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ANCIENT ZENDRENAEL, THE REBORN

VISIONS OF THE PRIMARCH

LOST AND FOUND

In 798.M41, on the eve of Waaagh! Big Skorchas assault


on Baal, Ancient Zendrenael, a battle brother
who had served the chapter for centuries
interred in a mighty Contemptor pattern
dreadnought, began to see visions of
battles fought tens of millenia ago,
believing himself to be the Sanguinius
in his defense of terra and his eventual
fall to the Warmaster Horus. Sensing
this, chapter techmarines disabled his
dreadnought, painted his armor black,
and prepared him to defend the Fotress
Monestary in the so-called Battle of Iron.

In 815.M41, in a routine sweep of Baal, a Contemptor


dreadnought, thought to be lost in the Assault on Baal,
was recovered. The dreadnought was brought into
the Chapter Armoury, and it was discovered that
the occupant still lived. After disabling the motor
function of the hulking dreadnought, High Chaplain
Astorath was brought in to examine the mental
state of the occupant, and if necessary, bring
him the Emperors peace.

After the battle was won, Zendrenael


was not seen. It was believed among
the leadership of the chapter that
Zendrenael had either been
destroyed or captured. In truth,
after slaughtering hundreds
of Orks, he had continued on,
chasing imaginary enemies that
he could never catch. After months of
running, the power supply in his Contemptor ran low, and so the
systems disabled the servo motors of the massive dreadnought.
By conserving power, the dreadnoughts systems were able to
maintain life support for nearly 20 years.

During his conversation, Astorath


learned of Ancient Zendrenaels story,
learning that he was inducted into the
Death Company before the Assault on Baal. In
the years since, Zendrenael had not delved into
madness, and had learned to recognize the visions in
his head as such. Despite much argument among the
chapter Reclusiam and Sanguinary Priesthood, it
was decided that Ancient Zendrenael should be
allowed to continue his service to the Emperor.
In the years since, Ancient Zendrenael has
become an integral part of Reclusiam leadership,
even to the point that he leads detachments of brothers lost
to the black rage. His incredible speaking abilities enable him
to control his brothers rage. This ability led to Zendrenaels
promotion to Reclusiarch, where he leads to this day.

ANCIENT ZENDRENAEL, THE REBORN


Armor

WS BS S Front Side Rear I

Ancient Zendrenael

Unit Composition

Ancient Zendrenael may


be represented by 1
Blood Angels Contemptor
Dreadnought
1-2 additional Death
Company Dreadnoughts
may be taken as bodyguards
in your army. These added
models do not take up an
FOC slot and ignore other
restrictions for inclusion in
the army.

13

12

11

190 POINTS
Special Rules
A

3(4)

Unit Type

HQ Choice
Vehicle, Walker

Wargear

Ancient Zendrenael may take


any weapon options available
to a Blood Angels Contemptor.
OR a Death Company
Dreadnought for the standard
point costs.

Death Company Contemptor: Zendrenael is a Blood Angels


Contemptor Dreadnought for the purposes of his stats, but he has
all the same special rules as a Death Company Dreadnought in
Codex: Blood Angels.
Voice of Ancient Command: Ancient Zendrenael is known for his
commanding voice and his ability to reach the addled minds of
those in the throes of the Black Rage. At the start of each game
turn, the controlling player may choose to roll a leadership test for
Zendrenael to contain the Black Rage. If successful, Zendrenael
and any Death Company unit within 6 do not suffer from the rage
rule for the duration of the game turn. While under this effect the
unit is also scoring.
Liturgies of Blood: Zendrenael is a Reclusiarch, and has the
Liturgies of Blood rule as described in the Blood Angels codex.
Since he does not attach to units, he instead may confer this rule
to a friendly non-vehicle unit within 6.

LORD TRICHTON BLOODWALKER


THE BLOODWALKER

CAPTIVE HONOUR

A warrior in loyal service to the Space Wolves


for decades, Trichton Bloodwalker
earned fame once his brethren
were destroyed. As a Lone Wolf,
doomed to atonement, the
warrior fought tooth and nail
across the galaxy, seeking
glorious death and the joining
of his comrades. Such a fate
eluded him, as Trichton shattered foe
after foe. Deep was his sorrow, but also
great was his glory. Before long, he was granted
the name Bloodwalker after tales that he could
not walk anywhere without stepping upon the
blood of his enemies.

The mighty Bloodwalkers name was legend


throughout the Chapter when they encountered
Hive Fleet Medusae, a vicious Tyranid strain with
a curious propensity for hastened evolutionary
response. Finally, at last, the Bloodwalker fell...
but when he hit the ground on the cold snowy
battlefield, death did not come. Instead,
the beasts brought him back to the Hive
Fleet, where he was placed in amniotic
captivity.

