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Angels of Twilight Army List

07/16/08

Armies of the 41st Millennium


Angels of Twilight Rules
Standard Abilities
Space Marines of the Angels of Twilight Chapter may use all of the standard Space Marine abilities (Rapid
Fire, the Shaken rule, Tech Marines restrictions and repairs, etc.)
Combat Squads
Though most Space Marine squads are purchased in 10-man units, you may split any such squad into 2
Combat Squads of 5 models apiece. These squads fight totally independentlyand only the squad which
includes the Sergeant may use his Leadership for Break tests. The splitting of squads must be made and
declared prior to the start of the battle, and is irreversible (for example, the combat squads may not reform
into a single squad halfway through the game).
Angels of Twilight as Allies
Unless agreed to before the army lists are chosen, Angels of Twilight may not be used as Allies, and may
not take other specific Space Marine Chapters as Allies.

Chapter Rules
Special Rules
Although originally derived from the Ultramarines, the Angels of Twilight owe their very existence to the
Blood Angels, from whom their Gene seed was largely replaced after an accident on Mars caused it to
become contaminated, just prior to the Assault on Earth. Because of this, the Chapter derived as much of its
doctrine from that of the teachings of Sangunius, and is in some ways more closely aligned to the Blood
Angels than the Ultramarines.
The Angels of Twilight are a non-Codex Chapter. Much like the Black Templars, they subscribe to the preSecond Found methods of tactics and organization. The Twilight Legion prefers to attack targets with
subtlety, rather than with vast Crusades, and because their skills are so much in demand, they are spread
very thinly indeed. To facilitate this, the Chapter is broken down to functional units at the Company level,
and the limits to the number of squad choices that may be fielded reflect this restriction.
Company Level Doctrine
The Chapter always operates in regimented units. Much as other Chapters replace a Sergeant with a Veteran
Sergeant, the Angels of Twilight replace Battle brothers with Character models; there are no independent
models fielded in the army.
This includes Terminators, who rather than comprising the First Company, as in most Chapters are
actually allocated to each company, to be used as the commander sees fit. Likewise, one Tactical Squad will
always be fielded, no matter what other units are committed to the fight.
If a Veteran Squad (not Terminator Squad) is fielded, you may opt to place them into a Groundspeeder
squadron at the normal cost for the vehicles. This squadron may be up to five vehicles in size, as required.
Vehicles and Techmarines
Because of the Company Level Doctrine, the Angels of Twilight are at a bit of a disadvantage when it
comes to vehicular support. Bikes and Speeders are uncommon, at best, as the Chapter focuses on
maintaining the Machine Spirits of its Armored Fighting Vehicles. Therefore, Jump Packs tend to be used
more often than APCs; Razorbacks are more common than Rhinos, etc.

The Chapters dependence on self reliance means that the number of Techmarines tends to be higher when
the Angels of Twilight are in the field, and having one Techmarine per Vehicle (or Squadron) is not
uncommon.
Army Organization
25%+ Troops

Up to 50% Support

Up to 50% Characters

Troops: Assault, Devastator, Scout, Tactical, and Terminator Squads


Characters: Captains, Standard Bearers, Apothecaries, Tech Marines, Librarians, and Veteran
Sergeants
Support: Allies; Vehicles
An army commander must be selected for any Space Marine Army.
Space Marine armies have a basic Strategy Rating of 5.

Angels of Twilight Armory


Armor
Models picking from this list may select only one item.
Armor
Terminator Armor w/Stormbolter, Targeter (+1 to hit), Power Fist
Terminator Armor w/Lightning Claws (pair)
Terminator Armor w/Thunder Hammer and Storm Shield
Terminator Armor w/Stormbolter, Targeter, Chainfist
Terminator Armor w/Stormbolter, Targeter, Power Sword

Cost
49
49
55
51
45

Assault Weapons
Models picking from this list may select as many items as they want.
Weapon
Chainsword
Combat Accessory
Power Axe
Power Fist
Force Sword (Librarians Only)
Power Sword
Bolt Pistol
Hand Flamer
Plasma Pistol

Cost
2
1
7
10
20
6
2
7
5

Special Weapons
Models picking from this list may select only one item.
Special Weapon
Boltgun
Flamer
Meltagun
Plasma Gun

Cost
3
9
8
8

Heavy Weapons
Models picking from this list may select only one item. Each weapon comes with a Targeter (+1 to hit).
Weapon
Autocannon
Heavy Bolter
w/Hellfire Shells
Lascannon
Missile Launcher w/Frag and Super Krak Missiles
Blind missiles
Melta missiles
Anti-plant missiles
Plasma missiles
Multi-Melta
Heavy Plasma Gun

