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Thread: Codex Adeptus Astartes: Angels Of Vengeance (7th Edition)

  1. #41
    Chapter Master Fox Of 9's Avatar
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    Maakah Sharar/The Host Of Ash/Stasis Grenades/Epyhah Lowt/The Shadowborne's Talon

    MAAKAH SHARAR
    200Pts
    KNIGHT-COMMANDER OF THE ANGELS OF VENGEANCE 14TH ORDER


    Maakah Sharar is not a warrior who takes pleasure in the great swathes of devastation he wreathes throughout the galaxy in the Emperor's name but understands that it is a sacred duty that must be carried out nonetheless. As the Knight-commander of the Angels Of Vengeance 14th Order, he executes his dire war of annihilation with the precision of an apex predator; when he and his Order strikes it is without hesitation or remorse, reducing the world before them into nothing but the smouldering embers of its once-thriving civilisation. The utter death of a world is not a path committed to lightly nor its execution a thing of unrestrained brutality, but instead the sign of the Chapter's willingness to sacrifice everything in the name of victory, like their Primarch before them. Over the years and decades that Sharar has led the 14th Order into war, he has committed dozens of worlds to their inevitable death sentence, a responsibility he bears gladly; personally inscribing each world committed to the flame upon his Terminator armour in intricate and reverent detail.


    Maakah Sharar has the Angels Of Vengeance Faction, and may only be taken as an HQ option in an Angels Of Vengeance army, or in place of a Knight-commander in any Angels Of Vengeance Formation.

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


    WARGEAR:
    • Terminator armour
    • Rad grenades
    • Stasis grenades
    • Iron Halo

    WARLORD TRAIT:
    • Suffer Not The Works Of Heretics

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

    The Death of Worlds: If Sharar is your Warlord, you may choose to place up to three Eskaton markers (represented by spare dice, bases or any other token) anywhere in the playing area that is 6" from a table edge or any player's deployment zone. This is done before any models are deployed. The area within 6" of an Eskaton marker, including terrain pieces within the zone of this effect, is counted as Dangerous terrain in addition to any other effects for the duration of the game.

    Master of the Host of Ash: Sharar, and his unit, are not slowed by difficult terrain (even when charging) and automatically pass Dangerous Terrain tests.

    OPTIONS:
    • May take up to three Phosphex bombs..... 10pts each

    RELIC OF VENGEANCE:

    The Blade of Ruin: This large, black chainsword, forged in imitation of the Wolf Blade, one of the personal weapons of Primarch Lion El'Jonso himself, is a fearsome tool in the hunt for the Fallen. The awe-inspiring power that this weapon possessed is such that even a relatively unskilled wielder would be more than capable of bisecting their opponent, even one full encased in Adeptus Astartes power armour. However, in Sharar's hands, the weapon can deliver devastating blows with deadly accuracy, its silver, runic teeth showering the enemy in the blood-soaked shards of armour and shredded chunks of flesh of their allies.

    Range
    S
    AP
    Type
    -
    +3
    2
    Melee, Two-handed, Fearsome Ruin, Shred, Unwieldy
    Fearsome Ruin: Any unit which suffers one or more casualties from this weapon and makes a Morale check during the Assault phase must roll an additional D6 for that check and keep the two highest dice to determine the result.





    UNIQUE FORMATION: THE HOST OF ASH

    The Host of Ash is a brotherhood of seasoned and accomplished warriors, possessing amongst its numbers a substantially higher percentage of Perditors than any other Host. When the Chapter decrees that a world must die, it is these scions of the Host of Ash that take command of such operations. Armed with weapons and equipment borne from forbidden vaults within Chapter's armoury, these dour warriors take the lead, searing the battlefield with dire weapons of annihilation, not once slowing their intractable advance, even as plasma fire and clouds of radiation roll across the horizon in great, horrible waves.

    This Formation may be taken as a Core choice in a Vengeance Strike Force Detachment.

    FORMATION:
    • 1 Maakah Sharar or Knight-captain
    • 0-1 Excubitor Command Squad1
    • 0-3 Librarians
    • 3-5 Perditor Squads

    1If Maakah Sharar is taken as part of this Formation, a Dreadwing Command Squad may be taken in place of the Excubitor Command Squad.

    RESTRICTIONS:
    All Infantry units and Independent Characters included in this Formation must be deployed embarked within a Transport vehicle, including those placed into Reserves. All units in this Formation must have the Angels Of Vengeance Faction.

    SPECIAL RULES:
    Marshal of the Host of Ash: Enemy models within 12" and that can draw a line of sight to an Independent Character from this Formation have their Leadership value reduced by -1.

    Masters of the Blackened Earth: If a Vengeance Strike Force includes one or more The Host of Ash Formations, then for the duration of the game, all open ground areas of the battlefield outside of any player's deployment zone counts as Difficult terrain. Those areas previously defined as Difficult terrain (woods, ruins, etc) remain as Difficult terrain, while Impassable terrain, Fortifications and Buildings are unaffected by this rule. In addition, Infantry models from this Formation may choose to move 4" through Difficult terrain rather than rolling any dice and may re-roll failed Dangerous Terrain tests.

    Salt the Earth and Burn the Sky: If a Vengeance Strike Force includes one or more The Host Of Ash Formations, all Infantry units in that Detachment may take the following additional options:
    - All models in the unit may be equipped with rad grenades..... 30pts
    - All models in the unit may be equipped with stasis grenades..... 30pts
    - Any model with the option to select an item from the Heavy Weapons list may instead take a plasma incinerator..... 25pts/model





    UNIQUE WARGEAR: STASIS GRENADES

    STASIS GRENADES
    Stasis grenades are an unusual Imperial weapon that can create a stasis field effect. Upon activation, the device emits a stasis-loop field around itself. Everything within the field exists in the same moment of space-time repeated over and over. Eventually, the grenade's power source is expended and the field collapses. As the grenade's power source is small, the stasis field caused by an activated stasis grenade does not normally last for a long period of objective time, though the duration is long enough to cause a significant amount of battlefield disruption for those caught within the projected stasis field.

    During a turn in which a unit equipped with stasis grenades makes a successful charge, or are themselves successfully charged, the enemy unit(s) reduce their Initiative to 1 until the end of the game turn.





    EPYHAH LOWT
    90Pts
    FIRST HUNTMASTER OF THE RAPTORWING


    Epyhah Lowt is a man of few emotions and even fewer words, the entirety of his being utterly dedicated to his duty. A masterful hunter and tracker without peer, Lowt and his chosen cadre of Huntsmen stalk through the shadows of bombed-out hab complexes and gutted manufactorums, their figures indistinct within the gloom of warzones and twilights of foreign planets' nightscapes. He and his loyal brothers are not of the same breed of mighty transhuman warrior as much of the rest of his Chapter; they are silent executioners. The Shadowborne and his Talon are his Chapter's kingslayers and assassins, capable of ending a dozen wars, conflicts or uprisings with as many excellently placed shots. Though there are some within the Chapter who would look down upon his methods of waging war, Lowt pays them no heed, continuing to silently complete the duties and missions assigned to him without pause or complaint, for he knows, better than anyone, the importance of his duties.


    Epyhah Lowt has the Angels Of Vengeance Faction, and may only be taken as an HQ option in an Angels Of Vengeance army.

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


    WARGEAR:
    • Bolt pistol
    • Close combat weapon
    • Frag grenades
    • Krak grenades
    • Camo cloak
    • Special issue ammunition

    WARLORD TRAIT:
    • Nocturnal Predator

    SPECIAL RULES:
    • Independent Character
    • Inner Circle
    • Move Through Cover
    • No Redemption! Only Vengeance!
    • Raptorwing

    Shadowborne: If Lowt deploys using the Infiltrate special rule, he can be deployed anywhere on the battlefield that is outside of impassible terrain, regardless of enemy proximity. If he begins the game with a unit of Raptorwing Hunters, both the Raptorwing Huntmaster and all Raptorwing Hunters in that unit benefit from this rule.

    RELIC OF VENGEANCE:

    Reticence: A unique sniper rifle of unknown design and provenance, this weapon uses little understood Dark Age technology to accelerate specially crafted munitions to deadly velocities without the muzzle flash or highly distinctive crack of other conventional Astartes firearms. In Lowt's hands, this gun can end wars with a single shot, achieving with one round what the expenditure of billions of bolts, charges and shells might never bring about.

    Range S AP Type
    36" X 3 Heavy 1, Sniper, Amputator Rounds
    Amputator Rounds: Each time a model suffers an unsaved Wound from this weapon and is not removed as a casualty, roll a D6. On a 4+ the model immediately suffers an additional Wound with no saves of any kind allowed. Note that this special rule has no effect on Gargantuan & Flying Gargantuan Creatures or models with the Eternal Warrior special rule.





    UNIQUE FORMATION: THE SHADOWBORNE'S TALON

    'The Shadowborne's Talon' is the unofficial name given to Epyhah Lowt and those Huntsmen who accompany him into battle. These highly skilled and specialised warriors have all undergone tutelage under Lowt himself, the First Huntmaster of the Raptorwing personally drilling into each battle-brother the specific skillset needed for them to not only operate as a distinct, specialist formation within the Chapter but also as warriors capable of bringing a planet to compliance with a single well-placed shot. In battle, most enemies don't even know they are under attack before their leaders, champions and demagogues lie dead, their skulls perforated by high-calibre rounds delivered with near-perfect accuracy.

    This Formation may be taken as an Auxiliary choice in a Vengeance Strike Force Detachment.

    FORMATION:
    • 1 Epyhah Lowt
    • 3 units of Raptorwing Hunters


    RESTRICTIONS:
    Each unit of Raptorwing Hunters must include at least one Raptorwing Hunter armed with a stalker pattern boltgun. All units in this Formation must have the Angels Of Vengeance Faction.

    SPECIAL RULES:
    Fade Into Darkness: Once per game, in your Movement phase, you can declare that this Formation will disengage. Each unit from this Formation that is on the battlefield is removed from play, even if it is locked in close combat, and placed into Ongoing Reserve. A unit cannot Fade Into Darkness in the same turn it arrives from Reserve or Ongoing Reserve, and cannot do so whilst embarked inside a vehicle.

    One With the Shadows: While the Night Fighting mission special rule is in effect, all units have the Shrouded special rule.

