Liber Hereticus Review – Warhammer The Horus Heresy 3rd Edition
Liber Hereticus 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
Emperor’s Children
Armoury
Surgical Augments in the form of Sonic Shriekers and Sonic lances which can be given to Command and Champion Sub-Types. Shriekers are great, they prevent an enemy unit from making any Reactions against a charging Sonic Shrieker equipped model. The Sonic Lance is not quite so interesting being a Breaching (5+) Template weapon however it does have the Assault Trait which is useful.
Phoenix Power Spears are a Command, Champion and Sergeant weapon upgrade option and have a very nice profile. They have +1 IM, +1 SM and the Impact (D) and Breaching (6+) rule which means they can threaten Terminator units.
The Phoenix Warden is a Prime Advantage option for an Emperor’s Children Tartarus Centurian, they swap their Power Weapon and Combi-Bolter for a Phoenix Power Spear but also gives the Centurian the Skill Unmatched special rule, which we’ll cover in more detail when we get to the Phoenix Terminator Squad shortly.
Rite of War
The Emperor’s Children get access to two Rite of War of options with corresponding Legion Tactica, Gambit, Advanced Reaction and Additional Detachments. One of these Rite of War is restricted to an army with the Traitor Allegiance only and we’ll cover each in turn here.
Legion Tactica (Unrestricted)
The first unrestricted Legion Tactica, Flawless Execution, grants them a +1 Initiative modifier for the first round of combat after making a Charge.
Gambit (Unrestricted)
The Paragon of Excellence Gambit continues along the initiative shenanigans theme and provides a flat +2 modifier to the Focus roll in the first Face-Off step of a Challenge.
Advanced Reaction (Unrestricted)
This Advanced Reaction is a very nice one and can be used to ensure you’re always benefiting from any Impact or other Charge related rules. It allows you to declare your own Charge in response to an enemy declaring theirs, giving you a chance to turn the table and negate any of the enemy unit’s own charge bonuses.
Additional Detachments (Unrestricted)
The Primacy Wing provide a Retinue, Elite and two Fast Attack slots for your army with no limitations or mandated unit options.
The second Rite of War is associated with the Hereticus Emperor’s Children and provides you with an alternative way of playing with an Emperor’s Children army.
Legion Tactica (Traitor)
Lords of Profligacy is a really fun mechanic which allows you to ‘Stupify’ your units in response to them being targeted by a Shooting Attack. A Stupefied unit gains a bonus to their Strength, the Feel No Pain (6+) special rule and becomes immune to Tactical Statuses but is unable to declare any Reactions and can only make Snap-Shots. You can try and remove ‘de-Stupify’ a unit in the Effects Sub-Phase by passing a Cool Check however there will most likely be scenarios whereby this effect remains beneficial for a unit.
Gambit (Traitor)
This Gambit boosts the effects of any Outside Support bonuses, increasing them further if the ‘supporting’ unit is itself Stupefied.
Advanced Reaction (Traitor)
Another way to ‘activate’ the Stupefied bonuses is via the Twisted Desire Advanced Reaction. This a particularly useful Advanced Reaction in that it is triggered in response to a Charge which enables you to power up the unit ready for a round of combat.
Advanced Detachment (Traitor)
The Brotherhood of the Phoenix Detachment is special Detachment only available in games of 3000 points or more. It must include Fulgrim Transfigured and provides an additional three Command and an Elites slot.
Units
Fulgrim himself is an extremely fast and capable melee combatant. His Sublime Swordsman Gambit allows him to exploit his extremely high Initiative to gain additional attacks in a Challenge. His Sire of the Emperor’s Children special rule is also very nice and grants a +1 Combat Resolution bonus to all Emperor’s Children units that are not within their Deployment Zone. Unlike most other Sire of the Legion special rules this bonus is not limited to just the first Battle Turn.
Fulgrim Transfigured has benefits from improved Movement, Strength, Toughness and Attacks as well as a much stronger melee weapon but sacrifices his Sire of the Emperor’s Children special rules. He is also not cheap at 600 points and must always declare a Challenge or Heroic Intervention.
Lord Commander Eidolon is an expensive Praetor option who no longer swings Glory Aeterna at base Initiative although it is still a very nice weapon with the Critical Hit (6+) special rule.