Cost
25
15
+5
45
45
+5
+5
+5
+5
65
40

Grenades
Models picking from this list may select as many as they want.
Grenade
Blind
Frag
Krak
Melta bombs
Plasma
Photon Flash Flare

Cost
2
2
3
5
3
2

Scout Weapons
Models picking from this list may select as many as they want.
Weapon
Autogun
Boltgun
Chainsword
Needle Sniper Rifle
Shotgun
Sword or Axe

Cost
1
3
2
10
2
1

Terminator Assault Weapons


Terminator models picking from this list may select only one item. Note that a hand with a Lightning
Claw, Thunder Hammer, or Storm Shield cannot carry other equipment or weapons.
Weapon
Power Sword (Sergeants only)
Lightning Claws (one or two, replaces that arms other weapon)
Chainfist
Thunder Hammer and Storm Shield

Cost
Free
Free
2
6

Terminator Heavy Weapons


Models picking from this list may select only one item.
Weapon
Stormbolter and Cyclone Missile Launcher
Assault Cannon, Light
Assault Cannon, Heavy
Heavy Flamer

Cost
59
22
41
21

Dreadnought Weapons
A Dreadnought may pick two of the following weapons.
Weapon
Variable-Focus Multi-Melta
Power Fist w/built-in Stormbolter
Assault Cannon, Light
Assault Cannon, Heavy
Missile Launcher with Frag and Super Krak missiles
Twin-linked Lascannons
Twin-linked Heavy Bolters
Lightning Claw with Heavy Flamer
Heavy Plasma Gun

Cost
65
15
22
45
45
55
30
37
40

Angels of Twilight Characters


Characters
<50%
Angels of Twilight Terminator Commander
165 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Commander
4
7
7
5
5
3
7
3
10
The Terminator Commander wears Terminator Armor (3+ save on 2D6) with an auxiliary Grenade
Launcher, wields a Stormbolter and a Power Sword.
Only one Terminator Commander may be chosen for an Angels of Twilight army. Furthermore, the
force may have either a Terminator Commander or a Lieutenant Commander, not both. As an Army
Leader, the Terminator Commander provides a Strategy Rating of 5.
Friendly Space Marines within 12 of him may use his Leadership for their Break Tests.
Options
May pick items from the Terminator Assault List, and may have up to 2 Wargear Cards.
Angels of Twilight Lieutenant Commander
110 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Lt. Commander
4
7
7
5
5
3
7
3
10
Wears Power Armor (3+ save), wields a Bolt Pistol, Power Sword, and Frag grenades. The Lt.
Commander has a Bionic Eye; this is figured into his point costs.
Only one Lieutenant Commander may be chosen for an Angels of Twilight army. Furthermore, the
force may have either a Lieutenant Commander or a Terminator Commander, not both. As an Army
Leader, the Lieutenant Commander provides a Strategy Rating of 5.
Friendly Space Marines within 12 of him may use his Leadership for their Break Tests.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 2 Wargear
Cards. If the unit they are attached to has a Jump Pack, then the character will, as well.
Angels of Twilight Captain
80 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Captain
4
6
6
5
5
2
6
2
9
Wears Power Armor (3+ save), wields a Bolt Pistol, Bolt Gun, Power Sword, and Frag grenades. The
Captain has a Bionic Eye; this is figured into his point costs.
Only one Captain may be chosen for an Angels of Twilight army per 2500 points of force. If the
Captain is the highest ranking officer, then he is the army leader, and provides a Strategy Rating of 5.
Friendly Space Marines within 12 of him may use his Leadership for their Break Tests.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 2 Wargear
Cards. If the unit they are attached to has a Jump Pack, then the character will, as well.
Angels of Twilight Lieutenant
70 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Lieutenant
4
6
6
4
4
2
6
2
9
Wears Power Armor (3+ save), wields a Bolt Pistol, Bolt Gun, and Frag grenades. The Lieutenant has a
Bionic Eye; this is figured into his point costs.

