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

  1. #21
    Chapter Master Fox Of 9's Avatar
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    Land Raider/Land Raider Crusader/Land Raider Redeemer

    LAND RAIDER
    250Pts

    Like a tracked fortress, the Land Raider rolls into battle with enemy fire bouncing harmlessly from its mighty hull. Within, its Angels of Vengeance crewmen maintain a constant mantra, reciting the Thousand and One Canticles of Enforced Absolution as they guide their relic war engine towards the foe. An ancient and belligerent presence, the Land Raider's machine spirt echoes their chant in the snarl of its engine and the pulsing thunder of its guns. Foes disintegrate before its fury, while within the tank's transport bay its passengers offer solemn praise to their armoured protector. Whether painted in the Black of the old Dark Angels' Legion or marked by the telltale fire-blackened and chem-scalded markings of the Dreadwing, the Landraider is a force of both destruction and deliverance upon the field of battle.


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


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

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

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

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





    LAND RAIDER CRUSADER
    250Pts

    Roaring through no-man's land, the Land Raider Crusader smashes over ruins and wreckage without slowing. As it nears the enemy lines, the armoured behemoth swings its guns to bear, raking the foe's defences with a howling storm of fire. Enemy infantry are blown off their feet or flash-blasted to ash, moments before the massive tanks crashes straight through their sundered ranks like a battering ram. With a whine, the Crusader's assault ramp hinges open, clouds of incense billowing forth from its shadowed interior. Striding through this coiling smoke come the Angels of Vengeance, weapons raised and spitting death into the reeling foe. No battle cries accompany this grim spectacle, just the roar of gunfire and the screams of the dying as the enemy's defences collapse.


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


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

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

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

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





    LAND RAIDER REDEEMER
    240Pts

    A terror weapon without equal, the Land Raider Redeemer grinds through the anarchic tangle of urban warfare with its flamestorm cannons blazing. Wherever the foe dig in to resist the Angels of Vengeance's attack, white-hot sheets of flame boil through their ranks. Warriors reel from their strongpoints enveloped in crackling shrouds of flame. Ash billows upon the wind, the enemy chocking upon the blasted remnants pf their own comrades as they fall back before the Redeemer's terrifying wrath. The Angels of Vengeance gunners remain unmoved by the horrors they inflict, solemnly intoning rites of purgation as they watch the enemy shrivel and blacken before their eyes. Redemption is the ultimate goal of the Lion's sons, and under their direction, this mighty tank lives up to its name.


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


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

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

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

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



    Last edited by Fox Of 9; 16-08-2020 at 17:52.

  2. #22
    Chapter Master Fox Of 9's Avatar
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    Amos Chorazin/Land Raider Ares

    LORDS OF WAR




    AMOS CHORAZIN
    235Pts
    KNIGHT-PRAETOR OF THE ANGELS OF VENGEANCE


    Amid the maelstrom of battle, Chapter Master Chorazin commands his battle-brothers with a grim and dour expression, issuing commands with a distant, foreboding calm. Around him, his enemies fall in droves, cut down dispassionately with great sweeping arcs of his Sword of Mourning, their blows rebounding harmlessly off his armour and extensive bionics. As much a predator as he is a warrior and strategist, Chorazin is rarely caught off guard for long, adapting his numerous plans and strategies in moments to accommodate for a myriad of potential threats and possible outcomes, his keen insight identifying the most prominent foes with but a glance. Often, it will be he himself whom Chorazin tasks with the eradication of these threats, accompanied by his trusted brethren of the Chapter's Inner Circle, acting together as a single mighty weapon to smite the foe.


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


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

    WARLORD TRAIT:
    • Unyielding Resolve

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

    Grim Revelation: If Chorazin slays the enemy Warlord in a Challenge, then, immediately before the start of your next turn, you may nominate one enemy unit (this can even be one in reserve; remember to tell your opponent which unit you have nominated), all models in the same Detachment as Chorazin with the Inner Circle special rule may re-roll all failed To Wound rolls and armour penetration rolls against the nominated unit.

    Master of the Battlefield: If Chorazin is your Warlord, roll on the Command Traits table immediately before deploying the first unit in your army. Chorazin has this Warlord Trait in addition to the Unyielding Resolve Warlord Trait.

    OPTIONS:
    • May be accompanied by up to two Sword Bearers..... 55pts/model

    RELIC OF VENGEANCE

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

    Range
    S
    AP
    Type
    -
    x2
    2
    Melee, Two-handed, Unwieldy
    6"
    4
    2
    Assault D3+1, Ignores Cover, Plasma Flame
    Plasma Flame: When making an Overwatch attack any failed To Hit rolls may be re-rolled.





    LAND RAIDER ARES
    300Pts

    The Land Raider Ares rumbles through the devastated cities of the foe, advancing through the blasted and devastated territory of no-man's land, enemy fire ricochetting harmlessly from its siege shield and armour. Rubble skitters and tumbles as the siege-tank rolls closer, its augur banks sweeping the ruins in search of foe. As the Ares closes in on its target, rolling sheets of flame lick out from the siege-tank's flanks, burning through minor fortifications and barricades with unmitigated ease. Those enemy warriors and strongpoints lucky enough not to be enveloped in flames are cut down and blasted apart in swift order by its forward-mounted assault cannons. Then, as the foe retreats back to more heavily fortified positions, the true destructive might of the Ares is unleashed, the siege-tanks demolisher cannon lets fly, the very air reverberating with the report of its fury. Yet this is nothing to the cacophony of destruction that accompanies its ammunition's earth-shaking impact. Barricades are blown sky high and fortress walls are reduced to rubble in an instant. Any and all enemies caught at the heart of the explosion simply cease to exist, obliterated utterly by the Ares' fury.


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


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

    SPECIAL RULES:
    • Power of the Machine Spirit

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



    Last edited by Fox Of 9; 07-08-2022 at 13:51.

  3. #23
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    War-Company/Inner Circle Conclave

    FORMATIONS




    CORE


    WAR-COMPANY

    Composed of grim, resolute and utterly determined warriors, the War-companies of the Angels of Vengeance are the obsidian-hard foundations around which the Chapter's Orders and strike forces are formed. Even a single Angels of Vengeance battle-brother is a forced to be reckoned with, his discipline, fortitude and ability a match for dozens of lesser warriors. A squad of these monastic master-combatants is more terrifying still. When gathered into whole War-companies, the Angels of Vengeance are equal to any foe in the galaxy. Rigorously drilled, bound together by unbreakable ties of rhetoric and brotherhood, these warriors operate upon the battlefield like a single, lethally effective machine. Objectives are held with stoic determination, the enemy breaking like waves against the indomitable cliffs of the Angels of Vengeance's ranks.


    FORMATION:
    • 1 Nathanael Eyal or Knight-captain
    • 0-1 Chaplain
    • 0-1 Excubitor Command Squad
    • 2-3 units of Chevaliers
    • 2-4 units of Initiates
    • 0-1 units of Dreadnoughts


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Hold! No Matter The Cost: All non-vehicle units in this Formation have the Fearless and Feel No Pain (6+) special rules whilst they are within 3" of an Objective Marker.

    Objective Secured: A unit with this special rule controls Objective Markers even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.


    INNER-CIRCLE CONCLAVE

    When the fate of entire star systems hangs in the balance, the Angels of Vengeance call upon their Order Veterans. In times of direst need, a Knight-commander will gather together his Order's veterans into a fearless force of indomitable Excubitors, furious Domitors and unyielding Perditor squads. Before the combined might of these warriors, enemy resistance is swept aside, foes shredded by precision bolter fire, scattered by thunderous counter-assaults or simply eradicated by a howling storm of heavy weapons fire. Few enemies can hope to stand long against the might of a single squad of these veterans, and an entire conclave of these legendary Space Marines is a terrifying engine of destruction that can change the course of an entire war.


    FORMATION:
    • 1 Michael Gabriel or Knight-commander
    • 3-5 units chosen in any combination from the following list:
      - Excubitor Squad
      - Domitor Squad
      - Perditor Squad


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Hidden Agenda: Immediately before the start of your first turn, you must nominate one enemy unit (this can even be one in reserve; remember to tell your opponent which unit you have nominated), all non-vehicle models in this Formation may re-roll all failed To Wound rolls and armour penetration rolls against the nominated unit.

    Objective Secured: A unit with this special rule controls Objective Markers even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.


    Last edited by Fox Of 9; 17-01-2021 at 12:37.

  4. #24
    Chapter Master Fox Of 9's Avatar
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    Dreadwing Eradication Host/Raptorwing Hunter Squadron/Raptorwing Dark-Blade

    AUXILIARY



    DREADWING ERADICATION HOST

    The destruction unleashed by a Dreadwing Eradication Host has been likened to a direct hit from a cyclonic torpedo. Reserved for those moments when even the sledgehammer impact of a Drop Pod assault or armoured spearhead cannot guarantee victory, the Dreadwing Eradication Host is described by the Index Iudiciis as the Chapter Master's Final Sanction - a weapon to be exclusively deployed when only the complete and utter systematic eradication of the enemy is deemed acceptable. No warning is given. No assault foreshadowed. A sudden great corona of crackling energy discharge the only indication that the enemy is even under attack. By then, it is too late: the Dreadwing has arrived, and in their wake, they will leave nought but death, and a once life-sustaining world rendered into a charnel house.


    FORMATION:
    • 1 Kedar Mara, Interrogator-Chaplain or Librarian.
    • 2-4 Dreadwing Terminator Squads
    • 0-1 Dreadwing Command Squad
    • 0-1 unit of Naufragia
    • 0-1 unit of Venerable Dreadnoughts


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

    SPECIAL RULES:
    Eradication Host: All units in this Formation must begin the game in Deep Strike Reserve. When making Reserve Rolls, make a single roll for this entire Formation. On a successful Reserves Roll, all of the unit in this Formation arrive from Reserve.

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


    Unleash the Storm: When a model from this Formation with the Inner Circle special rule arrives from Deep Strike Reserve, all ranged weapons carried by the model add 1 to the number of shots they can make until the end of the turn.

    Unspeakable Horrors: Enemy units subtract 1 from their Leadership whilst they are within 12" of at least one unit from this Formation. If they are within 12" of at least three units from this Formation, subtract 2 from their Leadership instead.


    RAPTORWING HUNTER SQUADRON

    Stalking silently through cover, the warriors of the Raptorwing Hunter Squadron ready their weapons and watch the approaching foe with predator's eyes. Boltguns and special weapons are raised, targeting reticules swarming with augur ghosts as they prepare their ambush. Last catechisms are whispered, ammo clips checked, blades readied. Then, as the unwitting enemy moves into position, the ambush is sprung. Engines roar as Outriders burst from cover, their boltguns thundering. The sinister snap of stalker pattern boltguns fills the air, overlaid by the roar of explosions and the screams of the dying. The enemy reel, formations shattered, their officers blown off their feet and panic spreading fast. This is when the Talons strike, erupting from concealment and charging in to finish the job.


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


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Concealed Positions: Each unit from this Formation that deploys using the Infiltrate rule and does not have the Stealth special rule is Concealed. A Concealed unit has the Stealth special rule until it Moves, Runs, Turbo Boosts, Charges or Fall Back, at which point it immediately loses the Stealth special rule for the rest of the battle.

    Unseen Predators: A unit that is targeted by this Formation's unit of Raptorwing Hunters in the Shooting phase must take a Morale test at the end of the phase on 3D6, regardless of how many casualties were inflicted. If the test is failed, the enemy unit does not Fall Back, but must immediately Go to Ground. If the test is passed, the enemy unit is unable to fire Overwatch for the rest of the turn.

    Ride Them Down: If a unit of Raptorwing Talons or Raptorwing Outriders from this Formation charges a unit that has Gone To Ground as a result of the Unseen Predators special rule, that unit can re-roll failed To Hit and To Wound rolls in the ensuing Assault phase.


    RAPTORWING DARK-BLADE

    If the Hunter Squadrons are the Raptorwing's twin-daggers, then the Dark-blades are their hammer. Screaming in hard and fast from the sky above, the Land Speeders of the Dark-blades appear wherever the fighting is fiercest. Where war engines or entrenched artillery attempt to devastate the Raptorwing's formations, the Dark-blade swoop low overhead, their missiles and plasma blasts reducing the weapons of the foe to blazing scrap. Where infantry mass in sufficient quantities to swamp the warriors of the 2nd Order, the Dark-blade's Land Speeders pass back and forth, raking the enemy with bullets, bolts, and fiery blasts. In this way, the Dark-blades combine their strength with their land-bound brothers to crush the foe completely.


    FORMATION:
    • 1 unit of Raptorwing Land Speeders
    • 1 Land Speeder Vengeance


    RESTRICTIONS:
    The unit of Raptorwing Land Speeders must include at least two models.

    SPECIAL RULES:
    Execution Strike: All units in this Formation must be placed in Deep Strike Reserve. Immediately after determining Warlord Traits, make a secret note of which of your turns you would like each Raptorwing Dark-blade in your army to arrive: your turn 2, 3 or 4. All units from this formation automatically arrive by Deep Strike at the start of your chosen turn.

    Datalink Targeting: At the start of the shooting phase, one Land Speeder from this formation can, instead of shooting, nominate an enemy unit within 18" and in line of sight as a Priority Target. It cannot do this in the same turn it moves Flat Out. Until the end of the phase, all shooting attacks made by the Land Speeder Vengeance in this Formation against the Priority Target count as having the Twin-linked special rule.


