Fallen Angels
This was sent into me by Anthony Walsh
With thanks to Warmaster Chronos, crimsondark74, Carmine Del Guercio and eldritch_storm
The Fallen Angels
`FALLEN' DARK ANGELS HISTORY
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The origins of the Fallen Dark Angels Chapter are shrouded in mystery.
There are no records of its beginnings nor any mention of its part in the Emperor's Great Crusade. Any reference in the Imperial histories of its deeds during the accursed times of the Horus Heresy has been deleted. But yet a legend persists that once the Dark Angels teetered on the brink of Chaos, that a terrible betrayal besmirched all the Chapter's honour. Such is their shame that from that time they have striven for absolution from the sins of millennia past.
Only the highest ranking members of the Dark Angels Chapter know the terrible shameful secret of what happened ten thousand years ago - a secret that drives the Dark Angels to search throughout space and time for the final conflict that will bring them redemption or damnation…
The Primarch's
To understand what happened to the Dark Angels and the `Fallen' Dark Angels we must return to a time more than 10,000 years ago. To a time before there were any Space Marines; to a time when the Emperor created Primarch's. To help him in his Great Crusade to reclaim the galaxy for humanity, the Emperor, in his wisdom, created the genetically-engineered superhuman Primarch's. The mutant genes used as the basic building blocks for these elite warriors had taken centuries to gather and refine, and despite the Emperor's best efforts of psychic shielding, his industry did not go unnoticed by the Dark Gods of Chaos. Not having the resources to actually destroy the incubator capsules in which the embryonic Primarch's grew, the Chaos Powers combined their energies and instead stole them away from the Emperor, scattering the amniotic tanks and their foetal occupants throughout the warp. The twenty incubation capsules drifted through the warp for decades or even centuries, until finally coming to rest on human-inhabited worlds throughout the galaxy. The capsule of one Primarch, he who was to become known as Lion El'Jonson, founder of the Dark Angels, was dropped on an isolated planet on the northern fringe of the Eye of Terror - the death world of Caliban.
Caliban
Caliban was as cruel and harsh an environment as any in the galaxy. In the bleak forest that covered the globe lived creatures that had been by Chaos, and which were of such ferocity that mere day-to-day survival was a constant struggle. The human inhabitants of Caliban were forced to live in huge fortresses and castles, located in clearings hacked from the forests of the planet. Cut off from earth by the Warp storms that savaged the galaxy in the Age of Strife, civilisation on Caliban devolved back into a semi-feudal state, with most of the population ruled over by a small warrior elite.
The nobility of Caliban were a bluff and pugnacious race. Raised from childhood to live and die by the sword, they were great warriors and extremely brave. They fought in a form of power armour much like that used by the Space Marines, and like them their main weapons were the chainsword and bolt pistol. Most other forms of advanced technology had, however, been lost, and the warrior nobility therefore rode into battle on huge warhorses known as destriers.
The nobles' life was one of constant struggle as they fought against the multitude of chaotic creatures that threatened to overrun their small settlements. Sometimes a particularly fearsome creature would stay in one area and terrorise it, in which case the ruler of the community would declare a quest against the monster, and the nobles from all around would come and attempt to kill the beast. Slaying a quest-creature could bring honour and fortune for the noble lucky enough to kill it - more often than not though it brought only a bloody and horrific death at the teeth and talons of a hell-spawned abomination.
The Young Lion
Such then was the planet where the young Primarch's capsule crash-landed. Most of the other Primarch's were fortunate enough to be found and raised by the local human inhabitants of the planet they landed on. Such was not to be Jonson's fate, for his capsule landed in a remote and isolated region of Caliban many miles from the nearest human settlement.
How Jonson survived those early years on Caliban is a complete mystery. By rights he should have died within the first few minutes he was exposed on the planet. But Jonson did not die. Somehow, as a young child on one of the most deadly death worlds in the Imperium he not only survived, but grew strong and tall. What it was like for him in those grim and dark days none can say, for there was no-one there to record the events of his life, and Jonson never spoke of those times himself. All that can be said for certain is that for a decade Jonson was forced to trust to his own wit and skill in order to survive. He had no-one to aid him, he could rely on only himself. And so it was, in this state, that at the turn of the decade since his arrival on the planet, the Primarch encountered his first humans.
The Order
The brave warrior knights he encountered belonged to a group known simply as the Order. The Order had a reputation across all of Caliban for the honesty, nobility and fearless skills of its brother-knights in battle. Uniquely amongst the knights of Caliban, then members, or brothers, of the Order were selected by merit rather than inheritance. Anyone could join the Order, no matter how low born they might be. Contingents of brother-knights from the Order travelled across the planet, giving their aid whenever it was needed.
It was while on one of their great expeditions that a band from the Order came upon the wild man that lived in the forests. Thinking him a monster, the knights were ready to kill the Primarch when one of their number, sensing that there was something more to the creature than was at first apparent, halted his fellows. Luther, for such was the name of the Primarch's saviour, and the other knights returned to civilisation, taking with them the man born of the forest.
Because of his appearance and the place of his discovery, the Order gave the wild man the name of Lion El'Jonson, which meant `The Lion, the Son of the Forest'. Jonson easily adapted to the ways of humans, learning to speak remarkably quickly. But of his time growing up in the forest he never spoke.
Within the fortress monastery of the Order of the Primarch was assimilated into human society on Caliban. There he and Luther formed a close friendship. It appeared that the two men filled in the gaps in each other's personality. Where Jonson was temperamental and taciturn, Luther was charming and charismatic. Where Luther was rash and emotional, Jonson was a brilliant strategist and unstoppable once decided upon a course of action. They realised that they complimented each other and, as such, became an incomparable team.
Over the following years Jonson and Luther rose through the ranks of the Order. Their exploits became the stuff of legend on Caliban, and the reputation of the Order rose accordingly. The number of young warriors wishing to join the Order grew and grew, so that in time many new fortress monasteries had to be built. As the Order grew in size Jonson and Luther argued for a crusade against the monsters that infested the forests, to cleanse the planet once and for all of there foul presence. The oratory of Luther convinced the Grand Masters of the monasteries and most of the nobles of the planet to join in the crusade, but it was Jonson's supreme ability at planning and organization which ensured that within the course of a single decade the entire planet of Caliban was cleared of the monstrous creatures that had once inhabited it. A golden age dawned for the inhabitants of the once troubled planet.
In recognition of his triumph against the creatures of Chaos Lion El'Jonson was proclaimed new Supreme Master of the Order and Caliban. Although Luther did not openly begrudge Jonson the honour he had won, he would not have been human if he did not feel some twinge of jealousy. Thus was lit the first small spark that would lead to the schism which would tear the Dark Angels Chapter apart. But all this was in the future - for the present the people of Caliban enjoyed a time of peace and plenty.
