Liber Astartes Review – Warhammer The Horus Heresy 3rd Edition
Liber Astartes is here as part of the 3rd Edition of Warhammer The Horus Heresy! In this post we’ll be taking a look at all the unique Legion units from the book. We have also taken a look at the core Space Marines list which is shared across both the Loyalists and Traitors in a separate post.
Massive thanks to Games Workshop for sending us these over a little early to check out on the site. If you would like to support the site then why not order your Horus Heresy goodies through our affiliate Element Games and save yourself some money too?
This is just part of our Horus Heresy coverage, with all of the Libers, the core rules and the Saturnine box all covered over on our Horus Heresy Hub
We’ve also filmed a video going through a lot of the high level changes just below or over on YouTube
Dark Angels
Armoury
Certain models in a Dark Angels force can be equipped with a Calibanite Warblade or Terranic Greatsword. The former can be taken by any model with the Command, Champion or Sergeant Sub-Type whilst the latter is restricted to just Command and Champion. These swords replace the model’s Power Sword and both have improved SM, and Breaching (5+). The Terranic Greatsword is also D2 which makes it very useful against characters or other multi wound models. Both weapons have the Sword of the Order Trait which allows a model so equipped to utilise the Dark Angels specific Gambit which we’ll look at soon.
Some units in the Dark Angels roster are equipped with special plasma weapons. Both the Plasma Burner and more damaging Plasma Incinerator are Template weapons with two mode of fire – a standard RS5 AP4 profile with Breaching (5+) or a second profile with improved RS and Breaching but also gaining the Overload(1) special rule.
The last option detailed in this section is a unique Prime Advantage that can be selected for a single Centurian taken in a Prime Force Organisation Slot. Paladin of the Hekatonystika provides a Weapon Skill upgrade for the Centurian, equips them with a Terranic Greatsword and grants them the Orders of the Hekatonystika special rule which we’ll look at in more detail shortly.
Rite of War
Legion Tactica
The Angels of Death Legion Tactica is a very useful ability that applies to all non-Vehicle Dark Angels units in your army and provides a degree of protection against any negative modifiers to said unit’s Leadership and limits the impact of the Fear (X) special rule upon them.
Gambit
The Dark Angels Gambit allows a model to sacrifice some of their attacks in order to (hopefully) deal a much stronger attack with the Critical Hit (6+) special rule (which is cumulative with any other version of the Critical Hit (X) special rule the model may already be benefitting from). This allows you to put pressure on less capable opponents or gamble in a effort to deal a brutal blow to a more capable opponent.
Advanced Reaction
The Dark Angels Advanced Reaction is very cool and has the opportunity to really turn a battle around and a critical moment. Once per battle the Dark Angels are able to select a combat and in effect ‘run it again’ – forcing all combatants involved in the combat to fight another round of combat. Any Dark Angels model equipped weapons possessing the Sword of the Order Trait also gain the Shred (6+) special rule giving them a chance to deal additional damage. This seems like a really strong Advanced Reaction, allowing you to really press home an advantage and potentially neutralise a key unit in the opponent’s army.
Additional Detachments
The Dark Angels gain access to six unique Auxiliary Detachments which help you to build a force in line with the various First Legion ‘Wings’. The Ironwing Gauntlet provides two Heavy Transport and two Armour slots, the Dreadwing Cadre provides three Support slots, one of which is Prime. The Stormwing Muster gives you two ‘Prime’ Troop slots and two Transport slots whereas the Ravenwing Lance provides additional ‘Prime’ Fast Attack and a couple of Recon slots. We also have Deathwing Conclave and Firewing Echelon. The former gives you a ‘Prime’ Retinue slot alongside an Elite and Heavy Assault slot whereas the latter gives you two ‘Prime’ Recon and two Elite slots however you are limited to only Seeker Squad units for these last slots. Overall then Dark Angels get a bit of additional flexibility in how they put together their army and using these detachments you’re really able to build a very thematic Dark Angels force.