Only one Lieutenant may be chosen for an Angels of Twilight army per 1000 points of force. If the
Lieutenant is the highest ranking officer, then it is the Army Leader; however, the Lieutenant only
provides a Strategy Rating of 4.
Friendly Space Marines within 12 of him may use his Leadership for their Break Tests.
Options
May pick items from the Assault, Special, and Grenades lists, and may have up to 1 Wargear Card. If
the unit they are attached to has a Jump Pack, then the character will, as well.
Chaplain
Champion53 points
Hero84 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Champion
4
5
5
4
4
1
5
1
9
Hero
4
6
6
5
5
2
6
2
9
All Chaplains wear Power Armor (3+ save), wield a Bolt Pistol and Frag grenades, have a Crozius
Arcanum and a Rosarius (integrated Conversion Field: 4+ unmodified save).
Friendly Space Marines within 8 of a Chaplain may re-roll any failed Break Test once.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 2 Wargear
Cards. If the unit they are attached to has a Jump Pack, then the character will, as well.
Medic
40 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Apothecary
4
5
5
4
4
1
5
1
9
An Apothecary wears Power Armor (3+ save), wields a Bolt Pistol, Frag grenades, and a Medi-Pack.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 1 Wargear
Card. If the unit they are attached to has a Jump Pack, then the character will, as well.
Techmarine
33 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Techmarine
4
5
5
4
4
1
5
1
9
A Techmarine wears Power Armor (3+ save), wields a Bolt Pistol and Frag grenades.
A Techmarine must be included in a Sensei army that fields any vehicles.
A Techmarine may attempt to repair a damaged vehicle.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 3 Wargear
Cards. Tech Marines may be given a Jump Pack for +5 points; if this is the case, then the model may
not employ a Servo-Arm.
Veteran Sergeant
+5 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Veteran Sgt.
4
5
5
4
4
1
5
1
9
The Sergeant of an Assault, Tactical, Devastator or Scout squad may be upgraded to a Veteran Sergeant
with the stats shown above. His basic weapons and equipment are the same as that of a regular
Sergeant for that unit.

Options
The Veteran Sergeant may pick items from the Armor, Assault, Special, and Grenades lists, and may
have up to 1 Wargear Card.
Librarians
Lexicanium53 points
Codicier97 points
Epistolary152 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Lexicanium
4
4
4
4
5
1
5
1
8
Codicier
4
5
5
5
5
2
5
1
8
Epistolary
4
6
6
5
5
3
6
2
8
All Librarians wear Power Armor (3+ save), wield a Bolt Pistol and Frag grenades.
All Librarians are psykers of Mastery Level 1 through 3 (following the progression on the chart
above).
Options
Librarians may pick items from the Armor, Assault, Special, and Grenades lists, and may have 1
Wargear card per level. If the unit they are attached to has a Jump Pack, then the character will, as well.

Angels of Twilight Squads


Squads
25%+
Assault Squad
30 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
Each squad includes 9 Space Marines and 1 Space Marine Sergeant, all of whom share the above stats.
Each Marine wears Power Armor (3+ save), carries a Bolt Pistol and Frag and Krak grenades.
No more than two Assault Squads may be chosen per 1500 points of army strength.
Options
Any model may choose Assault Weapons, and up to 2 models may pick a Special Weapon. The entire
squad may carry Blind grenades for +20 points, and/or Melta Bombs for +50 points, and may carry
Jump Packs for +50 points.
If the Assault Squad is split into two Combat Squads, you may pay half of the points listed for any of
the all-squad choices if only one Combat Squad is fielded with that option.
Devastator Squad
30 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
The unit includes 9 Space Marines and 1 Space Marine Sergeant, all of whom share the above stats.
Each Marine wears Power Armor (3+ save), carries a Boltgun, Bolt Pistol and Frag grenades.
No more than two Devastator Squads may be chosen per 1500 points of army strength.
Options
Up to 4 models may swap their Boltgun for a Heavy Weapon, and the Sergeant may choose Assault
Weapons. The Sergeant may be upgraded to a Veteran Sergeant for +5 points.
Scout Squad
100 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Sergeant
4
4
4
4
4
1
4
1
8
SM Scout
4
4
3
4
3
1
4
1
7
Each squad includes 4 Space Marine Scouts and 1 Space Marine Scout Sergeant. Each Marine wears
Scout Armor (4+ save), and carries a Bolt Pistol and Frag grenades.
Scouts may Infiltrate, and use Dispersed Formation.
Options
Any model may carry a Scout weapon, and up to 1 model may pick either a Special or a Heavy
weapon. The entire squad may carry Combat Accessories (+5 pts) and/or Krak grenades (+15 points).
The Sergeant may be upgraded to a Veteran Sergeant for +5 points.
The squad may be mounted on Bikes following the normal Chapter rules (see Support). If this option is
taken, the squad may still infiltrate, but will be placed on the board, not marked with a Hidden counter,
at the start of the game. In this case, two additional Hidden Counters may still be taken by the Marine
player.