    Shrouded Executioners: Enemy Characters suffer a -2 penalty to their Look Out, Sir tests against any Wounds inflicted in the Shooting phase by a model from this Formation that has the Shrouded special rule.

    Slayers of Kings: Re-roll any failed To Wound rolls and armour penetration rolls for non-vehicle models from this Formation that are targeting a unit with the HQ battlefield role.


    Last edited by Fox Of 9; 07-08-2022 at 13:52.

  2. #42
    Chapter Master Fox Of 9's Avatar
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    Ancient Midyan/Lucius Pattern Dreadnought Drop Pod/The Host Of The Void

    ANCIENT MIDYAN
    290Pts
    RELIC LEVIATHAN DREADNOUGHT OF THE ANGELS OF VENGEANCE 13TH ORDER


    The former Knight-commander of the Angels Of Vengeance 13th Order, Gal Midyan was interred within the amniotic tomb of an ancient Leviathan Siege Dreadnought after being grievously wounded defending the cemetery world of Granithor from a Word Bearer led insurrection in 667.M41. In the immediate aftermath of Knight-commander Achaz Zevach's death at the hands of Corsair Princess Ynasis during a series of protracted anti-boarding offensives against the Commorrite's Corsair Fleet in 943.M41, Midyan assumed command of the remaining battle-brothers of the 13th Order, rallying them in defence of the Order's flagship, Resolute In Duty, the Ancient himself personally slaying the Incubi of the Corsair Princesses' retinue. Unfortunately, Ynasis herself escaped retribution.

    In the wake of this battle and the loss of their previous Knight-commander, the warriors of the 13th Order petitioned Midyan to reclaim his former position as Knight-commander of the 13th Order. Midyan himself was not entirely comfortable with the proposition, feeling his internment within the Relic Dreadnought's sarcophagus had robbed him of much of the transhuman sensory perception that he had relied on to intuit and adapt to the natural ebb and flow of battle. Without it, he regarded himself as unsuitable for bearing the responsibility of the position. It wasn't until the personal intervention of Chapter Master Chorazin that Midyan finally relented, accepting command of the 13th Order once more, though rejecting the position of Knight-commander, and instead, taking on the mantle of Archon of Ruin, an archaic honorary position from the ancient history of the Dark Angels Legion.


    Ancient Midyan has the Angels Of Vengeance Faction, and may only be taken as an HQ option in an Angels Of Vengeance army.

    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Midyan 5 5 8
    13/13/12
    4 4 4 Vehicle (Walker, Character) 1 (Unique)


    WARGEAR:
    • Two heavy flamers
    • Searchlight
    • Smoke launchers
    • Extra armour

    WARLORD TRAIT:
    • Brilliant Planning

    SPECIAL RULES:
    • Inner Circle
    • Move Through Cover

    Archon of Ruin: At the start of each of your Shooting phases, nominate one friendly unit with the Angels Of Vengeance Faction within 12" of Midyan. That unit must make a shooting attack. When resolving that shooting attack, all models in that unit have the Tank Hunters and Monster Hunter special rules.

    Crushing Charge: When charging, Midyan inflicts 2 Hammer of Wrath attacks and gains +1 Initiative in the Assault phase of any turn in which he has charged.

    Reinforce Atomantic Shielding: Midyan has a 4+ invulnerable save. In addition, if Midyan suffers a Vehicle Explodes damage result, add +D3 Strength and +D3" to the radius of the blast.

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

    RELICS OF VENGEANCE:

    Leviathan Assault Launchers: A Leviathan Assault Launcher is loaded with a variety of anti-personnel grenades that can disorient enemies and drive them out of cover.

    Midyan does not suffer the penalty to his Initiative for charging enemies through difficult terrain.

    Grav-flux Bombard: A Grav-flux Bombard creates a spiralling vortex of gravitation-torsion force, and is a fortress-breaching weapon which can reduce the toughest armour to twisted scrap and crush anything living beyond recognition.

    Range
    S
    AP
    Type
    18"
    *
    2
    Heavy 1, Large Blast, Graviton Collapse, Ignores Cover, Pinning, Torsion Crusher
    Graviton Collapse: Instead of rolling To Wound normally with this weapon, any model caught in its blast must instead pass a Strength Test on 2D6 or suffer a Wound. Against targets with an Armour Value, roll 3D6 for armour penetration instead. After a graviton collapse weapon has been fired, leave the Blast marker in place. This area now counts as both difficult terrain and dangerous terrain until the start of controlling player's next turn.

    Torsion Crusher: When a target with an Armour Value is struck by this weapon, the amount of Hull Point damage caused by the weapon is doubled.

    Leviathan Siege Claw: The standard Dreadnought close combat weapon of a Leviathan Pattern Siege Dreadnought; developed to be even more destructive than similar weapons of other Dreadnought patterns, a Leviathan Siege Claw is designed to sever flesh and bone, slicing a Leviathan's foe apart in a single cut. All Leviathan Siege Claws incorporate a built-in Meltagun.

    Range
    S
    AP
    Type
    Leviathan siege claw
    -
    X2
    2
    Melee, Severing Cut, Wrecker
    Meltagun
    12"
    8
    1
    Assault 1, Melta
    Severing Cut: Each time a non-vehicle model suffers an unsaved wound from this weapon, roll a D6. On a 4+, the model suffers an additional D3 wounds which must be saved separately using the weapon's profile (note that these wounds do not themselves generate more additional wounds).

    Wrecker: Attacks made by this weapon may re-roll failed Armour Penetration rolls against fortifications and immobile structures (such as bunkers and barricades), and add +1 to any result rolled on the Building Damage chart. If this attack damages a bulkhead or wall section of terrain and destroys it, remove that section of terrain from play if possible.





    LUCIUS PATTERN DREADNOUGHT DROP POD
    100Pts

    The Lucius Pattern Dreadnought Drop Pod, also known as the Lucius Pattern Heavy Drop Pod, is a specialised variant of the common Drop Pod used by the Adeptus Astartes for planetary assaults. The Dreadnought Drop Pod is a larger variant of the standard Drop Pod, featuring more powerful thrusters and retro-rockets. Where internal seating and support harnesses are found in the infantry pods, a Dreadnought Drop Pod is empty, the pod's five outer ramps replaced with three larger ones. This leaves the internal space of the Drop Pod entirely dedicated to transporting its single Dreadnought occupant to the battlefield with minimal delay. The intense stresses caused by the Dreadnought Drop Pod's larger engines and support-free interior space are such that only the highly armoured shell of a Dreadnought could hope to survive the descent to the ground without being pulverised on impact.


    A Lucius Pattern Dreadnought Drop Pod has the Angels Of Vengeance Faction, and may only be taken as a Fast Attack option in an Angels Of Vengeance army, or in place of any Drop Pod taken as a Dedicated Transport for a Dreadnought of any type.

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


    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 Guidance 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.

    Burning Retros: The Lucius Pattern Dreadnought Drop Pod and any Dreadnought which disembarks from it gain the Shrouded special rule when they arrive from Reserve, until the beginning of the controlling player’s next turn.

    TRANSPORT:
    • Transport Capacity: One Dreadnought of any type.





    UNIQUE FORMATION: THE HOST OF THE VOID

    Formed into specialist units with the explicit purpose of acting as vanguard assault forces in some of the most hazardous and desperate warzones, the battle-bothers of the Host of the Void are masters of boarding actions, orbital insertions, and planetary assaults. Armed with a variety of deadly close-range weaponry and equipped with the formidable, slab-like Adeptus Astartes storm shield, these specialist units often deploy via assault ram or Drop Pod, disembarking directly in the midst of enemy lines, surging out at a full run, presenting interlocking walls of Adamantium-laced Ceramite to their foe. Once formed, this lightning-wreathed shield wall can defy any assault, the warriors of these specialist units trained to fight from behind it to deadly effect, counter-attacking with grim determination once an attack has been blunted; the shield wall's armoured protection and the immense firepower at their command providing a deadly match for any aggressor who dares to assail them.

    This Formation may be taken as a Core choice in a Vengeance Strike Force Detachment.

    FORMATION:
    • 1 Ancient Midyan or Knight-captain
    • 0-1 Excubitor Command Squad
    • 3-5 Excubitor Squads


    RESTRICTIONS:
    Any model in this Formation with the option to take a storm shield must do so. All units in this Formation must have the Angels Of Vengeance Faction.

    SPECIAL RULES:
    Masters of the Void: Any The Host of the Void unit that has the option to take a Drop Pod as a Dedicated Transport may take one at no points cost (though they must pay for any additional upgrades and options as normal).

    Dropsite Clearance: At the start of your first turn, before any Drop Pods arrive using the Drop Pod Assault special rule, pick a point on the battlefield to mark the centre of this Formation's dropsite. Units from this Formation re-roll To Hit and To Wound rolls of 1 against enemy units within 12" of that point, and Drop Pods from this Formation that arrive from Deep Strike Reserve within 12" of that point only scatter D6" rather than 2D6".

    The Hammer and the Anvil: Any model in this Formation that is equipped with a storm shield has the Counter-attack and Hammer of Wrath special rules. Furthermore, enemies charging a unit from this Formation that includes any models equipped with a storm shield do not gain bonus Attacks from charging unless the charged unit was already locked in combat from a previous turn or had Gone to Ground.

    Resolute and Unyielding: Any model in this Formation that is equipped with a storm shield and is in base contact with at least two other models from the same unit (including models with the Independent Character special rule that have joined it) has +1 Toughness.


    Last edited by Fox Of 9; 27-06-2021 at 17:04.

  3. #43
    Chapter Master Fox Of 9's Avatar
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    Afterword/Frequently Asked Questions

    Afterword

    So after just over four months, here we are: at the end of the first stage of this project. All the rules are written; all the backgrounds and points costs have been added; all the Formations are primed and ready for war. The Codex even has its own supplement! This doesn't mean the project is finished, however. I still have to complete the Chapter's timeline and I'm sure there will be more than a few rules and point cost values that will need adjusting to ensure internal/external balance has at least some semblance of existence (I hope it has more than that, but that's not even something Games Workshop manages with their Codices half the time). It's at this point where I'd like to thank every single one of you who has shown interest in this little project of mine (and the Codex: Dark Mechanicum project) all 5,900 views that you are at the time of this post, it has been seeing this steady stream of interest that has enabled me to push on with this project even when there were days and weeks where I really didn't want to even bother, thinking that all my work and effort was a waste of both my time and everyone else's. 2020 has not been an easy year, for anyone, so I hope in some way, I have been able to make it a little easier and more enjoyable for you. Even if 'you' is one person, it will have been worth it.