The Emperor Reaches Caliban
Meanwhile, unbeknown to Jonson and the people of Caliban, the Emperor was waging his Great Crusade across the galaxy, reuniting humanity and purging entire star systems of their alien oppressors. As the Imperium's wave of conquest advanced across the galaxy, Imperial Scouts rediscovered the isolated world of Caliban.
It was not long before the Emperor was at last reunited with the Primarch and was filled with joy as would be a father on finding his lost son. The Emperor's first action was to give Lion El'Jonson control of the Dark Angels Legion. This body of Space Marines had been created by the Emperor from its Primarch's gene-stock and had fought alongside the other Imperial forces as the Great Crusade was waged across the galaxy.
Caliban was made the home world of the Dark Angels and the whole of the Order moved to join its ranks. Those knights who were still young enough had the Legion's gene seed implanted within them, while those too old for this process underwent surgery to transform them into elite warriors of the Imperium. The first to be brought into the Legion in this way was Luther, who became Jonson's second-in-command, just as he always had been within the Order.
The Great Crusade, of course, had to go on: there were countless human worlds that were still under the influence of Chaos or suppressed by the harsh rule of alien races. So it was that Jonson and many of the Dark Angels set out with the Emperor to continue the battle for humanity and Luther was left behind in charge of the remainder of the Legion on Caliban. Despite the importance of Luther's position, it was not one that suited his ambitious personality.
As Jonson's fame spread throughout the galaxy and reports of his great deeds and prowess in battle reached the Legion's home world, Luther felt robbed of his share of the glory. He wanted the fame and recognition that he felt he deserved as Jonson's equal. His role as planetary governor of some half-forgotten backwater world seemed more and more to him like an insult. The seed of jealousy and dissension that had been planted within Luther when Jonson was made the Supreme Master of the Order now began to grow and rankle within his heart as the Primarch became more and more celebrated and famous.
The fall of Caliban
Then came the terrible days of the Horus Heresy. As the Emperor fought Warmaster Horus for the possession of the Earth, Lion El'Jonson was far away fighting for humanity alongside Leman Russ, Primarch of the Space Wolves Legion of Space Marines. Hearing of the potentially disastrous proceedings taking place around the Earth, the two generals hurried back as quickly as they could. Coming into Earth's orbit they realised that they had arrived too late. Events had already taken their terrible course and the cataclysmic final battle was over.
The forces of Chaos had been defeated, but they had left the Imperium in ruins. And for Jonson one final, shattering betrayal remained to be discovered on his return to his home world of Caliban. It had been many long years since Jonson had been to Caliban, and he longed to see his home world once more. As the unsuspecting ships of Jonson's fleet moved into orbit they were met with a devastating barrage of defence laser fire. Ships exploded into flame and crashed to the surface like monstrous comets. Stunned by the attack, Jonson withdrew and attempted to find out what had happened.
A captured merchant ship soon provided the answer: Luther had used his skills at oratory to lead the Dark Angels under his command to the path of Chaos, instilling his own feelings of jealousy and rage in the Dark Angels who had been left on the Caliban during the Great Crusade. Luther had convinced them that they had been shamed, that the Emperor had turned his face from them.
At least this is one theory, another is that after several members of the Dark Angels were confined to serve on Caliban rather that take part in the crusade. When they heard the messages of the Heresy many of the Dark Angles decided to go to Terra to defend the emperor. However those who were left behind to defend Caliban attacked those who were leaving. This caused a massive war on Caliban and Dark Angel fought Dark Angel and the ships crashed onto Caliban's surface weakening its integrity. Some Dark Angels fled the wrath of the loyal Dark Angels, then when some ships of Dark Angel markings returned the fear of attack and retribution by the real traitors or by the Lion himself led the loyalists to attack the ships. The ships bombarded the planet and El'Jonson personally led the assault on Caliban. Whether the Lion had been informed by the treacherous Dark Angels or by merchants is unknown but it is known a massive battle ensued.
While Jonson and those Space Marines who had gone with him battled for humanity light years away, Luther's feelings of anger and jealousy had grown within him like a corrupting canker until they were his only purpose and driving motivation. Luther was now a man obsessed, whose own neuroses had pushed him over the edge and made him dangerous beyond imagining. The fury of Jonson and the loyal Dark Angels at learning this horrible information knew no bounds. They had fought from one end of the galaxy to the other and thought that the curse of Chaos had been cleansed from the planets of the Imperium, and now they found that their own home world and their own brethren, had been corrupted and turned against them. Jonson immediately ordered an assault on the planet, driving the rebel Dark Angels back to their fortress monasteries.
Knowing that one surgical strike was all that was needed to end the conflict Lion El'Jonson led an assault on the greatest monasteries himself. He knew that this was where he would find Luther: and so it was that there, the two former friends, now mortal enemies, faced each other. Even thought the Primarch possessed superhuman powers, the two opponents were equally matched, for Luther's own, already considerable abilities, had been enhanced by the dark gods of Chaos.
What followed was a fight of titanic proportions during which the two equally-matched adversaries laid blow for blow against each other, tearing down the monastery around them until the whole massive edifice had been levelled by their battle. Meanwhile the massed guns of the fleet carried on pounding the planet, reducing the fortress monasteries to rubble. The very surface of Caliban began to crack and heave under the strain of the bombardment.
As the planet itself started to break apart, the battle between Jonson and Luther reached its climax. Luther, weakened by the long combat, staggered and fell, leaving himself open to a death blow from Jonson's power sword. But Jonson could not bring himself to strike the fatal blow. As he hesitated, Luther, aided by the powers of Chaos, unleashed a furious physic attack that knocked Jonson to his knees and left him mortally wounded. But as the dying Primarch struggled to stand, his noble features racked with pain, it was as if a curtain was lifted from Luther's eyes and he realised the full extent of what he had done. His was a triple betrayal: of his friend, of the Dark Angels, and of the Emperor. The truth shattered his sanity and he slumped down beside Jonson, no longer willing to fight.
Luther's psychic cry of pain and despair echoed through the warp and the Chaos gods realised, that once again, they had been defeated. They lashed out in fury and frustration. A rent appeared in the very fabric of space and a warp storm of unprecedented fury engulfed Caliban. In an uncontrollable, swirling flood of psychic energy the warp rushed into the physical universe. Those `fallen' Dark Angels who had served under Luther his clandestine masters were sucked from the face of Caliban into the warp and scattered throughout space and time. Caliban, already weakened by the loyal Dark Angels bombardment, was ripped apart and destroyed, the debris being sucked into the warp.
The only part of the planet that survived the storm was the huge fortress monastery where Jonson and Luther had fought. Protected by force fields of awesome power the monastery and a huge chunk of the bed-rock of Caliban held together. When the storm abated this was all that was left of the once magnificent home world of the Dark Angels.