Units
The Lion is a very strong Primarch with an above average profile when compared to the majority of his brothers. He can be armed with either the Lion Sword or Wolf Blade both of which possess the Sword of the Order Trait. The former is a strong AP2 weapon with a high Damage stat but otherwise lacks any special rules. The Wolf Blade, whilst not as obviously powerful is perhaps more flexible with it’s Shred (4+), Breaching (4+) and Reaping Blow (2) special rules. In addition the Lion also has a nice 18″ range Plasma pistol with Damage 2 and the Breaching (4+) special rules. His Stasis Grenades inflict a -2 Initiative modifier on enemy units that have charged the Lion and his unit which can give your accompanying retinue unit the advantage whilst the Lion duels his counterpart in a challenge! On the subject of challenges the Lion gains a nice boost to his Focus roll if his unique Gambit is selected whilst fighting in a challenge. Lastly, his Sire of the Dark Angels special rule turns all Troop slots in the Primary Detachment ‘Prime’ provided a mix of Tactical, Assault and Breacher units are chosen to fill them. In addition he also provides a bonus to Reserve Rolls for Outrider and Scimatar Jetbike units in the army.
Corswain is a very capable combatant with high Weapon Skill, Initiative and Attacks stats. He is armed with a nice AP2 weapon and excels in challenges as a result of the Duellist’s Edge (2) special rule and an ability which reduces the damage of any hits that he may suffer in a challenge.
Marduk Sedras is a standard Cataphractii Praetor type unit in possession of a brutal SM+5 AP2 D3 weapon! He bestows the Hatred (Traitors) special rule on any unit has has joined.
Deathwing Companions are a Retinue unit that can be taken in units of up to 10. They are pretty resilient thanks to their W2 characteristic, 2+ Save and the Eternal Warrior (1) special rule. They have a pretty flexible loadout, able to select Power fists and Terranic Greatswords to replace their standard Calibanite Warblade. They can also swap out their Bolter for a Cytheron Pattern Aegis which grants a 5+ Invulnerable Save and the Shield Trait to the model whilst also allowing the unit to declare the Shieldwall Advanced Reaction. They also have a nice special rule, Companions, which provides protection for an accompanying Paragon or High Command model in the unit from any Precision Wounds caused by Shooting Attacks.
Dreadwing Interemptors are a Support choice that come equipped with Rad grenades and Plasma Burners with the option for one in every five models to swap their weapon out for a Destroyer Missile Launcher. This is a flexible weapon with two firing modes, a Poisoned (2+), Phage (1) attack or a Blast (3″) and Stun (3) option.
Inner Circle Knights are a Cataphractii Terminator unit, each model armed with a Terranic Greatsword and Plasma caster (a Strength 4 version of the Plasma Burner). They must also pick one of six special “Orders of the Hekatonystika” abilities which provide a number of bonuses to the unit. Augurs of Weakness grants the Armourbane special rule to any attacks made against Vehicle units whereas Reapers of Hosts provides a bonus to the unit’s attacks characteristics if that this unit is outnumbered by an enemy unit whilst locked in combat.
White Scars
Armoury
Models with the Command Sub-Type can swap their Power Weapon for a Power Glaive, a nice weapon which provides a nice +1 SM and possesses Breaching (5+) which makes it useful against Terminators and the like. It also has the Impact (AP) rule which makes it even more reliable for taking on Terminators if you’re able to get the jump on them.
The Cyber-hawk can also be taken by models with the Command Sub-Type and bestows the Move Through Cover special rule.
White Scars also have access to a unique Prime Advantage, The Sagyar Mazan, which allows you to give any unit chosen in a Prime Force Organisation Slot the Expendable (2) special rule.
Rite of War
Legion Tactica
Swift of Action provides a very simple +2 modifier to the Movement characteristic of all non-vehicle units in the army – very fitting for the mobility focussed White Scars!
Gambit
The White Scars unique Gambit is fun if somewhat unreliable, giving you a 50:50 chance to ignore any negative modifiers to the model’s Focus roll.
Advanced Reaction
Chasing the Wind allows a Whites Scars unit to move in the opponent’s Movement Phase if an enemy unit ends its movement with 12″ and Line of Sight of the White Scars unit. This allows you to move a vulnerable unit out of harms way or better position a key unit ready for your next turn.
Additional Detachments
Lastly White Scars have access to an additional Auxiliary Detachment, Chogorian Warband, which provides two Fast Attack slots (one being ‘Prime’) and two Recon slots however there are some limitations in terms of unit selection in that you can only include Scimitar Jetbike and Outrider units.
Units
The first thing to note about the Khan is that he can no longer be taken mounted on a bike, perhaps we’ll see this option return later on (perhaps with a new model too!). He has a standard Primarch level statline with above average Initiative and Attacks characteristics. His White Tiger Dao is a nice AP and Damage 2 melee weapon which provides a further improvement to his already high Initiative and has the Impact (AM) and Duelist’s Edge (1) special rules. He also has a very powerful ranged weapon which possesses the Assault Trait and can therefore be used to make Volley Attacks in the Charge Phase.
