Page 1 of 2 1 2 LastLast
Results 1 to 20 of 27

Thread: Angels of vengeance supplement

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    THE ANGELS OF VENGEANCE


    The following section details background and rules information that describes the forces used by the Angels Of Vengeance - their warriors, their vehicles and the characters that lead them into battle. This section will enable you to forge your collection of Angels Of Vengeance miniatures into an army ready to fight battles in your games of Warhammer 40,000.

    CHOOSING AN ARMY
    When choosing an army to play a game of Warhammer 40,000, there are two main ways of organizing your collection. These are the Unbound method, which means taking whichever units you like, and the Battle-forged method, which is more rigid but has extra benefits. Both are described fully in Warhammer 40,000: The Rules.

    If you are using the Unbound method, simply use the datasheets later in this section that correspond to the models in your collection. If you are using the Battle-forged method, you will instead need to organize the models in your collection into Detachments. This is a fun process in its own right - I mean, look at me! I created a whole new codex for a dead edition of the game because of it. The most common of these are the Combined Arms and Allied Detachments. Note that you can also include any of the Formations presented in this section as a part of a Battle-forged army.

    The Vengeance Strike Force is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organization Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Commands Benefits, just like any other Detachment.

    Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Vengeance Strike Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Vengeance Strike Force, that entire Strike Force is your Primary Detachment.


    VENGEANCE STRIKE FORCE

    COMMAND BENEFITS:
    Company Support: If a Vengeance Strike Force includes two War-companies, then together they may form an Order. Any unit from the Order that has the option to take a Rhino, Razorback or Drop Pod as a Dedicated Transport may take on at no points cost (though they must pay for any additional upgrades and options as normal).
    Priority Target: If a Vengeance Strike Force includes one or more Inner-Circle Conclaves, then, immediately before the start of your first turn, you must nominate one enemy unit (this can even be one in reserve; remember to tell your opponent which unit you have nominated), models with the Inner-Circle special rule may re-roll all failed To Hit rolls against the nominated unit.
    Stubborn Fanaticism: All Non-vehicle models in this Formation have the Feel No Pain (6+) special rule.

    RESTRICTIONS:
    This Detachment must include at least one Core choice, one Command choice, and one Auxillary choice. It may also include up to one more Command choice, and any number of additional Core and Auxillary choices, in any combination. Only the datasheets listed below can be included in this Detachment, and all units in the Detachment must have the Angels Of Vengeance Faction.

    CORE:
    WAR-COMPANY:
    • 1 Nathanael Eyal or Company Captain.
    • 0-1 Chevalier Command Squad
    • 2-3 units of Wardens
    • 2-5 units of Initiates
    • 0-1 unit of Dreadnoughts

    INNER-CIRCLE CONCLAVE:
    • 2-3 units chosen in any combination from the following list:
      - Chevalier Squad
      - Conqueror Squad
      - Destroyer Squad


    AXUILIARY:
    DREADWING SUPPRESSION FORCE:
    • 1 Kedar Mara, Order Paladin, Interrogator-Chaplain or Librarian
    • 2-5 units chosen in any combination from the following list:
      - Dreadwing Knights
      - Dreadwing Terminators
    • 0-1 Dreadwing Command Squad
    • 0-1 unit of Venerable Dreadnoughts

    RAPTORWING HUNTER SQUADRON:
    • 1 Huntsmen Squad
    • 1-2 units chosen in any combination from the following list:
      - Outrider Squad
      - Talon Squad

    RAPTORWING DARK-BLADE:
    • 2 units of Raptorwing Land Speeders
    • 1 Land Speeder Vengeance

    RAPTORWING CLOSE AIR-SUPPORT SQUADRON:
    • 2 Vengeance Gunships

    CHAPTER ANCIENTS:
    • 1 Nathan Hosea
    • 1-3 units chosen in any combination from the following list:
      - Dreadnoughts
      - Venerable Dreadnoughts

    ARES SIEGEBREAKER COHORT:
    • 3 Land Raider Ares

    ARMOURED SUPPORT:
    • 1 unit chosen from the following list:
      - Land Raider
      - Land Raider Crusader
      - Land Raider Redeemer
      - Predators
      - Vindicators
      - Whirlwinds

    INTERCEPTOR FLIGHT:
    • 1 Swordstrike Interceptor


    COMMAND:
    INNER-CIRCLE:
    • 1 unit chosen from the following list:
      - Amos Chorazin
      - Kedar Mara
      - Eran Boaz
      - Michael Gabriel
      - Nathan Hosea
      - Interrogator-Chaplain
      - Librarian
      - Order Paladin

    THE SWORD OF VENGEANCE:
    • 1 Michael Gabriel

    REPENTANCE COMMAND SQUAD:
    • 1 Interrogator-Chaplain
    • 1 Chevalier Command Squad





    APPENDIX

    ANGELS OF VENGEANCE SPECIAL RULES
    There are a number of special rules that are common to the several Angels Of Vengeance units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other rules are simply listed by name - these are all described in the Special Rules section of Warhammer 40,000: The Rules.

    COMBAT SQUADS
    Space marine squads can break down into smaller, tactically flexible formations known as combat squads. it is a testament to the exceptional training and discipline of the Space marines that such division of numbers serves only to maximize their impact on the field of battle.

    A full strength, ten-man unit, with this special rule, can break down into two five-man units, called combat squads, considered to be two five-man squads of the same type. For example, a ten-man Warden squad can split into two five-man Warden squads using the combat squads special rule.

    You must decide which units are splitting into combat squads, and which models go into each combat squad, immediately before determining your Warlord traits. A unit split into combat squads, therefore, is now two separate units for all game purposes, including calculating the total number of units in the army and determining the number of units you can place in reserve. Then proceed to deploy as normal. In an exception to the normal rules, two combat squads split from the same unit can embark on the same transport vehicle, providing its transport capacity allows. Once you have decided whether or not to split a unit into combat squads, it must remain that way for the entire battle. It cannot split up or join back up later in the battle, nor can you use redeployment to split up a unit or join it back together.


    INNER-CIRCLE
    No traitor can stay the wrath of the Angels Of Vengeance Inner-Circle.

    A model with this special rule has the Fearless and Hatred (Chaos Space Marines) special rules.


    MASTERY OF THE BLADE
    One of the oldest traditions in the Angels Of Vengeance is The Court Of Blades, an unusual Aspirant Trial designed to pit the most skilled swordsmen against one another for the chance of being accepted into the ranks of the chapter's Neophytes. Aspirants who successfully complete The Court Of Blades are oft destined for greatness as one of the Chapter's Order Champions, or Swordbearers, each using their superlative skill to dispatch their enemies in the name of the Emperor, and the Lion.

    When fighting in a Challenge using a Combat blade, Chainsword, Eviscerator, Power Sword, Terranic Greatsword, Calibanite War Blade or any other unique Melee Weapon modeled as a sword, against a model with an equal Weapon Skill to theirs, a model with this special rule strikes on a 3+.


    NO REDEMPTION! ONLY VENGEANCE!
    Out of all the members of the Unforgiven the Angels Of Vengeance are known for their cold-blooded determination and icy single-mindedness, their duty becoming an all-consuming obsession. Even in the face of overwhelming odds, the Angels of Vengeance fight on, frequently emerging from the fires of battle having sustained enormous losses, but having earned such victories as lesser warriors could only dream of.

    Models with this special rule have the Stubborn special rule, and the Feel No Pain (6+) special rule. If they already have the Feel No Pain rule from another source (a Narthecium, for example), they instead add 1 to the result of any Feel No pain rolls.


    RAPTORWING
    The Angels Of Vengeance Raptorwing are their hunters, striking from the shadows with sudden, devastating assaults.

    A model with this special rule has the Infiltrate and Scout special rules.


    WARLORD TRAITS
    If your Warlord is a Company Captain or Chaplain, you can either roll a D6 on one of the Warlord Trait Tables in Warhammer 40,000: The Rules, or roll a D3 on either the Dreadwing or Raptorwing Warlord Traits table below.

    If your Warlord is an Order Paladin, Interrogator-Chaplain or Librarian, you can either roll a D6 on one of the Warlord Trait Tables in Warhammer 40,000: The Rules, or roll a D6 on either the Dreadwing or Raptorwing Warlord Traits table below.


    DREADWING WARLORD TRAITS TABLE

    D6
    Warlord Trait
    1 Unyielding Will: This Warlord shrugs off even mortal wounds, his unyielding will driving him on long after even his own brothers have fallen. Your Warlord has the It Will Not Die special rule.
    2 Courage of the Lion: The Angels Of Vengeance are famous, even among the Dark Angels successor chapters for their absolute refusal to retreat in the face of any foe. Your Warlord and all friendly units with the Angels of Vengeance Faction within 12" of him make all Moral, Pinning and Fear tests on 3D6, discarding the highest.
    3 Angel Of Vengeance: Hurling himself forward with a burning vengeance, the Warlord inspires his men with acts of unbridled ferocity. The Warlord and his unit have the Furious Charge special rule.
    4 Champion Of Vengeance: This hero fears no foe, for he is a champion of vengeance. Slicing through enemy lines he seeks out the greatest warriors the enemy has to offer and meets their blades in single combat. Your Warlord gains the Honour Or Death special rule. In addition, he gains 1 additional Victory Point for every slain model in a challenge. (Note that killing the challenged model as the result of a sweeping advance will not award these extra Victory points).
    5 Suffer Not the Heretics to Live: The Warlord is an expert at fighting against the largest monstrosities of the Imperium's enemies.The Warlord and his unit have the Monster Hunter and Tank Hunters special rule.
    6 Oncoming Dread: This Warlord personifies the mind-breaking fear that the Dreadwing represents. His mere presence is enough to make weak-minded foes quail in fear. Enemy units subtract 2 from their leadership whilst they are within 12" of your Warlord.



    RAPTORWING WARLORD TRAITS TABLE

    D6
    Warlord Trait
    1 Unyielding Will: This Warlord shrugs off even mortal wounds, his unyielding will driving him on long after even his own brothers have fallen. Your Warlord has the It Will Not Die special rule.
    2 Courage of the Lion: The Angels Of Vengeance are famous, even among the Dark Angels successor chapters for their absolute refusal to retreat in the face of any foe. Your Warlord and all friendly units with the Angels of Vengeance Faction within 12" of him make all Moral, Pinning and Fear tests on 3D6, discarding the highest.
    3 Angel Of Vengeance: Hurling himself forward with a burning vengeance, the Warlord inspires his men with acts of unbridled ferocity. The Warlord and his unit have the Furious Charge special rule.
    4 Surprise Assault: This Warlord is known for his sudden, and often unexpected, assaults. An army that included a Warlord with this trait adds +2 to any Seize the Initiative rolls it makes.
    5 Master Of Strategies: The commanders of the Angels Of Vengeance, like their brother Dark Angels, share a measure of their Primarch's vaunted ability to coordinate attacks. While your Warlord is alive and on the battlefield, you can add 1 or subtract 1 from any of your Reserve Rolls (choose after you roll the dice).
    6 Swift Vengeance: Using their mobility to outpace and outmaneuver their foes, this Warlord strikes like lightning, before disengaging and attacking from a new direction. The Warlord and his unit can either shoot then run, or run then shoot, in the Shooting phase of any turn. And in addition, they can re-roll the dice when determining Run moves.


    ALLIES
    All models in this codex have the Angels Of Vengeance Faction. This Faction allies with the Dark Angels as Battle Brothers, while all other Armies of the Imperium are Allies of Convenience. All remaining Factions are at the Come the Apocalypse level of alliance.
    Last edited by Fox Of 9; 09-11-2019 at 16:43.

  2. #2
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    ANGELS OF VENGEANCE WARGEAR LIST

    These lists detail the points values of various items of wargear available to units in your army. Many units entries in the datasheets that follow may include options from one or more of these lists - in each instance, the datasheet will tell you (in bold text) exactly which of these lists you may use. Rules for these items can be found in the Armoury.

    Ranged Weapons
    A model may replace its boltgun, bolt pistol and/or Melee weapon with one of the following:
    • Boltgun..... free
    • Storm bolter..... 5pts
    • Combi-flamer, -melta, -plasma..... 10pts
    • Grav-pistol or plasma pistol..... 15pts


    Melee Weapons
    A model may replace its boltgun, bolt pistol and/or Melee weapon with one of the following:
    • Chainsword..... free
    • Lightning claw..... 15pts
    • Power weapon..... 15pts
    • Power fist..... 25pts
    • Thunder hammer..... 30pts


    Terminator Weapons
    A model wearing Terminator armour may replace its storm bolter with one of the following:
    • Combi-flamer, -melta, -plasma..... 5pts
    • Lightning claw..... 10pts
    • Thunder hammer..... 25pts

    A model wearing Terminator armour may replace its power weapon with one of the following:
    • Lightning claw..... 5pts
    • Storm shield..... 5pts
    • Power fist..... 10pts
    • Tower shield..... 10pts
    • Chain fist or thunder hammer..... 15pts


    Terminator Heavy Weapons
    A model wearing Terminator armour may replace its storm bolter with one of the following:
    • Heavy flamer..... 10pts
    • Plasma cannon..... 15pts
    • Assault cannon..... 20pts
    • Cyclone missile launcher1..... 25pts


    Dreadwing Heavy Weapons
    A model wearing Terminator armour may replace its storm bolter with one of the following:
    • Radium scythe..... 15pts
    • Ignis rotator cannon..... 20pts
    • Volkite culverin..... 25pts
    • Phosphex incinerator cannon..... 30pts
    • Cataclysm missile launcher1..... 40pts


    Heavy Weapons
    A model may replace its boltgun with one of the following:
    • Heavy bolter..... 10pts
      - May also take molecular acid shells..... 5pts
      - May also take eliminator shells2..... 10pts
      - May also take scorpius shells2..... 10pts
    • Multi-melta..... 10pts
    • Missile launcher (with frag and krak missiles)..... 15pts
      - May also take stasis missiles2..... 5pts
      - May also take flakk missiles..... 10pts
      - May also take rad missiles2..... 10pts
    • Plasma cannon..... 15pts
    • Lascannon..... 20pts
    • Grav-cannon with grav-amp..... 35pts


    Special Weapons
    A model may replace its Melee weapon or boltgun with one of the following:
    • Flamer..... 5pts
    • Raptorwing grenade launcher4..... 5pts
    • Stalker pattern boltgun3..... 5pts
    • Melta gun..... 10pts
    • Grav-gun or plasma gun..... 15pts
    • Plasma repeater3..... 20pts


    Special Issue Wargear
    A model may take up to one of the following:
    • Auspex..... 5pts
    • Combat shield..... 5pts
    • Melta bombs..... 5pts
    • Digital weapons..... 10pts
    • Jump pack5..... 15pts
    • Conversion field..... 20pts


    Dreadnought Weapons
    A model may replace its multi-melta with one of the following:
    • Twin-linked autocannon..... 5pts
    • Twin-linked heavy bolter..... 5pts
    • Twin-linked heavy flamer..... 5pts
    • Plasma cannon..... 5pts
    • Assault cannon..... 10pts
    • Twin-linked lascannon..... 15pts


    Angels Of Vengeance Standards
    A model may take up to one of the following:
    • Company standard..... 15pts
    • Chapter banner (one per army)..... 25pts
    • Sacred standard..... 35pts


    Relic Of Vengeance
    Only one of each relic may be taken per army. A model may replace one weapon with one of the following:
    • Anmael's Reach..... 10pts
    • Tome Of Hate6..... 15pts
    • Lion's Bite..... 20pts
    • Staff Of Dread7..... 25pts
    • Fell Harbinger..... 35pts
    • Retribution Armour8..... 50pts


    Angels Of Vengeance Vehicle Equipment
    A model may take up to one of the following:
    • Dozer blade9..... 5pts
    • Storm bolter..... 5pts
    • Extra armour..... 10pts
    • Hunter-killer missile..... 10pts



    1Does not replace the model's storm bolter.
    2Destroyer Squads only.
    3Chevalier Squads and Chevalier Command Squads Only.
    4Raptorwing Talon Squads, Raptorwing Command Squads, and Raptorwing Outrider Squads only. Replaces the Space Marine Bike's twin-linked boltgun.
    5May not be taken by a Techmarine, or a model equipped with Terminator armour or a Space Marine bike.
    6Does not replace one of the characters weapons.
    7Librarians only. Replaces their Force Weapon.
    8Does not replace one of the characters weapons. May not be taken by a Techmarine, or a model equipped with Terminator armour, a Jump pack or a Space Marine bike.
    9May not be taken by a Land Raider of any type.
    Last edited by Fox Of 9; 14-09-2019 at 17:36.