The Dark Angels flew down to the dark surface of the rock and gazed about them in horror at all that remained of their once beautiful home world. The great fortress had been razed to the ground and of all the living things that had once teemed across the face of Caliban only one remained. At the heart of the ruined wasteland the Space Marines found Luther. The warriors were unable to get anything coherent out of the shell of the man who had once been Jonson's closest friend and second-in-command. Luther just constantly repeated the same words over and over again: The Primarch had been carried away by the Watchers in the Dark and one day he would return to forgive Luther for the terrible sins he had committed. Of the mighty Primarch, Lion El'Jonson, there was no sign.
The Fallen Today
This story of treachery and betrayal is the `Fallen' Dark Angels secret shame. None know of it other than the Dark Angels, their Successor Chapters, `Fallen' Dark Angels, and maybe the Emperor on his Golden Throne. Even to this day every Brother-Marine hasn't forgotten what happened during those fateful days. The organization of the `Fallen' Dark Angels Chapter has been shaped primarily by events that have happens during its long ordeals through history. As a result it is different from that of any other order. The Chapter is monastic in nature with much time being given over to hiding from their hunters, finding a way to redeem themselves and ridged worship and prayer.
The bulk of the `Fallen' Dark Angels Chapter mimics the strict Codex lines of organization, as laid down in the Codex Astartes. However, Due to lack of resource's and vast amounts of improvisation the codex guidelines aren't strictly adhered to. They have where possible mimicked the Dark Angels organization. The First Company and Sixth Company both are specialized in their organization. The armour of the Fallen tends to vary from those wishing to cause discord dress in the dark green armour and white robes livery or those who wish to stay loyal to the original chapter use black armour and robes livery. Pirate Fallen tend to use a mixture of both.
Loyalist Fallen use a similar structure however this structure is difficult to maintain with so few Fallen remaining this structure is normally kept just out of honour of the Dark Angels chapter where all Fallen's priority remains to keep the honour of the chapter: Hence the Fallen only have 6 companies. The 1st and 6th companies are specialised.
The First Company is referred to as the Shadow Wing made up entirely of veterans in terminator armour like the Dark Angels but all armour including power armour is black.
All armoured vehicle like Rhino's, Predator's Land Raiders belong to the 6th company named Ironwing these are painted in a metallic silver.
The Rest of the `Fallen' Dark Angels companies roughly mimic those of the Codex Astartes, except the Fallen have no access to scout's as they attempt to keep their gene seed pure and free of heresy.
The Fallen Dark Angels
Not all of the `Fallen' Dark Angels brethren have succumbed to the power of Chaos but all have been touched in some way. Some of the Fallen have embraced the ways of the Dark Gods totally becoming true Chaos Space Marines, these Fallen do not belong to a Chapter of their own. Instead they are dispersed throughout space and time as either isolated individuals or in small bands. However, most of the Fallen realise that their actions at the fall of Caliban were wrong.
In the eyes of the `Fallen' Dark Angels Space Marines, the only way that they can rid themselves totally of their shame, and restore their honour and trust in the Emperor's eyes, is to aid the Imperium in completing the Emperor's Dream. Therefore `Fallen' Dark Angels will aid any Imperial force that require aid, other than Dark angels. Their quest to redeem themselves before the Emperor and the lion can never relinquished.
Many of the `Fallen' Dark Angels are disgusted by the corrupting influence of the Chaos gods and unable to reconcile themselves with their order lead a solitary existence. Many of them become mercenaries or pirates, roaming the galaxy as master less men. Others are willing to atone for their sins and in an attempt to do so have integrated themselves back into human societies taking on the role of ordinary people within the Imperium. There are however, those Fallen that are fighting for them selves (chaos undivided) or have given themselves to one of the various Chaos gods.
The Final Secret
The only people that know about the disastrous events that took place on Caliban all those millennia ago are the Emperor, the Dark Angels and the fallen themselves. All the while, deep within his cell, Luther, the betrayer, constantly repeats the same words over and over again: the Primarch was carried away by the watchers in the dark and one day he would return to forgive Luther for the terrible sins he had committed.
Special Characters:
CYPHER
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WS
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BS
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S
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W
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Ld
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Save
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Cypher
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151
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5
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5
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4
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4
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3
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6
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3
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10
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3+
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Any chaos space marine army or imp guard may take him. He counts as 1 Elites choice or 1 HQ choice see Voice Of The Emperor rule below. He is an independent character and must be used exactly as shown and may not be given any additional wargear.
Wargear: Master crafter bolt pistol and master crafted plasma pistol.
Special Rules
Space Marine: Cypher and his fallen angels benefit from “they shall know no fear” rule.
Fallen Angels: If you include cypher he may also include a squad of Fallen Angels. These are treated as a unit of Chaos space marines as from normal codex Chaos. These Fallen Angels hate the dark angels with a fiery passion and must assault them if possible. Note if Cypher joins the Fallen Angels and they are forced to assault he must do so too.
Animosity: The very presence of Cypher ferments discord and animosity amongst the troops he leads. If Cypher joins a squad (with the exception of Fallen Angels) roll a D6 at the start of each turn for as long as he remains with the unit. On a roll of 1 the members have -1 to their leadership for the rest of the turn. This does not apply to other independent characters or vehicles.
Divine Protection: If Cypher is ever killed or reduced to zero wounds he vanishes from battle so remove him from play. If mission-specific rules require him to be captured he is only captured on a 6. Of course he will probably escape later whisked away by his mysterious patron.
Gunfighter: Cypher is a master marksman and can aim and shoot with two pistols. He may shoot two weapons in the shooting phase one with his master crafted bolt pistol and once with his master crafted plasma pistol. If cypher remains stationary he may rapid fire both his pistols. Such is Cypher's skill with pistols he counts as being armed with a power weapon and gains +1A for being armed with two close combat weapons.
Hunted By Dark Angels: The name of Cypher carries millennia of hatred for the Dark Angels. The Deathwing and Ravenwing have hunted him throughout the galaxy. All members of the Deathwing, Ravenwing and Dark Angel characters must charge Cypher or Fallen Angels if able to do so in the assault phase.
“Voice Of The Emperor”: Cypher during Abaddon's 13th Crusade rallied many troops under his control. If Cypher is the forces general then a combination of Imperial guardsmen and Cultists as a troops choice but he may be the ONLY HQ choice. All other choices are as per a Loyalist fallen. Cultists may not take any marks or gifts associating them with Chaos.
Astelan:
Astelan was the Grand Master of the 1st chapter of Dark Angels and fought alongside the emperor during the Great Crusade. However he was suspicious of his Primarch Lion El'Jonson during the battle of Altyes when the Primarch gave an order which he disagreed with which would cost the lives of many civilians. After directly disobeying his Primarch he was sentenced to stay on Caliban during the rest of the Crusade. After hearing of the Horus Heresy he intended to travel to Terra to protect the Emperor, however certain members of the Dark Angels disagreed with him and fired upon his ships as he went to leave. Battle ensued on Caliban and a few “Traitor” ships managed to leave the system. However ships began to return and fearing for their lives Astelan gave the order to fire on the ship only to find it was El'Jonson returning from the Crusade. Battle ensued on Caliban once again and the “Fallen” were cast into the warp through space and time.
