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

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

    Preamble

    Some of you will know of my Angels Of Vengeance Supplement from this very forum. That was a project that spawned from something I originally started around when I first joined the forum in 2010. It took me almost half-a-decade for me to work up the courage for it to go from a dozen or so roughly scribbled ideas in a battered notebook to first posting it in here on Warseer. And over since then another half-decade has past, and now with a global pandemic ( and having just turned twenty-five) I wanted to give this decade-long project a proper finale. The sendoff it really deserved. Which is where this new thread comes in Over the coming days, weeks, and months I plan to lovingly transcribe and update every aspect of the Supplement into this new thread, adding in all the history and lore one would expect from an official Warhammer: 40,000 Codex. Below, in this post, you should find the Codex's Contents with links to each article, unit, character and glossary, all there for your ease of navigation. This will be a long process, and will probably cover pages and pages of this thread, so I ask you: please, please can you wait to post any comments and reactions until I have added the last entry and announced the project's completion. Though, I will still be more than happy to receive any and all comments and replies until that moment via Message.

    Now, with that out of the way: on to the contents!





    CONTENTS


    THE FIRST LEGION
    The Horus Heresy
    The Great Betrayal
    The Hunt For The Fallen

    The Angels Of Vengeance
    Chapter Organisation
    Vengeance

    The Orders
    The War-Companies
    Order Veterans

    The Dreadwing
    The Raptorwing
    Strike Forces

    In The Name Of Vengeance (In Progress)

    FORCES OF THE ANGELS OF VENGEANCE
    Vengeance Strike Force

    Angels Of Vengeance Wargear List
    Kedar Mara
    Eran Boaz
    Michael Gabriel

    Nathanael Eyal
    Nathan Hosea
    Order Paladin

    Company Captain
    Interrogator-Chaplain
    Librarian

    Chaplain
    Techmarine
    Sword Bearers
    Lian Batarisel

    Chevalier Squad
    Initiate Squad

    Excubitor Squad
    Excubitor Command Squad
    Dreadnoughts
    Venerable Dreadnoughts

    Dreadwing Terminator Squad
    Dreadwing Command Squad
    Dreadwing Knights

    Raptorwing Command Squad
    Rhino
    Razorback
    Drop Pod
    Land Speeder Storm

    Domitor Squad
    Raptorwing Hunters
    Raptorwing Outriders
    Raptorwing Talons

    Raptorwing Land Speeders
    Vengeance Gunship
    Sword Strike Interceptor

    Raptorwing Land Speeder Vengeance
    Perditor Squad
    Predators
    Whirlwinds
    Vindicators

    Land Raider
    Land Raider Crusader
    Land Raider Redeemer

    Amos Chorazin
    Land Raider Ares

    War-Company
    Inner Circle Conclave

    Dreadwing Eradication Host
    Raptorwing Hunter Squadron
    Raptorwing Dark-Blade

    Close Air-Support Flight
    Interceptor Flight
    Chapter Ancients

    Ares Siegebreaker Cohort
    The Sword Of Vengeance


    APPENDIX
    Army Special Rules
    Warlord Traits
    Faction And Allies

    Armoury Of Vengeance
    Ranged Weapons

    Melee Weapons
    Special Issue Wargear

    Armour
    Angels Of Vengeance Vehicle Wargear

    Relics Of Vengeance
    Interromancy Discipline
    Tactical Objectives
    Dreadwing Strike Force
    Raptorwing Strike Force

    Profiles

    Codex Adeptus Astartes: Angels Of Vengeance Supplements
    The Angels Of Vengeance 7th Order 'The Barbarous'
    The Angels Of Vengeance 13th Order 'The Dreaded'
    Last edited by Fox Of 9; 30-08-2020 at 10:21.

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    The First Legion/The Horus Heresy/The Great Betrayal/The Hunt For The Fallen

    THE FIRST LEGION

    The Age of Strife was Mankind's darkest hour, during which the light of civilisation was almost extinguished. It was during this time that the Emperor arose on Terra with a grand scheme to save Humanity. Using arcane science, he created twenty beings of incredible power. Known as the Primarchs, they were born to march at their father's side as he bestrode the stars to reunite the human race. However, the unborn Primarchs were plucked from the Emperor's laboratory by the dark forces of the Ruinous Powers and scattered throughout the galaxy. Undefeated, the Emperor used the Primcarchs' genetic records to create the Space Marine Legions - vast hosts of post-human warriors with whom he would attempt to conquer the galaxy.

    Of the twenty Space Marine Legions, the Dark Angels, the first of the Emperor's Legions, fought as the personal army of the Master of Humanity during his conquest of Terra and the dawning years of the Great Crusade. It was the Ist Legion's transhuman warriors that dominated the final days of the Wars of Unification, easily defeating all their Terran opponents and forcing those among the Tech-priests of Mars who had intervened in the conflict on Terra to sue for peace. The prototype of what were to become the Legiones Astartes, the Dark Angels served as both the template for the more specialised Legions that were to come after them and as a standard by which these successors would be measured. Prone to experimental methods of combat, and equipped with large numbers of advanced archeotech and Plasma weapons, the Dark Angels - not even know as the Ist Legion, as no others yet existed - were simply referred to by the Emperor as his 'Angels Of Death' or the 'Six Hosts'.

    Now, with the cradle of Humanity secured firmly beneath the Emperor's rule, he struck out from Terra as the head of his mighty assemblage, this great undertaking spearheaded by the Emperor's twenty, newborn Space Marine Legions, the Ist Legion, most powerful and favoured of the Emperor, first amongst them. None could stand before the fury of the Legiones Astartes, and Humanity's scattered enclaves were swiftly reunited beneath the banner of the Imperial Truth, a golden age of Humanity seemingly at hand. However, the Ist Legion's pre-eminence amongst Space Marine Legions would not last. Savaged by solar decades of unimaginable brutal warfare, the Rangdan Xenocides, in particular, one of the most apocalyptic campaigns of the Great Crusade, the Ist Legion's numbers would be severely depleted, all but ending the Legion's primacy.

    The scars of these battles would forever change the Ist Legion, as would their eventual reunification with their Primarch, Lion El'Jonson, and the introduction of fresh blood from his adopted world of Caliban. A Death World, Caliban was dominated by a warlike, feudal society of techno-barbarians. It was from the planet's warrior orders that these new recruits would flow, aiding in the Legion's regeneration, and the Legion, in turn, would adopt the warrior orders' martial codes and practices as their own, incorporating them into the rituals and beliefs of the newly rebuilt Legion. Now reunited with their gene-sire, the newly re-christened Dark Angels Legion would continue to make war in the Emperor's name with merciless determination, attacking the nascent Imperium's enemies without remorse, striding unflinchingly the fire of their enemies' mightiest warriors, enemy counter-attacks dashing themselves to pieces against the Dark Angels' unyielding battle-lines.


    THE HORUS HERESY

    For almost three centuries, the Great Crusade continued, pushing ever-onward, reuniting more disparate strands of Humanity with one another, until Horus, the Warmaster, Primarch of the Luna Wolves and favoured son of the Emperor, turned traitor. Seduced by the evil whispers of the Chaos Gods, Horus rebelled against the Imperium. Worse, he convinced fully half of the Primarchs to turn their Legions against the Emperor.

    The Dark Angels at this time had once more become one of the Emperor's most powerful Legions. Highly independent, and used to operating on their own to conduct large scale campaigns and compliance actions. Because of this, the fear of the Ist Legion's intervention led the machinations of the Warmaster Horus to ensure that when his treacherous plans came to fruition, the Dark Angels had been despatched to the outer edges of the Imperium where they would be unable to interfere, at least for a time. However, as the Horus Heresy progressed, the power of this Legion would make itself known, savaging the Night Lords at Thramas and going on to unleash destruction on an unprecedented scale during the later years of the Heresy.

    Ultimately, however, neither the Dark Angels Legion nor the Lion would arrive to Terra in time to aid the Emperor. Instead, both they, the Ultramarines Legion, and their Primarch, Roboute Guilliman acted as decoys, leading diversionary attacks against the Traitor fleets blocking the path to Terra, allowing the Primarch, Sanguinius, and his Legion, the Blood Angels, to race directly for Terra through the opening the two other Legions and their Primarchs had made for them. The Lion, hoping to draw Traitor forces away from the throneworld, continued these diversionary tactics, striking out at the Traitor Legions' homeworlds, and as a result, destroyed several Traitor homeworlds, such as Chemos, of the Emperor's CHildren, and Barbarus, of the Death Guard.

    By the time the Dark Angels eventually reached Terra, the Arch-Traitor Horus was already dead. In one last gambit, the Emperor, accompanied by leading members of his elite personal guard, the Legio Custodes, the Primarchs Sanguinius and Rogal Dorn, and several companies of Imperial Fists and Blood Angels Veteran Space Marines had teleported aboard Horus' Battle Barge, the Vengeful Spirit. A desperate battle followed, in which Sanguinius was slain by Horus. The Emperor, too, was crippled, lain low by the daemonically empowered Warmaster, but he, in turn, slew his treacherous son, burning him from existence completely.

    With Horus dead, the Traitor Legions fled in disarray, leaving behind an Imperium on the brink of annihilation. The Emperor, wounded unto death, was forced to retreat to the life-sustaining machine known as the Golden Throne. And it would thus fall to his surviving sons to salvage his war-torn realm and stave off the ever-increasing threat of Chaos.



    THE GREAT BETRAYAL

    In the aftermath of the Siege of Terra, the surviving Loyalists rallied the reeling Imperium. Lion El'Jonson, wracked with grief over the inability of his Dark Angels to reach Terra in time to prevent the fall of the Emperor during the Siege of Terra led his Legion with almost unmatched devotion, his forces heroically confronting and ultimately obliterating numerous Traitor warbands in what would later come to be called the Great Scouring. As they pursued the Traitors, the Ist Legion diverted to nearby Caliban, which had been enshrouded by Warp storms since Horus' betrayal. For Lion El'Jonson and his Legion, one final act of treachery remained to be discovered. Consumed by his jealousy of the Lion's glories, the heroic knight Luther - formerly Jonson's closest friend and ally - had embraced the Dark Gods of Chaos. Worse, his impassioned oratory has led all the Dark Angels on Caliban into heresy.

    Thus the Dark Angels' grand homecoming was not met with jubilation, but with a sudden, shocking storm of laser-fire from Caliban's surface. Several Dark Angels ships were torn apart before Jonson's fleet could pull back into deep space, and once the Primarch pieced together what had occurred, his cold fury was terrible to behold. Determined to punish his once-brother - and to burn away the rot that had beset his Legion - the Lion swiftly planned a devastating assault from space.

    Moving into position, Jonson's ships began a massive orbital bombardment. They obliterated Caliban's orbital defences and drove the Traitors back into their void-shielded fortress monasteries. Jonson personally led his forces on a surgical drop assault against the greatest of these strongholds and the seat of Luther's power. The planet burned and fire rained from space as Jonson confronted Luther and saw him to be completely corrupted by Chaos, almost nothing of his old friend had survived. Luther, now a Chaos Champion, had been elevated to a strength equal to that of the enraged Primarch by the Chaos Gods and the two met in combat, the likes of which would not be seen again. The violence of their clash tearing the fortress apart around them. Finally, as the intensity of the Dark Angels' bombardment cracked the very crust of the world, Luther stumbled. Yet Jonson could not bring himself to kill the man who had been his brother and mentor. Luther had no such compunction and blasted the Primarch off his feet with a monstrously powerful psychic attack.

    As Jonson fell, Luther realised at last what he had done. With a sorrowful scream, he fell to his knees at Jonson's side. Hearing the cry, the Dark Gods knew they had been denied their victory once again. Enraged, they engulfed Caliban in a vast Warp storm. Already mortally wounded, the homeworld of the Ist Legion disintegrated, much of it swallowed by the Warp along with the surviving traitors.

    In the wake of the cataclysm, the loyalist Dark Angels descended to the surface of the last remnant of their world. Preserved by its mighty shields, Luther's ruined fortress stood atop that shattered rock. It was there that they found Luther himself, gibbering and insane. Of Jonson himself, there was no sign, though Luther swore the Primarch had been borne away by robed figures. Perhaps worse, the renegade Dark Angels were also gone, bearing with them the terrible tale of the Legion's shame. Thus beginning the terrible, endless quest by the Lion's sons to find and silence those who would become known as the Fallen, to secure their repentance and wash away the stain upon the Dark Angels and all their Successor Chapters' souls.


    THE HUNT FOR THE FALLEN

    In the wake of Caliban's fall, the Dark Angels' leaders concealed their terrible shame, forming a small, secretive group know as the Inner Circle. Hidden even from their own brothers, this organisation dedicates itself completely to the hunt for the Fallen.

    Since the inception of the Inner Circle, the Dark Angels and their Successor Chapters have been fighting a secret war. They pursue a veiled agenda of which even a majority of their own brethren are ignorant. Most Dark Angels know nothing of their Chapter's shadowy past and are instead indoctrinated to unquestioningly obey the commands of their masters. Only those who demonstrate their total devotion to the Chapter can join the Inner Circle, and even then they must pass numerous dangerous tests to prove their worth.

    Those who fail these trials fail without a word, never to be seen again. The rest are sworn to absolute secrecy before being told of Luther's betrayal and the existence of the Fallen. Even then, though a Dark Angel will believe that he knows the whole truth of his Chapter's history, there are circles within circles, and always more dark secrets to be revealed. But it is enough for him to know that is is the Fallen that move the Dark Angels to true fury, and it is these ancient Traitors that the Inner Circle hunt, no matter the cost.

    The Fallen themselves are deadly foes - warriors of a bygone age whose strength and cunning are beyond anything the galaxy has seen in millennia. While some regret their actions during the fall of Caliban, most are unrepentant renegades who surround themselves with whole armies of fanatical worshipers. To slay these heretics is hard enough, but simply killing them will not suffice. The Fallen must be defeated and taken alive. For this, the Dark Angels have their fearsome 1st Company: the Deathwing. Armoured in absolute dedication to their Chapter, deaf to the lies of traitors and heretics, the Deathwing hunt down the Fallen, eradicate their followers and subdue them for capture. The Traitors are then borne back to the Rock in secret, where they are handed over to the skull-helmed Interrogator-Chaplains. It is these grim figures who are charged with extracting the confessions of the ancient traitors by any means. Only through the repentance of the Fallen do the Dark Angels feel they can be absolved, and the Inner Circle will do absolutely anything to achieve this end.
    Last edited by Fox Of 9; 20-08-2020 at 14:00.