Captain Lucius is an excellent Command unit with exceptional Weapon Skill, Initiative and Attacks (better than even a regular Praetor). His weapon, the Blades of Lucius, are fantastic with an AP and Damage characteristic of 2.
Saul Tarvitz has a profile more in line with other Centurian models albeit witha 4+ Invulnerable Save. He also has a thematic Gambit which sees him gain a number of bonuses when locked in a challenge with a Traitor Legion model.
The Phoenix Terminator Squad are a nice Retinue unit with a nice special rule, Skill Unmatched, which allows them to benefit from a selection of bonuses when locked in combat which allows them to either hit the opponent more easily or increase the difficulty that they in turn can be hit by their opponent.
Palatine Blade Squads are a nice Vanguard (3) unit equipped with Palatine Blades, Power Swords with +1 SM, Breaching (5+) and Duelist’s Edge (1).
The Kakophoni Squad are equipped with Cacophony Ranged Weapons which have FP3 and the Overload (1), Stun (2) and Critical Hit (6+) special rules, but no Deflagrate.
Iron Warriors
Armoury
Iron Warrior Command and Champion models are able to swap their Thunder Hammers for Graviton Crushers which add the Armourbane and Shock (Pinned) special rules making them effective against Vehicles.
The Unfavoured is a flexible Prime Advantage which allows you to give a unit the Expendable (1) special rule which gives you a few more options when dealing with the opponent’s Vanguard units.
Rite of War
Legion Tactica
The Bittter End emphasises the discipline and stubbornness of the Iron Warriors and allows them to ignore negative modifiers caused by Pinning, Stun and Suppressive special rules.
Gambit
This is a fun little Gambit which you can activate if you know you’ll not be walking away from the challenge, allowing you to get one final Breaching (5+) Damage 2 automatic hit in before you go down.
Advanced Reaction
Bitter Fury is an improved Return Fire Reaction, benefiting from an improved FP characteristic albeit with the Overload special rule.
Additional Detachments
The Hammer of Olympia Detachment is unlocked by a Warsmith or Perturabo and grants two Heavy Assault slots, a Heavy Transport and two additional Troops. This is a nice Detachment in that it also provides two additional Prime slots.
Units
The Lord of Iron has access to some decent ranged firepower with his Logos Array, making six shots at AP3 with the Shred (4+) and Suppressive (1) special rules. It’s also an Assault weapon and so can be used to make Volley Attacks. His unique Gambit allows a nearby friendly unit to make Snap Shots against the opposing challenger – this could be quite devastating depending on the weapons nearby units are equipped with.
His Sire of the Iron Warriors special rule bestows the Expendable (1) special rule (or improves an existing version) on all Infantry for the first Battle Turn which will hinder your opponent’s ability to accumulate Victory Points in the first Battle Turn.
Iron Warriors get access to a unique High Command unit in the Warsmith who combines the Praetor and Techmarine profiles.
The Tyrant Siege Terminator Squad is a Heavy Assault Terminator unit that lack the Vanguard special rule but in it’s place gain the Firing Protocols (2) special rule. They have a flexible ranged weapon in the Tyrant Rocket Launcher and Omni-scopes which mean enemy units cannot take any Cover Saving Throws against any of their Shooting Attacks.
The Iron Circle are a Retinue unit with a similiar profile to Contemptor Dreadnoughts. They have the Shield Trait which means they can further improve their Toughness in response to Shooting Attacks and also half the damage of any Unsaved Wounds.
Night Lords
Armoury
The Night Lords have lots of special rules and abilities that interact with the Advanced Characteristics and Tactical Statuses mechanics. This starts with their Trophies of Judgement upgrade available to their Command and Champion Sub-type units, giving them the Fear (1) special rule.
They get access to a couple of unique Chain weapons in their Chainglaive and Headsman’s Axe which have decent AP and Damage potential between them.
Their Atramentar Prime Advantage is very useful, granting the Deep Strike and Impact (I) special rules to a variety of Terminator armoured units.
Rite of War
Legion Tactica
A Talent for Murder is the Night Lords Legion Tactica and it synergies well with the rest of their Legion rules, granting the Night Lords a +1 Weapon Skill modifier when locked in combat with an enemy unit with any Tactical Statuses.