His unique Gambit, Death by a Thousand Cuts, allows him to keep reducing the Strength of the opponent’s attacks equal to the wounds suffered by said opponent. Finally his Sire of the White Scars ability allows you to exchange your Transport slots for Recon slots which can only be filled by Land Raider Explorator units whilst also granting all Infantry and Paragon units the Fast (2) special rule in the first turn.
Qin Xa has is a decent Praetor level unit with a fantastic melee weapon which not only possess AP 2 but also the Critical Hit (5+) and Precision (3+) special rules and the excellent ability allowing him to ensure a unit arrives from Reserves without having to roll.
Hibou Khan is a Centurian level unit with a decent melee weapon and a great unique Gambit which allows him to cheat death and fight on in a challenge!
The Stormseer also returns as a unique Command type unit with the Psyker Trait and access to Divination, Thaumaturgy, Telepathy and the White Scars specific Stormcalling Psychic Disciplines. This is an interesting Discipline which amongst other things grants the Move Through Cover special rule to the model. He also gets access to a greant Blessing, Call of the Wind, which allows a unit to in effect make a full Rush move but not suffer any of the normal limitations with regards to shooting or charging normally associated with such a move.
The Golden Keshig return and are as deadly as ever, their Kontos Power Lance now hitting at Strength 9 at all times, increasing from AP3 to AP2 on the charge.
Ebon Keshig, like all Terminator models, have seen their Toughness increase to 5 and in this edition they also benefit from the Expendable (2) special rule which means they give away fewer Victory Points to the opponent with regards to rules such as Vangard (X) and First Strike (X) for example which means you can afford to be a bit more reckless with them.
Finally the Kyzagan Assault Speeder is also present and filling a very similar role to one it held in 2nd edition although with only 4 wounds I would say it feels a bit more vulnerable.
Space Wolves
Armoury
The Space Wolves have access to a couple of unique weapon options which includes the Fenrisian Axe (which any model can swap with thier Chainsword) and the various Frost weapons which can be given to Command or Champion models in the Space Wolves army. The former has the Reaping Blow (1) special rule making it useful when facing larger enemy units. The various Frost weapons are likewise very similar to normal Power weapons with the addition of the Reaping Blow (1) special rule.
Pack Thegn is now a Prime Advantage that can be given to an Optae model taken in a Prime Force Organisation Slot and benefits from increased melee characteristics and gains access to a Frost Axe or Frost Claw.
Rite of War
Legion Tactica
Non-vehicle Space Wolves models benefit from the Hunter’s Strike Legion Tactica which increases the Set-up move that such models make. This makes charging more reliable and also provides some potential protection against Volley Attacks and Overwatch – overall a very strong Legion Tactica.
Gambit
The Space Wolves have access to two unique Gambits, No Prey Escapes and A Saga Woven of Glory. The former can be used to lock a combatant in a challenge preventing them from stepping back (before you’ve had a chance to take their head!). The latter is a fantastic Gambit that provides a unit wide Attack Characteristic bonus should the Spaces Wolves win the challenge!
Advanced Reaction
The Bestial Savagery Advanced Reaction is a useful deterent against shooting any Space Wolves units that are within “Set-up” range of an enemy unit. Said unit first benefits from the Feel No Pain (5+) special rule and then can make a Set-up, which, is enough to make it into base contact will count as a successful charge. This synergises really well with the Space Wolves Legion Tactica as well!
Additional Detachments
Space Wolves have access to a new Auxiliary Detachment, the Blooded Claw, which provides two Troop slots (which must be filled by Grey Slayer Packs) and two Heavy Assault slots.
Units
The Wolf King himself is a very powerful Primarch with a high end melee focused profile. His Sword of Balenight is a terrifying weapon, with D2 and the Critical Hit (5+) special rule. He is also able to swap this for his famous Axe which gives hims makes him a bit more effective going into larger units and vehicles.
His Howl of the Death Wolf Gambit is a powerful if not very flexible Gambit which provides a consistant +5 bonuse to all Focus Rolls provided Leman Russ can inflict at least one unsaved wound in each round of the challenge – which I don’t think he’ll have much trouble managing!
Lastly he grants Move Through Cover to all an Infantry (and himself) in the first Battle Turn.
