Homer, Targeter, Frag Grenades. (Sanguinius may be given no additional equipment whatsoever).

SPECIAL RULES

Sword Sanguine: Counts as a Master Crafted Force Weapon with the following additional rules:
  • Increases Sanguinius’ Strength by +2 (already shown in his profile).
Perdition Pistol: The Perdition Pistol is a beautifully crafted and incredibly ancient pistol that dates back to the Dark Age of Technology. It may be fired as if it were a Meltagun. The Perdition pistol adds +1 to Sanguinius’ Attacks in hand to hand combat.

Angelic Wings: Confers the same benefits as a Jump Pack. Also, instead of assaulting, Sanguinius may make an additional move of up to 6” in the Assault phase if he is not already engaged in combat or joined to a squad/Retinue. This additional move is always made using the rules for jump packs. Sanguinius may make this move on the turn he Deep Strikes.

Glorious Presence: All friendly models put under Sanguinius’ command, even none Blood Angels (though not Marines of another Legion), may use his Leadership value for all Leadership tests they are required to make (including psychic tests). For Blood Angels this benefit is in addition to the Stubborn and Combat Tactics rules.

“In My Father’s Name!”: Like an avenging angel from ancient Terran myth, Sanguinius would smite his Father’s enemies with an energy and determination that few could hope to equal. To represent this, the following rules apply:
  • Fearless – Sanguinius and all Blood Angels within 6” of him are completely Fearless. This replaces the Stubborn and Combat Tactics rules..
  • Furious Charge - Sanguinius and all Blood Angels within 6” count as having the Furious Charge Universal Special Rule.
Scion of Purity: Though not as psychically powerful or skilled as his brother Magnus, Sanguinius was amongst the most stably psychic of all the Primarchs. He was also completely unsullied by pride, arrogance or selfishness and therefore far removed from the hooks and temptations of Chaos. To represent these attributes, the following rules apply in addition to the Son of the Emperor special rule:
  • Holy Presence all the benefits of Sanguinius’ Son of the Emperor rule extend for 6” around him,
  • Pure of Mind, Pure of Spirit– all daemons and possessed within 6” have -2 to their Leadership and must pass a Leadership test in order to Assault Sanguinius.
Black Rage: Instead of the usual rules that apply to Marines when their Primarch falls in battle, should Sanguinius be killed every single Blood Angel in play will immediately go berserk with an insane fury. To represent this apply the following rules to all Blood Angels models in play:
  • All Blood Angels in play become Fleet.
  • All Blood Angels in play become Fearless.
  • All Blood Angels in play add +1 to their Strength in hand to hand combat.
  • All Blood Angels in play are subject to Furious Charge (not including Dreadnoughts).
  • All non-vehicles in the Blood Angels army count as Rending in close combat.
  • All Blood Angels (including Dreadnoughts) are affected by the Rage Universal Special Rule.
  • All Blood Angels tanks must target the nearest unengaged enemy and move towards the nearest enemy when there are none in range.
  • All Blood Angels transports must move towards the nearest enemy where any Blood Angel passengers will disembark to engage these enemies in combat as soon as possible. Dedicated transports without any passengers must fire upon the nearest unengaged enemy or move into range to do so as soon as possible. Transports without any armaments must either ram or tank shock the nearest unengaged enemy - where an enemy vehicle and infantry unit are the same distance from the Blood Angel transport, the owning player may choose whether to tank shock the enemy infantry or ram the enemy vehicle.
  • May Not Shoot – all Blood Angel infantry units in play (not Dreadnaughts) must always run towards the nearest enemy in the shooting phase and in their berserk fury may no longer use Melta-Bombs.
All these rules apply for D6 Blood Angel turns.

RETINUE & HONOUR GUARD

Sanguinius may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Sanguinius posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

An Honour Guard may be added to this Retinue, although note that the total number of models in the final unit must be 10 men strong, cannot include Terminators and must all be equipped as stated below.

Sanguinius’ Retinue and Honour Guard may Deep Strike into battle – this does not affect their Strategic Assets which may be used regardless.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Blood Angels Codex, Sanguinius’ Honour Guard must be equipped as follows:

Masters of the Blood Angels – the 4 Masters of the Blood Angels that accompany Sanguinius may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:
  • Iron Halos (free),
  • Must have Jump Packs,
  • Must wear Artificer Armour.
Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they must be equipped as follows:
  • Artificer Armour (free),
  • Power Weapons (free),
  • Must have Jump Packs (+25 pts.),
  • May take Storm Shields (+15 pts.).
Other than these rules they may choose any weapons available to an Honour Guard already equipped with Jump Packs in the Blood Angels Codex.


SPECIAL NOTE:

While Sanguinius lives, Blood Angels do not suffer from the Black Rage or the Red Thirst and so do not have Death Company marines or Sanguinary priests. In game terms the owning player may either choose not to field these units at all, or may field them as usual on the assumption that the special rules they bestow are due to some other factor – like them being some sort of elite unit or bearer of advanced technologies no longer available to the Blood Angels of the 'contemporary' 41st millennium.
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Default Re: Gods and Demi-Gods in 40K - Apocalypse Datasheets

LEMAN RUSS, PRIMARCH OF THE SPACE WOLVES

WS 7, BS 7, S 6 (10), T 5, W 5, I 6, A 5 (10), Ld 10, Sv. 2+ / 4++

795 pts.


Unit Type: Unique Infantry Special Character.


Retinue: Russ may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Mjalnar, Rune Armour, Warpsbane Amulet, Primarch Combination Bolter, Frag Grenades. (Russ may be given no additional equipment whatsoever).

SPECIAL RULES

Mjalnar: Mjalnar is the most famous, ancient and powerful of the Frostblades of Fenris. This mysterious weapon had remained imbedded deep within an ice cavern at the heart of the Kraken spawning grounds for tens of thousands of years before the first human settlers arrived on Fenris during the Dark Age of Technology. Russ found and freed Mjalnar, wielding it thereafter throughout his greatest campaigns. Ferrus Manus later melded adamantium friezes of a Fenrisian Wolf and the Double-Headed Eagle onto the Blade's long hilt as a gift to his brother. The sword has the following rules:
  • Master Crafted Power Weapon,
  • Doubles Russ’ Attacks (already shown on profile),
  • Doubles Russ’ Strength in hand-to-hand combat (already shown on profile),
  • Strikes in order of Initiative,
  • If Russ is slain the Space Wolves count as having captured one less objective at the end of the game,
  • The Legion Relic Asset may not be chosen by an army led by Russ.
Primarch Combination Bolter: This Boltgun is a unique example of its kind, bestowing the following rules:
  • In-Built Targeter (may measure distance to target before shooting after all guess-range weapons have been used)
  • Assault 2,
  • Range 24",
  • Vengeance Rounds: Str.4, AP 3.
Warpsbane Amulet: Horus sent this eldritch token to Russ while the Wolf Lord was en-route to Prospero to punish Magnus, ostensibly for disobeying their Father. The Amulet increases Russ’ Son of the Emperor Invulnerable Saves to 3+.