    With all that said, as now the project has completed its first stage, I encourage any and everyone to please post as many comments, criticisms, questions and more beyond that as you like. I will endeavour to reply, explain, and illuminate where I can, leaving my replies in the Frequently Asked Questions section below.

    Many kind regards,

    Fox Of 9.





    FREQUENTLY ASKED QUESTIONS





  4. #44
    Chapter Master Fox Of 9's Avatar
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    Updates and Errata

    WARHAMMER 40,000 CODEX ADEPTUS ASTARTES: ANGELS OF VENGEANCE
    Official Update for 7th Edition, Version 1.3

    UPDATES AND ERRATA

    Although I strive to ensure that my rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn’t as clear as it might be. These documents collect amendments to the rules. As I try to keep them updated regularly, each has a version number; when changes are made, the version number will be updated, and any changes from the previous version will be highlighted in violet. Where a version number has a letter, e.g. 1.1a, this means it has had a local update, only in that language, to clarify a translation issue or other minor correction.

    AMENDMENTS

    Various - Order Paladin
    Replaced Order Paladin with Knight-commander.

    Various - Company Captain
    Replaced Company Captain with Knight-captain.

    Various - Dreadwing Knights
    Replaced Dreadwing Knights with Naufragia


    Various - Master of the Host
    Replaced Master of the Host with Naufragia Sergeant


    Post 8, 15 - Dreadwing Heavy Weapons
    Replaced Dreadwing Heavy Weapons with Naufragia Heavy Weapons


    Post 12 - Sword Bearers/Lian Batarisel, Special Rules
    Removed Duelist's Fervour

    Removed Heroic Sacrifice

    Removed Honour Guard

    Added Lifeguard

    Post 13, 36 - Initiate Squad
    Replaced Preceptor with Proctor.


    Post 13, 36 - Initiate Squad
    Reduced the Weapon Skill (WS) characteristic of the Initiate models to 3 on all appropriate profiles.

    Reduced the Ballistic Skill (BS) characteristic of the Initiate models to 3 on all appropriate profiles.

    Post 13 - Initiate Squad
    Changed the unit’s points value to 70 points.

    Changed the unit's composition to 4 Initiates, 1 Proctor.

    Post 13 - Initiate Squad, Special Rules
    Added the No Redemption! Only Vengeance! special rule to Initiate models.

    Post 13 - Initiate Squad, Wargear
    Changed third bullet point to 'One Initiate may take one weapon from the Special Weapons list.'

    Changed fourth bullet point to 'If the squad numbers ten or more models, a different Initiate may take one weapon from the Heavy Weapons list.'

    Post 15 - Dreadwing Terminator Squad
    Changed unit composition to 4 Dreadwing Terminators, 1 Dreadwing Sergeant.


    Post 15, 36 - Naufragia
    Reduced the Wounds (W) characteristic of the Naufragia models to 1 on all appropriate profiles.

    Reduced the Wounds (W) characteristic of the Naufragia Sergeant models to 1 on all appropriate profiles.


    Post 15 - Naufragia
    Changed the unit’s points value to 235 points.

    Changed Naufragia points value to 45 points.


    Post 15 - Naufragia, Special Rules
    Added Split Fire

    Added Precision Shots

    Added Augurs of Weakness


    Post 27 - Angels Of Vengeance Special Rules
    Added Sword Bearers

    Post 41 - Maakah Sharar
    Changed the unit's points cost value to 200 points.

    Post 41 - Maakah Sharar, Wargear
    Removed melta bombs.

    Added rad grenades.

    Added stasis grenades.

    Post 41 - Maakah Sharar, Special Rules
    Removed Move Through Cover.

    Removed Master of the Blackened Earth.

    Added The Death of Worlds special rule.

    Added Master of the Host of Ash.

    Post 41 - The Host of Ash, Special Rules
    Added Masters of the Blackened Earth.

    ERRATA

    Post 13 - Chevalier Squad, Options
    Changed third bullet point to 'One Space Marine may take one of the following:
    - One weapon from the Heavy Weapons list.
    - Power weapon..... 15pts
    - Power fist..... 25pts'

    Changed fourth bullet point to 'A different Space Marine may take a weapon from the Special Weapons list.'

    Post 41 - The Host of Ash, Salt the Earth and Burn the Sky
    Added the following sentence:
    '- All models in the unit may be equipped with stasis grenades..... 30pts'



    Last edited by Fox Of 9; 27-06-2021 at 20:40.

  5. #45
    Chapter Master Fox Of 9's Avatar
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    The Jaegers/The 442nd Jaegers/Jaegers Wargear List

    CODEX ADEPTUS ASTARTES: ANGELS OF VENGEANCE SUPPLEMENT - THE JAEGERS


    Codex Adeptus Astartes: Angels Of Vengeance Supplement - The Jaegers details the background and rules information that describes the forces of the Jaegers, the planetary defence forces that guard the Angels of Vengeance's interstellar demesne. While all worlds of their realm enjoy the protection of the Chapter, the Jaegers function as the first line of defence against any invaders. The Jaegers have a long and storied history, one that dates back to the days of the Great Crusade and the Dark Angels Legion, where the elite regiments of the Caliban Jaegers fought and died beside the Legiones Astartes as part of the Solar Auxilia. This supplement will enable you to forge and field your Angels of Vengeance collection into one that best represents the full breadth of defenders available to the worlds of the Angels of Vengeance.




    THE 442ND JAEGERS

    Of all Jaeger regiments, it is the 442nd Jaegers whose story shines brightest in the annals of history. The 442nd can trace their lineage back to one of the original Caliban Jaeger regiments that accompanied Paladin-Master Ambrus Kuhn when he departed from the ruins of Caliban in self-imposed exile. Accompanying Kuhn and his warriors, the then 442nd Caliban Jaegers, waged war in some of the bloodiest and most hard-fought battles of the Scourging, racking up battle-honour after battle-honour, each victory paid with a tithe of blood and sacrifice. So ferocious was the fighting that the 442nd saw, that by the end of the Scourging, the regiment only numbered a handful of under-strength companies, a mere fraction of their forces before their departure from the ruins of Caliban.

    No longer an effective fighting force, the 442nd and their fellow former Caliban Jaeger regiments were overlooked during Roboute Guilliman's reorganisation of the Imperium's fighting forces, their remaining soldiers and commanders being folded into the command hierarchy of the newly formed Angels of Vengeance's Chapter as Chapter equerries, serfs and other positions within the mortal contingent of the Chapter, their regimental standards now stored alongside other relics of the Chapter. For decades and centuries after the Chapter's formation, the descendants of these mortal champions of the Great Crusade kept the traditions and legacies of the Jaeger regiments alive, whether as voids-men and -women aboard the vessels of the Chapter's fleet or as mortal guards and custodians of the numerous Angels of Vengeance Chapter Keeps scattered throughout the Imperium. It was not until the settling of Praelium that these embers of the Jaegers' legacy would truly be reignited.

    With the establishment of a Chapter homeworld and the return of the Sildan system (and the wider sub-sector) to the Imperial fold, a pressing need to establish not only robust and efficient governance but also an effective fighting force to protect and defend it, rapidly developed. The lords and masters of the Chapter soon came to the conclusion that the most expedient solution would be to set aside a considerable tithe of the Chapter's most loyal and learned serfs and servants to establish the nascent forms of these military organisations and systems of governance, and so with it, the re-establishment of the Caliban Jaegers regiments, now know simply as the Jaegers. The decision to tithe away such a significant number of serfs to assist with the development of the sub-sector's reintegration with the Imperium was twofold; of the resources available to the Chapter, they were not only the most numerous but also the most knowledgeable on governance and Imperial law, many senior members having served as equerries for the Chapter, it also reinforced the Chapter's bond and integration with their newfound holdings, creating a greater sense of pride and commonality between them. Not to mention, it stationed people of unquestionable loyalty to the Chapter in positions of power (both politically and militarily) throughout the sub-sector, something the Chapter needed if it was to cement its claim without unnecessary and unneeded bloodshed.

    Within three Terran standard years, Praelium and the wider Sildan system (now both named Vengeance in honour of the Chapter) had completed the grand total of all preliminary paperwork required for the system's legal systems and governance, with the re-founding of the first three Jaeger regiments occurring the year after. The 442nd were one of these first three regiments to be re-established in this way, initially serving under the command of Marshal Anton Sorensen - whose family has held command positions within the regiment several times since its re-establishment. Alongside the 112th Jaegers, the 442nd were deployed to the eastern-most fringe of the Chapter's realm, serving with distinction against all manner of horrendous alien terrors that haunt the Eastern Fringe, protecting both newly established colonies and long-forgotten Imperial worlds with equal conviction.

    Each and every member of the 442nd, as with all Jaegers, were trained with extreme discipline and dedication from its inception, reaching the standards expected from Space Marines, resulting in a force much more competent than the average planetary defence force. And while Vengeance and the surrounding systems were and are still exempt from the normal tithes of manpower expected of the worlds of the Imperium, it wasn't long before both the 442nd and other Jaeger regiments began to see deployment to locations outside of the Angels of Vengeance's demesne.

    The first campaign of the 442nd that would deploy them out into the wider Imperium occurred some twenty Terran standard years after their re-founding when the Ork pirate band known as the "Da Mad Raiderz" descended on Port Defiance, home to Battlefleet Eurus. The 442nd alongside elements of the Angels of Vengeance's 4th Order, as well as multiple regiments of both Attila Rough Riders and Catachan Jungle Fighters, engaged the Orks in a protracted series of battles throughout the port's facilities, the massed armoured assaults of the 4th Order and ferocious cavalry charges of the Attilans sweeping the xenos from the port's multi-mile long docks while the Catachans engaged in fast-moving, close-quarter firefights throughout the tight, enclosed spaces of the port's accessways, foundries and hab complexes. As mechanised heavy infantry, the 442nd were deployed into some of the campaign's deadliest warzones, the heavy armour and armoured vehicles of the Jaeger's infantry allowing them to weather assaults that the Attilan and Catachan regiments could not withstand and spearhead offensives on a scale the Space Marines of the Angels of Vengeance could not sustain with their limited numbers. From the battles at Port Defiance, the 442nd would emerge bloodied, battle-hardened and victorious, the liberation of Port Defiance the first of many new battle honours added to the regimental standard.




