Legion Astartes

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Introduction

Legion Astartes armies have a strategy rating of 5 and Legion Astartes formations have an initiative rating of 1+. Up to 1/3 of the army's total points value may be spent on Allies and/or Lords of War. A player may choose to have their army represent one of the unique legions present during the Horus Heresy, a player may only select one unique Legion. The Primarch and unique unit choices become available to the player for inclusion in their army.

Special Rules

Allies. Armies may ally with a wide range of factions in the Heresy supplement, while some are easily incorporated into your force others have a disruptive effect on your overall strategy. Any formations from a “Disruptive” ally reduce the army’s strategy rating by one (-1). Additionally, Supreme Commander rerolls may not be used on “Disruptive” ally formations. Allied force selections must comply with any restrictions within their own army lists. When including formations from an ally army list, the restrictions for Space Craft and Supreme Commanders are applied across the entire force. Only one Supreme Commander can be selected and they must come from the primary army list. For example, an allies line detachment must be purchased before you can purchase an allies support detachment.

Demi-God. A Demi-God unit has three wounds similar to a WE, however, a Demi-God wound capacity has a number of differences to that of a WE. A Demi-God unit must maintain a 5cm unit coherency with its formation unless it possesses the Scout special rule. A Demi-God unit can be allocated hits up to its starting wound capacity. A Demi-God unit requires two blast markers to be considered suppressed or broken. A Demi-God that loses a damage point does not incur a blast marker, however, when a Demi-God’s wounds are reduced to zero, the Demi-God unit is destroyed and all friendly formation within 30cm receive two blast markers. A Demi-God unit does not suffer critical hits when it loses a wound and cannot barge other units like a WE. A Demi-God does not roll a number of hit dice equal to its wounds like a WE and cannot elect to use its FF or CC value like a WE. A Demi-God unit counts as the same unit type as their retinue for transport capacity purposes.

Exploratory Augury Web. Friendly units entering play via the Teleport special rule within 15cm of a friendly unit with the Exploratory Augury Web do not roll for blast markers.

Feedback. If a unit firing a weapon with the Feedback special rule fails to cause damage when hitting an enemy unit, roll a D6 for each successful armour save the enemy unit made. The firing unit takes a blast marker for each 1 rolled.

Fleshbane. Some weapons utilise ammunition that is exceptionally effective against infantry units or are specifically designed to rend flesh. Ammunition types might include radiological, biological or chemical munitions, while other equipment might entail serrated blades and poison. A hit generated from a "Fleshbane" weapon attack reduces the target's saving throw by one (-1). This modifier only applies to a hit generated by the Anti Personnel (AP), Close Combat (CC) or Firefight (FF) to hit value of a "Fleshbane" weapon and that is allocated against Infantry (INF) or (LV) units. This effect is ignored when hitting or allocated against Armored Vehicles (AV) or War Engines (WE).

Legion Astartes. Legion Astartes are renowned for their tenacity and bravery. This is represented by the following changes to the standard rules, which apply to all Legion Astartes units.

  • It takes 2 Blast markers to suppress a Legion Astartes unit or kill a unit in a broken formation (ignore any leftover Blast markers).
  • Legion Astartes formations are only considered broken if they have 2 blast markers per unit in the formation (as opposed to the standard blast marker per unit).
  • Legion Astartes formations only count half the number of blast markers in assault resolution (rounding down – note that assault resolution will not receive +1 for having no blast markers if the formation has 1 blast marker before rounding down).
  • When a broken Legion Astartes formation rallies, it receives a number of blast markers equal to the number of units, rather than half this number. Legion Astartes with the Leader special ability remove 2 blast markers instead of 1.

Sniper. There are certain units that possess excellent marksmanship skills, weapons with advanced targeting equipment or skills in dueling and assassination. When determining hits from a weapon with the "Sniper" characteristic, roll to hit separately, during step three of the Shooting Procedure or during step four of the Assault Procedure. Sniper attacks may be allocated against any target of the attackers choosing, as long as it is a valid target either in range and line of fire or base contact.

