The IIIrd Legion Astartes, known as the Emperor’s Children, embody perfection and martial excellence, driven by an insatiable quest for flawlessness. For them, war is not just a battlefield but an art form, a stage to showcase their unparalleled skill and grace. This obsession with perfection and superiority is rooted in their Primarch, Fulgrim, whose relentless pursuit of excellence spurred them to outshine all others, no matter the cost.
The Emperor’s Children are a masterful, melee-focused Legion, renowned for their swift charges and ability to evade attacks during the initial turn of combat. Their elite melee units are almost unbeatable in close combat, especially against foes with similar or lower weapon skill, and their characters excel in challenges.
During the Great Crusade, they earned a reputation for precision, elegance, and discipline. They specialized in close combat, excelling in duels and swift, decisive assaults that left their enemies little time to react. Unlike other Legions that might rely on raw power or unrelenting force, the Emperor’s Children approached warfare with refined, calculated tactics, emphasizing speed, skill, and flawless execution.
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Their playstyle reflects their pursuit of perfection. They favor fast, elite units capable of quickly engaging and overwhelming their foes, using precision strikes to disrupt and dismantle enemy formations. With unique war gear and Rites of War that enhance their already formidable close-combat prowess, the Legion is deadly in the hands of a commander who knows how to exploit their strengths. However, their emphasis on perfection can make them vulnerable; when their plans falter, they may struggle to adapt as effectively as more versatile forces.
To maximize their effectiveness, the Emperor’s Children rely on getting the charge, as many of their melee buffs diminish after the first turn of combat. This means they must either force the enemy to retreat, weaken them to insignificance, or achieve victory in a single, decisive strike. Units with Fearless are immune to the Legion’s melee debuffs and Pinning effects, while those with Stubborn or Inexorable traits are unlikely to flee from casualties.
Additionally, the Legion has no real special advantages in ranged combat, leaving them at a disadvantage against foes if they cannot engage in melee, but the flat +1 to hit for vehicles shooting as part of a reaction is something that many of your opponents will underestimate, especially if you take a Decurion Locus and get +1 on top of that.
However choosing Legiones Hereticus also removes their +1 Initiative on the charge, making it harder to win direct engagements against Dreadnoughts or Thunder Hammer-equipped terminators.
For those who crave perfection, relish the thrill of meeting an enemy blade-to-blade, and embrace a few “enhancements,” the IIIrd Legion offers the ideal path. Join the Emperor’s Children and show your foes the true meaning of war—or, failing that, overwhelm them with sheer, resounding force.
You can also see out Legion Focus episode from January 2024 or listen below!
Thanks to our good friend Gareth for the photos featured here.
Legion Rules
Legiones Astartes
Flawless Execution
On a turn where a successful Charge is executed, even if Disordered, Emperor’s Children units launch their assaults with attacks at an Initiative step one higher than usual, factoring in modifiers and special rules. Additionally, when vehicles engage in a shooting attack as part of a Reaction, defensive weapons receive a +1 bonus to all hit rolls.
This advantage results in Emperor’s Children units striking more swiftly than their counterparts. Notably, Unwieldy Sx2 weapons now strike at Initiative 2 instead of 1, allowing them to eliminate multi-wound models before facing retaliation. This presents a significant edge in combat.
Implicitly, this strategy encourages the use of infantry other than Cataphractii. The loss of saves becomes less consequential when casualties are avoided by preemptively eliminating opponents. Moreover, the ability to recover from a Sweeping Advance prevents the need to confront the same unit again after it has rallied. Notably, the two unique melee units for Emperor’s Children don Tartaros and Artificer Armour, highlighting the tactical importance of these choices.
Legiones Hereticus
Lords of Profligacy
Following the resolution of a Shooting Attack against a unit entirely comprised of models possessing this special rule, and not in the process of falling back, the unit has the potential to become Stupefied.
Stupefied status entails certain restrictions and benefits. The affected unit is incapable of Reacting, limited to firing only Snap Shots, and treats all charges as Disorganized. However, it gains a +1 Strength bonus and a 6+ Damage Mitigation roll against non-Instant Death effects.
If the unit was Fearless, the Damage Mitigation roll improves to 5+. Additionally, the unit becomes immune to Concussive/Blind, is exempt from Morale/Pinning checks in the Movement/Shooting Phases, but must adhere to Morale checks in the Assault Phase. Notably, enemies charge Stupefied units at normal Initiative, even when charging through cover. The Stupefied state persists until the end of the controlling player’s next turn or if the unit Falls Back due to failing a Morale check in the Assault Phase.
The +1 Strength bonus allows for potential synergy with +2 Strength weapons and Biomancy, resulting in a formidable Strength 8 on the charge. However, players should carefully consider the trade-offs, as the Stupefied status means the loss of +1 Initiative in the first turn of combat, impacting the effectiveness of Initiative 2 Unwieldy weapons—the very element that made the Legion formidable in charging situations. It’s a strategic decision that warrants careful consideration.
The Phoenician’s Hubris
The detachment is restricted from including Phoenix Warden Consuls, and Phoenix Guard, in lieu of Living Icons/Phoenix Retinue, are bestowed with the Fallen From Grace special rule. Fallen From Grace confers a +1 bonus to combat resolution rolls for the Phoenix Guard when they are within 6″ of another Emperor’s Children unit, escalating to a +2 bonus if they are within 6″ of Daemon Fulgrim.
Exemplars of War
May only take Paragon of Excellence or The Broken Mirror as your Warlord trait unless Daemon Fulgrim is in the army.
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Advanced Reactions
Legiones Asartes – The Perfect Counter
Once per battle, Emperor’s Children units targeted by a Charge in the Assault phase have the option to attempt a Charge roll in response. If the Emperor’s Children’s roll equals or surpasses the attacker’s roll, they can immediately initiate a Charge, reaping all associated benefits and nullifying the attacker’s Charge.
In the event that the reacting player’s Charge roll falls short of the enemy unit’s, the reacting unit can opt to execute a shooting attack before the Charge takes place.
While this maneuver carries inherent risks, it has the potential to be a decisive reactionary tactic. Notably, it allows Emperor’s Children units to leverage their melee bonuses while preventing the opposing unit from executing any reactions, as it occurs during the opponent’s turn. The risk is mitigated if the reacting force possesses potent ranged weapons, such as Combi-Meltas, enabling them to effectively counter the charging enemy unit.
Legiones Hereticus – Twisted Desire
Once per battle, when a unit composed entirely of models with Legiones Hereticus (Emperor’s Children) is targeted by a Shooting Attack during an opponent’s Shooting Phase, the unit instantly enters a Stupefied state.
In this scenario, the Stupefied status is activated prior to resolving the Shooting Attack. Moreover, the unit gains a +2 bonus to Stupefied Damage Mitigation rolls specifically against the triggering Shooting Attack. This deviation from the usual Lords of Profligacy rules provides a tactical advantage by enhancing the unit’s resilience before the effects of the Shooting Attack are fully realized.