Tactical Squad
30 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Space Marine
4
4
4
4
4
1
4
1
8
Each squad includes 9 Space Marines and 1 Space Marine Sergeant, all of whom share the above stats.
Each Marine wears Power Armor (3+ save), carries a Boltgun, Bolt Pistol and Frag grenades.
At least one Tactical Squad must be selected for every 1500 points of army strength.
Options
Up to 1 model may swap his Boltgun for a Heavy weapon, and up to 1 model may swap his Boltgun
for a Special weapon. The entire squad may carry Combat Accessories (+10 pts) and/or Krak grenades
(+30 points). The Sergeant may be upgraded to a Veteran Sergeant for +5 points.
Terminator Squad
90 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Terminator
4
5
5
4
4
1
5
1
9
Includes 4 Terminator Space Marines and 1 Terminator Space Marine Sergeant, all of whom share the
above stats. Each Terminator wears Terminator Armor (3+ save on 2D6) and a Power Fist and a
Stormbolter. Note that amongst other things, the Armor incorporates a Targeter (+1 to hit).
You may field either a Terminator Squad or a Veteran Squad for each full 1500 points of your army;
you may not use both types of units within the same size allocation.
Options
Up to 1 Terminator may replace his Stormbolter with a Terminator Heavy Weapon, and any number of
models may replace their Power Fist with a Terminator Assault Weapon. The entire squad may be
teleported into battle.
Veteran Space Marine Tactical Squad
33 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Veteran Space Marine
4
5
5
4
4
1
5
1
9
Consists of 4 or 9 Veteran Space Marines and 1 Veteran Space Marine Sergeant, all of whom share the
stats above. Each Marine is armed with a Boltgun, Krak and Frag grenades, and comes with Power
Armor (3+ save).
You may field either a Veteran Squad or a Terminator Squad for each full 1500 points of your army;
you may not use both types of units within the same size allocation.
Veteran Tactical Squads may not be split into Battle Squads.
Options
Up to 2 models may swap their Boltguns for a Heavy weapon, and up to 2 more models may swap
Boltguns for Special Weapons. The entire squad may be equipped with Blind grenades for +20 points,
Melta-bombs for +50 points, and/or Chameoline Armor for +50 points.

Angels of Twilight Support


Support
<50%
Allies
You may select allies from the Imperial Guard, Codex Imperialis, Squats and Eldar army lists. If your
opponent allows it, you may pick units from any of the specific Space Marine Chapter lists (e.g., Dark
Angels, Black Templars, etc.).
Support
<50%
Vehicles
A Space Marine force may select any vehicle listed in the Vehiculum Astartes for the points costs listed.
Note that some Marine Chapters have vehicles which are exclusive to that group; these can only be
purchased for a different army if your opponent allows you to use the rules for a Space Crusade.
Groundspeeder, LRDG
35 points + Weapons (1-3x per Squadron)
Crew Type
Space Marine

M
4

WS
4

BS
4

S
4

T
4

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
6
D6
-3
8
18
25
2
0
Wheeled
The Groundspeeder is armed with either a Heavy Bolter (+15), Autocannon (+30) or a Multi-Melta
(+65) with a 180 arc of fire to the front.

D6
1-2
3-6
D6
1
2
3
4-5
6

Location
Crew
Groundspeeder

Armor
Side/Rear
See below
15
12

Front

Groundspeeder Damage Table


The weapon is damaged, and may only be used on a roll of 4+.
The weapon is destroyed and may no longer be used.
The Groundspeeders controls are damaged. On a 4+, the pilot retains control and can
move normally; otherwise, the vehicle moves out of control for that turn.
The engine explodes; the crew is killed, and the wreck moves away in a random
direction. Anybody hit by the vehicle takes D3 S6 hits with a 2 save modifier.
The fuel catches fire. In the next turn the Groundspeeder moves out of control and then
explodes spectacularly. Anyone within 3 of the fireball takes D3 S8 hits with a 3
save modifier.

Crew Damage Table


Wound the crew using the normal shooting rules, rolling to wound the crewman nearest to the
attacker. He is wounded normally; each is equipped with Power Armor (3+ save). If the pilot is
slain, the Groundspeeder moves out of control, and continues to move in this manner until it moves
off the table, has a collision, or the gunner takes control of the vehicle. If the gunner is killed (or
takes control of the vehicle), then the pintel mounted weapon cannot be fired unless the driver stops
the Groundspeeder to do so.