Void Shields. Some units are protected by void shield generators. Each void shield will stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate blast markers. Once all of the shields have been knocked down, the unit may be damaged normally and you may make saving throws against any hits that are allocated. Hits from close combat ignore void shields but units using their firefight value must first knock down any shields before they can damage the unit. Void shields that have been knocked down can be repaired. A unit can repair one downed void shield in the end phase of each turn. In addition, if a unit regroups it can use the dice roll to either repair a void shield or remove blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 blast markers or repair 1 shield and remove 1 blast marker).

Line Detachments

A line detachment may choose up to four upgrades, each upgrade for that detachment can only be chosen once and only one transport option may be selected.

Detachment Unit Upgrades Cost
Legion Tactical Detachment 8 Tactical Squads OR 8 Despoiler Squads Standard Transport OR Drop Assault OR Assault Claw OR Heavy Transport, Centurion OR Praetor, Armoury Assets, Dreadnought, Rapier Battery, Support Squads, Hyperios, Tank 275 pts
Legion Terminator Detachment 4-6 Terminator units Assault Claw OR Assault Ram OR Heavy Transport OR Teleport, Centurion OR Praetor, Armoury Assets, Dreadnought, Hyperios, Tank 75 pts each
Legion Assault Marine Detachment 8 Assault Squads Drop Assault, Centurion OR Praetor 300 pts
Legion Breacher Detachment 8 Breacher Squads Drop Assault OR Assault Claw OR Assault Ram OR Heavy Transport, Centurion OR Praetor, Armoury Assets, Dreadnought, Hyperios, Tank 300 pts

Support Detachments

Three support detachments may be chosen for each line detachment selected. A detachment may choose up to four upgrades, each upgrade for that detachment can only be chosen once and only one transport option may be selected.

Detachment Unit Upgrades Cost
0-1 Legion Artillery Battery (per full 2000 pts) 4 Medusa OR 4 Basilisk OR 4 Whirlwind units Hyperios Medusa 250 pts
Whirlwinds 300 pts
Basilisks 325pts
Legion Assault Marine Squad 4 Assault Squads Drop Assault, Centurion 175 pts
Legion Breacher Marine Squad 4 Breacher Squads Drop Assault OR Assault Claw OR Assault Ram OR Heavy Transport, Centurion 225 pts
Legion Dreadnought Talon 4-6 Dreadnought units of any configuration Drop Assault, Centurion 50 pts each
Legion Leviathan Dreadnought Talon 3 Leviathan Pattern Siege Dreadnought units of any configuration Drop Assault, Centurion 75 pts each
0-1 Legion Destroyer Detachment (per full 4000 pts) 4 Destroyer Squad units Drop Assault, Centurion 225 pts
Legion Contemptor Dreadnought Talon 4-6 Contemptor Dreadnought units of any configuration Drop Assault, Centurion, Armoury Assets 60 pts each
Legion Javelin Attack Squadron 5 Javelin Attack Speeder units of any configuration Centurion 250 pts
Legion Land Speeder Squadron 5 Land Speeder units of any configuration Centurion 200 pts
Legion Land Raider Squadron 4-6 Land Raider Phobos OR Proteus units Centurion, Armoury Assets, Hyperios 80 pts each
Legion Outrider Detachment 5 Outrider Bike units OR 5 Attack Bike units Centurion 175 pts
Legion Predator Strike Squadron 4-6 Predator units Centurion, Armoury Assets, Hyperios 60 pts each
Legion Rapier Weapons Battery 6 Rapier units of any configuration Drop Assault 240 pts
Legion Reconnaissance Squad 4 Reconnaissance Squads units Standard Transport OR Drop Assault OR Assault Claw, Centurion 150 pts
Legion Sicaran Battle Squadron 4-6 Sicaran units of any configuration Centurion, Hyperios 75 pts each
Legion Sabre Strike Squadron 4 Sabre Strike Tanks Centurion 275 pts
Legion Sky Hunter Attack Squadron 5 Scimitar Jet Bike units Centurion 175 pts
Legion Storm Eagle Attack Wing 1-3 Storm Eagle Attack Ship units - 125 pts each
0-1 Legion Spacecraft 1 Strike Cruiser OR 1 Battle Barge - Strike Cruiser 200 pts
Battle Barge 300 pts
Legion Thunderhawk Gunship 1 Thunderhawk Gunship unit - 250 pts
Legion Thunderhawk Transport Wing 1-3 Thunderhawk Transporter units - 100 pts each
Legion Vindicator Squadron 4-6 Vindicator Siege units Centurion, Armoury Assets, Hyperios 50 pts each