Warlord Traits
The Broken Mirror (Traitor Only)
This Trait can be activated when a friendly unit, consisting of more than one model and located within 12″ of a Warlord possessing this Trait (including the Warlord and any unit he has joined), fails a Morale check. Instead of retreating, the unit without the Warlord must endure one unpreventable wound, allocated by its controlling player, you can however take an invulnerable save.
Following the resolution of this wound, the unit is deemed to have successfully passed the Morale check and can proceed as normal.
Additionally, if the Warlord remains alive, the army with this Warlord Trait gains the ability to make one extra Reaction during the opposing player’s Shooting phase.
Undoubtedly, this Trait carries substantial strength, virtually eliminating the risk of Morale test failures leading to retreats for your units. Furthermore, it introduces the strategic potential to entangle powerful foes, like Primarchs, with your Chosen Warriors, especially if you manage to eliminate the enemy squad’s Sergeant.
Martyrs of Istvaan (Loyalist Only)
A Warlord possessing this Trait, along with all models in an Emperor’s Children unit joined by the Warlord, receives a +1 bonus to all hit rolls while engaged in combat with an enemy unit that possesses any version of the Legiones Astartes (X) special rule and holds the Traitor Allegiance. Additionally, the army led by this Warlord gains the ability to make an extra Reaction during the opposing player’s Assault phase, provided the Warlord remains alive.
This melee-focused Warlord Trait significantly enhances your unit’s effectiveness in close combat. Notably, it allows a WS4 unit, such as Terminators equipped with I2 Thunder Hammers or Palatine Blades with +1A and 5 Phoenix Rapier attacks on a Charge, to more effectively strike high WS targets. For example, a WS4 unit can now hit WS5/6/7 opponents on a 4+. In practical terms, a WS5 unit hits those below WS5 on a 2+ and WS6/7/8 units on a 4+. The Warlord, including the Praetor himself, benefits by hitting other Praetors on a 3+, striking opponents below WS5 on a 2+, and achieving hits on WS7-10 Primarchs on a 4+.
Being an Emperor’s Children Loyalist presents challenges, as it limits your options by excluding your Primarch and two of the other three unique characters. Additionally, restrictions on unit choices, such as Kakophoni Squads and Surgical Augments, further narrow your capabilities.
Paragon of Excellence
Any friendly unit within 12″, including himself and any unit he has joined, that successfully passes a Morale check, the unit gains a +1WS boost until the end of the controlling player’s next turn. This effect can only be triggered once per Game Turn for a single unit. Additionally, the army led by this Warlord gains the ability to make an extra Reaction during the opposing player’s Movement phase, contingent on the Warlord’s survival.
This seemingly modest Warlord Trait becomes remarkably potent when employed strategically. Notably, it synergizes well with the Hold the Line Reaction, which necessitates passing a Morale test. For instance, if an opponent charges their WS4 unit into your WS4 unit, triggering Hold the Line will elevate your unit’s WS to 5. This adjustment significantly hampers the opponent, reducing their ability to hit your unit to 6+ (potentially aided by Sonic Shriekers) and disrupting the benefits of Charge-related special rules such as Furious Charge (X), Rage (X), and Sudden Strike (X). Meanwhile, your unit gains an advantage in striking their opponent with the improved WS5.
A clever use of Legion Standards can further ensure the success of the Morale check by allowing you to roll at Leadership 10. Moreover, there’s a tactical opportunity to bait opponents into ramming your squad with a vehicle. Although this results in potential auto-hits, the subsequent Morale test can be exploited to increase your unit’s WS until the end of your next turn, turning the situation to your advantage
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Wargear
Surgical Augments
Any Emperor’s Children Character with the Traitor Allegiance, excluding all Unique Characters, may select one of the following for +20 points
- Sonic Shriekers:- Upon successful charging or being charged, this unit imposes a -1 penalty to the hit rolls of enemy units engaged in combat with it. This effect does not affect units that are immune to Fear (X).
Considered as the most effective augmentation, especially after the adjustments to the Weapon Skill table. If your unit’s WS surpasses the opponent’s by one point, their attacks will now only hit on a 6+ due to the influence of Sonic Shriekers, down from 5+. The debuff applies to the entire enemy unit with just one model, making it potentially worthwhile to invest in artificer armour for Sergeants. - Sub-Sonic Pulser:- No penalties to Leadership or Ballistic Skill due to Night Fighting for this model or any unit it joins.
Among the six Core Rulebook missions, five offer the possibility of Night Fighting, typically lasting for a maximum of two turns, with a potential third turn granted on a 4+ roll for Night Lords. Hence, it’s advisable to equip this augmentation when facing the VIIIth Legion during Night Fighting missions.
The advantage of fighting at night tends to favor the Emperor’s Children, as they can strike first and are more challenging to counter, resulting in opponents suffering more wounds. This, in turn, forces a Morale test where the -1 Leadership becomes particularly advantageous, representing an 8% penalty to the enemy unit’s chance of success. Pinning units benefit from this condition, making it easier to immobilize enemy squads and reducing reactions against your assaults or shooting
For dedicated ranged squads, pairing this augment with an augury scanner proves effective in eliminating range penalties, facilitating early-game Infiltration, Outflank, or Deep Strike maneuvers with Meltas. However, Sonic Shriekers remain highly recommended for melee units to enhance their protection. - Sonic Lance:- Featuring characteristics of S2, AP-, Assault 1, Breaching (6+), and a Pinning Template.
This augmentation is a Shooting weapon with special rules allowing it to both wound T4 marines and trigger AP2 on a 6+ to-wound, providing a small yet extremely beneficial opportunity to initiate a Pinning test for any Infantry unit. However, exercising caution is advised when targeting dedicated ranged units, as giving potent squads like Plasma/Melta teams multiple chances to react might be unwise.
With this augment, your units gain the potential to thwart an enemy Charge through Overwatch. Calculations indicate approximately a 33% chance to induce a Pinning test with D3 Wall of Death hits from Overwatch. Additionally, there’s a 33% probability of an Ld8 unit failing that subsequent check.
This augmentation truly excels when employed in conjunction with the IIIrd Company Elite RoW, allowing you to distribute it across entire squads and unleash a barrage of 10-20 Templates, significantly impacting your opponent.
Phoenix Pattern Power Weapons
Any character from the Emperor’s Children has the option to trade a power weapon for either a Phoenix Rapier or a Phoenix Power Spear at no additional cost.
The Phoenix Rapier boasts a strength equal to the user, AP3, Rending (6+), and Murderous Strike (6+). On the other hand, the Phoenix Power Spear provides a strength increase of +2, AP3, Reach (1), Murderous Strike (6+), Breaching (6+), and Two-handed.
These weapons essentially function as AP3 weapons at initiative, causing AP2 Instant Death on wound rolls of 6. They prove effective against Dreadnoughts, Iron Circle Maniples, models equipped with Atomantic Deflectors, and other multi-wound models, inflicting D3 wounds.