Gambit
Night Lords have an especially ‘tricksy’ Gambit which allows them to switch our their challenger and even replace them with a ordinary squad member – the original challenger is then free to return to their unit and fight as normal!
Advanced Reaction
Better Part of Valour provides more tricks for the Night Lords, allowing a selected Night Lords unit to Fall Back when declared as the target of charge. This can be used to bait enemy units out of position or simply protect an otherwise vulnerable Night Lords unit from being wiped away in an assault.
Additional Detachments
The Terror Assault Detachment provides two Troop and two Fast Attack slots however you must include the Night Lords Terror Squads in these Troop slots.
The Atramentar Hunt Detachment is a very nice three slot Detachment which provides one Retinue and two Heavy Assault slots, all Prime allowing you to Deep Strike each composite unit should you wish.
Units
Curze is an excellent Primarch unit who provides some excellent force multiplier effects. Firstly he has the Fear (2) special rule which synergies with the wider Night Lord ruleset and secondly he gives all Terror Squad units Infiltrate (12)! He has a fun Gambit which allows him to attempt a number of Willpower checks in order to gain a number of advantages in the challenge, such as Feel No Pain (5+) or additional attacks for example.
Sevatar also brings Fear (2) to the table and is able to make some sneaky early attacks in a challenge. He has a cool Dark Dreams special rule which allows him to chance a roll on a table in an attempt to gain the Feel No Pain (5+) special rule. Roll poorly though and he loses the Command Sub-Type and gains the Specialist Sub-Type in its place.
Contekar Terminator Squads are an Elite unit with Vanguard (3) and Fear (1). Their Escaton Power Claw is a very nice weapon, with AP2 D2 and Shred (6+).
Terror Squads are a great Despoiler type unit with Vanguard (2), Fear (1) and Hatred (Infantry). They are reasonably priced as well and can be outfitted with a range of special ranged weapons too meaning you can tailor them to a melee or ranged role easily.
Night Raptor Squads are one of the best Vanguard units in the game with the mobility to get stuck into enemy units and the offensive power to remove them! They only have a 3+ save though so must be protected to ensure they live long enough to start making use of that excellent Vanguard (4) special rule.
World Eaters
Armoury
Some World Eaters units have access to Caedere Weapons, a selection of ‘fighting pits’ inspired melee weapons to suit a variety of purposes. These include Meteor Hammers, essentially Thunder Hammers with the Impact (IM) special rule and the Barb-hook lash, an interesting AP3 weapon with the Critical (6+) and Phage (S) special rule.
Chain-Bonded is an interesting Prime Advantage which you apply to two separate Command models who then each benefit from a +1 to Hit bonus in the Assault Phase provided they are in coherency with each oth.
Rite of War
Like the Emperor’s Children, the World Eaters also get access to two Rite of War of options with corresponding Legion Tactica, Gambit, Advanced Reaction and Additional Detachments. Again one of these Rite of War is restricted to an army with the Traitor Allegiance only and we’ll cover each in turn here.
Legion Tactica (Unrestricted)
Violence Incarnate is a simple and thematic Legion Tactica that grants a +1 Attack bonus to World Eater models in any turn in which they made a Charge Move.
Gambit (Unrestricted)
Violent Overkill is also a really thematic (and actually quite powerful) Gambit. It in effect allows you spill excessive wounds you cause in a challenge into the enemy unit itself (provided you’re able to kill the opponent in the challenge of course).
Additional Detachment
The World Eaters Berserker Cadre Detachment provides an additional four slots, a Prime Troops slot, two Heavy Assault (restricted to Rampager Squads) and an Elites slot.
Advanced Reaction (Unrestricted)
Brutal Tide provides a mechanism for you to close the gap and engage in melee as soon as possible. Triggered in response to an enemy Shooting Attack it provides a nice Eternal (1) buff to the World Eaters unit and then allows them to attempt a charge against the firing enemy unit.
Legion Tactica (Traitor)
The Nails’ Bite is a really fun rule which allows you to turn a failed Leadership test to your advantage – allowing the unit to succumb to the Butcher’s Nails and benefit from a kind of berserk rage, granting them additional attacks, charge roll modifiers and heightened Advanced Characteristic stats but at the cost that they must always declare charges against nearby enemy units.