Groundspeeder, SAS
95 points
Crew Type
Space Marine

M
4

WS
4

BS
4

S
4

T
4

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
6
D6
-3
8
18
25
2
0
Wheeled
The Groundspeeder is armed with a Salvo Missile Launcher with a 45 arc of fire and a Heavy Bolter
with a 180 arc of fire to the front. The SAS Groundspeeder does not need to be fielded as part of a
Groundspeeder Squadron.
D6
1-2
3-6
D6
1
2
3
4-5
6

Location
Crew
Groundspeeder

Armor
Side/Rear
See below
15
12

Front

Groundspeeder Damage Table


The weapon is damaged, and may only be used on a roll of 4+.
The weapon is destroyed and may no longer be used.
The Groundspeeders controls are damaged. On a 4+, the pilot retains control and can
move normally; otherwise, the vehicle moves out of control for that turn.
The engine explodes; the crew is killed, and the wreck moves away in a random
direction. Anybody hit by the vehicle takes D3 S6 hits with a 2 save modifier.
The fuel catches fire. In the next turn the Groundspeeder moves out of control and then
explodes spectacularly. Anyone within 3 of the fireball takes D3 S8 hits with a 3
save modifier.

Crew Damage Table


Wound the crew using the normal shooting rules, rolling to wound the crewman nearest to the
attacker. He is wounded normally; each is equipped with Power Armor (3+ save). If the pilot is
slain, the Missile Launcher cannot fire, and the Groundspeeder moves out of control. It continues
to do so until it moves off the table, has a collision, or the gunner takes control of the vehicle. If the
gunner is killed (or takes control of the vehicle), then the Heavy Bolter cannot be fired unless the
driver stops the vehicle to do so.

Twilight Legion Predator


180 points
Crew Type
Space Marines

M
4

WS
4

BS
4

S
4

T
4

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
8
D12
-5
7
20
25
4
0
Tracked
The tank is armed with twin linked Assault Cannons with a 360 arc of fire in the turret and a Heavy
Plasma Gun on each side of the tank, each with a 90 arc of fire from the sponson. The Predator may
upgrade with a storm bolter and/or auto-launchers (with Frag or Blind) for (+5) points, or a Frag
Defender for (+10).
D6
1
2-3
4
5-6
D6
1
2-5
6
D6
1-3
4
5
6
D6
1
2-5
6
D6
1
2
3
4-6

Location
Track
Hull
Sponson
Turret

Front
15
20
15
22

Armor
Side/Rear
15
18
17
22

Track Damage Table


The track is damaged. The Predator must move at slow speed for the rest of the game.
The track is blown off. The tank moves out of control, then comes to a permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.
The ammunition explodes. All models on board are killed, and any model within 3 of
the point where it stops will be hit by D6 S-10 hits with a -3 save.
Sponson Damage Table
The Predators Lascannons are damaged, and may only be used on a roll of 4+ (check
each turn).
The sponson is destroyed. The lascannon mounted in it may no longer fire.
The sponson is destroyed, as above; in addition, the explosion flashes back inside the
vehicle. Roll on the HULL table to determine the result.
Turret Damage Table
The Autocannon is damaged, and may only be used on a roll of 4+ (check each turn).
The turret is jammed; the Cannon must fire in a straight line from this position.
The gunner is killed; the Autocannon must be manned by another crewman to fire.
The turret is blown off. All models in the Predator are killed, and the turret flies 2D6 in
a random direction. Any models hit by it take D6 S-9 hits with a -6 save modifier.

Twilight Legion Battle Barge


235 points
Crew Type
Space Marine
Str
8

Ram
Dmg
D12

M
4
Save
-5

WS
4

BS
4

S
4

T
4

W
1

I
4

A
1

Ld
8

Number of
Speed
Movement
Crew Passengers
Slow
Combat
Fast
Type
Hvy Skimmer
6
12
20
3
2 SQD*
*2 Terminator squads (15 Space Marines may be carried at need)

The Battle Barge is armed with a Storm Bolter forward with a 90 arc of fire and quad-linked
autocannons fire in the turret with a 360 arc. Because it is a dedicated anti-aircraft vehicle, the Battle
Barge does not suffer any range penalties when attacking grav-attackers or flyers. It ignores the first
two Jams rolled. The Battle Barge may upgrade with auto-launchers (with Frag or Blind) for +5 points,
or a Frag Defender for +10. The Battle Barge cannot perform pop-up attacks.
D6
1-2
3-5
6
D6
1
2-5
6