For example, an Emperor’s Children Sergeant accompanied by an Apothecary can unleash 8 AP3 attacks with a Phoenix Rapier during a charge, turning to AP2 Instant Death on a roll of 6+, all for a mere 20 points. This combination offers a potent offensive capability.
The Phoenix Power Spear occupies a unique position among other AP3 Power Weapons. While the Phoenix Rapier excels in generating more chances for Instant Death due to its additional attacks as a one-handed weapon, the standard Power Spear, with S+1 AP3 and Reach (1), stands out as one of the best options against opponents with a 3+ save. The Power Maul, with a 2+ wound roll, is also a one-handed weapon. However, the Power Spear surpasses other AP3 weapons for Terminator sergeants, as they cannot benefit from the +1 attack from wielding two weapons, making the Power Spear superior to alternatives, except for paired Lightning Claws, when considering all its advantages.
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Debased Augments
Replaces Surgical Augments for Legiones Hereticus detachments, both for Traitor characters as normal and for units that could take them unit-wide. 15pts each instead of 20pts on Characters.
- Warp Scream:- Acquire Hammer of Wrath (1) or augment the value of any existing Hammer of Wrath (X) by 1. The resulting hits gain the Rending (5+) attribute.
While Hammer of Wrath operates on a per-model basis, it may not be particularly advantageous for individual Characters. However, it proves valuable for full-sized squads capable of adopting it as a unit-wide option, especially when ensuring a guaranteed charge, such as charging from an Assault Vehicle. - (Michael) Abhorrent Sensoria:- Acquire Precision Shots/Strikes (5+).
This augmentation serves as a strategic tool to target enemy Independent Characters with Power Fists, especially when avoiding challenges by utilizing unit sergeants or Chosen Warriors. Even with just 3 attacks on the charge, a modest unit sergeant stands a good chance of activating Precision Strikes at least once. Additionally, it may prove beneficial as a unit-wide selection to unleash a significant volume of attacks against an IC, potentially disrupting enemy strategies by eliminating a key figure like a Chaplain before the rest of the squad can benefit from Hatred.
- (Chris) Sublingual Glands:- Introducing the classic Space Marine acid spit, providing the model with an Assault 1, S-, AP5, Fleshbane, and Blind template.
This augmentation proves exceptionally effective on Characters, leveraging Blind tests triggered upon hitting. Given that the weapon utilizes a template, the prospect of missing is practically non-existent. The 1/3 chance of reducing the enemy’s Weapon Skill to 1 (triggered by an initiative test, typically failed on a 5+ for Marines) is highly valuable. However, the effectiveness diminishes somewhat if the opposing unit includes an Independent Character (I5, so failing on 6s), despite ICs being precisely the units you would prefer to Blind. Since Blind is tested only once per Shooting Attack, opting for this as a unit-wide choice may be less optimal. Nevertheless, nothing prevents you from equipping the unit sergeant with this ability while selecting one of the previously mentioned augmentations for the unit as a whole.
Rites of War
The Maru Skara (Legiones Asartes)
Benefits
Up to four units that are Elites, Troops, or Fast Attack choices and lacking Heavy, Slow, or Bombard sub-types can be designated for Outflank before the battle. This diverse selection includes Dreadnoughts, Tartaros Terminators, Veterans, Destroyers, Bikes, Sabre Strike Squadrons with Neutron Blasters and Multi-Meltas, among others. The flexibility extends to Deep Strike alternatives, allowing Outflanking for Assault Squads, Destroyers, Jetbikes, and even vehicles like Land Raiders and Spartans carrying specialized units such as Mortalis Destroyers/Seekers or Terminators.
All Legiones Astartes (Emperor’s Children) units from a Detachment deployed at the battle’s onset with this Rite gain +1 Movement until the start of any turn in which the controlling player brings units into play from Reserves, including Deep Strike, Flanking, and Subterranean Assaults. This movement increases benefits charges, particularly for models with 7″ movement, now advancing to 8″.
Reserves-related benefits extend beyond just movement, as the controlling player is exempt from making Reserves rolls for units assigned to Flanking or Subterranean Assaults. All units may be brought into play at the start of any of their turns after the first one, streamlining deployment and tactical maneuvers. This singular Flanking Assault roll simplifies the process for non-Sworn Brothers allies, such as The Pale Hunters Space Wolves or The Seeker’s Arrow Dark Angels.
Limitations
You may not select units with a Movement of 0, Slow, or Bombard units
Dreadnought Drop Pods are not permitted; alternative transport options like Dreadclaw/Kharybdis must be chosen for Deep Striking Leviathans.
No more than half the total units in the Detachment can be assigned to Flanking Assault, Subterranean Assault, or be in Reserves at the battle’s start.
The inclusion of a Centurion with the Legion Champion or Phoenix Warden Consul upgrade as an HQ choice is mandatory. Since only a Master of the Legion unlocks Rites and no provision is made for an additional HQ slot, this Rite seems exclusive to primary detachments and cannot be taken in an allied detachment.
IIIrd Company Elite (Legiones Asartes)
Benefits
Kakophoni Squads are eligible to be selected as Troops choices, providing more flexibility and potentially freeing up Heavy Support slots, but they don’t gain Line.
Infantry units within the detachment can opt to take a single Surgical Augment at an additional cost of +30 points per unit. All models in the unit must purchase the same augment.
This Rite allows all Infantry models in your army to take the Sonic Lance augment. Sonic Lance is a Template weapon with AP2 that causes wounds on a 6+ to wound, and it inflicts Pinning. By equipping large melee squads with Sonic Lances, you can unleash a barrage of 10-20 templates, forcing a Pinning test before charging and striking at one Initiative step higher than usual. The potential damage output and control over the battlefield are significant advantages.
Infantry units with Sonic Lances can be effective at protecting themselves from enemy charges. The Overwatch ability, combined with D3 Wall of Death hits per model, can force a Pinning test and potentially disrupt or cancel the incoming charge. This sets the stage for your units to charge the enemy in the subsequent turn, while your ranged Heavy Support units continue to inflict damage.
Sonic Shriekers can be purchased for an Apothecarion Detachment and spread across other Infantry squads, providing a -1 to hit debuff in addition to the chosen Surgical Augment. This adds a layer of survivability to your forces.
Including a Herald in this Rite can enhance the Fear (1) effect, increasing the chances of the enemy unit failing a Pinning test. Vigilators can be utilized to target sergeants and reduce enemy Leadership, while Esoterists and Daemons can introduce additional sources of Fear (X) when the Ruinstorm Daemons army list is released in the new edition.
Limitations
Restricted to Traitor forces only, reflecting the heretical nature of assembling an entire army inspired by proto-Noise Marines.
All Characters in the detachment must have a Surgical Augment. Since practically all squads have a character (the sergeant), each unit needs to pay for a Surgical Augment, contributing to the thematic and tactical consistency of the Third Company’s transformation into Sonic Resonance warriors.