Lords of War

Detachment Unit Upgrades Cost
Legion Gunship Wing 2 Fire Raptor units - 300 pts
Legion Interceptor Attack Wing 2 Xiphon Interceptor units - 250 pts
Legion Stormbird 1 Stormbird Heavy Attack Ship - 450 pts
Legion Super Heavy Tank 1 Fellblade unit OR 1 Glaive unit - 250 pts
Legion Super Heavy Tank Destroyer 1 Falchion unit - 300 pts
Legion Super Heavy Tank Battery 3 Typhon Heavy Siege Tank OR 3 Cerberus Tank Destroyer units - 400 pts

Upgrades

Name Description Cost
Armoury Assets Upgrade 1-2 of the following units in the upgraded formation:
Predator to Infernus OR Executioner OR Whirlwind Scorpius
Land Raider Proteus OR Phobos to Land Raider Achilles
Contemptor Dreadnought to Deredeo Dreadnought
Vindicator to Vindicator Laser Destroyer

20 pts each
25 pts each
40 pts each
20 pts each
Assault Claw Add enough Kharybdis Assault Claws to transport the entire formation 75 pts each
Assault Ram Add enough Caestus Assault Rams to transport the entire formation 50 pts each
Centurion Add 1 Librarian OR 1 Chaplain OR 1 Champion 50 pts
Dreadnought Add 1-2 Dreadnought OR Contemptor Dreadnought OR Deredeo Dreadnought OR Leviathan Dreadnought in any configuration Dreadnought 50 pts each
Contemptor 60 pts each
Deredeo 100 pts each
Leviathan 100 pts each
Drop Assault Transport the entire formation in Drop Pods 0 pts
Heavy Transport Add enough Land Raider Proteus OR Land Raider Phobos OR Spartan Assault Tanks OR Mastodon Heavy Assault Transports to transport the entire formation Phobos 75 pts each
Proteus 75 pts each
Spartan Tank 125 pts each
Mastodon 200 pts each
Hyperios Add 1 Hyperios Whirlwind unit 75 pts
Praetor Add 1 Lord Commander OR Lieutenant Commander
Note. You cannot take a Lord Commander if your army includes a Primarch.
Lieut Commander 50 pts
Lord Commander 100 pts
Rapier Battery Add 1-4 Rapier units in any configuration 50 pts each
Support Squads Add 1-4 Tactical Support OR 1-4 Heavy Support units Tactical Support 25 pts each
Heavy Support 50 pts each
Standard Transport Add enough Rhino Armoured Carriers to transport the entire formation after all other upgraders have been selected 0 pts
Tank Add 1-2 Vindicator OR Sicaran OR Predator OR Typhon OR Cerberus units Vindicator 50 pts each
Predator 60 pts each
Sicaran 80 pts each
Typhon 150 pts each
Cerberus 150 pts each
Teleport Add the Teleport special rule to each INF unit in the formation 50 pts

Allies

Cohesive: Legio Titanicus
Disruptive: Daemons Of The Ruinstorm, Imperial Militia, Solar Auxilia, Knight Household or Mechanicum Taghmata


Main Page Legion Astartes Loyalist Legions Traitor Legions Legio Custodes Solar Auxilia Mechanicum Taghmata Legio Titanicus Knight Household Imperial Militia Daemons Of The Ruinstorm
Legion Astartes Reference Sheet Loyalist Legion Reference List Traitor Legion Reference Sheet Legio Custodes Reference List Solar Auxilia Reference List Mechanicum Taghmata Reference List Legio Titanicus Reference List Knight Household Reference List Imperial Militia Reference List Daemons Of The Ruinstorm Reference List