    Last edited by Fox Of 9; 27-06-2021 at 16:57.

  5. #25
    Chapter Master Fox Of 9's Avatar
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    Close Air-Support Flight/Interceptor Flight/Chapter Ancients

    CLOSE AIR-SUPPORT FLIGHT

    The Vengeance Gunships of the Angels of Vengeance cut through the bruised skies of the Chapter's insertion zone, their weapons blazing as the flak-fire of the enemy rattles their armoured hulls. Raking the ground with torrents of searing energy blasts and explosive rounds, the gunships provide constant support for their brother's on the ground. Enemy tanks are blown apart and bio-monstrosities lain low by the Vengeances' strafing runs, as targetting telemetry is exchanged between squads on the ground and the craft's crew. As counter-attacks and surprise assaults threaten to overrun the Angels of Vengeance's positions, the gunships hover low, adding their own devastating weapons to the beset Space Marines' own, before departing once more, streaking off across the flak-choked skies seeking fresh targets.


    FORMATION:
    • 2 Vengeance Gunships


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Combat Flight: When making Reserve Rolls, make a single roll for this entire Formation. On a successful Reserve Roll, all of the units in this Formation arrive from Reserve.

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


    INTERCEPTOR FLIGHT

    Squadrons of Sword Strike Interceptors barrel through the fire-choaked skies of the Angels of Vengeance's instertion zone, their ominous shadows presaging a violent death for the alien warriors below. Upon entering combat airspace the Interceptors hunt down the enemy's ariel assets. be they fighter craft or winged bio-terrors. Their augur arrays scry the incoming targets and share their vulnerabilities via data-hymnal broadcast. When their nose-mounted lascannons open fire, every shot is calibrated to cause maximum destruction, striking the heart, the cockpit or the ammunition supply of the enemy to send their remains spiralling down to the ravaged warscape below.


    FORMATION:
    • 2 Sword Strike Interceptors


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Combat Flight: When making Reserve Rolls, make a single roll for this entire Formation. On a successful Reserve Roll, all of the units in this Formation arrive from Reserve.

    Interceptor Doctrine: When models from this Formation target an Enemy Flyer or Flying Monstrous Creature with an attack, re-roll any failed armour penetration or To Wound rolls.


    CHAPTER ANCIENTS

    In times of dire necessity, the Chapter's Techmarines rouse the Ancients from their slumber. Each such Dreadnought is a warrior of legend, laid low by previous wounds and given form anew so that they stride to battle once more. To this end the Ancients stave off death for centuries or even millennia, serving the Chapter in battle until death claims them for the final time. The insight and power of a single Dreadnought is an invaluable asset to a Knight-commander, but when a whole host of these walking tanks goes to war, fortresses fall, rebellions are routed and heretical armies are broken upon an anvil of adamantium. With power fist, multi-melta and assault cannon, the Ancients crush and scythe down the foe, their onslaught as inspiring as it is unstoppable.


    FORMATION:
    • 1-2 units of Dreadnoughts
    • 0-1 unit of Venerable Dreadnoughts


    RESTRICTIONS:
    Units of Dreadnoughts and Venerable Dreadnoughts in this Formation must include three models.

    SPECIAL RULES:
    Unyielding Behemoths: Models from this Formation ignore the effects of Crew Shaken and Crew Stunned results.

    Warriors Of Legend: Friendly units with the Angels of Vengeance Faction within 6" of a model from this Formation re-roll failed Morale checks, Pinning tests and Fear tests.

    Wisdom Of The Ancients: Whilst a unit from this Formation includes three models, all Dreadnoughts or Venerable Dreadnoughts in that unit have the Preferred Enemy special rule.


    Last edited by Fox Of 9; 11-01-2021 at 12:50.

  6. #26
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    Ares Siegebreaker Cohort/The Sword Of Vengeance

    ARES SIEGEBREAKER COHORT

    The Fortress-city of Murus, the Hermetic Citadel, even the Testament to Spite, all of these infamous fortifications and countless more have fallen to the concentrated fury of the Ares Siegebreaker Cohort. Formed of three of the Chapter's rare Land Raider Ares, there is little subtlety to the Siegebreaker Cohort. This is of little consolidation to the foe, of course; even as the massively armoured behemoths grind towards their foes' defences, their augur banks sweep the enemies' stronghold, probing for critical weak points, allowing them to more easily blast it to pieces. For in the place of precision firepower, the Land Raider Ares employs the monstrous demolisher cannon. The cannon's massive shells capable of shattering ferrocrete and pulverising flesh and bone, opening a hole through which the Angels of Vengeance can assail their foe.


    FORMATION:
    • 3 Land Raider Ares


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Even The Mightiest Shall Fall: Models in this Formation can re-roll failed To Wound rolls or armour penetration rolls when shooting at gargantuan creatures, super-heavy vehicles or buildings that have the Mighty Bulkward special rule.

    Might Of The Lion: All vehicles in this formation must form a single Vehicle Squadron as described in Warhammer 40,000: The Rules. However, this Vehicle Squadron counts as two units for the purposes of calculating Victory Points if it is completely destroyed.

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


    THE SWORD OF VENGEANCE

    Only the mightiest of foes are worthy of the death dealt by the Sword Of Vengeance. This armoured spearhead concentrates the fury of the Chapter's Armoury and drives it deep into the enemy lines, slicing effortlessly through the foe like the Emperor's own blade. Comprising multiple squadrons of heavily armoured battle tanks under the auspices of the Chapter's finest Techmarines, the Sword Of Vengeance is most often deployed when the enemy have multiple monstrous beasts or war engines in the field. Like the knights of their Legion's ancient homeworld, the tank-crews of the Sword Of Vengeance ride their armoured steeds to war, charging down their massive prey and blasting them apart with the fire of their heavy weapons.


    FORMATION:
    • 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


    RESTRICTIONS:
    The Formation must consist of five models (excluding non-vehicle models).

    SPECIAL RULES:
    Canticle Of Prognostication: As long as the Techmarine from this Formation is alive, at the start of each of your Shooting phases, nominate one vehicle from the Formation that is either transporting, or is within 6" of the Techmarine. That vehicle's Ballistic Skill is increased to 5 until the end of the phase.

    Master Of Machines: This Formation's Techmarine must begin the game embarked upon this Formation's Land Raider, Land Raider Crusader or Land Raider Redeemer. Whist the Techmarine from this Formation is embarked upon the Transport vehicle from this Formation, at the start of each of your Shooting phases, select one special rule from the following list: Monster Hunter, Precision Shots, Preferred Enemy, Tanks Hunters. Every vehicle in the Formation gains that special rule until the end of the phase. If the Techmarine from this Formation is not embarked upon the Transport vehicle from this Formation, he instead has a +1 bonus when making Blessings of the Omnissiah rolls to repair vehicles from this Formation.

    Might Of The Lion: All vehicles in this formation must form a single Vehicle Squadron as described in Warhammer 40,000: The Rules. However, this Vehicle Squadron counts as two units for the purposes of calculating Victory Points if it is completely destroyed.


    Last edited by Fox Of 9; 19-08-2020 at 14:41.

  7. #27
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    Appendix/Army Special Rules/Warlord Traits/Faction And Allies

    APPENDIX

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

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

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

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

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


    HONOUR OR DEATH
    The Champions of the Angels of Vengeance seek out enemy leaders and worthy foes alike, challenging them to glorious single combat.

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


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

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


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

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


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

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


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

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


    SWORD BEARERS
    The Sword Bearers are the honour guards of the Chapter's greatest heroes. Their masters' shadow, these unrivalled warriors and swordmasters will rarely be found more than a few paces from their charges.

    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.

    Please note that, for all intents and purposes, Lian Batarisel counts as a Sword Bearer for the purposes of this special rule.


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

    If your Warlord is any other Angels of Vengeance model, you can either roll a D6 on one of the Warlord Trait Tables in Warhammer 40,000: The Rules, or roll a D3 on either the Dreadwing or Raptorwing Warlord Traits table below.


    DREADWING WARLORD TRAITS TABLE

    D6
    Warlord Trait
    1 Courage of the First Legion: The Angels Of Vengeance are famous, even among the Dark Angels successor chapters for their absolute refusal to retreat in the face of any foe.
    Your Warlord, and all friendly units with the Angels of Vengeance Faction within 12" of him, have the Fearless special rule.
    2 For the Lion!: It is deeds, not words, that truly stoke the Lion's Sons to cold fury. This leader inspires his battle-brothers through the courage of his actions.
    Your Warlord and his unit have the Furious Charge special rule.
    3 Unyielding Resolve: This Warlord shrugs off even mortal wounds, his unyielding resolve driving him on long after even his own brothers have fallen.
    Your Warlord has the It Will Not Die special rule.
    4 Suffer Not The Works Of Heretics: The Warlord specialises in bringing down those behemoths that often anchor the centre of the Heretic Astartes' warbands.
    You can re-roll failed To Wound and armour penetration rolls for your Warlord against Monstrous Creatures, Tanks and Super-heavy Vehicles.
    5 Champion of Vengeance: This hero fears no foe; slicing through enemy lines he seeks out the greatest warriors the enemy has to offer and meets their blades in single combat.
    Your Warlord has the Honour or Death special rule. In addition, if your Warlord slays the enemy Warlord in a challenge, you immediately score D3 extra Victory Points.
    6 The Oncoming Dread: This Warlord personifies the mind-breaking fear that the Dreadwing represents. His mere presence is enough to make weak-minded foes quail in fear.
    Enemy models within 12" of your Warlord suffer -2 to their Leadership.
    RAPTORWING WARLORD TRAITS TABLE

    D6
    Warlord Trait
    1 Courage of the First Legion: The Angels Of Vengeance are famous, even among the Dark Angels successor chapters for their absolute refusal to retreat in the face of any foe.
    Your Warlord, and all friendly units with the Angels of Vengeance Faction within 12" of him, have the Fearless special rule.
    2 For the Lion!: It is deeds, not words, that truly stoke the Lion's Sons to cold fury. This leader inspires his battle-brothers through the courage of his actions.
    Your Warlord and his unit have the Furious Charge special rule.
    3 Brilliant Planning: The commanders of the Angels of Vengeance share a measure of their Primarch's vaunted ability to coordinate attacks.
    Whilst your Warlord is alive and on the battlefield, you can add 1 to or subtract 1 from any of your Reserve Rolls (choose after you roll the dice).
    4 See, But Don't Be Seen: This Warlord is known for his sudden, and often unexpected, assaults. His forces appearing as if from thin air.
    Your Warlord has the Acute Senses special rule. In addition, you add +2 to any Seize the Initiative roll.
    5 Nocturnal Predator: The Warlord strikes under cover of darkness when the foe has let down its guard, the better to slay it swiftly and without mercy.
    Your Warlord has the Night Vision special rule. In addition, after deployment, you can declare that the Night Fighting special rule is in effect during game turn 1 (there is no need to roll).
    6 Swift as the Wind: Using their mobility to outpace and outmanoeuvre their foes, this Warlord strikes like lightning, before disengaging and attacking from a new direction.
    Your Warlord and his unit can add D3" to the distance they can move whenever they move - this means they can move D3" further whenever they move in the Movement phase, Turbo-boost, Run, Charge, Fall Back, Regroup, Hit & Run, Consolidate, Sweeping Advance etc.
    FACTION AND ALLIES
    All models in Codex Adeptus Astartes: Angels of Vengeance have the Angels Of Vengeance Faction. The Angels of Vengeance are part of the Armies of the Imperium and ally as such as described in the Allies section of Warhammer 40,000: The Rules.


    Last edited by Fox Of 9; 19-07-2021 at 21:37.

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    Armoury Of Vengeance/Ranged Weapons

    ARMOURY OF VENGEANCE


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

    RANGED WEAPONS

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

    Assault cannon Boltgun Combi-weapons Flamestorm cannon Grav-gun Heavy bolter Lascannon Missile launcher Plasma cannon Plasma pistol
    Autocannon Bolt pistol Flamer Grav-cannon Grav-pistol Heavy flamer Melta gun Multi-melta Plasma gun Storm bolter

    CATACLYSM MISSILE LAUNCHER
    The cataclysm missile launcher system is triggered at the blink of a rune to send pairs of missiles streaking into the foe - phosphex warheads containing a corrosive, toxic and flammable compound that is nearly impossible to extinguish, or rad warheads, which detonate in a shower of tiny, radioactively-contaminated fragments.

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

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

    Rad-phage: A model that loses one or more wounds to an attack with this special rule and survives has its Toughness score reduced by -1 for the rest of the battle.
    CERBERUS LAUNCHER
    The cerberus launcher unleashes a barrage of anti-personnel warheads interspersed with sanctified anti-sensory munitions that blind and disorient the foe.
    Range S AP Type
    18" 4 6 Heavy 1, Blind, Large Blast
    CYCLONE MISSILE LAUNCHER
    The cyclone missile launcher system is commonly used by Space Marines in Tactical Dreadnought armour to provide heavy fire support. Essentially a rack of missiles fitted to the shoulders of a Terminator, the cyclone missile launcher enables the bearer to engage both heavily armoured vehicles and lightly armoured infantry at will.