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    The Angels Of Vengeance/Chapter Organisation/Vengeance

    THE ANGELS OF VENGEANCE

    Amid the ashes of the Horus Heresy, distrust and accusation thickened the air. Roboute Guilliman, Primarch of the Ultramarines, initiated the Second Founding and, across the galaxy, the Space Marine Legions fragmented into the Chapters of the Adeptus Astartes. Each of the original Legions spawned a First Founding Chapter that retained its name and identity, along with Successor Chapters responsible for becoming their own, entirely autonomous entities. The Dark Angels could hardly resist the motion, for the cataclysmic destruction of Caliban was fresh in their minds, and they could not risk drawing any undue attention to themselves. Thus they created several Successor Chapters, and so it appeared that they followed Guilliman's dictates to the letter.

    As with their every deed since the fall of Caliban, however, the Dark Angels were following a hidden agenda. Their successors, who would collectively become known as the Unforgiven, formed their own Inner Circles to guard the knowledge of the Dark Angel's secret shame. Each Chapter established specialised companies to aid in this endeavour, based upon the Dark Angels' own Deathwing and Ravenwing, though named differently to maintain at least the veneer of individuality. Finally, though the Unforgiven claimed their own Chapter homeworlds, heraldry and doctrines, their leaders attended clandestine meetings on the Rock with the Supreme Grand Master of the Dark Angels. These ritual-laden gatherings saw the Unforgiven take their orders from the master of the Dark Angels, so that the ongoing hunt for the Fallen could continue in utmost secrecy. The Lion's sons could not risk these meetings becoming common knowledge. Yet rumours persist of nepotism and legion building. And over time, these rumours have led to the Unforgiven being regarded with distrust.

    It was amongst these Second Founding Successor Chapters that the Angels of Vengeance were brought into being, with Grand Master Amir Kuhn, former commander of the Dark Angels Legion's 18th Order, being chosen to be the newly formed Chapter's first Chapter Master. Kuhn was an oddity amongst the Dark Angels' Grand Masters, and had, of all the Legion's command staff present in the wake of Caliban's destruction, argued the hardest for the truth of the events that had conspired to be revealed to the Imperium. He contended that no loyalist Legion had escaped the fires of the Horus Heresy untarnished and that if the Grand Masters assembled as a united front against the storm of accusations and scrutiny that was sure to follow such a revelation, that the Legion would be stronger for it, able to pursue their vengeance against their traitorous brothers openly and without remorse or fear of reproach, claiming that to do otherwise - to bury the truth is shrouds of lies and secrecy - was what had helped tear the Legion asunder in the first place.

    It took days for the conclave of Grand Masters and other high-ranking Legion officials to finally convince Kuhn to assent to keeping the true events of Caliban's destruction a secret. And while Kuhn had understood his brothers' opinion, he could have never agreed to become part of their tangled web of lies, recusing himself from his position within the conclave and as Grand Master of the 18th Order, and allowing the other Grand Masters to appoint an appropriate replacement for him. Having done this, Kuhn gathered up over a thousand of his most loyal and steadfast Astartes, his avenging angels, and departed the ruins of Caliban, never to return.

    For the next seven years following his self-imposed exile, Kuhn and his warriors dedicated themselves fully to their crusade, intent on eradicating every trace of the Traitor Legions from the galaxy. Until Roboute Guilliman, Lord Commander of the Imperium, announced his new decree: the Codex Astartes. It was here that Kuhn was appointed to lead his 'avenging angels' as their new Chapter Master by the Inner Circle. Some of his subordinates saw this as a slight against his honour, a readily available pretence from which to expel him from the inner workings of the new Dark Angels' Chapter. But Kuhn himself saw it as an acknowledgement and reward for his actions. After all, the Dark Angels and their other Successor Chapters were forsaking the Legion's panoply of old, yet no mention of such a proclamation was made in regards to him and his new Chapter. Kuhn understood the subtlety of this omission: he and his Angels of Vengeance were to proudly uphold the memory and honour of the Ist Legion, even if the other successors could not.

    In the millennia that have followed the Chapter's founding the Angels of Vengeance have become known for their unrelenting hatred of any enemies of the Imperium of Man, as they constantly seek out the threats of Xenos, Heretics and apostates so that they may do battle. The Chapter is said to be so utterly dedicated to its duty that its brethren think or speak of little else. This drive extends beyond a simple devotion to duty, into an all-consuming obsession. So much so, that potential allies are often cowed by these Battle-Brothers' cold-blooded determination and icy single-mindedness. This has led to the Angels of Vengeance holding little regard for the strategies of other forces, relentlessly pursuing their own battle plans regardless of the schemes others might have set in motion. And on numerous occasions, this behaviour has led to a battle being won at the expense of an entire campaign, the Angels of Vengeance caring only that their own immediate objectives are obtained regardless of the wider picture.

    The Chapter's attitude might long ago have led to it being entirely ostracised by any of the Imperium's armies beside which it might take to the field. This is not the case however, for the Chapter embodies one particular aspect of Dark Angels' character above all others - a stubborn devotion to their cause that borders on fanaticism. The Chapter is want to become embroiled in battles that other forces would have little hope of winning, their all-consuming dedication to the mission translating into a total rejection of the notion of failure. It is true that the Space Marines of the Adeptus Astartes indeed 'know no fear,' but the Angels of Vengeance are so relentless and stubborn in their approach to battle that they refuse even to re-deploy. Even in the face of overwhelming odds, the Angels of Vengeance fight on, frequently emerging from the fires of battle having sustained enormous losses, but having earned such victories as lesser warriors could only dream of. The Chapter's very future has been put in jeopardy more than once, beginning with their appalling depletion during the Forgotten Wars. More recently, in the aftermath of the Siege of San Apolis, the Chapter was forced to spend almost a century rebuilding before it could do battle once more.


    CHAPTER ORGANISATION

    Thoughout their history, the Angels of Vengeance have suffered debilitating levels of casualties countless times, each and every occasion more than capable of bringing an ordinary Chapter to its knees. Yet, the Angels of Vengeance are not a normal Chapter and have managed to avoid crippling events like the Siege of San Apolis becoming an all too regular occurrence by an almost excessive deviation from the Codex Astartes, more so than any other Unforgiven Chapter.

    The most glaring divergence from the standard Codex Adherent Chapter organisation would be the fact that the Angels of Vengeance field fifteen Company-like formations, called Orders, not the Codex-standard ten. Of these fifteen Orders, two, the first and second Orders, are comparable to the Dark Angels' Deathwing and Ravenwing, known as the Dreadwing and the Raptorwing. Another notable omission is the Angels of Vengeance's lack of a dedicated Scout Company, each individual Order instead maintaining at least a couple dozen unassigned Neophytes; these adolescent recruits will undergo intense daily training under the supervision of the Order's Chaplains before being accepted as a full-Initiate and assigned his first combat duties in one of the Order's Initiate squads.

    In a further deviation from the Codex Astartes, the Chapter's third-through-fifteenth Orders are not separated into Battle Companies and Reserve Companies as they would be in other Unforgiven Chapters, with the third-to-fifth Companies belonging to the former, and the rest the latter. In their place, the Angels of Vengeance divides their remaining thirteen Orders into two categories: Crusade Orders and Reserve Orders. Furthermore, unlike other Chapters, any of the Angels of Vengeance's Orders can be either a Crusader Order or a Reserve Order. Of these two, Crusade Orders bare the main duties of combat, with each sworn to a particular mission upon the Order's appointment to a Crusade-footing. At inception, these Crusade Orders can number anywhere between one-hundred to two-hundred-or-so Battle-Brothers, the vast majority of these being untempered Initiates, with a small assortment of more experienced and veteran squads interspersed amongst them. While in comparison, a Reserve Order upon designation will often only consist of a couple dozen of the Order's most hardened warriors, reforged time and time again in the most cataclysmic warzones known to Humanity, as such, a Reserve Order will often spend several years, if not decades, recouping their losses while assisting in nearby Crusade Orders' campaigns.

    It is only through this shifting and cycling of the Orders, as well as their vast recruitment population that the Chapter has managed to maintain its presence amongst the stars as well as it has. Without either of these, the Angels of Vengeance may have long passed into legend.


    VENGEANCE

    For nearly six-thousand years following their founding, the Angels of Vengeance existed as a Fleet-Based Chapter, claiming no one world as their own, instead preferring to operate within their numerous crusade fleets, establishing Chapter Keeps on every world they conquered or reclaimed throughout the Ultima Segmentum and beyond. It was only through this vast, unnumbered amount of recruiting worlds that the Chapter had managed to sustain itself through the centuries, and even then, there had been more than one occasion in the Chapter's history where even these worlds were not enough to prevent the Chapter's numbers from becoming dangerously depleted. As millennia passed, and the Chapter's leadership ceded from one Chapter Master to the next, the Angels of Vengeance began to concede that if they wished to continue persecuting battle in the Emperor's name effectively, that they would need to find a way to further increase their recruiting population, and plans to establish a Chapter Homeworld were drawn up.

    For over two Solar Centuries, the Chapter's exploratory fleets and emissaries scoured the length and breadth of the Eastern Fringe, searching for a suitable system in which to claim their homeworld. It was an arduous task, for the Eastern Fringe was - and remains to this day - largely unexplored; home to both a variety of unknown Xenos as well as numerous widely dispersed and isolated human colony worlds. More than one ship and even a whole exploratory fleet were lost during this period but the Angels of Vengeance did not falter, commanding their emissaries further and further into uncharted space. Until, eventually, the 16th exploratory fleet came across system 16-81 Lambda, otherwise known to local Rogue Traders as the Sildan System.

    The Sildan System was, like many other such systems in the Eastern Fringe, a long-forgotten and isolated human colony, separated from the rest of Humanity at some point during the Age of Strife. The system itself consisted of eight planets orbiting around a main-sequence star roughly seventeen times larger than Sol. Of those eight planets, only two were habitable - the third and fourth planets of the system - with both planets boasting technologically-advanced feudal cultures. The fourth planet, at the time known as Praelium, was heavily populated, its governance divided between three warring Knight Houses, each vying for dominion over the planet's largest and most resource-rich continent.

    At the time of the Angels of Vengeance's first arrival in-system, the current hostilities had been ongoing for over a century, though this was only the most recent of a long list of planetary conflicts dating back to before the time of the Great Crusade. No records detailing just how this unending cycle of war had started had survived the passage of time, yet each side in the conflict had wracked up too many blood debts for the others to allow any one-side to take control of the continent unopposed. And with each flare of hostilities, scores of Knights would be deployed into battle, each of the Knight Houses only able to properly maintain and equip their forces through the prodigal production facilities of the seventh planet's Forge Moon, Praxus. Settled some centuries after Praelium, Praxus' Cult Mechanicus settlers colonised the moon in order the secure its rich deposits of precious metals and minerals for themselves, rendering their services impartially to the Knight Houses of Praelium in exchange for vast tithes of resources mined from the planet's surface.

    Isolated as they were from the rest of the Imperium, these Tech-priests had managed to retain in their possession various assorted STC templates heretofore assumed lost to Humanity, including several designs now considered highly heretical by the modern Adeptus Mechanicus. So it was, that when the Angels of Vengeance formally arrived in-system and declared their intent to claim the system as their own, that an accord was struck between the Adeptus Astartes and the Tech-priests of Praxus. In exchange for backing the Chapter's claim over Praelium and supplying them with all the weapons, equipment and technology they needed, the Tech-priests were allowed to retain their monopoly over the STC fragments they possessed, so long as they refrained from pursuing any forbidden avenues of technology. Hard-pressed by the Angels of Vengeance's revelations on the state of decline in the Imperium's technology, the Tech-priests readily accept the terms of the agreement, helping to bring peace to Praelium and beginning construction upon what would become the Chapter's Fortress Monastery.

    In the centuries that have followed, Praelium, and the Sildan system at large - know both simply known as Vengeance - have become a lynchpin for both the Sub-sector and the Sector at large, the system itself having weathered devastating attacks from the Necron Arrynmarok Dynasty, the T'au Empire's Second and Third Sphere Expansions, the Ork Empire of Jagga, and splinters of the Tyranid Hive Fleet Kraken, each one dashing themselves to pieces against the Angels of Vengeance's impenetrable defences. The planet Vengeance itself boasts the most impressive of these defences, with its largest continent dominated by the heavily fortified Black Mountains, a series of interconnected mountain ranges which form the basis of the Angels of Vengeance's Fortress Monastery, known as the Blackstone Tower. Each individual mountain in these chains is a formidable bastion in its own right, bristling with defence lasers, macro cannon turrets, and powerful void shields capable of warding off orbital bombardments or sustained assaults from Titan god-machines.

    Beyond the great slopes of the mountains, amongst the grasslands and great-forests of the continent lies the planetary capital of Triquetra. Established in the wake of the Angels of Vengeance's descent on to the planet as a neutral location for the Knight House of the planet to convene, Triquetra quickly flourished, soon becoming the planet's largest and most prosperous city. It is here that the High Kings of the Knight Houses and their Barons gather for the High Conclave, a once-in-a-decade event composed of a series of trials, from which the Supreme High King of the planet will be crowned. Each High Conclave is vastly different from the last, with that year's hosting Knight House determining the specific number of trials and their contents, with displays of martial prowess or skill being the most common of trials.
    Last edited by Fox Of 9; 08-08-2020 at 21:16.

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    The Orders/The War-Companies/Order Veterans

    THE ORDERS

    At the forefront of the Angels of Vengeance's many wars, the Orders fight in the name of the Emperor, the Lion and Humanity. Utterly dedicated to their Chapter, these warriors conduct themselves with conviction and heroism on battlefields all across the galaxy.