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Brotherhood of the Phoenix (Legiones Hereticus)
Benefits
The detachment defies the conventional Force Organization Chart, permitting the inclusion of up to 5 HQ choices without restrictions.
All Legion Champions are bestowed with the Sycophantic Retinue special rule, providing them with Preferred Enemy (Everything) while Fulgrim Transfigured is present on the battlefield. This ensures Legion Champions can efficiently support Fulgrim in challenges, granting him guaranteed hits and, with Fulgrim’s S7, guaranteed wounds against a broad range of adversaries. This advantage extends to other units, enabling precision strikes, such as Sun Killers achieving certain hits and wounds with their Lascannons.
Limitations
The selection of HQs is confined solely to Eidolon, Lucius, or Legion Champions, excluding the inclusion of Primus Medicae, Chaplain, Librarian, and other HQ options. While the absence of a Primus Medicae can be compensated for with the Stupefied special rule, and the Chaplain role is taken up by the potent Preferred Enemy conferred by Champions, the replacement of Psychic powers and Masters of Signals may present challenges.
The detachment is obligated to include Fulgrim Transfigured, ensuring his central role in the formation.
This unique Rite creates a formidable HQ-centric force, with the synergy between Fulgrim Transfigured and the Sycophantic Retinue rule enhancing the efficiency of Legion Champions in supporting Fulgrim and other units in challenges. However, the trade-off lies in the exclusion of diverse HQ options, necessitating strategic adaptation to the limitations imposed by this ritual..
Children of the Maraviglia (Legiones Hereticus)
Benefits
All units within the Allied Detachment acquire the Stubborn special rule when positioned within 6″ of an Emperor’s Children unit, reflecting the enduring influence of the fallen legion.
If Fulgrim is not attached to any unit (Retinue or otherwise), he has the option to be placed in Reserves. Subsequently, you declare to your opponent that he will materialize from Reserves on a chosen turn between turn 2 and turn 4. On that designated turn, Fulgrim must be positioned within 6″ of an Emperor’s Children unit and at least 1″ away from enemy forces. If placement conditions cannot be met, retry on the subsequent turn. Until Fulgrim’s arrival, the entire detachment benefits from the Stubborn special rule.
Limitations
This configuration must serve as the Primary Detachment.
The inclusion of Fulgrim Transfigured is mandatory.
The Allied Detachment must be Solar Auxilia/Imperialis Militia, comprising at least 4 units.
This post-rave narrative manifests as a malevolent Liberation Force, where the remnants of the Emperor’s Children revel in the aftermath of their fall. The detachment synergizes with Emperor’s Children forces to instill Stubbornness in their allied units. Fulgrim’s potential Reserves deployment introduces a strategic twist, allowing players to choose the opportune moment for his entrance while confronting the challenges posed by potential interception. The forced inclusion of Fulgrim Transfigured and a specific Allied Detachment underscores the thematic and tactical constraints shaping this wicked Liberation Protocol.
Unique Units
Inductii
The Inductii of the Emperor’s Children are the result of abhorrent experimentation by Fabius Bile, enhancing their combat skills through a combination of physical modifications and drugs.
These are Despoilers, who can take a Charnabal Weapon over a chainsword for an additional 5 points. This substitution also replaces Heart of the Legion with Perfection Embodied, boosting their Leadership to 10 for Pinning/Morale in the Shooting Phase but they automatically lose drawn combats by a single point, symbolizing the literal wiping away of their smug expressions by the adversary.
Opting for multiple Charnabal Weapons allows for a lot of Breaching hits with Charnabal Sabres. 20 models deliver 3 attacks on the charge before Spite of the Legion, and they are more likely to get in combat due to increased resilience against pinning and shooting.
While counting drawn combats as losses may seem concerning, it is mitigated by The Broken Mirror. Plus you can prevent losses with upgrades such as Legion Vexillas, Living Icons, Sonic Shriekers, and the abundance of Power/Charnabal weapons in the unit provide strategic advantages.
Despite the high cost of upgrading every weapon to Charnabal status, a fully equipped squad emerges as a formidable force, capable of standing toe to toe with elite combat units and, on occasion, emerging victorious.
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Phoenix Warden
Exclusive to Tartaros Centurions, for an additional 30 points, the Phoenix Warden gains a Phoenix Pattern Power Weapon, an Iron Halo, and acquires the Skill Unmatched and Living Icons special rules.
Functioning as a melee- and support-oriented Consul, the Phoenix Warden is a cost-effective alternative when compared to a Tartaros/Cataphractii Champion at 5/15 points less and at a slightly higher cost than a Champion in Artificer Armor.
While sporting a -1WS, he can potentially offset this by sacrificing -1A thanks to the Perfect Guard/Perfect Strike options. Although he lacks the versatility of having 2 Specialist Weapons, he compensates with two regular Power Weapons, granting him +1A. The absence of a Paragon Blade is counteracted by the Phoenix Rapier’s 6+ to wound resulting in an AP2 Instant Death wound.
The Perfect Fury option grants him an additional attack over a Champion with normal Power Weapons but leaves him at WS4. With 3 wounds and a 4++ save, he surpasses the durability of a Champion/Tartaros Champion. Importantly, being a non-Heavy Character allows him to fulfill the Maru Skara RoW’s HQ requirement without relying on a 2+/5++ Champion.
The Phoenix Warden avoids the need to issue or accept challenges, presenting an advantage over the Champion. He brings Living Icon into any infantry unit (and units around him), a valuable asset against units prone to fleeing after a lost combat. In contrast, the Champion makes the unit Fearless only when he is in a challenge.
Emperor’s Childrens players like to point out the the fact that the Chainfist lacks the Specialist Weapon designation. Leveraging the Phoenix Warden’s Terminator status and the inclusion of a Phoenix Pattern weapon, he can wield a Chainfist alongside the Phoenix Rapier, gaining +1A for dual-wielding.
This configuration matches the number of attacks from the Champion’s Paragon Blade and Thunder Hammer combination. Although the Phoenix Warden may not outshine the Champion in direct close combat, his ability to forego challenges provides advantages, such as efficiently dispatching Terminator-equipped squads with the I2 Chainfist while the Champion is constrained by challenges and reliant on excess challenge wounds.
Phoenix Terminator Squad
A 200 point squad of 5 Tartaros Terminators, with the option to add 5 more for 35 point each, these Terminators boast Stubborn, WS5, and the special rules Skill Unmatched, Living Icons, and Phoenix Retinue, allowing them to function as a Retinue for a Master of the Legion, instead of a Command Squad.
All of them are Characters and equipped with Phoenix Power Spears and are restricted from choosing any other weapons, both ranged and melee. Additionally, the option to purchase a Surgical Augment for the entire squad and a Grenade Harness for the Phoenix Champion is available.