Though his legacy grew and grew, the


Bloodwalker never quite managed to break
through his sorrow. He longed to join his packmates,
but they would never have him if he did not die fighting with all his
soul. So fight he did and fall, he did not.
His determination became his staunchest ally, and soon it was
not that he was a warrior on a suicide mission, but rather that
he was the companys brightest and most fierce fighter. Over
the centuries, he fought alone, and not a soul withstood his
onslaught.

The genetic markup of this staunch and


mighty warrior was what had interested
the Hive Mind. Fortunately, before the Great
Devourer could dissect the heroic Lone Wolf, he
made his escape. His attempt coincided with a
rescue attempts arrival a young pack of Blood
Claws, come via Thunderhawk to try and save the
warrior from a fate worse than death.
Trichtion was touched deeply by the young Blood Claws who had
risked their lives to come try and save him. He resolved that
never again would he fall in battle, and by Russ, he did not. After
decades of battle inspiring the youth of the company Trichton
Bloodwalker was at last given recognition and is now the leader
of his own company a leader whose wisdom is tempered by his
own suffering and determination.

LORD TRICHTON BLOODWALKER


WS BS S

T W

190 POINTS
A Ld Sv

Lord Trichton Bloodwalker 6 5 4 4 3 4 4 10 2+

Unit Composition

1 Lord Trichton Bloodwalker

Unit Type

HQ Choice
Infantry (Unique)
Independent Character

Special Rules

Acute Senses, Fearless, Counterattack: As described in Codex:


Space Wolves.

Wargear

Remember the Oath: Lord Trichton spent countless decades as a


Lone Wolf. If at any point he is on the table and is not attached to
another unit, Lord Trichton gains all of the rules that are normally
granted to a Lone Wolf model.

Options

Frozenshard: The Frozenshard is a nimble and compact frost


blade that allows Trichton to parry. Any saving throw of 6 made
while equipped with Frozenshard grants Trichton an immediate
attack made at the current initiative.

Runic Armor
Storm Shield
Frozenshard
Lord Trichton may swap his
Runic Armor and Frozenshard
for Terminator Armor and the
Fellhammer +25 pts

The Fellhammer: This venerated thunder hammer is a sign of


leadership in the Great Company. The weapon was a gift from
Bjorn the Fell-Handed, once his own weapon centuries before. In
game terms, it is a thunder hammer that strikes at strength 10.

THE CULT OF THE C'TAN


ANCIENT WORSHIP

Troops who have fought the Necrons from the


edge of the Ghost Stars have reported seeing
a most bizarre sight, even among the ranks
of the mechanical legions: a group of Necron
Lords operating in near perfect unison
amidst the killing fields. Emitting a glow
that differs ever so slightly from
their brethren, the quintet of
warriors fights with a series
of otherwordly powers which
are difficult to explain, even
by the standards of Necron
technology.

What we were, you are.


What we are, you will become.
- NECRON LORD, DESIGNATION UNKNOWN

Perhaps most fearful is that these nearmindless machines are often seen taking
prisoners. Some Imperial scientists
speculate that they hope to
assimilate multiple species
into the biomechanical fold,
just as their people had done
aeons before. Most agree, they would
prefer not to be spared than to be phased away by
these monstrous individuals.

It is believed by Imperial scholars


that this group of Necron Lords
may be the fabled Cult of the Ctan,
a group of high-ranking Necrons
who worship the Ctan with an
almost religious fervor and who
ache to see them set free upon the
galaxy once again.

MACHINES WITHOUT SOULS

It is unknown what these warriors motivations are, but unlike


many other Necrons, they are almost utterly without any
semblance of their former minds and souls.

Always enravelled by a ceaseless swarm of


Mindshackle Scarabs, these group of lords strikes in silent
horror when attacking. Some say the glow surrounding them
comes from the otherworldly energies emitting from within their
bodies said to be sourced from the hearts of Ctan themselves.
These Necron Lords seek nothing less than the return and reign
of their old masters. No one knows why...

THE CULT OF THE C'TAN


WS BS S

Cult of the Ctan Lord

Unit Composition

320 POINTS
T W

A Ld Sv

4 4 5 5 1 2 2 10 3+

1 Royal Court consisting of


5 Necron Lords, obeying the
usual restrictions for being
incuded in an army
The unit may never separate
as a standard Royal Court
does; though other Royal
Courts may attach to them as
normal

Unit Type

Does not count against your


Force Organization Chart
Infantry (Unique)

Wargear

Ctan Warscythes
Mindshackle Scarabs
Heart of the Ctan

Special Rules

Ever-Living, Reanimation Protocols: As described in Codex:


Necrons.
Ctan Warscythes: Normal warscythes are fearsome, but these
Lords wield weapons charged with the power of the Ctan. A Ctan
Warscythe uses all the rules of a normal Warscythe. In addition,
any invulnerable save rolls taken against them are reduced by 2
on any to-wound rolls of 6.
Heart of the CTan: The world-warping power of the Ctan allows
the Lords to alter their bodies. Each time it is their turn, the
controlling player may choose to have any one of the following
until their next turn: Sempiternal Weave, Phase Shifters, or
Ressurrection Orbs. You cannot choose the same choice
consecutively, and the entire unit must use the same choice.