FORCE COMMANDER ASTELAN
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WS
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BS
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Sv
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FORCE COMMANDER ASTELAN
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200
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5
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5
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4
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4
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3
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5
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2
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10
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2+
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Force Commander Astelan, He may be accompanied by a command squad. He uses the following wargear and may not be given any additional equipment. He may only be used in a battle where both players have agreed to the use of special characters and may only be used in a Loyalist Fallen. He replaces the lord in this case.
Wargear: Artificer armour, Master crafted Combi-weapon plasma gun, master-crafted power sword, purity seals
SPECIAL RULES:
Independent Character: Unless accompanying a Command squad, Force Commander Astelan is an independent character and follows the independent special rules in the Warhammer 40k rulebook.
Unquestionable loyalty: Force Commander Astelan's unquestionable loyalty to the Emperor is exceptional; he has continued to pursue the Emperors dream these past 40,000 years. Therefore in game terms he will attack the Emperors enemies so ferociously that will not stop until all are defeated and dead. To represent this on the first turn of each Assault and close combat roll a D3 and add it to his Attacks, Force Commander Astelan must sweeping advance he may not consolidate. Force Commander Astelan will always move closer to the closest enemy to him.
Militant General: Force Commander Astelan when stranded on a planet managed to train up local civilians and guardsmen into an elite fighting force. Due to this Astelan always does rigorous training on his troops and hence is allowed 0-2 veteran guardsmen squads as a troops choice. See below.
Command Squad: May be accompanied by a Fallen Command Squad see below.
Loyalist Fallen: Astelan is a Loyalist Fallen and so follows all their special rules see below.
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Hardened Imperial Guard Regiment
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Points
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Save
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Infantry
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10
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3
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4
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3
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3
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1
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3
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1
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8
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5+
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Sergeant
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+4
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3
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4
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3
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3
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1
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3
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2
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8
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5+
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A Regiment consists of 10-20 Guardsmen one of whom may be upgraded to a Sergeant.
Weapons: Lasguns. The sergeant may upgrade his lasgun to a laspistol and a hand weapon and use wargear as per Codex: Imperial Guard.
Options: See Codex: Imperial Guard
Transport: If the squad number 10 models or less they maybe transported in a Chimera for +80pts. Is allowed any amount of upgrades as per Codex: Imperial Guard.
Cephesus:
Cephesus was one the most revered Chaplains on Caliban during the time of the Heresy, he too took part in the fighting against the Primarch and was hunted by the Dark Angels in order to redeem themselves of their dark secret. Cephesus was actually captured by the Dark Angels and was tortured by the Interrogator-Chaplains this combined with his prolonged exposure to the warp made him dedicate himself to the Chaos gods. By an act of fate (or possibly by the Chaos gods) he made his escape. He searched for others like himself where he could preach his disgust of what the Dark Angels had become. It was during this time he discovered the Angel Of Blades. His hatred of the Chaplains is far beyond that of his hatred of what the Dark Angels had become, and now he hunts them and takes their torturous blades and uses them against the Interrogator-Chaplains of the Dark Angels so they can learn the error of their ways.
FALLEN CHAPLAIN CEPHESUS
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WS
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BS
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S
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FALLEN CHAPLAIN CEPHESUS
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90
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5
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5
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4
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4
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2
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5
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4
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10
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3+/4+inv
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Wargear: Crozius Arcanum, Rosarius, Blades Of Reason.
Fallen Chaplain Cephesus may only be used as seen and may not be given any additional equipment or wargear. He may only be included in a Chaos Fallen army and only if the use of special character has been agreed. He counts as an HQ choice.
SPECIAL RULES:
Independent Character: Fallen Chaplain Cephesus is an independent character and follows the independent special rules in the warhammer 40k rulebook.
Hatred Of Interrogator-Chaplains: So deep is Cephesus' hatred of Dark Angels Chaplains that in close combat he will always hit them on a roll of 3+
Hatred: The Fallen hate all loyal Dark Angels more than anyone else due to their failure to see the betrayal by El'Jonson and the fact that they loyal Space Marines are hunted like animals hence the less hunters the higher chance of their survival. Any Dark Angel killed by a Fallen Angel earns D6x10 VP.
Blades Of Reason: Over the years Cephesus has collected the Blades Of Reason used to torture the Fallen against the Interrogator-Chaplains. For every Dark Angel killed by Cephesus he earns an extra D6 victory points.
Chaos Fallen: Cephesus is a Chaos Fallen so follows all of their special rules see below.
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The Angel Of Blades:
The Angel Of Blades was formerly known as Methelas, a sergeant in the Shadowwing however after severe injury during the Crusade he was entombed in a Dreadnought. He too took place in the fighting on Caliban against El'Jonson, and was cast through the warp. His hatred of the betrayal by his Primarch, his death and his exposure to the warp corrupted Methelas' mind beyond recognition and he devoted himself entirely to the Chaos gods hence how he was sustained on barren world until he was found by Cephesus and the two together intend to redeem themselves and their chapter back to their former glory.
ANGEL OF BLADES
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Points
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WS
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BS
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S
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Armour
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I
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A
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Front
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Side
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Rear
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ANGEL OF BLADES
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250
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4
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4
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6(10)
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12/13
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12/13
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10/11
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4
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3/4
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Type: Walker
Crew: One Space Marine
Weapons: Heavy bolter, Dreadnought close combat weapon, Bladed, Daemonic Possession, Living Vehicle, Parasitic Possession, Mutated Hull and Blasphemous Rune.
The Angel Of Blades may only be used as seen and may not be given any additional equipment or wargear. He may only be included in a Chaos Fallen army and only if the use of special character has been agreed. It counts as a Heavy Support Choice.
SPECIAL RULES:
Bladed: The Angel of Blades has many blades on his wings and legs this gives it 4 attacks.
Flight: The Angel of blades has large wings which are made up of many blades, these “wings” allow him to assault 12” in the assault phase.
Chaos Fallen: The Angel of Blades is a Chaos Fallen and hence follows their special rules below.
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`FALLEN' DARK ANGELS ARMOURY
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`Fallen' Dark Angels Armoury: Loyalist and Pirate Fallen marines may use any wargear, weapons, vehicle upgrades and veteran skills that are not marked Chaos Fallen Only. Pirate Fallen may not use Artificer armour, Luther's blessing or Luther's Cup. Chaos Fallen may use any upgrades not marked Loyalists only. Items marked with a star can be used by those in terminator armour but nothing else.