    The organisation of the Angels of Vengeance owes more to the ideals behind their initial inception and the necessary tenants and doctrine required to maintain the ability to properly prosecute the actions those ideals entail than to the formal dictates of the Codex Astartes. The fifteen Orders that make up the Chapter - with the exception of the 1st and 2nd Orders - are more akin to individual warrior-brotherhoods ruled over by their master and his council of advisers.

    An Order's commander is known as a Paladin, a warrior whose only master is the Chapter Master himself. Below the Order Paladin stand his Company Captains, veteran warriors elected to their position by their peers. Each Company Captain will command anywhere from forty to one-hundred battle-brothers on their Paladin's behalf. Unlike the Codex Astartes' Battle Companies, which are based around six squads of Tactical Marines, two of Assault Marines, and two of Devastators, the Angels of Vengeance's Orders are instead based primarily around two types of squads, Chevalier Squads and Initiate Squads, with each Order differing in the exact number of each. In addition to these two main types of squads, each order will retain a small number of specialist squads, each formed of hand-picked veteran warriors elevated into the Chapter's Inner Circle. To ensure mobility and support, each Order also maintains enough Rhino and Razorback APCs to transport all of their warriors into battle. Finally, each Order has its own headquarters and territory within the Angels of Vengeance's massive Fortress Monastery and has its own spacecraft, armoury and other facilities. In almost all aspects, it is a separate, almost self-sufficient entity.

    Unlike most other Chapters, the Angels of Vengeance do not replenish their slain battle-brothers from other Orders, instead, each Order will attend to their losses internally, promoting battle-proven Initiates into one of the Order's Chevalier Squads or assigning newly trained Neophytes to one of the Order's Initiate Squads. To be able to do this, each Order cultivates their own supply of Neophytes, either recruiting directly from Vengeance and its surrounding planets and systems or one of the Chapters numberless Keeps within wider space. While these transitions are laden with ritual and meaning, with each Order having their own unique rites of initiation, this is not to obfuscate information and stratify knowledge, at least not to the extent of their other Unforgiven brothers. That is not to say that there are no divisions between the information battle-brothers of the Chapter receive of their Primogenitor Chapter's mysterious history, but that there are both less of them and each is much more distinct. For example, all Initiates within the Chapter will have the learned the same truths as one another, but all will have learned less than any one of the Chapter's Chevalier, who in turn will know less than their Order Veteran brothers.


    THE WAR-COMPANIES

    In war, one commander cannot be everywhere at once - nor should he attempt to be - with the duty of overseeing far-flung battlefields falling to each Order's Company Captains, and their War-companies.

    The War-companies of each Order bear main duties of combat and are the ever-enduring core around which every strike force is formed. On the attack they are without remorse, striding unflinchingly through the fire of their foes; in defence, they are utterly unyielding, the enemy dashing themselves to pieces against the Angels of Vengeance's impenetrable lines. And while not as tactically flexible as a standard Space Marine Chapter's Battle Companies, each War-company acts as the anvil upon which the Chapter's more specialised units will break the enemy.

    The bulk of each War-company is comprised of Initiates, with each Company fielding five fifteen-men squads when at full strength. These squads are formed of the least experienced Brothers in each Order, thrust into the merciless maelstrom of war, each exchange forging them anew. Each squad is led by a Preceptor, a battle-brother equal parts grizzled veteran and aspiring chaplain, their keen insights and roaring exhortations serves to make each of these squads to be much more than the sum of experience would suggest.

    To support these inexperienced warriors, each War-Company includes at least two squads of Chevaliers, veterans of dozens, if not hundreds of campaigns. The iron resolve of the Angels of Vengeance's Chevaliers is the stuff of legends, and they are renowned throughout the Imperium. Humourless, merciless and murderously efficient, these skilled warriors form the adamantium backbone of each of the Chapter's War-companies. Adaptability is the hallmark of these squads, their battle-brothers well versed in the arts of fighting with blade and pistol, heavy weapons such as missile launchers and plasma cannons, and specialist weapons like the flamer, meltagun or grav-gun. It is this versatility that makes these Chevalier Squads so indispensable. They can be tasked with holding ground, with providing fire support, or with charging headlong into the bloody storm of close combat - often all within the course of a single battle - and will fulfil each new command with speed and skill.


    ORDER VETERANS

    Oft clad in swirling monastic robes, faces shadowed by deep cowls, squads of Angels of Vengeance Order Veterans are a sinister sight upon the field of battle.

    Unlike the Company Veterans of other Unforgiven Chapters, the Order Veterans of the Angels of Vengeance are not all masters of both long-ranged firefights and vicious, close-quarters combat. While they are trained to wield any weapon in the Chapter's arsenal, each Veteran's proficiency in one form of warfare has been polished to near-perfection, with like-minded warriors grouped together to form highly specialised, and impossibly adept squads. Each of these warriors is a fully-inducted member of the Chapter's Inner Circle, their fanaticism strengthening both their own resolve and that of their brothers.

    The master marksmen of the Perditor Squads are deployed wherever the line is thinnest or a priority target is spotted. These warriors are icily calm, standing firmly against enemy fire and placing each shot with an artisan's skill. Perditors are issued with the Chapter's heaviest and often otherwise forbidden or proscribed weaponry, and visit absolute devastation to their Chapter's enemies. These veterans fight wordlessly, the bark of their guns all the form of expression they require.

    Where the Chapter's brothers teeter on the edge of defeat, or a swift, vicious blow is required to collapse the enemy's defences entirely, that is where the Order's Domitor Squads will strike. There courageous heroes into the thick of the fray, pistols spitting fury and blades carving crimson arc through the foe. Heroes all, the Domitors are undisputed masters of close-quarters combat, able to plunge headlong into seemingly hopeless battles and emerge, bloody and triumphant. Shock and speed are weapons the Domitors use well, falling upon their foes before the enemy is aware of their danger, and butchering them before they can retaliate.

    When an objective must be achieved, no matter the cost, it is the Excubitors that the Chapter sends forth, consummate warriors and tacticians both. Their plans ever-shifting and complex, by their mind will defences will be circumvented and scoured from their sight. Their strength tempered in decades and often centuries of combat, by their might will headlong charges will be met with unmatched ferocity. None can stand before the unquestionable might of these veterans.
    Last edited by Fox Of 9; 08-08-2020 at 13:20.

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    The Dreadwing/The Raptorwing/Strike Forces

    THE DREADWING

    The Dreadwing are the Angels of Vengeance's 1st Order. Like the other elite battle-brothers of the other Unforgiven Chapters, they fight clad exclusively in ancient suits of Terminator armour. Near invincible and utterly indomitable, they are the Chapter's ultimate weapon against the Fallen, the warrior elite charged with confronting and eliminating these renegades. As such, only those who have shown incredible skill at arm and total loyalty to their Chapter can undergo the exacting rites of initiation required to join the Dreadwing. Those who survive the mental, physical and spiritual rigours of this ritual take their place amongst the ranks of their Chapter's elite.

    Less renowned than their Deathwing counterparts, the Dreadwing are still an unmatched assault force, capable of marching unflinchingly into the heaviest of enemy fire. They can teleport straight into the midst of battle, ripping the heart from the enemy army. No foe is too great for them to subdue, and no mission is too difficult or dangerous for them to complete. Equipped with, and expert in the use of otherwise proscribed and forbidden weaponry, the Dreadwing are marked by their fire-blackened and chem-scalded armour. And their reputation is such that the mere sight of them is enough to put many a foe to flight.

    However, there are drawbacks of using such deadly weaponry, and the inevitable physical toll it takes on their bodies. Despite their genetically-enhanced Astartes physiology, members of the Dreadwing often display the physical effects of long-term use and proximity to such toxic weaponry, including radiation-induced cellular degeneration, abnormally pale skin that displayed unhealthy lightning-storms of veins and blood-bruises staining the flesh, yellowed-jaundiced eyes, and aggressive and rare forms of cancer which often resulted in the replacement of the affected organs with augmetic replacements.

    To suffer through such a torturous existence requires courage and a boundless hatred of the foe: emotions that burn fiercely within the breasts of those bought into the Inner Circle. In battle, these warriors are beacons of righteous fury, leading their brothers to pound their enemies into a bloody, unrecognisable pulp. All Dreadwing are utterly devoted, following the commands of their superiors without question and willingly performing any act, no matter how heinous, in the name of their unrelenting hatred of the enemies of the Imperium of Man.


    THE RAPTORWING

    Camoflauged and unseen, the Raptorwing are the Angels of Vengeance's masters of lightning-fast attacks. Hunters almost without peer, they strike from the shadows with sudden force, seeking to confound and dispatch their foes as quickly as possible.

    Whether picking off the sentries of an enemy fuel dump with pinpoint sniping or springing carefully prepared ambushes for the foe's supply convoys, the Angels of Vengeance's 2nd Order are well versed in guerrilla warfare. However, these actions are but preparations, baiting the trap for their true targets. When it comes time to strike, the bike-mounted majority of the Raptorwing will tear from the undergrowth, pressing heedlessly forward through the enemy's fire to carve into their ranks like a blade through a monster's throat.

    Like the Dark Angels' Ravenwing, the Raptorwing is comprised of some of the finest riders and pilots their Chapter has to offer, and is an ideal force for fast assault missions, with far-ranging Huntsmen Squads and bike-mounted Outrider Squads acting as their own advanced reconnaissance force. These scouting elements will often remain in wait for days if not weeks as they surveil their foes, plotting out enemy patrols and marking critical targets. Other times, they will take to concealed vantage points and panic the enemy with long-range sniping, or harass the foe's flanks in order to disrupt their ability to attack or defend. Then, when the moment is right, the heavier armed and armoured units of the Raptorwing will gun their engines and roar into the fight en masse, a hurtling gale of armour, blazing guns and roaring chainswords that sweeps the enemy before it.

    Should a vital target present itself, the Raptorwing mount teleport homers upon their bikes that allow them to summon the ghastly might of the Dreadwing to the battlefield; not only does this all but guarantee victory, it also gives a clue to their true, veiled purpose. Known only to their Order Paladin, and to the carefully selected Inner Circle members of his Talon elite, the mission of the Raptorwing is to hunt out and run to ground Fallen Dark Angels. This is why every member of the Raptorwing must be not only an expert rider and hunter but also fervently dedicated to his Chapter. More than any other force, the battle-brothers of the Raptorwing are likely to be exposed to the pernicious lies of the Fallen. They must, therefore, be unquestioning in their faith, and are monitored closely at all times by their Chaplains.


    STRIKE FORCES

    Across the galaxy, the Angels of Vengeance fight in countless different war zones, against a myriad of foes. To best combat these threats, their strike forces combine different elements of their Chapter's strength into deadly armies that are greater than the sum of their parts.

    The Lion's greatest legacy is his strategic genius - a quality passed on to his sons through the Chapter's gene-seed. This trait manifests exponentially as an Angel of Vengeance ascends towards the rank of Paladin. Such officers can plan a campaign to the last detail, execute faultless assaults, and assemble impenetrable defences instinctively. Central to this ability is the deployment of the correct mix of squads, vehicles and support elements. To this end, the Angels of Vengeance form strike forces - self-contained armies assembled to prosecute a specific campaign or vanquish a particular foe.

    Every Chapter keeps tomes within its Librarius that detail templates for different strike forces, each with its own specific battlefield strengths. For most Chapters, their main source of such lore is the Codex Astartes, however, due to the Chapter's vast divergence from the standard organisational structure that the codex outlines, the Angels of Vengeance have had to adapt and manipulate many of these to suit their own needs. Throughout the millennia, many scrolls have been penned by the Chapter's subsequent Chapter Masters, each detailing a specific strike force unique to the Angels of Vengeance. Collectively, these writings are known as the Index Iudiciis and are stored in stasis-sealed armaglass deep within the lowest levels of the Blackstone Tower.

    Many specialist formations are detailed within the Index Iudiciis, from the mighty anvil that is the Black Wall, to the lightning-fast speartip assault force of the Starfall Strike Force. All share one common factor: though applicable against any number of foes, their doctrines and composition make them excellent tools which with to hunt the Fallen, ready in a heartbeat to hurl themselves against any defence the renegades might possess and counter any weapon they may deploy.

    The strike force most frequently used by the Angels of Vengeance - known as the Vengeance Strike Force - is structured primarily around a War-company supported by elements of the Dreadwing and Raptorwing. The strike force is often strengthened by specialist Order veteran squads for added tactical flexibility and lethality, as well as vehicles from the Order's Armoury for heavy fire support. An extremely versatile and powerful weapon of war, the Vengeance Strike Force possesses the killing power to crush whole armies of heretics, or safeguard entire hive cities from xenos predation. As with all Angels of Vengeance strike forces, it is likewise always ready to deliver the killing blow should one of the Fallen be foolish enough to drop their guard.
    Last edited by Fox Of 9; 08-08-2020 at 21:31.

  6. #6
    Chapter Master Fox Of 9's Avatar
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    In The Name Of Vengeance

    IN THE NAME OF VENGEANCE

    For ten millennia, the Angels of Vengeance have slaughtered the Imperium's foes and defended its citizens with grim efficiency, bringing hope to Humanity and terror to their foes. They have fought across the length and breadth of the known galaxy and plunged themselves into the eternal, frigid night of the intergalactic void. Yet for every noble act, another, darker deed lies hidden in the Chapter's annals. And now, as the darkness rises all around and Humanity faces its last, greatest battle for survival, the Angels of Vengeance are needed as never before.



    • The Great Crusade (ca. 798.M30-005.M31) - As the Warp Storms of the Age of Strife subside, the Emperor and His newly created Space Marine Legions forge outwards from Terra to reconquer the galaxy. First amongst the Legions' number are those who would come to be known as the Dark Angels. It is while reclaiming the planets colonised by Humanity during the Age of Strife that the Primarch Lion El'Jonson, one of the lost sons of the Emperor, is discovered on Caliban, and is reunited with the Legion made from his gene-seed. Under El'Jonson's leadership, the newly renamed Dark Angels serve the Emperor’s cause with great distinction, claiming more victories than any other Legion save for the XVI - the Luna Wolves, under the command of El'Jonson's brother Horus.