BEASTMEN PENAL LEGION

THE MUTANTS REPENT

On a distant world, the Imperial Guard, beleaguered and locked


into a difficult and losing battle, turned to conscription of the local
populace in order to survive. It was then that they had discovered
much of the worlds criminal populace were not criminal at all,
but rather, they had suffered from a lupine mutation which had
turned them into stark raving homicidal maniacs.
Though they lusted for bloodshed and battle, these abhumans
(known locally as Beastmen) were eager to prove to the local
population that they were more human then monster. Though
there was reluctance, when they were set loose on the field of
battle it was clear that they had something to prove.
The Beastmen were eventually formed into their own Penal Legion
after their aid turned the tide of the local campaign. Now running

loose amongst the stars the Beastmen Penal Legionnaires


feel they have even more to prove, as the watchful eye of the
Inquisition lies in wait to catch them in an act of Heresy. Though
savage, they are also dutiful, and their committal to the Emperors
crusade and the Guard legions they serve is unwavering.

ORIGINS OF THE BEASTMAN MUTATION

It is unknown what originally caused the strain of mutation that


created the Beastmen. The leaders of the planet where they
hailed from were all but eradicated in the cleansing of their world,
along with any real medical records.
Its been said in hushed whispers in the halls of Mars that their
DNA bears a strikingly similar pattern to the Canis Helix, the
famed bit of Leman Russ which gives the Space Wolves their...
character.

BEASTMEN PENAL LEGION


WS BS S

Beastman Legionnaires

Unit Composition

Troops Choice
Infantry

A Ld Sv

3 3 3 3 1 3 1 8 5+

10 Beastman Legionnaires

Unit Type

T W

110 POINTS

Wargear

Flak Armor
Lasgun
Close Combat Weapon

Options

You may add up to 20


additional Beastman
Legionnaires 8pts each

Special Rules

Scouts, Stubborn: As described in the Warhammer 40,000


main rulebook.
Beastman Desperadoes: The Beastmen Penal Legion are
known for their bloodlust and their combat prowess due to their
animalistic mutations. They count as having all three Desperado
rules as described for the Penal Legion in Codex: Imperial
Guard, and do not have to select one randomly.
No Outsiders: The Beastmen dislike outsiders. They may never
be joined by any independent characters.
Expendable: The Beastmen are always considered expendable.
They never yield a kill point for opponents if destroyed.

LORD ARGOS, THE MACHINIST


WAR WITHOUT END

PUBLIC RELATIONS

It is the greatest aspiration of Lord Argos to see the


stores of Mars great technology raided
and brought to heel for his own ends.
As a former techmarine Argos has long
obsessed over technology, and as a
leader of his Iron Warriors warband the
emphasis is one shared by his warriors.

Argos is perhaps best known for his famous dislike


of the Chaos warmaster, Abaddon the
Despoiler. It is said that the two once fought
together centuries ago, and that Argos was
reprimanded when he replaced his own
gnarled and mutated limb with the first
of his bionics.

Argos has led a long life, with


some saying that his human
portions aged somewhere
just shy of two thousand
years old (though no one can
say for sure).

Disgusted by mutation, Argos


found his way to the Iron Warriors
and worked his way up the ranks
the old fashioned way by besting
everyone in his path. Namely, his usage of
the Codex Astartes to lure countless marine
companies to their doom has earned him great
infamy within the Imperiums borders. No doubt
this fact is related to the Inquisitorial bounty
placed upon his head.

His warbands quest for technology


stems entirely from Argos hatred of the
Imperium, and from Argos belief that
only through technology can Chaos ever
succeed. To this end, many of Argos
personal honor guard have reworked
their weaponry in hopes of enhancing
their chances of one day storming the
gates of the Emperors palace, and
usurping the ultimate human technological
achievement that which fuels the Golden Throne.