  3. #3
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    HQ




    Kedar Mara
    215Pts
    DREADBRINGER OF THE DREADWING



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Mara 6 5 4 4 3 5 3 10 2+ Infantry (Character) 1 (Unique)


    WARGEAR:
    • Terminator armour
    • Storm bolter
    • Iron halo
    • Teleport homer

    WARLORD TRAIT:
    • Oncoming Dread

    SPECIAL RULES:
    • Fear
    • Independent Character
    • Inner-Circle
    • No Redemption! Only Vengeance!
    • Preferred Enemy (Chaos Space Marines)

    Unleash The Storm:
    On the turn that Kedar's unit arrives from Deep Strike, they fire one more shot than normal for their weapons (for example, if their weapon is Heavy 4, it fires 5 shots).


    The Reckoning:
    If he is deployed via Deep Strike, Kedar and any unit he accompanies will automatically arrive in your first turn.


    OPTIONS:
    • May take a cataclysm missile launcher..... 40pts

    RELICS OF VENGEANCE:

    The Axe Exhorresco: A giant, two-handed power axe, capable of cleaving through armour as easily as it does flesh. Since the days of the Great Crusade, the Axe Exhorresco has been the symbol of office for the Dreadbringer, leader of the Dreadwing.

    Range
    S
    AP
    Type
    -
    x2
    2
    Melee, Armourbane, Two-handed, Unwieldy

    Last Rite: After losing his right arm to a daemon possessed member of the Fallen, Kedar had the chapters artificers craft him this frightening replacement. Stronger than his original arm, this talon-tipped bionic arm also incorporates a heavily modified phosphex incinerator cannon with a limited supply of ammunition.

    Range
    S
    AP
    Type
    -
    +1
    3
    Melee, Shred
    Template
    5
    2
    Assault 1, Inexstinguisable Flames, Poisoned (3+) One Shot Only





    Eran Boaz
    175Pts
    HUNTMASTER OF THE RAPTORWING



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Boaz 6 5 4 5 3 5 3 10 2+ Bike (Character) 1 (Unique)


    WARGEAR:
    • Artificer armour
    • Master-crafted plasma pistol
    • Frag grenades
    • Krak grenades
    • Iron halo
    • Space Marine bike
    • Special issue ammunition
    • Teleport homer

    WARLORD TRAIT:
    • Fight On The Move

    SPECIAL RULES:
    • Hit & Run
    • Inner-Circle
    • Independent Character
    • No Redemption! Only Vengeance!
    • Raptorwing
    • Skilled Rider

    Heavenfall Assault:
    Eran and any unit of Raptorwing Talons he accompanies may choose to be deployed via Deepstrike, though they will always scatter a full 2D6.


    RELIC OF VENGEANCE:

    The Blade Of Solace: A power weapon crafted from the same meteorite as the Heavenfall blades. The Blade Of Solace is traditionally given to the Huntmaster, the Paladin of the Angels Of Vengeance second Order.

    Range
    S
    AP
    Type
    -
    User
    3
    Melee, Master-crafted, Instant Death





    Michael Gabriel
    190Pts
    SWORD OF VENGEANCE



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Gabriel 7 5 4 4 3 6 4 10 2+ Infantry (Character) 1 (Unique)


    WARGEAR:
    • Artificer armour
    • Auspex
    • Frag grenades
    • Krak grenades
    • Iron halo

    WARLORD TRAIT:
    • Champion Of Vengeance

    SPECIAL RULES:
    • Inner-Circle
    • Independent Character
    • No Redemption! Only Vengeance!

    Peerless Swordsmanship:
    Before rolling To hit whilst in a challenge, Gabriel must choose to adopt one of the following sword stances:

    Counter Strike: Gabriel nimbly counters his opponents blows, quickly taking advantage of any openings created. Gabriel attacks as normal. However, for every failed To Hit roll against him, the enemy in the Challenge immediately suffers a single Strenght 4 AP - hit.

    Executioner's Stroke: Gabriel bides his time, preparing to slay his opponent with a single strike. Gabriel makes a single attack. This attack is resolved at Strength 10, and has the Instant Death special rule.

    Righteous Onslaught: Gabriel focuses his might into a flurry of blows that strike faster than the eye can see. Gabriel makes D3 attacks this turn (D3+1 if he charged). These attacks are resolved at Initiative 10.

    Sword Shield: Holding his sword in a guard stance, Gabriel prepares to parry the enemy's strikes. Gabriel cannot attack this turn, but re-rolls all failed saving throws until the end of the phase.

    Master Swordsman:
    In the Fight sub-phase, Gabriel's Invulnerable save is increased to 3+, and, in addition, when he attacks, any To Wound roll of 4 or more causes the target to automatically suffer a Wound, regardless of its Toughness. These Wounds are resolved at AP2.


    OPTIONS:
    • May be accompanied by up to three Sword Bearers..... 65pts/model

    RELIC OF VENGEANCE:

    The Nameless Blade: An ancient greatsword, seemingly dating back to the Unification Wars on Terra. In the unlikely event that its first-strike doesn't cleave cleanly through the opponent's armour, the force of which it is swung will surely leave them heavily concussed.

    Range
    S
    AP
    Type
    -
    +3
    3
    Melee, Concussive, Master-crafted, Two-handed





    Nathanael Eyal
    85Pts
    THE YOUNG HERO



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Eyal 5 5 4 4 2 5 2 9 3+ Infantry (Character) 1 (Unique)


    WARGEAR:
    • Calibanite war blade
    • Frag grenades
    • Krak grenades

    WARLORD TRAIT:
    • Courage of the Lion

    SPECIAL RULES:
    • Inner-Circle
    • Independent Character
    • Mastery of the Blade
    • No Redemption! Only Vengeance!
    • Precision Shots

    Stalward Defender:
    Nathanael and his unit have the Counter-attack special rule. In addition, they also fire Overwatch using their normal Ballistic Skill characteristic.


    RELICS OF VENGEANCE:

    Salvation & Deliverance: A pair of ancient and venerated bolt pistols. Their twin machines spirits are seen as temperamental, not wanting to ever be wielded separately. Even with this odd nature, they are seen as brutally effective instruments of death.

    Range
    S
    AP
    Type
    Salvation
    15"
    4
    4
    Pistol, Marksman Pistol, Master-crafted
    Deliverance
    9"
    4
    3
    Pistol, Execution Pistol, Gets Hot, Master-crafted
    Marksman Pistol: Any successful To Hit roll made by this weapon, excluding Snap Shots, are Precision Shots.

    Execution Pistol: When attacking with this weapon, any To Wound roll of 6 wounds automatically, regardless of the target's Toughness, and is resolved with the Instant Death special rule.





    Nathan Hosea
    240Pts
    DARK SAVIOUR



    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Hosea 5 5 7
    13/12/10
    4 3 3 Vehicle (Walker) 1 (Unique)


    WARGEAR:
    • Plasma Cannon
    • Power fist with built-in heavy flamer
    • Searchlight
    • Smoke launchers

    WARLORD TRAIT:
    • Suffer Not The Heretics To Live

    SPECIAL RULES:
    • Fear
    • Fleet
    • It Will Not Die
    • Preferred Enemy (Chaos Space Marines)
    • Hatred

    Atomantic Shielding:
    Hosea has a 5+ Invulnerable save against shooting attacks and explosions, and 6+ against attacks suffered in close combat. In addition, if Hosea suffers a 'Vehicle Explodes' damage result, add +1" to the radius of the blast.


    Icon Of Unmatched Devotion:
    Friendly, non-vehicle units with the Angels Of Vengeance Faction within 6" of Nathan gain +1 Attack. In addition, all friendly units with both the Angels Of Vengeance Faction and the Feel No Pain special rule within 6" of Hosea, receive a +1 bonus to their Feel No Pain (e.g. Feel No Pain would become Feel No Pain (4+). This is cumulative with any other modifiers to Feel No Pain, but cannot improve their Feel No Pain beyond 4+.


    OPTIONS:
    • May take a Drop Pod as a Dedicated Transport.



    Last edited by Fox Of 9; 09-11-2019 at 17:28. Reason: Polishing of content was required.

  4. #4
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    INTERROGATOR-CHAPLAIN
    120Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Interrogator-Chaplain 5 5 4 4 3 5 3 10 3+ Infantry (Character) 1 Interrogator-Chaplain


    WARGEAR:
    • Bolt pistol
    • Crozius Arcanum
    • Frag grenades
    • Krak grenades
    • Rosarius

    SPECIAL RULES:
    • Fear
    • Inner-Circle
    • Independent Character
    • No Redemption! Only Vengeance!
    • Preferred Enemy (Chaos Space Marines)
    • Zealot

    OPTIONS:
    • May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • May take a power fist..... 25pts
    • May take a Space Marine bike..... 20pts
    • If neither a power fist or Space Marine bike is taken, an Interrogator-Chaplain may replace his bolt pistol, frag and krak grenades with Terminator Armour and storm bolter..... 30pts
    • An Interrogator-Chaplain in Terminator armour may take items from the Terminator Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • An Interrogator-Chaplain in Terminator armour may replace his storm bolter with a combi-flamer, -melta or -plasma..... 5pts





    LIBRARIAN
    70Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Librarian 5 4 4 4 2 4 2 10 3+ Infantry (Character) 1 Librarian


    WARGEAR:
    • Bolt pistol
    • Force weapon
    • Frag grenades
    • Krak grenades
    • Psychic hood

    SPECIAL RULES:
    • Inner-Circle
    • Independent Character
    • No Redemption! Only Vengeance!
    • Psyker (Mastery Level 1)

    PSYKER:
    A Librarian generates his powers from the Biomancy, Daemonology, Divination, Interromancy and Telepathy disciplines.

    OPTIONS:
    • May be upgraded to Psyker (Mastery Level 2)..... 25pts
    • One Librarian in the army may be upgraded to Psyker (Mastery Level 3)..... 50pts
    • May take items from the Ranged Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • May take a Space Marine bike..... 20pts
    • If a Space Marine bike is not taken, a Librarian may replace his bolt pistol, frag and krak grenades with Terminator Armour..... 25pts
    • A Librarian in Terminator armour may take on of the following:
      - Storm bolter..... 5pts
      - Combi-flamer, -melta or -plasma..... 10pts
      - Storm shield..... 10pts
    • A Librarian in Terminator armour may take items from the Special Issue Wargear and/or Relics Of Vengeance lists.
    • If neither a Space Marine bike or Terminator armour is taken, a Librarian may instead be accompanied by a single Sword Bearer..... 65pts





    ORDER PALADIN
    105Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Order Paladin 6 5 4 4 3 5 3 10 3+ Infantry (Character) 1 Order Paladin


    WARGEAR:
    • Bolt pistol
    • Chainsword
    • Frag grenades
    • Krak grenades
    • Iron halo

    SPECIAL RULES:
    • Inner-Circle
    • Independent Character
    • No Redemption! Only Vengeance!

    OPTIONS:
    • May replace chainsword with a relic blade..... 25pts
    • May take a storm shield..... 10pts
    • May take artificer armour..... 20pts
    • May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • May replace his bolt pistol, chainsword, frag and krak grenades with Terminator Armour, storm bolter, and power sword..... 30pts
    • An Order Paladin in Terminator armour may replace his power sword with a relic blade..... 10pts
    • An Order Paladin in Terminator armour may take items from the Terminator Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • If Terminator armour isn't taken, an Order Paladin may instead be accompanied by up to two Sword Bearers..... 65pts/model





    CHAPLAIN
    90Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Chaplain 5 4 4 4 2 4 2 10 3+ Infantry (Character) 1 Chaplain


    WARGEAR:
    • Bolt pistol
    • Crozius Arcanum
    • Frag grenades
    • Krak grenades
    • Rosarius

    SPECIAL RULES:
    • Independent Character
    • No Redemption! Only Vengeance!
    • Zealot

    OPTIONS:
    • May take items from the Melee Weapons, Ranged Weapons and/or Special Issue Wargear lists.
    • May take a power fist..... 25pts
    • May take a Space Marine bike..... 20pts





    COMPANY CAPTAIN
    50Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Company Captain 5 5 4 4 2 5 2 9 3+ Infantry (Character) 1 Company Captain


    WARGEAR:
    • Bolt pistol
    • Chainsword
    • Frag grenades
    • Krak grenades

    SPECIAL RULES:
    • Inner-Circle
    • Independent Character
    • No Redemption! Only Vengeance!

    OPTIONS:
    • May replace chainsword with a relic blade..... 25pts
    • May take a storm shield..... 10pts
    • May take a Space Marine bike..... 20pts
    • May take artificer armour..... 20pts
    • May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • If a Space Marine bike is not taken, a Company Captain may replace his bolt pistol, chainsword, frag and krak grenades with Terminator Armour, storm bolter, and power sword..... 30pts
    • A Company Captain in Terminator armour may replace his power sword with a relic blade..... 10pts
    • A Company Captain in Terminator armour may take items from the Terminator Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • If neither a Space Marine bike or Terminator armour is taken, a Company Captain may instead be accompanied by a single Sword Bearer..... 65pts





    TECHMARINE
    65Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Techmarine 4 5 4 4 2 4 2 9 2+ Infantry (Character) 1 Techmarine
    Servitor 3 3 3 3 1 3 1 8 4+ Infantry


    WARGEAR:
    TECHMARINE
    • Bolt pistol
    • Power axe
    • Frag grenades
    • Krak grenades
    • Servo-arm
    SERVITOR
    • Servo-arm

    SPECIAL RULES:
    TECHMARINE
    • And They Shall Know No Fear
    • Independent Character
    • No Redemption! Only Vengeance!

    Blessing of the Omnissiah:
    In each of your shooting phases, instead of firing his weapons, a Techmarine may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle roll a D6 and add on the following modifier where applicable:
    • Each Servitor with a Servo-arm in his unit +1
    • Techmarine has a Servo-harness +1

    If the result is 5 or more, you may either restore a Hull Point lost earlier in battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in battle; this is effective immediately.


    Bolster Defences:
    After deployment but before Scout redeployments or Infiltrate deployments, nominate one piece of terrain in your deployment zone (this may not be one you have purchased as part of your army). The terrain piece's cover save is decreased by one for the duration of the game (to a maximum of 3+). A piece of terrain can only be bolstered once.


    SERVITOR
    Mindlock:
    Unless it includes a Techmarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+ there is no effect this turn. On a roll of 1, 2 or 3 the unit is mindlocked until the start of it's following turn. A mindlocked unit may not voluntarily move, shoot or charge. A mindlocked unit must still complete compulsory moves, such as Pile in and Fall back moves.


    OPTIONS:
    TECHMARINE
    • May take a Space Marine bike..... 20pts
    • May replace servo-arm with a servo-harness..... 25pts
    • May take items from the Melee Weapons, Ranged Weapons and/or Special Issue Wargear lists.
    • May take up to five Servitors..... 10pts each
    SERVITOR
    • Up to two Servitors may replace their servo-arm with one of the following:
      - Heavy bolter..... 10pts/model
      - Multi-melta..... 10pts/model
      - Plasma cannon..... 20pts/model



    Last edited by Fox Of 9; 21-10-2019 at 15:55.