Gambit (Traitor)
Blood for the Blood God is most definitely the mission statement of the XIIth and their Gambit, Brutal Dismemberment, provides the victor of a challenge additional Combat Resolution points.
Additional Detachment (Traitor)
Sons of Bodt is another useful Detachment which combines two Prime Support (Apothecary only) slots and three Troop slots.
Advanced Reaction (Traitor)
Furious Charge (not to be confused with the old 2nd Edition special rule) works in a similar manner to the Emperor’s Children Advanced Reaction, allowing you to activate the Legion Tactica bonus in response to being declared the target of a charge and then make a ‘counter charge’ themselves!
Units
Angron has a high Weapon Skill and makes plenty of attacks in combat (albeit at only Strength 6). However in this edition of Horus Heresy his ability to fight multiple challenges is a really powerful and interesting ability, allowing him to pick his way through the various Command and Challenger models in a unit accumulating Combat Resolution Points as he goes. His Sire of the World Eaters special rule provides the Fast (2) special rules to all Infantry and Paragon units in the first Battle Turn.
Angron Transfigured does exactly what you would expect him to do and you don’t lose as much in terms of army wide bonuses either when compared to Fulgrim Transfigured.
Kharn the Bloody is fairly standard Preator option with decent Weapon Skill and the Eternal Warrior (1) and Precision (5+) special rules which grant him a bit of utility. He has access to two AP 2 melee weapon profiles as well which is nice.
Lotara Sarrin provides some useful Tactical Status mitigations for an attached unit and some Reserve Roll bonuses. In addition she is able to trigger an Advance Reaction and call in the big guns, ordering a barrage of firepower from the orbiting Conqueror upon an enemy unit with a very nice weapon profile!
The Red Butchers are a resilient Elite unit despite only counting at Weapon Skill 3 for purposed of enemy melee attacks what with the Eternal Warrior (1) special rule. They also have some excellent Breaching (4+) Power Axes and access to very nasty Butcher Chainfists.
The Rampager Squad is a Heavy Assault unit with the Vanguard (3) and Impact (S) special rules and all come equipped with the Caedere weapons.
Death Guard
Armoury
The Death Guard Power Sythe can be given to any Command, Champion, Specialist and Sergeant Sub-Type and provides decent anti-infantry capabilities.
The Death Guard’s Unnatural Resilience Prime Advantage can be bestowed upon a Centurion model and provides +1 Wound and the Eternal Warrior (2) special rule.
Death Cloud is a special rule which applies to several models in the Death Guard army and is pretty powerful in the right situations. Units locked in combat with any models possessing this special rule suffer a varying number of Strength 1, Poisoned (3+), AP5 hits. Against certain opponents I could see this being quite effective at thinning the ranks of an enemy unit.
Rite of War
Legion Tactica
Remorseless Advance is a useful Legion Tactica that benefits those models equipped with Heavy (X) weapons, allowing them to move up to 4″ whilst still retaining the benefits of this special rule.
Gambit
Death Guard challengers are able to increase their Toughness in a challenge by utilising their Steadfast Resilience Gambit.
Additional Detachment
The Reaping Host provides four additional slots, two Troops slots (one of which is Prime), a Support and Heavy Assault slot.
Advanced Reaction
I really like the Death Guard Advanced Reaction as it serves multiple purposes. It can be used to provide some extra defence against an incoming Shooting Attack, granting the Feel No Pain (5+) special rule and immunity to any Cool or Leadership checks. In addition it also removes all Tactical Statuses from the target unit.
Units
Mortarion is tougher and has more wounds than most Primarchs and an improved Eternal Warrior (3) special rule. He is surprisingly mobile as well thanks to his Shadow of the Reaper special rule which allows him to count his Movement as 10 whenever he Rushes or makes a Set-up Move.
In a challenge is demonstrates his enhanced resilient using his Preternatural Resilience special rile which reduces the effects of any Critical Hit (X) special rule.
His Sire of the Death Guard special rule enables Death Guard units to inflict Pinning by making Shooting Attacks against enemy units during the first Battle Turn.
Calas Typhon is a very durable Psyker/Praetor unit with an excellent melee weapon in his Lakrimae. He can further augment his durability as a result of his access to the Biomancy discipline and can also boost his Strength and and Attacks in a challenge thanks to his Gambit.