    JAEGERS 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 his laspistol with one of the following:
    • Bolt pistol..... 1pt
    • Boltgun..... 1pt
    • Plasma pistol..... 15pts


    Melee Weapons
    A model may replace his close combat weapon with one of the following:
    • Power weapon..... 15pts
    • Power fist..... 25pts


    Heavy Weapons
    • Mortar1..... 5pts
    • Autocannon..... 10pts
    • Heavy bolter..... 10pts
    • Missile launcher (with frag and krak missiles)..... 15pts
      - May also take flakk missiles..... 10pts
    • Plasma cannon1..... 15pts
    • Lascannon..... 20pts


    Special Weapons
    • Flamer..... 5pts
    • Grenade launcher..... 5pts
    • Heavy flamer2..... 10pts
    • Hot-shot volley gun3..... 10pts
    • Meltagun..... 10pts
    • Plasma gun..... 15pts
    • Demolition charge2..... 20pts


    Special Issue Wargear
    A model may take up to one of each of the following:
    • Krak grenades..... 2pts
    • Melta bombs..... 5pts
    • Power armour..... 10pts


    Heirlooms of Caliban
    Only one of each heirloom may be taken per army. A model may replace one weapon with one of the following:
    • Caliban's Grasp4..... 25pts
    • Sorensen's Cane4..... 30pts
    • The Vade Mecum4, 5..... 45pts
    • The Black Knight6..... 75pts


    Jaeger Vehicle Equipment
    A model may take up to one of the following:
    • Searchlight..... 1pt
    • Dozer blade7..... 5pts
    • Heavy stubber7..... 5pts
    • Storm bolter7..... 5pts
    • Recovery gear..... 5pts
    • Smoke launchers..... 5pts
    • Extra armour..... 10pts
    • Hunter-killer missile..... 10pts
    • Camo netting..... 15pts
    • Augur array..... 25pts



    1Heavy Weapons Squad only.
    2Special Weapons Squads only.
    3Cavaliers only.
    4Grand Knight only.
    5Does not replace one of the character's weapons.
    6Replaces the Knight Commander's Leman Russ Battle Tank.
    7May not be taken by Armoured Sentinels or Scout Sentinels.
    Last edited by Fox Of 9; 23-07-2022 at 21:57.

  6. #46
    Chapter Master Fox Of 9's Avatar
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    Company Command Squad/Primaris Psyker/Enginseer/Knight Commander

    HQ




    COMPANY COMMAND SQUAD
    80Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Esquire 3 4 3 3 1 3 1 7 4+ Infantry 1 Esquire
    Scutifer 3 4 3 3 1 3 1 7 4+ Infantry 3 Scutifers
    Grand Knight 4 4 3 3 3 3 3 9 4+ Infantry (Character) 1 Grand Knight
    Heavy Weapons Team 3 4 3 3 2 3 2 7 4+ Infantry
    Astropath 3 4 3 3 1 3 1 7 4+ Infantry
    Knight Protector 4 4 3 3 2 4 2 8 4+ Infantry (Character)
    Master of Ordnance 3 4 3 3 1 3 1 7 4+ Infantry
    Officer of the Fleet 3 4 3 3 1 3 1 7 4+ Infantry


    WARGEAR:
    ESQUIRE
    • Carapace armour
    • Lasgun
    • Frag grenades
    • Vox-caster
    SCUTIFER
    • Carapace armour
    • Lasgun
    • Frag grenades
    GRAND KNIGHT
    • Carapace armour
    • Laspistol
    • Close combat weapon
    • Frag grenades
    • Refractor field
    HEAVY WEAPONS TEAM
    • Carapace armour
    • Lasgun
    • Frag grenades
    ASTROPATH, MASTER OF ORDNANCE & OFFICER OF THE FLEET
    • Carapace armour
    • Close combat weapon
    • Frag grenades
    KNIGHT PROTECTOR
    • Carapace armour
    • Close combat weapon
    • Power sword
    • Frag grenades

    SPECIAL RULES:
    • Companions of Angels
    • Heavy Weapons Team (Heavy Weapons Team only)
    • Psyker (Astropath only)
    • Voice of Command (Grand Knight Only)

    Artillery Bombardment (Master of Ordnance) : The Master of Ordnance may make a shooting attack with the following profile:

    Range
    S
    AP
    Type
    Infinite
    9
    3
    Ordnance 1, Barrage, Large Blast
    An Artillery Bombardment is resolved separately from other Barrage weapons fired by the same unit in the same Shooting phase, but must choose the same target as the rest of the unit.

    If a hit is rolled on the scatter dice, the blast marker scatter 2D6" in the direction shown by the arrow on the 'Hit' symbol. If an arrow is rolled, the blast marker scatters an additional D6". If the Master of Ordnance has line of sight to his target then he reduces the total distance scattered by his Ballistic Skill.


    Look Out - Arghh! (Knight Protector) : 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-allocate the WOund to.

    Navy Orders (Officer of the Fleet) : An Officer of the Fleet may take a Leadership test at the beginning of your turn, before any Reserve rolls are made. If the test is successful, choose one of the following Navy Orders to immediately take effect. If you have more than one Officer of the Fleet, all modifiers are cumulative.

    • Coordinated Reserves: You receive a +1 bonus to all Reserve Rolls during your turn.
    • Intercept Reserves: Your opponent suffers a -1 penalty to all Reserve Rolls during his next turn, but will always pass a Reserves Roll on a 6.

    Senior Officer (Grand Knight) : This model can issue up to two orders each turn.

    Sworn Protector (Knight Protector) : A model with this special rule must declare a Glorius Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge.

    PSYKER:
    Astropaths generate their powers from the Telepathy discipline.

    OPTIONS:
    • May add any of the following:
      - One Astropath..... 30pts
      - One Knight Protector..... 30pts
      - One Master of Ordnance..... 25pts
      - One Officer of the Fleet..... 25pts
      • Any of these may exchange their close combat weapon for a laspistol..... free
    • The Grand Knight may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Caliban lists.
    • The Grand Knight may replace his laspistol with a shotgun..... free
    • Any model may replace his lasgun with a laspistol and close combat weapon..... free
    • One Scutifer may carry a medi-pack..... 15pts
    • One other Scutifer may carry a regimental standard..... 15pts
    • Two other Scutifers may form a Heavy Weapons Team who must take one item from the Heavy Weapons list.
    • Any remaining Scutifers that has not been upgraded with one of the options above may replace his lasgun with one item from the Special Weapons list.
    • All Esquires and Scutifers (including any Heavy Weapons Teams) in the unit may take krak grenades..... 1pt/model
    • The squad may take a Chimera, Rhino or Razorback as a Dedicated Transport.





    PRIMARIS PSYKER
    55Pts



    Each Jaeger Detachment may include 0-3 Primaris Psykers. They do not take up a Force Organisation slot, and do not qualify as a mandatory HQ selection.
    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Primaris Psyker 4 4 3 3 2 3 2 9 4+ Infantry (Character) 1 Primaris Psyker


    WARGEAR:
    • Carapace armour
    • Laspistol
    • Force weapon
    • Frag grenades
    • Refractor field

    SPECIAL RULES:
    • Independent Character
    • Psyker (Mastery Level 1)

    PSYKER:
    Primaris Psykers generate their powers from the Biomancy, Divination, Pyromancy, and Telekinesis disciplines.

    OPTIONS:
    • May upgrade to Psyker (Mastery Level 2)..... 25pts





    ENGINSEER
    40Pts



    Each Jaeger Detachment may include 0-3 Enginseers. They do not take up a Force Organisation slot, and do not qualify as a mandatory HQ selection.
    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Enginseer 3 3 3 3 1 3 1 8 3+ Infantry (Character) 1 Enginseer
    Servitor 3 3 3 3 1 3 1 8 4+ Infantry


    WARGEAR:
    ENGINSEER
    • Power armour
    • Laspistol
    • Power axe
    • Servo-arm
    • Frag grenades
    • Krak grenades
    SERVITOR
    • Servo-arm

    SPECIAL RULES:
    ENGINSEER
    • Independent Character

    Awaken the Machine: In each of your Shooting phases, instead of firing his weapons, the Enginseer may choose a single friendly Jaeger vehicle within 12". That vehicle gains the Power of the Machine Spirit special rule until the end of the turn.

    Blessings of the Omnissiah: In each of your Shooting phases, instead of firing his weapons, an Enginseer can 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 1 for each Servitor with a servo-arm in his unit. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

    SERVITOR
    Mindlock: Unless it includes an Enginseer, 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:
    ENGINSEER
    • May take melta bombs..... 5pts
    • May take up to five Servitors..... 10pts each
    SERVITORS
    • Up to two Servitors may replace their servo-arm with one of the following:
      - Heavy bolter..... 10pts/model
      - Multi-melta..... 10pts/model
      - Plasma cannon..... 15pts/model





    KNIGHT COMMANDER
    25Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Knight Commander - 4 - - - - - - - Vehicle (Tank, Heavy, Character) 1 Knight Commander


    SPECIAL RULES:
    Leman Russ Commander: A Knight Commander starts the game in a Leman Russ tank, leading a Leman Russ Squadron. Note that any type of Leman Russ can be taken as the Knight Commander's vehicle, and that it can have any upgrades usually available to that type of tank. The Knight Commander's tank is a character and can be chosen as your army's Warlord. If his tank is Wrecked, or suffers an Explodes! result, the Knight Commander is killed.

    A Knight Commander and his Leman Russ Squadron count as an HQ choice for the entirety of the battle. The Knight Commander's Leman Russ cannot leave the unit or join another unit, even if the rest of his squadron are destroyed.


    Tank Orders: A Knight Commander can roll 2D6 at the beginning of the Shooting phase. If the total result is 9 or less, choose one of the following Tank Orders to immediately take effect.

    • Full Throttle!: The Knight Commander's unit immediately moves Flat Out, moving up to 6+D6", even though they are Heavy.
    • Gunners, Kill on Sight!: The Knight Commander's unit immediately makes a shooting attack. The Knight Commander must shoot at a different target to the rest of his unit. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to disembark as a result of the Knight Commander's initial shooting attack.
    • Strike and Shroud: The Knight Commander's unit must make a shooting attack. After this shooting attack has been resolved, all vehicles in the unit that have not already done so must use their smoke launchers.

