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Exemplars of Dorn (Imperial Fists and Successor Chapters Only Not Black Templars) Imperial Fists Chapter Tactics

s apply to all units chosen within this force organisation. Pride of the Imperium Chapter Master Vladimir Pugh of the Imperial Fists is Stubborn and bestows this rule upon all Imperial Fists units within 12. Pugh also has and bestows the Rites of Battle Warlord Trait. The Imperial Fists / Successor force commander (so a Chapter Master if present or a nominated Captain if not) is included in the force, he may be given any combination of the following: Siege Master (see Imperial Armour 10: The Badab War Part II for details), +10pts. Shatter Defences (as per the Warp Smith entry in Codex: Chaos Space Marines), +10pts. Bolster Defences, (as per the Master of the Forge entry in Codex: Space Marines), +10pts.

If accompanying a Chapter Master wearing Terminator Armour, Honour Guards may replace their Grenades, Boltguns and Bolt Pistols with Terminator Armour and Storm Bolters, +20pts p/m. If wearing Terminator Armour, Honour Guards have the Wargear Options available to Terminator Squads. Any HQ unit led by the force commander may take a Land Raider Prometheus as a dedicated transport vehicle. If none of them are wearing Terminator Armour they may take a Damocles Command Rhino instead. The usual space limitations and point costs apply for these vehicles, as seen in the latest Forgeworld publication that they appear within. All tanks in the force (excluding standard Rhino and Razorback transports) may be upgraded at +60pts p/m to include the equivalent of Brother Sergeant Chronus, with all the benefits he bestows. However, if the tank is destroyed, the Chronus upgrade is destroyed with it and cannot fight on independently. If a Master of the Forge is present, then in addition to the usual rules he bestows, Contemptor and Venerable Dreadnoughts may be taken as both Elite and HQ choices. In games of Apocalypse: The force may purchase the Supreme HQ Strategic Asset, +85pts. The force may purchase the Orbital Strike Strategic Asset, +85pts. If accompanied the maximum number permitted of the Masters of the Chapter and an Honour Guard unit with the maximum number of models permitted to it, which the Chapter Master also has to lead, instead of obeying the normal Finest Hour rules, the Chapter Master may either choose the Imperial Fists Sons of the Primarch option, or any one option from the Command Exemplar list without rolling a D6.

None of the preceding rules affect Allies. The usual rules for Allies apply.

Aerial-Insertion Force (Raven Guard and Successor Chapters Only) Raven Guard Chapter Tactics apply to all units chosen within this force organisation. Players with this formation must always be the attackers in scenarios that allow this and/or may choose to take the first turn. The opposing player always gets to choose his/her own deployment zone and the placement of terrain pieces. The Raven Guard / Successor player may then move D6 terrain pieces up to 3 in any direction, providing that there is room to do so and that there is at least 2 between all terrain pieces. All units that can Deep Strike must Deep Strike. This does not apply to models equipped with Jump Packs or riding upon Land Speeder Storms, who may choose to deploy normally. All units that can be equipped with a means to allow them to Deep Strike must be equipped with such means, unless they can be embarked upon a Flyers or any other Deep Striking vehicle available in Codex: Space Marines or the most up-to-date Forgeworld publication, which must be bought at the costs listed in the Codices / rulebooks they appear within. Command Squads \ Honour Guards may be equipped with Jump Packs, +10pts p/m. Heavy and Rapid Fire weapons may not be used in conjunction with Jump Packs. Scout Squads in this formation must only take Land Speeder Storms as their dedicated transports. A 10 man Scout squad divided into 2 Combat Squads may take 2 Land Speeder Storms as transports. All units that are not Flyers, or not transported into battle by a Flyer, or via drop pod or Teleportation (but excluding those equipped with Jump Packs or Land Speer Storms) may only enter play from Reserves on the owning players 3rd Player Turn, and from the furthest table edge from their opponents deployment zone. In games of Apocalypse: The force may purchase the Camouflage Strategic Asset, +85pts. If all units Deep Strike into battle, or are equipped with Jump Packs or Land Speeder Storms or inside Flyers, the force may purchase the Precise Co-ordinates Strategic Asset, +65pts. If a Chapter Master with a Jump Pack leads a unit of 4 or more Masters of the Chapter (counting as Codex Space Marine Captains), the Masters must also be equipped with Jump Packs.

None of the preceding rules affect Allies. The usual rules for Allies apply.