    • The Horus Heresy (005-014.M31) - Knowing the Dark Angels and their Primarch would remain stubbornly loyal to the Emperor, the Warmaster Horus orders them to the Eastern Fringe on the far side of the galaxy. Hampered by distance, ambushes set up by the traitorous Night Lords and daemonic attacks, the Dark Angels cannot ultimately reach Terra in time to participate in the defence of the Imperial Palace, the culminating battle of the civil war.

    • Fall Of Caliban (ca. 014.M31) - Caliban is torn apart by betrayal, and the Fallen are scattered across the galaxy.

    • The Founder's Exile (ca. 014.M31) - Unable to bring himself to be a part of what he sees as a betrayal of both the Emperor and the Lion, Amir Kuhn, Grand Master of the Dark Angles' 18th Order resigns from his post and placing himself in self-imposed exile, he takes with him just over a thousand of his most loyal subordinates, and together they instigated a self-proclaimed crusade of vengeance against the renegade Space Marines of the Traitor Legions.

    • The Great Scouring (014-021.M31) - With the Emperor grievously wounded by Horus and confined to His Golden Throne, the armies of the Imperium strike back against the reeling Traitors after the Battle of Terra. The Dark Angels Legion plays a significant role in these campaigns of vengeance and is integral in driving out the forces of Chaos from multiple systems and forcing them to retreat into the Eye of Terror.

    • A Legion No More (Unknown Date.M31) - The Dark Angels accept, for the most part, the strictures of the Codex Astartes, splitting what remains of their Legion into separate Chapters of 1,000 Astartes each. These Successor Chapters become collectively known as "the Unforgiven."

    • The Forgotten Wars (580.M31-632.M32) - During an unspoken period of their history, referred to as the Forgotten Wars, rumours led the Dark Angels, along with three of their Successor Chapters, the Angels of Vengeance, the Angels of Redemption and the Lions Sable, to embark upon a harrowing campaign to track down multiple Fallen. The clues led them through Segmentum Obscurus, deep into the Gothic Sector, and eventually into the Eye of Terror itself. In hindsight, it is easy to see that the Ruinous Powers baited the Dark Angels. Only the Dark Angels' irrepressible resolve allowed them to escape, and they paid a high price in casualties. The Lions Sable were completely annihilated. To cover up their immediate losses after their warriors were thought lost to the Warp, the resources of the recruiting world of the Lions Sable - the ebon orb of Nachwald - were usurped to replenish the Angels of Vengeance and the Angels of Retribution. The Dark Angels staged a false plasma explosion aboard the Rock to explain their loss of records, for it was decided by the Inner Circle to destroy all records relating to the event. Of the Forgotten Wars, the Dark Angels do not speak, nor has it entered into the apocryphal tales told to their initiates. They have gone to great lengths to ensure all references to that campaign or to the Lions Sable have been stricken from the records available to the Adeptus Terra. Deep in the dungeons of the Rock are secreted the only remaining accounts, and only those of the Inner Circle ever learn of that heroic sacrifice that must forever go untold.

    • Reconcilliation Of Angels (Unknown Date.M33) - Following the Angels of Redemption's initiative, the other Unforgiven Successor Chapters, aided by the vast armouries of The Rock, re-equip their 1st and 2nd Companies in emulations of the Dark Angels' Deathwing and Ravenwing. This marks the first recorded instance of an Angels of Vengeance Chapter Master - since their first Chapter Master, Amir Kuhn - stepping onto the Dark Angels' Fortress Monastery.

    • A New Homeworld (ca. 710-958.M35) - Having realised that the Chapter needs to improve its foundation if it is to continue prosecuting its battles against the Imperium's foes, the Angels of Vengeance search for and establish a new Chapter homeworld in the Sildan system of the Eastern Fringe. Construction of the Chapter's Fortress Monastery takes nearly a quarter of a century, and on its completion, both the planet and the system are renamed Vengeance in honour of the occasion.

    • The Red Heresy (290-310.M36) - During the Age of Apostasy, the Red Heresy Plague erupts deep in the Segmentum Tempestus across the heavily populated star cluster known as the Don'lorth Sector, foreshadowing of the later battles that would become known as The Plague of Unbelief. It is here that the Cult of the Old Gods rises. Agitators and anarchists stir up the hives into open rebellion. Workers in their untold billions are urged by red-robed priests to cast off their shackles, to reject the corpse-god Emperor. The horrific slaughter of all agents of the Adeptus Administratum and Adeptus Ministorum is enough to draw in vast fleets of Imperial armed forces. Seeking a quick way to end the rebellion, the Silver Skulls Chapter deploy en masse in a desperate attempt to kill the leaders behind the rising cult. The hunt is disastrous - with Drop Pod assaults ambushed and multiple Thunderhawks brought down en route to their objectives. Only the arrival of Dark Angels Deathwing and Ravenwing forces, along with the 3rd Company of the Angels of Vengeance, staves off certain defeat. However, the Silver Skulls observe the Deathwing forsaking the battle in pursuit of a mysterious robed Space Marine, which later turns out to be the notorious Fallen known as Cypher. Before Cypher escapes, an Angels of Vengeance Librarian detects several Fallen ensconced within the red-robed hierarchy of the Red Heresy. The Silver Skulls are left to dig themselves out of their own predicament. They do so, but openly condemn the Dark Angels and their Successor; another formal protest is filed to the High Lords of Terra.

    • Siege of Dominus Prime (673.M36) - The Dark Angels and the Angels of Vengeance both deploy their entire 1st Companies to end the five-year deadlock in the Imperial assault against a rebel tyrant. Nigh on two-hundred Terminators crack open the "unassailable fortress" and massacre the Traitors. In truth, the Unforgiven's numbers were substantially higher, and several prisoners were taken back to The Rock for questioning.

    • The Blackest Time (666-686.M38) - Three Grand Masters of the Ravenwing are lost in a single year in 666.M38, each one slain while in pursuit of a group of Fallen Dark Angels. This marks the beginning of an unprecedented two-decade period where the Ravenwing has no Grand Master. During this time, the Ravenwing are given direct orders from the Grand Master of the 2nd Company of the Angels of Vengeance, as the Dark Angels wait until a suitable candidate can be found from within their own ranks.

    • Destruction of Grymm's Landing (550.M40) - One of the first and most reliable of the Dark Angels' recruiting worlds, Grymm's Landing, is destroyed in an uprising, instigated by the Alpha Legion and supported by elements of the Night Lords. The Angels of Vengeance respond, deploying two whole Orders, as well as reinforcements from the Chapter's Dreadwing. The Space Marines experience heavy resistance planet-side, having to fight through unending waves of Renegades, cultists and madmen. The campaign lasts two months, but finally, despite massive casualties, the Angels of Vengeance manage to exterminate every living thing from the surface of Grymm's Landing.

    • Siege of San Apolis (Unknown Date.M40) - During this campaign, the Angels of Vengeance's losses are so severe that they are forced to spend almost a Terran century replenishing their ranks and their gene-seed stocks before being able to actively serve the Emperor and do battle effectively once more.

    • A Legacy Reforged (614.M41) - Following the death of Chapter Master Hezekiah at the hands of the Fallen, Amos Chorazin is named as his successor by the members of the Chapter's Inner Circle. Upon ascension to his new rank, Chorazin declares to the assembled members of the Chapter that the Imperium had grown weak and that it was dying. Surrounded amongst the clamorous outcries raised from his fellow Space Marines, Chorazin swiftly quieted those who denounced him, calmly explaining that this too was a sin of the Chapter's and their burden as Astartes to bear. As silence and order returned to the gathering, Chorazin swore an oath to each and every battle-brother there, declaring that for as long as he lived he would never allow the Imperium to fall.

    • The Foundling And The Vagrant (731.M41) - As a small infant, the boy who would go on to be known as Michael Gabriel is discovered by the Lord Protector of House Corvere while out on a ranging expedition into one of the planet's great forests. The child is found accompanied by a hulking, robed giant of a man who refused to give his name when asked, simply referring to himself as "The Praeceptor". The Lord Protector helps escort the unlikely pair back to civilisation, whereupon he adopts the infant child as his own and appoints the strange vagrant as the child's swordmaster upon his urging.

    • The Eleven-Hundred-And-Fifty-Eighth Court Of Blades (748.M41) - The 1158th Court Of Blades is interrupted when the adopted son of House Corvere's Lord Protector throws himself into the arena from the stands, declaring the rite of free challenge - an archaic challenge long consigned to the annuls of history. Amused by the both the boy's audacity and knowledge, Nathan Hosea, the Chaplain overseeing the Aspirant Trial, sanctions his challenge, declaring the boy must defeat one-hundred opponents in a row to fulfil his rite and be admitted to the Chapter. Over the next three hours, the young aspirant dispatches opponent after opponent, until for the hundredth opponent, the Chaplain himself steps into the sparring circle. Already exhausted by the previous ninety-nine bouts the young boy barely manages to last five blows against the Astartes and is knocked unconscious into the dirt of the arena. It is not until hours later that he awakes, finding himself already deep within the bowels Blackstone Tower.

    Last edited by Fox Of 9; 12-08-2020 at 16:55.

  7. #7
    Chapter Master Fox Of 9's Avatar
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    Forces Of The Angels Of Vengeance/Vengeance Strike Force

    FORCES OF THE ANGELS OF VENGEANCE


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

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

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

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

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


    VENGEANCE STRIKE FORCE

    The Vengeance Strike Force allows you to represent the typical structure of an Angels of Vengeance army on the Warhammer 40,000 battlefield. Whether you wish to field a full Order with support elements to cleanse an entire star system of foes, or a force assembled to tackle a specific threat, the choices below offer a great way to pick your army.

    For example, David's Angels of Vengeance collection consists of Michael Gabriel, Kedar Mara, a Company Captain, a Librarian, three Chevalier Squads, four Initiate Squads, two units of Dreadwing Terminators, an Excubitor Squad, two Raptorwing Land Speeders, a Sword Strike Interceptor, a Land Speeder Vengeance and a Land Raider Crusader.

    If David wishes to organise his collection using the Battle-forged method - as described in
    Warhammer 40: The Rules - all of his units need to be a part of a detachment or a Formation. David achieves this by choosing one Vengeance Strike Force and one Combined Arms Detatchment from Warhammer: 40,000: The Rules.

    The Vengeance Strike Force in David's army consists of one Core choice, one Command choice and two Auxillary choices. Specifically, it consists of an Inner Circle (Michael Gabriel), a War-company (the Company Captain, two Chevalier Squads and three Initiate Squads), a Dreadwing Eradication Host (Kedar Mara and both of the Dreadwing Terminator Squads) and a Raptorwing Dark-blade (both Raptorwing Land Speeders and the Land Speeder Vengeance).

    Both of David's last Chevalier Squad (Troops) and Initiate Squad (Troops), his Librarian (HQ), his Excubitor Squad (Elites), his Sword Strike Interceptor (Fast Attack) and his Land Raider Crusader (Heavy Support) form a Combined Arms Detachment. As all of his units belong to Detachment or Formation, David's army is a Battle-forged army. The units that are part of Vengeance Strike Force, therefore, have the Stubborn Fanaticism Command Benefit, whilst those that are part of the Combined Arms Detachment have the Objective Secured Command Benefit. Finally, David chooses Michael Gabriel to be his Warlord - the Vengeance Strike Force is, therefore, his army's Primary Detachment.


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

    COMMAND BENEFITS:
    Bloodied But Victorious: If a Vengeance Strike Force includes one or more Inner Circle Conclaves, then, in games which would normally have a random game length, the Angels of Vengeance player's opponent can opt to play six full turns instead of the roll to end the game being made.

    Company Support: If a Vengeance Strike Force includes two War-companies, then together they may form an Order. Any unit from the Order that has the option to take a Rhino, Razorback or Drop Pod as a Dedicated Transport may take one at no points cost (though they must pay for any additional upgrades and options as normal).

    Stubborn Fanaticism: All Non-vehicle models in this Formation have the Feel No Pain (6+) and Stubborn special rules.


    CORE:
    WAR-COMPANY:
    • 1 Nathanael Eyal or Company Captain.
    • 0-1 Excubitor Command Squad
    • 2-3 units of Chevaliers
    • 2-4 units of Initiates
    • 0-1 unit of Dreadnoughts

    INNER CIRCLE CONCLAVE:
    • 3-4 units chosen in any combination from the following list:
      - Excubitor Squad
      - Domitor Squad
      - Perditor Squad


    AUXILIARY:
    DREADWING ERADICATION HOST:
    • 1 Kedar Mara, Interrogator-Chaplain, Librarian or unit of Dreadwing Knights
    • 2-4 Dreadwing Terminator Squads
    • 0-1 Dreadwing Command Squad
    • 0-1 unit of Venerable Dreadnoughts

    RAPTORWING HUNTER SQUADRON:
    • 1 unit of Raptorwing Talons
    • 1-2 units chosen in any combination from the following list:
      - Raptorwing Hunters
      - Raptorwing Outriders

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

    CLOSE AIR-SUPPORT FLIGHT:
    • 2 Vengeance Gunships

    INTERCEPTOR FLIGHT:
    • 2 Swordstrike Interceptors

    CHAPTER ANCIENTS:
    • 1-2 units of Dreadnoughts
    • 0-1 unit of Venerable Dreadnoughts

    ARES SIEGEBREAKER COHORT:
    • 3 Land Raider Ares

    THE SWORD OF VENGEANCE:
    • 1 Techmarine
    • 1 unit chosen from the following list:
      - Land Raider
      - Land Raider Crusader
      - Land Raider Redeemer
    • 1-3 units in any combination chosen from the following list:
      - Predators
      - Vindicators
      - Whirlwinds

    ARMOUR:
    • 1 unit chosen from the following list:
      - Predators
      - Vindicators
      - Whirlwinds


    COMMAND:
    INNER CIRCLE:
    • 1 unit chosen from the following list:
      - Amos Chorazin
      - Kedar Mara
      - Eran Boaz
      - Michael Gabriel
      - Nathan Hosea
      - Interrogator-Chaplain
      - Librarian
      - Order Paladin
    Last edited by Fox Of 9; 31-08-2020 at 12:28.