    OPTIONS:
    • The Knight Commander must take one Leman Russ from those listed on the Leman Russ Squadron datasheet.
    • The Knight Commander's squadron must include 1-2 other Leman Russ tanks chosen from those listed on the Leman Russ Squadron datasheet.
    • Tanks in the Knight Commander's Leman Russ Squadron may take upgrades as for a normal Leman Russ.
    • The Knight Commander may take one item from the Heirlooms of Caliban list.



    Last edited by Fox Of 9; 25-07-2022 at 21:21.

  7. #47
    Chapter Master Fox Of 9's Avatar
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    Platoon Command Squad/Infantry Squad/Heavy Weapons Squad/Special Weapons Squad

    TROOPS




    INFANTRY PLATOON

    Composition: 1 Platoon Command Squad, 2-5 Infantry Squads, 0-5 Heavy Weapons Squads and 0-3 Special Weapons Squads. Each Infantry Platoon counts as a single Troops slot on the force organisation chart.

    PLATOON COMMAND SQUAD
    50Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Esquire 3 4 3 3 1 3 1 7 4+ Infantry 1 Esquire
    Scutifer 3 4 3 3 1 3 1 7 4+ Infantry 3 Scutifers
    Knight 4 4 3 3 1 3 2 8 4+ Infantry (Character) 1 Knight
    Heavy Weapons Team 3 4 3 3 2 3 2 7 4+ Infantry


    WARGEAR:
    • Carapace armour
    • Lasgun (Esquire, Scutifer & Heavy Weapons Team only)
    • Laspistol (Knight only)
    • Close combat weapon (Knight only)
    • Frag grenades
    • Vox-caster (Esquire only)

    SPECIAL RULES:
    • Companions of Angels
    • Heavy Weapons Team (Heavy Weapons Team only)
    • Voice of Command (Knight Only)

    OPTIONS:
    • The Knight may take items from the Melee Weapons and/or Ranged Weapons lists.
    • The Knight may take melta bombs..... 5pts
    • Any model may replace his lasgun with a laspistol and close combat weapon..... free
    • One Scutifer may carry a platoon standard..... 10pts
    • One other Scutifer may carry a medi-pack..... 15pts
    • Two other Scutifers may form a Heavy Weapons Team who must take one item from the Heavy Weapons list.
    • Any remaining Scutifers that has not been upgraded with one of the options above may replace his lasgun with one item from the Special Weapons list.
    • The entire squad may take krak grenades..... 1pt/model
    • The squad may take a Chimera, Rhino or Razorback as a Dedicated Transport.





    INFANTRY SQUAD
    80Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Esquire 3 4 3 3 1 3 1 7 4+ Infantry 1 Esquire
    Scutifer 3 4 3 3 1 3 1 7 4+ Infantry 8 Scutifers
    Knight Bachelor 3 4 3 3 1 3 2 8 4+ Infantry (Character) 1 Knight Bachelor
    Heavy Weapons Team 3 4 3 3 2 3 2 7 4+ Infantry


    WARGEAR:
    • Carapace armour
    • Lasgun (Esquire, Scutifer & Heavy Weapons Team only)
    • Laspistol (Knight Bachelor only)
    • Close combat weapon (Knight Bachelor only)
    • Frag grenades
    • Vox-caster (Esquire only)

    SPECIAL RULES:
    • Companions of Angels
    • Heavy Weapons Team (Heavy Weapons Team only)

    Combined Squad: Infantry Squads have the option of forming Combined Squads. The decision to form Combined Squads must be made immediately before determining Warlord Traits.

    If the controlling player wishes to deploy his forces in this way, then any Infantry Squad may join another Infantry Squad from the same platoon. For example, an Infantry Platoon consisting of a Platoon Command Squad and three 10-man Infantry Squads can instead choose to deploy as a Platoon Command Squad and a single 30-man Infantry Squad or a Platoon Command Squad, a 10-man Infantry Squad and a 20-man Infantry Squad. If you decide to form Combined Squads in this manner, they are treated as a single unit for the whole of the game.


    OPTIONS:
    • The Knight Bachelor may take items from the Melee Weapons and/or Ranged Weapons lists.
    • The Knight Bachelor may take melta bombs..... 5pts
    • Two Scutifers may do one of the following:
      - Form a Heavy Weapons Team who must take one item from the Heavy Weapons list.
      - Replace their lasgun with one item from the Special Weapons list.
    • One remaining Scutifer that has not been upgraded with one of the options above may replace his lasgun with one item from the Special Weapons list.
    • The entire squad may take krak grenades..... 1pt/model
    • The squad may take a Chimera or Rhino as a Dedicated Transport.





    HEAVY WEAPONS SQUAD
    55Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Heavy Weapons Team 3 4 3 3 2 3 2 7 4+ Infantry 3 Heavy Weapons Teams


    WARGEAR:
    • Carapace armour
    • Lasgun
    • Frag grenades

    SPECIAL RULES:
    • Companions of Angels
    • Heavy Weapons Team

    OPTIONS:
    • Each Heavy Weapons Team must take one item from the Heavy Weapons list.
    • The entire squad may take krak grenades..... 3pts





    SPECIAL WEAPONS SQUAD
    50Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Scutifer 3 4 3 3 1 3 1 7 4+ Infantry 6 Scutifers


    WARGEAR:
    • Carapace armour
    • Lasgun
    • Frag grenades

    SPECIAL RULES:
    • Companions of Angels

    OPTIONS:
    • Three Scutifers must replace their lasgun with one item from the Special Weapons list.
    • The entire squad may take krak grenades..... 6pts



    Last edited by Fox Of 9; 18-07-2022 at 17:56.

  8. #48
    Chapter Master Fox Of 9's Avatar
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    Cavaliers/Aldjaegers

    ELITES




    CAVALIERS
    80Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Cavalier 3 4 3 3 1 3 1 7 4+ Infantry 3 Cavaliers
    Cavalier Tribunus 3 4 3 3 1 3 1 7 4+ Infantry 1 Cavalier Tribunus
    Cavalier Praefectus 3 4 3 3 1 3 2 8 4+ Infantry (Character) 1 Cavalier Praefectus


    WARGEAR:
    • Carapace armour
    • Hot-shot lasgun (Cavaliers & Cavalier Tribunus only)
    • Hot-shot laspistol (Cavalier Praefectus only)
    • Close combat weapon (Cavalier Praefectus only)
    • Frag grenades
    • Krak grenades
    • Vox-caster (Cavalier Tribunus only)

    SPECIAL RULES:
    • Companions of Angels
    • Deep Strike
    • Move Through Cover

    OPTIONS:
    • May include up to five additional Cavaliers..... 13pts/model
    • The Cavalier Praefectus may take items from the Melee Weapons list.
    • The Cavalier Praefectus may replace his hot-shot laspistol with one of the following:
      - Bolt pistol..... free
      - Plasma pistol..... 15pts
    • Up to two Cavaliers may replace their hot-shot lasguns with one item from the Special Weapons list.
    • The squad may take a Chimera, Rhino or Razorback as a Dedicated Transport.





    ALDJAEGERS
    60Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Aldjaeger 3 4 3 3 1 3 1 7 5+ Infantry 5 Aldjaegers


    WARGEAR:
    • Flak armour
    • Laspistol
    • Sniper rifle
    • Frag grenades
    • Camo gear
    • Snare mines

    SPECIAL RULES:
    • Companions of Angels
    • Infiltrate
    • Scout
    • Stubborn
    • Move Through Cover

    Old Hunter's Instinct: When a unit that contains one or more models with this special rule is selected as a target for a shooting attack, immediately make an Initiative test. If the test is failed, nothing happens. If the test is passed, all models in the unit immediately receive +1 to their cover saving throws until the end of the phase.

    OPTIONS:
    • May include up to five additional Aldjaegers..... 12pts/model
    • The entire squad may take krak grenades..... 1pt/model



    Last edited by Fox Of 9; 19-07-2022 at 15:49.

  9. #49
    Chapter Master Fox Of 9's Avatar
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    Ravenwing Knights/Scout Sentinels/Armoured Sentinels/Hellhound Squadron

    FAST ATTACK




    RAVENWING KNIGHTS
    100Pts



    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Sar 4 4 3 3 1 3 1 7 3+ Cavalry 4 Sars
    Master 4 4 3 3 1 3 2 8 3+ Cavalry (Character) 1 Master


    WARGEAR:
    • Power armour
    • Bolt pistol
    • Close combat weapon
    • Hunting lance
    • Frag grenades
    • Krak grenades

    SPECIAL RULES:
    • Companions of Angels

    Knights of the Ravenwing: Models with this special rule have the Hit & Run and Scout special rules. In addition, when a unit that is comprised entirely of models with this special rule Runs, it counts as Jinking until your next turn. However, models in the unit can still fire their guns normally in your next turn; they do not have to fire Snap Shots.

    OPTIONS:
    • May include up to five additional Sars..... 20pts/model
    • Any model may replace its bolt pistol with a boltgun..... free
    • The Master may replace his bolt pistol and/or close combat weapon with one of the following:
      - Plasma pistol..... 15pts
      - Power weapon..... 15pts
    • Up to two Sars may do one of the following:
      - Replace their close combat weapon with a power weapon..... 15pts/model
      - Replace their hunting lance with one item from the Special Weapons list.