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SINGLE HANDED WEAPONS
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WARGEAR
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Bolt pistol 1pt
Close Combat Weapon 1pt
Lightning Claw (Single)* 25pts
Lightning Claw (pair)* 30pts
Plasma pistol 15pts
Power fist* 25pts
Power weapon* 15pts
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Artificer armour (Loyalists Only) (Independent characters only) 20pts
Auspex 2pts
Bionics* 10pts
Frag grenades 1pt
Krak grenades 2pts
Luther's Cup (Holy Relic) See Codex: Space Marines (Loyalists Only) (One Per Army) 40pts
Luther's blessing (Iron Halo) See Codex: Space Marines (Loyalists Only) (One Per Army) 25pts
Master-crafted weapon* 15pts
Melta Bombs 5pts
Purity seals* 5pts
Space Marine Bike (Independent Characters Only) 35pts
Standard Of Truth 20pts
Terminator armour (Independent Characters Only Weapons Not Included) 25pts
Terminator honours* 15pts
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TWO HANDED WEAPONS
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Bolter 2pts
Combi-weapons:
Bolter-flamer* 10pts
Bolter-grenade launcher* 10pts
Bolter-plasma gun* 15pts
Bolter-Meltagun* 15pts
Combi-Bolter* 3pts
|
VEHICLE UPGRADES
|
Chaos Gifts And Veteran Skills
|
Fallen angels may still select these vehicle upgrades but due to restriction may only choose 0-3 upgrades per vehicle.
Dozer blades 5pts
Extra armour 5pts
Havoc Launcher 15pts
Pintle-mounted combi-bolter 10pts
Searchlight 1pt
Smoke launchers 3pts
Daemonic Upgrades (Chaos Fallen Only) See Codex: Chaos
|
Chaos Gifts (Chaos Fallen Only) See Codex Chaos.
Veteran Skills See Codex Chaos.*
|
Luther's Cup: This is rumoured to be the very cup that Luther proposed his toast to the Lion when he bought him back to the keep. This falseness by the Lion has angered the Fallen over many millennia. When the Cup is revealed the Fallen explode with rage, hence all models within 2D6” receive +1A for that turn. This may only be once per battle.
Luther's Blessing: This honour was bestowed upon a few select marines who fought off the attacks when Luther and Astelan attempted to return to Terra to protect the Emperor. These individuals were fierce in combat against those who tried to stop Luther and Astelan. With this blessing those select few believe they are immortal and protected by the Emperor himself.
The Standard Of Truth: This banner was created after the Fallen were cast through space and time. It was made to depict the final battle between Luther and the Lion to try and educate the false Dark Angels. This standard is unique although who exactly holds it is unknown as it seems to switch hands between the Fallen quite regularly. This adds +1 to the combat resolution of any assault within 6” of the standard. However this standard is also being hunted by the Dark Angels for its showing of the secret and hence must be destroyed. At the end of the game (versus Dark Angels only) if the Fallen still hold the standard they gain D6x10 victory points and the Dark Angels lose D6x10 victory points. If however the Dark Angels have the standard they get the D6x10 victory points and the Fallen lose D6x10 victory points.
LOYALIST FALLEN
Fallen Angels Armoury: A Fallen Angels army may use any wargear and weapons from Codex: Chaos. However they may not be given any gifts or powers that are from the Chaos gods.
Disgust Of The Abomination: At heart the Fallen are still Dark Angels and will refuse fight alongside any kind of Daemons, sorcerers and non-humans unless you are playing a special scenario as they feel such things are heretic and an insult to mankind.
Hatred: The Fallen hate all loyal Dark Angels more than anyone else due to their failure to see the betrayal by El'Jonson and the fact that they loyal Space Marines are hunted like animals hence the less hunters the higher chance of their survival. Any Dark Angel Squad killed by a Fallen Angel earns D6x10 VP.
Daemons And Chaos Gifts: Due to the Fallen Angels failure in the eyes of Chaos they may not take any chaos gifts including daemonic vehicle upgrades or use daemons in any form.
Experienced Veterans: As normal the sergeant/lord may take as many veteran skills as he wishes and they apply to the whole squad and also wargear and weapons up to 100 points. But such is the skill and experience of the Fallen that normal Fallen marine may be given up to 25 points each of wargear. Models armed with heavy/special weapons may not take wargear or extra weapons as they are too preoccupied with their own particular heavy weapon.
Limited Resources: Due to the limited resources of the Fallen there are many limitations on the number of troops available to the Fallen. Also you may only take 3 vehicle upgrades per vehicle from Codex Chaos but not daemonic gifts.
Aura Of Doubt: Seeing Dark Angels fighting each other is confusing site especially for Dark Angels not supported by a more senior member to help them in their moment of doubt. Fighting a fellow Dark Angel is quite a confusing test. Hence if a loyal Dark Angel is within 12” but is not accompanied by a member of the Deathwing they suffer -1 to their leadership as seeds of doubt are implanted in their heads by their former brethren.
“They Shall Know No Fear”: The loyalist Fallen still swear allegiance to the Emperor and their unfaltering faith in him lets them benefit from the “They Shall Know No Fear” rule. See Codex: Space Marines.
1 HQ
Fallen Lords
|
|
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Leader
|
50
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
9
|
3+
|
Fallen Master
|
65
|
4
|
4
|
4
|
4
|
2
|
4
|
3
|
9
|
3+
|
Fallen Lord
|
80
|
5
|
5
|
4
|
4
|
3
|
5
|
4
|
10
|
3+
|
Options: Equipment from Fallen Armoury
Independent Character: Unless accompanied by a Fallen command squad.
Command Squad: Counts as a single HQ see entry Command Squad
Fallen: See special rules above.
Fallen Command Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Marine
|
15
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
9
|
3+
|
Fallen Sergeant
|
+15
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
10
|
3+
|
Squad: Sergeant and 4 marines.
Weapons: Bolters. The sergeant may exchange his bolter for a bolt pistol and close combat weapon. The Sgt may take veteran upgrades see rules above and wargear from the Fallen armoury.
Options: Up to two Fallen may take an Autocannon for +10pts, Heavy Bolter for +5pts, Lascannon for +15pts or a Missile Launcher for +10pts.(See Special Rules) May replace a Lascannon for a plasma cannon at no additional cost OR up to two Fallen may also take a Flamer for +6pts, Meltagun for +10pts, Plasma Gun for +10pts or a Plasma Pistol for +10pts. If not armed with a special weapon they may take 25pts of wargear.
Transport Vehicle: The entire squad maybe mounted in a rhino at an extra cost of +50 or a Land Raider taken as a Heavy Support choice for +250pts. As per Codex: Chaos.
Fallen: See special rules above.
Due to the lack of Fallen leaders, a Fallen command squad may be taken as a second HQ choice.
