Difference between revisions of "Legion Astartes"

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* 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.
 
* 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.
 
* Unlike Space Marine’s ATSKNF, don’t halve the number of extra hits suffered by a Legion Astartes formation that loses an assault.
 
* Unlike Space Marine’s ATSKNF, don’t halve the number of extra hits suffered by a Legion Astartes formation that loses an assault.
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A Demi-God unit has a damage capacity of three similar to a WE, however, a Demi-God damage capacity has a number of subtle 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 damage capacity.
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| A Demi-God unit has a damage capacity of three similar to a WE, however, a Demi-God damage capacity has a number of subtle 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 damage capacity.
 
A Demi-God unit requires 4 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 damage capacity is reduced to zero, the Demi-God unit is destroyed and any friendly formation within 30cm receives two blast markers.
 
A Demi-God unit requires 4 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 damage capacity is reduced to zero, the Demi-God unit is destroyed and any friendly formation within 30cm receives two blast markers.
 
A Demi-God unit does not suffer critical hits when it loses a damage point and cannot barge other units the way a War Engine can. A Demigod does not roll a number of hit dice equal to its damage capacity like a War Engine and cannot elect to use its FF or CC value like a War Engine. A Demigod unit counts as the same unit as their retinue for transport capacity purposes.
 
A Demi-God unit does not suffer critical hits when it loses a damage point and cannot barge other units the way a War Engine can. A Demigod does not roll a number of hit dice equal to its damage capacity like a War Engine and cannot elect to use its FF or CC value like a War Engine. A Demigod unit counts as the same unit as their retinue for transport capacity purposes.
 
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| The cost of the detachment includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the detachment; you can’t take extra vehicles. Note that some detachments don’t receive Rhinos, usually because they can’t fit into them. Detachments that can take Rhinos will be noted as having ‘plus transport’ in the unit’s section of the army list below. You don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, or upgrade to a different mode of transport, then you may do so.
The cost of the detachment includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the detachment; you can’t take extra vehicles. Note that some detachments don’t receive Rhinos, usually because they can’t fit into them. Detachments that can take Rhinos will be noted as having ‘plus transport’ in the unit’s section of the army list below. You don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, or upgrade to a different mode of transport, then you may do so.
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| Imperial Titans are protected by void shield generators with the number of void shields each Titan has noted on the Titan’s datasheet. Each void shield will automatically 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 Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan. Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the 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).
Imperial Titans are protected by void shield generators with the number of void shields each Titan has noted on the Titan’s datasheet. Each void shield will automatically 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 Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan. Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the 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).
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| If a unit firing a weapon with the Feedback 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.
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| Enemy detachments entering via Planetfall within 15cm of a unit with an Exploratory Augury Web must roll a D6 for each unit in in the detachment, taking a blast marker for each 1 rolled. Friendly units entering play via Teleport within 15cm of a friendly unit with an Exploratory Augury Web do not need to roll for blast markers.
 
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If a unit firing a weapon with the Feedback 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.
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| Legion armies may ally with a wide range of forces. Some allies are easily incorporated into the Legion force whilst others are more difficult to work with and have a disruptive effect on the Legion strategy. Legions may spend up to 1/3 of their total points on allied formations. Any formations from a “Disruptive” ally reduces the army’s strategy rating by 1 and Supreme Commander rerolls may not be used on “Disruptive” ally formations. Allied force selections must comply with any limitations within their own army lists.
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Enemy detachments entering via Planetfall within 15cm of a unit with an Exploratory Augury Web must roll a D6 for each unit in in the detachment, taking a blast marker for each 1 rolled. Friendly units entering play via Teleport within 15cm of a friendly unit with an Exploratory Augury Web do not need to roll for blast markers.
 
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Legion armies may ally with a wide range of forces. Some allies are easily incorporated into the Legion force whilst others are more difficult to work with and have a disruptive effect on the Legion strategy. Legions may spend up to 1/3 of their total points on allied formations. Any formations from a “Disruptive” ally reduces the army’s strategy rating by 1 and Supreme Commander rerolls may not be used on “Disruptive” ally formations. Allied force selections must comply with any limitations within their own army lists.
 
 
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Revision as of 10:13, 6 September 2015

A Net Epic Armageddon Supplement by JB & the epicAU team.