  5. #5
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    ELITES




    SWORD BEARERS



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Sword Bearer 5 4 4 4 1 4 3 9 2+ Infantry (Character) 1 Sword Bearer
    Lian Batarisel 6 4 3 3 2 4 3 9 2+ Infantry (Character)


    WARGEAR:
    SWORD BEARER
    • Bolt pistol
    • Boltgun
    • Terranic Greatsword
    • Frag grenades
    • Krak grenades

    LIAN BATARISEL
    • Bolt pistol
    • Boltgun
    • Terranic Greatsword
    • Frag grenades
    • Krak grenades

    Black Thorn Armour: Extracted from catacombs beneath the ruins of the Ecclesiarchy cathedral on Varaxis, this exquisitely detailed piece of master-craftwork incorporates an almost indistinct, shimmering force field. But Lian swears that is not all; and that she feels her strength and spirit bolstered when donning this foreboding suit of armour.

    The Black Thorn Armour confers a 2+ Armour save and a 6+ Invulnerable save. In addition, if Lian suffers an unsaved wound, but is not slain, this Invulnerable save is improved to 5+.


    SPECIAL RULES:
    SWORD BEARER
    • Inner-Circle
    • Independent Character
    • Mastery of the Blade
    • No Redemption! Only Vengeance!

    Duelist's Fervour:
    When a model with this special rule declares a Glorious Intervention it will automatically pass the test to take the place of a friendly character in an ongoing challenge. In addition, when in a challenge, a model with this special rule gains +1 Attack.


    Heroic Sacrifice:
    If a Wound is allocated to a character in this model's unit (other than another model with this special rule), that character automatically passes its Look Out, Sir test if it can make one. The Wound must be allocated to the model with this special rule instead. If there is more than one model with this special rule in a unit when a Wound is allocated to a character, the owning player can choose which of them to re-allocated the Wound to.


    Honour Guard:
    Sword Bearers can only be chosen to accompany certain Independent Characters as an upgrade. Both the Independent Character and any Sword Bearers he has chosen as an upgrade must be deployed as a single unit. They can still join friendly units, but if one model does so, all other models must join the same unit. Similarly, if one model leaves a unit, all other models must also leave the unit and they must form back into a new unit comprised of Independent Characters again.


    LIAN BATARISEL
    • Duelist's Fervour
    • Fearless
    • Heroic Sacrifice
    • Honour Guard
    • Independent Character
    • Mastery of the Blade
    • No Redemption! Only Vengeance!

    With My Dying Breath!:
    If Lian loses her last wound in a Challenge, she may immediately make her full complement of Attacks against the unit that killed her at the same Initiative step, even if she has already made her Attacks in that Fight sub-phase. Lian is then removed from play.


    OPTIONS:
    • One Sword Bearer in the army may be upgraded to Chevalais Lian Batarisel..... 15pts





    CHEVALIER COMMAND SQUAD
    105Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Chevalier 4 4 4 4 1 4 2 9 3+ Infantry 5 Chevaliers
    Company Champion 5 4 4 4 1 4 2 9 3+ Infantry (Character)
    Apothecary 4 4 4 4 1 4 2 9 3+ Infantry (Character)


    WARGEAR:
    • Bolt pistol
    • Chainsword
    • Frag grenades
    • Krak grenades

    SPECIAL RULES:
    • Inner Circle
    • No Redemption! Only Vengeance!

    Honour or Death (Company Champion only):
    A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.


    OPTIONS:
    • One Chevalier may take an item from the Angels Of Vengeance Standards lists.
    • One Chevalier may be upgraded to a Company Champion, replacing his chainsword with a Calibanite War Blade and combat shield..... 15pts
    • One Chevalier may be upgraded to an Apothecary, taking a Narthecium..... 15pts
    • Any Chevalier may take melta bombs..... 5pts/model
    • Any Chevalier may take a storm shield..... 10pts/model
    • Any Chevalier may take items from the Melee Weapons, Ranged Weapons and/or Special Weapons lists.
    • The unit may select a Drop Pod, Rhino or Razorback as a Dedicated Transport.





    DREADWING COMMAND SQUAD
    215Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Dreadwing Terminator 4 4 4 4 1 4 2 9 2+ Infantry 5 Dreadwing Terminators
    Dreadwing Sergeant 4 4 4 4 1 4 2 9 2+ Infantry (Character)
    Dreadwing Apothecary 4 4 4 4 1 4 2 9 2+ Infantry (Character)
    Dreadwing Champion 5 4 4 4 1 4 2 9 2+ Infantry (Character)


    WARGEAR:
    • Terminator armour
    • Storm bolter
    • Power fist

    SPECIAL RULES:
    • Fear
    • Inner-Circle
    • No Redemption! Only Vengeance!

    Honour or Death (Dreadwing Champion only):
    A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.


    OPTIONS:
    • One Dreadwing Terminator may be upgraded to a Dreadwing Sergeant, replacing his power fist with a power sword..... free
    • One Dreadwing Terminator in the army may take:
      - Dreadwing Order Banner..... 20pts
      - Sacred Standard..... 35pts
    • One Dreadwing Terminator in the army may be upgraded to the Dreadwing Champion, replacing all of his weapons with a Calibanite War Blade and a close combat weapon..... free
    • One Dreadwing Terminator in the army may be upgraded to the Dreadwing Apothecary, replacing his power first with a Narthecium..... 5pts
    • Any Dreadwing Terminator may replace his power fist with a chain fist..... 5pts/model
    • Any Dreadwing Terminator may replace all of his weapons with:
      - Two lightning claws..... free
      - Thunder hammer and storm shield..... 10pts/model
    • Up to two Dreadwing Terminators may take an item from either the Terminator Heavy Weapons or Dreadwing Heavy Weapons lists.
    • The unit may select a Land Raider, Land Raider Crusader or Land Raider Redeemer as a Dedicated Transport.





    RAPTORWING COMMAND SQUAD
    180Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Raptorwing Talon 4 4 4 5 1 4 2 9 3+ Bike 5 Raptorwing Talons
    Raptorwing Apothecary 4 4 4 5 1 4 2 9 3+ Bike (Character)
    Raptorwing Champion 5 4 4 4 1 4 2 9 3+ Bike (Character)


    WARGEAR:
    • Bolt pistol or chainsword
    • Frag grenades
    • Krak grenades
    • Space Marine bike
    • Special issue ammunition
    • Teleport Homer

    SPECIAL RULES:
    • And They Shall Know No Fear
    • Hit & Run
    • No Redemption! Only Vengeance!
    • Raptorwing
    • Skilled Rider

    Honour or Death (Raptorwing Champion only):
    A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.


    OPTIONS:
    • One Raptorwing Talon in the army may take:
      - Raptorwing Order Banner..... 20pts
      - Sacred Standard..... 35pts
    • Any Raptorwing Talon may replace their twin-linked boltgun with a plasma talon..... 1pts/model
    • Up to two Raptorwing Talons may each take one item from the Special Weapons list.
    • One Raptorwing Talon in the army may be upgraded to the Raptorwing Apothecary, taking a Narthecium..... 30pts
    • One Raptorwing Talon in the army may be upgraded to the Raptorwing Champion, replacing his chainsword with a Calibanite War Blade..... 10pts





    DREADWING TERMINATOR SQUAD
    215Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Dreadwing Terminator 4 4 4 4 1 4 2 9 2+ Infantry 5 Dreadwing Terminators
    Dreadwing Sergeant 4 4 4 4 1 4 2 9 2+ Infantry (Character)


    WARGEAR:
    • Terminator armour
    • Storm bolter
    • Power fist

    SPECIAL RULES:
    • Fear
    • Inner-Circle
    • No Redemption! Only Vengeance!

    OPTIONS:
    • May include up to five additional Dreadwing Terminators..... 43pts/model
    • One Dreadwing Terminator may be upgraded to Dreadwing Sergeant, replacing his power fist with a power sword..... free
    • Any Dreadwing Terminator may replace his power fist with a chain fist..... 5pts/model
    • Any model may replace all of its weapons with:
      - Two lightning claws..... free
      - Thunder hammer and storm shield..... 10pts/model
    • For every five models in the squad, two Dreadwing Terminators may take an item from either the Terminator Heavy Weapons or Dreadwing Heavy Weapons lists.
    • The unit may select a Land Raider, Land Raider Crusader or Land Raider Redeemer as a Dedicated Transport.



    Last edited by Fox Of 9; 09-11-2019 at 16:19.

  6. #6
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    DREADWING KNIGHT SQUAD
    65Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Dreadwing Knight 5 4 4 4 2 4 2 9 2+ Infantry 1 Dreadwing Knight


    WARGEAR:
    • Terminator armour
    • Power weapon
    • Storm bolter

    SPECIAL RULES:
    • Fear
    • Counter-Attack
    • Inner-Circle
    • No Redemption! Only Vengeance!
    • Precision Strikes

    Shield Wall: In combat, any model in this unit that is equipped with a storm shield or tower shield (including models with the Independent Character special rule that have joined it) and is in base contact with at least two other models from this unit, reduces the Attacks of any enemy model in base contact with them by 1 (to a minimum of 1).

    OPTIONS:
    • May included up to nine additional Dreadwing Knights..... 65pts/model
    • Any model may replace all of its weapons with:
      - Two lightning claws..... 10pts/model
      - Terranic greatsword..... 15pts/model
    • Any model may replace his storm bolter with:
      - Combi-flamer, -melta, -plasma..... 5pts/model
      - Storm shield..... 5pts/model
      - Tower shield..... 10pts/model
    • Any model may replace his power weapon with:
      - Calibanite War Blade..... free
      - Lightning claw..... 5pts/model
      - Mace of absolution..... 10pts/model
      - Power fist..... 10pts/model
      - Chain fist..... 15pts/model
      - Thunder hammer..... 15pts/model
    • Any model may take an item from either the Terminator Heavy Weapons and/or Dreadwing Heavy Weapons list.
    • The unit may select a Land Raider, Land Raider Crusader or Land Raider Redeemer as a Dedicated Transport.





    DREADNOUGHT
    100Pts


    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Dreadnought 4 4 6
    12/12/10
    4 4 3 Vehicle (Walker) 1 Dreadnought


    WARGEAR:
    • Multi-melta
    • Power fist with built-in storm bolter
    • Searchlight
    • Smoke launchers

    OPTIONS:
    • May include up to two additional Dreadnoughts..... 100pts/model
    • Any model may take items from the Dreadnought Weapons list.
    • Any model may replace its power first with built-in storm bolter with one of the following:
      - Missile launcher..... 10pts/model
      - Twin-linked autocannon..... 15pts/model
    • Any model may replace its built-in storm bolter with a built-in heavy flamer..... 10pts/model
    • Any model may take extra armour..... 10pts/model
    • If the unit contains no additional Dreadnoughts, it may select a Drop Pod as a Dedicated Transport.





    VENERABLE DREADNOUGHT
    125Pts


    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Venerable Dreadnought 5 5 6
    12/12/10
    4 4 3 Vehicle (Walker) 1 Venerable Dreadnought


    WARGEAR:
    • Multi-melta
    • Power fist with built-in storm bolter
    • Searchlight
    • Smoke launchers

    SPECIAL RULES:
    • Inner-circle

    Venerable:
    If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second result, even if it is worst than the first.


    OPTIONS:
    • May include up to two additional Venerable Dreadnoughts..... 125pts/model
    • Any model may take items from the Dreadnought Weapons list.
    • Any model may replace its power first with built-in storm bolter with one of the following:
      - Missile launcher..... 10pts/model
      - Twin-linked autocannon..... 15pts/model
    • Any model may replace its built-in storm bolter with a built-in heavy flamer..... 10pts/model
    • Any model may take extra armour..... 10pts/model
    • If the unit contains no additional Venerable Dreadnoughts, it may select a Drop Pod as a Dedicated Transport.





    CHEVALIER SQUAD
    105Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Chevalier 4 4 4 4 1 4 2 9 3+ Infantry 5 Chevaliers
    Chevalier Sergeant 4 4 4 4 1 4 2 9 3+ Infantry (Character)


    WARGEAR:
    • Boltgun
    • Bolt pistol
    • Frag grenades
    • Krak grenades

    SPECIAL RULES:
    • Combat Squads
    • Inner-circle
    • No Redemption! Only Vengeance!

    OPTIONS:
    • May include up to five additional Chevaliers..... 21pts/model
    • Any model may take items from the Melee Weapons and/or Ranged Weapons lists.
    • Any model may take melta bombs..... 5pts/model
    • Any model may take one of the following:
      - Combat shield..... 5pts/model
      - Storm shield..... 10pts/model
    • Four Chevaliers may each take an item from the Special Weapons list.
    • May upgrade one Chevalier to a Chevalier Sergeant..... free
    • The unit may select a Drop Pod, Rhino or Razorback as a Dedicated Transport.





    TROOPS




    WARDEN SQUAD
    75Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Space Marine 4 4 4 4 1 4 1 8 3+ Infantry 4 Space Marines
    Space Marine Sergeant 4 4 4 4 1 4 1 8 3+ Infantry (Character) 1 Space Marine Sergeant
    Veteran Sergeant 4 4 4 4 1 4 2 9 3+ Infantry (Character)


    WARGEAR:
    • Boltgun
    • Bolt pistol
    • Frag grenades
    • Krak grenades

    SPECIAL RULES:
    • And They Shall Know No Fear
    • Combat Squads
    • No Redemption! Only Vengeance!

    OPTIONS:
    • May include up to five additional Space Marines..... 15pts/model
    • Any model may take a close combat weapon..... 2pts/model
      Or replace its boltgun with a close combat weapon..... free
    • If the squad numbers less than ten models, one Warden may take an item from the Special Weapons or Heavy Weapons lists.
    • If the squad numbers ten models, one Warden may take an item from the Special Weapons list, and another Warden may take one from the Heavy weapons list.
    • May upgrade the Space Marine Sergeant to a Veteran Sergeant..... 10pts
    • The Space Marine Sergeant or Veteran Sergeant may take items from the Melee Weapons and/or Ranged Weapons lists.
    • The Space Marine Sergeant or Veteran Sergeant may take melta bombs..... 5pts
    • The unit may select a Drop Pod, Rhino or Razorback as a Dedicated Transport.





    INITIATE SQUAD
    120Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Initiate 4 4 4 4 1 4 1 8 3+ Infantry 9 Initiates
    Space Marine Sergeant 4 4 4 4 1 4 1 8 3+ Infantry (Character) 1 Space Marine Sergeant
    Veteran Sergeant 4 4 4 4 1 4 2 9 3+ Infantry (Character)


    WARGEAR:
    • Boltgun
    • Bolt pistol
    • Frag grenades
    • Krak grenades

    SPECIAL RULES:
    • And They Shall Know No Fear
    • No Redemption! Only Vengeance! (Space Marine Sergeant and Veteran Sergeant Only)
    • Stubborn

    OPTIONS:
    • May include up to five additional Initiates..... 12pts/model
    • Any model may take a close combat weapon..... 2pts/model
      Or replace its boltgun with a close combat weapon..... free
    • One Initiate may take an item from the Heavy Weapons list.
    • A different Initiate may take an item from the Special Weapons list.
    • May upgrade the Space Marine Sergeant to a Veteran Sergeant..... 10pts
    • The Space Marine Sergeant or Veteran Sergeant may take items from the Melee Weapons and/or Ranged Weapons lists.
    • The Space Marine Sergeant or Veteran Sergeant may take melta bombs..... 5pts
    • The unit may select a Drop Pod or Rhino as a Dedicated Transport.



    Last edited by Fox Of 9; 14-09-2019 at 15:19.

  7. #7
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    FAST ATTACK




    CONQUEROR SQUAD
    110Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Conqueror 4 4 4 4 1 4 2 9 3+ Infantry 5 Conquerors
    Conqueror Sergeant 4 4 4 4 1 4 2 9 3+ Infantry (Character)


    WARGEAR:
    • Bolt pistol
    • Chainsword
    • Frag grenades
    • Krak grenades

    SPECIAL RULES:
    • Combat Squads
    • Furious Charge
    • Inner-Circle
    • No Redemption! Only Vengeance!

    Crushing Onslaught:
    When a model with this special rule uses their jump pack to charge, they make D3 Hammer Of Wrath attacks instead of 1.