Deathshroud Terminators are a Retinue unit with Eternal Warrior (1) and come equipped with Poisoned (2+) Template weapons.
Grave Wardens are another Terminator unit, this time in Cataphractii and filling a Heavy Assault slot. They have Vanguard (3) and also the Death Cloud special rule.
Thousand Sons
Armoury
Thousand Sons Command and Champions can exchange their Power Weapons with Achea Pattern Force Swords which possess the Psychic Trait and Breaching (5+) special rule.
They have a really cool Prime Advantage that can be given to Troops role and allows Thousand Sons squads to ‘teleport’ through terrain and other models as they move, gaining the Antigrav Sub-Type and the Move Through Cover special rules after passing a Willpower Check.
Rite of War
Legion Tactica
Thousand Sons models benefit from improved Willpower across the board and also gain the Pskyer Trait.
Gambit
Thousand Sons are able to turn their increased Willpower stat to their advantage in a challenge, substituting this value in place of their Focus Roll should they wish.
Additional Detachment
The Prosperine Convocation provides a Troops, Fast Attack, Elite and Heavy Transport slot with which to expand your army.
Advanced Reaction
Fortress of the Mind is a bit of a double edged sword in that it provides a nice 3+ Invulnerable Save to a unit in response to being targeted by a Shooting Attack after passing a Willpower Check however should this test be failed the unit instead gains only a 5+ Invulnerable Save and suffers the effects of a Warp Rupture. On the plus side, so does the enemy unit that triggered the Reaction!
The Prosperine Arcana
The Thousand Sons have some additional options when it comes to customising their force. Each non-Vehicle unit in the army can be upgraded to just a particular Cult (there are five) which each grant a combination of various Psychic Weapon, Psychic Reaction and Psychic Power to further customise your units.
Units
Magnus is an expensive Primarch with access to two Psychic Disciplines chosen from a list of six. He has a high Willpower of 11 and benefits from ‘membership’ of all the Prosperine Arcana Cults. He can utilise his exceptional Willpower further in a Challenge using his unique Gambit to modify his Focus Roll. His Sire of the Thousand Sons special rule provides a nice boost to Manifestation Checks for his army during the first Battle Turn.
Ahzek Ahriman combines the Praetor and Librarian role and has access to the Corvidae Prosperine Arcana Cult (and it’s powers) and the Thaumaturgy and Divination Psychic Disciplines.
Magister Amon likewise combines both roles but also benefits from the Infiltrate (9) special rule. His Reliquary of Dust ranged weapon has FP 2D6 with Poisoned (5+), Breaching (5+), Stun (3) but is limited to one use only.
The Prosperine Sorcerer is a Command option with access to a set list of powers drawn from the Biomancy, Pyromancy and Telekinesis Discipline.
The Sekhmet Terminator Cabal fill an Elite slot and possess the Vanguard (3) special rule. They have quite flexible loadout options with a good mixture of ranged and melee weapons to choose from should they wish to replace their Achea Pattern Force Sword.
The Khenetai Occult Cabal are another Elite unit with a decent melee profile, making three attacks each in combat and possess a unique Prosperine Arcana Cult – Khenetai which has a very melee focus, providing possibilities for Invulnerable Saves against Volley and Melee Attacks amongst other benefits.
The Castellax- Achea Automata are tough Support units which as well as providing some extra durability for the Thousand Sons army also posses a special rule, Psychic Conduit, which allows them to absorb and suffer the effects from any Perils of the Warp in place of fellow Thousand Son model.
Finally the Contemptor-Osiron Dreadnought is basically a regular Contemptor with the Psyker Trait and access to the different Psychic Disciplines
Sons of Horus
Armoury
Banestrike Bolters return with a modified Bolter profile which has the Breaching (6+) special rule and an 18″ range. They can be taken by a variety of units including Seeker and Veteran Tactical Squads.
Carsoran Power Axes are brutal weapons with Brreaching (5+) and Shred (5+) special rules available to any model possessing a Power Axe for a small points cost.
Martial Supremacy is the XVIth’s unique Prime Advantage which can be given to an Elite unit filling a Prime slot. One model in that unit gains the Champion Sub-Type and Duelist’s Edge (1) special rules.