Armoured Cavalry Assaults (White Scars and Successor Chapters Only) White Scars Chapter Tactics apply to all units chosen within this force organisation. Up to two Scout Bike squadrons may be taken as Troop choices. Space Marine Bike Squadrons must consist of 5 or 10 bike infantry models. Each squad may include one Attack Bike. Bear in mind that Attack Bikes count as 2 bike infantry models. HQ units not equipped with Space Marine Bikes must be given a dedicated tank transport Rhino, Razorback or Land Raider (any variant available in Codex: Space Marines or 0-1 Prometheus or 0-1 Damocles Rhino from the most recent Forgeworld publication that they appear within). All Terminator squads must choose as dedicated transports any Land Raider variant available in Codex: Space Marines or in the most recent Forgeworld publications. This includes Spartan Assault Tanks. All other non-HQ infantry units must be given Rhino or Razorback transports (any variant available in Codex: Space Marines), or Space Marine Bikes. All Independent Characters must be equipped with Space Marine Bikes, unless they are part of a unit with a dedicated non-Flyer/drop pod transport of some kind. Unless they already possess a dedicated tank transport, Honour Guards may be equipped with Space Marine Bikes, +15pts p/m. Instead of Jump Packs, Vanguard Veteran units may be equipped with Space Marine Bikes, +15pts p/m. Separate squadrons of Attack Bikes may be chosen as Fast Attack choices. All Scout Squads not mounted on bikes must be given Rhinos, Razorbacks or Land Speeder Storms as dedicated transports. The entire force must be deployed Embarked upon/within their transport vehicles if they have them, although they may Disembark in their first turn if desired. If the force includes a Master of the Forge, Dreadnoughts of all variants may be mounted on tracks, giving them Skilled Rider, Jink and making them Fast vehicles, +40pts p/m. In games of Apocalypse: The force may purchase the Trophy Kill Strategic Asset, +85pts. If all non-Terminator HQ units (at least 1 unit in the force) are mounted upon Space Marine Bikes, the force may take the Flank March Strategic Asset, +65pts. If a Chapter Master with Space Marine Bike leads a unit of 4 or more Masters of the Chapter, the Masters must also be equipped with bikes.

None of the preceding rules affect Allies. The usual rules for Allies apply.

Knight Crusader Force (Black Templars and Successor Chapters Only) Black Templars Chapter Tactics apply to all units chosen within this force organisation. Crusader units consisting of 17+ models and/or Terminator units consisting of 10+ models (including attached Characters) may take Land Raider Spartans as dedicated transports instead of Crusaders. Chaplains may be taken as both HQ and Elite choices and are 1-3 per Force Organisation slot, although they must be split off from each other during deployment to join other units as squad leaders, counting in all senses as a unit upgrade from then on. All their usual rules apply. Contemptor Dreadnoughts may be taken as both Elite and HQ choices. May not be stacked with the Master of the Forge rules for Dreadnoughts. Any HQ unit led by the force commander may take a Land Raider Prometheus as a dedicated transport vehicle. If none of them are wearing Terminator Armour they may take a Damocles Command Rhino instead. The usual space limitations and point costs apply for these vehicles, as seen in the latest Forgeworld publication that they appear within. If the force has no more than 0-1 Sternguard and 0-1 Centurion units, and absolutely no Conversion Beamers, Legion of the Damned, Devastators, Chapter Champions, Company Champions, Whirlwinds, and no Allied units of these types (and absolutely no non-Imperium, abhuman or xenos Allies), then: The Emperors Champion may be given: the Shield Eternal; Fearless; Preferred Enemy (against all units with a WS); Champion of Humanity Codex: Space Marine Warlord Trait (applying solely to him, and the force commander may still be given a Warlord Trait too though not the same one), +65pts. Assault Terminators may exchange their Lightning Claws for with Storm Bolters and Power Weapons, or Storm Shields and Power Weapons, (free). Honour Guard units and Sword Brother models may replace all firearms (not grenades) with Storm Shields, +12pts p/m.

If wearing Terminator Armour, a Marshal may exchange his Power Weapon and Storm Bolter for a Relic Blade and a Storm Shield, +25pts. High Marshal Helbrecht may replace his firearm and grenades for Terminator Armour and a Storm Shield, +35pts. If Helbrecht / the Marshal is wearing Terminator Armour, Honour Guards may also replace all their existing Wargear with Terminator Armour at +10pts p/m. If so they must be equipped with any mix of the following weapon combinations: Power Weapon and Storm Bolter (free); Single Relic Weapon (free); Power Weapon and Storm Shield (+2pts p/m); Lightning Claws (+2pts p/m); Thunder Hammer & Storm Shield (+3pts p/m); Relic Weapon and Storm Shield (+5pts p/m). In games of Apocalypse: The force may purchase the Heroic Stand Strategic Asset, +85pts. If the Emperors Champion is equipped with the Shield Eternal, instead of obeying the normal Finest Hour rules, the Chapter Master may either choose the Imperial Fists Sons of the Primarch option, or any one option from the Personal Exemplar list rolling a D6. If Helbrecht / the Marshal is wielding a Storm Shield and leading Masters of the Chapter equipped with the same type of armour as him, then any Masters of the Chapter may take Relic Blades for +30pts p/m, even if wearing Terminator Armour.

None of the preceding rules affect Allies. The usual rules for Allies apply.