    SCOUT SENTINELS
    40Pts



    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Scout Sentinel 3 4 5
    10/10/10
    3 1 2 Vehicle (Walker, Open-topped) 1 Scout Sentinel


    WARGEAR:
    • Multi-laser

    SPECIAL RULES:
    • Move Through Cover
    • Scout

    OPTIONS:
    • May include up to two additional Scout Sentinels..... 40pts/model
    • Any model may take items from the Jaeger Vehicle Equipment list.
    • Any Scout Sentinel may replace its multi-laser with one of the following:
      - Heavy flamer..... free
      - Autocannon..... 5pts/model
      - Missile launcher..... 5pts/model
      - Lascannon..... 10pts/model





    ARMOURED SENTINELS
    45Pts



    Armour
    WS BS S
    F/S/R
    I A HP Unit Type Unit Composition
    Armoured Sentinel 3 4 5
    12/10/10
    3 1 2 Vehicle (Walker) 1 Armoured Sentinel


    WARGEAR:
    • Multi-laser

    OPTIONS:
    • May include up to two additional Armoured Sentinels..... 45pts/model
    • Any model may take items from the Jaeger Vehicle Equipment list.
    • Any Armoured Sentinel may replace its multi-laser with one of the following:
      - Heavy flamer..... free
      - Autocannon..... 5pts/model
      - Missile launcher..... 5pts/model
      - Lascannon..... 10pts/model
      - Plasma cannon..... 10pts/model





    HELLHOUND SQUADRON
    VARIOUS



    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition Points
    Hellhound 4
    12/12/10
    3 Vehicle (Tank, Fast) 1 Hellhound, 130 pts
    Devil Dog 4
    12/12/10
    3 Vehicle (Tank, Fast) 1 Devil Dog, 140 pts
    Bane Wolf 4
    12/12/10
    3 Vehicle (Tank, Fast) Or 1 Bane Wolf 135 pts


    WARGEAR:
    • Heavy bolter
    • Inferno cannon (Hellhound only)
    • Melta cannon (Devil Dog only)
    • Chem cannon (Bane Wolf only)

    OPTIONS:
    • May include up to two additional Hellhounds, Devil Dogs or Bane Wolfs in any combination for the points costs listed above.
    • Any model may take items from the Jager Vehicle Equipment list.
    • Any model may replace its heavy bolter with one of the following:
      - Heavy flamer..... free
      - Multi-melta..... 10pts/model



    Last edited by Fox Of 9; 19-07-2022 at 11:22.

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    Valkyrie Squadron/Vendetta Squadron

    VALKYRIE SQUADRON
    130Pts



    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Valkyrie 4
    12/12/10
    3 Vehicle (Flyer, Hover, Transport) 1 Valkyrie


    WARGEAR:
    • Multi-laser
    • Two hellstrike missiles
    • Extra armour
    • Serachlight

    SPECIAL RULES:
    Grav Chute Insertion: If a Valkyrie or Vendetta has moved more than 6", passengers may disembark, but they must do so as follows. Nominate any point over which the Valkyrie or Vendetta has moved this turn and deploy the unit as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed.

    TRANSPORT:
    • Transport Capacity: Twelve models.
    • Fire Points: None.
    • Transport Capacity: Valkyries have one Access Point on each side of the hull and one at the rear.

    OPTIONS:
    • May include up to two additional Valkyries..... 130pts/model
    • Any Valkyrie may replace its multi-laser with a lascannon..... 10pts/model
    • Any Valkyrie may replace both of its hellstrike missiles with two multiple missile rocket pods..... 10pts/model
    • Any Valkyrie may take a pair of sponsons armed with heavy bolters..... 20pts/model





    VENDETTA SQUADRON
    175Pts



    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Vendetta 4
    12/12/10
    3 Vehicle (Flyer, Hover, Transport) 1 Vendetta


    WARGEAR:
    • Three twin-linked lascannons
    • Extra armour
    • Serachlight

    SPECIAL RULES:
    Grav Chute Insertion: If a Valkyrie or Vendetta has moved more than 6", passengers may disembark, but they must do so as follows. Nominate any point over which the Valkyrie or Vendetta has moved this turn and deploy the unit as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed.

    TRANSPORT:
    • Transport Capacity: Six models.
    • Fire Points: None.
    • Transport Capacity: Vendettas have one Access Point on each side of the hull and one at the rear.

    OPTIONS:
    • May include up to two additional Vendettas..... 175pts/model
    • Any Vendetta may replace two twin-linked lascannons with two hellfury missiles..... free
    • Any Vendetta may take a pair of sponsons armed with heavy bolters..... 20pts/model




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    Chimera/Rhino/Razorback

    CHIMERA
    70Pts



    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Chimera 4
    12/10/10
    3 Vehicle (Tank, Transport) 1 Chimera


    WARGEAR:
    • Heavy bolter
    • Multi-laser
    • Searchlight
    • Smoke launchers

    SPECIAL RULES:
    Amphibious: A Chimera treats all water features as open terrain when it moves.

    Lasgun Arrays: A Chimera has two separate arrays of three lasguns - one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided these models are not using the Chimera's Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera's Ballistic Skill for these shots - the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera's other weaponry, though all lasguns in the array must shoot at the same target.

    Mobile Command Vehicle: An officer embarked within a Chimera may still issue orders to squads. Measure range from any part of the Chimera's hull.

    TRANSPORT:
    • Transport Capacity: Twelve models.
    • Fire Points: Two models may fire from the Chimera's top hatch. Note that a model with the Heavy Weapons Team special rule counts as a single model.
    • Acess Points: A Chimera has one Acess Point at the rear.

    OPTIONS:
    • May replace its multi-laser with one of the following:
      - Heavy bolter..... free
      - Heavy flamer..... free
    • May replace its heavy bolter with a heavy flamer..... free
    • May take items from the Jaeger Vehicle Equipment lists.





    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 Jaeger 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 Jaeger 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




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    Leman Russ Squadron/Hydra Battery

    HEAVY SUPPORT




    LEMAN RUSS SQUADRON
    VARIOUS



    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition Points
    Leman Russ Battle Tank 4
    14/13/10
    3 Vehicle (Tank, Heavy) 1 Leman Russ Tank 155 pts
    Leman Russ Vanquisher 4
    14/13/10
    3 Vehicle (Tank, Heavy) of any kind 140 pts
    Leman Russ Demolisher 4
    14/13/11
    3 Vehicle (Tank, Heavy) 175 pts
    Leman Russ Executioner 4
    14/13/11
    3 Vehicle (Tank, Heavy) 160 pts


    WARGEAR:
    • Heavy bolter
    • Searchlight
    • Smoke launchers
    • Battle cannon (Leman Russ Battle Tank only)
    • Vanquisher battle cannon (Leman Russ Vanquisher only)
    • Demolisher siege cannon (Leman Russ Demolisher only)
    • Executioner plasma cannon (Leman Russ Executioner only)

    OPTIONS:
    • May include up to two additional Leman Russ Battle Tanks, Vanquishers, Demolishers or Executioners in any combination for the points costs listed above.
    • Any model may take items from the Jager Vehicle Equipment list.
    • Any model may replace its heavy bolter with one of the following:
      - Heavy flamer..... free
      - Lascannon..... 10pts/model
    • Any model may take a pair of sponsons armed with:
      - Heavy flamers..... 10pts/model
      - Heavy bolters..... 20pts/model
      - Multi-meltas..... 20pts/model
      - Plasma cannons..... 30pts/model





    HYDRA BATTERY
    90Pts



    Armour
    BS
    F/S/R
    HP Unit Type Unit Composition
    Hydra 4
    12/10/10
    3 Vehicle (Tank) 1 Hydra


    WARGEAR:
    • Two twin-linked Hydra autocannons
    • Heavy bolter
    • Searchlight
    • Smoke launchers

    OPTIONS:
    • May include up to two additional Hydras..... 90pts/model
    • Any Hydra may take items from the Jaeger Vehicle Equipment lists.
    • Any Hydra may replace its heavy bolter with a heavy flamer..... free



    Last edited by Fox Of 9; 21-07-2022 at 20:41.

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    Appendix/Army Special Rules/Warlord Traits/Faction And Allies

    APPENDIX

    This section of the Supplement details many of the rules for using an army of Jaegers in your games of Warhammer 40,000, including their unique Warlord Traits, wargear and Tactical Objectives. The Profiles page at the end provides a list of unit and weapon profiles for reference during your games.

    JAEGER SPECIAL RULES
    There are a number of special rules that are common to the several Jaeger 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.

    COMPANIONS OF ANGELS
    Each Jaeger regiment has, on more than one occasion, fought alongside the Orders of the Angels of Vengeance chapter, some having fought entire campaigns or crusades alongside the cold-blooded and determined transhuman warriors of the Chapter. In the presence of their once-lords and masters, the Jaegers fight with heightened bravery and courage, each and every soldier dogged and resolute in their determination to not be found wanting.

    A model with this special rule that is in a unit that is within 12" of one or more friendly units with the Angels of Vengeance Faction has the And They Shall Know No Fear special rule.


    HEAVY WEAPONS TEAM
    Infantry heavy weapons are typically crewed by a team of two men; one fires the weapon while the other supplies the ammunition, and between them they can relocate their weapon if needs be.

    For all game purposes, each Heavy Weapons Team is treated as a single model with the Bulky special rule - it may only fire one weapon in the Shooting phase, only gains one additional Attack for charging, and only counts as one model for Morale checks, for example.


    VOICE OF COMMAND
    The men and women of the Jaegers are well drilled and trained, each Knight Bachelor capable of shepherding their squad through the most withering hails of gunfire and explosions, each following the orders of their superior officers without question or hesitation. The Knight and Grand Knights in turn must command without doubt or weakness, for a well-timed order can win an entire war.

    A model with this special rule is known as an officer. An officer can issue one order each turn. Orders are issued and their effects resolved at the start of your Shooting phase. If you have more than one officer, or if you have an officer that has a special rule allowing it to issue more than one order a turn, issue and resolve each order one at a time.

    An officer can attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground. Issuing an order does not prevent the officer's unit from acting (shooting, Running, etc.) later in that phase.

    ISSUING AN ORDER
    To issue an order, declare the order your officer is attempting to issue and select a single friendly non-vehicle unit with the Jaeger Faction that is within 12" of the officer - this can be the officer's own unit if you wish. We call this unit the 'ordered unit'. The ordered unit must then make a Leadership test to see if the order has been understood and acted upon. If the test is passed, the order takes effect as specified in its description. If the test is failed, the order does not take effect.

    Unless an order causes the ordered unit to make a shooting attack or Run. receiving it does not prevent the ordered unit from acting later in that phase, whether the order was successful or not.

    Orders cannot be issued to embarked units or units that previously received an order that phase (whether or not that order was successful). Unless otherwise stated, orders cannot be issued to units that are locked in combat, are falling back, or have gone to ground.

    INSPIRED TACTICS
    If a double 1 is rolled for the ordered unit's Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.

    INCOMPETENT COMMAND
    if a double 6 is rolled for the ordered unit's Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.