  8. #8
    Chapter Master Fox Of 9's Avatar
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    Angels Of Vengeance Wargear List

    ANGELS OF VENGEANCE WARGEAR LIST

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

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


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


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

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


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


    Dreadwing Heavy Weapons
    A model wearing Terminator armour may replace its storm bolter with one of the following:
    • Volkite culverin..... 10pts
    • Plasma incinerator..... 25pts
    • Irradiation engine..... 30pts
    • Cataclysm missile launcher1..... 40pts


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


    Special Weapons
    A model may replace its Melee weapon or boltgun with one of the following:
    • Flamer..... 5pts
    • Raptorwing grenade launcher3..... 5pts
    • Melta gun..... 10pts
    • Grav-gun or plasma gun..... 15pts
    • Plasma repeater4..... 20pts


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


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


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


    Relics Of Vengeance
    Only one of each relic may be taken per army. A model may replace one weapon with one of the following:
    • Anmael's Reach..... 10pts
    • The Champion's Blade..... 15pts
    • Staff Of Dread7..... 25pts
    • Kuhn's Silver Blade..... 30pts
    • The Mask Of Iron6..... 35pts
    • Armour Of Caliban8..... 60pts


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



    1Does not replace the model's storm bolter.
    2Perditor Squads only.
    3Raptorwing Talons, Raptorwing Command Squads, and Raptorwing Outriders only. Replaces the Space Marine Bike's twin-linked boltgun.
    4Excubitor Squads and Excubitor Command Squads Only.
    5May not be taken by a Techmarine, or a model equipped with Terminator armour or a Space Marine bike.
    6Does not replace one of the character's weapons.
    7Librarians only. Replaces their Force Weapon.
    8Replaces the character's frag and krak grenades. May not be taken by a model equipped with Terminator armour, a jump pack or a Space Marine bike.
    9May not be taken by a Land Raider of any type.
    Last edited by Fox Of 9; 29-08-2020 at 22:36.

  9. #9
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    Kedar Mara/Eran Boaz/Michael Gabriel

    HQ




    Kedar Mara
    210Pts
    DREADBRINGER OF THE DREADWING


    Even without his weapons and armour, the Dreadbringer of the Dreadwing is a terrifying sight to behold, his unnaturally face pale and yellowed-jaundiced eyes capable of making even the most experienced Imperial Guard Commanders avert their gazes in discomfort and horror. However, the uneasiness his allies feel in his presence is nothing compared to the terror his enemies feel as he marches unflinchingly through the heart of their battle lines, every swing of his monstrous, two-handed battle-axe cutting through swathes of their finest soldiers.

    As a commander, Mara leads from the front, expecting nothing but perfection from the warriors under his preview, his Dreadwing brethren fighting their way through impossible odds beneath their ghastly Paladin's gaze. Mara has good reason for his stern style of leadership. For he knows that with every chance they fail to seize, and every battle-brother lost, the task of hunting down the Fallen becomes that much harder. No matter what miracles he and his brethren may achieve, vengeance will always require more...


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


    WARGEAR:
    • Terminator armour
    • Iron halo
    • Teleport homer

    WARLORD TRAIT:
    • The Oncoming Dread

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

    The Reckoning:
    If he is deployed via Deep Strike, Kedar and any Dreadwing Command Squad, Dreadwing Terminator Squad or Dreadwing Knights he accompanies will automatically arrive in your first turn.


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

    RELICS OF VENGEANCE:

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

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

    Last Rite: After losing his left arm to a daemonically possessed member of the Fallen, Kedar had the chapters artificers craft him this frightening replacement. Stronger than his original arm, this talon-tipped bionic arm also incorporates a heavily modified heavy flamer that is fueled by a liquid solution derived from Phosphex, a rare, corrosive and toxic incendiary compound utterly inimical to life.

    Range
    S
    AP
    Type
    -
    +1
    3
    Melee, Rending
    Template
    5
    2
    Assault 1, Gets Hot, Inexstinguisable Flames, Poisoned (3+)
    Inexstinguisable Flames: If a unit suffers one or more unsaved Wounds from an attack with this special rule, it is set ablaze and continues to burn – mark it with a coin or counter for each unsaved Wound as a reminder. At the end of each turn, roll a D6 for each unit with one or more Inextinguishable Flame counters. On a 3 or less, the flames die out and the unit is no longer ablaze – remove your counter(s). On a 4+, the unit takes a single Strength 5 AP2 hit with the Ignores Cover special rule for each counter on the unit. These Wounds are Randomly Allocated and do not themselves generate additional Inextinguisable Flame counter(s).






    Eran Boaz
    200Pts
    HUNTMASTER OF THE RAPTORWING


    The Huntmaster of the Raptorwing is a hunter without peer, and with the shadows as his cloak and speed as his ally, no enemy can elude Boaz for long. Some try to hide, while others strive to meet him in battle, but neither course will avail them. When not operating far behind enemy lines, he can often be found at the head of his brethren from the Raptorwing, every one of his sword's blows leaving contrails of blood streaming through the air behind him.

    A consummate rider and courageous almost to the point of madness, Boaz and his retinue of most skilled Talons have been known to, in the direst of circumstances, deploy directly into battle from the internal hold of a low-flying Thunderhawk gunship, hurtling into the middle of the enemy's line at near terminal velocity. Only the superlative skill of Boaz and his riders and their super-human Astartes physique stops this dangerous form of deployment from being tantamount to suicide, and he has been called to censure by others of the Inner Circle for this recklessness more than once. Yet none can deny the effectiveness of this particular unorthodox strategy when they witness it in the heat of battle, Boaz and his brethren's charge smashing through anything and everything that stands between them and their quarry.


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


    WARGEAR:
    • Artificer armour
    • Plasma pistol
    • Frag grenades
    • Krak grenades
    • Iron halo
    • Space Marine bike
    • Special issue ammunition
    • Teleport homer

    WARLORD TRAIT:
    • See, But Don't Be Seen

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

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


    RELIC OF VENGEANCE:

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

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






    Michael Gabriel
    190Pts
    SWORD OF VENGEANCE


    One of the youngest Order Paladins in the Chapter's history, and a swordsman without equal in the Chapter, Gabriel is one of a new breed of heroes raised under Chorazin and Hosea's guidance. And, in the last half-a-century, no Order has boasted more honours than the Tenth Order under Gabriel's command. This is not to say that he is a brilliant strategist, able to appraise the most complex tactical situations with but a glance, but that Gabriel is an apex predator, with his every move and thought betraying his true nature. Even at a council of war he is always watching, always planning, always hunting.

    Trained with a blade since the day he could hold one, Gabriel's sword tears through the air in a shimmering blur of cuts, thrusts and parries that no opponent can survive long. As such, in battle, he can often be found at the forefront of his Order's lines, a singular figure slicing his way through the foe, seeking out the greatest champions the enemy has to offer and meeting their blades in single combat.


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


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

    WARLORD TRAIT:
    • Champion Of Vengeance

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

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

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

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

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

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

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


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

    RELIC OF VENGEANCE:

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

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



    Last edited by Fox Of 9; 26-08-2020 at 20:12.

  10. #10
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    Nathanael Eyal/Nathan Hosea/Order Paladin

    Nathanael Eyal
    90Pts
    THE YOUNG HERO


    Tutored in his youth by Gabriel's adopted-sister, Nathanael Eyal is - for his age and experience - one of the Chapter's sharpest minds and greatest commanders. Since his elevation to his position of Company Captain nearly four decades ago, this young hero of the Chapter has supervised numerous planetary invasions and lightning-quick speartip assaults, but it is on the defensive that his prowess as a military commander shines. As was his duty upon Scurilla II, where he and a force of less than forty-five of his battle-brothers defended the planetary space port's main - and only functioning - plasma generator against a Chaos Warband thrice their size for over forty-eight hours straight. At the end of the battle, when Eyal's reinforcements arrived, they were forced to dig through piles of dead Chaos Space Marines several deep to even gain access to the generator room itself, such was the fury and efficiency of the Captain and his brothers.


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


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

    WARLORD TRAIT:
    • Brilliant Planning

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

    Stalwart Defender:
    Friendly Angels of Vengeance units within 6" of Nathaneal Eyal that consist only of models from the Angels of Vengeance Faction can, when chosen as the target of a charge, either choose to fire Overwatch at Ballistic Skill 2, or gain the Counter-attack special rule until the end of the phase (in which case the unit cannot fire Overwatch).


    RELICS OF VENGEANCE:

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

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

    Execution Pistol: If the To Wound roll for an attack with this weapon is a 6, it has the Instant Death special rule.





    Nathan Hosea
    225Pts
    GRAND MASTER OF CHAPLAINS


    Even before he was interred within the sacred sarcophagus of his dreadnought, Nathan Hosea was known as an Interrogator-Chaplain whose mere presence on the battlefield could change the tides of war. Under his gaze, his brothers would fight ever-harder, their strength bolstered by his fiery and bellicose rhetoric that, amplified by his vox grill, thundered above the din of combat. Those same canticles of wrath would send lesser enemies quailing in fright of the Interrogator-Chaplain's zeal. His service as in this way as the Chapter's Grand Master of Chaplains lasted for three long centuries, until, upon the renegade Forge World of Castern, were Hosea was caught a close-range by a traitorous Onager Dunecrawler's Eradication Beamer, nearly killing him. Fortunately, Hosea's will kept what little was left of his shredded body alive long enough for him to be placed within one of the Chapter's most revered Venerable Dreadnought chassis. Now, bellowing furious, vox-amplified catechisms of hate, Hosea strides towards the foe, small arms fire pattering uselessly off his armoured hull as his terrified victims try to fight back, their efforts to no avail.


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


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

    WARLORD TRAIT:
    • Suffer Not The Works Of Heretics

    SPECIAL RULES:
    • Fear
    • Inner Circle
    • Preferred Enemy (Chaos Space Marines)
    • Venerable
    • Zealot

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


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

    RELIC OF VENGEANCE:

    Reliquarius: Similar to the Rosarius carried by Angels of Vengeance Chaplains, this device houses a powerful protective Conversion Field emitter that grants additional protection from enemy fire.

    Nathan Hosea has a 5+ invulnerable save





    ORDER PALADIN
    95Pts

    Blades held ready, the Order Paladins lead their brothers into battle with grim determination. They are supreme warriors, but unforgiving and coldly distant figures whose strategic brilliance echoes that of the Lion himself. Brooding and reserved, the Paladins of the Angels of Vengeance are not oft given to the inspirational theatrics common amongst their counterparts in other Chapters. Rather, they devote all of their attention to the complete and utter annihilation of their enemies. Advancing at a steady pace, Order Paladins place every blade-thrust with the same unyielding determination their Chapter is known for. All the while, they show consummate tactical mastery, maintaining an awareness of troop dispositions and grand-scale battlefield manoeuvres that would put the most skilled strategium adept to shame.


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


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

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

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



    Last edited by Fox Of 9; 20-08-2020 at 18:02.

  11. #11
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    Company Captain/Interrogator-Chaplain/Librarian

    COMPANY CAPTAIN
    50Pts

    In the absence of the Order's Paladin, its Company Captains are entrusted with overall command of the Order. Elected by their peers rather than being nominated by a superior, these warriors are part of both the core of each Order's Inner Circle and the Chapter's Inner Circle as a whole, often acting as counsel to the Chapter Master himself. Thus, to be raised to the position of Company Captain is a rare honour indeed, one that few Angels of Vengeance will ever ascend to. On the battlefield, an Order Captain acts as his Paladin's Lieutenant, leading elements of the Order in ad hoc formations called War-companies. If a Company Captain sufficiently proves themself and earns the respect of both his own Order and the Chapter's other Paladins, he may well find himself next in line when his Paladin finally passes on or is elevated to a higher office.


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


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

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

    OPTIONS:
    • May replace chainsword with a relic blade..... 25pts
    • May take a storm shield..... 10pts
    • May take a Space Marine bike..... 20pts
    • May take artificer armour..... 20pts
    • May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • If a Space Marine bike is not taken, a Company Captain may replace his bolt pistol, chainsword, frag and krak grenades with Terminator Armour, storm bolter, and power sword..... 30pts
    • A Company Captain in Terminator armour may replace his power sword with a relic blade..... 10pts
    • A Company Captain in Terminator armour may take items from the Terminator Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • If neither a Space Marine bike nor Terminator armour is taken, a Company Captain may instead be accompanied by up to two Sword Bearers..... 65pts/model





    INTERROGATOR-CHAPLAIN
    115Pts

    The sinister, hooded forms of the Interrogator-Chaplains stalk the battlefield, ever ready to dispense violent and bloody absolution. Where the enemy resists, the Interrogator-Chaplains cut deep like scalpels slicing into flesh, leading their brothers in the pitiless dissection of the foe. Privy to the secrets of the Inner Circle, these menacing warrior-priests of the Angels of Vengeance are tasked with securing any and all information they can coerce from captured members of the Fallen. This is a dark and terrible task, for the subjects of their interrogations are ancient and powerful beings with wills of iron. An Interrogator-Chaplain must, therefore, be capable of any deed - no matter how cruel or horrific - if it will break his victim's resolve. This readiness to inflict sanity-flaying horrors upon their victims extends beyond the torture chambers withing the Chapter's Battle Barges and Fortress Monastery; an Interrogator-Chaplain in battle knows precisely where to strike his victims for maximum effect. With every swing of his crozius, an Interrogator-Chaplain elicits piteous wails of agony from his foes. Thus does a wave of terror spread before these skull-helmed figures, the enemy sure in the knowledge that death itself has come to claim them.