1.0 Legion Astartes Special Rules
Legion Astartes are renowned for their tenacity and bravery. This is represented by the following rules, which apply to all Legion Astartes units (Adeptus Mechanicus, Titan Legion and Imperial Navy units are excluded):
  • 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.
  • Legion Astartes formations only count half their number of Blaster 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.
  • Unlike Space Marine’s ATSKNF, don’t halve the number of extra hits suffered by a Legion Astartes formation that loses an assault.
A Demi-God unit has a damage capacity of three similar to a WE, however, a Demi-God damage capacity has a number of subtle 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 damage capacity.

A Demi-God unit requires 4 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 damage capacity is reduced to zero, the Demi-God unit is destroyed and any friendly formation within 30cm receives two blast markers. A Demi-God unit does not suffer critical hits when it loses a damage point and cannot barge other units the way a War Engine can. A Demigod does not roll a number of hit dice equal to its damage capacity like a War Engine and cannot elect to use its FF or CC value like a War Engine. A Demigod unit counts as the same unit as their retinue for transport capacity purposes.

The cost of the detachment includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the detachment; you can’t take extra vehicles. Note that some detachments don’t receive Rhinos, usually because they can’t fit into them. Detachments that can take Rhinos will be noted as having ‘plus transport’ in the unit’s section of the army list below. You don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, or upgrade to a different mode of transport, then you may do so.
Imperial Titans are protected by void shield generators with the number of void shields each Titan has noted on the Titan’s datasheet. Each void shield will automatically 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 Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan. Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the 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).
If a unit firing a weapon with the Feedback 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.
Enemy detachments entering via Planetfall within 15cm of a unit with an Exploratory Augury Web must roll a D6 for each unit in in the detachment, taking a blast marker for each 1 rolled. Friendly units entering play via Teleport within 15cm of a friendly unit with an Exploratory Augury Web do not need to roll for blast markers.
Legion armies may ally with a wide range of forces. Some allies are easily incorporated into the Legion force whilst others are more difficult to work with and have a disruptive effect on the Legion strategy. Legions may spend up to 1/3 of their total points on allied formations. Any formations from a “Disruptive” ally reduces the army’s strategy rating by 1 and Supreme Commander rerolls may not be used on “Disruptive” ally formations. Allied force selections must comply with any limitations within their own army lists.

2.0 Legion Astartes Line Detachments
Detachment Unit Upgrades Cost
Legion Tactical Detachment 8 Tactical Marine (Boltguns) OR 8 Tactical Marine (Assault Weapons) units, plus transports 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 Drop Assault OR Assault Claw OR Heavy Transport OR Teleport, Centurion OR Praetor, Armoury Assets, Dreadnought, Hyperios, Tank 75 pts each
Legion Assault Marine Detachment 8 Assault Marine units Drop Assault, Centurion OR Praetor 325 pts each
Legion Breacher Detachment 8 Terminator units Drop Assault OR Assault Claw OR Assault Ram OR Heavy Transport, Centurion OR Praetor, Armoury Assets, Dreadnought, Rapier Battery, Support Squads, Hyperios, Tank 325 pts each

2.1 Legion Astartes Support Detachments
Detachment Unit Upgrades Cost
Legion Artillery Battery (one squadron for every 2000 pts) 4 Medusa OR 4 Basilisk OR 4 Whirlwind units Hyperios Medusa 225 pts Whirlwinds 325 pts Basilisks 325pts
Legion Assault Marine Squad 4 Assault Marine units Drop Assault, Centurion 175 pts
Legion Breacher Marine Squad 4 Breacher Marine units Drop Assault OR Assault Claw OR Assault Ram OR Heavy Transport, Centurion 175 pts
Legion Dreadnought Talon 4-6 Dreadnought units of any configuration Drop Assault 50 pts each
Legion Contemptor Dreadnought Talon 4-6 Contemptor Dreadnought units of any configuration Drop Assault, Armoury Assets 60 pts each
Legion Javelin Attack Squadron 5 Javelin Attack Speeder units of any configuration Centurion 275 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 OR Praetor, Armoury Assets, Hyperios 80 pts each
Legion Predator Strike Squadron 4-6 Legion Predator units of any configuration Centurion OR Praetor, Armoury Assets, Hyperios 60 pts each
Legion Rapier Weapons Battery 6 Rapier units of any configuration Drop Assault 240 pts
Legion Seeker Squad 4 Reconnaissance Marine units Drop Assault OR Assault Claw, Centurion OR Praetor 150 pts
Legion Sicaran Battle Squadron 4-6 Sicaran units of any configuration Centurion OR Praetor, Hyperios 80 pts each
Legion Sky Hunter Attack Squadron 5 Jet Bike units Centurion 200 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 - 125 pts each
Legion Vindicator Squadron 4-6 Vindicator Siege units Centurion, Armoury Assets, Hyperios 50 pts each