How weak the flesh makes these


minions of the Corpse God...
- LORD ARGOS, BATTLE OF
THERAX, M41.996

LORD ARGOS, THE MACHINIST


WS BS S

Lord Argos

Unit Composition
1 Lord Argos

Unit Type

HQ Choice
Infantry (Unique)
Independent Character

T W

200 POINTS
I

A Ld Sv

6 5 4 4 3 4 3 10 2+

Wargear

Terminator Armour
Mark of Khorne
Integrated Bionics
The Hand of the Blood God
The Torch

Options

Argos may grant one


Terminator unit the ability to
Master-craft all of its CombiWeapons +20pts

Special Rules

Fearless: As described in the Warhammer 40,000 main rulebook.


Death to the False Emperor!: Whenever attacked by an enemy
unit possessing the And They Shall Know No Fear rule, Argos and
the unit he accompanies also gain the benefits of this rule.
Integrated Bionics: Argos is more than 3/4 machine. As such, he
has a 4+ invulnerable save.
The Hand of the Blood Good: This is a Heresy-era Lightning
Claw with highly advanced technology, long ago possessed by a
daemon of Khorne. Any rolls to hit of 6 allow Argos an immediate
additional attack.
The Torch: Argos modified combi-melta is able to hold additional
ammo stores. It counts as a standard combi-melta, but it may fire
3 times per battle instead of once.

SERAPHIM SUPERIOR CARMEN


THE ORDER OF THE EXPANSIVE MIND

The Order of the Expansive Mind is a part of the Orders Minoris


(the countless minor militant orders), specializing in rapidly
responding to problems for the Ecclesiarchy. Secular in nature,
they consider themselves the only convent to have truly kept
to the tenets of the Emperors
Imperial Truth,
stemming from the days of the
Great Crusade.
While searching out heresy and
corruption within the Imperium are
still considered their duty, the Order
of the Expansive Mind views the pursuit
of knowledge (reason, science, and
secular progress) to be the Emperors
true desire, and thus of paramount
importance though this has not necessarily
been well received by the rest of the Sisterhood.
Due to the Orders unequaled success at purifying
entire populaces during their presumably short
existence, the Abbess Sanctorum on Terra has stayed
her true scrutiny for now....

While this has not led them down the same path as Magnus the
Reds Thousand Sons, the similarities have not been lost on some
paranoid observers.
Their pursuit of knowledge has led the Order to be surprisingly
receptive
to the unorthodox, employing strategies and
units other
Orders have scorned. While this diversity
enables the Order to respond to threats of
both the mind and body, it is their accumulated
knowledge that provides them with the insight
that allows them to respond almost preemptively
to heretical activity. At least, that is the rationale
the Orders Canoness uses publically

SISTER CARMEN

The Order remains quite devout to the Emperor


despite their reluctance to accept the Emperor as a
God (as they secretly believe Emperors tenets of
unity and order need not be inclusive with divinity).
The Order feels this perspective more in line with
his original intention for Mankind. These Sisters abhor
mysticism, but recognize that manipulation of the warp
through psychic or even sorcerous means is a necessary evil
how else is the Emperor able to protect and guide Mankind?

Sister Superior Carmen was blessed with


the Emperors own intuition from birth.
Seemingly always in the right place at the right
time, she quickly rose through the ranks of the Sisterhood.
Her accuracy with a bolter was only outshone by her
adeptness with a bolt pistol, and the eerie grace with
which she always seems to find an opening wielding
her eviscerator. With an exemplary service record she
naturally progressed through the Sisterhood to the
esteemed ranks of the Seraphim.
Seemingly everywhere at once, Sister Superior Carmen
is admired for support she provides in battle, her intuition
leading her to provide critical fire from the air and pinpoint
close-combat support on the ground - guiding her squad wherever
they are needed most.

SERAPHIM SUPERIOR CARMEN


WS BS S

Seraphim Superior Carmen

A Ld Sv

4 5 3 3 2 3 2 10 3+

Unit Composition

1 Sister Superior Carmen

Unit Type

T W

+45 POINTS

1 Seraphim Superor may be


upgraded to Sister Superior
Carmen
Jump Infantry (Unique)

Wargear

Power Armor
Two Bolt Pistols
Frag Grenades
Krak Grenades
Jump Pack

Special Rules

Acts of Faith, Angelic Visage, Hit and Run, Seraphim Pistols,


Shield of Faith, The Emperors Deliverance, : As described in the
Sisters of Battle codex and Warhammer 40,000 main rulebook.
Bolterstorm: Sister Carmen excels at rainging bolt fire down
upon her enemies from the skies. Carmen and any models in her
unit that use their jump packs to pass over an enemy unit gain
a bonus to their shooting attacks that turn. Any enemy unit they
have jumped over reduces their armor or cover saves by 1 against
any bolter/bolt pistol wounds from Carmens unit, as the shells
rain down from the skies.
By His Guidance!: When Carmens unit deep strikes, if it lands
on an enemy unit, instead of a deep strike mishap, they instead
count as charging into an assault with the unit in question.

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