One Terminator can exchange the Phoenix Power Spear for a Legion Standard and a Phoenix Rapier for 25 points if the squad operates as a Retinue.
The Phoenix Terminators can access Surgical Augments, 25pts for the whole squad to take one, so the Sonic Lance becomes a good way to give them a ranged weapon.
Phoenix Terminators stand out as cost-effective special WS5 Terminators. Their Skill Unmatched rule adds a unique tactical dimension, allowing them to choose between A Perfect Guard, A Perfect Strike, or A Perfect Fury at the beginning of combat, each with its own advantages and trade-offs.
- A Perfect Guard: +1 WS when comparing the number an enemy needs to hit, but -1A.
- A Perfect Strike: +1 WS when determining your own hits in exchange for -1A.
- A Perfect Fury: -1 WS and +1A.
The Living Icons rule bestows a +1 bonus to the score for determining the victor in a combat to Phoenix Terminators and any unit within a 6″ radius. But this bonus does not accumulate with any other effects, except for the synergy with Fulgrim’s Sire of the Emperor’s Children Warlord Trait.
In a Legiones Herecticus army, Fallen from Grace, replaces Living Icons. The Phoenix Guard now gain a +1 bonus to their Combat Resolution if they are within 6″ of another unit with Legiones Hereticus (Emperor’s Children). This bonus elevates to +2 if the daemon Fulgrim is present within the same 6″ radius.
Palatine Blade Squad
These guys cost 165 points for 5, with 5 more available for 28 points per model.
Palatine Blades stand out as the premier Emperor’s Children duellists and swordsmen. With WS5, 2W, and Artificer Armour, along with 2 Attacks, Counter-attack (1), Relentless, Chosen Warriors, and Skill Unmatched, they offer a formidable close combat profile.
The squad is uniformly equipped with Charnabal Weapons, which can be swapped for Power Weapons or Phoenix Pattern Power Weapons for an additional 5 points for either type. This versatility, combined with Skill Unmatched, ensures their effectiveness against various foes
Despite their default possession of Bolt Pistols, with only the Palatine Prefector able to equip a Plasma Pistol, their BS5 provides a reliable shooting component. The squad can opt for a Surgical Augment for 25 points and Melta Bombs for 15 points, enhancing their utility in certain situations.
As a Dedicated Transport, the squad can choose between a Rhino, Drop Pod, or Termite Assault Drill. However, given their dedicated melee focus and the lack of Assault Vehicle on those, you probably want to forgo them..
Comparable to Phoenix Terminators but lacking an Invulnerable save, Palatine Blades share the benefits of Skill Unmatched with their Terminator counterparts. They offer a more offensive profile, thanks to an extra attack from pistols and Counter-attack (1).
Equipped with a range of Charnabal/Power/Phoenix Pattern Power Weapons, and the potential addition of the Sonic Lance augment for the entire squad, Palatine Blades can be customized for different adversaries. This versatility comes at a cost, with a fully geared squad totaling 190 points, or 215 with the augment.
When selecting their wargear, considerations include the redundancy of the Power Sword, the viability of Power Lances in specific scenarios, and the potential of a combination of Power Axes and Sonic Lances for optimal anti-Terminator capabilities.
With the ability to choose deployment methods, including Rhino, Drop Pod, and Termite Assault Drill, Palatine Blades benefit from various RoWs. Options like the Armoured Spearhead RoW provide access to Land Raider Proteus Carriers as Dedicated Transports, while the Maru Skara RoW allows for on-foot Outflanking. Additionally, with the Warmonger Consul option, the squad gains the ability to Deep Strike.
In summary, Palatine Blades present a versatile and potent melee unit for Emperor’s Children armies, capable of adapting to different threats based on their chosen wargear configurations and deployment methods.
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Palatine Blade Aquilae Squad
Did you remember that in 1st Edition, Palatine Blades had the option to take jump packs, GW did in the 1.1 Update to Legacies of the Age of Darkness.
For an additional 30 points compared to the standard Palatine Blades (priced at 30 instead of 28 points per model), you can equip your Palatine Blades with jump packs, significantly enhancing their mobility. While this variant is more expensive than the regular Palatine Blades, they make up for it by being able to Deep Strike and charge.
This option is worth considering, especially if you don’t anticipate your opponent spamming Interceptor units.
Units from Legiones Hereticus particularly benefit from Warp Scream, effectively providing Rending (5+) on Hammer of Wrath (2) when utilizing jump packs for charging. In a 10-strong unit, this translates to inflicting 6 AP2 wounds before your opponents even get a chance to retaliate. The combination of Phoenix Rapiers and the additional AP2 output may be necessary to eliminate Terminators before they have the chance to strike back with Power Fists at Initiative 1.
Kakophoni Squad
Priced at 150 points for a squad of five noisy boys, with an additional 25 points per model for the next five, the Proto-Noise Marines are a raucous bunch armed with The Cacophony.
Each member boasts BS4 and wields this formidable 36″ S6 AP5 Assault 3 firearm, complete with Pinning, Shell Shock (1), Deflagrate, and the risky Gets Hot.
For close-quarters encounters, they are equipped with Bolt Pistols, and their Sonic Shriekers add an extra layer of deterrent to enemies contemplating a charge.
The Orchestrator, leading this cacophonous ensemble, has the option to purchase artificer armour and a Chainsword or Power Weapon/Fist
Exclusive to Traitor forces, Kakophoni Squads are Fearless and can opt for a Rhino as a Dedicated Transport. As a unit, they serve as a mobile Pinning threat with a 36″ range, capable of inflicting around 3 wounds against 3+ saves and approximately 1 wound against 2+ saves.
The Shell Shock (1) Pinning effect has a 42% chance to affect Ld8 units, and it’s noteworthy that multiple Kakophoni Squads can force multiple Pinning tests on the same target.
Their Fearless trait ensures they won’t flee from casualties, and their immunity to being pinned down by an opponent’s ranged attacks is valuable, especially considering the potential losses from Gets Hot. With only 1W per model, investing in artificer armour for the Orchestrator can help sustain the squad.
Despite the risks associated with Gets Hot, the squad’s three shots (resulting in 2 hits at BS4) still maintain decent chances of forcing Pinning tests against opponents with 3+ saves.
Make them feel the bass, make D-Rok proud!
Sun Killer Squad
Restricted to 0-1 and with good reason, coming in at a hefty 185 points for a squad of five, with an additional 40 points per model beyond that, the Sun Killers form a specialized BS5 Heavy Support unit that distinguishes itself by utilizing elegant energy weapons.
Equipped with Lascannons initially, each member has the flexibility to exchange them for Volkite Culverins, Plasma Cannons, or Multi-meltas at no additional cost, along with Chainswords too.
The Novaetor, a pivotal figure in the squad, can invest in Power or Charnabal weapons, and has the option to swap the Lascannon for a power fist for 5 points or a Bolter/Combi-Weapon/Lightning Claw for free, and can also take a Melta Bomb.
