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CENTURION
Legion
Centurion
Unit
Composition
1
Legion Centurion
Unit
Type
Infantry,
Independent Character
WS
BS
LD
SV
Wargear
(Legion
Centurion only)
Power
armour
Bolt
pistol
Chainsword
or combat blade
Frag
and krak grenades
Special
Rules (All)
Legiones
Astartes
Consul
A
Legion Centurion may take one of the following:
-
Bolter .................................................... +2
points
-
Combi-Weapon ................................ +1o points
A
Legion Centurion may exchange either their bolt pistol or
chainsword/combat
blade for one of the following:
-
Plasma pistol... ...................................... +15 points
-
Heavy chainsword ............................... +10 points
-
Charnabal sabre ................................... +10 points
-
Power weapon ...................................... +15 points
-
Power fist ............................................... +20
points
-
Single lightning claw ......................... +20 points
-
Thunder hammer ................................ +25 points
A
Legion Centurion may exchange both their bolt pistol and
chainsword/combat blade for a Pair
of
lightning claws ...................... +25 points
A
Legion Centurion may take:
Melta
bombs .............................................. + 5
points
A
Legion Centurion may exchange their power armour for:
-Artificer
armour ...................................... +1o points
A
Legion Centurion may take one of the following:
-
Combat shield ........................................... +5 points
-
Refractor field .......................................... +10
points
-
Boarding shield ........................................ +1o points
A
Legion Centurion may take one of the following:
-
Jump pack .................................................. +20
points
-
Space Marine Bike....................................... +25 points
A
Centurion May instead opt to take items from their own Codex's
Special, Melee and Ranged Wargear lists,
please note a character may
not select items from both the above lists and their own.
A
Centurion Gains the following traits based on their parent codex:
Codex:
Blood Angels Furious Charge
Codex: Space Wolves
Counter Attack
Codex:
Dark Angels Grim Resolve
Codex:
Space Marines Chapter Tactics
Any
Consul may be upgraded to one of these roles for the points cost
listed, gaining any wargear and special
rules, and abiding by army
limitations shown. No Consul may have more than one particular
upgrade. These
upgrades should always be clearly represented on the
model.
CHAPLAIN:
35 POINTS
Wargear
Crozius
Arcanum - power weapon.
Special
Rule
Zealot
MASTER
OF SIGNAL: 35 POINTS
Wargear
Cognis-signum
and Nuncio-vox.
May
not take a combi-weapon, boarding shield, bolter, power fist,
thunder hammer, lightning claw(s), Bike, Jetbike or Terminator
armour.
Special
Rule
Bombardment
- Once per game, in lieu of firing a weapon in the Shooting phase,
they can opt to call in a bombardment attack
against the enemy.
This follows the profile listed for Orbital Bombardment in Codex:
Space Marines
LEGION
CHAMPION: 35 POINTS
One
close combat weapon wielded by the Legion Champion gains
the
Master-crafted special rule.
Special
Rules
Supreme
Fighter - Increase WS to 6.
Honour
of the Legion - Must re-roll failed attempts at Heroic
intervention, and must always issue challenges
in combat if able.
VIGILATOR:
45 POINTS
Wargear
Cameleoline
and bolter (Kraken/Tempest/Scorpius bolts).
May
replace their power armour with scout armour (4+ save), this gains
them the Infiltrate and Move through Cover rules (free).
May
not take combi-weapon, boarding shield, power fist, thunder hammer,
lightning claw(s), Bike, Jetbike or Terminator armour.
Special
Rules
Scout
and Sniper.
Sabotage!
After both sides have deployed, but before the first game turn,
select a single enemy unit or fortification on the table (not
an
Independent Character.) Roll a D6. On a 2+ that unit suffers D6 Str
5 AP
6 hits. Targets are struck against their weakest AV.
Casualties are
allocated by the opposing player and do not cause Morale tests. A
single Sabotage! attack may be made for each
Vigilator in the
force. If both sides possess them, roll off to determine which
side's attacks go first.
LIBRARIAN:
35 POINTS
Psyker
Must
take up to three levels of psychic mastery (costing 20 points each)
A single psychic discipline from the Warhammer
40,000
rulebook is
then chosen.
Wargear
Replaces
their chainsword or combat blade with a Force weapon.
Either
a Force sword, Force axe or Force stave may be chosen.
FORGE
LORD: 35 POINTS
Wargear
Servo-arm
and arti.6.cer armour.
Additional
wargear listed for the Techmarine on page 197, may
also
be taken at the costs indicated.
Special
Rule
Battlesmith
PRIMUS
MEDICAE: 35 POINTS
War
gear
Narthecium
and needle pistol.
Special
Rule
Sacred
Trust - In missions where Victory points are scored for destroying
units, if a Primus Medicae is within 6'' of a friendly Space
Marine
infantry or Jump infantry unit which is wiped out by the enemy roll
a D6. On a 5+ the
player whose unit was destroyed also
gains a Victory point, as well
as the enemy.
SIEGE
BREAKER: 45 POINTS
Wargear
Nuncio-vox.
May
take up to three Phosphex bombs for +10 points each.
Medusa
Siege Tanks in the army may exchange their normal
shells
for Phosphex shells for free.
Special
Rule
Art
of Destruction: The Siege
Breaker has the Tank Hunter and Wrecker special rules applied to
all of their own anacks, and also
confers these rules to the heavy
weapon shooting anacks of any infantry unit they join.
Alternatively
players may select their HQ choices from the following:
Any
player that opts to select their HQ from the below is limited to the
wargear and progression available to that
character and will have no
access to the Centurion or Consul Upgrade List
Space
Wolves Rune
Priest
Iron
Priest
Wolfguard
Battle Leader
Blood
Angels Captain
Librarian
Sanguinary
Priest
Chaplain
Dark
Angels Captain
Interrogator
Chaplain
Chaplain
Librarian
Space
Marines Captain
Techmarine
Librarian
No
model may purchase any of the following:
Terminator
Armour
Bike
Thunderwolf
Mount
Any
Vehicle