2.2 Lords of War
Detachment Unit Upgrades Cost
0-1 Legion Primarch 1 Primarch unit and 3 Terminator units Drop Assault OR Assault Claw OR Assault Ram OR Heavy Transport OR Teleport 450 pts
Legion Fire Raptor 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 each
Legion Super Heavy Tank 1 Fellblade unit OR 1 Glaive unit Praetor 250 pts
Legion Super Heavy Tank Destroyer 1 Falchion unit - 300 pts
Legion Super Heavy Tank Battery 3 Typhon Heavy Siege Tank units OR 3 Cerberus Tank Destroyer units - 400 pts

2.2.1 Allies
Cohesive: Imperial Navy, Custodes or Adeptus Mechanicus Titan Legions
Disruptive: Imperial Militia, Solar Auxilia, Adeptus Mechanicus Knight Crusade or Adeptus Mechanicus Taghmata

2.3 Legion Primarchs
Detachment Unit Upgrades Cost
0-1 Angron, Master of the World Eaters 1 Angron unit and 3 Terminator units Drop Assault OR Assault Claw OR Assault Ram OR Heavy Transport OR Teleport 450 pts
0-1 Perturabo, Primarch of the Iron Warriors 1 Perturabo unit and 3 Terminator units Assault Ram OR Heavy Transport OR Teleport, Armoury Assets, Hyperios 450 pts
0-1 Mortarion, the Pale King 1 Mortarion unit and 3 Terminator units Assault Ram OR Heavy Transport OR Teleport, Tank, Armoury Assets, Hyperios 450 pts
0-1 Fulgrim, the Illuminator 1 Fulgrim unit and 3 Terminator units Drop Assault OR Assault Claw OR Assault Ram OR Heavy Transport OR Teleport 450 pts
0-1 Horus Lupercal, the Warmaster 1 Horus Lupercal unit and 3 Terminator units Drop Assault OR Assault Claw OR Heavy Transport OR Teleport, Tank, Armoury Assets, Hyperios 450 pts
0-1 Lorgar, the Voice of Truth 1 Lorgar unit and 7 Tactical Marine (Boltguns) units, plus transport Drop Assault OR Heavy Transport, Tank, Armoury Assets, Hyperios 450 pts
0-1 Alpharius & Omegon 1 Alpharius & Omegon and 7 Tactical Marine (Boltguns) units, plus transport Drop Assault OR Assault Claw OR Heavy Transport, Tank, Armoury Assets, Hyperios 450 pts
0-1 Magnus the Red, the Crimson King 1 Magnus the Red and 7 Tactical Marine (Boltguns) units, plus transport Drop Assault OR Assault Claw OR Heavy Transport, Tank, Armoury Assets, Hyperios 450 pts
0-1 Konrad Curze, The Night Haunter 1 Konrad Curze and 7 Tactical Marine (Boltguns) units, plus transport Drop Assault OR Heavy Transport OR Assault Claw, Tank, Armoury Assets, Hyperios 450 pts
0-1 Ferrus Manus, the Bane of Asirnoth 1 Ferrus Manus and 3 Terminator units Drop Assault OR Assault Ram OR Heavy Transport OR Teleport, Armoury Assets, Tank, Hyperios 450 pts
0-1 Corvus Corax, the Shadow Lord 1 Corvus Corax and 5 Assault Marine units Drop Assault OR Assault Claw 450 pts
0-1 Vulkan, the Promethean Fire 1 Vulkan and 3 Terminator units Drop Assault OR Assault Ram OR Heavy Transport OR Teleport, Armoury Assets, Tank, Hyperios 450 pts
0-1 Roboute Guilliman, Master of Ultramar 1 Roboute Guilliman and 7 Tactical Marines (Boltguns) units, plus transport Drop Assault OR Heavy Transport, Tank, Armoury Assets, Hyperios 450 pts
0-1 Lion El'Johnson, the Son of the Forest 1 Lion El'Johnson and 3 Terminator units Drop Assault OR Heavy Transport OR Teleport, Armoury Assets, Tank, Hyperios 450 pts