    JAEGER ORDERS

    "Take Aim!"
    Aiming carefully, the officer bids his men steady themselves and recall page one hundred and nice of the Imperial Infantryman's Uplifting Primer - the Litany of Accuracy.
    The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Precision Shots special rule.
    "Smite at Will!"
    The officer gives his men free reign to fire their weaponry when and where their shots will be most effective.
    The ordered unit must make a shooting attack. When resolving this shooting attack, the ordered unit has the Split Fire special rule.
    "First Rank Fire! Second Rank Fire!"
    The Jaegers pour a fusillade of lasgun fire into the enemy to the tempo of the officer's bellowed commands.
    The ordered unit must make a shooting attack. When resolving this shooting attack, all models firing with lasguns or hot-shot lasguns fire one additional shot.
    "Forwards, for the Emperor!"
    The officer commands his men to grit their teeth, open fire and advance towards the enemy's lines.
    The ordered unit must make a shooting attack. Once this shooting attack has been resolved, the ordered unit must Run, even though a unit cannot normally Shoot and Run in the same phase.
    "Move! Move! Move!"
    The officer exhorts his troops to sprint towards their objective, be it a point of strategic importance or shelter from incoming enemy fire. Heads down and lasguns held close, the squad dash across the battlefield with all possible haste.
    The ordered unit must Run. When determining how far the unit Runs, roll three dice and use the highest result.
    "Suppressive Fire!"
    The officer exhorts his troops to rain fire upon the foe, forcing the enemy to keep their heads down lest they lose them altogether.
    The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Pinning special rule.
    "Bring it Down!"
    Enemy war machines and alien monstrosities are equally high priority targets for the Jaeger's commanders.
    "Bring it Down!" can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter special rules.
    "Fire on my Target!"
    Assisted by targeting matrices or just a good pair of magnoculars, the officer gives his men the coordinates for a pinpoint fusillade.
    "Fire on my Target!" can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Ignores Cover special rule.
    "Get Back in the Fight!"
    With either a firm assurance or a sharp reprimand, the officer fans the flagging flames of his soldiers' morale, allowing them to steel themselves for more.
    "Get Back in the Fight!" can only be issued by a model with the Senior Officer special rule. Unlike other orders, "Get Back in the Fight!" can only be issued to a unit that is falling back or has gone to ground. The ordered unit immediately regroups if falling back, but does not make a 3" move. If the unit has gone to ground, the effects of going to ground are immediately cancelled instead. In either case, the ordered unit can act (shoot, run, charge, etc.) normally for the remainder of the turn.
    "Hold Until Relieved."
    Steeling himself, the officer commands his men to hold the line, no matter the cost, knowing full well the odds stacked against them.
    "Hold Until Relieved." can only be issued by a model with the Senior Officer special rule. The ordered unit immediately gains the Stubborn and Counter-attack special rules. In addition, until it receives another order, the ordered unit may not voluntarily move or charge, but must still complete compulsory moves such as Pile In and Fall Back moves. Should the ordered unit Fall Back, or receive another order, it immediately loses the Stubborn and Counter-attack special rules.


    WARLORD TRAITS
    When generating his Warlord Traits, a Jaeger Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the table below. Note that if your Warlord is a Knight Commander, he must roll a D3 on the table below instead of a D6 - he can never roll on any other Warlord Traits table.

    D6
    Warlord Trait
    1 Stoic Commander: Refusing to give up even in the face of hopeless odds, this Warlord is exemplary of Imperial military and moral leadership, leading through displays of virtue, not the imposition of terror.
    Your Warlord and any friendly Jaeger units within 12" of him have the Stubborn special rule and can re-roll failed Leadership tests.
    2 A Hunter's Mind: This Warlord understands the battlefield from the perspective of hunter and prey, moving and deploying his units as a hunter would set a trap.
    Nominate D3 units in your Primary Detachment. These units gain the Infiltrate special rule.
    3 Cityfighter: A master of siege warfare and street-to-street combat, the Warlord and the soldiers under his command are at their most effective when amongst the broken ruins of a world's cities.
    Your Warlord and his unit add 1 to the result when rolling on the Building Damage table. In addition, all Infantry models in your Warlord's Detachment have the Move Through Cover special rule if moving through Ruins, and the Stealth (Ruins) special rule.
    4 Banneret Commander: Your Warlord is accustomed to commanding vast formations of Jaeger forces, his insight for war honed on a thousand battlefields across a hundred worlds, ensuring he always gets the best from the soldiers at his disposal.
    Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command special rule, he can issue one additional order each turn.
    5 Veteran of a Thousand Worlds: There isn't an enemy of the Imperium that this Warlord hasn't fought, survived and bested. The tactical insights he has gleaned through his long career aiding the men under his command as well as any potent weapon.
    The Warlord and his unit have the Preferred Enemy special rule.
    6 Master of Reconnaissance: This Warlord is a firm believer in reconnaissance in force, his forces probing and prodding the enemy's lines of defence for any weaknesses to exploit. When the battle is truly met, the Warlord mercilessly exploits these weaknesses.
    You add +1 to any Seize the Initiative roll. In addition, whilst 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).
    FACTION AND ALLIES
    All models in Codex Adeptus Astartes: Angels Of Vengeance Supplement - The Jaegers have the Jaegers Faction. The Jaegers are part of the Armies of the Imperium and ally as such as described in the Allies section of Warhammer 40,000: The Rules.

    Last edited by Fox Of 9; 22-07-2022 at 21:35.

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    Armoury Auxilia/Ranged Weapons/Melee Weapons

    ARMOURY AUXILIA

    This section of Codex Adeptus Astartes: Angels Of Vengeance Supplement - The Jaegers lists the weapons and equipment used by the Jaegers, 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 Battle cannon Boltgun Heavy bolter Hot-shot lasgun Inferno cannon Lasgun Melta gun Multi-laser Plasma cannon Plasma pistol Sniper rifle
    Autocannon Bolt pistol Flamer Heavy flamer Hot-shot laspistol Lascannon Laspistol Missile launcher Multi-melta Plasma gun Shotgun Storm bolter


    CHEM CANNON
    The chem cannon belches hideous clouds of toxin gas. So virulent and acidic is this weapons payload that even the desecrated power armour of the reviled Traitor Legions cannot long withstand its roiling caress. Flesh and ceramite alike dissolve, running like blighted candle wax.
    Range S AP Type
    Template 1 3 Heavy 1, Poisoned (2+)
    DEMOLISHER SIEGE CANNON
    Short ranged but deadly, the demolisher siege cannon trades reach for power. Each demolisher shell is at least three times the size of a normal battle cannon round, its huge weight and high explosive core ensuring it will annihilate almost anything it hits.
    Range S AP Type
    24" 10 2 Ordnance 1, Large Blast
    DEMOLITION CHARGE
    These man-portable explosives excel at destroying enemy armour, though the risks to those tasked with hurling them into the foes' midst are high.
    Range S AP Type
    6" 8 2 Assault 1, Large Blast, One Use Only
    EXECUTIONER PLASMA CANNON
    A rare weapon and relic of ancient days for most Imperial forces, the Jagers boast several whole companies of executioner plasma cannon armed Leman Russes, the Forge Moon, Praxus, keeping the armoured regiments of the Jagers well-equipped with this formidable weapon.
    Range S AP Type
    36" 7 2 Heavy 3, Blast, Gets Hot
    GRENADE LAUNCHER
    Rough and rugged weapons, the Praxus Pattern Grenade Launchers of the Jaeger regiments are capable weapons nonetheless, each able to fire a range of deadly rounds at a considerable distance.
    Range S AP Type
    Frag grenade 24" 3 6 Assault 1, Blast
    Krak grenade 24" 6 4 Assault 1
    HELLFURY MISSILES
    Hellfury missiles saturate their targets with blazing submunitions.
    Range S AP Type
    72"" 4 5 Heavy 1, Large Blast, Ignores Cover, One Use Only
    HELLSTRIKE MISSILES
    These missiles can tear through heretic armour and xenos flesh alike with equal ease.
    Range S AP Type
    72" 8 3 Heavy 1, One Use Only
    HOT-SHOT VOLLEY GUN
    These weapons are borne into battle by the Jaeger's Cavaliers to deal with armoured enemy infantry. Perfect for bringing down Traitor Space Marines or xenos warriors, hot-shot volley guns fire with a distinctive spitting howl.
    Range S AP Type
    24" 4 3 Salvo 2/4
    HYDRA AUTOCANNON
    Esentially a long-barrelled, outsized autocannon on an anti-aircraft mount, the Hydra autocannon is guided by a predictive logic spirit to fill the skies with sawing lines of deadly fire.
    Range S AP Type
    72"" 7 4 Heavy 2, Skyfire
    MELTA CANNON
    One of the larger melta weapons not mounted on a super-heavy vehicle, the melta cannon swiftly reduces armoured targets to molten slag.
    Range S AP Type
    24" 8 1 Heavy 1, Blast, Melta
    MORTAR
    A rarer weapon amongst the ranks of the Jaegers, mortars are often only found within the regiments' Heavy Weapon Squads, their barrages capable of reducing tight-packed enemy infantry to nothing more than a misbegotten smear on the landscape.
    Range S AP Type
    48" 4 6 Heavy 1, Barrage, Blast
    MULTIPLE ROCKET POD
    These pods, mounted underslung upon the wings of some Valkyries, fire salvoes of short-fused fragmination missiles. The perfect weapon to quickly clear a hot landing zone.
    Range S AP Type
    24" 4 6 Heavy 1, Large Blast
    VANQUISHER BATTLE CANNON
    A weapon for the true tank ace, the vanquisher battle cannon is the pinpoint rapier to the battle cannon's crunching mace, firing shaped, high-explosive shells tha can punch through the thickets armour to the ruins of their hapless target.
    Range S AP Type
    72" 8 2 Heavy 1, Armourbane



    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.

    Close combat weapon Force weapons Power fist Power weapons
    HUNTING LANCE
    Tipped with a single-use explosive head, on the charge the hunting lance hits home with punishing force sufficient to tear even a Chaos Space Marine in two.