    A model in Terminator armour can fire his cyclone missile launcher in addition to one other ranged weapon.
    Range S AP Type
    Frag missile 48" 4 6 Heavy 2, Blast
    Krak missile 48" 8 3 Heavy 2
    DEATHWIND LAUNCHER
    Deathwind launchers are fitted to some Drop Pods to provide a level of anti-infantry fire support to their passengers. Their high rate of fire and broad destructive spread slaughter those who might attempt to overwhelm the disembarking squad of Space Marines, giving the Emperor's finest the precious seconds they need to secure an otherwise unassailable perimeter.
    Range S AP Type
    12" 5 - Heavy 1, Large Blast
    DEMOLISHER CANNON
    The demolished cannon is the weapon of choice when faced with dug-in enemy infantry in a dense environment such as a siege. The terrific blast unleashed by the detonation of the huge demolished shells is often sufficient to bring down buildings in which the enemy take cover, crushing them beneath tons of fallen masonry.
    Range S AP Type
    24" 10 2 Ordanance 1, Large Blast
    HURRICANE BOLTER
    The aptly named hurricane bolter spews forth a torrential barrage of shots, reducing whole squads to red mist in seconds.

    A hurricane bolter consists of three twin-linked boltguns fired as a single weapon.
    IRRADIATION ENGINE
    An irradiation engine is commonly comprised of a bulky generator unit that terminates in a dish-like projector that unleashes a powerful blast of deadly cross-spectrum radiation. Any organic victims caught in the blast of such a weapon suffer an appalling death as they are boiled alive from within.
    Range S AP Type
    Template 4 3 Assault 1, Fleshbane, Rad-phage, Torrent
    Rad-phage: A model that loses one or more wounds to an attack with this special rule and survives has its Toughness score reduced by -1 for the rest of the battle.
    PHOSPHEX INCINERATOR CANNON
    Originally utilised by the Naufragia Terminators of the Dark Angels Legion, the Phosphex Incinerator Cannon shares many of the same characteristics as the Heavy Flamer used by many other Imperial forces but is fueled instead by Phosphex. When triggered, this weapon projects a green cloud of Phosphex that expands exponentially, burning everything in its path.
    Range S AP Type
    Template 5 2 Assault 1, Inextinguishable Flames, Living Fire, Poisoned (3+)
    Inextinguishable 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 as a reminder. At the end of each turn, roll a D6 for each unit with an Inextinguishable Flames counter on it. On a 3 or less, the flames die out and the unit is no longer ablaze – remove your reminder counter. On a 4+, the unit takes D3 Strength 5 AP2 hits with the Ignores Cover special rule. These Wounds are Randomly Allocated. A unit cannot have more than one Inextinguishable Flames counter on it at a time.

    Living Fire: Hits from a weapon with this special rule made against vehicles are always resolved against their rear armour. If a weapon with this special rule scores a penetrating hit on a building or vehicle and there is a unit embarked inside, then in addition to any other effects that unit suffers D3 hits, resolved at the Strength and AP of the weapon; these hits are Randomly Allocated. In addition, when you roll to determine how many hits a weapon with this special rule inflicts due to the Wall of Death or No Escape rules, roll two dice instead of one and pick the highest result.
    PLASMA BLASTER
    A Plasma Blaster is a type of archaic, dual chamber Plasma Weapon dating back to the Great Crusade era of the 30th and early 31st Millennia. Once a common sight during that bygone era when plasma technology was better understood by the Mechanicum, in the late 41st Millennium there are very few examples of this archaic weapon remaining as the secrets of its production seem to have been lost or restricted.
    Range S AP Type
    18" 7 2 Assault 2, Gets Hot
    PLASMA BURNER
    The plasma burner is a dangerous offshoot of more common plasma technology, these weapons vent plasma gas through a magnetic bottle in high-speed jets. Any enemy caught in the path of such a jet is quickly reduced to molten slag, annihilated by pressurised torrents of raw plasma and leaving no trace of its presence.
    Range S AP Type
    12" 4 2 Assault D3+1*, Ignores Cover, Plasma Flame
    *Roll once for the entire unit before firing. Each model in the unit fires that number of shots.

    Plasma Flame: When making an Overwatch attack any failed To Hit rolls may be re-rolled.
    PLASMA INCINERATOR
    A heavy weapon version of the plasma burner operating under the same principle. Like its smaller sibling, the magnetic fields that keep the super-heated gas contained are fragile and emit a low-intensity field of radiation, and as such the average Space Marine remains combat-viable for only a few short decades before requiring augmetic replacements or reassignment to a Dreadnought sarcophagus.
    Range S AP Type
    18" 4 2 Heavy D3+4*, Ignores Cover, Plasma Flame
    *Roll once for the entire unit before firing. Each model in the unit fires that number of shots.

    Plasma Flame: When making an Overwatch attack any failed To Hit rolls may be re-rolled.
    PLASMA REPEATER
    Long after the other Legions were formed, and the Great Crusade ratified and standardised much of the Legiones Astartes wargear so that it could be replicated on Forge Worlds across the Imperium, the Dark Angels retained many ancient and potent relics and the techno-arcana that resided within. One of these weapons was the plasma repeater, a type of highly-advanced plasma weapon.
    Range S AP Type
    12" 6 2 Salvo 2/3, Gets Hot, Twin-linked
    PLASMA STORM BATTERY
    Like a supernova born amid the fires of battle, the blasts of the plasma storm battery annihilate anything it touches. Whether spitting multiple bolts of energy or losing a single, monstrous blast, this weapon spells death to all before it.
    Range S AP Type
    Burst mode 36" 7 2 Heavy 3, Gets Hot
    Charged mode 36" 7 2 Heavy 1, Gets Hot, Large Blast
    PLASMA-CASTER
    The plasma-caster is a small, wrist-mounted plasma weapon fitted into the vambraces of certain Naufragia, allowing each Astartes to fight encumbered in combat while simultaneously providing them with the ability to annihilate enemies at close range with pressurised torrents of raw plasma.
    Range S AP Type
    12" 4 2 Assault 2, Ignores Cover, Plasma Flame
    Plasma Flame: When making an Overwatch attack, any failed To Hit rolls may be re-rolled.
    RAPTORWING GRENADE LAUNCHER
    Calibrated to maintain lethally accurate fire at extreme speeds, this weapon pummels the enemy with spreads of explosive munitions.
    Range S AP Type
    Frag shell 24" 3 6 Rapid Fire, Blast
    Krak shell 24" 6 4 Rapid Fire
    Rad Shell 12" 3 4 Assaut 1, Blast, Fleshbane, Rad-phage
    Stasis shell 12" 3 - Assault 1, Stasis Anomaly
    Rad-phage: A model that loses one or more wounds to an attack with this special rule and survives has its Toughness score reduced by -1 for the rest of the battle.

    Stasis Anomaly: All models in a unit hit by one or more weapons with this special rule suffer a -1 penalty to their Weapon Skill and Initiative (to a minimum of 1) until the end of the turn.
    RAPTORWING SHOTGUN
    Optimised for close-quaters warfare typically fought in devastated hive cities and xenos-infested jungles, the Raptorwing shotgun has a hair trigger and a wide radius of effect. The Raptorwing shotgun can fire several distinct types of cartridge, ranging from the explosive cylinders of shot known as cryptclearer rounds to the fanning flame-bursts of the wyrmsbreath shell.
    Range S AP Type
    Cryptclearer round 16" 4 - Assault 2, Shred
    Xenopurge slug 16" 4 4 Assault 2
    Banestrike slug 12" 4 5 Assault 2, Banestrike
    Wyrmsbreath shell Template 3 6 Assault 1
    Banestrike: When rolling To Wound, results of 6 with this weapon are AP3.
    STALKER PATTERN BOLTGUN
    Fitted with audio supressors and a longer barrel that eliminates muzzle flash, the stalker pattern boltgun is ideal for long-range assassinations and picking off leaders of the heretic armies.
    Range S AP Type
    30" X 5 Heavy 2, Sniper
    SWORD STRIKE MISSILE
    Boasting sophisticated tracking instruments and impressive explosive yields, sword strike missiles streak through the air like blades of vengeance, ominous dark contrails trailing in their wake. Each missile impacts with a deafening crack, swatting enemy aircraft from the sky as spinning fireballs.
    Range S AP Type
    36" 8 3 Heavy 1, One Use Only, Terminal Tracking
    Terminal Tracking: Successful Jink and Cover saves against this weapon must be re-rolled.
    TYPHOON MISSILE LAUNCHER
    This versatile weapon is specifically adapted for high-speed assaults.
    Range S AP Type
    Frag missiles 48" 4 6 Heavy 2, Blast
    Krak missiles 48" 8 3 Heavy 2
    VENGEANCE-PATTERN PLASMA STORM BATTERY
    A lighter and more compact version of the standard plasma storm battery, the vengeance-pattern plasma storm battery trades outright destructive force and range for an increased rate of fire and improved accuracy.
    Range S AP Type
    Burst mode 24" 6 2 Heavy 4, Gets Hot, Twin-linked
    Charged mode 24" 6 2 Heavy 2, Blast, Gets Hot, Twin-linked
    VOLKITE CHARGER
    The volkite charger is a powerful thermal ray weapon, whose technology is pre-Imperial in origin and dates back to the Dark Age of Technology or the Age of Strife. This weapon possesses considerable killing power, surpassing most other armaments of its size, its heat ray having a devastating effect on organic matter, explosively burning flesh into ash and jetting fire.
    Range S AP Type
    15" 5 5 Assault 2, Deflagrate
    Deflagrate: After normal attacks with this weapon have been resolved, count the number of unsaved wounds on the target unit. Immediately resolve a number of additional automatic hits on the same unit, using the weapon's profile, equal to the number of unsaved wounds - these can then be saved normally. Models in the targeted unit must still be in range for these additional hits to take place. These additional hits do not themselves inflict more hits!
    VOLKITE CULVERIN
    The heaviest man-portable Volkite Weapon known to have been available to Imperial forces during the Great Crusade and Horus Heresy-eras, the Volkite Culverin, like all Volkite Weapons, is a thermal ray weapon of ancient and unknown provenance, with its beam having a devastating effect on organic matter.
    Range S AP Type
    45" 6 5 Heavy 4, Deflagrate
    Deflagrate: After normal attacks with this weapon have been resolved, count the number of unsaved wounds on the target unit. Immediately resolve a number of additional automatic hits on the same unit, using the weapon's profile, equal to the number of unsaved wounds - these can then be saved normally. Models in the targeted unit must still be in range for these additional hits to take place. These additional hits do not themselves inflict more hits!
    WHIRLWIND MULTIPLE MISSILE LAUNCHER
    Whirlwind multiple missile launchers suppress the foe with punishing salvos of long-range warheads.

    Whirlwind multiple missile launchers have two different profiles. All Whirlwind multiple missile launchers in the squadron must use the same profile each time the squadron fires.
    Range S AP Type
    Vengeance 12"-48" 5 4 Ordnance 1, Barrage, Large Blast
    Incendiary castellan 12"-48" 4 5 Ordnance 1, Barrage, Ignores Cover, Large Blast

    Last edited by Fox Of 9; 07-08-2022 at 20:57.

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    Special Issue Ammunition

    SPECIAL ISSUE AMMUNITION

    The Raptorwing use shot selectors and bolt round harnesses that hold specialist bolt rounds. Dragonfire bolts are hollow shells filled with superheated gas that explode to saturate foes in cover, while kraken bolts utilise an adamantium core and improved propellant to penetrate the thickest hide. Hellfire rounds douse their targets in voracious acids, while vengeance rounds employ unstable flux core technology that makes them hazardous to use, but incredibly effective against armoured targets.

    DRAGONFIRE BOLT
    Range S AP Type
    Bolt pistol 12" 4 5 Pistol, Ignores Cover
    Boltgun 24" 4 5 Rapid Fire, Ignores Cover
    Stalker pattern boltgun 30" X 5 Heavy 2, Sniper, Ignores Cover
    HELLFIRE ROUND
    Range S AP Type
    Bolt pistol 12" 1 5 Pistol, Poisoned (2+)
    Boltgun 24" 1 5 Rapid Fire, Poisoned (2+)
    Stalker pattern boltgun 30" X 5 Heavy 2, Sniper, Poisoned (2+)
    KRAKEN BOLT
    Range S AP Type
    Bolt pistol 15" 4 4 Pistol
    Boltgun 30" 4 4 Rapid Fire
    Stalker pattern boltgun 36" X 4 Heavy 2, Sniper
    VENGEANCE ROUND
    Range S AP Type
    Bolt pistol 9" 4 3 Pistol, Gets Hot
    Boltgun 18" 4 3 Rapid Fire, Gets Hot
    Stalker pattern boltgun 24" X 3 Heavy 2, Gets Hot

    Last edited by Fox Of 9; 21-08-2020 at 17:00.

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    Melee Weapons/Special Issue Wargear

    MELEE WEAPONS

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

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


    CALIBANITE WAR BLADE
    Ancient and lethal relics of war, calibanite war blades are only carried by heroic champions who have earned the right in battle. Heavy, ornate weapons graven with the names of their previous wielders, these energised swords cut through all but the thickest armour with ease.
    Range S AP Type
    - +1 3 Melee
    CROZIUS ARCANUM
    The crozius serves as both a sacred staff of office and a weapon for the Angels of Vengeance's Chaplains. An energy field boosts the crozius arcanum's mauling power.
    Range S AP Type
    - +2 4 Melee, Concussive
    RELIC BLADE
    The relic blades of the Angels of Vengeance are solemnly bestowed upon their greatest warriors. Few foes can stay the wrath of these coldly glowing blades, or endure their scything blows.
    Range S AP Type
    - +2 3 Melee, Two-handed
    SERVO-ARM
    These massive articulated utility-claws are primarily used to facilitate battlefield repairs, but are strong enough to crush the life from a foe and wreck armoured vehicles, should the need arise.
    Range S AP Type
    - X2 1 Melee, Specialist Weapon, Unwieldy
    TERRANIC GREATSWORD
    These large, two-handed weapons are traditionally only carried by the Chapter's Sword Bearers and Naufragia, each a well-honed blade in its own right, their cutting power is further boosted by a force-generator of magnificent strength.
    Range S AP Type
    - +2 3 Melee, Two-handed, Instant Death



    SPECIAL ISSUE WARGEAR

    Rules for the following items can be found in Warhammer 40,000: The Rules.
    Frag grenades* Krak grenades Melta bombs Psychic hood
    *See assault grenades
    ARMORIUM CHERUB
    Cherubim are cyborg constructs created to assist the Emperor's servants. Among the Adeptus Astartes they are rarely seen outside of the Librarius, save for those few that relay targeting data and carry spare ammunition for Devestator Squads.