D6
1
2-3
4
5
6
D6
1
2
3
4
5-6

Location
Grav Motor
Hull
Turret

Front
16
21
20

Armor
Side/Rear
16
18
20

Track Damage Table


The Gravitic Focusing Array is damaged but the vehicle keeps running. The Battle
Barge may only move at slow speed for the rest of the game.
The motors are blown out in a dazzle array of lightning. The Battle Barge moves out of
control next turn, and then comes to a permanent halt.
The motors overload and fire out of synch, and the vehicle flips over, coming to a halt
D6 away in a random direction. Any model hit takes D6 S-7 hits with a -2 save. Any
models on board are killed on a D6 roll of 5+; survivors may dismount normally the
following turn.
Hull Damage Table
The driver is killed; the vehicle will move out of control until another crewman takes
his place.
The explosion tears through the crew compartment. Any models on board are killed on
a D6 roll of 5+.
The engine explodes. All models on board are killed, and the APC is spun around to
face a random direction. It then comes to a permanent halt.
The nuclear reactor detonates. All models on board are killed, and any model within 3
of the point where it stops will be hit as if by a heavy flamer.
The ammunition explodes. All models on board are killed, and any model within 3 of
the point where it stops will be hit by D6 S-10 hits with a -3 save.
Turret Damage Table
The autocannons are damaged, and may only be used on a roll of 4+ (check each turn).
The turret is jammed, and the autocannons must fire in a straight line from this position.
The autocannons are destroyed.
The autocannons destroyed, and the explosion flashes back; roll on the HULL table.
The turret is blown off. All models are killed, and the turret flies 2D6 in a random
direction. Any models hit by it take D6 S-9 hits with a -6 save modifier.

Twilight Legion Skyshark


175 points
Crew Type
Space Marines

M
4

WS
4

BS
4

S
4

T
4

W
1

I
4

A
1

Ld
8

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
2
0
Grav-Attack
The Skyshark is armed with a Whirlwind Multi-Rocket Launcher which fires directly ahead of the
vehicle. The Skyshark cannot upgrade with a storm bolter or auto-launchers.
D6
1
2-3
5-6
D6
1-4
5-6
D6
1
2-3
4
5
6
D6
1
2
3
4-6

Armor
Location
Front
Side/Rear
Grav Motor
*
18
Hull
22
22
Launcher
18
18
*If rolled from a frontal attack, treat this result as Hull.
Track Damage Table
The Grav Motor is damaged. The Skyshark must move at slow speed for the rest of the
game.
The engine looses power is a display of pyrotechnics. The vehicle crashes to the
ground, as per the Grav-Attack rules.
Hull Damage Table
The driver is killed. Unless the position is taken over by the gunner, the vehicle will
move out of control until it has a collision, drives off the board, or the game ends.
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the vehicle immediately
plummets to the ground. Any model hit by the Skyshark will suffer D6 hits equivalent
to ram attacks.
The fuel tank ignites and the vehicle bursts into flames. All models on board are killed,
and the flaming wreck moves out of control as it sinks to the ground. Any model within
3 of the point where it stops will be hit as if by a heavy flamer.
The ammunition explodes. Those on board are killed as the vehicle is torn apart, and
any model within 3 of the point where it blows are hit by D10 S-5 hits with a -1 save.
Weapon Damage Table
The Whirlwind multi-launcher is damaged, and may only fire indirectly on a roll of 4+
(check each turn).
The multi-launcher goes haywire, and fires a barrage at a random target. Roll a scatter
die to determine the direction of the barrage. Place the 3 Blast Marker on the first
model (friend or foe) within range and work out the rest of the effects as normal. The
multi-launcher will not fire in the next turn.
The gunner is killed; the multi-launcher must be manned by another crewman to fire.
The turret is blown off. All models in the Skyshark are killed, and debris flies in a
2D6 in a radius. Any models hit by it take D4 S-3 hits with a -1 save modifier.

Support
<50%
Support Weapons
Space Marine Armies may purchase the following Support Weapons, for the costs listed. Each Support
Weapon comes with a crew of two servitors, if any crews are required for them.
Tarantula
20 points+weapons
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Servitor
4
3
4
3
4
1
4
1
7
The Tarantula has a crew of 1 Servitor, whose armored body confers a 5+ armor save. The Tarantula
has an integrated Targeter (+1 to hit).
Options
Select 1 of the following weapons:
Twin-linked Lascannons
Multi-Melta
Twin-linked Missile Launchers w/Super-Krak missiles
Twin-linked Autocannons
Twin-linked Heavy Bolters
Rapier Laser Destroyer
65 points
Troop Type
M
WS
BS
S
T
Servitor
4
3
4
3
4
The Tarantula has an integrated Targeter (+1 to hit).