    OPTIONS:
    • May include up to five additional Conquerors..... 22pts/model
    • The entire squad may take jump packs..... 3pts/model
    • Any model may replace its bolt pistol and/or chainsword with one of the following:
      - Power weapon..... 5pts/model
      - Lightning claw..... 5pts/model
      - Grav-pistol..... 15pts/model
      - Plasma pistol..... 15pts/model
      - Power fist..... 15pts/model
      - Thunder hammer..... 20pts/model
      - Storm shield..... 10pts/model
    • Any model may replace his weapons with an eviscerator..... 15pts/model
    • Any model may take any of the following:
      - Combat shield.... 5pts/model
      - Melta bombs..... 5pts/model
    • May upgrade one Conqueror to a Conqueror Sergeant..... free
    • The Conqueror Sergeant may replace his chainsword with a Flail Of The Unforgiven..... 10pts
    • If the squad does not take jump packs, it may then take a Drop Pod, Rhino or Razorback as a Dedicated Transport.





    RAPTORWING TALON SQUAD
    180Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Raptorwing Talon 4 4 4 5 1 4 2 9 3+ Bike 4 Raptorwing Talons
    Raptorwing Executioner 4 4 4 5 1 4 2 9 3+ Bike (Character) 1 Raptorwing Executioner


    WARGEAR:
    • Bolt pistol or chainsword
    • Frag grenades
    • Krak grenades
    • Space Marine bike
    • Special issue ammunition
    • Teleport Homer

    SPECIAL RULES:
    • And They Shall Know No Fear
    • Combat Squads
    • Hit & Run
    • No Redemption! Only Vengeance!
    • Raptorwing
    • Skilled Rider

    OPTIONS:
    • May include up to five additional Raptorwing Talons..... 36pts/model
    • Any Raptorwing Talon may replace their twin-linked boltgun with a plasma talon..... 1pt/model
    • For every five models in the squad, up to two Talons may each take one item from the Special Weapons list.
    • The Raptorwing Executioner may:
      - Take items from the Melee Weapons and/or Ranged Weapons lists.
      - Take melta bombs..... 5pts





    RAPTORWING HUNTSMEN SQUAD
    150Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Raptorwing Huntsmen 4 4 4 4 1 4 2 9 4+ Infantry 4 Raptorwing Huntsmen
    Raptorwing Huntsmen Champion 4 4 4 4 1 4 2 9 4+ Infantry (Character) 1 Raptorwing Huntsmen Champion


    WARGEAR:
    • Stalker Pattern Boltgun
    • Bolt pistol or close combat weapon
    • Camo Cloak
    • Frag grenades
    • Krak grenades
    • Multi-spectrum array (Raptorwing Huntsmen Champion only)
    • Special issue ammunition
    • Teleport homer

    SPECIAL RULES:
    • And They Shall Know No Fear
    • Combat Squads
    • Move Through Cover
    • No Redemption! Only Vengeance!
    • Raptorwing

    Ambush:
    During the first game turn, all models in this unit have the Precision Shots and Stealth special rules.


    OPTIONS:
    • May include up to five additional Huntsmen..... 27pts/model
    • The entire squad may take melta bombs..... 5pts/model
    • Up to two Huntsmen may replace their Stalker Pattern Boltgun with:
      - Flamer..... free
      - Melta-gun..... 5pts
      - Plasma gun, plasma pistol or power weapon..... 10pts
    • The Raptorwing Huntsmen Champion may take items from the Melee Weapons and/or Ranged Weapons lists.
    • The unit may select a Raptorwing Land Speeder Storm as a Dedicated Transport.





    RAPTORWING OUTRIDER SQUAD
    140Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Raptorwing Outrider 4 4 4 5 1 4 2 9 4+ Bike 4 Raptorwing Outriders
    Raptorwing Outrider Champion 4 4 4 5 1 4 2 9 4+ Bike (Character) 1 Raptorwing Outrider Champion


    WARGEAR:
    • Bolt pistol or close combat weapon
    • Space Marine shotgun
    • Frag grenades
    • Krak grenades
    • Space Marine bike
    • Teleport Homer

    SPECIAL RULES:
    • And They Shall Know No Fear
    • Combat Squads
    • Hit & Run
    • No Redemption! Only Vengeance!
    • Raptorwing
    • Special Issue Ammuniton

    OPTIONS:
    • May include up to five additional Outriders..... 28pts/model
    • The entire squad may take melta bombs..... 5pts/model
    • The unit may replace its teleport homer with a locator beacon..... 5pts
    • The unit may take cluster mines..... 20pts
    • For every five models in the squad, up to two Raptorwing Outriders may each take one item from the Special Weapons list.
    • The Raptorwing Outrider Champion may take items from the Melee Weapons and/or Ranged Weapons lists.





    RAPTORWING LAND SPEEDERS
    50Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Raptorwing Land Speeder 4
    10/10/10
    2 Vehicle (Fast, Skimmer) 1 Raptorwing Land Speeder


    WARGEAR:
    • Heavy bolter

    SPECIAL RULES:
    • Deep Strike
    • Scout

    Anti-grav Upwash:
    While this unit includes at least three Raptorwing Land Speeders, it can move an additional 6" when moving Flat Out.


    OPTIONS:
    • May include up to four additional Raptorwing Land Speeders..... 50pts/model
    • Any Raptorwing Land Speeder may replace its heavy bolter with one of the following:
      - Heavy Flamer..... free
      - Multi-Melta..... 10pts
    • Any Raptorwing Land Speeder may take one of the following:
      - Heavy bolter..... 5pts/model
      - Heavy flamer..... 5pts/model
      - Multi-melta..... 15pts/model
      - Assault cannon..... 20pts/model
      - Typhoon missile launcher..... 25pts/model





    VENGEANCE GUNSHIP
    150Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Vengeance Gunship 4
    12/11/10
    2 Vehicle (Flyer, Hover) 1 Vengeance Gunship


    WARGEAR:
    • Twin-linked heavy bolter
    • Vengeance-pattern plasma storm battery
    • Ceramite plating

    SPECIAL RULES:
    • Strafing Run

    Vectored Afterburners:
    When Zooming, a Vengeance Gunship can move an additional 6" if it moves Flat Out. When Hovering, a Vengeance Gunship receives +1 to its Jink cover saves (other cover saves are unaffected).


    OPTIONS:
    • May replace its twin-linked heavy bolter with a twin-linked assault cannon..... 20pts





    SWORDSTRIKE INTERCEPTOR
    200Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Swordstrike Interceptor 4
    11/11/11
    3 Vehicle (Flyer) 1 Swordstrike Interceptor


    WARGEAR:
    • Two twin-linked lascannons
    • Six Swordstrike missiles

    SPECIAL RULES:
    • Strafing Run
    • Supersonic

    Agile:
    A model with this special rule increases any cover saves granted by the Jink special rule by +1.





    RHINO
    35Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Rhino 4
    11/11/10
    3 Vehicle (Tank, Transport) 1 Rhino


    WARGEAR:
    • Storm bolter
    • Searchlight
    • Smoke launchers

    SPECIAL RULES:
    Repair:
    If a Rhino is Immobilised, then in subsequent turns it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6+, the vehicle is no longer Immobilised. Note that a successful repair does not restore a Hull Point.


    TRANSPORT:
    • Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
    • Fire Points: Two models may fire from the Rhino's top hatch.
    • Acess Points: The Rhino has one Acess Point on each side of the hull and one at the rear.

    OPTIONS:
    • May take items from the Angels Of Vengeance Vehicle Equipment lists.





    RAZORBACK
    55Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Razorback 4
    11/11/10
    3 Vehicle (Tank, Transport) 1 Razorback


    WARGEAR:
    • Twin-linked heavy bolter
    • Searchlight
    • Smoke launchers

    TRANSPORT:
    • Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
    • Fire Points: None.
    • Acess Points: The Razorback has one Acess Point on each side of the hull and one at the rear.

    OPTIONS:
    • May take items from the Angels Of Vengeance Vehicle Equipment lists.
    • May replace its twin-linked heavy bolter with one of the following:
      -Twin-linked heavy flamer..... free
      -Twin-linked assault cannon..... 20pts
      -Twin-linked lascannon..... 20pts
      -Lascannon and twin-linked plasma gun..... 20pts



    Last edited by Fox Of 9; 13-09-2019 at 23:15.

  8. #8
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    DROP POD
    35Pts



    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Drop Pod 4
    12/12/12
    3 Vehicle (Open-topped, Transport) 1 Drop Pod


    WARGEAR:
    • Storm bolter

    SPECIAL RULES:
    Drop Pod Assault:
    Drop Pods and units embarked upon them must be held in Deep Strike Reserve. At the beginning of your first turn, half of your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for automatically. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.


    Immobile:
    A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.


    Inertial Guidence System:
    If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If the Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.


    TRANSPORT:
    • Transport Capacity: Ten models or one Dreadnought of any type.

    OPTIONS:
    • May replace its storm bolter with a deathwind launcher..... 15pts
    • May take a locator beacon..... 10pts





    RAPTORWING LAND SPEEDER STORM
    40Pts



    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Raptorwing Land Speeder Storm 4
    10/10/10
    2 Vehicle (Skimmer, Fast, Open-topped, Transport) 1 Raptorwing Land Speeder Storm


    WARGEAR:
    • Cerberus launcher
    • Heavy bolter

    SPECIAL RULES:
    • Deep Strike
    • Raptorwing

    Jamming Beacon:
    Enemies that scatter when Deep Striking within 12" of a model with this special rule roll double the number of dice to determine the scatter distance.


    TRANSPORT:
    • Transport Capacity: Five models. It can only carry Raptorwing Huntsmen and/or Raptorwing Huntsmen Champions.

    OPTIONS:
    • May replace its heavy bolter with one of the following:
      - Heavy flamer..... free
      - Multi-melta..... 10pts
      - Assault cannon..... 15pts



    Last edited by Fox Of 9; 11-08-2019 at 16:35.

  9. #9
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    HEAVY SUPPORT




    RAPTORWING LAND SPEEDER VENGEANCE
    120Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Raptorwing Land Speeder Vengeance 4
    10/10/10
    3 Vehicle (Fast, Skimmer) 1 Raptorwing Land Speeder Vengeance


    WARGEAR:
    • Heavy bolter
    • Plasma storm battery

    SPECIAL RULES:
    • Deep Strike
    • Scout

    OPTIONS:
    • May replace its heavy bolter with an assault cannon..... 15pts





    DESTROYER SQUAD
    125Pts


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Destroyer 4 4 4 4 1 4 2 9 3+ Infantry 5 Destroyers
    Destroyer Sergeant 4 4 4 4 1 4 2 9 3+ Infantry (Character)


    WARGEAR:
    • Boltgun
    • Bolt pistol
    • Frag grenades
    • Krak grenades
    • Rad grenades
    • Signum (Destroyer Sergeant only)

    SPECIAL RULES:
    • Combat Squads
    • Inner-Circle
    • No Redemption! Only Vengeance!

    Methodical: A model with this special rule can shoot with Heavy or Salvo weapons, counting as stationary, even if they moved in the previous Movement phase.

    Scour Them From Sight: A Destroyer Squad may not Run or attempt to make Sweeping Advances. Instead of rolling to make a Sweeping Advance, the controlling player may choose to have the Destroyer Squad shoot as if it were their Shooting phase against a single squad falling back away from them in combat. However, weapons with the Blast special rule may not be fired when making a Scour Them From Sight attack and any type of Template weapon inflicts D3 automatic hits on the fleeing unit, resolved at its normal Strength and AP value instead of using the template to allocate hits. This is done before any falling back models are moved and casualties are selected as in the Shooting phase.

    This attack may only be made so long as after the target unit falls back, the Destroyers would no longer be engaged in combat. After making a Scour Them From Sight attack, the Destroyer Squad may not make a Consolidation move at the end of the Assault phase.


    OPTIONS:
    • May include up to five additional Destroyers..... 25pts/model
    • Up to four Destroyers may take an item from the Heavy Weapons list.
    • The unit may take an armorium cherub..... 5pts
    • May upgrade one Destroyer to a Destroyer Sergeant..... free
    • The Destroyer Sergeant may take items from the Melee Weapons and/or Ranged Weapons lists.
    • The Destroyer Sergeant may take:
      - Melta bombs..... 5pts
      - Up to three Phosphex bombs..... 10pts each
    • The unit may select a Drop Pod, Rhino or Razorback as a Dedicated Transport.





    PREDATORS
    75Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Predator 4
    13/11/10
    3 Vehicle (Tank) 1 Predator


    WARGEAR:
    • Autocannon
    • Searchlight
    • Smoke launcher

    SPECIAL RULES:
    Kill Shot:
    While the unit includes three Predators, all Predators in the unit have the Monster Hunter and Tank Hunters special rules.


    OPTIONS:
    • May include up to two additional Predators..... 75pts/model
    • Any Predator may replace its autocannon with a twin-linked lascannon..... 25pts/model
    • Any Predator may take two side sponsons which are both armed with:
      - Heavy bolters..... 20pts/model
      - Lascannons..... 40pts/model
    • Any Predator may take items from the Angels Of Vengeance Vehicle Equipment list.





    WHIRLWINDS
    65Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Whirlwind 4
    11/11/10
    3 Vehicle (Tank) 1 Whirlwind


    WARGEAR:
    • Whirlwind mutliple missile launcher
    • Searchlight
    • Smoke launcher

    SPECIAL RULES:
    Supressive Bombardment:
    While the unit includes three Whirlwinds, each model's Whirlwind multiple missile launcher has the Pinning and Shred special rules.


    OPTIONS:
    • May include up to two additional Whirlwinds..... 65pts/model
    • Any Whirlwind may take items from the Angels Of Vengeance Vehicle Equipment list.





    VINDICATORS
    120Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Vindicator 4
    13/11/10
    3 Vehicle (Tank) 1 Vindicator


    WARGEAR:
    • Demolisher cannon
    • Searchlight
    • Smoke launcher

    SPECIAL RULES:
    Linebreaker Bombardment:
    While the unit includes three Vindicators that can all fire their demolisher cannons, the unit can fire a single Linebreaker Bombardment instead of firing normally. To do so, nominate one model in the unit as the firer; the firer's demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignores Cover special rule.


    OPTIONS:
    • May include up to two additional Vindicators..... 120pts/model
    • Any Vindicator may take a siege shield..... 10pts/model
    • Any Vindicator may take items from the Angels Of Vengeance Vehicle Equipment list.





    LAND RAIDER ARES
    300Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Land Raider Ares 4
    14/14/14
    4 Vehicle (Tank) 1 Landraider Ares


    WARGEAR:
    • Demolisher cannon
    • Twin-linked assault cannon
    • Two twin-linked heavy flamers
    • Searchlight
    • Siege shield
    • Smoke launcher

    SPECIAL RULES:
    • Power of the Machine Spirit

    OPTIONS:
    • May take a multi-melta..... 10pts
    • May take items from the Angels Of Vengeance Vehicle Equipment list.





    LAND RAIDER
    250Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Land Raider 4
    14/14/14
    4 Vehicle (Tank) 1 Landraider


    WARGEAR:
    • Twin-linked heavy bolter
    • Two twin-linked lascannons
    • Searchlight
    • Smoke launcher

    SPECIAL RULES:
    • Assault Vehicle
    • Power of the Machine Spirit

    TRANSPORT:
    • Transport Capacity: Ten models.
    • Fire Points: None.
    • Acess Points: The Land Raider has one Acess Point on each side of the hull and one at the front.

    OPTIONS:
    • May take a multi-melta..... 10pts
    • May take items from the Angels Of Vengeance Vehicle Equipment list.





    LAND RAIDER CRUSADER
    250Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Land Raider Crusader 4
    14/14/14
    4 Vehicle (Tank) 1 Landraider Crusader


    WARGEAR:
    • Twin-linked assault cannon
    • Two hurricane bolters
    • Frag assault launchers
    • Searchlight
    • Smoke launcher

    SPECIAL RULES:
    • Assault Vehicle
    • Power of the Machine Spirit

    TRANSPORT:
    • Transport Capacity: Sixteen models.
    • Fire Points: None.
    • Acess Points: The Land Raider Crusader has one Acess Point on each side of the hull and one at the front.