    One use only. One model in a unit equipped with an armorium cherub can re-roll all failed To Hit rolls in one Shooting phase. An armorium cherub is represented by a separate miniature that will always remain as close as possible to the unit that selected it. The model itself is purely decorative and is always ignored for game purposes - just move it to the side if it gets in the way. Remove the armorium cherub once it has been used or once the unit that selected it has been completely destroyed.
    AUSPEX
    A short-ranged scanning device, the auspex detects hidden heretics no matter where they hide.

    A model with an auspex can use it in place of making a shooting attack. If he does so, target an enemy unit within 12" (this does not count as choosing a target for his unit to shoot at). A unit that is targetted by one or more auspexes has its cover save reduced by 1 until the end of the phase.
    CAMO CLOAK
    Angels of Vengeance Hunters clad in camo cloaks slip unseen across the battlefield. The material of these garments absorbs light and shifts its hue and texture to match its surroundings, allowing the Raptorwing's scouts to remain unseen until the moment they strike.

    A model wearing a camo cloak has +1 cover save. If it does not already have a camo save, it gains a 6+ cover save.
    CHAPTER BANNER
    The Angels of Vengeance's Chapter Banner is a relic that dates back to the Chapter's founding - they will fight like heroes to defend it, determined to not dishonour themselves in its presence.

    Friendly units with the Angels of Vengeance Faction within 12" of a model equipped with the Chapter banner re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Angels of Vengeance Faction in the same unit as this banner have +1 Attack while the bearer is alive.
    CLUSTER MINES
    While operating behind enemy lines, Raptorwing Outriders carry cluster mines - explosive devices crammed with tiny anti-personnel bomblets and triggered by tripwires or pressure sensorts.

    After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, each unit with cluster mines in your army may booby-trap a single piece of battlefield terrain on the table. The piece of terrain should be marked with a small marker to remind both players that it has been booby-trapped. Enemy models treat booby-trapped pieces of battlefield terrain as dangerous terrain. Note that having multiple units booby-trap the same piece of battlefield terrain has no additional effect. A unit with cluster mines which begins the game in Reserve may still booby-trap a piece of battlefield terrain.
    COMBAT SHIELD
    Often styled after those carried by the Knights of the Order, these lightweight shields are wreathed in potent force fields capable of turning aside even the most devastating blow.

    A combat shield confers a 6+ invulnerable save.
    CONVERSION FIELD
    Crackling and sparking like a miniature of the force field found around the Angels of Vengeance's Fortress Monastery, this strange shield enfolds its wearer in its protective energies. Shots and blows that strike the field are converted instantly into a flash of energy that leaves assailants blinded and reeling.

    A conversion field confers a 4+ invulnerable save. At the end of a phase in which the bearer passes one or more invulnerable saves granted by the conversion field, all units within D6" of the bearer must test as if they have been hit by a weapon with the Blind special rule. Friendly units can re-roll this test.
    DIGITAL WEAPONS
    Stabbing light and sudden agony are the enemy's only warning as these miniature weapons trigger. Fitted into gauntlets, rings and the like, digital weapons are extremely short-ranged lasers that give their wielder a lethal edge in close combat.

    A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase.
    DREADWING ORDER BANNER
    Depicting a great, majestic Lion of old-Terra with an hourglass clutched firmly in its jaws, the land beneath its feet a field of burning skulls, the Dreadwing Order Banner speaks of their origins amongst the Dreadwing of the Dark Angels Legion's Hexagrammaton. It is one of the most precious relics of the Angels of Vengeance 1st Order, whose battle-brothers will protect it with their lives.

    Friendly units with the Angels of Vengeance Faction within 12" of a model equipped with the Dreadwing Order Banner re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Inner Circle special rule in the same unit as this banner have +1 Attack whilst the bearer is alive.
    GRAV-AMP
    The grav-amp is a wonder of archeotech that focusses and strengthens the field of the bearer's grav-weapons.

    When rolling to Wound with a grav-weapon, or to determine its effects on a vehicle, the bearer can re-roll the result.
    IRON HALO
    The iron halo is a symbol of exceptional bravery and wisdom. It contains a powerful energy field that acts as a ward against the weapons of the enemy. An iron halo is capable of rendering useless even the most potent of attacks.

    An iron halo confers a 4+ invulnerable save.
    JUMP PACK
    A jump pack enables the wearer to take great bounding leaps across the battlefield and make a boosted flight over short distances. Space Marines often enter battle via airdrop deployment, wearing jump packs and leaping from low-flying Thunderhawk Gunships, issuing controlled burst to slow their descent to the ground.

    Models equipped with jump packs gain the Jump unit type as described in Warhammer 40,000: The Rules.
    LOCATOR BEACON
    Locator beacons are often carried by Raptorwing Outriders, and provide a signalling package, broad-spectrum communicators, and geo-positioning tracking. When activated, the beacon uploads detailed positional information to the tactical grid, allowing precision reinforcement by reserve forces.

    Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.
    MOLECULAR ACID SHELLS
    Each molecular acid shell contains a reservoir of concentrated acid. Upon detonation, this incredibly caustic substance sprays across its targets, burning through flesh and armour with hideous speed.

    Each time a weapon equipped with molecular acid shells fires, the controlling player can choose whether to fire a molecular acid shells or to use the ordinary profile for that weapon.
    Range S AP Type
    36" 2 D6* Heavy 3, Poisoned (2+)
    *Roll for this weapon's AP value each time it is is fired, after the target has been chosen.
    NARTHECIUM
    This device, along with the reductor, is employed to heal wounded Angels of Vengeance or, if this is impossible, to remove the progenoid gland containing the battle-brother's precious geen-seed.

    As long as the bearer of the narthecium is alive, all models in his unit have the Feel No Pain special rule.
    ORDER STANDARD
    The Order standards of the Angels of Vengeance are precious heirlooms, hand-crafted over the millennia by skilled artisans and heavy with the honour of the Chapter.

    Friendly units with the Angels of Vengeance Faction within 12" of a model equipped with the Order standard re-roll failed Morale checks, Pinning tests and Fear tests.
    PERFIDIOUS RELIC OF THE UNFORGIVEN
    Ancient relics from the old Legion that have been recaptured by the Dreadwing are sometimes carried into battle by the grim beings known as Cenobite Servitors. The exact nature or function of most of these revered relics is unknown. What is known is their effect on the battlefield - their presence alone dampens the power of enemy psykers and fills the Angels of Vengeance's opponents with feelings of dread.

    A perfidious relic of the Unforgiven is borne to battle by a Cenobite Servitor. A Cenobite Servitor is represented as a separate miniature that will always remain as close as possible to the unit that selected it. The model itself is purely decorative and is always ignored for game purposes - just move it to one side if it gets in the way. Remove the Cenobite Servitor once the unit that selected it has been completely destroyed.

    Models in a unit that includes a Cenobite Servitor carrying a perfidious relic of the Unforgiven have the Adamantium Will and Fear special rules.
    PHOSPHEX BOMB
    Phosphex bombs contain a rare corrosive, toxic and incendiary compound. It expands in contact with air into a seething liquid mist which burns with an eerie white-green flame which is attracted to movement. This gelid flame ignites metal and eats relentlessly into living tissue, and cannot be extinguished shot of exposure to vacuum. As effective as this horrifying weapon is, its use is not widespread as it has a tainting effect beyond even rad weapons on the areas in which it is employed.

    Range S AP Type
    6" 5 2 Assault 1, One Use Only, Blast, Poisoned (3+), Crawling Fire, Lingering Death
    Crawling Fire: After a Blast marker for a weapon with this rule is placed, the firer may move the marker up to 2" in any direction, so long as this would cover more models than previously.

    Lingering Death: When a Blast weapon with this rule is used, after the attack is resolved, leave the Blast marker in play for the rest of the game and mark it with a counter of some kind. This area is now treated as dangerous terrain for all models with a Toughness value and open-topped vehicles. Note: It is advisable to have multiple spare blast markers when using this rule!
    RAD GRENADES
    Special issue wargear commonly only employed against the most dangerous of xenoforms, rad grenades detonate with a short, intense burst of radiation and shower the immediate area with highly contaminated fallout. As well as the direct damage, these have the effect of debilitating rather than slaying outright, rendering a target vulnerable to further injury.

    During a turn in which a unit equipped with rad grenades launches an assault, or is assaulted, the enemy unit(s) suffer a -1 penalty to their Toughness until the end of the phase (this does affect the victims’ Instant Death threshold).
    RAD MISSILES
    There Terran-devised missiles, a horror of the gene-war anarchy of the Old Night, use custom-loaded warheads which combine high explosive charges with inner fragmentation cases made from highly radioactive isotopes. The effect is to create an intensely toxic weapon that inflicts hideous death on its victims and can poison and lay low even the most resilient organism.

    Each time a weapon equipped with rad missiles fires, the controlling player can choose whether to fire a rad missile or use the ordinary profile for that weapon.
    Range S AP Type
    48" 4 3 Heavy 1, Blast, Fleshbane, Rad-phage
    Rad-phage: A model that loses one or more wounds to an attack with this special rule and survives has its Toughness score reduced by -1 for the rest of the battle.
    RAPTORWING ORDER BANNER
    Flying proud from its adamantium banner-pole, the standard of the Raptorwing shows a great avian monstrosity swooping down on the battlefield from storm-wracked skies, its talons outstretched before it, while beneath it a legion of lesser-warriors prostrate themselves, cowed into capitulation by its sudden, unexpected ferocity.

    Friendly units with the Angels of Vengeance Faction within 12" of a model equipped with the Raptorwing Order Banner re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Raptorwing special rule in the same unit as this banner automatically pass Initiative tests when attempting to Hit & Run and roll one additional dice when determining the distance of a Hit & Run move whilst the bearer is alive.
    ROSARIUS
    A rosarius is a gorget or amulet worn by Angels of Vengeance Chaplains, both for protection and as a symbol of office. A rosarius emits a powerful protective energy field around the wearer, and is capable of deflecting blows and shots that would smash a ferrocrete bunker. It is believed that the stronger its bearer's belief in the might of the Emperor, the stronger a rosarius' force field will be.

    A rosarius confers a 4+ invulnerable save.
    SACRED STANDARD
    Hanging in the Great Hall of the Blackstone Tower, there are those standards of the Angels of Vengeance that are precious works of art. Since the time of the Great Scourging, the Angels of Vengeance have guarded icons such as the Standard of Unyielding Wrath, the Standard of Storm and Fire and the Standard of Remembrance, all of which command fanatical levels of devotion from the warriors of the Chapter. These relics are borne into only the most desperate of battles, for though their effect upon the Angels of Vengeance is truly inspiring, each one is irreplaceable. More than once, several strike forces worth of Angels of Vengeance have been deployed simply to recover such a banner lost upon the field of battle.

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

    Last edited by Fox Of 9; 15-09-2021 at 14:17.

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    Special Issue Wargear/Armour/Angels Of Vengeance Vehicle Equipment

    SERVO-HARNESS
    Pistons hissing and actuators whining, the servo-harness enfolds its wearer in the manifest blessings of the Omnissiah. Bearing a multitude of crushing claws and hissing plasma torches, this multi-limbed harness aids its wearer by repairing Angels of Vengeance vehicles, not to mention tearing apart the foe.

    A servo-harness give the bearer two servo-arms, a plasma cutter and a flamer. In the Shooting phase, the bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.
    Range S AP Type
    Plasma cutter 12" 7 2 Assault 1, Gets Hot, Twin-linked
    SIGNUM
    A targeting auto-cogitator of prodigious power, the signum swiftly calculates optimal trajectories and imparts the data directly to the machine spirits of weapons in its bearer's squad.

    At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any To Hit rolls are made.
    SPACE MARINE BIKE
    Engines snarling like the beasts of old Caliban, the bikes of the Raptorwing bear their riders into battle with speed and surety. Well armoured and able to traverse even the densest terrain, the Space Marine bike is a versatile, durable and faithful steed.

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

    Lords Of The Raptorwing: A model with the Inner Circle special rule riding a Space Marine bike also has the Raptorwing special rule (if they did not already have it).
    STASIS MISSILES
    The stasis missile combines explosives with ancient and little understood technology that causes any not slain by the blast to become frozen in time. At battle's end, these unfortunate souls will be handed over to the Interrogator-Chaplains for judgement.