0-1 VENERABLE DREADNOUGHT (HQ CHOICE)
|
|
Points/Model
|
WS
|
BS
|
S
|
Front
|
Side
|
Rear
|
I
|
A
|
Venerable Dreadnought
|
125
|
5
|
5
|
6(10)
|
12
|
12
|
10
|
4
|
3
|
Type: Walker Crew: one space marine
Weapon: The Venerable Dreadnought's left arm is equipped with a Dreadnought close combat weapon that has a built in storm bolter. The Dreadnought's right arm is equipped with one weapon from the following list : assault cannon at +30 pts; twin linked lascannon at +50 pts; twin linked heavy bolter at +30 pts; multi melta at +40 pts; plasma cannon at +40 pts; twin linked auto cannon at +35 pts;
Options: The Venerable Dreadnought may be equipped with any of the following vehicle upgrades for the cost listed in the Space Marine Armoury: extra armour, search light or smoke launchers. No upgrade may be chosen more than once per Venerable Dreadnought.
The storm bolter may be upgraded to a heavy flamer at an additional cost of +10 pts.
The Venerable Dreadnought's close combat weapon can be upgraded to a missile launcher at an additional cost of +10 pts.
SPECIAL RULES:
Old and Wise: Venerable Dreadnoughts are revered, ancient warriors who are extremely wise in the ways of war. If an Fallen army includes one then it may re-roll the dice if the mission being played has a dice roll to see who gets the first turn.
Hard to kill: Venerable Dreadnoughts are extraordinarily tenacious. To represent this, when the Venerable Dreadnought takes a glancing or penetrating hit, you may force your opponent to re-roll the resulting damage. You must accept the result of the second roll.
Fallen: See special rules above.
|
Elites
0-1 Fallen Terminators
Fallen Terminator Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Terminator
|
36
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
10
|
2+ 5+(I)
|
Squad: 5 Terminators
Weapons: Combi-Bolters and Power Weapons.
Options: May take any number of Veteran upgrades available to them. Also any model may upgrade its Power Weapon to a Chainfist for +8pts, Lightning Claw for +6pts or Power Fist for +5pts. Also any number may upgrade their Combi-bolters to Combi-flamers for +5pts, Combi-meltas for +10pts. One Fallen may take a Heavy Flamers for +15pts or Autocannons for +20pts. They may also take 25pts of wargear each. (See rules above)
Special Rules:
Deep Strike: See Warhammer 40k rulebook.
Fallen: See special rules above.
Fallen Dreadnought
0-1 FALLEN DREADNOUGHT
|
|
Points/Model
|
WS
|
BS
|
S
|
Front
|
Side
|
Rear
|
I
|
A
|
Fallen Dreadnought
|
75
|
4
|
4
|
6(10)
|
12
|
12
|
10
|
4
|
3
|
Type: Walker Crew: one space marine
Weapons: The Fallen Dreadnought's left arm is equipped with a Dreadnought close combat weapon that has a built in twin linked Bolters. This may be upgraded to a heavy flamer for +12pts. Or the entire arm maybe replaced with a missile launcher for +10pts. The Dreadnought's right arm is equipped with one weapon from the following list : assault cannon at +30 pts; twin linked lascannon at +50 pts; twin linked heavy bolter at +30 pts; multi melta at +40 pts; plasma cannon at +40 pts; twin linked auto cannon at +35 pts; Or an additional close combat weapon for +15pts.
Options: The Dreadnought may be equipped with any of the following vehicle upgrades for the cost listed in the Space Marine Armoury: extra armour, search light or smoke launchers. No upgrade may be chosen more than once per dreadnought.
Special Rules:
Fallen: See special rules above.
0-1 Fallen Angels
Fallen Angels Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Marine
|
15
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
9
|
3+
|
Fallen Sergeant
|
+15
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
10
|
3+
|
Squad: Sergeant and 4 marines.
Weapons: Bolters. The sergeant may exchange his bolter for a bolt pistol and close combat weapon. The Sgt may take veteran upgrades see rules above and wargear from the Fallen armoury.
Options: Options: Up to two Fallen may take an Autocannon for +10pts, Heavy Bolter for +5pts, Lascannon for +15pts or a Missile Launcher for +10pts.(See Special Rules) May replace a Lascannon for a plasma cannon at no additional cost OR up to two Fallen may also take a Flamer for +6pts, Meltagun for +10pts, Plasma Gun for +10pts or a Plasma Pistol for +10pts. If not armed with a special weapon they may take 25pts of wargear.
Transport Vehicle: The entire squad maybe mounted in a rhino at an extra cost of +50. As per Codex: Chaos
Fallen: See special rules above.
Troops
Imperial Guard regiments are often convinced to join the Fallen's cause due to their seemingly unfaltering loyalty to the Emperor. These are not Fallen So DO NOT use Fallen rules.
Imperial Guard Regiment
|
|
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Infantry
|
9
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
5+
|
Sergeant
|
+3
|
3
|
3
|
3
|
3
|
1
|
3
|
2
|
8
|
5+
|
A Regiment consists of 10-20 Guardsmen one of whom may be upgraded to a Sergeant.
Weapons: Lasguns. The sergeant may upgrade his lasgun to a laspistol and a hand weapon and use wargear as per Codex: Imperial Guard.
Options: See Codex: Imperial Guard
Transport: If the squad number 10 models or less they maybe transported in a Chimera for +80pts. Is allowed any amount of upgrades as per Codex: Imperial Guard.
Fast Attack
Fallen Assault Marines
Fallen Angels Raptor Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Marine
|
29
|
4
|
4
|
4
|
4
|
1
|
4
|
1/2
|
9
|
3+
|
Fallen Sergeant
|
+42
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
10
|
3+
|
Squad: 5 Raptors
Weapons: Bolt Pistols and close combat weapons, frag and krak grenades. The Sgt may take veteran upgrades see rules above and wargear from the Fallen armoury
Options: Up to 3 members of the squad may swap their weapons for a flamer at +6pts, a plasma gun at +10pts or a melta gun at +10pts. Also up to 3 members may upgrade their bolt pistol to a plasma pistol at +10pts. Each member may take up to 25pts of wargear. The squad may also take any veteran skill available to them.
Special Rules:
Daemonic Flight: See Codex: Chaos
Hit And Run: See Codex: Chaos
Fallen: See special rules above.
Fallen Biker Squad
Fallen Angels Biker Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Marine
|
34
|
4
|
4
|
4
|
4/5
|
1
|
4
|
2
|
9
|
3+
|
Fallen Sergeant
|
+47
|
4
|
4
|
4
|
4/5
|
1
|
4
|
3
|
10
|
3+
|
Weapons: Close combat weapons and bike mounted combi-bolters. The Sgt may take veteran upgrades see rules above and wargear the Fallen armoury
Options: Up to 2 bikers may exchange their close combat weapons for a Flamer at +6pts, a melta-gun at +10pts or a plasma gun for +10pts. They may all have frag grenades at +1pt per model and krak grenades at +2pts per model. The may take any veteran skills that apply to them and each model may take 25pts of wargear.
Special Rules:
Iron Steeds: See Codex: Chaos.
Fallen: See special rules above.
The following are Not Fallen So DO NOT use Fallen rules.