Hvarl Red-Blade is a Terminator Praetor level unit who possesses, amongst other things, the Fear (1) special rule. His unique Gambit, Head-taker, can give him the edge in a challenge where the opponent may otherwise be able to benefit from Outside support.
Geigor Fell-Hand is a nice Centurian type pick for a Space Wolves player with a very nice melee weapon that can do a surprising amount of damage if you get lucky with your dice rolls thanks to its Breaching (4+) and Shred (5+) special rules takin its Damage and AP to 2!
The Caster of Runes is the unique Psyker option for the Space Wolves with access to Biomancy, Divination, Telekinesis and Runecasting. Runecasting itself grants the Hatred (Psyker) special rule to the model and access to a nice Psychic Weapon which has the chance to inflict the Stunned status on a target. He has a nice Blessing option which can be used to force a target unit to make their Shooting Attacks as Snap Shots – which when used wisely could really blunt the ranged attacks of an important enemy unit.
The Wolf-Kin of Russ also return and are actually quite resilient with the Toughness of 5, 4 Wounds and Feel No Pain (5+) special rule. They have a solid melee profile geared towards ripping through standard Power Armour equipped Astartes.
Varagyr Wolf Guard are a fantastic Heavy Assault unit with the Vanguard (4) and Fear (1) special rule making them ideal candidates for attacking your opponent’s ojectives.
The Deathsworn are an elite combat focusses unit armed with Power Axes and some very fun special abilities. Their Ymira Class Stasis Bombs make it more difficult for opponents to a success full Charge whilst their Dreams of the Death Wolf special rule allows them to make one final strike in combat before being removed as a casualty.
Finally The Grey Slayer Pack are type of Despoiler unit equipped with Combat Shields and Fenrisian Axes.
Imperial Fists
Armoury
The Imperial Fists retain the option to outfit their leaders and Sergeant models with Solarite Power Gauntlets which is now just a Power Fist with the Critical Hit (6+) special rule. Vigil Pattern Storm Shields also return, now providing a 4+ Invulnerable Save and the Shield and Heavy Trait which is great on Terminator units in particular when used in conjunction with the Shieldwall! Advanced Reaction increasing their Toughness to 6 against a Shooting Attack.
The Castellan is a special Prime Advantage that can be given to Centurian model filling a Prime Slot. The Castellan gains an Augury Scanner and must swap their Bolter for a Heavy Bolter, Autocannon or Illiastus Assault Cannon.
Finally the Decurion Sagittar is a special upgrade for Predators, a few of the Sicaran units and the Kratos Assault Tank which provides a ‘Skyfire’ version of the Pintle Mounted Illiastus Assault Cannon and an Augury Scanner.
Rite of War
Legion Tactica
The Imperial Fists Legion Tactica will be very familiar to players of 2nd edition, effectively providing a bonus of 1 to Hit when making Shooting Attacks with Bolt or Auto weapons provided more than five Dice are rolled for that Fire Group. Not the blanket wide +1 to hit from old but still a very strong bonus.
Gambit
A Wall Unyielding makes Imperial Fists a bit more resilient to damage when fighting in a challenge allowing the combatant to potentially forfeit their Focus Roll to gain the Eternal Warrior (1) special rule for that round. This is a good strategy if you think you can win the war of attrition or intend to only fight one round of a challenge and get back the model back to his unit in one piece perhaps.
Advanced Reaction
This is more in my opinion a much more fitting Advanced Reaction for the Imperial Fists allowing them to make a shooting attack against an enemy unit that ends their Move within range. In some cases this will act as an additional Overwatch reaction, allowing you land an additional round of Shooting Attacks on a unit that is potentially setting up a for a charge.
Additional Detachments
Detachment wise Imperials Fists get access to the Siege Gauntlet which provides two Troops (which must be filled by Breacher Squads), a Heavy Assault and a Support slot.
Units
Rogal Dorn is not quite the melee combatant he was in 2nd edition but remains one of the more durable Primarchs thanks to his Bulwark of the Imperium unique Gambit. When selected this means Dorn can only be wounded on a roll of 5+ in that round of a challenge. Outside of challenges he also provides some additional defensive bonuses for the rest of the army via his Prepared Defences special rule which provides all Imperial Fist Infantry a 5+ Cover Save in the first Battle Turn.