    Each time a weapon equipped with stasis missiles fires, the controlling player can choose whether to fire a stasis missile or use the ordinary profile for that weapon.
    Range S AP Type
    24" 4 - Heavy 1, Blast, Stasis Anomaly
    Stasis Anomaly: All models in a unit hit by one or more weapons with this special rule suffer a -1 penalty to their Weapon Skill and Initiative (to a minimum of 1) until the end of the turn.
    STORM SHIELD
    A storm shield is a solid shield that has an energy field generator built into it. Though the bulk of the shield offers some physical protection, much more impressive is the energy field. It is capable of delfecting almost any attack - blows that would normally cut through even Terminator armour fail to make a scratch.

    A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack for being armed with two Melee weapons in an assault.
    TELEPORT HOMER
    Teleport homers emit a powerful signal enabling orbiting Strike Cruisers to lock on to them with their teleportation equipment.

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



    ARMOUR

    ARTIFICER ARMOUR
    Embelished by the finest artificers in the Angels of Vengeance Armoury, these lavish suits afford the wearer protection to rival even Terminator armour.

    Artificer armour confers a 2+ Armour Save.
    TERMINATOR ARMOUR
    Terminator armour is the best protection a Space Marine can be equipped with. it is even said that Terminator armour can withstand the titanic energies at a plasma generator's core, and that this was, in fact, the armour's original purpose.

    Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and may not make sweeping advances.



    ANGELS OF VENGEANCE VEHICLE EQUIPMENT

    Rules for the following vehicle upgrades can be found in Warhammer 40,000: The Rules.
    Dozer blade Hunter-killer missile Smoke launchers
    Extra armour Searchlight Storm bolter
    CERAMITE PLATING
    These hull plates are thrice-blessed by the Chapter's Techmarines and anointed with the seven sacred unguents of thermic warding to protect against the extreme conditions of orbital re-entry. Such precautions also serve to thwart the fury of certain weapons, absorbing and dispersing even the most extreme temperatures and microwave emissions.

    A vehicle equipped with ceramite playing is not subject to the additional D6 armour penetration caused by weapons with the Melta special rule.
    FRAG ASSAULT LAUNCHERS
    The hulls of Land Raider Crusaders and Land Raider Redeemers are studded with explosive charges designed to hurl shrapnel at the enemy as the troops inside charge out.

    Any unit charging into close combat on the same turn as it disembarks from a transport vehicle equipped with frag assault launchers counts as having frag grenades.
    LOCATOR BEACON
    The locator beacon is a signalling package that contains a teleport homing device, broad-spectrum communicators and geo-positional tracking. When activated, the locator beacon streams detailed positional uploads in Adeptus Astartes coded signals, allowing for precision reinforcement by reserve forces.

    Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.
    SIEGE SHIELD
    Due to the effectiveness in rubble-strewn city fights and urban assaults, Land Raider Ares siege-tanks and Vindicators are often fitted with enormous siege shields which enable them to bulldoze through obstacles with impunity.

    A vehicle with a siege shield automatically passes Dangerous Terrain tests.

    Last edited by Fox Of 9; 10-08-2022 at 15:20.

  12. #32
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    Relics Of Vengeance

    RELICS OF VENGEANCE

    These artefacts are ancient heirlooms that are maintained in places of honour within the Obsidian Tower. Only the mightiest Angels of Vengeance are worthy of using such storied items, and having their heroics and deeds added to the continuing legends of the items themselves. Only one of each of the following relics may be chosen per army.

    ANMAEL'S REACH
    During the Jericho Reach's Age of Shadow, many great heroes served the Deathwatch and performed deeds that would have been the basis of legend, had there been any to witness their vigil. One such warrior was Anmael, a Battle-Brother seconded from the Angels of Vengeance. The stubborn drive of his Chapter led him across the Reach in pursuit of countless inhuman foes. Of his last mission, only the Watch Commander and the Chamber of Vigilance know the details, but he was survived by the ornately worked storm bolter he bore from his Chapter's vaults. It is said that the Anmael's Reach will suffer no wielder less determined than its first, but its fierce machine spirit bolsters the worthy.

    Range S AP Type
    24" 4 4 Assault 4, Armament Of The Worthy
    Armament Of The Worthy: The bearer of Anmael's Reach must re-roll failed Leadership tests. However, should the re-roll also fail, Anmael's Reach loses this special rule and gains the Gets Hot special rule.
    ARMOUR OF CALIBAN
    The Armour Of Caliban is an ancient suit of power armour forged upon Caliban long before even the Emperor's arrival. It is a crude, beastly thing, wrought from layered plates of some unknown dark coloured metal, its strangely baroque form accentuated by spikes and the numerous pelts of great calibanite beasts that adorn it. Extensive studies of the armour's systems by the Chapter's Techmarines and artificers have revealed several idiosyncrasies throughout its design, as well as several pieces of in-built archeotech of unknown provenance. Leading many to believe that the armour is, in fact, an inferior experimental prototype of some much more refined model of mass-produced power armour from the Dark Age of Technology.

    The Armour Of Caliban confers a 3+ Armour Save and a 3+ invulnerable save. In addition, the armour is also equipped with both digital lasers and a grenade harness. Furthermore, a model equipped with the Armour Of Caliban has the Bulky, Hardened Armour and Relentless special rules.

    Digital Lasers
    Digital lasers provide +1 Attack in close combat.

    Grenade Harness
    A model can fire its grenade harness in addition to another weapon. In addition, models in the wearers unit do not suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.
    Range S AP Type
    8" 3 - Assault 2, Blast
    Hardened Armour: Failed Armour Saves against Template and Blast weapons can be re-rolled. In addition, a unit containing at least one model with this special rule must reduce the distance rolled for Charges, Sweeping Advances, and Run moves by 1".
    KUHN'S SILVER BLADE
    This ancient, gleaming power sword was once wielded by Ambrus Kuhn, the first Angels of Vengeance Chapter Master. Inhabited by a machine spirit that despises beastly monstrosities above all else and sheathed in an armour-sundering power field of impressive strength, this weapon grows ever stronger in the presence of foul beasts and monstrous creatures, allowing it to cleave even such monsters as the Tyranid Carnifex in twain.

    Range S AP Type
    - +1 3 Melee, Bane Of Monstrosities, Master-crafted
    Bane Of Monstrosities: When Kuhn's Silver Blade is used to attack models with the Beast, Cavalry, Monstrous Creature or Flying Monstrous Creature unit type, it will successfully score a wound on a To Wound roll of a 2+.
    STAFF OF DREAD
    Traditionally bequeathed to the Chief Librarian of the Chapter, this Force Weapon amplifies strong psychic imprints from its surroundings, channeling them through the eternally-smoldering skull of the arch-heretic Haradah that sits caged within the brazier atop its shaft. Ultimately, this is a dangerous process; if the wielder losses concentration for but a moment he could find his psyche rent and torn by the powerful, undulating, waves of psychic energy. However, should he properly harness this power, he will find himself able to draw upon the powers of the warp with ease, and even be able to turn the potent psychic energy within the staff upon his foes.

    Range S AP Type
    - +2 4 Melee, Concussive, Force, Psychic Amplification
    Psychic Amplification: Each time the bearer of the Staff Of Dread attempts to manifest a Psychic power, you must immediately roll a D6 and consult the chart below.

    Result Effect
    1-2 Empyric Backlash: The bearer immedietly suffers D6 Strenght 5 AP - hits.
    3-5 Pyschic Channeling: The Warp Charge cost of the Psychic Power the bearer is currently trying to manifest is reduced by 1 (to a minimum of 1).
    6 Psychic Storm: The Warp Charge cost of the Psychic Power the bearer is currently trying to manifest is reduced by 1 (to a minimum of 1). In addition, all enemy Psykers within 12" must pass a Leadership test or suffer D3 Strength 5 AP - hits.
    THE CHAMPION'S BLADE
    The Champion's Blade serves as both a deadly weapon and as a badge of martial prestige. Habitually awarded to the most recent champion of the Chapter's ceremonial Blademaster competition, this elegant sabre relies on the bearers speed and dexterity rather than brute force for its lethality.

    The bearer of The Champion's Blade has the Mastery Of The Blade special rule. They can also attack with it in the Assault phase using the profile below.
    Range S AP Type
    - User - Melee, Rending, Duellist's Edge
    Duellist's Edge: When fighting in a challenge, the bearer of this weapon gains a +1 bonus to their Initiative.
    THE MASK OF IRON
    A featureless helm of Mark III power armour, The Mask Of Iron incorperates arcane technology that - using electrical currents - stimulates the nerve endings of the wearer's skin, making the wearer feel as if he has been dipped in liquid flame. Ultimately, The Mask Of Iron is a relic associated with atonement and personal failure, and will only ever be worn by a battle-brother who feels they have personally failed the Chapter in some way.

    The bearer of The Mask Of Iron has the Adamantium Will, Fear and Feel No Pain special rules.

    Last edited by Fox Of 9; 25-06-2022 at 12:07.

  13. #33
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    Interromancy Discipline

    INTERROMANCY DISCIPLINE

    In order to aid the Interrogator-Chaplains in their cruel labours, the Librarians of the Angels of Vengeance have mastered a sinister and invasive form of telepathy. Few sensations are more horrific for a victim than the insidious slither of the Librarian's thoughts as they writhe through the gaps in his mental defences, flaying and twisting his psyche at will.

    PRIMARIS POWER

    MIND WORM .............................................. WARP CHARGE 1
    The Librarian burrows his consciousness into the screaming victim's brain, ripping free their secrets in a spray of gore.

    Mind Worm is a focussed witchfire power with the following profile:
    Range S AP Type
    12" 6 2 Assault 1, Ignores Cover, Sap Will
    Sap Will: If a model suffers any unsaved Wounds from Mind Worm, its Weapon Skill, Ballistic Skill, Initiative and Leadership characteristics are reduced by 3 (to a minimum of 1) for the rest of the battle.
    1. SEED OF FEAR ...................................... WARP CHARGE 1
    The Librarian inveigles his way into the minds of his foes. Subtly, he twists and heightens their fears, inciting first unease, then paranoia, then outright, overwhelming terror.

    Seed Of Fear is a malediction that targets all enemy units with 9". Whilst the power is in effect, all target units must take Morale checks as well as Pinning and Fear tests on 3D6.
    2. RIGHTEOUS REPUGNANCE ................ WARP CHARGE 1
    Reaching into the minds of his brothers, the Librarian stokes the fires of their hate. Conditioned and receptive to such manipulation by their leaders, the Angels of Vengeance respond with a surge of cold, furious violence.

    Righteous Repugnance is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target unit has the Rage special rule.
    3. AVERSION ............................................ WARP CHARGE 1
    The Librarian sends waves of cold fear washing outwards. The foe find themselves unable to focus upon the psyker, their subconscious screaming at them to look away for fear of what they will see.

    Aversion is a malediction that targets a single enemy unit within 24", Whilst this power is in effect, the target unit can only fire Snap Shots.
    4. MAELSTROM OF MISERY ........................ WARP CHARGE 2
    The Librarian focusses his disgust for the foe into a potent assault. All enemies in the vicinity experience agonising pain as their brains implode, then fall to the ground without a mark on them.

    Maelstrom Of Misery is a witchfire power with the following profile:
    Range S AP Type
    24" 1 2 Assault 1, Blast, Neural Shock
    Neural Shock: Hits caused by this psychic power always wound on a 4+. This special rule has no effects on vehicles or buildings.
    5. TREPHINATION ..................................... WARP CHARGE 2
    The Librarian gathers his thoughts into a white hot spike to plunge straight into his victim's mind. There is no subtlety here, just a vicious psychic thrust that leaves the foe's sanity in tatters and their brain matter dribbling for ears, nose and eyes.

    Trephination is a focused witchfire power with a range of 18". The affected model must roll 2D6+2 and subtract their Leadership. That models suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Trephination.
    6. MIND WIPE ........................................... WARP CHARGE 3
    Like a barbed lash, the Librarian's mind scourges that of his foe, dragging out every memory, secret and thought that makes them who they are. For some foes, this theft of identity is momentary, a fearful but temporary blank. Others are permanently reduced to glassy-eyed walking corpses - hollow shells of what they once were.

    Mind Wipe is a malediction that targets a single enemy unit within 24". All models in the target unit have their Weapon Skill and Ballistic Skill reduced to 1 until the end of their next turn, at which point the unit must take a Leadership test. If the Leadership test is failed, the effects of Mind Wipe last for the rest of the game.


  14. #34
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    Tactical Objectives

    TACTICAL OBJECTIVES

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

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

    If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Angels of Vengeance player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the Angels of Vengeance player instead generates the corrosponding Angels of Vengeance Tactical Objective, as shown in the table (right). Other Tactical Objectives (numbers 21-66) are generated normally.
    D66 Result
    11 Not One Step Backwards
    12 No Forgiveness
    13 Might Of The Inner Circle
    14 Know No Fear
    15 Never Despair
    16 The Lion's Fury



    11 NOT ONE STEP BACKWARDS
    TYPE: ANGELS OF VENGEANCE
    Intractable and immovable, you must stand firm in the face of the foe no matter what horrors they unleash.

    When this Tactical Objective is generated secretly choose either your next turn, your next two turns or your next three turns; score 1, D3 or D3+3 Victory Points respectively if this Tactical Objective is still Active at the end of the number of turns you choose. This Tactical Objective is immediately discarded if any friendly unit fails a Morale Check. If the game ends before this Tactical Objective is achieved, no Victory Points are scored.
    12 NO FORGIVENESS
    TYPE: ANGELS OF VENGEANCE
    Be implacable in your hatred of the foe. Root them out and scour them from existence, wherever they may hide.