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


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

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

    OPTIONS:
    • May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • May take a power fist..... 25pts
    • May take a Space Marine bike..... 20pts
    • If neither a power fist nor Space Marine bike is taken, an Interrogator-Chaplain may replace his bolt pistol, frag and krak grenades with Terminator Armour and storm bolter..... 30pts
    • An Interrogator-Chaplain in Terminator armour may take items from the Terminator Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • An Interrogator-Chaplain in Terminator armour may replace his storm bolter with a combi-flamer, -melta or -plasma..... 5pts





    LIBRARIAN
    65Pts

    Enemies fall screaming to the ground, lost to agony and terror as the Librarians of the Angels of Vengeance advance upon them. An insidious, fear-inducing cloud emanates from them, called into being by their sinister psychic powers. The Librarians' eyes glow and their lips move in silent mantras, armoured fingers forked into arcane symbols as they cut and thrust with the blades of their minds. Against their interromancy powers, even the most heavily armoured warriors are defenceless. One after another, they clutch their skulls with shaking hands, and crumple to the floor as their life-force is extinguished, or turn their guns upon themselves in a desperate attempt to block out the horror. So perish all those who seek to stand against the Angels of Vengeance - cowering on their knees, begging for the benediction of a swift death.


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


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

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

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

    OPTIONS:
    • May be upgraded to Psyker (Mastery Level 2)..... 25pts
    • May take items from the Ranged Weapons, Special Issue Wargear and/or Relics Of Vengeance lists.
    • May take a Space Marine bike..... 20pts
    • If a Space Marine bike is not taken, a Librarian may replace his bolt pistol, frag and krak grenades with Terminator Armour..... 25pts
    • A Librarian in Terminator armour may take one of the following:
      - Storm bolter..... 5pts
      - Combi-flamer, -melta or -plasma..... 10pts
      - Storm shield..... 10pts
    • A Librarian in Terminator armour may take items from the Special Issue Wargear and/or Relics Of Vengeance lists.
    • If neither a Space Marine bike nor Terminator armour is taken, a Librarian may instead be accompanied by up to two Sword Bearers..... 65pts/model



    Last edited by Fox Of 9; 02-10-2020 at 11:19.

  12. #12
    Chapter Master Fox Of 9's Avatar
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    Chaplain/Techmarine/Sword Bearers/Lian Batarisel

    CHAPLAIN
    90Pts

    Roaring praise to the Emperor, the Chaplains of the Angels of Vengeance exhort the battle-brothers around them to ever-greater acts of heroism. When these spiritual leaders take to the battlefield, the air fills with fiery rhetoric and bombastic oaths of battle, armouring their battle-brothers in faith and conviction. Away from the chaotic maelstrom of battle, these stern war-priest are often sought out for their counsel. This is for good reason, for one of their many tasks is supervising the Chapter's recruitment. Even the most experienced Order Paladin bows to the wisdom of a Chaplain, for every master of an Order was once brought into the brotherhood of the Angels of Vengeance by such a mentor.


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


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

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

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





    TECHMARINE
    65Pts

    Amid the fury of battle, even the mightiest engines of war can be crippled, reduced to smoking wrecks by heretical works of the foe. It is the task of the Techmarines to repair this damage, to shepherd their mechanical flock through the horrors of one war zone after another and sustain their machine spirits through the sorest tests of faith. In this duty, the Techmarines the Angels of Vengeance are both fearless and selfless, braving the most murderous cauldrons of enemy fire to reach damaged vehicles in need of aid. Under covering fire of gun Servitors and fellow battle-brothers, and often taking up their own formidable weapons to keep the foe at bay, the Techmarines work with icy calm to re-route power flows, spot-weld repairs to armour plating and coax motive actuators and weapons systems back into life.


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


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

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

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

    • Each Servitor with a Servo-arm in his unit +1
    • Techmarine has a Servo-harness +1

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


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


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


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





    SWORD BEARERS


    The origins of the Angels of Vengeance warriors known as Sword Bearers stretches back to Caliban's antiquity, where they acted as the bodyguards and champions of The Order's Masters and commanders, constantly putting their bodies between the enemy and their master. Warriors granted the honour of being named a Sword Bearer were highly sought after, for it was not only a recognition of their martial prowess but their reasoned counsel as well. Off of the battlefield, Sword Bearers performed several ceremonial duties as well, such as bearing their master's sword to any formal ceremony, showing that they had come unarmed and with honourable intentions; it is from this duty that the position gained its name.

    Like many positions in The Order, the title of Sword Bearer was one that any Calibanite could attain, their birth-status nor hereditary mattered, not even their gender came into consideration; the only thing that mattered was their proficiency with the blade. It is directly due to this unique nature of The Order that nearly ten millennia later has led to one of the finest Sword Bearers the Angels of Vengeance have ever known, Lian Batarisel.


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


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

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

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

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


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

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


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


    Honour Guard:
    Many Angels of Vengeance characters have the option of taking Sword Bearers as an upgrade. If taken, they and the character are treated as a single unit.

    If an Angels of Vengeance character has the Independent Character special rule, he and his Sword Bearers are permitted to join other units, in which case, both the character and his Sword Bearers join the unit. If the character then leaves the unit, all his surviving Sword Bearers also leave the unit with him.

    If the Independent Character is killed whilst part of a unit, his surviving Sword Bearers are thereafter part of that unit and cannot leave it; the Independent Character's unit has been completely destroyed for the purposes of any victory conditions.

    If the Independent Character is killed while he is not joined to another unit, do not remove any surviving Sword Bearers - in this case, the unit is not completely destroyed until all the Sword Bearers have been removed as casualties as well. There Sword Bearers cannot join other units. Another Independent Character can join the surviving Sword Bearers, but as they are not his upgrades, he cannot take them with him if he then joins another unit.


    LIAN BATARISEL
    • Duelist's Fervour
    • Fearless
    • Hatred (Chaos Space Marines)
    • Heroic Sacrifice
    • Honour Guard
    • No Redemption! Only Vengeance!

    A Warrior Apart:
    If Lian is part of a unit, that unit cannot benefit from her Fearless or Stubborn special rules, nor use her Leadership Value when making Morale checks, Pinning tests and Fear tests.


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


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



    Last edited by Fox Of 9; 21-08-2020 at 10:09.

  13. #13
    Chapter Master Fox Of 9's Avatar
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    Chevalier Squad/Initiate Squad

    TROOPS




    CHEVALIER SQUAD
    75Pts

    Chevalier Squads are made up of an Order's more veteran Space Marines, warriors who have traded in the deaths of countless xenos, Heretics and apostates across hundreds of worlds and dozens of campaigns. Where an objective must be seized, these squads attack in a storm of gunfire and combat blades. Where the line must be held, courageous warriors plant their feet, raise their weapons, and fight to the last. Armed with boltguns, grenades, and Codex-approved heavy and special weapons, Chevalier Squads are superbly versatile strategic assets. Yet, their greatest weapons are their indomitable spirit and their decades of combat experience - invaluable virtues that combine with the battle-brothers' fearsome arsenal and superhuman physiques to render them amongst the greatest warriors in the galaxy. Whether pressing forward on the attack or standing stubborn and immovable in defence, these heavily armoured, highly skilled warriors are the bane of their foes and an almighty boon to their comrades.


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


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

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

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





    INITIATE SQUAD
    130Pts

    The battlefield is the proving ground for the Angels of Vengeance's Initiates. They learn the craft of war where the fighting is fiercest, each brother tempered by battle, their fury quenched by the flowing blood of the foe. Conscious of their Preceptors' stern glares, these novitiate warriors whisper newly-learned hymnals of righteous devastation as they slide into firing positions and stare down their weapons' sights. As the Initiate Squad's volleys ring out across the battlefield, enemy warriors are blown from their feet, heads and limbs blasted apart and torsos torn to ribbons by drumming boltgun fire. Through this devastation the Angels of Vengeance's Initiates advance, weapons still blazing.

    The Preceptors who lead these squads are both martial and spiritual leaders, with each one of them having earned multiple Merit and Devout badges in service to their Chapter - often represented in the battle-brother having their Power Armour modified by the Chapter's artisans to display a skull-faced helm. In many ways, the position of Preceptor is but the first step of many in a Space Marine's path to becoming a Chaplain.


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


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

    SPECIAL RULES:
    • And They Shall Know No Fear
    • No Redemption! Only Vengeance! (Preceptor Only)

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




  14. #14
    Chapter Master Fox Of 9's Avatar
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    Excubitor Squad/Excubitor Command Squad/Dreadnought/Venerable Dreadnought

    ELITES




    EXCUBITOR SQUAD
    105Pts

    Moving with unhurried menace, their robes flowing in the ash-clogged winds of war, the Excubitors advance towards their objective. Their eye-lenses blaze from beneath heavy cowls as the foe comes into sight; their weapons are raised - the full fury of their Chapter's arsenal primed and ready. Taking careful aim, the Excubitors let fly, their solemn silence broken by the sudden thunder of their guns. Plasma blasts howl through the air to explode amid the foes with ruinous force. Hails of bolts and gouts of flame reduce enemy warriors to scorched and blasted corpses. No fortress can block their way. No foe can avoid their fury. No objective can escape their grasp. For they are their Chapter's wardens and can be relied upon to complete their mission regardless of the cost and no matter the odds.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Excubitor 4 4 4 4 1 4 2 9 3+ Infantry 4 Excubitors
    Excubitor Praefectus 4 4 4 4 1 4 2 9 3+ Infantry (Character) 1 Excubitor Praefectus


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

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

    OPTIONS:
    • May include up to five additional Excubitors..... 21pts/model
    • Any model may take items from the Melee Weapons and/or Ranged Weapons lists.
    • For every five models in the squad, two Excubitors may take an item from the Special Weapons list.
    • If the squad numbers ten models, one Excubitor may take one item from either the Special Weapons or Heavy Weapons lists.
    • Any model may take melta bombs..... 5pts/model
    • Any model may take one of the following:
      - Combat shield..... 5pts/model
      - Storm shield..... 10pts/model
    • The unit may select a Drop Pod, Rhino or Razorback as a Dedicated Transport.





    EXCUBITOR COMMAND SQUAD
    105Pts

    As the Angels of Vengeance plunge headlong into the most lethal of battles on behalf of Humanity, the warriors of the Ecubitor Command Squads must place themselves at the very forefront of these raging conflicts. Beneath the ancient glory of one of their Chapter's honoured banners, the Excubitor Command Squad fights with cold determination. Acting as bodyguards to a hero of the Chapter's Inner Circle, these hand-picked Order Veterans are pledged to follow their master's every command without a second's hesitation. Should brothers fall wounded, the Apothecary tends to their wounds and gets them back into the fight. Should a mighty warrior of the foe bar their path, the Company Champion steps forth to do battle, the honour of his brothers mantled upon his broad shoulders. Meanwhile, the remaining Excubitors maintain a constant hail of fire into the enemy, picking out crucial targets at their lord's direction, sealing their victim's doom with a barrage of bolt shells and plasma blasts.


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


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

    SPECIAL RULES:
    • Honour or Death (Company Champion only)
    • Inner Circle
    • No Redemption! Only Vengeance!

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





    DREADNOUGHT
    100Pts

    Enemies are scattered before the blazing heavy weapons of a Dreadnought like leaves in a gale. If still-living Angels of Vengeance are severe and vengeful, the revenant pilots of these war machines are ever more so. They advance unflinchingly into the heaviest enemy fire, war-hymnals booming from their vox-amps with all the righteous anger of the Lion. Grinding corpses beneath its armoured tread, the Dreadnought wades into the foe's midst, firing as it goes. Infantry dies in droves, annihilated by the ancient walker's firepower or smashed aside by its massive hydraulic fist. Heretic war machines are made short work of, torn open or simply smashed onto their roofs by the Dreadnought's furious blows. Marching in support of their still-living brothers, a single Angels of Vengeance Dreadnought serves as both an indomitable warrior and an inspiring example of the Chapter's true undying spirit.


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


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

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





    VENERABLE DREADNOUGHT
    125Pts

    Heroes of legend clad in mighty bodies of ceramite and adamantium, the Venerable Dreadnoughts of the Angels of Vengeance are amongst the eldest and most determined members of the Chapter's Inner Circle. Revered for the wealth of lore and history that resides within their minds, these warriors who have fought to enact their Chapter's vengeance for - in many cases - thousands of years, are also terrifyingly effective, combining the expertise of one of the Adeptus Astartes' most skilled war heroes with the might and weaponry of a walking tank. Their every shot is perfectly placed, punching through weak spots in enemy armour to blow tanks sky high or fell the greatest champions of the foe. Their every blow in close combat hits like a strike from the Primarch himself, striking down their enemies with frightening ease, hurling broken bodies through the air. None can stand before these ancients and live, not even the mightiest of the Fallen.


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


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

    SPECIAL RULES:
    • Inner Circle

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


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



    Last edited by Fox Of 9; 21-08-2020 at 10:11.

  15. #15
    Chapter Master Fox Of 9's Avatar
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    Dreadwing Terminator Squad/Dreadwing Command Squad/Dreadwing Knights

    DREADWING TERMINATOR SQUAD
    200Pts

    Whether teleporting into battle amid a great corona of crackling energy discharge or striding down the assault ramp of a hulking Land Raider, the Terminators of the Dreadwing obliterate all before them. Their firepower is a storm of death, shredding the enemy with such fury that many do not realise they are under attack before they are reduced to little more than radioactive ash. Striding over the ruins of their foes, the Dreadwing press the attack with merciless efficiency, return fire rebounding from the super-dense plates of their fire-blackened and chem-scalded Terminator armour. Those who seek to meet these vengeful angels at close quarters fare no better, for every swing of the Terminators' mighty power fists sees another victim splattered into pieces across their comrades. Soon, nothing remains of the foe but mangled, smouldering remnants.


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


    WARGEAR:
    • Terminator armour
    • Storm bolter
    • Power fist

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

    OPTIONS:
    • May include up to five additional Dreadwing Terminators..... 40pts/model
    • One Dreadwing Terminator may be upgraded to Dreadwing Sergeant, replacing his power fist with a power sword..... free
    • Any model may replace all of its weapons with:
      - Two lightning claws..... free
      - Thunder hammer and storm shield..... 10pts/model
    • Any Dreadwing Terminator may replace his power fist with a chainfist..... 5pts/model
    • For every five models in the squad, two Dreadwing Terminators may take an item from either the Terminator Heavy Weapons or Dreadwing Heavy Weapons lists.
    • The Dreadwing Sergeant may replace his storm bolter with one of the following:
      - Volkite charger..... 5pts
      - Plasma blaster..... 15pts
    • The unit may take a perfidious relic of the Unforgiven..... 15pts
    • The unit may select a Land Raider, Land Raider Crusader or Land Raider Redeemer as a Dedicated Transport.