The Decurion Lanius is a unique Vehicle upgrade for Predators, Kratos Assault Tanks and some Sicaran variants and has some really fun rules. They give the upgraded vehicle a Pintle Mounted Banestrike Bolt Cannon and a super fun rule which allows them to ‘shoot’ friendly units in order to remove the Routed Tactical Status.
Rite of War
Legion Tactica
The Sons of Horus are able to make Volley Attacks at their full Ballistic Skill thanks to their Legion Tactica, Death Dealers. This is a great overall damage boost.
Gambit
The Sons of Horus unique Gambit allows them them to benefit from the Phage (T) special rule, weakening their opponent so that they may gain an advantage in successive turns.
Additional Detachments
The Supremacy Cadre grants two Prime Troop slots, a Heavy Assault and Elite slot with which to expand your army.
Advanced Reaction
Warrior Pride is a pretty interesting Advanced Reaction that gives you a bit of flexibility when it comes to interacting with the Challenge mechanics. You can opt to refuse a challenge with no penalty providing your model has a higher base Weapon Skill than the opposing model.
Units
Horus is a monster of a Primarch as you’d expect however he is not quite as overpowering as in previous editions. He no longer possesses a 3+ Invulnerable Save for starters and his melee weapons have been toned down a little. He provides some excellent army wide bonuses however, including an extra point of Reaction Allotment each turn and +1 Movement to all non-vehicles in the first Battle Turn.
Horus Ascended benefits from a better profile, Eternal Warrior (3), Feel No Pain (5+) and Fear (1) amongst other special rules and yet still provides a little bit of an army wide benefit by retaining the aforementioned Reaction Point bonus. He can also join units containing models with the Malefic Sub-Type.
Abaddon is a powerful Terminator Praetor option with a might 6 attacks and Eternal Warrior (1) and provides a number of bonuses to any Justaerin Terminator Squads he joins.
Little Horus Aximand has quite a fluffy rule granting the player additional Victory Points if he slays Loken in a challenge.
Tybalt Marr and Vheren Ashurhaddon are both Praetor level units. In the case of the former the only real defining feature his is Hatred (Shattered Legions) special rule.
Loken returns to lead the Loyalist Luna wolves and has a pretty descent profile, possessing a Paragon Blade and the Hatred (Traitors) special rule. He also has an ability that allows him cheat death each time he is reduced to 0 wounds.
The Dark Emissary is a nice Command model who is able to join units from a different faction without impacting their Advanced Characteristics, allowing them to benefit from his own high stats.
Justaerin Terminator Squads are perhaps the most fearsome Elite unit in the game with 4 attacks each and Vanguard (4)! These are an excellent unit and gain the Deep Strike special rule when lead by Abaddon.
Finally the Reaver Attack Squad are also a Vanguard (3) Heavy Assault squad armed with Chainaxes. They also have the Precision (6+) special rule too!
Word Bearers
Armoury
Word Bearers have the option to ‘convert’ their High Command models into Psykers who make use of a unique Anathemata Psychic Discipline,
They also get access to Prime Advantage which can be given to a Troops unit in a Prime slot which grants them the Impact (S) special rule (I mean they have red armour like the Sons of Sanguinius so why not?).
Rite of War
Legion Tactica
Word Bearers benefit from a simple Legion Tactica which grants a +1 Combat Resolution bonus. Perhaps not the most exciting Legion Tactica I have to say.
Gambit
The Word Bearers Gambit allows them to attempt a Willpower Check in an effort to improve their Strength and Attacks characteristics but risking suffering a AP2 Damage 1 wound should they fail this check.
Additional Detachment
The Exalted Conclave provides two additional Prime Troop slots alongside two Elite slots. It’s restricted to Traitor Word Bearers only (is there any other kind of Word Bearers army?).
Advanced Reaction
Glorious Martyrdom is a fantastic Advanced Reaction and is the perfect tool for dealing with units containing otherwise well protected characters. It is in effect a type of Return Fire reaction but you’re able to pile all your shots into a single model of your choosing.
Units
Lorgar has a below average profile for a Primarch, more than made up for with some excellent wargear (the Illuminarum is one of the best melee weapons in the game) and special rules including Hatred (Loyalist). He is also a Psyker as expected and is able to join units possessing the Malefic Sub-Type. He provides a first Battle Turn Leadership immunity for the rest of the army as well.