    Score 1 Victory Point at the end of your turn if you completely destroy 1 or more enemy units that were controlling an Objective Marker at the start of your turn.
    13 MIGHT OF THE INNER CIRCLE
    TYPE: ANGELS OF VENGEANCE
    The foul taint of the Fallen shrouds the foe. The Inner Circle must tear aside this treacherous veil, eradicating whatever tainted secrets the foe hoards.

    Score 1 Victory Point at the end of your turn if, during your turn, at least one enemy unit was completely destroyed by one of your units comprised entirely of models with the Inner Circle special rule.
    14 KNOW NO FEAR
    TYPE: ANGELS OF VENGEANCE
    Defiance; unyielding and incorruptible. That is how we prove our devotion and loyalty.

    When this Tactical Objective is generated, take note of any friendly units that are currently controlling an Objective Marker. Score 1 Victory Point at the end of your next turn if any of those units are still controlling the same Objective Marker they controlled when this Tactical Objective was generated. If less than 25% of that unit’s models are still alive and it still controls the same Objective Marker, score D3 Victory Points instead.
    15 NEVER DESPAIR
    TYPE: ANGELS OF VENGEANCE
    Even in the face of overwhelming numbers, you must fight on, for only then will true victory be achieved.

    When this Tactical Objective is generated, make a note of which unit in the enemy army (that is on the battlefield) currently has the most models. If several units are tied, your opponent selects one amongst them. Score 1 Victory Point at the end of your turn if this unit has been completely destroyed.
    16 THE LION'S FURY
    TYPE: ANGELS OF VENGEANCE
    Sweep the enemy from before you, leaving only their broken bodies and utter destruction in your wake.

    Score D3 Victory Points at the end of you turn if you control one or more Objective Markers that were controlled by your opponent at the start of your turn.
    Secret Agenda: if your Warlord has the Angels of Vengeance Faction, hide your dice roll when generating Tactical Objectives. If the Tactical Objective generated does not have the Angels of Vengeance Type, reveal both the dice roll and the Tactical Objective to your opponent as normal (unless the mission you are playing instructs you otherwise). If the Tactical Objective generated has the Angels of Vengeance Type, keep the dice roll and Tactical Objective hidden (unless the Tactical Objective requires you to do otherwise); reveal these Tactical Objectives only when achieving them.




  15. #35
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    Dreadwing Strike Force/Raptorwing Strike Force

    DREADWING STRIKE FORCE

    Codex Adeptus Astartes: Angels Of Vengeance details two further Detachments, the first of which is based around the might 1st Order of the Angels of Vengeance - the Dreadwing - which specialises in devastating teleportation strikes and deployed only when there seems to be no other way to destroy an enemy. This Detachment follows all the rules for Detachments as presented in Warhammer 40,000: The Rules.


    FORMATION:
    COMPULSORY
    • 1 HQ
    • 2 Elites
    OPTIONAL
    • 2 HQ
    • 10 Elites
    RESTRICTIONS:
    All units in this Detachment must have the Inner Circle special rule or be Dedicated Transports. Non-vehicle units in this Detachment must have Terminator armour. Units of Venerable Dreadnoughts is this Detachment may only include one model, which must be given a Drop Pod as a Dedicated Transport.

    COMMAND BENEFITS:
    Devestation Unleashed: All units in this Detachment must begin the game in Deep Strike Reserve. If your army includes a Raptorwing Strike Force, you can choose to automatically pass or fail any Reserve Rolls you make for units in this Detachment; there is no need to roll.

    First Master Of The Host: If this Detachment is your Primary Detachment, you must roll on the Dreadwing Warlord Traits table when determining your Warlord's Trait. You can re-roll the result.

    Paralysing Fear: Enemy units within 12" of one or more units from this Detachment roll an additional dice when taking Morale checks, Pinning and Fear Tests, discarding the lowest result.



    RAPTORWING STRIKE FORCE

    The final Detachment in Codex Adeptus Astartes: Angels Of Vengeance focusses on the 2nd Order - the Raptorwing - and their highly skilled usage of stealth, misdirection, and lighting fast attacks. The Chapter's eyes and ears, it is the Raptorwing who are tasked with running the Fallen to ground. This Detachment follows all the rules for Detachments as presented in Warhammer 40,000: The Rules.


    FORMATION:
    COMPULSORY
    • 1 HQ
    • 2 Fast Attack
    OPTIONAL
    • 2 HQ
    • 1 Elites
    • 10 Fast Attack
    • 3 Heavy Support
    RESTRICTIONS:
    All units in this Detachment must have the Raptorwing or Scout special rules or be Flyers.

    COMMAND BENEFITS:
    Ambush: Units of Raptorwing Hunters from this Detachment that Infiltrate, or that arrive from Reserve or Ongoing Reserve, can choose to roll on the Ambush table, below, instead of deploying or arriving from Reserve normally. Unless otherwise specified, ambushing units move onto the table as described for Reserves and cannot move any further during the Movement phase of the turn they deploy or arrive on the battlefield. Units cannot use the Ambush special rule whilst they are embarked inside a vehicle.

    Thunderous Charge: Bike models from this Detachment make 2 Hammer of Wrath attacks instead of 1 if there are at least five models in their unit (including models with the Independent Character special rule that have joined it).

    First Executioner: If this Detachment is your Primary Detachment, you must roll on the Raptorwing Warlord Traits table when determining your Warlord's Trait. You can re-roll the result.
    D6 RESULT
    1 Reinforcements: The foe has been drawn forward into the jaws of the Raptorwing's trap - now is the time to show the enemies of the Imperium of Man their true strength.
    The ambushing unit moves onto the board edge from your own table edge.
    2 Encircling The Foe: Stalking throughout the shadows at the flanks of the enemy army, the Order's battle-brothers settle into position, ready to cut off any chance of retreat.
    Roll a D6: on a 1-2, the ambushing unit comes in from the table edge to the left of your own table edge; on a 3-4, they come on from the table edge to the right of your own table edge; on a 5-6, you can choose left or right.
    3 Lying In Wait: Revealing themselves from carefully prepared hiding places, the Raptorwing's warriors appear as if from thin air.
    Set up the ambushing unit anywhere on the table that is more than 9" from any enemy unit. You can alternatively set up the ambushing unit anywhere on the table that is more than 6" from any enemy model so long as no enemy model can draw line of sight to them.
    4 A Perfect Ambush: A long-planned strategy comes to fruition - the Chapter's foes look on in horror as the silent battlefield stirs.
    Set up the ambushing unit anywhere on the table that is more than 6" from any enemy model.
    5 A Deadly Trap: The first the foe knows of the Raptorwing's ambush is the crack of weapons fire, their officers blown from their feet and panic spreading fast.
    Set up the ambushing unit anywhere on the table that is more than 6" from any enemy model.

    After placing the ambushing unit, you can immediately make a bonus shooting attack with it as if it were the Shooting phase (this does not prevent the unit from shooting in the ensuing Shooting phase). These bonus shooting attacks cannot cause Morale checks, but they do have the Pinning special rule.
    6 Death From The Shadows: The Raptorwing emerge as spectres from the shadows around their prey, their blades drawn and at enemies' necks before they can even react.
    Set up the ambushing unit anywhere on the table that is more than 3" from any enemy model.

    Unlike other units that Infiltrate or arrive from Reserve, the ambushing unit can charge in their first turn or on the turn they arrive from Reserves.

    Last edited by Fox Of 9; 18-01-2021 at 22:03.

  16. #36
    Chapter Master Fox Of 9's Avatar
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    Profiles

    PROFILES

    HQ
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type
    Chaplain
    5
    4
    4
    4
    2
    4
    2
    10
    3+
    In (ch)
    Knight-captain
    5
    5
    4
    4
    2
    5
    2
    9
    3+
    In (ch)
    Eran Boaz
    6
    5
    4
    5
    3
    5
    3
    10
    3+
    Bk (ch)
    Interrogator-Chaplain
    5
    5
    4
    4
    3
    5
    3
    10
    3+
    In (ch)
    Kedar Mara
    6
    5
    4
    4
    3
    5
    4
    10
    2+
    In (ch)
    Librarian
    5
    4
    4
    4
    2
    4
    2
    10
    3+
    In (ch)
    Michael Gabriel
    7
    5
    4
    4
    3
    5
    4
    10
    2+
    In (ch)
    Nathanael Eyal
    5
    5
    4
    4
    2
    5
    2
    9
    3+
    In (ch)
    Knight-commander
    6
    5
    4
    4
    3
    5
    3
    10
    3+
    In (ch)
    Servitor
    3
    3
    3
    3
    1
    3
    1
    8
    4+
    In
    Techmarine
    4
    5
    4
    4
    2
    4
    2
    9
    2+
    In (ch)
    TROOPS
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type
    Space Marine
    4
    4
    4
    4
    1
    4
    1
    8
    3+
    In
    Space Marine Sergeant
    4
    4
    4
    4
    1
    4
    1
    8
    3+
    In (ch)
    Veteran Sergeant
    4
    4
    4
    4
    1
    4
    2
    9
    3+
    In (ch)
    Initiate
    3
    3
    4
    4
    1
    4
    1
    8
    3+
    In
    Proctor
    4
    4
    4
    4
    1
    4
    2
    9
    3+
    In (ch)
    ELITES
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type
    Apothecary
    4
    4
    4
    4
    1
    4
    2
    9
    3+
    In (ch)
    Company Paladin
    5
    4
    4
    4
    1
    4
    2
    9
    3+
    In (ch)
    Dreadwing Apothecary
    4
    4
    4
    4
    1
    4
    2
    9
    2+
    In (ch)
    Dreadwing Paladin
    5
    4
    4
    4
    1
    4
    2
    9
    2+
    In (ch)
    Dreadwing Sergeant
    4
    4
    4
    4
    1
    4
    2
    9
    2+
    In (ch)
    Dreadwing Terminator
    4
    4
    4
    4
    1
    4
    2
    9
    2+
    In
    Excubitor
    4
    4
    4
    4
    1
    4
    2
    9
    3+
    In
    Excubitor Praefectus
    4
    4
    4
    4
    1
    4
    2
    9
    3+
    In (ch)
    Lian Batarisel
    5
    4
    4
    3
    2
    4
    3
    9
    2+
    In (ch)
    Naufragia
    5
    4
    4
    4
    1
    4
    2
    9
    2+
    In
    Naufragia Sergeant
    5
    4
    4
    4
    1
    4
    2
    9
    2+
    In (ch)
    Raptorwing Apothecary
    4
    4
    4
    5
    1
    4
    2
    9
    3+
    Bk (ch)
    Raptorwing Paladin
    5
    4
    4
    5
    1
    4
    2
    9
    3+
    Bk (ch)
    Raptorwing Talon
    4
    4
    4
    5
    1
    4
    2
    9
    3+
    Bk
    Sword Bearer
    5
    4
    4
    4
    1
    4
    3
    9
    2+
    In (ch)
    FAST ATTACK
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type
    Domitor
    4
    4
    4
    4
    1
    4
    2
    9
    3+
    In
    Domitor Praefectus
    4
    4
    4
    4
    1
    4
    2
    9
    3+
    In (ch)
    Raptorwing Executioner
    4
    4
    4
    5
    1
    4
    2
    9
    3+
    Bk (ch)
    Raptorwing Harbinger
    4
    4
    4
    5
    1
    4
    2
    9
    4+
    Bk (ch)
    Raptorwing Hunter
    4
    4
    4
    4
    1
    4
    1
    8
    4+
    In
    Raptorwing Huntmaster
    4
    4
    4
    4
    1
    4
    2
    9
    4+
    In (ch)
    Raptorwing Outrider
    4
    4
    4
    5
    1
    4
    1
    8
    4+
    Bk
    Raptorwing Talon
    4
    4
    4
    5
    1
    4
    2
    9
    3+
    Bk
    HEAVY SUPPORT
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type
    Perditor
    4
    4
    4
    4
    1
    4
    2
    9
    3+
    In
    Perditor Praefectus
    4
    4
    4
    4
    1
    4
    2
    9
    3+
    In (ch)
    LORDS OF WAR
    WS
    BS
    S
    T
    W
    I
    A
    Ld
    Sv
    Unit Type
    Amos Chorazin
    6
    5
    4
    6
    4
    4
    4
    10
    2+
    In (ch)
    Last edited by Fox Of 9; 19-07-2021 at 12:03.

  17. #37
    Chapter Master Fox Of 9's Avatar
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    Profiles (Vehicles)

    VEHICLES
    Armour
    WS
    BS
    S
    F/S/R
    I
    A
    HP
    Unit Type
    Dreadnought
    4
    4
    6
    12/12/10
    4
    4
    3
    W
    Drop Pod
    -
    4
    -
    12/12/12
    -
    -
    3
    O, T
    Land Raider
    -
    4
    -
    14/14/14
    -
    -
    4
    Tk, T
    Land Raider Crusader
    -
    4
    -
    14/14/14
    -
    -
    4
    Tk, T
    Land Raider Redeemer
    -
    4
    -
    14/14/14
    -
    -
    4
    Tk, T
    Nathan Hosea
    6
    5
    6
    12/12/10
    4
    4
    3
    W (ch)
    Predator
    -
    4
    -
    13/11/10
    -
    -
    3
    Tk
    Raptorwing Land Speeder
    -
    4
    -
    10/10/10
    -
    -
    2
    F, S
    Raptorwing Land Speeder Storm
    -
    4
    -
    10/10/10
    -
    -
    2
    S, F, O, T
    Raptorwing Land Speeder Vengeance
    -
    4
    -
    10/10/10
    -
    -
    3
    F, S
    Razorback
    -
    4
    -
    11/11/10
    -
    -
    3
    Tk, T
    Rhino
    -
    4
    -
    11/11/10
    -
    -
    3
    Tk, T
    Sword Strike Interceptor
    -
    4
    -
    11/11/11
    -
    -
    3
    Fl
    Venerable Dreadnought
    5
    5
    6
    12/12/10
    4
    4
    3
    W
    Vengeance Gunship
    -
    4
    -
    11/11/10
    -
    -
    2
    Fl, H
    Vindicator
    -
    4
    -
    13/11/10
    -
    -
    3
    Tk
    Whirlwind
    -
    4
    -
    11/11/10
    -
    -
    3
    Tk
    LORDS OF WAR
    Armour
    WS
    BS
    S
    F/S/R
    I
    A
    HP
    Unit Type
    Land Raider Ares
    -
    4
    -
    14/14/14
    -
    -
    4
    Tk
    UNIT TYPES

    Bike = Bk, Character = (ch), Fast = F, Flyer = Fl, Hover = H, Infantry = In, Open-topped = O, Skimmer = S, Tank = Tk, Transport = T, Walker = W
    Last edited by Fox Of 9; 25-07-2021 at 16:15.