    OPTIONS:
    • May take a multi-melta..... 10pts
    • May take items from the Angels Of Vengeance Vehicle Equipment list.





    LAND RAIDER REDEEMER
    240Pts


    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Land Raider Redeemer 4
    14/14/14
    4 Vehicle (Tank) 1 Landraider Redeemer


    WARGEAR:
    • Twin-linked assault cannon
    • Two flamestorm cannons
    • Searchlight
    • Smoke launcher

    SPECIAL RULES:
    • Assault Vehicle
    • Power of the Machine Spirit

    TRANSPORT:
    • Transport Capacity: Twelve models.
    • Fire Points: None.
    • Acess Points: The Land Raider Redeemer has one Acess Point on each side of the hull and one at the front.

    OPTIONS:
    • May take a multi-melta..... 10pts
    • May take items from the Angels Of Vengeance Vehicle Equipment list.



    Last edited by Fox Of 9; 15-09-2019 at 12:18.

  10. #10
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    LORD OF WAR




    AMOS CHORAZIN
    235Pts
    CHAPTER MASTER OF THE ANGELS OF VENGEANCE



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Chorazin 6 5 4 4 4 5 4 10 2+ Infantry (Character) 1 (Unique)


    WARGEAR:
    • Artificer armour
    • Master-crafted boltgun
    • Frag grenades
    • Krak grenades
    • Iron halo
    • Special issue ammunition

    WARLORD TRAIT:
    • Unyielding Will

    SPECIAL RULES:
    • Eternal Warrior
    • Independent Character
    • Inner-Circle
    • No Redemption! Only Vengeance!
    • Preferred Enemy (Chaos Space Marines)

    Grim Revelation:
    If Chorazin slays the enemy Warlord in a Challenge, you may, at the start of your next turn, choose to enact a single extra Mission Doctrine of any type.


    Hidden Agenda:
    At the start of your first turn, you may pick one of the Battlefield Roles (HQ, Troops, Elites, Fast Attack, Heavy Support or Lords Of War), Chorazin and any unit he joins, may re-roll any failed To Hit rolls against units from the chosen Battlefield Role. Note that, on occasions, your target might consist of units with different Battlefield Roles (for example, a Troops unit that has been joined by an HQ unit with the Independent Character special rule). In this case, the target unit counts as having both Battlefield roles for the purpose of this special rule.


    Mission Doctrines:
    Once per game, if Chorazin is alive and on the battlefield, you may enact one of the following Mission Doctrines at the start of your turn. When a Mission Doctrine is enacted, all models in your army with the Inner-circle special rule that are part of the same Detachment as Chorazin are affected.

    Chevalier Doctrine: Affected models can re-roll To Hit rolls of 1 in the Shooting and Assault phases of this turn. Affected models in Chevalier Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting and Assault phases of this turn.

    Conqueror Doctrine: Affected models can re-roll To Hit rolls of 1 in the Assault phase this turn. Affected models in Conqueror Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Assault phase of this turn.

    Destroyer Doctrine: Affected models can re-roll To Hit rolls of 1 in the Shooting phase this turn. Affected models in Destroyer Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting phase of this turn.

    OPTIONS:
    • May be accompanied by up to five Sword Bearers..... 60pts/model

    RELICS OF VENGEANCE

    The Sword Of Mourning: Most sacred of the chapters relics, the Sword Of Mourning was forged in the aftermath of the Destruction of Caliban, with the blade itself being reportedly being constructed from numerous fragments of loyalists blades shattered in the conflict. This greatsword holds an especially keen edge, remaining sharp without the need for honing, and features an unusual, if not somewhat cumbersome, crossguard mounted plasma-emitter, allowing its user to fire close-range bursts of plasma when they swing the blade, coating nearby enemies in a torrent of superheated hydrogen.

    Range
    S
    AP
    Type
    -
    +2
    2
    Melee, Master-crafted, Two-handed
    3"
    6
    3
    Assault D3, Cumbersome, Gets Hot
    Cumbersome: This weapon cannot be used to fire Overwatch.


    Last edited by Fox Of 9; 12-09-2019 at 21:58.

  11. #11
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    ARMOURY OF VENGEANCE

    This section of Codex: Angels Of Vengeance lists the weapons and equipment used by the Angels Of Vengeance, along with the rules for using them in your games of Warhammer 40,000. Equipment that is carried by named characters is detailed in the appropriate entry in the datasheets, while equipment used by all other types of units are detailed here.

    RANGED WEAPONS

    Profiles for the following Ranged weapons are listed in the profiles section. Their full rules can be found in Warhammer 40,000: The Rules.

    Assault cannon Autocannon Boltgun Bolt pistol Combi-weapon Flamer Flamestorm cannon Grav-gun
    Grav-pistol Grav-cannon Heavy bolter Heavy flamer Lascannon Meltagun Missile launcher Multi-melta
    Plasma cannon Plasma gun Plasma pistol Sniper rifle Space Marine shotgun Storm bolter


    CERBERUS LAUNCHER

    Range S AP Type
    12" 4 6 Heavy 1, Blind, Large Blast


    CYCLONE MISSILE LAUNCHER

    Range S AP Type
    Frag missile 48" 4 6 Heavy 2, Blast
    Krak Missile 48" 8 3 Heavy 2


    DEATHWIND LAUNCHER

    Range S AP Type
    12" 5 - Heavy 1, Large Blast


    DEMOLISHER CANNON

    Range S AP Type
    24" 10 2 Ordnance 1, Large Blast





    DREADWING HEAVY WEAPONS

    CATACLYSM MISSILE LAUNCHER

    Range S AP Type
    Phosphex missile 48" 5 2 Heavy 2, Blast, Poisoned (3+), Crawling Fire, Lingering Death
    Rad missile 48" 4 3 Heavy 2, Blast, Fleshbane, Rad-phage
    Crawling Fire: After a Blast marker for a weapon with this rule is placed, the firer may move the marker up to 2" in any direction, so long as this would cover more models than previously.

    Lingering Death: When a Blast weapon with this rule is used, after the attack is resolved, leave the Blast marker in play for the rest of the game and mark it with a counter of some kind. This area is now treated as dangerous terrain for all models with a Toughness value and open-topped vehicles. Note: It is advisable to have multiple spare blast markers when using this rule!

    Rad-phage: A model that loses one or more wounds to an attack with this special rule and survives has its Toughness score reduced by -1 for the rest of the battle.


    IGNIS ROTATOR CANNON

    Range S AP Type
    18" 5 4 Heavy 5, Luminagen
    Luminagen: A unit that suffers one or more unsaved Wounds, glancing or penetrating hits caused by a weapon with this special rule counts its cover saves being 1 point worse than normal until the end of the phase. Furthermore, units can re-roll the dice to determine their charge range against the afflicted unit until the end of the turn.


    PHOSPEX INCINERATOR CANNON

    Range S AP Type
    Template 5 2 Assault 1, Inexstinguisable Flames, Poisoned (3+)
    Inexstinguisable Flames: If a unit suffers one or more unsaved Wounds from an attack with this special rule, it is set ablaze and continues to burn – mark it with a coin or counter for each unsaved Wound as a reminder. At the end of each turn, roll a D6 for each unit with an Inextinguishable Flame counter(s). On a 2 or less, the flames die out and the unit is no longer ablaze – remove your reminder counter(s). On a 3+, the unit takes a single Strength 5 AP2 hit with the Ignores Cover special rule for each counter on the unit. These Wounds are Randomly Allocated.


    RADIUM SCYTHE

    Range S AP Type
    48" 3 5 Heavy 3, Rad Poisoning, Twin-linked
    Rad Poisoning: When attacking with a weapon that has this special rule, a To Wound roll of 6 causes 2 Wounds on the target unit, regardless of the target's Toughness. Each Wound is allocated and saved against separately.


    VOLKITE CULVERIN

    Range S AP Type
    45" 6 5 Heavy 4, Deflagrate
    Deflagrate: After normal attacks with this weapon have been resolved, count the number of unsaved wounds on the target unit. Immediately resolve a number of additional automatic hits on the same unit, using the weapon's profile, equal to the number of unsaved wounds - these can then be saved normally. Models in the targeted unit must still be in range for these additional hits to take place. These additional hits do not themselves inflict more hits!





    HURRICANE BOLTER

    A hurricane bolter consists of three twin-linked boltguns fired as a single weapon.


    PHOSPHEX BOMB

    Range S AP Type
    6" 5 2 Assault 1, Blast, One Use Only, Poisoned (3+), Crawling Fire, Lingering Death


    PLASMA REPEATER

    Range S AP Type
    12" 6 2 Salvo 2/3, Twin-linked, Gets Hot


    PLASMA STORM BATTERY

    Range S AP Type
    Burst Mode 36" 7 2 Heavy 3, Gets Hot
    Charged Mode 36" 7 2 Heavy 1, Gets Hot, Large Blast


    PLASMA TALON

    Range S AP Type
    18" 7 2 Rapid Fire, Gets Hot, Twin-linked


    RAD MISSILE

    Range S AP Type
    48" 4 3 Heavy 1, Blast, Fleshbane, Rad-phage


    RAPTORWING GRENADE LAUNCHER

    Range S AP Type
    Frag Shell 24" 3 6 Rapid Fire, Blast
    Hellfire Shell 12" 1 - Assault 1, Blast, Poisoned (2+)
    Krak Shell 24" 6 4 Rapid Fire
    Phosphor Shell 12" 5 4 Rapid Fire, Luminagen
    Rad Shell 12" 3 - Assault 1, Blast, Rad Poisoning
    Stasis Shell 12" 3 - Assault 1, Blast, Stasis Anomaly
    Stasis Anomaly: All models in a unit hit by one or more weapons with this special rule suffer a -1 penalty to their Weapon Skill and Initiative (to a minimum of 1) until the end of the turn.


    STALKER PATTERN BOLTGUN

    Range S AP Type
    30" X 5 Heavy 2, Sniper


    STASIS MISSILE

    Range S AP Type
    24" 4 - Heavy 1, Blast, Stasis Anomaly


    SWORDSTRIKE MISSILE

    Range S AP Type
    36" 8 2 Heavy 1, One Use Only, Terminal Tracking
    Terminal Tracking: Successful Jink and Cover saves against this weapon must be re-rolled.





    SPECIAL ISSUE AMMUNITION

    In addition to their normal profile for their bolt pistol or boltgun (including stalker pattern boltguns and boltguns that are part of a combi-weapon), models with special ammunition can choose, in each of their Shooting phases, to instead use one of the profiles below until the beginning of their next Shooting phase. All models with special issue ammunition in a unit must use the same type of ammunition when the unit shoots.

    DRAGONFIRE BOLT

    Range S AP Type
    Bolt Pistol 12" 4 5 Pistol, Ignores Cover
    Boltgun 24" 4 5 Rapid Fire, Ignores Cover
    Stalker Pattern Boltgun 30" X 5 Heavy 2, Sniper, Ignores Cover

    HELLFIRE ROUND

    Range S AP Type
    Bolt Pistol 12" 1 5 Pistol, Poisoned (2+)
    Boltgun 24" 1 5 Rapid Fire, Poisoned (2+)
    Stalker Pattern Boltgun 30" X 5 Heavy 2, Sniper, Poisoned (2+)

    KRAKEN BOLT

    Range S AP Type
    Bolt Pistol 15" 4 4 Pistol
    Boltgun 30" 4 4 Rapid Fire
    Stalker Pattern Boltgun 36" X 4 Heavy 2, Sniper

    VENGEANCE ROUND

    Range S AP Type
    Bolt Pistol 9" 4 3 Pistol, Gets Hot
    Boltgun 18" 4 3 Rapid Fire, Gets Hot
    Stalker Pattern Boltgun 24" X 3 Heavy 2, Sniper, Gets Hot





    TYPOON MISSILE LAUNCHER

    Range S AP Type
    Frag Missiles 48" 6 5 Heavy 2, Blast
    Krak Missiles 48" 8 3 Heavy 2


    VENGEANCE-PATTERN PLASMA STORM BATTERY

    Range S AP Type
    Burst Mode 24" 7 2 Heavy 4, Gets Hot
    Charged Mode 24" 7 2 Heavy 2, Blast, Gets Hot


    WHIRLWIND MULTIPLE MISSILE LANCHER

    Whirlwind multiple missile launchers have two different profiles. All Whirlwind multiple missile launchers in the squadron must use the same profile each time the squadron fires.

    Range S AP Type
    Vengeance 12"-48" 5 4 Ordanance 1, Barrage, Large Blast
    Incendiary Castellan 12"-48" 4 5 Ordanance 1, Barrage, Ignores Cover, Large Blast






    MELEE WEAPONS

    Profiles for the following Melee weapons are listed in the profiles section. Their full rules can be found in Warhammer 40,000: The Rules.

    Chain fist Chainsword Close combat weapon Eviscerator Force weapon Lightning claw Power fist Power weapon
    Thunder hammer


    CALIBANITE WAR BLADE

    Range S AP Type
    - +1 3 Melee


    CROZIUS ARCANUM

    Range S AP Type
    - +2 4 Melee, Concussive


    FLAIL OF THE UNFORGIVEN

    Range S AP Type
    - +2 3 Melee, Concussive, Fleshbane


    MACE OF ABSOLUTION

    Range S AP Type
    - +2 3 Melee, Concussive, Smite
    Smite: When a model equipped with this weapon makes its close combat attacks, it can choose to instead make a single Smite attack. It if does, roll To Hit as normal but resolve the Attack at Strength x2 AP2.


    RELIC BLADE

    Range S AP Type
    - +2 3 Melee, Two-handed


    SERVO ARM

    Range S AP Type
    - x2 1 Melee, Specalist Weapon, Unwieldy


    TERRANIC GREATSWORD

    Range S AP Type
    - +3 3 Melee, Instant Death, Two-handed



    Last edited by Fox Of 9; 14-08-2019 at 15:39.

  12. #12
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    SPECIAL ISSUE WARGEAR

    Rules for the following items can be found in Warhammer 40,000: The Rules.

    *Frag grenades Krak grenades Melta bombs Pychic hood
    *See assault grenades


    ARMORIUM CHERUB

    One use only. One model in the unit equipped with an armorium cherub can re-roll all failed To Hit rolls in one Shooting phase. An armorium cherub is represented by a separate miniature that will always remain as close as possible to the unit that selected it. The model itself is purely decorative and is always ignored for game purposes - just move it to one side if gets in the way. Remove the armorium cherub once it has been used or the unit that selected it has been completely destroyed.

    AUSPEX

    A model with an auspex can use it in place of making a shooting attack. If it does so, select an enemy unit within 12" (this does not count as choosing a target for his unit to shoot at). A unit that is targeted by one or more auspexes has its cover save reduced by 1 until the end of the phase.

    CAMO CLOAK

    A model wearing a camo cloak has +1 cover save. It if does not already have a cover save, it gains a 6+ cover save.

    CHAPTER BANNER

    Friendly units with the Angels Of Vengeance Faction within 12" of a model equipped with the Chapter banner re-roll failed Moral checks, Pinning tests, and Fear tests. In addition, all friendly models with the Angels Of Vengeance Faction in the same unit as this banner have +1 Attack whilst the bearer is alive.

    COMBAT SHIELD

    A combat shield confers a 6+ invulnerable save.

    COMPANY STANDARD

    Friendly units with the Angels Of Vengeance Faction within 12" of a model equipped with the Company standard re-roll failed Moral checks, Pinning tests, and Fear tests.

    CONVERSION FIELD

    A conversion field confers a 4+ invulnerable save. At the end of a phase in which the bearer passes one or more invulnerable saves granted by the conversion field, all units within D6" of the bearer must test as if they had been hit by a weapon with the Blind special rule. Friendly units re-roll this test.

    DREADWING BANNER

    Friendly units with the Angels Of Vengeance Faction within 12" of a model equipped with the Dreadwing banner re-roll failed Moral checks, Pinning tests, and Fear tests. In addition, all friendly models with the Inner-circle special rule in the same unit as this banner have +1 Attack whilst the bearer is alive.