The Sun Killers distinguish themselves through their ability to deny cover and/or mitigate saves. Their real prowess lies in their capacity to re-roll 1s to wound against a Designated Quarry, which includes super-heavy units, Knights, Titans, or Gargantuan creatures.
Moreover, they add 1 to their rolls on the vehicle damage table against the Designated Quarry, enhancing their anti-vehicle capabilities significantly. The squad can opt for a Rhino or a Land Raider Proteus Carrier as a Dedicated Transport. In games that permit fortifications, Sun Killer squads have the option to choose a Defence Line instead of a transport.
Acknowledging their high cost, especially when compared to the more affordable Legion Heavy Support Squad (HSS) with Lascannons/Plasma cannons/Multi-meltas, the Sun Killers bring a unique set of capabilities to the table.
Their additional cost is justified by their BS5, Ignore Cover/Mitigation rolls (particularly effective against Shrouded units with Toughness above 4), and Chainswords. The potential for Explodes results from penetrating hits against the chosen target, boasting a 33% chance with AP2 and a +1 modifier to the roll.
![](https://i.imgur.com/01HNgaT.jpeg)
Legiones Auxilia
The Art of Suffering:– If the enemy shoots at a unit of auxilia and kills anyone, the squad gets Hammer of Wrath (1).
It’s a somewhat unusual choice, as lasrifles are typically more effective at long range, away from the threat of a charge. However, it could prove useful for your Veletaris units.
Unique Characters
Rylanor the Unyielding
A f**king badass, the Anicent of Rites, and last survivor of Isstvan III, he sacrificed himself in a final attempt to end his Primarch millenia after the Heresy and despite being offered the chance to walk again as a flesh and blood man, he rejected this, as he only cared about destroying the man he once called father!
Priced at 215 points, this Contemptor Dreadnought is a rare loyalist within the III Legion, having somehow incurred Fulgrim’s displeasure in an inexplicable manner. Despite his unique status, he finds himself on the unfortunate side of fate, stripped of all special rules except Crusader, rendering him little more than a costly named Dreadnought.
Commanding a 35-point premium over a standard Dreadnought equipped with a Kheres cannon and a Heavy Flamer in its fist, this unique Contemptor Dreadnought, comes with an extra wound and attack, boosting his durability and combat prowess, as well as an impressive Leadership value of 10.
Lord Commander Eidolon
The IIIrd Legion’s Lord Commander, once known for his pride and arrogance, has undergone significant enhancements. Now a Traitor-only Praetor equipped with a jump pack, an Archaeotech Pistol, and a Master-crafted Thunder Hammer named Glory Aeterna, he defies convention by not being a Specialist Weapon and losing Unwieldy on the Charge. Additionally, he possesses Sonic Shriekers and a special Sonic Lance augmentation called Death Scream, featuring Rending (6+) instead of Breaching (6+).
His Warlord Trait, Prideful Onslaught, designates an opponent’s HQ/Primarch unit as a Rival, granting Eidolon and his unit +1 to hit against the Rival. They can only declare Reactions against the Rival, but Eidolon’s first Reaction each turn is free and doesn’t reduce the number of Reactions for other units. If the Rival unit destroys a friendly squad or forces it to flee, Eidolon and his squad gain +1 to wound against it.
Despite the potential bonuses against enemy Primarchs, caution is advised when selecting one as a Rival. While Eidolon may hit first, many Primarchs possess solid Invulnerable saves and sufficient wound pools to withstand Brutal (2) wounds. Furthermore, a significant number of Primarchs can reliably cause Instant Death in the first round, making them formidable opponents. It’s advisable to reserve rivalry for fellow Space Marines, as Eidolon’s character may lead him to underestimate a Primarch and meet a gruesome end.
Notably, Eidolon is a swift and aggressive Warlord capable of one-shotting most T4 Characters on a Charge, except those with higher initiative like Sevatar, Corswain, and Lucius. Characters with Instant Death may also pose a threat. However, caution is needed against enemies with abilities like Hold the Line Reaction, which can negate the +1A from charging. Eidolon’s prowess is exemplified against WS6 characters, but some, like Sigismund, Fafnir Rann, and others, can resist his attacks through unique traits and abilities.
Eidolon’s effectiveness is diminished against Characters with specific defenses, such as Garro with Battle-hardened (1) and 3++. Sons of Horus warlords, benefiting from the Legion trait, can come back from the dead and prove even more dangerous than Loken. Imperial Fists and their Stone Gauntlet Phalanx Warders or Huscarls present challenges, showcasing Eidolon’s vulnerability in certain matchups.
It’s crucial to understand that while Eidolon excels in melee combat, he is not invincible, and strategic considerations should guide the choice of opponents. Characters like Sergeants, Apothecaries, and Chosen Warriors can still pose challenges, and Eidolon’s choice of retinue impacts his overall effectiveness. Whether opting for an Assault Squad, Palatines with Jump packs, or Command Squad Retinue, each choice comes with its own advantages and drawbacks.
In terms of points efficiency, Eidolon compares favorably to similarly equipped Praetors, considering his unique augmentations and the versatility of his loadout.
Captain Saul Tarvitz
The first Loyalist and a line captain within the Emperor’s Children, Tarvitz assumed the de facto leadership of the Loyalist forces on Isstvan III. As an exclusive Loyalist Praetor, he serves as a formidable force multiplier, offering an additional Shooting phase Reaction and generating a substantial Fearless aura. This aura encompasses all units within 12″ around him, ensuring Fearless status under specific conditions: when his army has fewer Victory Points or units than the opponent at the start of a turn, when he is within 6″ of an objective, or when he and his unit are outnumbered in combat.
Armed with a Master-crafted Charnabal Broadsword—a Two-handed S+2 AP-, Rending (4+), and Duellist’s Edge (2) Charnabal weapon—Tarvitz excels in close combat. Additionally, he wields a Master-crafted Nemesis Bolter, enabling him to snipe minor Characters and cause Pinning. Thanks to Relentless, he can shoot on the move, enhancing his battlefield flexibility. His specialization against Emperor’s Children involves Preferred Enemy status against them and a unique rule called A Brother Betrayed. This rule grants him +1WS, +1S, and +1T when engaged in combat with an enemy Emperor’s Children Independent Character. If the opponent’s Independent Character is removed as a casualty during this combat, Tarvitz earns Victory Points, with an additional bonus if the fallen character happens to be Lucius.
The 12″ Fearless bubble, operational in various situations, is a significant tactical advantage, akin to The Broken Mirror Warlord Trait but more potent. However, despite Tarvitz’s ability to strike first in most scenarios, his effectiveness as a duelist against other Praetors is limited. The math indicates that he averages 0.75 wounds, increasing to 1.5 if all are 4+ to wound, or decreasing to 0.5 if not. Against Praetors armed with Thunder Hammers or Power Fists, he proves to be a mediocre duelist.