  18. #38
    Chapter Master Fox Of 9's Avatar
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    Profiles (Weapons)

    RANGED WEAPONS

    Weapon
    Range
    S
    AP
    Type
    Assault cannon
    24"
    6
    4
    Heavy 4, Rending
    Autocannon
    48"
    7
    4
    Heavy 2
    Boltgun
    24"
    4
    5
    Rapid Fire
    Bolt pistol
    12"
    4
    5
    Pistol
    Catacylsm missile launcher
    - Phosphex missile
    48"
    5
    2
    Heavy 2, Blast, Poisoned (3+), Crawling Fire, Lingering Death
    - Rad missile
    48"
    4
    3
    Heavy 2, Blast, Fleshbane, Rad-phage
    Cerberus launcher
    18"
    4
    6
    Heavy 1, Blind, Large Blast
    Cyclone missile launcher
    - Frag missile
    48"
    4
    6
    Heavy 2, Blast
    - Krak missile
    48"
    8
    3
    Heavy 2
    Deathwind launcher
    12"
    5
    -
    Heavy 1, Large Blast
    Demolisher cannon
    24"
    10
    2
    Ordnance 1, Large Blast
    Frag grenade
    8"
    3
    -
    Assault 1, Blast
    Flamer
    Template
    4
    5
    Assault 1
    Flamestorm cannon
    Template
    6
    3
    Assault 1
    Grav-cannon
    24"
    *
    2
    Salvo 3/5, Concussive, Graviton
    Grav-gun
    18"
    *
    2
    Salvo 2/3, Concussive, Graviton
    Grav-pistol
    12"
    *
    2
    Pistol, Concussive, Graviton
    Heavy bolter
    36"
    5
    4
    Heavy 3
    - Molecular acid shells
    36"
    2
    *
    Heavy 3, Poisoned (2+)
    Heavy flamer
    Template
    5
    4
    Assault 1
    Hunter-killer missile
    Infinite
    8
    3
    Heavy 1, One Use Only
    Irradiation engine
    Template
    4
    3
    Assault 1, Fleshbane, Rad-phage, Torrent
    Krak grenade
    8"
    6
    4
    Assault 1
    Lascannon
    48"
    9
    2
    Heavy 1
    Meltagun
    12"
    8
    1
    Assault 1, Melta
    Missile launcher
    - Flakk missile
    48"
    7
    4
    Heavy 1, Skyfire
    - Frag missile
    48"
    4
    6
    Heavy 1, Blast
    - Krak missile
    48"
    8
    3
    Heavy 1
    - Rad missile
    48"
    4
    3
    Heavy 1, Blast, Fleshbane, Rad-phage
    - Stasis missile
    24"
    4
    -
    Heavy 1, Blast, Stasis Anomaly
    Multi-melta
    24"
    8
    1
    Heavy 1, Melta
    Phosphex incinerator cannon
    Template
    5
    2
    Assault 1, Inextinguishable Flames, Living Fire, Poisoned (3+)
    Plasma blaster
    18"
    7
    2
    Assault 2, Gets Hot
    Plasma burner
    12"
    4
    2
    Assault D3+1, Ignores Cover, Plasma Flame
    Plasma cannon
    36"
    7
    2
    Heavy 1, Blast, Gets Hot
    Plasma gun
    24"
    7
    2
    Rapid Fire, Gets Hot
    Plasma incinerator
    18"
    4
    2
    Heavy D3+4, Ignores Cover, Plasma Flame
    Plasma pistol
    12"
    7
    2
    Pistol
    Plasma repeater
    12"
    6
    2
    Salvo 2/3 Gets Hot, Twin-linked
    Plasma storm battery
    - Burst mode
    36"
    7
    2
    Heavy 3, Gets Hot
    - Charged mode
    36"
    7
    2
    Heavy 1, Gets Hot, Large Blast
    Plasma-caster
    12"
    4
    2
    Assault 2, Ignores Cover, Plasma Flame
    Raptorwing grenade launcher
    - Frag shell
    24"
    3
    6
    Rapid Fire, Blast
    - Krak shell
    24"
    6
    4
    Rapid Fire
    - Rad shell
    12"
    3
    4
    Assault 1, Blast, Fleshbane, Rad-phage
    - Stasis shell
    12"
    3
    -
    Assault 1, Blast, Stasis Anomaly
    Raptorwing shotgun
    - Banestrike slug
    12"
    4
    5
    Assault 2, Banestrike
    - Cryptclearer round
    16"
    4
    -
    Assault 2, Shred
    - Xenopurge slug
    16"
    4
    4
    Assault 2
    - Wyrmsbreath shell
    Template
    3
    6
    Assault 1
    Special issue ammunition
    (bolt pistol)
    - Dragonfire bolt
    12"
    4
    5
    Pistol, Ignores Cover
    - Hellfire round
    12"
    1
    5
    Pistol, Poisoned (2+)
    - Kraken bolt
    15"
    4
    4
    Pistol
    - Vengeance round
    9"
    4
    3
    Pistol, Gets Hot
    Special issue ammunition
    (boltgun)
    - Dragonfire bolt
    24"
    4
    5
    Rapid Fire, Ignores Cover
    - Hellfire round
    24"
    1
    5
    Rapid Fire, Poisoned (2+)
    - Kraken bolt
    30"
    4
    4
    Rapid Fire
    - Vengeance round
    18"
    4
    3
    Rapid Fire, Gets Hot
    Special issue ammunition
    (stalker pattern boltgun)
    - Dragonfire bolt
    30"
    X
    5
    Heavy 2, Sniper, Ignores Cover
    - Hellfire round
    30"
    X
    5
    Heavy 2, Sniper, Poisoned (2+)
    - Kraken bolt
    36"
    X
    4
    Heavy 2, Sniper
    - Vengeance round
    24"
    X
    3
    Heavy 2, Sniper, Gets Hot
    Stalker pattern boltgun
    30"
    X
    5
    Heavy 2, Sniper
    Storm bolter
    24"
    4
    5
    Assault 2
    Sword strike missile
    36"
    8
    3
    Heavy 1, One Use Only, Terminal Tracking
    Typhoon missile launcher
    - Frag missiles
    48"
    4
    6
    Heavy 2, Blast
    - Krak missiles
    48"
    8
    3
    Heavy 2
    Vengeance-pattern plasma storm battery
    - Burst
    24"
    6
    2
    Heavy 4, Gets Hot, Twin-linked
    - Charged
    24"
    6
    2
    Heavy 2, Blast, Gets Hot, Twin-linked
    Volkite charger
    15"
    5
    5
    Assault 2, Deflagrate
    Volkite culverin
    30"
    6
    5
    Heavy 2, Deflagrate
    Whirlwind multiple missile launcher
    - Vengeance
    12"-48"
    5
    4
    Ordnance 1, Barrage, Large Blast
    - Incendiary castellan
    12"-48"
    4
    5
    Ordnance 1, Barrage, Ignores Cover, Large Blast
    MELEE WEAPONS
    Weapon
    Range
    S
    AP
    Type
    Calibanite war blade
    -
    +1
    3
    Melee
    Chainfist
    -
    X2
    2
    Melee, Armourbane, Specialist Weapon, Unwieldy
    Chainsword
    -
    User
    -
    Melee
    Close combat weapon
    -
    User
    -
    Melee
    Crozius arcanum
    -
    +2
    4
    Melee, Concussive
    Eviscerator
    -
    X2
    2
    Melee, Armourbane, Two-handed, Unwieldy
    Force Axe
    -
    +2
    2
    Melee, Force, Unwieldy
    Force stave
    -
    +2
    4
    Melee, Concussive, Force
    Force sword
    -
    User
    3
    Melee, Force
    Krak grenade
    -
    6
    4
    -
    Lightning claw
    -
    User
    3
    Melee, Shred, Specialist Weapon
    Melta bomb
    -
    8
    1
    Armourbane, Unwieldy
    Power axe
    -
    +2
    2
    Melee, Unwieldy
    Power first
    -
    x2
    2
    Melee, Specialist Weapon, Unwieldy
    Power lance
    -
    +1/User
    3/4
    Melee
    Power maul
    -
    +2
    4
    Melee, Concussive
    Power sword
    -
    User
    3
    Melee
    Relic blade
    -
    +2
    3
    Melee, Two-handed
    Servo-arm
    -
    x2
    2
    Melee, Specialist Weapon, Unwieldy
    Terranic greatsword
    -
    +2
    3
    Melee, Instant Death, Two-handed
    Thunder hammer
    -
    x2
    2
    Melee, Concussive, Specialist Weapon, Unwieldy

    Last edited by Fox Of 9; 13-01-2021 at 20:30.

  19. #39
    Chapter Master Fox Of 9's Avatar
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    Heroes Of The Chapter/Mahir Shamgar/Order Of The Arcane Blade/Arcane Blade Discipline

    CODEX ADEPTUS ASTARTES: ANGELS OF VENGEANCE SUPPLEMENT - HEROES OF THE CHAPTER


    Codex Adeptus Astartes: Angels Of Vengeance Supplement - Heroes Of The Chapter details the background and rules information that describes six more imposing figures from the ranks of the Angels Of Vengeance's many heroes and champions. This supplement will enable you to forge and field your Angels Of Vengeance collection into an echo of the Dark Angels' Legion of old, with each unique character accompanied by a Formation centred around their unique temperaments and ways of waging war.





    MAHIR SHAMGAR
    175Pts
    PRECEPTOR OF THE ORDER OF THE ARCANE BLADE


    Though not the Grand Master of the Angels Of Vengeance Librarius, and of lacklustre aptitude for the sinister and invasive telepathic psychic abilities of the Chapter's Interromancy discipline, Mahir Shamgar is one of the Angels Of Vengeance's most powerful and respected psykers. Shamgar's true talents lie within his near-flawless manipulation and execution of the rare Arcane Blade psychic discipline, his psychic powers allowing him to disarm his opponents with a subtle twist of his hand, or send his force sword hurtling across the battlefield like an arrow loosed from a bow, the weapon seemingly guided with unnatural accuracy. Of those in the Chapter well-versed in the way of the sword, only Michael Gabriel himself can call himself Shamgar's better, and the Librarian's skill with a blade is known throughout the Angels Of Vengeance as well as the other Unforgiven Chapters. It is thus that in battle, Mahir Shamgar can often be found in the middle of the thickest fighting, his blade ablaze with psychic energy, his foes cowering before his seemingly unstoppable assault of precise, practised violence.


    Mahir Shamgar has the Angels Of Vengeance Faction, and may only be taken as an HQ option in an Angels Of Vengeance army, or in place of a Librarian in any Angels Of Vengeance Formation.

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


    WARGEAR:
    • Artificer armour
    • Force sword
    • Plasma pistol
    • Frag grenades
    • Krak grenades
    • Psychic hood

    WARLORD TRAIT:
    • Champion of Vengeance

    SPECIAL RULES:
    • Independent Character
    • Inner Circle
    • Mastery of the Blade
    • No Redemption! Only Vengeance!
    • Psyker (Mastery Level 3)

    Preceptor of the Order of the Arcane Blade: When making Psychic tests for psychic powers from the Arcane Blade discipline, Shamgar will harness Warp Charge points on a result of a 3+.

    PSYKER:
    Mahir Shamgar generates his powers from the Arcane Blade, Biomancy, Divination, and Telekinesis disciplines.

    OPTIONS:
    • May be accompanied by up to two Sword Bearers..... 55pts/model


    RELIC OF VENGEANCE:

    The Severing Blade: A dagger of ancient provenance, forged from the unimaginably rare Nightmare Steel, The Severing Blade is a relic far beyond mortal ken to comprehend. It is whispered within the Angels Of Vengeance's Librarium that this weapon's edge is keen enough to cut unreality and reality both when swung; that its subtle edges, which lie beyond both of those dimensions, can never be blunted; and that it oscillates in synchronicity with the turning of the universe itself. Charged with untold ethereal power, this weapon can locate and sever the true essence of a Daemon within the Warp if it passes into proximity with its edge.

    Range
    S
    AP
    Type
    -
    +1/User*
    2/3*
    Melee, Severance, Specialist Weapon
    *This weapon has two profiles for both Strength and AP. The first is used only when attacking a unit that contains at least one model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules; the second is used at all other times.