Kor Phaeron can activate his Dark Oratory special rule to grant a nearby unit either the Hatred (Loyalist) special rule or a boost to their Leadership characteristic. He also benefits himself from an improved profile if he is the only Unique model in the army.
Argel Tal is a monster of a melee unit with a high number of attacks, a decent AP 2, Damage 2 melee weapon whilst also possessing the Feel No Pain (5+) and Fear (1) special rules.
Zardu Layak and his accompanying Kul bodyguards are a formidable unit with the Hatred (Loyalist) special rule and enough quality attacks to do some real damage in combat.
The Gal Vorbak are just as deadly and durable as ever and also possess the Vanguard (3) special rule. Likewise the Mhara Gal Dreadnought is also a terrifying opponent, its Tainted Claw striking AP2 and Damage 3!
Finally the Ashen Circle a fragile Fast Attack unit (what with only 1 wound and a 3+ Save) but do possess the Vanguard (3) special rule.
Alpha Legion
Armoury
Alpha Legion get access to several pieces of special wargear and a very thematic Prime Advantage. Venom Spheres are a nice Assault type weapon with the Poisoned (4+) special rule that can be taken by Command and Champion units.
The Power Dagger hits a little faster than a Power Sword with a +2 IM at the cost of a reduced Strength modifier. It can be given to a Command, Champion or Sergeant Sub-Type.
Rewards of Treachery is a cool Prime Advantage that allows you effectively add a variety of different slots to your Detachments that can be filled by units with from a different Legion, with said units replacing their Legion Faction Trait for the Alpha Legion Faction Trait.
Rite of War
Legion Tactica
The Alpha Legion Tactica is very powerful in a capable players hands, which causes Alpha Legion models to counts as being an extra 2″ away with regards to measuring the range of Shooting Attacks, Charge Rolls and also Reactions. With practice you’ll be able to position you units perfectly to make the most effective use of this Legion Tactica and frustrate your opponents.
Gambit
This Gambit is effect all but guarantees you Combat Advantage in the first turn provided the Opponent doesn’t have any significant Initiative or Focus modifying Gambits of their own in effect.
Additional Detachments
The Alpha Legion get access to a four slot Detachment which provides two Prime Recon and Two Elite slots however you can only include Seeker or Headhunter Squads for the latter two slots.
Advanced Reaction
Smoke and Mirrors is a very situational Advanced Reaction that can be used to disrupt and degrade the Precision (X) benefits an opposing unit may otherwise benefit from during a Shooting Attack.
Units
Alpharius has a pretty decent profile and weapon loadout when compared to the rest of his Brother Primarchs. He has a cool trick which allows him switch around his deployment before the game begins. His Sire of the Alpha Legion special rule allows him to bestow the Outflank special rule on units entering from Reserves on a Reserves Roll of 5+.
Armillus Dynat is a Praetor equivalent unit with some interesting wargear in the form of Phosphex bombs, Venom Spheres. He has a cool rule which allows him to translate three successful hits into a single more powerful hit. He is also able to bestow Infiltrate (12) special rule on certain attached units.
The Saboteur is a unique Centurion type unit with Infiltrate (6) and access to a whole host of different bombs and grenades. He can remain ‘untargetable’ with regards Shooting Attacks and as a target for a charge unless an opponent’s unit is able to identify him by passing an Intelligence Check or the Saboteur drops his disguise and engages with the enemy first.
The Headhunter Kill Team is an Elite unit with Infiltrate (9), Precision (4+) and Hatred (Command). They are equipped as standard with Banestrike Combi-Bolters which, some of which can be swapped out for Heavy Bolters or Multi-meltas.
Exodus is a lone assassin type model with a bunch of special rules such as Infiltrate (9) and Shrouded (5+) that enable him to get into the most appropriate positions from which to target key models in the opponent’s army. He has two ranged weapon profiles, a long range Strength 8, AP 2 weapon with Heavy (D) and Pinning (1) or a shorter ranged Assault profile with a weaker profile.
The Lernaen Terminator Squad is an Elite unit with Line (1) and Hatred (Legiones Astartes). They have a pretty flexible loadout selection but come standard with Volkite Chargers and Power Axes.
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