Freki and Geri: These two Fenrisian wolves are all that remain of the pack that adopted Russ (or that Russ adopted) as a boy on Fenris. They are huge even by the standards of their kin and they are fiercely loyal towards Russ. Freki and Geri will always remain within 2" of Russ during battle and will not leave his side, even if he is struck down. They have the following rules:

WS: 4, BS: 0, S: 4, T: 4, W: 3, I: 4, A: 4, Ld.: 10, Sv.: 4+

Special Rules: Beasts, Furious Charge, Rending.


The Wolf King: The insane bravery and sheer ferocity of the Space Wolves’ Primarch was unmatched by all but the World Eaters and their hyper-violent Master, Angron. To represent this, Russ bestows the following rules:
  • Supreme Headquarters Front Line Asset – Russ counts as moveable version of the Asset, see Apocalypse rulebook for details.
  • Move Through Cover – Russ and any unit he is with benefit from the Move Through Cover Universal Special Rule.
Supremely Acute Senses: Russ may roll 1D6 x 10 to determine how far he and any unit he leads can see during Night Fighting missions. He may also still re-roll this if he wishes, although this second roll must be accepted even if it is worse. Russ also counts as possessing an Auspex.

RETINUE & HONOUR GUARD

Russ may be accompanied by 4 Wold Lords from his. Until the new Space Wolf Codex is released, count these Masters as having the same points costs, equipment availability and special rules as Wolf Lords from Codex: Space Wolves, only their profiles (WS, BS, etc.) are the same as Logan Grimnar and Ragnar Blackmane. Be mindful of any recent Space Wolf FAQs and rules updates released by GW.

The Masters accompanying Russ posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Russ and his Retinue may Deep Strike into battle if appropriately equipped (Drop Pods) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Wolves Codex, Russ’ Honour Guard must be equipped as follows:

Masters of the Space Wolves – the 4 Masters of the Space Wolves that accompany Russ are Wolf Lords and may be given any equipment allowed to Wolf Lords in the Space Wolf Codex, with the following compulsory items:
  • Must wear either Terminator Armour or Rune Armour, also these may be mixed freely in the same unit,
  • Must wear a Wolf Tooth Necklace,
  • Must wear a Wolf Tail Talisman,
  • Must wear a Wolf Pelt.
Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they must be equipped as follows:
  • Must take either Rune Armour or Terminator Armour.
Other than this restriction they may choose any weapons available to Wolf Guards already equipped with either Rune or Terminator Armour in the Space Wolf Codex.
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VULKAN, PRIMARCH OF THE SALAMANDERS

WS 7, BS 7, S 6 (9), T 5, W 6, I 6, A 5, Ld 10, Sv. 2+ / 3++

795 pts.


Unit Type: Unique Infantry Special Character.


Retinue: Vulkan may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Spear of Vulkan, Gauntlet of the Forge, Kesare’s Mantle, Artificer Armour, Personal Teleporter, Teleport Homer, Frag Grenades, Melta Bombs. (Vulkan may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

Spear of Vulkan: This magnificent lance was made by Vulkan himself to hunt the monstrous Fire Salamanders of his home planet of Nocturne. In Vulkan’s hand this weapon has the following rules:
  • Master Crafted Power Weapon,
  • +3 to Vulkan’s Strength (already shown on his profile),
  • 2D6 on all Armour Penetration Rolls against vehicles.
Gauntlet of the Forge: Vulkan wears a gauntlet mounted flamer of unique design. Acts as a twin-linked Heavy Flamer.

Kesare’s Mantle: When worn by Vulkan the Mantle bestows a 3+ Invulnerable Save (already shown on profile) and makes him immune to all Flamer and Heavy Flamer Attacks.

Lord of Nocturne: Vulkan and all Salamanders within 18” of him count as being Fearless. Replaces the Stubborn and Combat Tactics rules in the effected area.

The Firedrake: Vulkan regarded the Fire Salamanders of his homeworld Nocturne as the totemic symbol of the spirit of his Legion. Vulkan bestows the following rules upon his gene-sons:
  • Breath of the Salamander – allows all Meltaguns, Multi-Meltas, Flamers and Heavy Flamers in the Salamander army to count as being twin-linked at no extra cost,
  • The Firedrake’s Spite – all models armed with a Multi Melta count as being Relentless,
  • Hammers of Nocturne – all Thunder Hammers in the Salamander army may be Master Crafted at no extra cost.
RETINUE & HONOUR GUARD

Vulkan may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Vulkan posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Vulkan and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Marines Codex, Vulkan’s Honour Guard must be equipped as follows:

Masters of the Salamanders – the4 Masters of the Salamanders that accompany Vulkan may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:
  • Iron Halos (free),
  • May not ride Bikes or wear Jump Packs,
  • If one wears Terminator armour, all must wear Terminator armour,
  • Any Master in Terminator Armour may be equipped with a Thunder Hammer and Heavy Flamer instead of any other option if the owning player chooses (+30 pts.)..
Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:
  • Models wearing Artificer Armour may replace their Close Combat Weapons and Pistols for a Flamer (+5 pts.) or a Meltagun (+10 pts.),
  • Two models wearing Artificer Armour may replace their usual weapons for a Multi Melta (+15 pts),
  • May take Terminator Armour if Masters of the Chapter are also equipped with suits. If so they follow the rules for standard Terminators in all senses,
  • Any Terminator model may take a Thunder Hammer and Heavy Flamer (+25 pts.) instead of any other option if the owning player chooses.
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FERRUS MANUS, PRIMARCH OF THE IRON HANDS

WS 7, BS 7, S 7 (10), T 5, W 5, I 6, A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts


Unit Type: Unique Infantry Special Character.