Scions of the Machine Cult (Iron Hands and Successor Chapters Only) Iron Hands Chapter Tactics apply to all units chosen within this force organisation. Chapter Masters (or Iron Thanes) of Iron Hands / Successor Chapters obey the following: Iron Resolve Warlord Trait. No Iron Hands / Successors in play may make Sweeping Advance moves. Cybernetic Paragon bestows +1 Toughness; Eternal Warrior; Feel No Pain (5+), +35pts. Fearless bestows this upon all Iron Hands / Successor HQ and Elites units while he remains in play.

Chaplains and Masters of the Forge must be replaced with Iron Fathers. Use the points cost, profile and all the rules and options for Masters of the Forge in Codex: Space Marines, but with the following exceptions / alterations: 0-1 per force. Hatred (Everything!) bestows this rule upon any Iron Hands/Successor units within 6. Cybernetic Paragon bestows +1 Toughness; Eternal Warrior; Feel No Pain (5+), +50pts. Crozius Mechanicum replaces all other melee weapon options. Counts as a Master Crafted Chainfist. May not take a Conversion Beamer.

Techmarines are 1-3 per Force Organisation slot, although they must be split off from each other during deployment to act as single-unit independent characters. All their usual rules, wargear options and upgrades apply. All Servitors in the army are immune to Mindlock while they remain within 6 of any friendly character with Blessings of the Omnissiah. Dreadnoughts may purchase Extra Armour at half the usual cost, rounding fractions down. All Dreadnought variants may be taken as both Elite and Heavy Support choices. Venerable Dreadnoughts and/or Contemptor Dreadnoughts may also be taken as HQ choices. HQ Dreadnoughts may be given It Will Not Die, +35pts p/m. Any Command or Honour Guard Squad led by the force commander may take a Land Raider Prometheus as a dedicated transport vehicle. If none of them are wearing Terminator Armour they may take a Damocles Command Rhino instead. The usual space limitations and point costs apply for these vehicles, as seen in the latest Forgeworld publication that they appear within. Veteran Sergeants may replace Bolt Pistols, Boltguns and Grenades with Terminator Armour and a Storm Bolter at +20pts. They may also be equipped with a Power Weapon (+6pts) or a Power Fist (+10pts). In games of Apocalypse: The force may purchase the Replacements Strategic Asset, +85pts. If the army has an Iron Thane, an Iron Father and at least three Techmarines with accompanying Servitors, the force may purchase the Shield Generator Strategic Asset, +65pts.

None of the preceding rules affect Allies. The usual rules for Allies apply.

Sons of the Forge (Salamanders and Successor Chapters Only) Salamanders Chapter Tactics apply to all units chosen within this force organisation. Salamander and Successor Chapter Masters lose Orbital Bombardment. However, if they are armed with Thunder Hammers, Power Mauls or Power Axes they always attack in Initiative order during any close-combat. Independent Characters equipped with Terminator Armour may replace Storm Bolters with Heavy Flamers, +8pts p/m. Honour Guards may replace all their standard melee weapons and Boltguns with Thunder Hammers, +10pts p/m. If attached the Chapter Master is equipped with Terminator Armour, Honour Guards may replace all their existing wargear, armour and equipment with Terminator Armour, Thunder Hammers and Heavy Flamers, +30pts p/m. Any Command or Honour Guard units led by the force commander may take a Land Raider Prometheus as a dedicated transport vehicle. If none of them are wearing Terminator Armour they may take a Damocles Command Rhino instead. The usual space limitations and point costs apply for these vehicles, as seen in the latest Forgeworld publication that they appear within. HQ and Elites units that can take a dedicated transport vehicle may opt to take a Land Raider Redeemer instead of their usual options. The normal rules and points cost for this vehicle apply. Any Thunder Hammers in the Salamander / Successor army may be Master Crafted, +3pts p/m. Any Salamander / Successor Veteran Sergeant, Techmarine, or Master of the Forge may replace his Boltgun and standard melee weapon with a Thunder Hammer, +15pts p/m. All Salamander / Successor Characters (including Veteran Sergeants) that do not already have the option in their entry may purchase Artificer Armour, +15pts p/m. The armour of any unit (Power Armoured, Artificer Armoured or Terminator Armoured) may be Hardened at +3pts p/m. See Horus Heresy: Betrayal, p.204 for details. Dreadnoughts may purchase Extra Armour at half the usual cost, rounding fractions up. Venerable Dreadnoughts and Contemptor Dreadnoughts have a special Leadership value of 10, which may be used by any friendly Salamander / Successor infantry models within 6 for any Leadershipbased tests (except Psychic Tests). All Allied Imperial Guard units in play may use the Leadership value of any Salamander / Successor characters (including Veteran Sergeants) within 12 for Morale and Pinning tests. In games of Apocalypse: The force may purchase the Fury of the Just Strategic Asset, +85pts. If the Masters of the Chapter formation is taken, the force may purchase the Vortex Grenade Strategic Asset, +65pts.

With the exception of Allied Imperial Guard units and Salamander Leadership, no other rule listed above affects Allies. The usual rules for Allies apply.

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