Sigismund remains as deadly in combat as ever and actually has some extra flexibility in being able too single out specific enemy models to meet him in a challenge as a result of his Slayer of Kings special rules (even when making a Heroic Intervention Advanced Reaction). He possesses the Eternal Warrior (1) special rule which gives him a bit more staying power than most other Praetor type characters verses mutli-damage attacks and on the offensive itself his Black Sword with Critical Hit (6+) and Duelist’s Edge (2) makes him a real threat. But that’s not all, in a challenge he can utilise his Death’s Champion Gambit which allows him to trigger Critial Hits on a 5+.
Fafnir Rann provides an alternative, more defensively focused character option who can still dish out some damage using his twin axes. These have a standard AP of 3 but also possess the Breaching (4+) special rule. He also has a unique Gambit which allows him to sacrifice some Focus to instead gain the Critical Hit (6+) special rule.
Evander Garrius is yet another Praetor level option who balances some quite capable melee and ranged power with a nice defensive Gambit that when selected gives him the Feels No Pain (5+) special rule in that round of a challenge.
Camba Diaz is a Centurian level option with a decent enough melee weapon and an interesting Gambit that allows him to gain extra attacks when he does not have Combat Advantage.
Alexis Polux rounds out the character selection and he provides some nice bonuses to any Breacher unit he joins, bestowing upon them the Deep Strike and Feel No Pain (5+) special rule on a turn in which the unit deploys via Deep Strike.
Templar Brethren are an elite melee unit armed with Power Swords with the option to take Combat Shields in place of their Bolt Pistols. The Champion leading the unit can also take a Solarite Power Gauntlet or Thunder Hammer. The unit shines when charging from a Transport with the Assault Vehicle special rule, adding 2″ to their Set-up move giving them a much better chance of making the charge and avoiding any Volley Attacks.
Phalanx Warders have a very similar profile to Despoilers but fill the Heavy Assault slot and come armed with Power Axes and Boarding Shields. They are now just Weapon Skill 4 and there are no ‘re-rolling’ or ‘improving’ save shenanigans – instead they have a nice Phalanx Formation special rule which allows them to make a free Shieldwall! Advanced Reaction.
Blood Angels
Armoury
Blood Angels have a couple of unique pieces of wargear in their Infernus Pistols, Perdition Weapons and Illiastus Assault Cannons. The former is a short range pistol with the Melta (3) special rule which any model can swap out their Plasma Pistol for, providing some reliable AP 2 to target Terminators and the like with (I’m not sure it does quite enough damage to really threaten vehicles).
Perdition Weapons are really nice and although only having a Damage value of 1 do benefit from the Aflame (1) special rule which inflicts a -1 penalty on any Leadership tests a unit wounded by such a weapon must take (regardless of whether or not said unit saves the wound or not).
The Illiastus Assault Cannon is pretty similar to that found in 2nd edition however can now also be ‘overheated’, allowing more shots to be made at the cost of gaining the Overload (1) special rule.
Finally Blood Angels gain a unique Prime Advantage, Revenants, and it’s a very good one at that. Units selected in Prime slots may be given the Fear (1) special rule! This synergises really well with the Aflame (X) special rule found on Perdition Weapons and also more generally with Sanguinius’ Sire of the Blood Angels special rule and the IXth’s Advanced Reaction.
Rite of War
Legion Tactica
Encarmine Fury now provides a simple +1 Strength modifier to non-vehicle units on a turn in which they make a Charge move. for the most part this results in a similar +1 to wound bonus as before but is not as strong against much tougher opponents.
Gambit
Thrall of the Red Thirst makes Blood Angels models very dangerous to face in a challenge. When selecting this Gambit the Blood Angels model ignores the negative impact of any wounds suffered and gains +1 Damage to any wound he inflicts on the opponent. The Blood Angels model is not able to benefit from any Outside support but in the right situation the Red Thirst can really help tip the scales for the IXth.
Advanced Reaction
The Blood Angels Advanced Reaction is an interesting one with a lot of utility which I overlooked upon first reviewing. It allows a unit to make a normal Move towards an enemy unit upon being targetted by a Shooting Attack. Once the Shooting Attack is complete the enemy unit must take a Cool Check or gain the Pinned Status. Remember units with a Tactical Status cannot hold, claim or contest objectives and will count as having made a Disordered Charge if they decide to do so, fighting at Initiative 1 in the subsequent combat. Blood Angels have plenty of tools to interact with the opponent’s Leadership characteristics (Aflame (X) and the Revenant Prime Advantage to name but a few). With clever use of this Advanced Reaction you could potentially rob your opponent of some Victory Points or blunt the subsequent assault of one of their key units.