W
1

+55
+65
+55
+50
+30

I
4

A
1

Ld
7

The Rapier has a crew of 1 Servitor, whose armored body confers a 5+ armor save, and who is Immune
to Psychology.
Bike Squadron
+20 points per model
Each squadron must be drawn from the standard organization of the Chapter (Tactical, Assault,
Devastator, or Veteran) and is equipped with Space Marine Bikes for +20 points per model.
Each Bike is equipped with twin-linked Bolt guns and a Targeter (+1 to hit). Space Marines on Bikes
who miss with these Bolt Guns may fire them again.
Any Heavy Weapons that can be taken by the squad must be mounted on an Attack Bike for the listed
points (2 models ride on the bike; cost 20 points + those of the Heavy Weapon). This Heavy Weapon is
equipped with a Targeter. If the Squadron dismounts, the Heavy Weapon may be removed from the
bike; the normal Move and Fire and M score designations for the weapon then apply.
This unit is costed out as a Vehicle Squadron for Victory Point Purposes

Angels of Twilight Special Characters


Field Marshal Sctte, Lord Commander of the Angels of Twilight
140 points
Troop Type
M
WS
BS
S
T
W
I
A
Sctte
4
7
7
5
5
3
7
3
Sctte is armed with a Stormbolter, and wears Terminator Armor (3+ save).

Ld
10

If chosen, Sctte must be your armys commander, and has a Strategy Rating of 5.
Angels of Twilight within 12 of Sctte may use his Leadership for their Break Tests.
Options
Sctte may carry up to 3 Wargear Cards.
Sctte may be escorted by a four-man Veteran Angels of Twilight Space Marine Squad equipped with
Terminator Armor; these models do not count towards the usual limit of Veterans for the army. Any
number of models in this bodyguard squad may take Terminator Weapons at normal cost.
Lieutenant Commander Pattnne
120 points including Wargear
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Pattnne
4
7
7
5
5
3
7
3
10
Pattnne Armed with a Master Crafted Stormbolter & Lightning Claw, Frag and Krak grenades, and
wears Artificier Armor (2+ save).
Pattnne will command the army, unless Scotte is also present in the force. Pattnne has a Strategy
Rating of 5 if he does so.
Angels of Twilight within 12 of Pattnne may use his Leadership for their Break Tests.
If Pattnne is fielded, one Angels of Twilight squad choice may be Infiltrated onto the board per full
1500 points of the Army strength when the army deploys. All other normal rules apply to this unit once
it is placed, and the unit does not start the game in Hidden status.
Options
Pattnne cannot take any additional Wargear, nor be modified in any way.
Byrnne, Master of the Reclusiarch
Master Chaplain135 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Byrnne
4
7
7
5
5
3
7
3
10
All Chaplains wear Power Armor (3+ save), wield a Bolt Pistol and Frag grenades, have a Crozius
Arcanum and a Rosarius (integrated Conversion Field: 4+ unmodified save).
Byrnne is immune to Psychology.
Angels of Twilight within 8 of a Chaplain may re-roll any failed Break Test once, and the squad to
which Byrnne e is attached is Immune to Psychology.
Options
May pick items from the Armor, Assault, Special, and Grenades lists, and may have up to 2 Wargear
Cards. If the unit they are attached to has a Jump Pack, then the character will, as well.
Darwynne, Master of the Apothecarion
70 points
Troop Type
M
WS
Darwynne
4
6

BS
6

S
4

T
4

W
2

I
6

A
2

Ld
9

Armed with a Chainsword, a Bolt Pistol, Frag grenades, and wears Power Armor (3+ save) equipped
with a Scanner. Darwynne also carries a Medipack.
Darwynne may re-roll a failed roll once per attempt when using his Medipack.
Options
Darwynne may carry up to 2 Wargear Cards.
Gustavus, Chief Librarian of the Angels of Twilight
196 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Gustavus
4
7
7
5
5
4
7
3
9
Gustavus wears Power Armor (3+ save), and wields a Bolt Pistol and Frag grenades.
Gustavus is a psyker with a mastery level of 4.
Options
Gustavus may pick items from the Armor, Assault, Special, and Grenades lists, and may have 4
Wargear cards. If the unit he is attached to has a Jump Pack, then Adolphus will, as well.