    DREADWING COMMAND SQUAD
    200Pts

    Armoured boots crushing bone and rubble to dust, the warriors of the Dreadwing Command Squad advance at the side of their commanding officer and lend their might to his own. With their penchant for deploying by mass teleport straight into the heart of the enemy, the Dreadwing often finds itself beset from all sides. As such times, the Dreadwing Command Squad provide a rock-solid rallying point, their standard flying proud above the maelstrom of screaming faces and clashing blades. Though not equipped with some of the more proscribed and forbidden weaponry that the other forces of the Dreadwing operate with, the Dreadwing Command Squad is more than suitably armed; capable of annihilating the foe at both close and long-range, these elite battle-brothers support the hero to whom they have been assigned, tearing through every threat that stands in his path.


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


    WARGEAR:
    • Terminator armour
    • Storm bolter
    • Power fist

    SPECIAL RULES:
    • Honour or Death (Dreadwing Champion only)
    • Inner-Circle
    • No Redemption! Only Vengeance!

    OPTIONS:
    • One Dreadwing Terminator may be upgraded to a Dreadwing Sergeant, replacing his power fist with a power sword..... free
    • One Dreadwing Terminator in the army may take:
      - Dreadwing Order Banner..... 20pts
      - Sacred Standard..... 35pts
    • One Dreadwing Terminator in the army may be upgraded to the Dreadwing Champion, replacing all of his weapons with a calibanite war blade and a close combat weapon..... free
    • One Dreadwing Terminator in the army may be upgraded to the Dreadwing Apothecary, replacing his power first with a Narthecium..... 5pts
    • Up to two Dreadwing Terminators that have not been upgraded with one of the options above may take an item from the Terminator Heavy Weapons list.
    • Any Dreadwing Terminator may replace all of his weapons with:
      - Two lightning claws..... free
      - Thunder hammer and storm shield..... 10pts/model
    • Any Dreadwing Terminator may replace his power fist with a chainfist..... 5pts/model
    • The Dreadwing Sergeant may replace his storm bolter with one of the following:
      - Volkite charger..... 5pts
      - Plasma blaster..... 15pts
    • The unit may take a perfidious relic of the Unforgiven..... 15pts
    • The unit may select a Land Raider, Land Raider Crusader or Land Raider Redeemer as a Dedicated Transport.





    DREADWING KNIGHTS
    280Pts

    Spread across a dozen or more warzones at a time, the Dreadwing is often split into many smaller hosts - similar in function to the other Orders' War-companies. At the forefront of these Hosts stand the Dreadwing Knights, the Angels of Vengeance's ultimate weapon against the Fallen, capable of crushing any resistance and subduing even the mightiest of foes. These squads of elite veterans are in turn led by a Master of the Host, each one, one of the greatest and most acclaimed warriors of the Chapter, every command and action inspiring his brothers to greater heights, forging them into a singularly lethal force upon the field of battle. So armed with their terranic greatswords, these Dreadwing Knights advance upon their quarry with the inevitability of death, neither Warp-infused Daemon nor rampaging Tyranid monstrosity able to stay their wrath.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Dreadwing Knight 5 4 4 4 1 4 2 9 2+ Infantry 4 Dreadwing Knights
    Master of the Host 5 5 4 4 2 5 3 10 2+ Infantry (Character) 1 Master of the Host


    WARGEAR:
    • Terminator armour
    • Storm bolter
    • Terranic greatsword

    SPECIAL RULES:
    • Adamantium Will
    • Fear
    • Inner-Circle
    • No Redemption! Only Vengeance!
    • Precision Strikes

    Wall of Shields: If every model in this unit is equipped with a storm shield (including models with the Independent Character special rule that have joined it) and is in base contact with at least two other models from this unit when the unit is selected as the target of a charge, the charging unit counts as having made a disordered charge. However, if the unit was already locked in combat from a previous turn, or has Gone to Ground, this special rule has no effect and the attackers count as having charged normally.

    OPTIONS:
    • May include up to five additional Dreadwing Knights..... 45pts/model
    • Any model may replace all of its weapons with a calibanite war blade and storm shield..... free
    • Any model may replace his storm bolter with:
      - Combi-flamer, -melta or -plasma..... 5pts/model
      - Plasma-caster..... 10pts/model
    • Any Dreadwing Knight may take a cataclysm missile launcher..... 40pts/model
    • The Master of the Host may take items from the Special Issue Wargear and/or Relics of Vengeance lists.
    • The unit may select a Land Raider, Land Raider Crusader or Land Raider Redeemer as a Dedicated Transport.



    Last edited by Fox Of 9; 29-08-2020 at 22:40.

  16. #16
    Chapter Master Fox Of 9's Avatar
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    Raptorwing Command Squad

    RAPTORWING COMMAND SQUAD
    195Pts

    Roaring from the undergrowth and into battle at the side of one of their Chapter's greatest heroes, the Talons of the Raptorwing Command Squad ride down all who bar their path. Like the Knights of old Caliban, these veteran warriors thunder out of the gloom in the wake of their heroic leader to smite their monstrous foes. Those enemies not stuck from their feet at close quarters are instead gunned down at range, every roaring volley of fire rending another wave of foes, their skulls burst, legs scythed away, organs pulped. Beneath the fluttering form of their standard, the warriors of the Raptorwing Command Squad form a rallying-point for one of the most fearsome fast-strike forces in the galaxy, their heroic example leading their brothers to greatness time and again.


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


    WARGEAR:
    • Close combat weapon
    • Frag grenades
    • Krak grenades
    • Space Marine bike
    • Special issue ammunition
    • Teleport homer

    SPECIAL RULES:
    • Hit & Run
    • Honour or Death (Raptorwing Champion only)
    • Inner Circle
    • No Redemption! Only Vengeance!
    • Raptorwing
    • Skilled Rider

    OPTIONS:
    • One Raptorwing Talon in the army may take:
      - Raptorwing Order Banner..... 20pts
      - Sacred Standard..... 35pts
    • Up to two Raptorwing Talons may each take one item from the Special Weapons list.
    • One Raptorwing Talon in the army may be upgraded to the Raptorwing Apothecary, taking a Narthecium..... 30pts
    • One Raptorwing Talon in the army may be upgraded to the Raptorwing Champion, replacing his close combat weapon with a calibanite war blade..... 10pts



    Last edited by Fox Of 9; 21-08-2020 at 10:11.

  17. #17
    Chapter Master Fox Of 9's Avatar
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    Rhino/Razorback/Drop Pod/Land Speeder Storm

    FAST ATTACK




    RHINO
    35Pts

    With a tireless devotion to match that of the warriors they carry into battle, the Rhino APCs of the Angels of Vengeance shrug off incoming fire and plough through obstacles that bar their way. The storm bolters of these dauntless transports play right and left, spitting streams of shells into the foe and scourging them from the Rhino's path. Only once they have reached their destination do the Rhinos skid to a halt, engines rumbling and storm bolters continuing to roar. With a whine of hydraulics, the Rhino's hatches swing open, squads of Angels of Vengeance deploying to gun down their foe with ruthless efficiency. Swift, reliable and resilient, the Rhino APC is as stoic a steed as the Sons of the Lion could hope for, and it forms an indispensable part of their arsenal.


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


    WARGEAR:
    • Storm bolter
    • Searchlight
    • Smoke launchers

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


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

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





    RAZORBACK
    55Pts

    Blasts of potent firepower precede the Razorback into battle, its turret-mounted weapons swivelling rapidly as they hammer the foe with salvoes of fire. A hybrid of a battle tank and transport, the Razorback serves as the preferred mount for Order Veterans and Command Squads alike. As it roars forward, the Razorback provides fast-moving fire support for those advancing alongside it. This role continues after its passengers have disembarked; thanks to its turret-mounted weaponry, the Razorback can eliminate armoured threats, cull large swathes of enemy infantry, or blast open gaps in the foe's defences through which its accompanying warriors can charge. Few vehicles can boast this level of tactical versatility, making the Razorback an ideal transport for the fast-moving, elite forces of the Angels of Vengeance.


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


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

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

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





    DROP POD
    35Pts

    Fired from the launch bays of orbiting Strike Cruisers, Angels of Vengeance Drop Pods plummet toward the planet below. Within, squads of battle-brothers meditate upon the battle to come, ignoring the violent shaking of the pods' atmospheric re-entry as they recite mantras of readiness and renew oaths of devastation. Plunging towards the battlefield, the Drop Pods fire their retros at the last possible moment, the armoured capsules slamming down amidst the panicked enemy with sledgehammer force. Within, electro-candles flare from amber to green, warriors raise their heads from prayer, and bolters are hefted in readiness. A second later, the Drop Pods' locking bolts release with a bang, their hatches crash down, and the Sons of the Lion charge forth like a storm of vengeance to slaughter the unworthy.


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


    WARGEAR:
    • Storm bolter

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


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


    Inertial 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.


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

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





    LAND SPEEDER STORM
    40Pts

    With whispering engines, the Land Speeder Storm steals across the darkened sky, seeking out its prey. Ranging ahead of the Angels of Vengeance's forces, it flies quietly behind enemy lines to deliver its cargo of Raptorwing Huntsmen deep into hostile territory. Hanging from its troop compartment, the keen-eyed passengers scan the battlefield, weapons at the ready. While the pilot flies the craft across the surface of war-torn worlds, the gunner scans the horizon through the sights of his heavy weapon. Mounted on the hull, a sophisticated jamming array sends out pulses of vox-scrambling static to foul the enemy's communications. So stealthy is the Land Speeder Storm that it makes the perfect platform from which to launch a surprise attack on the enemy, who are easy prey for its Raptorwing Huntsmen passengers.


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


    WARGEAR:
    • Cerberus launcher
    • Heavy bolter

    SPECIAL RULES:
    • Deep Strike
    • Scout

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


    TRANSPORT:
    • Transport Capacity: Five models. It can only carry Raptorwing Huntsmen and/or Raptorwing Huntsmen Sergeants (including Raptorwing Huntsman Veteran Sergeants).

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



    Last edited by Fox Of 9; 14-08-2020 at 10:30.

  18. #18
    Chapter Master Fox Of 9's Avatar
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    Domitor Squad/Raptorwing Hunters/Raptorwing Outriders/Raptorwing Talons

    DOMITOR SQUAD
    120Pts

    The Order Veteran's of the Chapter's Domitor Squads slam into the foe like bolts of lightning, driving into the midst of combat to hack, hew and blast their enemies to ruin. These warriors specialise in pinpoint assaults; their skill at arms is such that even one such warrior can change the flow of battle. With a glance, they assess the weak points in the enemy line before bounding into battle in great powered leaps.

    All Domitors use those weapons with which they are deadliest. Though many battle-brothers prefer the classic combination of flesh-ripping chainsword and brutal bolt pistol, just as many wield twin lightning claws, power fists or even more devastating melee weapons such as eviscerators. These tools of destruction aid the Domitors in striking with meteoric force, tearing a bloody wound into the enemy ranks. War engines shudder to a halt, wracked with fiery explosions; elite warriors are overrun, outfought in blistering split-second duels. Even as the last foe falls, the Domitors are already charging towards their next victims.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Domitor 4 4 4 4 1 4 2 9 3+ Infantry 4 Domitors
    Domitor Praefectus 4 4 4 4 1 4 2 9 3+ Infantry (Character) 1 Domitor Praefectus


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

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

    Crushing Onslaught:
    A model with this special rule has the Hammer of Wrath special rule; if they already have the Hammer of Wrath special rule from another source (using their Jump Packs to charge into assault) they make D3 Hammer of Wrath attacks instead of 1.


    OPTIONS:
    • May include up to five additional Domitors..... 24pts/model
    • The entire squad may take jump packs..... 3pts/model
    • Any model may replace its bolt pistol and/or chainsword with one of the following:
      - Power weapon..... 5pts/model
      - Lightning claw..... 5pts/model
      - Grav-pistol..... 15pts/model
      - Plasma pistol..... 15pts/model
      - Power fist..... 15pts/model
      - Thunder hammer..... 20pts/model
      - Storm shield..... 10pts/model
    • Any model may replace his weapons with an eviscerator..... 15pts/model
    • Any model may take any of the following:
      - Combat shield.... 5pts/model
      - Melta bombs..... 5pts/model
    • If the squad does not take jump packs, it may then take a Drop Pod, Rhino or Razorback as a Dedicated Transport.





    RAPTORWING HUNTERS
    105Pts

    Slipping through the tangled terrain of the battlefield with their weapons held ready, the Raptorwing's Hunters shadow their foes like a predator stalks its prey. Often, the first the enemy knows of the Raptorwing Hunters' presence is when its advance is brought to a sudden, violent halt. Heads snap back and warriors crumple to the floor, neat holes drilled through their skulls by long-range bolter fire. The sudden boom of shotguns sees foes thrown from their feet with bloody craters blasted in their chests and backs. Bolt pistols bark, counterpointed by the screams of the dying as enemies caught in the crossfire are torn apart by mass-reactive shells. Even artillery and heavy weapons troopers are not safe, as ambushing Hunters burst from concealment to wreak havoc on the enemy's rear lines. However the Raptorwing Hunters chooses to attack their foes, it will be with total surprise and from an unexpected quarter, their stealth and cunning proving to be just as deadly as bolter and blade.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Raptorwing Hunter 4 4 4 4 1 4 1 8 4+ Infantry 4 Raptorwing Hunters
    Raptorwing Huntmaster 4 4 4 4 1 4 2 9 4+ Infantry (Character) 1 Raptorwing Huntmaster


    WARGEAR:
    • Boltgun
    • Close combat weapon
    • Camo Cloak
    • Frag grenades
    • Krak grenades
    • Special issue ammunition
    • Teleport homer

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

    OPTIONS:
    • May include up to five additional Raptorwing Hunters..... 19pts/model
    • The entire squad may take melta bombs..... 5pts/model
    • Any model may replace its boltgun with one of the following:
      - Bolt pistol..... free
      - Raptorwing shotgun..... free
      - Stalker pattern boltgun 5pts/model
    • Up to two Raptorwing Hunters may each take one item from the Special Weapons list.
    • The Raptorwing Huntmaster may take items from the Melee Weapons and/or Ranged Weapons lists.
    • The unit may select a Land Speeder Storm as a Dedicated Transport.





    RAPTORWING OUTRIDERS
    140Pts

    Racing across the blasted battlegrounds of the 41st Millennium, Raptorwing Outriders use their speed and manoeuvrability to outflank and outwit their foes. Shadowing their enemies' movements, the Outriders probe for weakness and assess the foes intentions. Only once the element of surprise is guaranteed do they strike, roaring suddenly from concealment, guns blazing. The enemy surge to react, only to find themselves tangled in the Outrider's carefully laid traps. Munitions boom and thunder as snare-mines explode with furious force, reducing shocked foes to fountains of flesh and blood. Into the milling survivors slam the Outriders, lashing out with their weapons. Once the enemy is slaughtered, the Outriders begin their hunt anew, searching for another prime target to ambush and destroy.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Raptorwing Outrider 4 4 4 5 1 4 1 8 4+ Bike 4 Raptorwing Outriders
    Raptorwing Harbinger 4 4 4 5 1 4 2 9 4+ Bike (Character) 1 Raptorwing Harbinger


    WARGEAR:
    • Close combat weapon
    • Frag grenades
    • Krak grenades
    • Locator beacon
    • Space Marine bike
    • Special issue ammuniton

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

    OPTIONS:
    • May include up to five additional Outriders..... 26pts/model
    • The unit may take cluster mines..... 20pts
    • Any model may replace its close combat weapon with:
      - Bolt pistol..... free
      - Raptorwing shotgun..... 4pts/model
    • Up to two Raptorwing Outriders may each take one item from the Special Weapons list.
    • If the squad numbers ten models, an additional Raptorwing Outrider may take one item from the Special Weapons list.
    • The Raptorwing Harbinger may take items from the Melee Weapons and/or Ranged Weapons lists.
    • The Raptorwing Harbinger may take melta bombs..... 5pts





    RAPTORWING TALONS
    195Pts

    Terrifying figures upon snarling, armoured steeds, the Talons are the Raptorwing's executioner stroke; more heavily armed and armoured than the rest of their Raptorwing brothers they cleave through the enemy's already weakened lines, riding down their foe without hesitation or remorse.

    Often, the throaty roar of their Space Marine bikes is the only warning their enemy gets, carried on the wind like thunder before a storm. Foes grip weapons tightly, exchanging nervous glances as the ground begins to shudder. And then, with sudden, shocking violence, the Talons strike, bursting from the amongst the undergrowth. Hurtling into the enemy's midst at breakneck speeds, the Talons use their armoured steeds like battering rams. Victims are cut off mid-scream, dragged beneath heavy churning wheels or thrown broken through the air by the impact of the speeding bikes. Those not struck from their feet at close quarters are instead gunned down at range, the Talons' specialized ammunition allowing them to penetrate the densest armour, fell targets at extreme range, or shower their victims in toxic hellfire.


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


    WARGEAR:
    • Close combat weapon
    • Frag grenades
    • Krak grenades
    • Space Marine bike
    • Special issue ammunition
    • Teleport homer

    SPECIAL RULES:
    • Combat Squads
    • Hit & Run
    • Inner Circle
    • No Redemption! Only Vengeance!
    • Raptorwing
    • Skilled Rider

    OPTIONS:
    • May include up to five additional Raptorwing Talons..... 37pts/model
    • For every five models in the unit, up to two Raptorwing Talons may each take one item from the Special Weapons list.
    • The Raptorwing Executioner may take items from the Melee Weapons and/or Ranged Weapons lists.
    • The Raptorwing Executioner take melta bombs..... 5pts



    Last edited by Fox Of 9; 14-08-2020 at 20:22.

  19. #19
    Chapter Master Fox Of 9's Avatar
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    Raptorwing Land Speeders/Vengeance Gunship/Sword Strike Interceptor

    RAPTORWING LAND SPEEDERS
    50Pts

    Due to their far-ranging deployments behind enemy lines, Raptorwing squads lack the heavy firepower provided by the more bulky Space Marine attack bike. In its place, Raptorwing Outriders and Talons rely on the support of their Land Speeder piloting battle-brothers for their dedicated fast-moving fire-support needs. These squadrons of vehicles skim fast and low over the battlefield, sweeping above their prey like murderous shadows. The amount of firepower generated by these squadrons is tremendous, each pass engulfing the foe in a cauldron of explosions that leaves blazing wreckage and smoking corpses in its wake. Whenever the bikers of the Raptorwing face overwhelming odds, the Land Speeders swoop down to even them out. Wherever the quarry looks set to escape, the skimmers race after them, arrow swift, crippling their transports with pinpoint fire. To the foe, the Land Speeders of the Raptorwing seem to strike everywhere at once, always with deadly speed and violence.


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


    WARGEAR:
    • Heavy bolter

    SPECIAL RULES:
    • Deep Strike
    • Scout

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


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





    VENGEANCE GUNSHIP
    145Pts

    Screaming down from the sky, the Vengeance Gunship traces a blazing line of fire and explosions across the battlefield. Where its shadow falls, a low sinister hum follows, the ship's modified plasma storm battery glowing ever brighter as its power cores cycle rapidly to full power. The hum becomes a crackling moan, and then a nerve-shredding howl as the Vengeance Gunship opens fire. Fierce white light strobes across the battlefield, momentarily transforming warriors of both sides into monochrome silhouettes shadowed against the horizon. Then the gunship's plasma salvo slams home into its target, completely obliterating it and leaving nothing behind but glowing vapour and a glassy crater. It's target thoroughly destroyed, the ship's Space Marine pilot scans the battlefield, seeking out another target to pour its firepower into.


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


    WARGEAR:
    • Twin-linked assault cannon
    • Vengeance-pattern plasma storm battery
    • Ceramite plating

    SPECIAL RULES:
    • Strafing Run

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





    SWORD STRIKE INTERCEPTOR
    190Pts

    Swift, agile and heavily armed, the Sword Strike Interceptor makes for an exceptional fighter aircraft. Whether dogfighting amid the tangled spires of an industrial world or screaming through the storm-lashed canyons of a mountain range, the Sword Strike is winged death to enemy flyers. A variant of the Unforgiven's' Nephilim Jetfighter, the Sword Strike Interceptor eschews the torrent of firepower provided by the Nephilim's avenger mega bolter and twin-linked heavy bolter in favour of the formidable penetrating power of two twin-linked lascannons, ensuring that once an enemy aircraft is in its sights the target's destruction is all but guaranteed. With the Sword Strike's enhanced engines and control surfaces, foes hurl themselves into even more desperate evasive manoeuvres, their panic reaching a fever pitch just moments before a salvo of Sword Strike missiles - their warheads boasting sophisticated tracking instruments and impressive explosive yields - punch them from the sky in a tumbling ball of flame.


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


    WARGEAR:
    • Two twin-linked lascannons
    • Four Sword strike missiles

    SPECIAL RULES:
    • Missile Lock
    • Strafing Run
    • Supersonic

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



    Last edited by Fox Of 9; 20-08-2020 at 17:00.

  20. #20
    Chapter Master Fox Of 9's Avatar
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    Raptorwing Land Speeder Vengeance/Perditor Squad/Predators/Whirlwinds/Vindicators

    HEAVY SUPPORT




    RAPTORWING LAND SPEEDER VENGEANCE
    120Pts

    Held aloft by its four powerful anti-gravitic lifter-engines, the Land Speeder Vengeance skims low across the battlefield, guns spitting death and destruction. As its shadow passes, the enemy cower in terror, for here is the most horrific weapon that the Raptorwing has at their disposal. Where the other skimmers and flyers of the Chapter fulfil much-needed fire-support and air superiority roles, the Vengeance is a tool of mass destruction, the final grim and terrible sight that their prey will see, and it is equipped accordingly. Alongside its cupola-mounted heavy bolter or assault cannon, the Vengeance mounts the plasma storm battery, an archaic pair of oversized plasma cannons mated together to fire in sync, much like a twin-linked weapon. With this formidable weapon, the Land Speeder Vengeance is capable of delivering devastating volleys of potent plasma against its foes. Such firepower would be frightening enough from a ponderous battle tank. Mounted on a lightning-fast attack skimmer it is more terrifying still, clear proof that the wrath of the Angels of Vengeance is inescapable.


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


    WARGEAR:
    • Heavy bolter
    • Plasma storm battery

    SPECIAL RULES:
    • Deep Strike
    • Scout

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





    PERDITOR SQUAD
    125Pts

    The firepower of an Angels of Vengeance Perditor Squad can tear apart even the mightiest enemy war engine, or scour whole squads of infantry from the battlefield amid thunderous explosions or gouts of superheated plasma. The Sons of the Lion take well to the use of heavy weapons, for the power to annihilate targets with a single, well-aimed volley tallies with the methodical and considered teachings of Lion El'Jonson, with the veteran battle-brothers of the Chapter's Perditor squads standing preeminent amongst such specialist warriors of the Unforgiven. Each is an expert marksman, able to put a round through a weak spot in their target's armour at several hundred paces, and can advance unflinchingly amid incoming enemy fire, steadily waiting to take the perfect shot that will lay their enemies low. Only when such an opportunity presents itself do their mighty weapons speak as one, unleashing death and destruction on a scale only surpassed by their Terminator armour equipped brethren in the Dreadwing.


    WS BS S T W I A Ld Sv Unit Type Unit Composition
    Perditor 4 4 4 4 1 4 2 9 3+ Infantry 4 Perditors
    Perditor Praefectus 4 4 4 4 1 4 2 9 3+ Infantry (Character) 1 Perditor Praefectus


    WARGEAR:
    • Boltgun
    • Bolt pistol
    • Frag grenades
    • Krak grenades
    • Rad grenades
    • Signum (Perditor Praefectus only)

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

    Methodical:
    A model with this special rule cannot Run or perform Sweeping Advances. However, they can shoot with Heavy or Salvo weapons, counting as stationary even if they moved in the previous Movement phase.


    Scour Them From Sight:
    After a victorious assault, a unit with this special rule may make Snap Shot shooting attacks (with all the usual provisions) against a single enemy unit falling back away from them in combat. This is done before any falling back models are moved, and casualties are selected just as in assault. Units that elect to do this may not make a Consolidation move at the end of the Assault phase. Note that this additional shooting attack may not be performed if the unit is still locked in combat with other units that are not Falling Back.


    OPTIONS:
    • May include up to five additional Perditors..... 25pts/model
    • Any Perditor may take one of the following:
      - One weapon from the Heavy Weapons list.
      - Plasma burner..... 15pts/model
    • The unit may take an armorium cherub..... 5pts
    • The Perditor Praefectus may take one of the following:
      - One weapon from the Heavy Weapons list.
      - Plasma incinerator..... 25pts
    • If neither a weapon from the Heavy Weapons list or a plasma incinerator are taken, the Perditor Praefectus may instead take items from the Melee Weapons and/or Ranged Weapons lists.
    • The Perditor Praefectus may take:
      - Melta bombs..... 5pts
      - Up to three Phosphex bombs..... 10pts each
    • The unit may select a Drop Pod, Rhino or Razorback as a Dedicated Transport.





    PREDATORS
    75Pts

    Barging forward through the wreckage of the battlefield, the Predator battle tanks of the Angels of Vengeance crush the unrighteous beneath their grinding treads. Some Chapter's warriors, most notably the individualistic and impulsive Space Wolves, scorn the Dark Angels and their Successor Chapter's tank crews as stolid and unimaginative. Yet what some mistake for a lack of initiative is, in fact, a well-drilled and methodical approach to battle that sees their Predator squadrons act with impressive synchronicity. The tanks roll into battle, their fire-patterns carefully calculated to provide for one another's advance. When a choice target comes into sight the Predators triangulate their targeting augurs before laying down a barrage of fire that no foe can survive.


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


    WARGEAR:
    • Autocannon
    • Searchlight
    • Smoke launcher

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


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





    WHIRLWINDS
    65Pts

    Behind the relentless advance of the Angels of Vengeance, Whirlwind tanks rumble into position. Their multiple missile launchers swivel to the skies before spitting forth a roaring volley of lethal warheads. Screaming over the Angels of Vengeance lines, the Whirlwind's missiles pummel enemy positions, throwing fire and bodies high into the air amid great gouts of flame and ruptured earth. Finally, the bombardment stops, leaving a pall of thick black smoke drifting across a fire-blasted hellscape of bloody meat and burning wrecks. The Angels of Vengeance stalk forward into this riven wasteland, bolters barking as they put down the shell-shocked survivors. Meanwhile, the Whirlwinds are already one the move, cogitators calculating a new firing solution as they prepare to unleash the Lion's fury once more.


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


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

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


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





    VINDICATORS
    120Pts

    Peering over their barricades, the enemy's eyes widen in horror as they see the bulky silhouettes of Vindicators grinding towards them. Gunners rake the Angels of Vengeance siege-tanks with panicked fire, yet they can do little more than scratch their black paintwork. Horrified troopers throw down their weapons and turn to flee, but they are too late. As one, the muzzles of the tanks' demolished cannons belch fire, lobbing their massive shells at the enemy lines. The earth-shaking force of the blast that follows seems apocalyptic to those nearby. White fire roars outward. Plasteel, rockcrete, and screaming defenders are all vapourised in that instant. As the smoke clears, all that remains is a blazing rent in the enemy's defences, through which the Angels of Vengeance continue their implacable advance.


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


    WARGEAR:
    • Demolisher cannon
    • Searchlight
    • Smoke launcher

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


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



    Last edited by Fox Of 9; 21-10-2020 at 16:25.

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