Additional Detachments
As you would expect Blood Angels get a very Jump Pack themed Detachment which grants two Troop and Two Elite slots which must be filled by Assault Squads and Dawnbreakers respectively.
Units
Sanguinius is a very capable melee oriented Primarch with excellent mobility and some deadly weaponry. At Weapon Skill 8 he is right up there with the likes of the Lion or wolf in terms and combat ability, making 7 attacks on the charge with his Blade Encarmine (which have the Critical Hit (5+) special rule to boot!). His Spear of Telesto is now definetly more suited to hunting vehicles as Sanguiniues has to sacrifice Initiative and Attacks whilst using it. He has a very thematic Gambit which he can select when fighting larger adversaries allowing him to claim a Focus bonus equal to the Bulky (X) value of his opponent. His Sire of the Blood Angels special rule means that you are able to make use of more Prime slots should you lean in to several Assault Squads. In addition you gain a +1 to any Reserve rolls made for units that enter play via Deep Strike.
Chapter Master Raldoron is on a par with Corswain and Sigismund in terms of profile with an excellent Gambit which allows him to gain a bonus to his Focus Roll equal to the number of successful hits an opponent made in the previous Strike Step.
Dominion Zephon is a decent enough Centurian level character with the Eternal Warrior (1) special rule and a deadly AP2, D2, Reaping Blows (1) weapon.
Aster Crohne brings Rad Grenades to the fight and has a cool rule which allows him to cheat death on a roll of 4+ the first time he is removed as a casualty.
Crimson Paladins are an Elites choice and possess the Line (1) and Deep Strike Special rules which make them an excellent choice to bring in from Reserves to contest or reinforce objectives later in the game. They keep their Coriolis Pattern Power Shields which work in much the same way and also their very useful The Blood is Forever Feel No Pain (5+/4+) ability too!
Dawnbreakers are the crème de la crème in the entire army, perhaps even the game, when it comes to Deep Striking. Their Set the Sky Aflame special rule means they cannot be targetted by Intercept Advanced Reactions by any enemy models outside of 12″ which provides which gives them a much higher chance they’ll survive until your next turn to make that critical charge into combat. On the charge itself their attacking with their Falling Star Power Spears which still strike with +1 Initiative and have the Breaching (5+) special rule. It’s just a shame they no longer inflict any Leadership penalties on enemy units and their Grenade Dischargers have lost the ability to inflict Pinning.
The Angels Tears are another good unit for storming an opponent’s objectives, possessing both the Deep Strike and Vanguard (3) special rules. They have Rad Grenades with the option for each squad member to switch out their Volkite Serpentas for an Erelim Grenade Launcher which has the Poisoned (2+) and Phage (T) special rules. The sooner you get this unit firing missiles into the enemy’s key units the better as the Phage penalty lasts all game!
The Contemptor-Incaendius Dreadnought is my favourite Walker unit in the whole game. It can Deep Strike and use its Incaendius Boost Pack to hop over intervening models and terrain to more easily get its Heavy Flamers, Meltaguns or Illiastus Assault Cannons into range. It can now only be equipped with Paire Talons of Perdition but these are still pretty decent and possess the Aflame (2) special rule to boot.
Iron Hands
Armoury
Iron Hands get a really cool upgrade option for their vehicles which allows them to benefit the deaths of nearby models, gaining Auto-Repair (5+) and a bonus to any Repair Rolls.
Their Artificer Power Axes, the weapon born into battle by their Gorgon Terminators are slightly improved Power Axes which gains the Shred (5+) special rule, giving them descent chance to threaten other elite multi-wound opponents.
The Iron-clad is the Iron Hands unique Prime Advantage which can be used to allow you to include an additional War Engine slot with the Champion Sub-Type!
Rite of War
Legion Tactica
Iron Hands vehicles are slightly more durable than their counterparts as a result of their Gorgon’s Scales Legion Tactica which reduces the Ranged Strength of any Shooting Attack made against them.
Gambit
Gambit wise they have a very situational ability which interacts with the Outside Support mechanic. When selected, an Iron Hands combatant gains double the bonus to their Focus Roll whilst the opponent only gains a maximum of +2 from Outside Support.
Advanced Reaction
Iron Hands get access to an improved version of the Overwatch Reaction which works in much the same way but allows the Iron Hands to make additional shots (albeit at the cost of incurring the Overload (1) special rule).