With Biomancy support, Tarvitz becomes a formidable adversary against Emperor’s Children Independent Characters, including Eidolon and Lucius, as well as multi-wound T4 units accompanied by such characters. His WS7 and I8 in Challenges on the Charge, coupled with five S6+1+1 attacks (one re-rollable due to Master-crafted) and re-rolls for 1s to hit and to wound, make him a lethal force. His A Brother Betrayed rule even extends to Loyalist Emperor’s Children, adding an element of unpredictability in the tumultuous times.
While Tarvitz remains a Loyalist, providing Fearless to any army he leads, the absence of Fulgrim, Surgical Augments, one Rite of War, and Kakophoni Squads limits the available options and synergies inherent to the Emperor’s Children. Players must strategize to compensate for these constraints and find alternative ways to leverage Tarvitz’s strengths on the battlefield
![](https://i.imgur.com/6hBdJei.jpeg)
Captain Lucius, The Faultless Blade, Captain of the 13th Company
Lucius, once a close friend of Tarvitz, turned notorious traitor within the Emperor’s Children, is a Praetor with a distinct focus on duels and Challenges. His obsession with perfection in melee combat is evident in his enhanced stats and unique weapon loadout. With an additional point each in WS and Initiative, Lucius becomes a formidable adversary, especially in one-on-one confrontations.
Equipped with the Master-crafted sword Nineteen, Lucius boasts Rending (3+) and Murderous Strike (6+). The sword’s special rule, Duellist’s Aegis (1), grants him +1WS when Engaged in a Challenge. Additionally, he wields The Blade of the Laer, a Master-crafted S-User AP2 Specialist Weapon with Fleshbane and Duellist’s Edge (1). This unique combination of weapons allows Lucius to strike at Initiative 7 and inflict Instant Death on his opponents in Challenges.
Lucius’s warlord trait, The Blade Alone, provides Fearless to him and his unit when he is in a Challenge. This Fearless state, combined with Stubborn and Preferred Enemy (Independent Character), enhances his unit’s resilience and effectiveness in Challenges. Furthermore, Lucius can purchase Sonic Shriekers for a mere 10 points, adding to his tactical versatility.
In combat, Lucius can successfully face WS7 opponents by utilizing his high WS of 8 and Sonic Shriekers, making him a potent force against characters who can only hit him on a 6+. His preferred strategy involves tanking hits while seeking an Instant Death attack with Nineteen. Against I6 opponents, Lucius may lose the +1A from his Supreme Duellist rule on a second turn of assault, making him vulnerable to faster strikers. However, his combination of skills, weapons, and buffs allows him to remain a formidable adversary.
The nuanced balance between Nineteen and The Blade of the Laer offers strategic choices. Nineteen is effective against normal I5 characters, multi-wound models, or those susceptible to D3 wounds rather than Instant Death. On the other hand, The Blade of the Laer is ideal for reliably dispatching I6 characters in Challenges and striking faster on a second turn of assault.
Lucius’s weapons, despite their apparent imbalance, synergize well due to Nineteen’s Duellist’s Aegis (1) bonus applying to The Blade of the Laer as well. This tactical flexibility allows Lucius to adapt to various opponents and situations.
In specific army compositions where points matter, players may choose to drop The Blade of the Laer to reduce Lucius’s cost by 40 points, particularly if Fulgrim is also included in the army. This decision highlights the strategic considerations and trade-offs within the Emperor’s Children forces.
Fulgrim, The Phoenician, The Perfector of Chemos, High Lord of the Emperor’s Children
Fulgrim, the savior of his Legion and the embodiment of the Emperor’s Children’s pursuit of perfection, stands as a traitor Primarch known for his excellence in both art and combat. A formidable duelist with WS8 and a high Initiative of 8, escalating to 9 during a Challenge or on the Charge with his Sudden Strike (1) rule, which further increases to 10 during a Challenge on the Charge. His Sublime Swordsman ability grants additional attacks for each point his Initiative surpasses his opponent’s in a Challenge. Legiones Astartes (Emperor’s Children) allows him to strike at one Initiative step higher but does not grant an additional attack.
Protected by The Gilded Panoply, his armor offers a 2+/4++ save, becoming 3++ against melee attacks. For ranged engagements, Fulgrim wields Firebrand, a Master-crafted 12″ S6 AP4 pistol with Deflagrate and Shred.
In terms of melee weapons, Fulgrim can choose between The Blade of the Laer, a Master-crafted S-User AP2 Specialist Weapon with Fleshbane and Duellist’s Edge (1), or Fireblade, a sword crafted by Ferrus Manus, offering S+1 AP2 with Murderous Strike (5+).
His Warlord Trait, Sire of the Emperor’s Children, grants Emperor’s Children’s models his Leadership for Morale and Pinning tests if they can see him, adding +1 to combat resolution for units composed entirely of Emperor’s Children’s models. Additionally, he possesses Crusader and a free Reaction once per turn for him and his unit, akin to Lucius. Tactical Excellence, a unique ability, allows him to force a Morale test on enemy units attempting to use a Reaction against him and his unit, canceling the Reaction upon failure. This ability can be used once per battle and does not affect units with other Primarchs.
Fulgrim excels as a melee Primarch, striking at WS7 Primarchs with Fleshbane attacks, ensuring he often strikes first with his high Initiative. His resilience is bolstered by a 3++ save, yet he may face challenges against other WS8+ Primarchs with superior protection or Brutal (X) weapons.
While Fulgrim’s Retinue options are limited, his Legion benefits substantially from his leadership, providing Ld10 and boosting assault results. The Legion gains +1 to the assault result value, complementing the Legion Vexilla and Living Icons. His Initiative 8 enables strategic maneuvering through Reactions, allowing his unit to move 8″ toward or away from enemy units in the opponent’s Movement phase.
Fulgrim’s primary adversaries are Characters and Chosen Warriors, especially Stubborn, Inexorable, and Fearless squads capable of accepting his Challenge. His attacks may inflict wounds, but these units can withstand them and remain in combat.
In Challenges, Fulgrim has six (seven on the Charge) attacks. The Blade of the Laer struggles against multi-wound models with Invulnerable saves, emphasizing the need for a capable Retinue in Challenges. Adding Lucius to the army can enhance Fulgrim’s melee potential, benefiting from Preferred Enemy (Independent Character) for re-rolls.
Collaborating with a Librarian can further augment Fulgrim’s effectiveness. Fireblade can be boosted to S8, proving advantageous against multi-wound T4 models and offering reliable wounds against T6 Primarchs on 2+.
![](https://i.imgur.com/qfRbUK8.jpeg)
Fulgrim Transfigured, The Phonecian Deified, Avatar of Perfection
This resplendent figure, colloquially referred to as “Snekman,” is classified as a Daemon Primarch and possesses special rules like Move Through Cover, among others. Notably, if included in a detachment, it must take Legiones Hereticus instead of Legiones Astartes.