Sentinel Squad See Codex: Imperial Guard
Hellhound See Codex: Imperial Guard
Heavy Support
Land Raider See Codex: Chaos (May not have a dedication)
Fallen: See special rules above.
Predator See Codex: Chaos (May not have a dedication)
Fallen: See special rules above.
The following are Not Fallen So DO NOT use Fallen rules.
Basilisk See Codex: Imperial Guard
Griffon See Codex: Imperial Guard
Leman Russ Battle Tank See Codex: Imperial Guard
Leman Russ Demolisher/Exterminator See Codex: Imperial Guard
CHAOS FALLEN ANGELS
This section focuses on those Fallen who have dedicated themselves to the Chaos gods.
Fallen Angels Armoury: A Fallen Angels army may use any wargear, weapons and gifts from Codex: Chaos.
Hatred: The Fallen hate all loyal Dark Angels more than anyone else due to their failure to see the betrayal by El'Jonson and the fact that they loyal Space Marines are hunted like animals hence the less hunters the higher chance of their survival. Any Dark Angel Squad killed by a Fallen Angel earns D6x10 VP.
Experienced Veterans: As normal the sergeant/lord may take as many veteran skills as he wishes and they apply to the whole squad and also wargear and weapons and Chaos gifts up to 100 points. But such is the skill and experience of the Fallen that normal Fallen marine may be given up to 25 points each of wargear. Models armed with heavy/special weapons may not take wargear or extra weapons as they are too preoccupied with their own particular heavy weapon.
Mutated By The Warp: These particular veterans were mutated when they were whisked away by the warp. These Fallen including normal squad members but not those with heavy/special weapons may also take up to 25pts of Daemonic upgrades each. These Fallen have been accepted again by the Chaos gods and so may take daemons, greater daemons etc. Also hence the Sergeant counts as an aspiring champion.
Limited Resources: Due to the limited resources of the Fallen there are many limitations on the number of troops available to the Fallen. Also you may only take 3 vehicle upgrades per vehicle from Codex Chaos including daemonic gifts.
Aura Of Doubt: Seeing Dark Angels fighting each other is confusing site especially for Dark Angels not supported by a more senior member to help them in their moment of doubt. Fighting a fellow Dark Angel is quite a confusing test. Hence if a loyal Dark Angel is within 12” but is not accompanied by a member of the Deathwing they suffer -1 to their leadership as seeds of doubt are implanted in their heads by their former brethren.
1 HQ
They may use HQ's as normal per Codex: Chaos however the Lord/Lieutenant is replaced by the following:
Fallen Lords
|
|
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Leader
|
50
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
9
|
3+
|
Fallen Master
|
65
|
4
|
4
|
4
|
4
|
2
|
4
|
3
|
9
|
3+
|
Fallen Lord
|
80
|
5
|
5
|
4
|
4
|
3
|
5
|
4
|
10
|
3+
|
Options: Equipment from Codex: Chaos (See Special Rules Above )(May become a Daemon Prince)
Independent Character: Unless accompanied by a Fallen command squad.
Command Squad: Counts as a single HQ see entry Command Squad
Fallen: See special rules above.
Fallen Command Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Marine
|
15
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
8
|
3+
|
Fallen Sergeant
|
+15
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
9
|
3+
|
Squad: Sergeant and 4 marines.
Weapons: Bolters. The sergeant may exchange his bolter for a bolt pistol and close combat weapon. The Sgt may take veteran upgrades see rules above and wargear and Chaos gifts from the Fallen armoury
Options: Options: Up to two Fallen may take an Autocannon for +10pts, Heavy Bolter for +5pts, Lascannon for +15pts or a Missile Launcher for +10pts.(See Special Rules) May replace a Lascannon for a plasma cannon at no additional cost OR up to two Fallen may also take a Flamer for +6pts, Meltagun for +10pts, Plasma Gun for +10pts or a Plasma Pistol for +10pts. If not armed with a special weapon they may take 25pts of wargear.
Transport Vehicle: The entire squad maybe mounted in a rhino at an extra cost of +50 or a Land
Raider taken as a Heavy Support choice at +250pts. As per Codex: Chaos.
Fallen: See special rules above.
Due to the lack of Fallen leaders a Fallen command squad may be taken as an 2nd HQ choice.
0-1 Greater Daemon
Elites
0-1 Fallen Terminators
Fallen Terminator Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Terminator
|
36
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
10
|
2+ 5+(I)
|
Squad: 5 Terminators
Weapons: Combi-Bolters and Power Weapons.
Options: May take any number of Veteran upgrades available to them. Also any model may upgrade its Power Weapon to a Chainfist for +8pts, Lightning Claw for +6pts or Power Fist for +5pts. Also any number may upgrade their Combi-bolters to Combi-flamers for +5pts, Combi-meltas for +10pts. Up to one Fallen may take a Heavy Flamers for +15pts or Autocannons for +20pts. They may also take 25pts of wargear and Chaos gifts each if heavy weapons have not been taken.
Special Rules:
Deep Strike: See Warhammer 40k rulebook.
Fallen: See special rules above.
0-1 Fallen Angels
Fallen Angels Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Marine
|
15
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
9
|
3+
|
Fallen Sergeant
|
+15
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
10
|
3+
|
Squad: Sergeant and 4 marines.
Weapons: Bolters. The sergeant may exchange his bolter for a bolt pistol and close combat weapon. The Sgt may take veteran upgrades see rules above and wargear from the Fallen armoury.
Options: Options: Up to two Fallen may take an Autocannon for +10pts, Heavy Bolter for +5pts, Lascannon for +15pts or a Missile Launcher for +10pts.(See Special Rules) May replace a Lascannon for a plasma cannon at no additional cost OR up to two Fallen may also take a Flamer for +6pts, Meltagun for +10pts, Plasma Gun for +10pts or a Plasma Pistol for +10pts. If not armed with a special weapon they may take 25pts of wargear.
Transport Vehicle: The entire squad maybe mounted in a rhino at an extra cost of +50. As per Codex: Chaos
Fallen: See special rules above.
Troops
The following are NOT Fallen so their special rules above do not apply.
Chaos Cultists see Codex: Chaos
0-2Cult troops bezerkers, Thousand sons etc. See Codex: Chaos
0-2 Daemon Packs. See Codex Chaos
0-2 Nurglings. See Codex Chaos
Fast Attack
Fallen Assault Marines
Fallen Angels Raptor Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Marine
|
29
|
4
|
4
|
4
|
4
|
1
|
4
|
1/2
|
9
|
3+
|
Fallen Sergeant
|
+42
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
10
|
3+
|
Squad: 5 Raptors
Weapons: Bolt Pistols and close combat weapons, frag and krak grenades. The Sgt may take veteran upgrades see rules above and wargear and Chaos gifts from the Fallen armoury
Options: Up to 3 members of the squad may swap their weapons for a flamer at +6pts, a plasma gun at +10pts or a melta gun at +10pts. Also up to 3 members may upgrade their bolt pistol to a plasma pistol at +10pts. Each member may take up to 25pts of wargear and Chaos gifts. The squad may also take any veteran skill available to them.