Additional Detachments
There are two exclusive Detachments available to the Iron Hands, the Spearhead Phalanx Auxiliary Detachment that provides a Heavy Transport (Spartan or Land Raider Carrier only), Armour and Heavy Assault slot whereas the Medusan Vanguard Apex Detachment provides a really nice combination of Command, Heavy Assault, Support and Walker slots!
Units
Ferrus Manus has a middle of the road profile when compared to some of his Brother Primarchs but does provide some nice bonuses to the rest of the army. His Battlesmith (5) special rule in particular is really useful if you plan on leaning into Dreadnoughts and Tanks. He has a nice selection of ranged weapons to suit a variety of different targets on top of one of the strongest melee weapon profiles in the game (Damage 3 and Critical Hit (5+)!).
His Gambit, Tempered by War, allows him to increase his Toughness to 8 which may perhaps help in duels against his brothers, keeping him alive long enough to swing back with the mighty Forgebreaker. Finally his Sire of the Iron Hands special rule bestows the Feel No Pain (6+) special rule on all Iron Hands Infantry in the first Battle Turn.
Shadrak Meduson also comes with the Battlesmith special rule (albeit only Battlesmith (1) but otherwise is a fairly standard Praetor type unit.
The Iron Father is another Praetor type unit with Battlesmith (2) and Feel no Pain (5+) making him a bit more durable than the Praetors of other Legions. He also has a special rule which allows him to include a unit of Castellax Battle-automata and join it in battle!
Gorgon Terminators are only Weapon and Ballistic Skill 4 but do gain the Feel No Pain (5+) and Vanguard (3) special rule. They also have a really interesting ability which allows them to inflict the Suppressed Status on enemy units in the Assault Phase. Finally Medusan Immortals serve as a more resilient Tactical Squad, gaining the Feel No Pain (5+) and Expendable (2) special rules.
Ultramarines
Armoury
The Ultramarines get access to a unique Power Axe and Boarding Shield, the Axe in particular is really nice with the Breaching (4+) special rule which can be given to models with the Command, Champion or Sergeant Sub-Type whereas the Argyrum Pattern Boarding Shield provides an improved 4+ Invulnerable Save against melee weapons.
Logisticae is the Ultramarines unique Prime Advantage which provides a bit of extra flexibility when it comes to army construction, allowing you to include an additional Transport or Heavy Transport slot which gains an extra +2 Transport Capacity to boot!
Rite of War
Legion Tactica
The Ultramarines have a very strong Legion Tactica which allows them to reduce the Reaction Point cost of a Reaction by 1 each turn. Simple but effective.
Gambit
Their unique Gambit provides a bonus to Focus Rolls based on how many Ultramarines with the Command Sub-Type there are on the battlefield at that point in time.
Advanced Reaction
Retribution Strike is a very ‘tricksy’ Advanced Reaction, even the threat of it should give opponents reason to pause. It allows the Ultramarines to return fire against an enemy unit using any friendly unit (there is no range restriction)! This is certainly one of the stronger Legion Advanced Reactions.
Additional Detachments
The Primus Demi Company is a very flexible Auxiliary Detachment which provides a nice mix of slots but must include an Optae unit in its Command slot.
Units
There is not too much to say about Roboute Guilliman, his strength is not so in your face or straightforward, especially when compared to some of his brothers. He does not compare in terms of melee strength with the likes of Russ or the Lion however he does have some nice little army wide buffs. Sire of the Ultramarines rewards you for including both Tactical and Assault squads in your army (unlocking additional Prime slots) and he provides a nice bonus in the first Battle Turn allowing all models in the army to Hold, Claim and Contest Objectives even when under the effects of a Tactical Status – this means you can afford to be especially aggressive in the first turn as you attempt to establish an early lead.
Remus Ventanus is a Centurian level character who provides some excellent bonuses to your army which includes a +1 to Reserve Rolls and a bonus to the Tactical Strength of any unit he joins.
The Invictarus Suzerain Squad are an elite Breacher unit equipped with both Legatine Axe and Argyrum Pattern Boarding Shields who also provide some nice support for nearby units when they try to remove Tactical Statuses during the Statuses Sub-Phase.
Praetorian Breachers are also an elite Breacher unit but this one’s gimmick is the option to include an additional Sergeant model in the unit.
Salamanders
Armoury
Salamanders have quite a big selection of special rules and wargear (I guess maybe to make up for their lack of units). Drakenscale is a nice upgrade for Command and Champion units which provides excellent protection against Flame, Volkite and Melta weapons – Melta looks to be very strong in this edition so this is a really nice counter for Salamanders characters.