Retinue: Manus may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Iron Gauntlet, Powerfist, Iron Halo, Artificer Armour, Auspex, Personal Teleporter, Teleport Homer, Targeter, Melta Bombs. (Manus may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

The Iron Gauntlet: This shining powerfist was one of Manus’ greatest creations and was the symbol of his office as Primarch of the Iron Hands. The Gauntlet bestows the following rules:
  • Counts as a Master Crafted Chainfist,
  • In built miniaturised Conversion Beamer. Counts as a Conversion Beamer in all senses, see Space Marine Codex for details.
Powerfist: Bestows +1 onto Manus' Attack characteristic. Attacks count as being all from the Iron Gauntlet.

Iron Determination: Manus and any unit or Retinue he leads count as being Fearless, replacing the Stubborn and Combat Tactics rules in the effected area. Also, such is the stoicism Manus inspires in his gene-sons, all Iron Hands in play count as being Relentless.

Iron Hands: There are many legends concerning the how’s, why’s and wherefore’s of Manus’ seemingly indestructible metal hands. Whatever the truth of their provenance, Manus’ ‘iron hands’ granted him immense strength, even by the standards of his brother Primarchs. They bestow the following rules:
  • Manus may re-roll failed Wounds inflicted in close combat
  • In close-combat, Manus always hits in order of Initiative
Master Craftsman: Ferrus Manus was a masterful technician and artisan, easily a match for the skills of the greatest Fabricators of the Mechanicum. He encouraged all his gene-sons to pursue a mastery of the secrets of mechanical engineering, but to do so as artisans of technology, not mere fabricators of it. As such, Manus bestows the following rules upon all Iron Hands in play:
  • Master of the Forge – Manus counts as a Techmarine Master of the Forge equipped with a full servo-harness (minus the weapons), though Manus himself does not wear or need the harness.
  • Look to your Weapons – all heavy weapons carried by all infantry models in an Iron Hands army led by Manus count as being twin-linked.
RETINUE & HONOUR GUARD

Manus may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Manus posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Manus and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Marine Codex, Manus’ Honour Guard must be equipped as follows:

Masters of the Iron Hands – the 4 Masters of the Iron Hands that accompany Manus may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:
  • Iron Halos (free),
  • May not ride Bikes or wear Jump Packs,
  • If one wears Terminator armour, all must wear Terminator armour,
  • If not wearing Terminator Armour, may be equipped with full Servo Harnesses at +30 pts. each.
Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:
  • May take Storm Shields (+15 pts.) while wearing Artificer Armour,
  • May take Terminator Armour if Masters of the Chapter are also equipped with suits,
  • If wearing Terminator Armour, all models count as either standard Terminators or Assault Terminators for costings and equipment availability.
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CORAX, PRIMARCH OF THE RAVEN GUARD

WS 7, BS 7, S 6, T 5, W 5, I 7, A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts.


Unit Type: Unique Jump Infantry Special Character.


Retinue: Corax may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Raven’s Talons, Shadow Armour, Iron Halo, Jump Pack, Teleport Homer, Frag Grenades, Melta Bombs. (Corax may be given no additional equipment whatsoever).

SPECIAL RULES

The Raven’s Talons: Forged by Corax at the height of his bitterness and sorrow following the Istvaan V massacre. When worn by Corax the Talons bestow the following rules:
  • Pair of Master Crafted Rending Power Claws,
  • -2 to all enemy Invulnerable Saves and Daemonic Invulnerable Saves, note that this may negate some Invulnerable throws altogether.
Shadow Armour: To compliment his preferred guerrilla tactics, Corax developed stealth shielding technologies for his armour and the armour of his personal guard – a marvel that had been unheard of since the very height of the Dark Age of Technology. The same technology would be adapted millennia later to create the Stealth Suits used by the Officio Assassinorum. Shadow armour bestows the following rules:
  • Artificer Armour,
  • Enemies wishing to shoot at a character wearing Shadow Armour must do so using the Night Fighting rules. Acute Senses/Night Vision do not apply,
  • If the Night Fighting rules are already being used, then Corax can only be seen if he is within half the normal range of the unit’s vision (i.e.: if they score a 12 they can only see the Corax if he is within 6”).
Strike with the Shadows: Corax was the master of ambushes and surprise attacks, and his gene-sons are consummate guerrilla fighters. To represent this Corax and any unit he leads benefit from the following rules:
  • Fleet – Corax and any Raven Guard model wearing a Jump Pack counts as being Fleet.
  • Infiltrate – Corax and the unit he leads may Infiltrate.
  • Counter-Attack – Corax and any unit he is with may Counter-Attack.
  • Furious Charge - Corax and the unit he leads benefit from the Furious Charge Universal Special Rule.
  • Move Through Cover – Corax and the unit he leads benefit from the Move Through Cover Universal Special Rule.
  • Iron Will – Corax and the unit he leads may choose to pass or fail any Morale or Pinning test they are required to make, even if failure is normally automatic they may choose to automatically pass instead. Replaces the Stubborn and Combat Tactics rules.
  • Precision Attack – No Raven Guard units equipped with Jump Packs will scatter if they Deep Strike within 18” of Corax.
RETINUE & HONOUR GUARD

Corax may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Corax posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

An Honour Guard may be added to this Retinue, although note that the total number of models in the final unit must be 10 men strong, cannot include Terminators and must all be equipped as stated below.

Corax’s Retinue and Honour Guard may Deep Strike into battle – this does not affect their Strategic Assets which may be used regardless.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Marine Codex, Corax’s Retinue and Honour Guard must be equipped as follows:

Masters of the Raven Guard – may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:
  • Iron Halos (free),
  • Must take Shadow Armour (+ 25 pts.),
  • Must take pair of Master Crafted Lightning Claws (+ 30 pts.),
  • Must take a Jump Pack (+25 pts.).
Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they must be equipped as follows:
  • Must take Shadow Armour (+ 25 pts.),
  • Must take pair of Master Crafted Lightning Claws (+ 15 pts.),
  • Must take a Jump Pack (+10 pts.).
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JAGHATAI KHAN, PRIMARCH OF THE WHITE SCARS

WS 7, BS 8, S 6, T 5 (6), W 5, I 6, A 5, Ld 10, Sv. 2+ / 4++

795 pts.


Unit Type: Unique Jetbike Special Character.


Retinue: Jaghatai may be accompanied by a Retinue consisting of 4 Masters of his Legion. See entry for details.

EQUIPMENT

Great Khan’s Jetbike, Moonfang, Artificer Armour, Iron Halo. (Jaghatai may be given no additional equipment whatsoever).