Snekman’s new Warlord trait, Avatar of Perfection, compels his unit to charge any enemy unit within 12″ featuring at least one model with WS6 or above. Upon reaching the enemy, he must issue a challenge, and if accepted by a model with WS6 or above (excluding Primarchs/Daemon Primarchs), Fulgrim hits on a 2+ regardless of WS. Additionally, mirroring his human self, his unit gains a free Reaction every turn.
The intricacies of the rules include a quirky aspect where, in Challenges, Fulgrim hits on a 3+ against WS5 despite hitting on a 2+ against other WS scores, adding a touch of daemon-like capriciousness.
Snekman’s weapon profile comprises a combined weapon with two profiles: S:U AP2 Decapitating Slashes featuring Murderous Strike (4+) for dispatching lesser foes and high-powered S+3 AP1 Sundering Blows with Brutal (2) but restricted to three attacks due to Wrathful Blows (3).
His Serpentine Daemonform provides the standard Primarch 2+/4++ and allows him to gain +1 to his IWND rolls when at 4W or lower. Interestingly, if not engaged in combat and at 2W or lower, he can “flee back to the Warp” without allowing opponents to score objectives related to his demise. This adds a unique escape mechanic to his arsenal.
Thanks to his Resplendent Wings, Snekman can fly, combining elements of Sanguinius and Konrad’s abilities, enabling him to move 14″ or add 14″ to his Run move.
Despite these abilities, Snekman is deemed not very effective on his own. Stripped of his 3++ in melee, the loss of bonus attacks for higher Initiative in challenges, the absence of Ld10 for the army, and the inability to deny Reactions contribute to his perceived limitations. Moreover, his increased cost compared to his human self may dissuade players from choosing him solely for a flat 2+ to hit in challenges and an escape mechanism, especially when considering the sacrifices made for these traits. If players opt for Snekman, it is likely with the intention of utilizing him within special Rites of War, acknowledging his potential strengths within specific contexts.
Example Lists
Here is a list from Michael
+ HQ: +
Lord Commander Eidolon
+ Elites: +
Palatine Blade Aquilae Squad: Abhorrent Sensoria, 5x Charnabal Sabre, 9x Palatine Warrior, 4x Phoenix Power Spear
. Palatine Prefector: Bolt Pistol, Phoenix Power Spear, Warp Scream
+ Troops: +
Assault Squad
. Legion Assault Sergeant: Power Armour, Warp Scream
. . Chainsword: Chainsword
. . Power Weapon: Phoenix Power Spear
. 7x Legionaries (collective): 7x Bolt Pistol, 7x Chainsword
. Legionary w/ Options: Bolt Pistol, Charnabal Sabre
. Legionary w/ Options: Bolt Pistol, Charnabal Sabre
Assault Squad
. Legion Assault Sergeant: Artificer Armour, Meltabombs, Warp Scream
. . Chainsword: Chainsword
. . Power Weapon: Phoenix Rapier
. 7x Legionaries (collective): 7x Bolt Pistol, 7x Chainsword
. Legionary w/ Options: Bolt Pistol, Charnabal Sabre
. Legionary w/ Options: Bolt Pistol, Charnabal Sabre
+ Fast Attack: +
Sky-Hunter Squadron
. Legion Sky-Hunter: Bolt Pistol, Chainsword, Volkite Culverin
. Legion Sky-Hunter: Bolt Pistol, Chainsword, Volkite Culverin
. Legion Sky-Hunter Sergeant: Artificer Armour, Bolt Pistol, Volkite Culverin, Warp Scream
. . Power Weapon: Phoenix Power Spear
+ Heavy Support: +
Kakophoni Squad: Artificer Armour, 9x Chora, Orchestrator
Kakophoni Squad: Artificer Armour, 9x Chora, Orchestrator
Sun Killer Squad: 9x Lascannon, 9x Sun Killer
. Novaetor: Chainsword, Lascannon
+ Primarch: +
Fulgrim Transfigured
++ Allied Detachment (Imperialis Militia) ++
+ HQ: +
IM - Rogue Psyker: Children of the Maraviglia Allies Restriction
. Militia Wardens: Close Combat Weapon, Laspistol
. Militia Wardens: Close Combat Weapon, Laspistol
. Militia Wardens: Close Combat Weapon, Laspistol
. Militia Wardens: Close Combat Weapon, Laspistol
. Militia Wardens: Close Combat Weapon, Laspistol
. Rogue Psyker: Close Combat Weapon, Laspistol
+ Elites: +
IM - Field Gun Battery: Children of the Maraviglia Allies Restriction, Flak Armour
. Militia Field Gun w/ Kalliope Mortar
. Militia Field Gun w/ Thunderblast Cannon
+ Troops: +
IM - Levy Squad
. Levy Squad: Bayonet, Children of the Maraviglia Allies Restriction, Lasgun, Militia Vexilla
. . 19x Levy: 19x Flak Armour
. . Levy Sergeant: Lasgun
IM - Levy Squad
. Levy Squad: Bayonet, Children of the Maraviglia Allies Restriction, Lasgun, Militia Vexilla
. . 19x Levy: 19x Flak Armour
. . Levy Sergeant: Lasgun
This is a contribution from Chris
Rite of War: 3rd Company Elite
HQ
Lord Comander Eidolon 215pts
Moritat 105pts
Bolt Pistol -0
Disintegrator 20pts
Jump pack 20pts
Sonic Lance 20pts
Armistos 90pts
Lascannon 20pts
Sonic Shriekers 2-pts
Elites
Aquilae Squad 195pts
Two Extra 90pts
Melta Bombs 15pts
7 Spears 25pts
Sonic Shriekers 25pts
Apothocaries 45pts
Two Extra 90pts
1x Jump Pacl
1x Artificer Armour
3x Charnable Weapons
3x Sonic Lance
Troops
Despoiler 100pts
One Extra 10pts
5 Heavy Chainswords
2 Charnable weapons
Power fist 15pts
Sonic Shriekers 30pts
Despoiler 100pts
One Extra 10pts
5 Heavy Chainswords
2 Charnable weapons
Power fist 15pts
Sonic Shriekers 30pts
Kakonhani Squad 150pts
Three Extra 75pts
Fast Attack
Sabre Squads 80pts
One Extra 70pts
Neutron 40pts
Front Mounted Melta 50pts
Sabre Squad 80pts
Neutron 20pts
Front mounted melta 25pts
Dreadclaw Drop pod - 115
Heavy Support Squad
Heavy Suppor Squad 100pts
Five Extra 75pts
Subsonic Pulsar 30pts
Lascannons 100
Proetus Land Raider 235pts
Pintle Melta 20
Proetus Land Raider 235pts
Pintle Melta 20
As a disclaimer, I have used some LLM tools to help me write this article, I am extremely dyslexic and the use of such tools has helped me keep the grammar on track and the article sound less like the rambling thoughts of a madman.
No that doesn’t mean I had this written by an LLM, I just used it as a tool to help me, but I think its important to disclose that information.