Angels of Twilight Wargear


This section lists Wargear which is exclusive to this Specific Chapter; for a list of additional Wargear
available to all Space Marine Armies, see the Space Marine Army List at the beginning of the Codex.
Unique
Artificier Armor
20 pointsLieutenant Commander Pattnne only
This Artificier Armor allows the Lt. Commander to carry a much greater amount than power armor can
normally bear, allowing him to use basic and HtH Terminator weapons. It also affords an armor save of 2+
on 1D6.
Uncommon
Bionic Eye
5 points
The model gains +1 to hit, and may detect hidden troops, all vehicles, and any psykers within 24. Note
that if the model uses the Bionic Eye to scan it may not make shoot in the same turn.
Rare
Force Sword
10 pointspsykers only
At the end of the psychic phase, one unused Force Card may be stored in the Sword instead of being placed
in the discard pile. The stored Force Card may be retrieved and used in subsequent psychic phases. In handto-hand combat, the Sword increases the wielders Strength by a number equal to his Mastery Level, and
wounds Daemons automatically with no save possible. The wielder may also expend the stored Force Card
to gain an extra +2 Strength and 2 armor save in hand-to-hand combat. May also be used to parry .
Uncommon
Jump Pack
10 points
Permits the wearer to make a long, powered leap instead of its normal move. A jump can be up to a distance
of 18, reaching a height sufficient to clear most obstacles, vehicles and models. Woods and single-story
buildings reduce the jump to 12. Roll a Scatter Die for the jumping model as it lands; an arrow indicates
that the model scatters D3 in the indicated direction from its desired landing point. If a model with a Jump
Pack has declared a charge, he may move up to 4 after hes landed to engage in hand-to-hand combat . A
model may jump, then shoot or throw a grenade, but it cant use a Move or Fire weapon. Models using
Jump Packs do not receive the 1 to hit penalty for firing at a fast-moving target.
Master-Crafted Stormbolter
15 points
See the weapon profile for more information on this item.

Rare

Uncommon
Medi-Pack
10 points
To use this item, the user must move into base-to-base contact with the model on which you want to use it.
At the end of the close combat phase, the medi-pack may be used to do one of the following:

Restore 1 Wound to a wounded but still living character .

Restore a model reduced to 0 Wounds to 1 Wound on a roll of 5+ on D6.

Restore the vision of any blinded model.

Cure the effects of any non-lethal gas type.

Negate any psychological effects in a model.


Uncommon
Rosarius (Nox)
10 pointsAngels of Twilight Chaplains only
The wearer gains an additional, unmodifiable armor saving throw of 4+. Note that only one personal Field
may be used at a time.

Uncommon
Scanner
1 point
Detects hidden troops within 24, or it may be used to ascertain the strength and Radius of the Effects of
any Rad Grenades within 24 instead.
Rare
Storm Shield
10 points
Model receives an extra armor saving throw of 4+ against shooting or hand-to-hand combat which cannot
be modified and applies only against attacks from the models front 90 arc. Also may be used to parry.
Targeter
Uncommon
2 points
The user gains a +1 to hit with a specific projectile weapon he carries; pick which weapon before the game
starts. Targeters may not be interchanged between weapons during battle.
Terminator Armor
Rare
45 pointsImperium only
This is powered armor augmented by an exo-skeletal lifting frame, and provides a modified save 3+ on
2D6. The wearer may carry a single heavy weapon without penalty. All of the suits are linked, and feed all
tactical data to every other suit on the field, and allow its wearer to utilize the LOS of other models in the
squad. It is completely sealed against all environmental effects (gas, bacteria, flamers, etc.). Because it is so
bulky, the wearer cannot throw grenades; if it is deactivated, its wearer is effectively helpless, and may not
move or fire. Terminator armor comes equipped with a targeter and Power Glove as standard.

Chapter Unique Weapons


Like the Wargear, above, this section lists weapons which are exclusive to this Specific Chapter. Again, for
a full list of additional weapons available to all Space Marine Armies, see the Space Marine Army List at
the beginning of the Index.
Combat Accessory
Save
Armor
Str
Dmg
Mod
Pen
Special
User
1
User
S+D6
This is a weapon which affixes to the end of a basic weapon, allowing it to be used in HtH combat. Note
that the weapon cannot shoot and be used as an HtH weapon in the same round.
Master Crafted Storm Bolter
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-12
12-24
+2
+1
4
1
-1
D6+4
Sustained Fire -1
The Master Crafted Stormbolter ignores the first Jam result on the Sustained fire die. Note that the Rapid
Fire rule for Space Marines is applicable to Storm Bolters.

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