    A hunting lance is a close combat weapon. However, the first time a model with a hunting lance charges into combat, for the duration of that phase it adds +2 to its Initiative and counts as being armed with a weapon with the following profile:
    Range S AP Type
    - +2 3 Melee, Specialist Weapon, One Use Only
    SERVO-ARM
    Tech-Priest Enginseers and their Servitor minions often sport powerful servo-arms. These mechanised limbs can be turned with equal ease to complex battlefield repairs, or crushing the life from the foe. Though these weapons are slow to strike, once the blessed hydraulics of the servo-arm's claw have been locked in and begun to squeeze, foes face a hideous and inexorable death.
    Range S AP Type
    - X2 1 Melee, Specialist Weapon, Unwieldy


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    Special Issue Wargear/Armour/Jaeger Vehicle Equipment

    SPECIAL ISSUE WARGEAR

    Rules for the following items can be found in Warhammer 40,000: The Rules.
    Frag grenades* Melta bombs
    Krak grenades *See assault grenades
    CAMO GEAR
    Whether sophisticated cameleoline cloaks, artfully attached foliage or primitive face paint, camo gear provides its wearer with a modicum of concealment in dense terrain.

    A model with camo gear counts its cover save as being 1 point better than normal. Note that this means it always has a cover save of at least 6+, even in the open.
    MEDI-PACK
    Medi-packs contain all the necessary drugs, dressings and surgical tools to get a wounded soldier back in the fight, or save the lives of vital personnel.

    A unit that contains at least one model with a medi-pack has the Feel No Pain special rule.
    PLATOON STANDARD
    Flying proudly above the Jaeger lines, these standards serve as vital rallying points in the chaos of battle.

    A unit that contains a model with a platoon standard counts as scoring an additional Wound for the purposes of calculating assault results.
    REFRACTOR FIELD
    Often carried by high-ranking officers, shimmering refractor fields refract incoming energy around their bearer, batting aside blasts and swinging blades that would otherwise lay them low.

    A refractor field confers a 5+ invulnerable save.
    REGIMENTAL STANDARD
    Memorials to the regiment's fallen and honour-totems to those who still fight, regimental standards are potent symbols of pride for the Jaegers, the men and women that fight in the shadow of such banners inspired to further acts of selfless valour.

    A regimental standard follows the same rules as a platoon standard. In addition, friendly units with the Jaeger Faction within 12" of a model with a regimental standard re-roll failed Morale, Fear and Pinning tests.
    SNARE MINES
    Snare mines consist of Munitorium issue proximity detonators or snare-wire, hooked up to whatever explosives can be scraped together.

    Enemy units that charge a unit with snare mines count as having made a disordered charge.
    VOX-CASTER
    A vox-caster is a reliable communication array connected to the tactical command net via tight-beam transmitters.

    Failed Leadership tests for orders issued to a unit with a vox-caster can be re-rolled, provided the officer's unit also has a vox-caster. An officer may not use a vox-caster's ability on his own unit.



    ARMOUR

    CARAPACE ARMOUR
    The primary form of armoured protection for the men and women of the Jaegers, carapace armour is made up of large, rigid plates of armaplas or ceramite moulded to fit the wearer.

    Carapace armour confers a 4+ Armour Save.
    FLAK ARMOUR
    Flak armour's several layers of ablative thermoplas materials and impact adsorbent carbifibers strike a perfect balance of mobility and survivability, making it the desired form of armour for the Jaeger's reconnaissance elements and sniper teams.

    Flak armour confers a 5+ Armour Save.
    POWER ARMOUR
    Made from thick ceramite plates and electronically motivated fibre-bundles, power armour is some of the best protective armour available to the servants of the Imperium. Althought less of a rarity amongst the ranks of the Jaegers compared to other Imperial formations, the armour is nonetheless in rather limited supply, with only certain, specific high-ranking officers, members of the elite Ravenwing Knights units, and the Tech-Priest Enginseers of Praxus bearing the privilege of being bestowed with its protection.

    Power armour confers a 3+ Armour Save.



    JAEGER VEHICLE EQUIPMENT

    Rules for the following vehicle upgrades can be found in Warhammer 40,000: The Rules.
    Dozer blade Heavy stubber Searchlight Storm bolter
    Extra armour Hunter-killer missile Smoke launchers
    AUGUR ARRAY
    These 'spyboxes' feed intelligence back to command elements behind the lines. Strategic servitors compile and redistribute this data in order to refine the coordinates issued to support elements in the field.

    Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a vehicle equipped with an augur array. The augur array must have been on the battlefield at the start of the turn in order for it to be used.
    CAMO NETTING
    Whether rare cameleoline netting or crude webbing woven with local flora, camo netting helps conceal a vehicle from prying eyes.

    A vehicle with camo netting counts its cover save as being 1 point better than normal. Note that this means it always has a cover save of at least 6+, even in the open.
    RECOVERY GEAR
    Many crews load their vehicles with collections of tools, tow cables and other useful kit that can make the difference between digging an immobilized vehicle out of a tight spot or having to abandon it to its fate.

    If a vehicle with recovery gear is Immobilised, then in subsequent turns it may attempt to repair itself. To make the attempt, roll a D6 at the end of the Movement phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that this does not restore a Hull Point.

    Last edited by Fox Of 9; 08-08-2022 at 14:55.

  16. #56
    Chapter Master Fox Of 9's Avatar
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    Heirlooms of Caliban

    HEIRLOOMS OF CALIBAN

    The sacred relics of the Jaegers are items of incredible rarity, some originating from before Caliban's fall and the sundering of the Dark Angels Legion. Only one of each of the following relics may be chosen per army.

    CALIBAN'S GRASP
    This dull-grey gauntlet contains within its artisanally crafted form an esoteric design of graviton weapon that allows its wearer to casually manipulate gravitational fields with a simple wave of their hand. Though the technology behind this weapon is highly complex and little understood, the effectiveness is evident nonetheless, with the wielder able to flatten entire squads of infantry with the flat of their hand or punch piercing holes through even the thickest armour of the foe with a flick of their fingers.

    Range Range S AP Type
    Dispersed 18" * 4 Assault 1, Blast, Concussive, Graviton Pulse, Haywire
    Focused 18" * 2 Assault D3, Concussive, Graviton
    Graviton Pulse: Instead of rolling To Wound normally with this weapon, any model caught in its blast must instead roll equal to or under their Strength on a D6 or suffer a wound (a roll of a '6' always counts as a failure). After a Graviton Pulse weapon has been fired, leave the Blast marker in place. This area now counts as both difficult terrain and dangerous terrain for the next turn thanks to the gravity flux.
    SORENSEN'S CANE
    This cane, sheathed in an armour-sundering power field, and reputed to be crafted from wood and silvered steel from Caliban itself was once the personal weapon of Marshal Anton Sorensen, the first commander to lead the 442nd Jager's after its reconstitution some four-thousand years ago. A formidable weapon in its own right, it is its mere presence upon the battlefield where its true value shines, the soldiers under its wielder's command fighting their hardest to be worthy of this heroic legacy of the past.

    All friendly models with the Jaeger Faction in the same unit as a model equipped with Sorensen's Cane have +1 Attack whilst the bearer is alive. In addition, Sorensen's Cane is a melee weapon with the following profile:
    Range S AP Type
    - +2 4 Melee, Concussive, Master-crafted
    THE VADE MECUM
    Each Jaeger regiment possesses within their artefacts and relics an aged and well-worn book, these are collectively known as The Vade Mecum, and contained within their sunbleached and weathered pages are the details behaviours of hundreds of different opponents from dozens of disparate races, some human, many xenos. It is rare indeed for one of these collections of untold knowledge to be permitted onto the battlefield, the risk of its loss often too large a risk to take. Yet in those dire moments of little hope, its presence, and the knowledge contained within, can be the sole difference between victory and defeat.

    At the start of any friendly turn, the bearer can take a Leadership test. If the test is failed, nothing happens, but if the test is passed, choose one of the special rules from the list below. The bearer of the Vade Mecum, and all friendly units with the Jaeger Faction within 6", gain that special rule until the start of their next turn. The same special rule cannot be gained in this way more than once per game you must choose a different special rule each time.

    • Fear
    • Furious Charge
    • Hatred
    • Night Vision
    • Relentless
    • Scout*

    *Instead of being made at the start of a friendly turn, the Leadership test to use this special rule is made after deployment, but before the first turn begins.
    THE BLACK KNIGHT
    The Black Knight is a rare Leman Russ Incinerator, and the only such example of this venerable Leman Russ variant available to the entirety of the Jaeger regiments. A rare and highly prized weapon, only the most consummate Knight Commanders may be bestowed the honour of commanding The Black Knight, though, ultimately, it is the battle tank's powerful machine spirit that determines if a prospective commander is truly worthy of being its master. Those rare few who pass the machine's tests are bestowed command of an engine of war more capable and devastating than anything short of a Baneblade super-heavy tank.


    The Black Knight replaces a Knight Commander's Leman Russ Battle Tank and may not take any upgrades.
    Armour
    BS
    F/S/R
    HP Unit Type
    The Black Knight 4
    14/13/11
    4 Vehicle (Tank, Heavy)

    WARGEAR:
    • Lascannon
    • Twin-linked volkite demi culverin
    • Two volkite culverins
    • Recovery gear
    • Searchlight
    • Smoke launcher

    SPECIAL RULES:
    • Power of the Machine Spirit

    Tank Ace: A Knight Commander equipped with The Black Knight may fire Overwatch with any weapons eligible to do so (even though vehicles cannot normally fire Overwatch) and, in addition, during Deployment, must choose a single special rule from the following list which applies to The Black Knight:

    • It Will Not Die
    • Monster Hunter
    • Precision Shots
    • Preferred Enemy (Infantry)
    • Scout and Move Through Cover
    • Tank Hunters


    VOLKITE DEMI CULVERIN
    A powerful weapon from the Dark Age of Technology, the Volkite Demi Culverin can tear through infantry squads with ease. Like all Volkite Weapons, it produces a deflagrating attack, in which subsonic combustion caused by a beam of thermal energy is propagated through the target by thermodynamic heat transfer, so that hot burning material heats the next layer of cold substrate and ignites it.

    Range S AP Type
    45" 7 5 Heavy 5, Deflagrate
    VOLKITE CULVERIN
    The Volkite Culverin is a type of Volkite Weapon, and is the smaller of the two types of Volkite Weapons mounted upon the chassis of The Black Knight. The Volkite Culverin, like all Volkite Weapons, is a thermal ray weapon of ancient and unknown provenance, with its beam having a devastating effect on organic matter.

    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!

    Last edited by Fox Of 9; 25-07-2022 at 21:16.

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