Salamanders also gain access to upgraded Power Weapons, Thunder Hammers and Flame weapons which grant a mix of extra attacks, damage and improved Panic (X) depending on the weapon.
They also have a useful Prime Advantage which grants the Feel No Pain (6+) special rule.
Rite of War
Legion Tactica
Promethean Endurance is a superb Legion Tactica which means that all non-vehicle Salamander units cannot be wounded on anything less than a 3+! This is an excellent defensive boost right across the board!
But that is not all, Salamanders are also immune to any variant of the Panic (X) special rule caused by Flame weapons.
Gambit
The Salamanders Gambit is inspired by their belief in self sacrifice and duty. It allows them to add a bonus to their Focus Roll but at a risk that they will take additional wounds later in the Strike Step.
Advanced Reaction
Selfless Burden can be triggered to to provide a short boost to one of your units in the Assault Phase however there is a chance the unit will take additional damage at the end of the phase.
Additional Detachments
The Immolation Covenant provides two Support and two Armour slots which can only be filled by Predator or Vindicator units.
Units
Vulkan is a very defensive focussed Primarch with a higher Wounds and Toughness characteristic than most of his brothers. He has an extra point of Eternal Warrior to further augment is defensive qualities. He has some excellent ranged and melee weapons and a fantastic Gambit that allows him to recover wounds in a challenge. His Sire Of the Salamanders special rule provides some good buffs during the first Battle Turn with regards Leadership, Willpower, Cool and Intelligence checks.
Firedrake Terminators are an excellent Heavy Assault unit with Vanguard (4) and the Drakenscale wargear to give them some great protection against Melta weapons. Pyroclasts are a flexible unit able to turn their weapons on Infantry or Vehicles to great effect.
Raven Guard
Armoury
Raven Guard get access to an improved Lightning Claw weapon and a Jump Pack which does not suffer from the effects of Dangerous Terrain.
Wraiths is a very interesting Prime Advantage which can allow you to ‘disorder’ your opponent’s Charges if they target a unit with this Prime Advantage.
Rite of War
Legion Tactica
Shadow Walkers is the Raven Guard Legion Tactica and provides some excellent defence against ranged attacks forcing all opponents to make Snap Shots when firing on a unit outside of 18″. This allows your Recon and Heavy Support Squads to really put the pressure on their counterparts in the opposing army.
Gambit
Decapitation Strike is a very nice Gambit which gives Raven Guard models a chance to make all their attacks before their opponent, forgoing any Focus Rolls! This is a very unique and powerful ability.
Advanced Reaction
Shadow Veil allows a Raven Guard unit to attempt to Move out of Range or Line of Sight of an enemy unit’s Shooting Attack voiding the entire attack in some cases and providing a Shrouded (5+) bonus for the rest of the phase.
Additional Detachments
The Decapitation Cadre (I am sensing a theme here) provides two extra Recon and Elite slots but must be filled with Reconnaissance Squads and Dark Fury Squads.
Units
Corax, like Sanguinius, is a very mobile Primarch with Movement 16 and Deep Strike. He provides a nice Shrouded (5+) bonus to his unit against Shooting Attacks outside of 12″ and also improves any variant of Shrouded (X) said unit may already have by +1 to a maximum of 4+. His Gambit is a strange one which allows him to potentially end a challenge even if he does not possess Challenge Advantage. His Sire of the Raven Guard special rule gives Move Through Cover to all Infantry during the first Battle Turn.
Kaedes Nex is a Centurian level model with the Infiltrate (8) special rule and Precision (5+) which can allow him to more easily get the jump on a target. He has a nice ability which degrades the effectiveness of any Shrouded (X) special rules his target might otherwise be benefiting from.
The Mor Deythan Squad also possess the Infiltrate (8) special rule and the same Cameleoline bonus that Corax himself has (offereing protection from Shooting Attacks outside of 12″). Fatal Strike returns but now only adds a +2 modifier to the unit’s Ballistic Skill for single phase provided the unit remained Stationary.
The Dark Fury Squad is a very straight forward combat unit which roll a bucket load of attacks on the charge that can threaten Power or Terminator armoured units alike. They only have a 3+ Save however so are pretty vulnerable if you decide to Deep Strike them in (unless of course you include Corax in the unit and make use of the Raven Guard Advanced Reaction).
Discover more from Sprues & Brews
Subscribe to get the latest posts sent to your email.







2 Comments »