    DIGITAL WEAPONS

    A model armed with digital weapons can re-roll a single failed To Wound roll in each Assault phase.

    ELIMINATOR SHELLS

    Each time a weapon equipped with eliminator shells fires, the controlling player can choose whether to fire an eliminator shell or to use the ordinary profile for that weapon.

    Range S AP Type
    48" 7 4 Heavy 3, Gets Hot, Sunder
    Sunder: Attacks with this special rule may re-roll failed Armour Penetration rolls.


    GRAV-AMP

    When rolling To Wound with a grav-weapon, or determine its effects on a vehicle, the bearer can re-roll the result.

    IRON HALO

    An iron halo confers a 4+ invulnerable save.

    JUMP PACK

    Models equipped with jump packs gain the Jump unit type as described in Warhammer 40,000: The Rules.

    MOLECULAR ACID SHELLS

    Each time a weapon equipped with molecular acid shells fires, the controlling player can choose whether to fire a molecular acid shell or to use the ordinary profile for that weapon.

    Range S AP Type
    36" 2 D6* Heavy 3, Poisoned (2+)
    *Roll a D6 for this weapon's AP value each time it is fired, after the target has been chosen.


    MULTI-SPECTRUM ARRAY

    At the start of the Shooting Phase, instead of making a shooting attack, a model with a multi-spectrum array can use one of the following abilities:
    • Select an enemy unit within 12" of the bearer (this does not count as choosing a target for his unit to shoot at). A unit that is targeted in this way by one or more multi-spectrum arrays has its cover save reduced by 1 until the end of the phase.
    • The bearer's unit benefits from +1BS for the remainder of the Shooting Phase.

    NARTHECIUM

    As long as the bearer of the narthecium is alive, all models in his unit have the Feel No Pain special rule.

    RAD GRENADES

    During a turn in which a unit equipped with rad grenades launches and assault, or is assaulted, the enemy unit(s) suffer a -1 penalty to Toughness until the end of the phase (this does affect the victims' Instant Death threshold).

    RAPTORWING BANNER

    Friendly units with the Angels Of Vengeance Faction within 12" of a model equipped with the Raptorwing banner re-roll failed Moral checks, Pinning tests, and Fear tests. In addition, all friendly models with the Raptorwing special rule in the same unit as this banner automatically pass Initiative tests when attempting to Hit & Run and roll one additional dice when determining the distance of a Hit & Run move whilst the bearer is alive.

    SCORPIUS SHELLS

    Each time a weapon equipped with scorpius shells fires, the controlling player can choose whether to fire a scorpius shell or to use the ordinary profile for that weapon.

    Range S AP Type
    36" 5 4 Heavy 3, Rending, Shred, Temperamental
    Temperamental: Before rolling to hit with a weapon with this special rule, roll a D6. On a 2+ the weapon fires as normal. If a 1 is rolled, then the weapon has jammed and may not be used again in that turn.


    ROSARIUS

    A rosarius confers a 4+ invulnerable save.

    SACRED STANDARD

    Friendly units with the Angels Of Vengeance Faction within 12" of a model equipped with the Sacred Standard re-roll failed Moral checks, Pinning tests, and Fear tests. In addition, all friendly models with the Angels Of Vengeance Faction in the same unit as this banner have Counter-attack and Relentless special rules whilst the bearer is alive.

    SERVO-HARNESS

    A servo-harness give the bearer two servo-arms, a plasma cutter, and a flamer. In the shooting phase, the bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.

    Range S AP Type
    Plasma cutter 12" 7 2 Assault 1, Gets Hot, Twin-linked


    SIGNUM

    At the start of the Shooting Phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in the same unit is Ballistic Skill 5 for the remainder of the Shooting Phase. Declare that the signum is being used before any roll To Hit are made.

    SPACE MARINE BIKE

    Models equipped with Space Marine bikes change their unit to Bike, as described in Warhammer 40,000: The Rules. Space Marine bikes are fitted with a twin-linked bolter.

    STORM SHIELD

    A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield may never claim the +1 Attack for being armed with two Melee weapons in an assault.

    TELEPORT HOMER

    Friendly units comprised entirely of models in terminator armour do not scatter when they Deep Strike, so long as the first model is placed within 6" of the teleport homer's bearer. For this to work, the bearer of the teleport homer must have been on the battlefield as the start of the turn.

    TOWER SHIELD

    A tower shield confers a 3+ invulnerable save. In addition, a model equipped with a tower shield may never claim the +1 Attack for being armed with two Melee weapons in an assault. Furthermore, enemy models charging a unit that is entierly made up of models that are equipped with tower shields (including any attached Independent Characters) do not gain bonus attacks from charging. Unless that unit is already in combat.




    ARMOUR

    ARTIFICER ARMOUR

    Artificer armour provides a 2+ armour save.

    TERMINATOR ARMOUR

    Terminator armour provides a 2+ armour save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and may not make Sweeping Advances.




    RELICS OF VENGEANCE

    These artifacts are ancient heirlooms that are maintained in places of honour throughout the chapters fleet and upon their homeworld of Vengeance. Only the mightiest of the Angels Of Vengeance are worthy of using such storied items and having their heroics and deeds added to the continuing legends of the items themselves. Only one of each of the following relics may be chosen per army.

    ANMAEL'S REACH

    Anmael's Reach is an ornately worked Storm Bolter once owned by Anmael, a Space Marine seconded to the Deathwatch in the Jericho Reach by the Angels of Vengeance Chapter. He was survived by this bolter and it is said that the weapon will suffer no wielder less determined than its first, but its fierce machine spirit bolsters the worthy.

    Range S AP Type
    24" 4 4 Assault 2, Armament Of The Worthy
    Armament Of The Worthy: The bearer of Anmael's Reach may re-roll any failed Moral, Pinning and Fear tests. However, should the re-roll also fail, he will lose this special rule, and Anmael's Reach will gain the Gets Hot special rule.


    LION'S BITE

    Manufactured in the Dark Age of Technology, this is an ancient weapon from Caliban's past, possibly having been wielded by Lion El Johnson himself. It fires hand-crafted masterworks of bolt ammunition, with each round containing a hardened, adamantium core as well as a secondary payload of razor-filament that can shred most known forms of armour upon impact.

    Range S AP Type
    12" 5 3 Pistol, Blast, Master-Crafted, Rending, Shred


    RETRIBUTION ARMOUR

    This imposing suit of Adamantium, Ceremite, and Plasteel is one of uncertain origin, and unusual construction, bearing hallmark similarities to the primitive power armour worn by the nobility of Caliban during the days before the Great Crusade. However, unlike most suits of power armour, the Retribution Armour is made up of many thick layers of shaped Adamantium, each several times thicker than even the mighty suits of Terminator armour, and encased in a thickened Ceramite ablative layer. Due to all of this, the suit of armour is excessive in size, and extremely heavy, but is all but impenetrable. This combined with the archeotype muscle-fiber bundles and actuators that power the suit, turns its wearer into a walking bastion of righteous fury, able to shrug off wounds that would fell even the hardiest of Space Marines.

    The Retribution Armour is a set of Terminator Armour, that in addition to all the usual benefits also grants the It Will Not Die, Hammer Of Wrath, and Smash special rules.

    FELL HARBINGER

    Wreathed in glowing smoke, this massive halberd is as sinister in appearance as it is lethal, its lengthy shaft providing its wielder added momentum when he strikes. Upon its smoldering blade, engraved in microscopic detail, resides a list of every traitor brought low by its burning might. With each subsequent wielder, the list grows longer and longer, while the weapon's machine spirit burns hotter and hotter, ever increasingly determined to slay all traitors in its path.

    Range S AP Type
    - +2 3 Melee, Bane Of The Traitor, Cleaving Blow, Two-Handed
    Bane Of The Traitor: When Fell Harbinger is used to attack a unit with the Chaos Space Marines Faction, it's AP is increased to 1.

    Cleaving Blow: The wielder of Fell Harbinger strikes at +2 Initiative in Assault. In addition, in a challenge, the wielder of Fell Harbinger gains +1 Attack if his Initiative is higher than his opponent's.


    STAFF OF DREAD

    Traditionally bequeathed to the Master of the Librarians, this Force Weapon amplifies strong psychic imprints from its surroundings, channeling them through the eternally-smoldering skull of the arch-heretic Haradah, that sits caged within the brazier atop its shaft. Ultimately, this is a dangerous process. If the wielder losses concentration for but a moment he could find his psyche rent and torn by the powerful, undulating, waves of psychic energy. However, should he properly harness this power, he will find himself able to draw upon the powers of the warp with ease, and even be able to turn the potent psychic energy within the staff upon his foes.

    Range S AP Type
    - User 4 Melee, Armourbane, Fleshbane, Force
    In addition to this, every time the bearer of the Staff Of Dread attempts to manifest a Psychic power, you must immediately roll a D6 and consult the chart below.

    Result Effect
    1 The bearer of the Staff Of Dread immedietly suffers D6 Strenght 5 AP - hits.
    2-5 The Warp Charge cost of the Psychic Power he is currently trying to manifest is reduced by 1 (to a minimum of 1).
    6 The Warp Charge cost of the Psychic Power he is currently trying to manifest is reduced by 1 (to a minimum of 1). In addition, all enemy Psykers within 12" must pass a Leadership test or suffer D3 Strength 5 AP - hits.



    TOME OF HATE

    This musty tome contains the names of many of the known enemies of the Imperium, listing in great detail both their strengths and weakness. The knowledge contained within has led many an Angel Of Vengeance hero to victory in the face of overwhelming odds.

    At the beginning of the game, before Warlord Traits are determined, the bearer of the Tome Of Hate may select a single enemy unit. The bearer and any unit he joins may re-roll all failed To Hit and To Wound rolls against the selected unit.




    ANGELS OF VENGEANCE VEHICLE EQUIPMENT

    Rules for the following vehicle upgrades can be found in Warhammer 40,000: The Rules.

    Dozer blades Extra armour Hunter-killer missile Searchlight Smoke launchers Storm bolter


    FRAG ASSAULT LAUNCHERS

    Any unit charging into close combat on the same tun as it disembarks from a transport with frag assault launchers counts as having frag grenades.

    LOCATOR BEACON

    Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model equipped with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn for it to be used.

    SIEGE SHIELD

    A vehicle with a siege shield automatically passes Dangerous Terrain tests.
    Last edited by Fox Of 9; 13-08-2019 at 17:27.

  13. #13
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    FORMATIONS

    CORE

    WAR-COMPANY

    FORMATION:
    • 1 model chosen from the following list:
      - Nathanael Eyal
      - Company Captain
    • 0-1 Chevalier Command Squad
    • 2-3 units of Wardens
    • 2-5 units of Initiates
    • 0-1 units of Dreadnoughts


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Hold! No Matter The Cost: All models in this Formation have the Fearless special rule whilst within 3" of an Objective Marker under friendly control.
    Objective Secured: A unit with this special rule controls Objective Markers even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.

    INNER-CIRCLE CONCLAVE

    FORMATION:
    • 2-3 units chosen in any combination from the following list:
      - Chevalier Squad
      - Conqueror Squad
      - Destroyer Squad


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Bloodied But Victorious: In games that would normally have a random game length, the Angels Of Vengeance player can opt to play six full turns instead of the roll to end the game being played.
    Objective Secured: A unit with this special rule controls Objective Markers even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.

    AUXILIARY


    ARES SIEGEBREAKER COHORT

    FORMATION:
    • 3 Land Raider Ares


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Ignores Cover
    Ares Siegebreaker Cohort: All vehicles in this formation must form a single Vehicle Squadron as described in Warhammer 40,000: The Rules. However, this Vehicle Squadron counts as two units for the purposes of calculating Victory Points if it is completely destroyed.
    Siegebreaker Bombardment: While the unit includes three Land Raider Ares that can all fire their demolisher cannons, the unit can fire a single Siegebreaker Bombardment instead of firing normally. To do so, nominate one model in the unit as the firer; the firer's demolisher cannon changes its type from Large Blast to Apocalyptic Blast and may re-roll failed armour penetration rolls when shooting at super-heavy vehicles or buildings that have the Mighty Bulkward special rule.

    CHAPTER ANCIENTS

    FORMATION:
    • 1 Nathan Hosea
    • 1-3 units chosen in any combination from the following list:
      - Dreadnoughts
      - Venerable Dreadnoughts


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Crusader
    Hatred
    Warden Of Vengeance: Models from this Formation ignore Crew Shaken, Crew Stunned, Weapon Destroyed and Immobilised results on the Vehicle Damage table as long as they are within 6" of Hosea when the roll is made.


    DREADWING SUPPRESSION FORCE

    FORMATION:
    • 1 model chosen from the following list:
      - Kedar Mara
      - Interrogator-Chaplain
      - Librarian
    • 2-5 units chosen in any combination from the following list:
      - Dreadwing Knights
      - Dreadwing Terminators
    • 0-1 Dreadwing Command Squad
    • 0-1 unit of Venerable Dreadnoughts


    RESTRICTIONS:
    Units of Dreadwing Knights must include at least five models. If it is taken the unit of Venerable Dreadnoughts in this Formation may only include one model, which must be given a Drop Pod as a Dedicated Transport. All Independent Characters in this Formation must have Terminator armour.

    SPECIAL RULES:
    Presence Of Death: Enemy units subtract 1 from their Leadership whilst they are within 12" of at least one unit from this formation.
    Presision Assault: All units in this Formation must begin the game in Deep Strike Reserve. When making Reserve Rolls, make a single roll for this entire Formation. On a successful Reserves Roll, all of the unit in this Formation arrive from Reserve. Models in this Formation do not Scatter when arriving from Deep Strike.

    If this Formation includes a Venerable Dreadnought embarked in a Drop Pod, the Drop Pod will arrive with the rest of the Formation, and ignores the normal rules that determine when a Drop Pod arrives.


    RAPTORWING CLOSE AIR-SUPPORT SQUADRON

    FORMATION:
    • 2 Vengeance Gunships


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Combat Wing: When making Reserve Rolls, make a single roll for this entire Formation. On a successful Reserve Roll, all of the units in this Formation arrive from Reserve.
    Close Air-support: When Zooming: If a friendly, non-vehicle model, with the Angels Of Vengeance Faction, scores one or more hits on an enemy unit in the shooting phase, then all models in this formation add 1 to their Ballistic Skill characteristics when shooting at the same target for the rest of the phase.
    When Hovering: Unless Jinking, if an enemy unit declares a charge against a friendly, non-vehicle unit, with the Angels Of Vengeance Faction, models from this Formation within 12" of that friendly unit can choose to fire Overwatch, using their normal Ballistic Skill, against the charging unit (even though vehicles cannot normally fire Overwatch). Remember that a unit can still only fire Overwatch once per turn.


    RAPTORWING DARK-BLADE

    FORMATION:
    • 2 units of Raptorwing Land Speeders
    • 1 Land Speeder Vengeance


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Execution Strike: All units in this Formation must be placed in Reserve. Make Reserve Rolls for all units from this Formation at the start of your first turn.
    Priority Target Designated: One Land Speeder from this formation can nominate an enemy unit within 18" and in line of sight in its Shooting phase. It cannot do this in the same turn it moves Flat Out. Until the end of the phase, all shooting attacks made by the Land Speeder Vengeance in this Formation against the nominated unit can re-roll any failed armour penetration or To Wound rolls.

    RAPTORWING HUNTER SQUADRON

    FORMATION:
    • 1 Huntsmen Squad
    • 1-2 units chosen in any combination from the following list:
      - Outrider Squad
      - Talon Squad


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Concealed Positions: Each unit from this Formation that deploys using the Infiltrate rule is Concealed. A Concealed unit has the Stealth special rule until it Moves, Runs, Turbo Boosts, Charges or Fall Back, at which point it immediately loses the Stealth special rule for the rest of the battle.
    Supressing Fire: A unit targeted by a Huntsmen squad from this formation in the Shooting phase must take a Morale test at the end of the phase, regardless of how many casualties were inflicted. If the test is failed, the enemy unit does not Fall Back, but must immediately Go to Ground. If the test is passed, the enemy unit is unable to fire Overwatch for the rest of the turn.