Special Rules:
Daemonic Visage: See Codex: Chaos
Daemonic Flight: See Codex: Chaos
Daemonkin: See Codex: Chaos
Hit And Run: See Codex: Chaos
Fallen: See special rules above.
Fallen Bikers
Fallen Angels Biker Squad
|
|
Point
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Save
|
Fallen Marine
|
34
|
4
|
4
|
4
|
4/5
|
1
|
4
|
2
|
9
|
3+
|
Fallen Sergeant
|
+47
|
4
|
4
|
4
|
4/5
|
1
|
4
|
3
|
10
|
3+
|
Weapons: Close combat weapons and bike mounted combi-bolters. The Sgt may take veteran upgrades see rules above and wargear and Chaos gifts from the Fallen armoury
Options: Up to 2 bikers may exchange their close combat weapons for a Flamer at +6pts, a melta-gun at +10pts or a plasma gun for +10pts. They may all have frag grenades at +1pt per model and krak grenades at +2pts per model. The may take any veteran skills that apply to them and each model may take 25pts of wargear and Chaos gifts.
Special Rules:
Iron Steeds: See Codex: Chaos.
Fallen: See special rules above.
Daemonic Beasts See Codex Chaos. Not Fallen So DO NOT use Fallen rules.
Heavy Support
0-1 Land Raider See Codex: Chaos
Fallen: See special rules above.
0-1 Predator See Codex: Chaos
Fallen: See special rules above.
0-1Fallen Dreadnought
0-1 FALLEN DREADNOUGHT
|
|
Points/Model
|
WS
|
BS
|
S
|
Front
|
Side
|
Rear
|
I
|
A
|
Fallen Dreadnought
|
75
|
4
|
4
|
6(10)
|
12
|
12
|
10
|
4
|
3
|
Type: Walker Crew: one space marine
Weapons: The Fallen Dreadnought's left arm is equipped with a Dreadnought close combat weapon that has a built in twin linked Bolters. This may be upgraded to a heavy flamer for +12pts. Or the entire arm maybe replaced with a missile launcher for +10pts. The Dreadnought's right arm is equipped with one weapon from the following list : assault cannon at +30 pts; twin linked lascannon at +50 pts; twin linked heavy bolter at +30 pts; multi melta at +40 pts; plasma cannon at +40 pts; twin linked auto cannon at +35 pts; Or an additional close combat weapon for +15pts.
Options: The Dreadnought may be equipped with any of the following vehicle upgrades for the cost listed in the Space Marine Armoury: extra armour, search light or smoke launchers. No upgrade may be chosen more than once per Dreadnought. May also take daemonic vehicle upgrades.
Special Rules:
Fallen: See special rules above.
FALLEN ANGEL PIRATES
Fallen Angels Armoury: A Fallen Angels army may use any wargear and weapons from Codex: Chaos. However they may not be given any gifts or powers that are from the Chaos gods.
Disgust Of The Abomination: At heart the Fallen are still Dark Angels and will refuse fight alongside any kind of Daemons, sorcerers and non-humans unless you are playing a special scenario as they feel such things are heretic and an insult to mankind.
Hatred: The Fallen hate all loyal Dark Angels more than anyone else due to their failure to see the betrayal by El'Jonson and the fact that they loyal Space Marines are hunted like animals hence the less hunters the higher chance of their survival. Any Dark Angel Squad killed by a Fallen Angel earns D6x10 VP.
Daemons And Chaos Gifts: Due to the Fallen Angels failure in the eyes of Chaos they may not take any chaos gifts including daemonic vehicle upgrades or use daemons in any form.
Experienced Veterans: As normal the sergeant/lord may take as many veteran skills as he wishes and they apply to the whole squad and also wargear and weapons up to 100 points. But such is the skill and experience of the Fallen that normal Fallen marine may be given up to 25 points each of wargear. Models armed with heavy/special weapons may not take wargear or extra weapons as they are too preoccupied with their own particular heavy weapon.
Limited Resources: Due to the limited resources of the Fallen there are many limitations on the number of troops available to the Fallen. Also you may only take 3 vehicle upgrades per vehicle from Codex Chaos.
Aura Of Doubt: Seeing Dark Angels fighting each other is confusing site especially for Dark Angels not supported by a more senior member to help them in their moment of doubt. Fighting a fellow Dark Angel is quite a confusing test. Hence if a loyal Dark Angel is within 12” but is not accompanied by a member of the Deathwing they suffer -1 to their leadership as seeds of doubt are implanted in their heads by their former brethren.
Pirates: Due to these particular Fallen dealing and smuggling they are able to get their hands on “special” ammunition normally stolen by the Fallen but too good to sell on. The group may upgrade the ammunition in their weapons to:
Metal Storm Ammo for +6pts per model
Inferno Bolts at +6pts per model
Kraken Bolts at +6pts per model
The squad must all use the same ammunition type. See WD 259 for details. The points used to upgrade this ammunition come out of the points each model is allowed for wargear and weapons. This ammo may only be used in bolter weapons.
The final section are pirates for hire by any Imperial Guard, Tau or Eldar army not supported by a group of Loyal Dark Angels. They count as an elites choice in the force organisation chart.
Fallen Lords
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Points
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Save
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Fallen Leader
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50
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4
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4
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4
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4
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1
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4
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2
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9
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3+
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Fallen Master
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65
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4
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4
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4
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4
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2
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4
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3
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9
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3+
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Fallen Lord
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80
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5
|
5
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4
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4
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3
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5
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4
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10
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3+
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Options: Equipment from the Fallen armoury
Independent Character: Unless accompanied by a Fallen command squad.
Command Squad: Counts as a single Elites see entry Command Squad
Fallen: See special rules above
Fallen Command Squad
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Point
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Save
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Fallen Marine
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15
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4
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4
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4
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4
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1
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4
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1
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8
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3+
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Fallen Sergeant
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+15
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4
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4
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4
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4
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1
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4
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2
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9
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3+
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Squad: Sergeant and 4 marines.
Weapons: Bolters. The sergeant may exchange his bolter for a bolt pistol and close combat weapon. The Sgt may take veteran upgrades see rules above and wargear from the Fallen armoury
Options: Options: Up to two Fallen may take an Autocannon for +10pts, Heavy Bolter for +5pts, Lascannon for +15pts or a Missile Launcher for +10pts.(See Special Rules) May replace a Lascannon for a plasma cannon at no additional cost OR up to two Fallen may also take a Flamer for +6pts, Meltagun for +10pts, Plasma Gun for +10pts or a Plasma Pistol for +10pts. If not armed with a special weapon they may take 25pts of wargear.
Transport Vehicle: The entire squad maybe mounted in a rhino at an extra cost of +50 from Codex: Chaos.
Fallen: See special rules above
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