SPECIAL RULES

Moonfang: One of the most sacred relics of the White Scars in the 41st Millennium and Jaghatai’s personal weapon. In the Great Khan’s hand the Moonfang has the following rules:
  • Master Crafted Power Weapon,
  • Causes Instant Death on any Wound roll of 6.
The Great Khan: Jaghatai forged his Legion into lightning-fast shock troops, stressing mobility above all else. To represent this Jaghatai bestows the following rules:
  • Mobile Army – all infantry Troop choices in the White Scars army must have a transport vehicle: Rhino, Razorback, Drop Pod or Landraider (any transport variant).
  • Out-Flank - exactly as it appears in the rules for Kor’Sarro Khan in the Space Marine Codex.
  • Scouts – Jaghatai and any White Scar bike, Jetbike or Landspeeder in his army count as being Scouts.
  • Hit and Run – All White Scars mounted on bikes or Land Speeders of any kind benefit from the Hit & Run Universal Special Rule.
  • Fleet – Jaghatai and any unit he is with count as being Fleet.
  • Skilled Rider - Jaghatai and the unit he leads benefit from the Skilled Rider Universal Special Rule.
  • Iron Will – Jaghatai and the unit he leads may choose to pass or fail any Morale or Pinning test they are required to make, even if failure is normally automatic they may choose to automatically pass instead. Replaces the Stubborn and Combat Tactics rules.
  • Run – though riding jetbikes, Jaghatai and his Retinue may still make Run moves.
RETINUE

Jaghatai may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Jaghatai posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Jaghatai and his Retinue may Deep Strike into battle on their Jetbikes as if wearing Jump Packs – this does not affect their Strategic Assets which may be used regardless.

Jaghatai’s Retinue must be equipped as stated below.

RETINUE EQUIPMENT:

All four Chapter Masters in Jaghatai’s Retinue must be equipped as follows at the costs listed in the Space Marine Codex:
  • Iron Halos (free),
  • Must take Artificer Armour,
  • Must take Relic Blades,
  • Must take Jetbike from the Great Khan’s stables (cost shown below).
Great Khan’s Jetbikes: Unheard of in the 40th millennium, the first of these technological wonders was constructed through the combined artifice of Ferrus Manus and Vulkan as a unique gift for Jaghatai. So impressed was the Great Khan by his brothers’ gift, he asked the Mechanicum Master Fabricator attached to his fleet to study the device and make several more for use by the Chapter Masters of his Legion. Jaghatai Khan and his Retinue must ride these jetbikes. They follow all the usual rules for jetbikes that appear in the 40K rulebook, with the following exceptions and additions:
  • Cost 85 Points,
  • In-built Auspex, (see Daemon Hunters Rulebook for details),
  • In-built Targeters, (see Daemon Hunters Rulebook for details),
  • In-built Frag-launchers,
  • Bestows +1 Toughness upon rider,
  • Armed with 4 twin-linked Storm Bolters and one twin-linked Multi-Melta,
  • In the Shooting phase, the rider may shoot either the Storm Bolters or the Multi-Melta, not both, although not every model in the unit has to fire the same weapon at the same time.
Jaghatai and his Retinue may carry no firearms additional to those mounted on their Jetbikes.
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TRAITOR PRIMARCH SPECIAL RULES

Apocalypse Independent Characters: All Primarchs are Unique Independent Characters that are permitted to be used only in games of Apocalypse. Although larger than any Space Marine, they aren't quite the size of Monstrous Creatures and so count as Infantry.

Eternal Warrior: All Primarchs count as being Eternal Warriors.

Acute Senses: All Primarchs have Night Vision/Acute Senses.

Legion Primarch: The Traitor Primarchs are the embodiment of their Legion’s spirit and will and have been blessed by the Powers of Chaos, as such they bestow the following benefits upon their gene-sons:
  • All Marines of the Primarch’s Legion/Chapter within 12” gain +1 on their combat resolutions for any Assault.
Son of the Emperor: Created through a combination of the most advanced genetic engineering humanity has ever aspired to and through the Emperor’s prodigious and terrifying Warpcraft, the Traitor Primarchs have also been blessed by the Powers of the Old Dark. They gain the following bonuses:
  • 4+ Invulnerable Save against all enemy hand-to-hand attacks and shooting,
  • 4+ Invulnerable Save against all Psychic Powers and all Daemonic Gifts with a range or that require a BS to use.
  • This save applies only to the Primarch himself and not any unit or Retinue accompanying him. If the unit or Retinue he is with is forced to make any action because of the effects of the psychic power, the Primarch automatically leaves the unit or Retinue, although he may rejoin them as normal later.
First to the Slaughter: The Traitor Primarchs and any Retinue or unit they lead in a Deep Strike may Assault that same turn.

Vital Objective: Should a Traitor Primarch get slain during the battle his body counts as being a Vital Objective to all players.

Orbital Bombardment: All Primarchs grant the Orbital Bombardment Strategic Asset. Note that if the Primarch is accompanied by a Retinue of Chapter Masters from his Legion, these Masters do not come with their Orbital Bombardment rule!

Death of Our Lord: Should a Traitor Primarch be killed during the battle, all units of his Legion still in play immediately lose all the benefits and special rules bestowed by their Primarch and all units and characters must immediately fall back as if they had failed a morale test. This applies to the whole army, even Fearless units. Tanks and Dreadnaughts are immune to this rule. After the Primarch is killed, the Independent Character with the highest points cost in play becomes the overall leader of the Legion for the remainder of the battle, and the normal Chaos Space Marine Codex rules for the Chapter come into play.

Traitorous Troops: Whereas cult Chaos Space Marines (Noise Marines, Khorne Berserkers, Noise Marines, Thousand Sons) may be included in the armies of the Traitor Primarchs in order to accommodate for players individual armies, they may not outnumber the quantity of non-cultic Chaos Space Marine units and nor may they benefit from the special rules bestowed by the Primarch. In game terms they count as an allied warband led by its own champion or whatever. Note that Chaos Space Marines with the Marks or Icons of the 4 Chaos Powers do benefit from their Primarch’s special rules.

Named Captains: Note that in game terms you can include the existing 40th millennium Characters of the appropriate Chaos Marine Chapter in your Chaos Space Marine Legion army led by their Primarch. They are the same warriors that fought alongside their Primarch so many millennia ago against the forces of the False Emperor of Mankind.
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ALPHARIUS, PRIMARCH OF THE ALPHA LEGION

WS 7, BS 7, S 6 (7), T 5, W 5, I 6, A 5 (8), Ld 10, Sv. 2+ / 4++

795 pts.


Unit Type: Unique Infantry Special Character.


Retinue: Alpharius may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Hydra Blade, Artificer Armour, Iron Halo, Teleport Homer, Personal Teleporter, Master Crafted Plasma Pistol, Auspex, Targeter, Frag Grenades. (Alpharius may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

Hydra Blade: No one knows where Alpharius found this weapon, nor even whether he made it himself. Its terrible powers are legendary and many came to suspect the taint of Chaos was upon it:
  • Counts as a Master Crafted Rending Power Weapon,
  • Bestows +1 Strength and +3 Attacks (already shown on his profile).
Brotherhood of the Hydra: Alpharius, his Legion and any allied traitor Guardsmen HQ choices under his command may choose to pass or fail any Morale or Pinning test they are required to make, even if failure is normally automatic they may choose to automatically pass instead.

Matchless Tactician: Alpharius’ military planning was considered by many to be more than a match for the best efforts of even his brother Guilliman. Some histories speak of an abiding competitiveness between the two Primarchs – although depending on which history you read it can be either Alpharius or Guilliman who was more disturbed by the successes of the other. Whatever the truth, Alpharius was a truly masterful tactician, always thinking several moves ahead of his opponents. The Alpha Legion benefit from the following rules:
  • Careful Planning, Tactical Asset – exactly as in the Apocalypse Rulebook.
  • Obstacles, Battlefield Asset – exactly as in the Apocalypse Rulebook.
  • Minefields, Battlefield Asset – – exactly as in the Apocalypse Rulebook.
RETINUE & HONOUR GUARD

Alpharius may be accompanied by a Retinue consisting of 4 Masters from his Legion. 1 must be a Daemon Prince, with another 0-3 Chaos Lords and/or 0-1 Chaos Sorcerer, all taken from the Chaos Space Marine Codex. The Masters cost 200 pts plus the cost of their own points and equipment. They bestow the following Strategic Assets:
  • Hold At All Costs,
  • Chaos Altar,
  • Corrupt and Despoil,
  • Vortex Grenade.
You must identify which Master bestows which Asset before the battle begins. Alpharius and his Retinue may Deep Strike into battle if appropriately equipped – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Chaos Land Raider, Dreadclaw or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

The Honour Guard is taken from the Chosen Chaos Space Marines entry in the Chaos Space Marine Codex. Regardless of any list entries in their Codex, Alpharius’ Honour Guard may be equipped as follows:

Masters of the Alpha Legion – the 4 Masters accompanying Alpharius may possess no Marks of Chaos or Personal Icons. They may bear any equipment allowed to characters of their type (Chaos Lord, Sorcerer, Daemon Prince) in the Chaos Space Marine Codex, with the following additions/exceptions:
  • Iron Halos (4+ Invulnerable Save. Free),
  • Non-Daemon Princes may wear Artificer Armour (+15 pts., 2+ Armour Save),
  • May not ride Bikes or wear Jump Packs.
Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they count as Chosen Chaos Space Marines. They may take no Marks or Icons. They may choose any other upgrades, weapons and equipment available to units of this type in the Chaos Space Marine Codex, with the following additions/exceptions:
  • May wear Artificer Armour for (+10 pts., 2+ Armour Save),
  • If wearing Terminator Armour, all models count as Chaos Terminators for costings and equipment availability.

Many Heads of the Hydra: If Alpharius is slain during the battle but the Daemon Prince from his Retinue remains alive, this ‘daemon’ immediately drops its disguise to reveal himself to be Alpharius’ twin, Omegon. At this point Omegon abandons whatever weapons he was carrying, scoops up Alpharius’ ones and continues to fight with the starting profile, weapons and special rules of Alpharius, although his Wounds stay as they were before revealing himself.
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Old 16-10-2008, 23:55   #14
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Default Re: Gods and Demi-Gods in 40K - Apocalypse Datasheets

KONRAD CURZE, THE ‘NIGHT-HAUNTER’,
PRIMARCH OF THE NIGHT LORDS

WS 8, BS 6, S 7 (8), T 5, W 5, I 6, A 6 (7), Ld 10, Sv. 2+ / 4++

795 pts.


Unit Type: Unique Infantry Special Character.


Retinue: Curze may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Claws of Midnight, Artificer Armour, Iron Halo, Teleport Homer, Frag Grenades. (Curze may be given no additional equipment whatsoever).

SPECIAL RULES

Claws of Midnight: These are a unique and dreadful pair of Power Claws, manufactured by Curze himself:
  • Master-Crafted Power Claws,
  • Bestow +1 to Curze’s already considerable Strength,
  • A single Meltagun is mounted on each gauntlet. They may be fired together as one twin-linked Meltagun,

Without Fear: Curze and all his gene-sons are utterly Fearless.

Victory Through Terror: Curze was without doubt the greatest (if that is the correct term to use) and most feared terrorist in all human history. The actions he planned and commanded in order to defeat his enemies and/or to assure obedience to his will are best not discussed here, or indeed anywhere, but suffice to say he and his loyal Marines could materialise almost anywhere on the battlefield, sowing terror, misery and discord as they wished. Curze bestows the following rules:
  • Scheduled Bombardment, Support Asset – exactly as in the Apocalypse Rulebook.
  • Infiltrate – Curze, his Retinue and all non-cultic, non-Terminator armoured Night Lords Chaos Space Marine Troops and Chosen mayInfiltrate.
  • Stealth – Curze, his Retinue and all non-cultic, non-Terminator armoured Night Lords Chaos Space Marines Troops and Chosen benefit from the Stealth Universal Special Rule.
  • Scouts – Curze, his Retinue and any non-Terminator armoured Chosen Chaos Space Marine Night Lords count as being Scouts.
  • Move Through Cover – Curze and the unit he leads benefit from the Move Through Cover Universal Special Rule.
RETINUE & HONOUR GUARD

Curze may be accompanied by a Retinue consisting of 4 Masters from his Legion. These may consist of any mix of Chaos Lords and Chaos Sorcerers, all taken from the Chaos Space Marine Codex.

The Masters cost 200 pts plus the cost of their own points and equipment. They bestow the following Strategic Assets:
  • Blind Barrage,
  • Chaos Altar,
  • Corrupt and Despoil,
  • Minefields.
You must identify which Master bestows which Asset before the battle begins. Curze and his Retinue may Deep Strike into battle if appropriately equipped – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Chaos Land Raider, Dreadclaw or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Curze’s Honour Guard may be equipped as follows:

Masters of the Night Lords – the 4 Masters accompanying Curze may possess no Marks of Chaos or Personal Icons. They may bear any equipment allowed to characters of their type (Chaos Lord or Sorcerer) in the Chaos Space Marine Codex, with the following additions/exceptions:
  • Iron Halos (4+ Invulnerable Save. Free),
  • Must wear Artificer Armour (+15 pts., 2+ Armour Save),
  • May not ride Bikes.
Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they count as Possessed Chaos Space Marines and may choose any options and character upgrades available to units of this type in the Chaos Space Marine Codex, with the following additions/exceptions:
  • May wear Artificer Armour (+15 pts., 2+ Armour Save),
  • May have Jump Packs or Wings (which will act as Jump Packs),
  • May not take an Icon,
  • Have the Power Weapon Possessed Ability and no other.
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DAEMON PRIMARCHS SPECIAL RULES

Apocalypse Independent Characters: All Daemon Primarchs are Unique Independent Characters that are permitted to be used only in games of Apocalypse. They cannot join any unit except where otherwise noted.

Monstrous Creature: All Daemon Primarchs count as being Monstrous Creatures.

Eternal Warrior: All Daemon Primarchs count as being Eternal Warriors.


Daemon: As their title implies, all Daemon Primarchs are Daemons and follow the rules set out for Daemons in the Chaos Daemons Codex. Any exceptions or modifications to the standard daemon rules are noted below.

Chaos Space Marine Gifts and Psychic Powers: If any of these normally require the owning character to pass a psychic test, this should be ignored for the Daemon Primarchs who may use any such Gifts/psychic powers as though it were Daemonic Gifts.

Chaos Armour: Except where noted in their profile, all Daemon Primarchs are protected by Hellish armour etched with glowing runes of Chaos. This armour takes many forms and may look like Terminator Armour, Power Armour or even something far more strange and exotic.
  • Counts as Power Armour that saves on a 3+,
  • Generates an Invulnerable Daemonic Saving Throw of 4+.
Daemon King: Even before they were blessed by the Chaos Gods, the souls of Traitor Primarchs burned brighter in the Warp than many daemon princes. Once transfigured by the power of their Patron deities, the Daemon Primarchs truly became kings amongst daemons, more powerful than almost any other of their kind.
  • Daemon Primarchs gain a 4+ Invulnerable Save against any and every enemy psychic power directed at them.

Daemon Primarch: The Daemon Primarchs have imposed their will and spiritual taint onto their Legions with ruthless absolutism. The Daemon Primarchs bestow the following rules upon their Legion:
  • All Marines of the Daemon Primarch’s Legion within 12” may use their Primarch’s Leadership for any Leadership test they are required to make, including psychic tests.
  • All Marines of the Primarch’s Legion within 12” gain +1 on their combat resolutions for any assault.

Daemon Primarch Deployment: Daemon Primarchs are a unique form of daemon – the power of Greater Daemons contained within physical bodies created by the Emperor to be faultless vessels of the Warp’s energies. This affects deployment in several ways:
  • When leading pure daemon armies, Daemon Primarchs are always in the first group of daemons to Deep Strike onto the battlefield. As such, when you divide your daemon army in two before the battle commences, keep the Daemon Primarch aside, then whichever group must Deep Strike first, the Daemon Primarch must lead them.
  • When leading an army consisting of Traitor Marines of his own Legion, a Daemon Primarch may be deployed without the need of Deep Striking if the owning player wishes.
  • Where the Daemon Primarch’s army is a mixture of his Legion and daemonic servants of his Patron Chaos Power, then the owning player may choose whether the Primarch Deep Strikes with the daemons or starts on the table with his Legion (or Deep Strikes with his Legion even).

Death of the Master: Should a Daemon Primarch be killed during the battle, all Space Marine models of his Legion immediately lose all the benefits and special rules bestowed by their Primarch and all units and characters must immediately fall back as if they had failed a morale test. This applies to all Marines in the army, even Fearless units. Tanks and Dreadnaughts are immune to this rule. All Daemon units are immune to this rule.

Should a Daemon Primarch be slain during the battle, his body counts as being a Vital Objective to all players. See Apocalypse Rulebook for details.


The Anointed: Magnus, Angron, Mortarion and Fulgrim may only lead armies dedicated to their own Patron Chaos Power. Additionally, the following rules apply:
  • All Marine units and characters must be cult Marines (like Khorne Berserkers) or units and characters with the Marks and/or Icons of their Primarch’s Patron – so, for example, Angron cannot lead any Marines bearing the Marks or Icons of any deity other than Khorne,
  • Any army led by the Anointed Primarchs must have more cult Marines than ‘normal’ Chaos Space Marine Troops choices with Icons and Marks,
  • The Anointed may only include daemons in their army dedicated to their specific Patron (so Horrors, Bloodletters, Plaguebearers and Daemonettes etc) which they may choose from the Chaos Daemons Codex, but the number of daemon units must be less than the number of Marine units,
Note that they may include Soul Grinders, Defilers and Obliterators in their armies.
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Old 16-10-2008, 23:57   #16
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FULGRIM, DAEMON PRIMARCH OF THE EMPEROR’S CHILDREN

WS 9, BS 8, S 7, T 7, W 7, I 9, A 7, Ld 10, Sv. 3+ / 4++

645 pts.


Unit Type: Unique Monstrous Creature Special Character.


Honour Guard: Fulgrim may be accompanied by an Honour Guard. This does not count as a Retinue but Fulgrim must lead them. See entry for details.

GIFTS OF CHAOS

  • Aura of Acquiescence,
  • Chaos Icon of Slaanesh,
  • Daemonic Flight,
  • Lash of Submission,
  • Soporific Musk,
  • Pavane of Slaanesh and Grand Pavane of Slaanesh Apocalypse Strategic Asset.
(Fulgrim may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Avatar of Delight: Fulgrim counts as a very special Icon of Slaanesh:

· Slaaneshi Daemons of any and all kinds and formations may Deep Strike within 12” of Fulgrim and will not scatter,
· Emperor’s Children may Deep Strike within 6” of Fulgrim and will not scatter,
· Deep Striking Soul Grinders get no special bonuses.

Many Armed: Fulgrim has been blessed with two extra arms by the Dark Prince of Chaos. In battle Fulgrim wields the Anathame (see below), a power sabre manufactured to be the twin of the Anathame, his Lash of Submission and a small adamantium buckler emblazoned with the pulsing rune of his Master, which when added to his breathtaking swordsmanship make him almost unbeatable in close combat.
  • All enemies in hand to hand attacks against Fulgrim must reduce their Attacks by -2 to a minimum of 1.
The Anathame: This was the Warp-touched blade that wounded Horus to the point of death and led to him embracing the Gods of Chaos as patrons. The Anathame allows Fulgrim to fight with the Preferred Enemy rule against any enemies with a WS. It also bestows Instant Death against all non Gargantuan or Super Heavy enemies.

Ecstatic Shriek: Fulgrim counts as possessing a Blastmaster. Shots are measured from the centre of Fulgrim’s base.

HONOUR GUARD

Fulgrim may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 1 must be a Lucius the Eternal, with another 2-3 Chaos Lords and/or 0-1 Chaos Sorcerer, all taken from the Chaos Space Marine Codex. All Characters must bear the Mark of Slaanesh.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:
  • Disruptor Beacon,
  • Chaos Altar,
  • Corrupt and Despoil,
  • Flank March.
You must identify which Master bestows which Asset before the battle begins. Fulgrim’s Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Fulgrim’s Honour Guard may be equipped as follows:

Masters of the Emperor’s Children – the 4 Masters accompanying Fulgrim may wield any equipment allowed to characters of their type (Chaos Lords or Sorcerer) in the Chaos Space Marine Codex, with the following additions/exceptions:
  • Mark of Slaanesh (free),
  • Must have Wings/Jump Pack,
  • May not carry Personal Icons,
  • May wear Artificer Armour (+15 pts., 2+ Armour Save),
  • May wield a Doom Siren (+15 pts.) or a Sonic Blaster (+5 pts.), or a Blastmaster (+40 pts.).
  • May not ride Bikes or ride daemonic steeds.
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Old 16-10-2008, 23:58   #17
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ANGRON, DAEMON PRIMARCH OF THE WORLD EATERS

WS 9, BS 5, S 10, T 7, W 8, I 9, A 10, Ld 10, Sv. 3+ / 4++

645 pts.


Unit Type: Unique Monstrous Creature Special Character.


Honour Guard: Angron may be accompanied by an Honour Guard. This does not count as a Retinue but Angron must lead them. See entry for details.


GIFTS OF CHAOS

  • Blessings of the Blood God,
  • Chaos Icon of Khorne,
  • Daemonic Flight,
  • Death Strike (shooting from Angron's terrible gaze),
  • Twin Chain Axes.
(Angron may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Avatar of Rage: Angron counts as a very special Icon of Khorne:

Khornate Daemons of any and all kinds and formations may Deep Strike within 12” of Angron and will not scatter,[/color]
· World Eaters may Deep Strike within 6” of Angron and will not scatter,
· Deep Striking Soul Grinders get no special bonuses.

Twin Chain Axes: These axes are holy relics dedicated to Khorne and are symbols of Angron's covenant with the God of Rage.
  • Rending,
  • Cause Instant Death.

Scream of Hate: All enemies within 6” count as having -1 to their Leadership value, even if they are Stubborn.

Unstoppable Killers: Angron and all Khorne Berserkers or Chaos Space Marines with the Mark of Khorne within 12” are Fearless and subject to the Rage, Fleet, Preferred Enemy and Furious Charge Universal Special Rules. Note that no profile rating may be taken above 10 by any bonuses granted by this rule.

HONOUR GUARD

Angron may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 1 must be a Kharn the Betrayer, with another 3 Chaos Lords all taken from the Chaos Space Marine Codex. All Characters must bear the Mark of Khorne.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:
  • Trophy Kill,
  • Chaos Altar,
  • Corrupt and Despoil,
  • Strategic Redeployment.
You must identify which Master bestows which Asset before the battle begins. Angron’s Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Angron’s Honour Guard may be equipped as follows:

Masters of the World Eaters – the 4 Masters accompanying Angron may wield any equipment allowed to characters of their type (Chaos Lords) in the Chaos Space Marine Codex, with the following additions/exceptions:
  • Mark of Khorne (free),
  • May have Wings/Jump Pack,
  • May not carry Personal Icons,
  • May wear Artificer Armour (+15 pts., 2+ Armour Save),
  • May not ride Bikes or ride daemonic steeds.
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Old 16-10-2008, 23:59   #18
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MAGNUS THE RED, DAEMON PRIMARCH OF THE THOUSAND SONS

WS 6, BS 9, S 7, T 7, W 6, I 7, A 4, Ld 10, Sv. 3+ / 3++

645 pts.


Unit Type: Unique Monstrous Creature Special Character.


Honour Guard: Magnus may be accompanied by an Honour Guard. This does not count as a Retinue but Magnus must lead them. See entry for details.

GIFTS OF CHAOS

  • Bolt of Tzeentch,
  • Boon of Mutation,
  • Breath of Chaos,
  • Chaos Icon of Tzeentch,
  • Daemonic Flight,
  • Daemonic Gaze,
  • Soul Devourer,
  • Warptime,
  • Warpfire,
  • We Are Legion.
(Magnus may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Avatar of Change: Magnus counts as a very special Icon of Tzeentch:

· Tzeentchian Daemons of any and all kinds and formations may Deep Strike within 12” of Magnus and will not scatter,
· Thousand Sons may Deep Strike within 6” of Magnus and will not scatter,
· Deep Striking Soul Grinders get no special bonuses.

Most Favoured of Tzeentch: Magnus’ mastery of the sorcerous arts eclipses that of any other once-mortal servant of the God of Change. In battle Magnus has the following benefits:
  • May use up to 5 ranged attacks bestowed by his Gifts per shooting phase,
  • Although he may target multiple units he may not use the same Gift more than once per shooting phase,
  • Magnus has a 3+ Daemonic Invulnerable Save,
  • Magnus has a special 3+ Invulnerable Save against all psychic powers and Force Weapons used against him.
Warpmaster: Magnus counts as possessing the Mirage of Tzeentch Chaos Daemon Asset, with Magnus being the effected daemon. See Apocalypse Reload for details. Magnus also possesses the Disruptor Beacon Front Line Asset against all enemies entering the battle within 24” via Teleport attacks only. See Apocalypse Rulebook for details.

HONOUR GUARD

Magnus may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 1 must be Ahriman, with another 3 Chaos Sorcerers taken from the Chaos Space Marine Codex. All Characters must bear the Mark of Tzeentch.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:
  • Careful Planning,
  • Chaos Altar,
  • Corrupt and Despoil,
  • Vortex Grenade.
You must identify which Master bestows which Asset before the battle begins. Magnus’ Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Magnus’ Honour Guard may be equipped as follows:

Masters of the Thousand Sons – the 4 Masters accompanying Magnus may wield any equipment allowed to characters of their type (Chaos Sorcerers) in the Chaos Space Marine Codex, with the following additions/exceptions:
  • Mark of Tzeentch (free),
  • May have Wings/Jump Pack/Disc of Tzeentch,
  • May not carry Personal Icons,
  • May wear Artificer Armour (+15 pts., 2+ Armour Save),
  • May not wear Terminator Armour,
  • May not ride Bikes or ride daemonic steeds.
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MORTARION, DAEMON PRIMARCH OF THE DEATH GUARD

WS 7, BS 7, S 7, T 9, W 9, I 6, A 6, Ld 10, Sv. 3+ / 4++

645 pts.


Unit Type: Unique Monstrous Creature Special Character.


Honour Guard: Mortarion may be accompanied by an Honour Guard. This does not count as a Retinue but Mortarion must lead them. See entry for details.

GIFTS OF CHAOS
  • Breath of Chaos,
  • Chaos Icon of Nurgle,
  • Cloud of Flies,
  • Daemonic Gaze,
  • Master of Sorcery,
  • Nurgle’s Rot,
  • Soul Reaper.
(Mortarion may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Avatar of Decay: Mortarion counts as a very special Icon of Nurgle:

· Nurglish Daemons of any and all kinds and formations may Deep Strike within 12” of Mortarion and will not scatter,
· Death Guard may Deep Strike within 6” of Magnus and will not scatter,
· Deep Striking Soul Grinders get no special bonuses.

Soul Reaper: Mortarion wields a huge daemonic scythe, pitted, notched and dripping with the most corrosive and noxious slime imaginable.

· Counts as a Power Weapon with the Noxious Touch Daemonic Gift.

Aura of Despair: Although frightening enough for any sane mortal to look upon, it is the pervasive supernatural aura of daemonic misery, cynicism and decay exuding Mortarion that brings his enemies low. All enemies within 6” of Mortarion have -2 to their Leadership. Fearless units are immune to this. Stubborn units are not.

Feel No Pain: Mortarion has the Feel No Pain Universal Special Rule.

Immune to Poison: Poisoned Weapons of all kinds have no special affect against Mortarion. Players must roll to Wound as normal without any special bonuses.


HONOUR GUARD

Mortarion may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 1 must be Typhus, with 1 other Chaos Lord and 2 Chaos Sorcerers taken from the Chaos Space Marine Codex. All Characters must bear the Mark of Nurgle.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:
  • Camouflage,
  • Chaos Altar,
  • Corrupt and Despoil,
  • Shield Generator.
You must identify which Master bestows which Asset before the battle begins. Mortarion’s Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Mortarion’s Honour Guard may be equipped as follows:

Masters of the Deathguard – the 4 Masters accompanying Mortarion may wield any equipment allowed to characters of their type (Chaos Lords and Chaos Sorcerers) in the Chaos Space Marine Codex, with the following additions/exceptions:
  • Mark of Nurgle (free),
  • Blight Grenades (free),
  • May not carry Personal Icons,
  • May wear Terminator Armour,
  • May not have Jump Packs/Wings,
  • May not ride Bikes or ride daemonic steeds.
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LORGAR, DAEMON PRIMARCH OF THE WORD BEARERS

WS 8, BS 7, S 8, T 7, W 7, I 7, A 6 (+D6), Ld 10, Sv. 3+ / 4++

645 pts.


Unit Type: Unique Monstrous Creature Special Character.


Honour Guard: Lorgar may be accompanied by an Honour Guard. This does not count as a Retinue but Lorgar must lead them. See entry for details.

GIFTS OF CHAOS

· Chaos Icon,
· Daemonic Gaze,
· Daemonic Flight,
· The First Crozius,
· Instrument of Chaos,
· Transfixing Gaze.

(Lorgar may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Scion of the Annihilator: Lorgar was the first of the Primarchs to fall to Chaos and is the most altruistically dedicated servant of the Chaos Gods ever to emerge from the Imperium. He truly is the High Priest of Chaos. As such:

· Lesser Daemons and Greater Daemons from the Chaos Space Marines Codex, as well as Furies and Daemon Princes from the Chaos Daemons Codex may Deep Strike within 12” of Lorgar and will not scatter,
· Word Bearers may Deep Strike within 6” of Lorgar and will not scatter,
· All Word Bearers in play count as having Icons of Chaos Glory, they may take no other Icons,
· Possessed Word Bearer Chaos Space Marines cost 20 Points per model,
· Lorgar has the Major Possession Chaos Daemon Asset. A Greater Daemon taken from the Chaos Space Marines Codex (only) may enter play as described in the Apocalypse Reload rulebook.

The First Crozius: Lorgar created the first Crozius to be both a weapon and a symbol of his devotion to his Father. After the Council of Nikea, when Chaplains were introduced to all Astartes Legions, the Crozius was adopted as the symbol of the office of Chaplain. When Lorgar finally succumbed to the temptations of Chaos, his first-made Crozius was blessed by his new masters to carry their Truth across the Mortal Plane.
  • Master Crafted Power Weapon,
  • +1 Strength and +D6 Attacks, (already included in his profile),
  • Soul Devourer Daemonic Gift, see Chaos Daemon Codex for details,
  • Breath of Chaos Daemonic Gift, see Chaos Daemon Codex for details.

HONOUR GUARD

Lorgar may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 2 must be Chaos Lords and 2 must be Chaos Sorcerers taken from the Chaos Space Marine Codex. One must bear the Mark or Nurgle, one the Mark of Tzeentch, one the Mark of Slaanesh and one the Mark of Khorne.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:
  • Supreme Headquarters,
  • Chaos Altar,
  • Corrupt and Despoil,
  • Hold At All Costs.
You must identify which Master bestows which Asset before the battle begins. Lorgar’s Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Lorgar’s Honour Guard may be equipped as follows:

Masters of the Words Bearers – the 4 Masters accompanying Lorgar may wield any equipment allowed to characters of their type (Chaos Lords and Chaos Sorcerers) in the Chaos Space Marine Codex, with the following additions/exceptions:
  • All Marks of Chaos (free),
  • May not carry Personal Icons.
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