    COMMAND


    THE SWORD OF VENGEANCE

    FORMATION:
    • 1 Michael Gabriel


    RESTRICTIONS:
    Michael Gabriel must be accompanied by three Swordbearers, one of whom must be upgraded to Lian Batarisel. No model in this Formation may be selected as your Warlord.

    SPECIAL RULES:
    Duelist's Fervour
    Rampage
    Clear The Way!: Models in this Formation must always issue and accept Challenges whenever possible. Note that this means you can have multiple Challenges occurring at the same time with this Formation.
    A Crippling Blow: If your opponent's Warlord is killed in a Challenge by any model in this Formation you gain D3 additional Victory Points. (Note that killing the Warlord as the result of a sweeping advance will not award these extra Victory points).

    REPENTANCE COMMAND SQUAD

    FORMATION:
    • 1 Interrogator-Chaplain
    • 1 Chevalier Command Squad


    RESTRICTIONS:
    The Chevalier Command Squad must take a Razorback as a Dedicated Transport. The Interrogator-Chaplain must join the Chevalier Command Squad during deployment, and cannot leave it during the course of the battle.

    SPECIAL RULES:
    Crusader
    Monster Hunter
    Those Who Hunt The Terrors In The Dark: All friendly, non-vehicle units with the Angels Of Vengeance Faction within 6" of this Formation have the Crusader, Furious Charge and Hatred special rules.


    Last edited by Fox Of 9; 13-09-2019 at 22:38.

  14. #14
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    DREADWING STRIKE FORCE


    Codex: Angels Of Vengeance details two further Detachments, the first of which is based upon the mighty 1st Order of the Angels Of Vengeance - The Dreadwing - which specializes in devastating teleportation strikes into the heart of the enemy army. Wielding weapons of horrendous nature, most long lost to the passage of time, they strike terror into even the most hardened enemies of the Imperium. This Detachment follows all of the rules for Detachments as presented in Warhammer 40,000: The Rules.

    FORMATION:
    • COMPULSORY:
      - 1 HQ
      - 2 ELITES
    • OPTIONAL:
      - 3 HQ
      - 10 ELITES


    RESTRICTIONS:
    All units in this Detachment must have the Inner-Circle special rule or be Dedicated Transports. Units of Venerable Dreadnoughts in this formation may only include one model, which must be given a Drop Pod as a Dedicated Transport.

    COMMAND BENEFITS:
    Devestation Unleashed: All units in this Detachment must begin the game in Deep Strike Reserve. If your army included a Raptorwing Strike Force, you can choose to automatically pass or fail any Reserve Roll you make for units in this Detachment; there is no need to roll.
    Knights Of Vengeance: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Dreadwing Warlord Traits table.
    Unrelenting Terror: Enemy units subtract 1 from their Leadership whilst they are within 12" of at least one unit from this Detachment.




    RAPTORWING STRIKE FORCE


    The final Detachment in Codex: Angels Of Vengeance focuses on the secretive and stealthy 2nd Order of the Angels Of Vengeance - The Raptorwing - with their elusive hit and run warfare and mass skimmer deployments. This Detachment follows all of the rules for Detachments as presented in Warhammer 40,000: The Rules.

    FORMATION:
    • COMPULSORY:
      - 1 HQ
      - 3 FAST ATTACK
    • OPTIONAL:
      - 2 HQ
      - 1 ELITES
      - 12 FAST ATTACK
      - 2 Heavy Support


    RESTRICTIONS:
    All units in this Detachment must have the Raptorwing special rule, or the Bike, Vehicle (Flyer), or Vehicle (Skimmer) Unit Type.

    COMMAND BENEFITS:
    Master Of The Hunt: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Raptorwing Warlord Traits table.
    Masters Of Stealth: Units with the Raptorwing special rule can choose to roll on the Masters Of Stealth table, below, instead of deploying normally. Unless otherwise specified, these units move onto the table as described for other Reserves and cannot move any further during the Movement phase of the turn they deploy or arrive on the battlefield.
    Unexpected Assault: In addition to other bonuses, this Detachment gives you a +1 bonus to both your Reserve Rolls and Seize The Initiative Attempts.

    MASTERS OF STEALTH:

    D6
    RESULT
    1-3
    A Perfect Ambush: Set up the unit anywhere on the table that is more than 6" from any enemy model.
    4-5
    Death From The Shadows: Set up the unit anywhere on the table that is more than 6" from any enemy model. After placing the unit, you can immediately make a bonus shooting attack with it as if it were the Shooting phase (this does not prevent the unit from shooting again in the ensuing Shooting phase). These bonus shooting attacks cannot cause Moral checks, but they do have the Pinning special rule.
    6
    A Sudden Assault: Set up the unit anywhere on the table that is more than 6" from any enemy model. Unlike other units that Infiltrate or arrive from Reserves, the unit can charge in their first turn.





    TACTICAL OBJECTIVES

    Codex: Angels Of Vengeance describes six Tactical Objectives to use in your games that are exclusive to Angels Of Vengeance players and reflect their secretive, but incredibly single-minded and resolute approach to war.

    If you Warlord has the Angels Of Vengeance Faction, the Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.

    If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Angels Of Vengeance player generates a Capture & Control Tactical Objectives (numbers 11, 12, 13, 14, 15 or 16), the Angels Of Vengeance player instead generates the corresponding Angels Of Vengeance Tactical Objective, as shown in the table (below). Other Tactical Objectives (number 21-66) are generated normally.


    D66 RESULT
    11 Might Of The Inner-Circle
    12 Honour Preserves
    13 Kill Them Where They Stand
    14 Know No Fear
    15 Vengeful Retribution
    16 Cold-blooded Determination





    11 MIGHT OF THE INNER-CIRCLE
    Type: Angels Of Vengeance
    With their dark and terrifying knowledge the members of the Inner-Circle scour their enemies from sight. Leaving but death and ruin in their wake.
    Score 1 Victory Point at the end of your turn if, during your turn, at least one enemy unit was completely destroyed by one of your units with the Inner-Circle special rule.

    12 HONOUR PRESERVES
    Type: Angels Of Vengeance
    Believing their sins will linger with them for all eternity, the members of the Angels Of Vengeance strive on their unending crusade to challenge the mightiest foes and bring them low in single combat.
    Score 1 Victory Point at the end of your turn if one or more enemy characters were killed in a challenge during your turn.

    13 KILL THEM WHERE THEY STAND
    Type: Angels Of Vengeance
    With implacable hatred of their foe, the Angels Of Vengeance root out enemies and scour them from existence, no matter where or how they may hide.
    Score 1 Victory Point at the end of your turn if you completely destroyed 1 or more units that were controlling an Objective Marker at the start of your turn.

    14 KNOW NO FEAR
    Type: Angels Of Vengeance
    It is true that Adeptus Astartes "know no fear", but the Angels of Vengeance are so relentless and stubborn in their approach to battle that they refuse even to re-deploy. Even in the face of overwhelming odds, the Angels of Vengeance fight on, frequently emerging from the fires of battle having sustained enormous losses, but having earned such victories as lesser warriors could only dream of.
    Score 1 Victory Point at the beginning of your turn if you control an Objective marker with a unit that has fallen below 25% strength. If you control 3 or more Objective markers with units that have fallen below 25% strength, score D3 Victory Points instead.

    15 VENGFUL RETRIBUTION
    Type: Angels Of Vengeance
    The Chapter's attitude might long ago have led to it being entirely ostracised by any of the Imperium's armies, besides which it might take to the field. This is not the case, however, for the Chapter's total devotion has on numerous occasions led to it achieving stunning victories and achieving objectives others have written off as unobtainable.
    Score D3 Victory Points at the end of your turn if you control an Objective Marker that was controlled by your opponent at the start of your turn. If you control 3 or more Objective Markers that were controlled by your opponent at the start of your turn, score D3+3 Victory Points instead.

    16 COLD-BLOODED DETERMINATION
    Type: Angels Of Vengeance
    The Angels of Vengeance are known for their unrelenting hatred of any enemies of the Imperium of Man, as they constantly seek out the threats of Xenos, Heretics, and apostates so that they may do battle. This drive extends beyond a simple devotion to duty, into an all-consuming obsession.
    Score 1 Victory Point at the end of your turn if at least one enemy unit with the Troops Battlefield Role was completely destroyed during your turn. If at least three Troop units were completely destroyed during your turn, score D3 Victory Points instead.





    Hidden Crusade: If your Warlord has the Angels Of Vengeance Faction, hide your dice roll when generating Tactical Objectives. If the Tactical Objective generated does not have the Angels Of Vengeance Type, reveal both the dice roll and the Tactical Objective to your opponent as normal (unless the mission you are playing instructs you otherwise). If the Tactical Objective generated has the Angels Of Vengeance Type, keep both the dice roll and the Tactical Objective hidden; reveal these Tactical Objectives only when achieving them.




    =]UPDATES STILL IN PROGRESS[=

    NEXT UPDATE: Minor Rule Adjustments & Cleanups. Point Cost Adjustments.

    PLANNED UPDATES: Weapon & Unit Descriptions and Background.



    Last edited by Fox Of 9; 13-09-2019 at 12:54.

  15. #15
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Angels Of Vengeance Supplement (7th Edition)

    Updates:
    1. V1.1 (15/07/2018) - Added Tactical Objectives, and adjusted the following items/units:
      • Standard Of Persecution:
        - Added description and rules to Armoury.
        - Adjusted point cost from 25pts to 35pts
      • Standard Of Vengeance:
        - Added description and rules to Armoury.
        - Adjusted point cost from 40pts to 60pts
      • Standard Of Vigilance:
        - Added description and rules to Armoury.
        - Adjusted point cost from 30pts to 40pts
      • Conqueror Squad:
        - Changed Crushing Onslaught special rule.
      • Dreadwing Knights:
        - Changed point cost of Terranic Greatsword option from 15pts/model to 20pts/model
      • Hosea:
        - Removed Kill-Shot special rule from Deliverance.
        - Added Precision Burst special rule to Deliverance.
        - Removed Iron Halo.
        - Changed Leadership value from 10 to 9.
        - Adjusted point cost from 100pts to 75pts
      • Staff Of Dread
        - Reduced point cost from 40pts to 30pts
        - Adjusted results for what happens when attempting to manifest Psychic powers:
        D6 Result 1: Increased number of Hits from D3 to D6, and increased the Strength of the Hits from 4 to 5.
        D6 Result 6: Increased the Strength of the Hits from 4 to 5.
      • Lion's Bite:
        - Completely re-worked the item.
      • Retribution War-Plate:
        - Increased Invulnerable save from 4+ to 3+
        - Reduced Feel No Pain save from 5+ to 6+
        - Changed the Bulky special rule to the Very Bulky special rule.
        - Increased point cost from 60pts to 70pts
      • Shame's End:
        - Increased point cost from 30pts to 35pts
        - Removed Two-handed special rule.
        - Added Cleaving Blows Special rule.
        - Changed Strength from +3 to X2.
      • Anmael's Reach:
        - Reduced Strength from 5 to 4.
      • Vengeance-Pattern Plasma Battery:
        - Burst Mode:
        Changed Type from Heavy 6 to Heavy 4.
    2. V1.2 (26/07/2018):
      • Removed Honour Guard Formation.
      • Added Armoured Support Formation.
      • Inner-Circle Conclave:
        - Removed Warden Command Squad option.
        - Removed HQ role requirement.
        - Changed the number of units required from 3 to 2-3.
      • Changed Priority Targets rule.
      • Sword Bearer:
        - Removed Honour Or Death special rule.
        - Added Duelists Fervour special rule.
        - Added Heroic Sacrifice special rule.
      • Changed the restrictions for the Vengeance Strike Force Formation.
      • Changed the restrictions for the Raptorwing Dark-Blade Formation.
      • Reduced points cost of Company Captain from 50pts to 45pts.
    3. V1.3 (2/08/2018):
      • Changed the points cost of the following units:
        - Hosea from 75pts to 80pts
        Now BS5
        Removed Precision Burst special rule.
        Added Execution Shot special rule.
        - Interrogator-chaplain from 110pts to 120pts
        - Order Paladin from 95pts to 105pts
        - Librarian from 75pts to 65pts
        - Company Captain from 45pts to 50pts
        Now BS5
        - Techmarine from 90pts to 65pts
        Removed Servo-harness
        Added Servo-arm
        - Dreadwing Knight from 60pts to 65pts
        Added Shield Wall special rule.
      • Changed the points cost for the following equipment:
        - Tower shield from 15pts to 10pts
      • Changed the following special rules:
        - Gabriel
        Master Swordsman
        - Nathanael
        Removed Champion's Of Humanity
        Added Master Of Warfare
        - Sword Bearer
        Duelists Fervour
      • Changed the following items:
        - Retribution War-plate:
        Renamed to Retribution Armour
        Removed Feel No Pain (6+)
        Added It Will Not Die
        Added Smash
        Changed Invulnerable Save from 3+ to 4+
    Last edited by Fox Of 9; 05-08-2018 at 23:30.

  16. #16
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Re: Angels of vengeance supplement

    Wow... It's been a while... just under eight months in fact. A lot has happened in that time, and I've been busy. Too busy. But I'm glad to say that things are now calming down and I've been able, over the last few days, to do a lot of work on this project (mainly due to me, my girlfriend, and a couple of friends having a tournament a few weeks from now). And it hasn't been a small overhaul either, with almost every Character, Unit, Formation, and Special Rule getting some sort of adjustment. Sadly I didn't manage to keep a detailed account of all the changes made - there were just too many - but I will endeavor to give my best overview of the changes made, and the reasoning behind them.

    Updates:
    1. V2.0 (18/05/2019):
      • Kedar Mara:
        - Kedar's main change was to refocus his identity and kit to focus around him being a character that feels like you're always playing at the edge when utilizing him correctly, while also diversifying his tools allowing him to perform better in a wider range of close-combat scenarios. To do this, his stat-line was brought into line with a standard Order Paladin, while adding the new Relic Of Vengeance; Last Rite. This close combat weapon will allow him to more easily deal with MEQ enemies, while making TEQ enemies much more of a gamble due to the addition of the Unwieldy special rule to his other Relic Of Vengeance. To make this whole balancing act feel more nuanced the addition of the One Shot Only Phosphex Incinerator Cannon was made, in addition to bumping up the point cost of his optional Cataclysm Missile Launcher to match that of any other unit. No more special discount. The new Relic Of Vengeance also allowed me to more accurately portray the initial idea behind his inspiration, "He who fights with monsters should be careful lest he thereby become a monster. And if thou gaze long into an abyss, the abyss will also gaze into thee." With this new arm, I feel he now blurs the line in aesthetic between other Angels Of Vengeance units and Chaos Space Marine units.
      • Eran Boaz:
        - Overall I had no major issues with Eran or his kit. However, I did feel that he was a tad overpriced for what he was, and that apart from his Relic Of Vengeance; The Blade Of Solace, that he didn't really bring anything that special or unique to the table with him. To rectify this I added his new special rule; Heavenfall Assault (who doesn't love the idea of Space Marine Bikes dropping out of Thunderhawks as they swoop over the battlefield), while also dropping him down around 20pts roughly how much I value his Dark Angel equivalent's Eternal Warrior special rule.
      • Michael Gabriel:
        - Honestly, Michael is probably one of three or so units where I didn't touch their rules or points cost. He's definitely the character I've spent the most time designing since I started this project (over 5 years ago) and I think that shows. He's designed with one purpose in mind, to issue Challenges and kill things, while at the same time being a bit of a glass cannon (TEQ killers like Lysander can easily kill him in one round of combat without him so much as being able to wound them). I did, however, change a few lines in his Wargear list and rename his Relic Of Vengeance.
      • Nathanael Eyal:
        - Now here is the first big rework of a Unique Character. Previously he was fourth Order Paladin stat line character in the codex, which, I'm sure we can all agree, was one too many. So instead, I combined his Wargear and name with another character's stat line and design brief; namely to be a mid-tier, defensive HQ choice who bolstered Infantry units in close proximity to himself. He's great at helping hold the backline when surrounded by Heavy Weapons, and can single-handedly deal with most MEQ threats that may come to try and disrupt it. Though he is still only a MEQ himself and can easily fall under sustained attack.
      • Nathan Hosea:
        - The first new Unique Character in this version. My initial, formative idea was someone who felt like a cross between an Interrogator-Chaplain, and a Lone Wolf from the Space Wolves codex. Someone who would take on threats bigger than themselves, gambling on whether they could slay it or not. In addition, I added his special rule; Icon Of Vengeance, partly to remove it from Chorazin, but also to add to that image of a small band of Space Marines assailing impossible odds and coming out victorious, something that I feel captures the true spirit of who the Angels Of Vengence are. His Relics Of Vengeance; Salvation & Deliverance were actually taken from the Wargear of the character I recycled into Nathaneal Eyal, hence the similar names.
      • Lian Batarisel:
        - This new Swordbearer Unique Character has a somewhat interesting origin that occurred around the time I started to introduce my girlfriend into the hobby and her mild-surprise that there were not that many female characters outside a few specific fractions. This got me thinking about how one could justify a female character within the ranks of the Space Marines, without drastically changing the established lore. So, after a few prods from my girlfriend and an extended period of time spent looking into historical accounts of female knights, I came up with - what I feel is - a possible plausible solution; in the form of Lian.