    Severance: Any model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules that suffers one or more unsaved Wounds, glancing hits or penetrating hits due to a weapon with this special rule suffers the Perils of the Warp in addition to any other effects.





    UNIQUE FORMATION: ORDER OF THE ARCANE BLADE

    The Order of the Arcane Blade is a minor Occultic Order within the Angels Of Vengeance's Librarius, its members combining the Chapter's proud history of swordsmanship and blade-mastery with their formidable psychic talents. On the battlefield, their weapons, shrouded beneath a crackling blaze of potent psychic energy, are targeted towards the most powerful of the enemy's psykers and sorcerers. Some of the Warp-wielding warriors of the Occultic Order will assail these hated foes from afar, their minds casting their blades about the battlefield in a weaving dance, each highly controlled movement piercing armour and cutting flesh. Others will channel their hatred and wrath into their blade, and the blades of their brothers, augmenting their strength and martial prowess above their already superhuman levels.

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

    FORMATION:
    • 1 Mahir Shamgar
    • 2-5 Librarians


    RESTRICTIONS:
    Each Librarian in this Formation must be equipped with a force sword. All units in this Formation must have the Angels Of Vengeance Faction.

    SPECIAL RULES:
    Cenobites of the Order of the Arcane Blade: Librarians in this Formation may generate their powers from the Arcane Blade discipline. In addition, Librarians from this Formation have the Mastery of the Blade special rule.

    Witch Hunters: Re-roll any failed To Wound rolls and armour penetration rolls for models from this Formation that are targeting an enemy unit affected by a Blessing psychic power, or an enemy unit that contains at least one model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules.




    UNIQUE PSYCHIC DISICPLINE: ARCANE BLADE

    Those Warp-wielding warriors of the Angels Of Vengeance who not only pursue unrivalled psychic might but also peerless martial prowess will often find themselves upon the path of the Arcane Blade. Those who wield this discipline can not only empower their blades, and the blades of their brothers with their wrath and hatred, but also telekinetically wield those very same weapons, sending them dancing through the enemy's ranks or spearing towards an enemy commander.

    PRIMARIS POWER

    DISARM .......................................... WARP CHARGE 1
    Reaching out his arm and grasping at the air, the Librarian grips hold of the weapons of his foes, using his psychic might to then tear them from the enemies' grasp, leaving them vulnerable to him or his allies in combat.

    Disarm is a malediction that targets a single enemy character within 12". The target character must take a Strength test. If the test is failed, nominate one of the model's weapons; the model counts as not being equipped with that weapon whilst the power is in effect.
    1. BLADE OF ALACRITY ........................... WARP CHARGE 1
    The Librarian channels the powers of the Immaterium into him and his allies, heightening their speed to near supernatural levels; a blur amongst their enemies, their blows too swift to be seen.

    Blade Of Alacrity is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have +1 Initiative and Attack.
    2. THE DIVINING BLADE .......................... WARP CHARGE 1
    Harnessing shards of a shattered future, the Librarian channels his knowledge and visions into the mind of a chosen hero, guiding every block, every swing of their sword through premonition and prophecy.

    The Divining Blade is a blessing that targets either the Psyker or a single friendly character within 12" of the Psyker. Whilst the power is in effect, the target re-rolls all To Hit, To Wound and armour penetration rolls of a 1. In addition, while the power is in effect, the target re-rolls failed saving throws.
    3. THE RIGHTEOUS BLADE ....................... WARP CHARGE 1
    Focussing his rage and wrath, the Librarian channels raging the power of his mind, augmenting the strength and martial prowess of his brothers to levels beyond their already superhuman abilities.

    The Righteous Blade is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have +1 Weapons Skill and Strength.
    4. THE SEEKER'S BLADE ............................... WARP CHARGE 2
    Using nothing but the power of his mind, the Librarian grasps control of his blade, launching it forward, leaving it to tear through the air towards his foes with uncanny accuracy.

    The Seeker's Blade is a beam power with the following profile:
    Range S AP Type
    18" 6 3 Assault 1, Ignores Cover, Precision Shots
    5. BLADE OF DESOLATION ........................ WARP CHARGE 2
    As he swings his blade, the Librarian rapidly condenses the power of the Immaterium within it before releasing it from the tip of the blade, magnifying the attack and leaving the released tempest of psychic energies to fly forward, towards the enemy.

    Blade Of Desolation is a witchfire power with the following profile:
    Range S AP Type
    Template 5 5 Assault 1, Rending
    6. BLADE MAELSTROM ............................... WARP CHARGE 3
    The Librarian focuses his entire mental might into creating a vast rotating array of psychic blade-constructs that orbit around the Librarian, cutting and scything at nearby opponents, shredding them to a bloody pulp with an unrelenting barrage psychically manifested steel.

    Blade Maelstrom is a nova power with the following profile:
    Range S AP Type
    9" 6 3 Assault D6+3, Ignores Cover, Shred

    Last edited by Fox Of 9; 20-07-2021 at 10:45.

  20. #40
    Chapter Master Fox Of 9's Avatar
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    Abbas Barzillay/The Host Of Iron/Barak Gidon/The Host Of Fire

    ABBAS BARZILLAY
    160Pts
    KNIGHT-COMMANDER OF THE ANGELS OF VENGEANCE 4TH ORDER


    Abbas Barzillay cuts an impressive figure in his artificer-crafted Mark III Iron Pattern power armour, standing head and shoulders above all but the tallest of his battle-brothers. A stern and taciturn individual, Barzillay is known to be a meticulous planner, spending hours and even days analysing the enemy's defences, technology, communications, commanders and force distributions in aid of crafting a detailed and iron-clad battleplan. As stubborn and unyielding as any other son of The Lion, it is not unusual for Barzillay to delegate the enemy's most heavily defended positions to himself and his highly experienced mechanised infantry squads, punching through the foe's lines like a great steel fist. That which does not swiftly fall under the might of his armoured assaults will soon be brought low by the blows of his master-crafted power axe or incinerated by the wrath of his ancient thermal ray weapon.


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

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


    WARGEAR:
    • Artificer armour
    • Master-crafted power axe
    • Frag grenades
    • Krak grenades
    • Iron halo
    • Servo-arm

    WARLORD TRAIT:
    • Unyielding Resolve

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

    Master of the Host of Iron: Barzillay, and his unit, when rolling on the Vehicle Damage Table count all results of Crew Shaken as Crew Stunned instead.

    OPTIONS:
    • May be accompanied by up to two Sword Bearers..... 55pts/model


    RELIC OF VENGEANCE:

    Rancour: An archaic piece of archeotech as fickle as it is devastating, this pistol operates under the same technological principles as other relic Volkite weapons, albeit on a much grander scale for a weapon of its size.

    Range
    S
    AP
    Type
    10"
    5
    5
    Burst Pistol, Deflagrate, Malfunction
    Burst Pistol: A weapon with this special rule fires five shots when fired, but is otherwise treated as a pistol.

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

    Malfunction: When rolling To Hit with this weapon, if three or more results of a '1' are rolled then the weapon malfunctions and cannot be used again for the remainder of the game.





    UNIQUE FORMATION: THE HOST OF IRON

    The Host of Iron specialises in massed armoured assaults and are regarded as the undisputed masters of this way of warfare by their battle-brothers within the Chapter. Heralded by the throaty roar of engines, the Host of Iron grinds over the enemy's flanks or smashes straight through the centre with equal ease. Their Master, Abbas Barzillay believes in the calculated application of overwhelming force to utterly crush his enemies, often leading the spearhead in his personal Land Raider Crusader, Pride Of Purpose, its twin hurricane bolters raking the foe's defences with a howling storm of fire. The enemy's warriors dead or dying, Barzillay leads his battle-brothers charging into the fray, those enemies unfortunate enough to still be alive swiftly gunned down and run through. While all the while the Order's transports and battle tanks pour their combined fire into those positions still defended by the enemy, scything down those who flee the Host's fury.

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

    FORMATION:
    • 1 Abbas Barzillay or Knight-captain
    • 0-1 Excubitor Command Squad
    • 0-3 Techmarines
    • 2-6 units chosen in any combination from the following list:
      - Chevalier Squad
      - Initiate Squad
      - Predators


    RESTRICTIONS:
    This Formation's units of Predators must include 3 models. Techmarines from this Formation may not take any Servitors. You must include enough Dedicated Transports with sufficient Transport Capacity to carry all non-vehicle models from this Formation. All units in this Formation must have the Angels Of Vengeance Faction.

    SPECIAL RULES:
    Aegis of Iron: Whenever a unit from this Formation is embarked upon a Transport vehicle that suffers damage, it may re-roll failed Pinning tests or armour saves that result from that damage. This affects only the embarked unit, not the Transport itself.

    Armoured Assault: Any unit in this Formation that has the option to take a Rhino, Razorback or Drop Pod as a Dedicated Transport may instead select a Land Raider, Land Raider Crusader or Land Raider Redeemer as a Dedicated Transport.

    Forge-wrights: Independent Character models from this Formation have the Blessing of the Omnissiah special rule. If they already have this special rule, they may re-roll any failed attempt to repair a vehicle.

    Marshal of the Host of Iron: Independent Character models from this Formation grant any Transport vehicle in which they are embarked a 6+ Invulnerable save, or increase an existing Invulnerable save by +1 (for example, increasing a 6+ save to a 5+).




    BARAK GIDON
    150Pts
    KNIGHT-COMMANDER OF THE ANGELS OF VENGEANCE 7TH ORDER


    Bursting from the shadows at a speed almost too fast to follow, shrouded in a cloak of fire and smoke, Barak Gidon strikes like lightning, eviscerating the commanders of the enemy's forces with a series of merciless blows from his calibanite war blade. Panic spreads through the foe before his targets have even had the chance to slump lifelessly to the ground, his brothers already in their midst, wreaking more havoc with each passing moment; each and every battle-brother fully briefed on priority targets and the methods by which they may be best purged. Bolt pistols roar, frag grenades spin through the air to explode in dull thumps, chainswords snarl and power fists crunch through flesh, armour and bone as Gidon and his brothers make short work of their designated targets. Then, as quickly as they struck, the Knight-commander and his warriors are gone again, melting into the shadows to begin to hunt their next victims.


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

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


    WARGEAR:
    • Bolt pistol
    • Calibanite war blade
    • Frag grenades
    • Krak grenades
    • Iron halo
    • Special issue ammunition

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

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

    Master of the Host of Fire: Gidon, and his unit, have the Hatred (Characters) special rule. He may only join units of Jump Infantry.

    RELIC OF VENGEANCE:

    Enigmatus Pattern Jump Pack: Though appearing as little more than customised Adeptus Astartes jump packs, these units rely not on sophisticated turbines and bulky cryogenic full, but on the brute force of plasma rockets, more similar in design to small void-craft engines than traditional jump packs. Not only do the plasma jets generate a far greater thrust than more traditional units, making the wearer a much more difficult target to enemy gunners, but they also produce prodigious clouds of waste fumes.

    The Enigmatus Pattern Jump Pack is a jump pack that grants Gidon, and his unit, a 5+ cover save. Furthermore, if Gidon chooses to activate his jump pack in the Assault phase, he cannot be the target of Overwatch attacks.





    UNIQUE FORMATION: THE HOST OF FIRE

    The warriors of the Host of Fire are experts in decapitation strikes; capable of achieving swift and utter destruction of the enemy command assets with contemptuous ease. When deployed en-mass, each and every one of the Host's battle-brothers will be adequately appraised and prepared for the battle ahead and gifted with a list of priority targets that need to be eliminated for the mission to be deemed a success. With the shadows their cloak and speed their ally, these warriors silently stalk their prey, practically undetectable until they choose to strike; launching their attack as one. Often, these strike forces will be supplemented and supported by elements of the Chapter's Raptorwing, the 2nd Order's Hunters acting as forward-reconnaissance and silent assassins in equal measure, their timely assistance more than capable of turning the tide of battle with a single well-placed bullet or high-priority tactical update.

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

    FORMATION:
    • 1 Barak Gidon or Knight-captain
    • 0-3 Interrogator-Chaplains
    • 3-5 Domitor Squads
    • 1-3 units of Raptorwing Hunters


    RESTRICTIONS:
    All Domitor Squads and Independent Characters in this Formation must be equipped with jump packs. All units in this Formation must have the Angels Of Vengeance Faction.

    SPECIAL RULES:
    Priority Target Kill List: Immediately before the start of your first turn, you must nominate three enemy HQ, Elites or Lord of War choices as Priority Targets (these can even be units in reserve; remember to tell your opponent which unit you have nominated), all non-vehicle models in this Formation may re-roll all failed To Wound rolls and armour penetration rolls against these Priority Targets. If the enemy army does not include at least three HQ, Elites or Lord of War choices, then any remaining units in the enemy army may be designated to fill the remaining required Priority Targets.

    Forward Deployment Protocol: All Domitor Squads and Independent Characters in this Formation have the Infiltrate special rule, and if deployed no more than 17" from a Priority Target unit gain the Rage special rule until the end of the second game turn.

    Marshal of the Host of Fire: Independent Character models from this Formation gain +1 Attack when locked in combat with a Priority Target unit.

    Sacrosanctus-level Mission Priority: A Detachment that includes this Formation may only claim victory at the end of a game if all three Priority Targets are destroyed or otherwise removed from play as casualties. If any remain on the battlefield at the end of play then the Angels Of Vengeance player loses the game, regardless of Victory Points accumulated or other victory conditions in play.


    Last edited by Fox Of 9; 20-07-2021 at 10:45.

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