        In fantasy, and in history, quite often it is only women who have the ability and the stubbornness to ignore convention/law who are then able to make their way onto the battlefields. Lian is the same way, after witnessing the Angels Of Vengeance firsthand at a very young age she decides to dedicate her life to becoming one of them, no matter the feasibility of it. Through hard work and determination, she manages to acquire the skill to win as a mystery challenger in the Summit Of Blades, a tournament held once every few years by the nobles on the Angels Of Vengeance's homeworld, which also doubles as a way for the Angels Of Vengeance to find recruits of a certain stock. Once her identity was revealed she was threatened with execution for desecrating the sacred tournament, but luckily for her Michael Gabriel was there, recruiting in memory of his fallen teacher, Théodred. Intervening in her execution, he offered her the opportunity to use her skills, not as an Astartes, that was impossible, but as something worse. She instantly agreed. Over the next few years, she endured the agonizing process of receiving an extensive series of genetic, surgical and biochemical enhancement procedures through the use of long-forgotten Imperial technology, similar to those used all those millennia ago on those members of the Calibanite knightly orders too old to benefit from the implantation of gene-seed. She was now taller, stronger and quicker then mortal men, but for all that, she was still not a true Astartes. Her life had become one of constant battle, she is awakened when needed, and preserved in stasis when not, lest she learn the dark truth of the chapter and their founding legion.

        To this end, I made her stat-line a sort of amalgamation of an Adepta Sororita Cannoness and an Angel Of Vengeance Swordbearer, with her special rules reflecting the idea that she is not an Astartes, but a weapon with a set and defined purpose. The With My Dying Breath universal special rule was then removed from the codex and applied only to her as her own special rule, to emphasize this point home.
      • Chevalier/Warden/Initiate Squads:
        - In the previous version both Chevalier and Initiate squads existed as troop choices, with Chevaliers being under the name of Wardens. While I was okay with the idea of the two different types of power armoured troop choices, I wasn't happy with there being such a difference between them, and the fact that these Inner-Circle elites were able to be used as Troops. To rectify this, I renamed the Wardens to Chevaliers and moved them to the Elites. Then, in their place, I created a new warden unit, with the same smaller maximum size, and higher points cost. Representing, what I feel to be Astartes who have proven themselves and progressed beyond being Initiates, without leaving them to feel too 'elite' in nature. Resolving with a unit that feels very similar to a standard Tactical squad.
      • Raptorwing Raptors/Outriders:
        - Both these units were granted the Special Issue Ammunition special rule to make them feel more in-line with their previous points cost. I then dropped the points cost of the Plasma Talon upgrade on the Raptors and removed the Ambush special rule from the Outriders to make them feel more distinct from the Huntsmen.
      • Landraider Ares:
        - Increased its points cost, that's it.
      • Amos Chorazin:
        - He felt like he just had too much equipment and special rules floating around him, none of which seemed to mesh too well together, a decent chunk of these were removed altogether or replaced with other special rules. He still fulfills the same role but in a much more streamlined manner. His points cost was kept the same due to the addition of the Eternal Warrior special rule. Which adds to the sense that he belongs in the Lord Of War slot, as he is the only model in the codex with that special rule.
      • Lion's Bite:
        - It's now a pistol with the Blast special rule.
      • Retribution Armour:
        - Another case of rule bloat. Streamlined and cheapened while still fulfilling the same job.
      • Fell Harbinger:
        - A name change, that's it. Was previously called Shame's End.
      • War-Company:
        - Changed around the min-max requirements for units with this Formation. Also, Fearless and Counter-Attack within 6" of any Objective for any model in the Formation seemed a little too good, so I changed it to just be Fearless with 3" of Objectives under friendly control.
      • Siegebreaker Cohort:
        - Changed it so the formation gives Ignores Cover by default. Also changed what the Siegebreaker Bombardment special rule does, now making it fit more in line with the lore behind it.
      • Dreadwing Strike Force:
        - Changed around the min-max requirements for this Detachment. I also altered one of the Command Benefits to be Unrelenting Terror, this was to avoid a clash between rules/bonuses from the Dreadwing Suppression Force Formation. Now they can be used together and will complement one another.
      • Raptorwing Strike Force:
        - Changed around the min-max requirements for this Detachment. In addition, I changed the results needed on the Masters Of Stealth table, to ensure that the better results are less likely to happen. Whereas before each result was as likely as the other, which didn't make that much sense to me.
      • The Sword Of Vengeance:
        - First of two new Formations I added with this version. This one specifically was designed around Michael Gabriel, who whilst being the leader of the Chapter's tenth Order was once the leader of the Swordbearers and the Chapter Champion. So I wanted to create a Formation designed around those circumstances when he's required to don that persona once more and hunt down the most dangerous of the Chapter's enemies, accompanied by only a small force of the Chapter's best swords.
      • Repentance Command Squad:
        - The second of the new Formations. This was part of a more focussed effort to involve the Interrogator-Chaplains and Chevalier Command Squads in a more interesting way, as well as reinforcing the idea of them hunting down some of the largest enemies, the ones that standard Infantry squads struggle to handle, to aid this I gave them the trifecta of Hatred, Furious Charge, and Monster Hunter, which, I feel all add to the image of them throwing themselves headlong into combat, right into the thick of it all without fear or hesitation.
    2. V2.0 Q&A Edition (20/05/2019)
      • Q. Why is this 7th Edition supplement still getting updates?
        - A. Two-fold really, one; I still really enjoy updating it and making improvements for anyone who enjoys reading it, and two; myself and the small group of people I play with don't really enjoy 8th Edition all that much. Don't get me wrong, I think it did a lot of things right. It just doesn't feel like Warhammer 40,000 to me. Which, honestly? Is fine with me. It gives me more things to tinker with as a Rule Development nerd anyway.
      • Q. You've said you're not that much of a fan of 8th Edition, does that mean you'd object to anyone adapting these rules into 8th Edition?
        - A. No, not at all. And even if I didn't, who am I, and what power do I command to stop you? If you want to adapt this project of mine into 8th Edition, go ahead! And PM me a copy of anything you do do, I'd love to read it over!
      • Q. What were your biggest inspirations you pulled from when working on this?
        - A. Outside Black Libary books and 40K Wikipedia articles? The majority of my inspiration was probably split between any historical story or document of the Knights Templar I could get my hands on and the Blood Angel's Death Company lore. I really saw the Angels Of Vengeance and the Death Company as two different sides of the same coin, or at the very least, two very similar coins. The Death Company are almost mindless, but still, they fight to preserve their honor and the honor of their Chapter. The Angels Of Vengeance on the other hand, in my mind anyway, are people who don't believe that the stain on their Legion's honor can ever be removed. But still, they fight on, for the sake of their honor, their Chapter's honor, and their Legion's honor. Trying their best to defend the Imperium, even as the greatly flawed perfection that they see themselves as.
      • Q. Why the Angels Of Vegenace?
        - A. Honestly? It was because I came up with the idea of the Angels Of Vengeance as the name for my Chapter of space marines before I even knew there already was an Angels Of Vengeance chapter. And when I did find them it was almost shocking how similar some of my ideas had been for my Chapter's background and the small scraps of background that already existed for the Angels Of Vengeance. It's almost as if it was fate.
      • Q. Are there any plans to add new Characters or Units in the future?
        - A. Probably not. I think the Codex/Supplement is currently in a really great place when it comes to both the number of Units and the variety of them. Though I won't rule out making changes to this roster down the line, any and all future changes will most likely be balance orientated.
      • Q. How balanced would you say the Codex/Supplement is?
        - A. I'd say it trends near enough to being well balanced, for the most part. There's an odd unit here or there that are a tad overpowered, but most have a substantial points cost attached to them, meaning that if they are fielded their overpoweredness is mitigated to some extent. If anything is found later down the line to be too egregious I'm sure it'll be tweaked to bring it more in line with everything else.
      • Is there lore behind most of the Unique Characters?
        - A. Yes, I thought that would've been obvious from how I got carried away in the last update when listing Lian in the 'patch-notes'. Currently, a lot of it is written out in a really rough form in a notebook I have in my wardrobe, I'm hopefully planning on getting it all included in here at some point. Not sure when that will be, or how long it will take. A long time I'm sure... Maybe another five years?
      • Favourite unit, piece of Wargear, and rule?
        - A. My favourite unit would have to be between Michael Gabriel, Lian Batarisel and the Conquerors, with Michael probably just edging out the competition. He is where this project started after all. My favourite piece of Wagear would probably be between one of the Dreadwing heavy weapons and the Staff Of Dread, just love that item's imagery. The Phosphex Incinerator Cannon probably wins out here, as I really like the Inextinguishable Flames rule, it just feels rightly horrifying. Favourite rule, without a doubt, has to be Heavensfall Assault. Who doesn't love the idea of Space Marine Bikes dropping out of Thunderhawks as they swoop over the battlefield?
      • Q. Any unit combinations you particularly recommend?
        - A. I'm quite partial to the Inner-Circle Conclave formation in combination with a Raptorwing Dark-Blade formation myself. Throw in some Warden squads in Razorbacks, some Dreadwing Knights, and then season to your taste with your remaining points. Other than that? I've found the Raptorwing Close Air-Support Squadron can really be quite effective when up against certain armies. My overall advice to anyone playing with these rules is to experiment and find what suits you best. I think that's the most fun way, really.
      • Q. Have you got anything else planned, unrelated to this project?
        - A. Unrelated to this project? No, not at the moment. I might be doing some narrative battle reports for the tournament we're having next month. Should be a good mix of armies. My Angels Of Vengeance, my girlfriend's Sister Of Battle (using Warseer's very own Haravikk's rules), one of my friends Imperial Guard, another friend's Genestealer cult and his partner's Dark Eldar, might even be some Eldar, Space Marines, or Deathwatch if we're lucky and our other friend can make it. If there is anything on that front it'll take a long time for it to come about, unfortunately.
    3. V2.0.1 (21/05/2019)
      • Destroyer Squad:
        - Fixed Scour Them From Sight. It wasn't meant to be a Leadership test, but I had forgotten to change it when copying it over from my original draft. It is now correctly listed as an Initiative test.
      • Raptorwing Grenade Launcher:
        - Reduced cost from 15pts to free. It made no sense to have this cost as much as it did when it was replacing an equally powerful and versatile weapon.
      • The Sword Of Vengeance:
        - Added A Crippling Blow special rule.
    4. V2.0.2 (24/05/2019)
      • Destroyer Squad:
        - Reduced base cost by 1pt/model.
      • Conqueror Squad:
        - Reduced base cost by 1pt/model.
      • Chevalier Squad:
        - Reduced base cost by 1pt/model.
    Last edited by Fox Of 9; 24-05-2019 at 22:44.

  17. #17

    Re: Angels of vengeance supplement

    That is some serious effort. Wow.
    Want a better way to fight fantasy battles? Try the revised and expanded Conqueror: Fields of Victory!

    Do you like Star Wars but hate the prequels? Ever wish someone came up with a decent story about how a decadent galactic commonwealth descended into chaos and civil war? Look no further.
    A proud player of 2nd edition 40k.

  18. #18
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Re: Angels of vengeance supplement

    Quote Originally Posted by Commissar von Toussaint View Post
    That is some serious effort. Wow.
    Haha. Thanks! You have no idea how much it means to hear that. A lot of late nights put into this, often when I was unsure why I was doing it exactly. But... yeah, I think this comment has made it worth the while.


    Edit: I've been coerced by my girlfriend into developing on an idea that had been swimming around inside my brain all week. Nothing related to this codex/supplement, but it's a reimagining of a really old idea that I was once involved with here on Warseer. Should hopefully be uploading the very first bare-bones of it at the weekend.

    Teaser, for those interested:

    Last edited by Fox Of 9; 25-05-2019 at 23:08.
    "No redemption! Only vengeance!" Angels of Vengeance war hymns. Book IV, Chapter I, Verse IX, Line II.

  19. #19

    Re: Angels of vengeance supplement

    Quote Originally Posted by Fox Of 9 View Post
    Haha. Thanks! You have no idea how much it means to hear that. A lot of late nights put into this, often when I was unsure why I was doing it exactly. But... yeah, I think this comment has made it worth the while.
    I think it's important to give people feedback. We have a lot of lurkers (which is fine) but what you've done is quite impressive.

    I've pretty much reached equilibrium in terms of miniatures rules. I've settled on a modified version of 2nd ed. 40k that I enjoy and of course Conqueror meets all my fantasy needs, but it's nice to see other people get passionate about lists and scenarios.
    Want a better way to fight fantasy battles? Try the revised and expanded Conqueror: Fields of Victory!

    Do you like Star Wars but hate the prequels? Ever wish someone came up with a decent story about how a decadent galactic commonwealth descended into chaos and civil war? Look no further.
    A proud player of 2nd edition 40k.

  20. #20
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,404

    Re: Angels of vengeance supplement

    Quote Originally Posted by Commissar von Toussaint View Post
    I think it's important to give people feedback. We have a lot of lurkers (which is fine) but what you've done is quite impressive.

    I've pretty much reached equilibrium in terms of miniatures rules. I've settled on a modified version of 2nd ed. 40k that I enjoy and of course Conqueror meets all my fantasy needs, but it's nice to see other people get passionate about lists and scenarios.
    Feedback is one of those things I find terrifying until I see it. It's always much worse in my head than it ever really is when I see on screen. And, yes, that does seem to be the case, though I guess it does make sense after what the website, and the hobbies, have gone through in the last few years. Any lurkers, feel free to question/point out anything that doesn't make sense, confuses you, or you feel is just plain odd. This whole project is pulled together from a dozen different source and notebooks, so I'm sure there's quite a bit in here that could do with a rewrite or two.

    Our semi-regular group of players play on what is basically a standard version of 7th Edition, with a few additions to assault, as there were always a few odd interactions around that that never really seemed to make much sense to us. I think we probably stuck with that due to us all (apart from my girlfriend) growing up playing through the tail end of 4th, and then through 5th, 6th, and 7th Edition. So to us, that's what the hobby feels like. Just wish GW made it easier to get ahold of old editions resources, rather than me trying to have to spend an arm and a leg buying from sellers of eBay and Amazon.

    Side Note: If there are still any admins who float through these parts, would it be possible to get the thread name changed? Just so it matches the formatting of the Dark Mechanicum thread's title.
    Last edited by Fox Of 9; 26-05-2019 at 17:01.
    "No redemption! Only vengeance!" Angels of Vengeance war hymns. Book IV, Chapter I, Verse IX, Line II.

Page 1 of 2 1 2 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •