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Iron-hearted Angels, Codex supplement part 1

Deviation Actions

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<> RANGED WEAPONS additions

>> ANGELUS ALPHA BOLTGUN

This Angelus boltgun variant fires Kraken bolts instead of Bloodshard shells, improving its range. It may fire other special issue ammunition without modification, other than changing its magazine.

The weapon has the following profile when firing DRAGONFIRE BOLTS:
^
Range 12", S 4, AP 5. Assault 2, Ignores Cover, Point-blank Shot (Angelus Alpha boltgun).

The weapon has the following profile when firing HELLFIRE ROUNDS:
^
Range 12", S 1, AP 5. Assault 2, Point-blank Shot (Angelus Alpha boltgun), Poisoned (2+).

The weapon has the following profile when firing KRAKEN BOLTS:
^
Range 18", S 4, AP 4. Assault 2, Point-blank Shot (Angelus Alpha boltgun).

The weapon has the following profile when firing VENGEANCE ROUNDS:
^
Range 6", S 4, AP 3. Assault 2, Gets Hot, Point-blank Shot (Angelus Alpha boltgun).

> POINT-BLANK SHOT special rule

The unit may make one bonus attack in each Fight sub-phase, using the weapon listed in parentheses, if so equipped; as this weapon has Range - when it makes the attack, the unit's Weapon Skill is used to determine whether hits are scored. If the unit has multiple weapons with this special rule, choose which one to use. This bonus attack is made at the unit's normal Initiative, and is in addition to any other bonus attacks, e.g., the +1 from charging.

Blast, Graviton, and Template weapons are not used for point-blank shots; this can cause self-inflicted injuries.

>> ANGELUS BOLT PISTOL

This bolt pistol incorporates the Angelus boltgun's trigger assembly, increasing its rate-of-fire, recoil, and difficulty of use. For this reason, it is reserved for the highly trained Vanguard Veterans.

The Sons of Medusa helped the Iron-hearted Angels design the weapon.
^
Range 12", S 4, AP 5. Assault Pistol.

> ASSAULT PISTOL special rule

A weapon with this special rule fires two (2) shots when fired, but is otherwise treated as a Pistol.

>> AVENGER GATLING CANNON
^
Range 36", S 6, AP 3. Heavy 12, Rending.

>> CERBERUS LAUNCHER

The Cerberus launcher fires anti-personnel warheads interspersed with sanctified anti-sensory munitions that blind and disorient the foe.
^
Range 18", S 2, AP -. Heavy 1, Blind, Large Blast.

>> COAXIAL BOLTGUN

Vindicator siege tanks and Saber tank hunters mount coaxial boltguns for their utility as ranging guns. The coaxial weapon uses the Stalker pattern boltgun's long barrel for increased range.
^
Range 36", S 4, AP 5. Rapid Fire, Coaxial Weapon.

> COAXIAL WEAPON special rule

The coaxial weapon must be fired at the same target as the main weapon; the player cannot simultaneously fire both weapons. If the player fires the coaxial weapon before a shell-firing main weapon, and scores one or more hits on the target, he may re-roll failed To Hit or scatter rolls for the main weapon.

>> COAXIAL HEAVY BOLTER

Mounted on Thunderhawk Master gunships, on Freeblade Knights bonded to the Iron-hearted Angels.
^
Range 36", S 5, AP 4. Heavy 3, Coaxial Weapon.

>> DEMOLISHER PRIME CANNON

A naturalized stability system allows a moving vehicle to act as if it is super-heavy, and accurately fire this ordnance weapon.
^
Range 24", S 10, AP 2. Primary Weapon 1, Large Blast.

>> DESIGNATED MARKSMAN BOLTGUN, 7 points

This sniper weapon is chambered for heavy bolter shells.

Designated marksmen provide counter-sniper fire to Space Marine squads.
^
Range 36", S X, AP 4. Heavy 2, Anti-materiel Weapon.

> ANTI-MATERIEL WEAPON special rule

If an Anti-materiel Weapon rolls a 6 To Hit, that shot is a "Precision Shot." Wounds from Precision Shots are allocated against a model(s) of your choice in the target unit, as long as it is in range and the firer's line-of-sight, rather than following normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it, can still make a Look Out, Sir roll. Note that Snap Shots can never be Precision Shots.

An Anti-materiel Weapon's shooting attacks always wound on a To Wound roll of 4+, regardless of the target's Toughness. Furthermore, any To Wound roll of 6 is resolved at AP 2.

Against vehicles, shooting attacks from Anti-materiel Weapons count as Strength 5.

>> EARTHSHAKER PRIME CANNON

Mounted on Land Master Hercules artillery tanks. A naturalized stability system allows a moving vehicle to act as if it is super-heavy, and accurately fire this ordnance weapon.

The Earthshaker Prime cannon has the following profile as a BARRAGE weapon:
^
Range 36-240", S 9, AP 3. Primary Weapon 1, Barrage, Large Blast.

It has the following profile as a DIRECT FIRE weapon:
^
Range 72", S 9, AP 3. Primary Weapon 1, Large Blast, Unexploded Ordnance.

> UNEXPLODED ORDNANCE special rule

This barrage weapon's shell or missile has safety systems to prevent it from exploding within 12" of the gun mount, and the weapon from damaging itself. If the weapon hits but fails To Wound or to achieve Armor Penetration a model within 12" of the gun mount, the shell has fallen to the ground. Place a counter where the shell fell; the Unexploded Ordnance special rule immediately takes effect.

All units moving within 6" of the unexploded shell, must take a Dangerous Terrain test; on a 1, the shell immediately explodes. A direct attack may be used to detonate the shell.

A Techmarine or Tech-Priest Enginseer using the Blessing of the Omnissiah, or a Warpsmith using his Master of Mechanisms skill, may disarm the Unexploded Ordnance.

>> EXECUTIONER PLASMA CANNON

Tech-Priest Enginseers, serving within the Cadian 423rd Armored Regiment, modified a Leman Russ Executioner named "Hand of Steel" so its plasma cannon may fire an incandescent plasma blast. The Iron-hearted Angels received records of the modifications made, and applied these modifications to their own weapons.

The Executioner plasma cannon has the following profile in BURST MODE:
^
Range 36", S 7, AP 2. Heavy 3, Blast, Gets Hot.

The Executioner plasma cannon has the following profile in CHARGED MODE:
^
Range 36", S 7, AP 2. Heavy 1, Blind, Gets Hot, Large Blast.

>> EXTERMINATOR AUTOCANNON

Mounted in gun pods for aerial gunships.
^
Range 48", S 7, AP 4. Heavy 4, Twin-linked.

>> GRAV-CANNON
^
Range 24", S *, AP 2. Salvo 3/5, Concussive, Graviton.

>> HAND FLAMER, 5 points

Iron-hearted Angels receive additional training, allowing them to position the muzzle through firing ports, cracks in walls, and other items an enemy may cower behind.
^
Range Template, S 3, AP 6. Pistol, Ignores Cover.

>> HELLHAMMER CANNON

Hellhammer shell contain unstable subatomic cores, which detonate with blinding lights, deafening roars, and shock waves that crush all in their path.
^
Range 36", S 10, AP 1. Primary Weapon 1, Ignores Cover, Massive Blast.

>> HELLSTRIKE MISSILE
^
Range 72", S 8, AP 3. Ordnance 1, One Use Only.

>> ICARUS ALPHA STORMCANNON
^
Range 48", S 7, AP 4. Heavy 3, Dual-purpose Weapon, Interceptor, Targeting Link (Dual-purpose Weapon).

> DUAL-PURPOSE WEAPON special rule

When firing this weapon, the shooter uses his normal Ballistic Skill when shooting at Flyers, Flying Monstrous Creatures, and Skimmers. He is not forced to make Snap Shots against other targets.

> TARGETING LINK special rule

When a vehicle, mounting a weapon with this special rule, fires at a target within 36", this weapon's targeting system may be used to aim other weapons mounted on the same vehicle, granting the others the special rule listed in parentheses.

>> LASER DESTROYER PRIMARY ARRAY

This multi-barrel weapon fires a burst of laser beams, and is capable of boring through the most resilient armor. The laser destroyer primary array incorporates a power capacitor, which allows a vehicle's engines to power the weapon and increase its rate-of-fire, at the cost of briefly immobilizing the equipped vehicle. Iron-hearted Angels Techmarines modified the targeting systems to allow a moving vehicle to act as if it is super-heavy, and accurately fire this weapon; and disabled the overcharged fire capability to prevent damage to these heirloom weapons.
^
Range 48", S 9, AP 1. Primary Weapon 1, Capacitor Fire, Twin-linked.

> CAPACITOR FIRE special rule

If the equipped vehicle has not moved this turn, the laser destroyer primary array becomes an Primary Weapon 2, Twin-linked weapon.

>> ORBITAL STRIKE

A Chapter Master has the authority to order an orbiting warship's lance batteries to target the surface, bringing overwhelming firepower to bear against his enemies.
^
Range Infinite, S 10, AP 1. Ordnance 1, Barrage, Large Blast, One Use Only, Orbital.

> ORBITAL special rule

If an arrow is rolled on the scatter dice when firing a weapon with this special rule, the shot always scatters the full 2D6", regardless of the shooter's Ballistic Skill. In addition, firing a weapon with this special rule does not prevent the shooter from declaring a charge against the target in the same turn.

>> QUAD HEAVY BOLTER
^
Range 36", S 5, AP 4. Heavy 6, Twin-linked.

>> RAPID-FIRE BATTLE CANNON
^
Range 72", S 8, AP 3. Ordnance 2, Large Blast.

>> RAPID-FIRE THUNDERHAWK CANNON

Mounted on Thunderhawk Master gunships. Its autoloader, based a Freeblade Knight's rapid-fire battle cannon's reliable design, gives the weapon a tremendous rate-of-fire.
^
Range 72", S 8, AP 3. Primary Weapon 1, Massive Blast.

>> STORMFIRE BOLTER, 7 points.

This storm bolter incorporates a counter-recoil mechanism to allow an increased rate-of-fire.
^
Range 24", S 4, AP 5. Assault 4.

>> THERMAL CANNON
^
Range 36", S 9, AP 1. Heavy 1, Large Blast, Melta.

>> THUNDERFIRE CANNON

This is a quad-barrel artillery system. Its Techmarine gunner can set each shell's fuse for surface detonation, airburst, or subterranean blast.

The weapon has the following profile when firing SURFACE DETONATION shells:
^
Range 60", S 6, AP 5. Heavy 4, Barrage, Blast.

The weapon has the following profile when firing AIRBURST shells:
^
Range 60", S 5, AP 6. Heavy 4, Barrage, Blast, Ignores Cover.

The weapon has the following profile when firing SUBTERRANEAN BLAST shells:
^
Range 60", S 4, AP -. Heavy 4, Barrage, Blast, Strikedown.

>> TURBO-LASER DESTRUCTOR

Mounted on Thunderhawk gunships.
^
Range 96", S D, AP 2. Primary Weapon 1, Large Blast, Penetrative Effects.

>> VANQUISHER PRIME CANNON

Mounted on Saber tank hunters and Doom Raven gunships. A naturalized stability system allows a moving vehicle to act as if it is super-heavy, and accurately fire this ordnance weapon.

The weapon has the following profile when firing VANQUISHER shells:
^
Range 72", S 8, AP 2. Primary Weapon 1, Armourbane.

The weapon has the following profile when firing BLAST shells:
^
Range 72", S 8, AP 3. Primary Weapon 1, Large Blast.

>> WHIRLWIND ALPHA MISSILE LAUNCHER

During the Second War for Armageddon (941.M41), the Blood Angels modified the Whirlwind multiple missile launcher for increased rate-of-fire, and designed the Dragonfire missile to replace the weapon's Incendiary Castellan and Vengeance missiles. The Adeptus Mechanicus recognized the Whirlwind Alpha pattern after conducting "battlefield tests," allowing its use to spread.

The Whirlwind Alpha missile launcher has the following profile as a BARRAGE weapon:
^
Range 12-48", S 5, AP 4. Ordnance 1, Barrage, Ignores Cover, Large Blast, Twin-linked.

It has the following profile as a DIRECT FIRE weapon:
^
Range 36", S 5, AP 4. Ordnance 1, Ignores Cover, Large Blast, Twin-linked, Unexploded Ordnance.

<> MELEE WEAPONS addition

>> FLAYING KNIFE

A flaying knife has serrated edges. The Iron-hearted Angels carry the weapon to honor Nassir Amit, the Flesh Tearers' First Chapter Master.
^
Range -, S User, AP -. Melee, Shred.

>> IRON THUNDER GAUNTLET (THUNDERSTRIKE GAUNTLET)

This is a Thunderstrike gauntlet with the Centurion warsuit's gun mount, allowing a heavy bolter, heavy flamer, or lascannon to be mounted behind the wrist.

It has the following profile:
^
Range -, S D, AP 2. Melee, Colossal, Hurl, Point-blank Shot (heavy bolter, lascannon, meltagun).

> COLOSSAL special rule

A model with this weapon will Pile In and fight at Initiative 1.

> HURL special rule

If an Imperial Knight, fighting with an Iron Thunder gauntlet, destroys an enemy Monstrous Creature or vehicle in the Fight sub-phase, he can choose to hurl it (Gargantuan Creatures, Super-heavy vehicles, and buildings cannot be hurled). If a vehicle was destroyed as a result of suffering an "Explodes!" result on the Vehicle Damage table, resolve any damage before hurling it. Any passengers must make an Emergency Disembarkation (see 'Warhammer 40,000: The Rules') before their transport vehicle is hurled.

To hurl an enemy model, immediately resolve a shooting attack against an enemy unit within 12" that is not locked in combat, using the following profile:
^
Range 12", S *, AP -. Heavy 1, Large Blast, The Bigger They Are...

A hurled model is removed from the battlefield after the attack is resolved.

> THE BIGGER THEY ARE... special rule

This attack's Strength is always equal to the hurled Monstrous Creature's Toughness value, or half the hurled vehicle's front Armor Value, after rounding up fractions.

>> REAPER CHAINSWORD
^
Range -, S D, AP 2. Melee.

<> SPECIAL WEAPONS additions

>> COMPENSATED WEAPONS

A flame or melta weapon may have a coaxial bolter to compensate for its short range. The player cannot simultaneously fire both weapons.

Tactical Marines favor a "compensated weapon" over the combi-weapon, whose secondary component is limited to One Use Only. Terminators favor mounting a compensating bolter to their melee weapon, as they cannot handle pistols with an acceptable level of dexterity. Though the resulting weapon is heavier, the weight penalty is inconsequential to an Iron-hearted Angel.

The COMPENSATING BOLTER has the following profile:
^
Range 18", S 4, AP 5. Rapid Fire.

> COMPENSATED FLAMER, 5 points
^
Range Template, S 4, AP 5. Assault 1.

> COMPENSATED FLAMESTORM CANNON

The Argentum Predator and Land Raider Redeemer mount compensating bolters beside their Flamestorm cannons, as the heat from the latter will warp a coaxial boltgun's long barrel.
^
Range Template, S 6, AP 3. Assault 1.

> COMPENSATED GRAV-GUN, 15 points
^
Range 18", S *, AP 2. Salvo 2/3, Concussive, Graviton.

> COMPENSATED HEAVY FLAMER, 10 points
^
Range Template, S 5, AP 4. Assault 1.

> COMPENSATED MELTAGUN, 10 points
^
Range 12", S 8, AP 1. Assault 1, Melta.

> COMPENSATED CHAINFIST, 15 points
^
Range -, S x2, AP 2. Melee, Armourbane, Point-blank Shot (boltgun), Unwieldly.

> COMPENSATED LIGHTNING CLAW, 5 points
^
Range -, S User, AP 3. Melee, Point-blank Shot (boltgun), Shred.

> COMPENSATED POWER FIST, 10 points
^
Range -, S x2, AP 2. Melee, Point-blank Shot (boltgun), Unwieldly.

>> GRENADIER WEAPONS

These mount a twin-barrel auxiliary grenade launcher, with each barrel firing grenades loaded from a separate magazine.

The launcher has the following profile when firing FRAG GRENADES:
^
Range 12", S 3, AP 6. Assault 1, Blast.

The launcher has the following profile when firing KRAK GRENADES:
^
Range 12", S 6, AP 4. Assault 1.

> GRENADIER BOLTGUN, 10 points

The player cannot simultaneously fire both ranged weapons.
^
Range 18", S 4, AP 5. Rapid Fire.

> GRENADIER CHAINFIST, 25 points
^
Range -, S x2, AP 2. Melee, Armourbane, Point-blank Shot (krak grenade), Unwieldly.

> GRENADIER LIGHTNING CLAW, 15 points
^
Range -, S User, AP 3. Melee, Point-blank Shot (krak grenade), Shred.

> GRENADIER POWER FIST, 20 points
^
Range -, S x2, AP 2. Melee, Point-blank Shot (krak grenade), Unwieldly.

>> THUNDERHAWK CLUSTER BOMB
^
Range -, S 6, AP 4. Bomb 1, Apocalyptic Barrage (6), One Use Only.

<> SPECIAL ISSUE WARGEAR additions

>> HELLFIRE MISSILE

Originally designed for slaying Tyranid bio-monstrosities, these missiles incorporate a bio-acid warhead that voraciously eats through flesh.

Each time a Hellfire missile-armed weapon fires, the controlling player can choose whether to fire a Hellfire missile or to use the weapon's ordinary profile.
^
Range 36", S 1, AP -. Heavy 1, Large Blast, Poisoned (2+).

>> INFANTRY TARGET DESIGNATOR (AUSPEX-SIGNUM)

This device combines an auspex and a signum's functions, allowing a squad leader to direct his unit's firepower.

The target designator grants Ballistic Skill 5 to its bearer or "designator," whose profile should be modified to represent this.

Instead of shooting, the designator may grant one other shooter (including vehicles and flyers) Ballistic Skill 5, while the shooter is in the same army. The designator must have line-of-sight to the target, but if the shooter bears a Barrage or Bomb weapon, the shooter will not need line-of-sight to the target; if a target is within 18", the target's cover saves are simultaneously be reduced by 1 until the phase ends.

The player must declare he is using the target designator, and identify the designator, before any rolls To Hit are made.

>> SPECIAL ISSUE AMMUNITION

In addition to the normal profile for their bolt weapon, models with special issue ammunition can choose, in each of their Shooting phases, to instead use one of the profiles below, until the next Shooting phase begins. All models with special issue ammunition in a unit, must use the same profile.

> DRAGONFIRE BOLT

It has the following profile when fired from an ANGELUS BOLT PISTOL:
^
Range 12", S 4, AP 5. Assault Pistol, Ignores Cover.

It has the following profile when fired from a BOLTGUN:
^
Range 24", S 4, AP 5. Rapid Fire, Ignores Cover.

It has the following profile when fired from a COAXIAL BOLTGUN:
^
Range 36", S 4, AP 5. Rapid Fire, Coaxial Weapon, Ignores Cover.

It has the following profile when fired from a COMPENSATED WEAPON:
^
Range 18", S 4, AP 5. Rapid Fire, Ignores Cover.

It has the following profile when fired from a STORMFIRE BOLTER:
^
Range 24", S 4, AP 5. Assault 4, Ignores Cover.

> HELLFIRE ROUND

It has the following profile when fired from an ANGELUS BOLT PISTOL:
^
Range 12", S 1, AP 5. Assault Pistol, Poisoned (2+).

It has the following profile when fired from a BOLTGUN:
^
Range 24", S 1, AP 5. Rapid Fire, Poisoned (2+).

It has the following profile when fired from a COAXIAL BOLTGUN:
^
Range 36", S 1, AP 5. Rapid Fire, Coaxial Weapon, Poisoned (2+).

It has the following profile when fired from a COMPENSATED WEAPON:
^
Range 18", S 1, AP 5. Rapid Fire, Poisoned (2+).

It has the following profile when fired from a STORMFIRE BOLTER:
^
Range 24", S 1, AP 5. Assault 4, Poisoned (2+).

> KRAKEN BOLT

It has the following profile when fired from an ANGELUS BOLT PISTOL:
^
Range 18", S 4, AP 4. Assault Pistol.

It has the following profile when fired from a BOLTGUN:
^
Range 30", S 4, AP 4. Rapid Fire.

It has the following profile when fired from a COAXIAL BOLTGUN:
^
Range 48", S 4, AP 4. Rapid Fire, Coaxial Weapon.

It has the following profile when fired from a COMPENSATED WEAPON:
^
Range 24", S 4, AP 4. Rapid Fire.

It has the following profile when fired from a STORMFIRE BOLTER:
^
Range 30", S 4, AP 4. Assault 4.

> VENGEANCE ROUND

It has the following profile when fired from an ANGELUS BOLT PISTOL:
^
Range 6", S 4, AP 3. Assault Pistol, Gets Hot.

It has the following profile when fired from a BOLTGUN:
^
Range 18", S 4, AP 3. Rapid Fire, Gets Hot.

It has the following profile when fired from a COAXIAL BOLTGUN:
^
Range 24", S 4, AP 3. Rapid Fire, Coaxial Weapon, Gets Hot.

It has the following profile when fired from a COMPENSATED WEAPON:
^
Range 12", S 4, AP 3. Rapid Fire, Gets Hot.

It has the following profile when fired from a STORMFIRE BOLTER:
^
Range 18", S 4, AP 3. Assault 4, Gets Hot.

>> SPECIAL ISSUE HEAVY BOLTER AMMUNITION

In addition to the normal profile for their heavy bolter, models with special issue heavy bolter ammunition can choose, in each of their Shooting phases, to instead use one of the profiles below, until the next Shooting phase begins. All models with special issue heavy bolter ammunition in a unit, must use the same profile.

> HEAVY DRAGONFIRE BOLT

It has the following profile when fired from a DESIGNATED MARKSMAN BOLTGUN:
^
Range 36", S X, AP 4. Heavy 2, Anti-materiel Weapon, Ignores Cover.

It has the following profile when fired from a HEAVY BOLTER:
^
Range 36", S 5, AP 4. Heavy 3, Ignores Cover.

It has the following profile when fired from a QUAD HEAVY BOLTER:
^
Range 36", S 5, AP 4. Heavy 6, Ignores Cover, Twin-linked.

> HEAVY HELLFIRE ROUND

It has the following profile when fired from a DESIGNATED MARKSMAN BOLTGUN:
^
Range 36", S X, AP 4. Heavy 2, Anti-materiel Weapon, Poisoned (2+).

It has the following profile when fired from a HEAVY BOLTER:
^
Range 36", S 1, AP 4. Heavy 3, Poisoned (2+).

It has the following profile when fired from a QUAD HEAVY BOLTER:
^
Range 36", S 1, AP 4. Heavy 6, Poisoned (2+), Twin-linked.

> HEAVY KRAKEN BOLT

It has the following profile when fired from a DESIGNATED MARKSMAN BOLTGUN:
^
Range 48", S X, AP 3. Heavy 2, Anti-materiel Weapon.

It has the following profile when fired from a HEAVY BOLTER:
^
Range 48", S 5, AP 3. Heavy 3.

It has the following profile when fired from a QUAD HEAVY BOLTER:
^
Range 48", S 5, AP 3. Heavy 6, Twin-linked.

> HEAVY VENGEANCE ROUND

It has the following profile when fired from a DESIGNATED MARKSMAN BOLTGUN:
^
Range 24", S X, AP 2. Heavy 2, Anti-materiel Weapon, Gets Hot.

It has the following profile when fired from a HEAVY BOLTER:
^
Range 24", S 5, AP 2. Heavy 3, Gets Hot.

It has the following profile when fired from a QUAD HEAVY BOLTER:
^
Range 24", S 5, AP 2. Heavy 6, Gets Hot, Twin-linked.

<> BLOOD ANGELS VEHICLE EQUIPMENT additions

>> AUTO-TARGETING SYSTEM

An auto-targeting system-equipped vehicle ignores cover saves or cover save bonuses that moving Flat Out, the Supersonic and Jink special rules provide.

>> CAMO NETTING

Cameleoline sheets may be mounted on a Space Marine vehicle's sides. The light-reactive material imitates the appearance of nearby terrain, concealing the vehicle behind it.

The camo netting-equipped vehicle has a +1 cover save; if it does not already have a cover save, it gains a 6+ cover save.

>> FRAG SHIELD LAUNCHERS (FIRE BARRELS)

These are scaled up frag grenades, fired from a vehicle's smoke launchers. Safer to use than short-fused barrels of Promethean fuel the Astra Militarum tank crews lash onto their vehicles' hulls, they provide close defense against enemy infantry.

The first time an enemy unit attempts to charge a frag shield launchers-armed vehicle, that unit suffers six (6) Strength 4 AP 5 hits. The hits are Randomly Allocated.

>> INFERNUM HALO-LAUNCHER

This device launches spreads of sanctified chaff-flares.

While Jinking, an Infernum halo-launcher-armed vehicle can re-roll failed cover saves.

>> ION SHIELD

Knights carry ion shield generators, which project an energy field accross a narrow arc, intercepting enemy attacks while allowing a Knight's own weapons to return fire. Iron Hands Techmarines performed maintenance and repairs for the ion shields of Freeblade Knights bonded to their Chapter, learning to reverse-engineer and then apply the shield to their vehicles in the process; they passed this knowledge to the Sons of Medusa, who passed it to the Iron-hearted Angels in turn. A Knight's Throne Mechanicum automatically remodulates the shield, ensuring optimum perfomance; on Space Marine vehicles, a Vehicle Commander must constantly remodulate the "ramming shield," which reduces its efficiency.

When a shield-equipped vehicle is deployed, the player must declare which facing its shield is covering, as each Shooting phase begins; the shield may be repositioned in the next Shooting phase, before any attacks are launched. The choices are: front, left side, right side, rear. The vehicle has a 4+ invulnerable save against all hits on that facing, until the next Shooting phase begins. The shield cannot be used to make saving throws against close combat attacks, unless it is front-facing, and the equipped vehicle performs a Tank Shock or a Ramming attack; this effect ends when the vehicle reaches the distance declared, or when it suffers an "Immobilized" result.

The shield may also absorb excess heat from vehicle-mounted weapons. If a shield-equipped vehicle fires a weapon that Gets Hot and receives a roll To Hit of 1, it only suffers a glancing hit on a further roll of 1.

>> IRONCLAD ASSAULT LAUNCHERS

These are loaded with various anti-personnel grenades to disorient enemies and drive them from cover.

A model with Ironclad assault launchers does not suffer the penalty to its Initiative for charging enemies through difficult terrain. Furthermore, enemies who charge a model with Ironclad assault launchers, do not get bonus Attacks from charging, unless the model was already locked in combat from a previous turn.

>> PISTOL PORT

One pistol port can be cut into each of a Land Raider or Rhino's side doors, giving them fire points; two ports can be cut into a Rhino's rear ramp. Passengers may fire pistol weapons from these ports.

The Land Raider and Rhino are designed with electrostatic field emitters at their access points; when the doors open, the field prevents contaminants from entering, and air from escaping, allowing the vehicle to dispense with airlocks. When using a pistol port, a shooter must extend the pistol muzzle beyond the electrostatic field, before firing.

>> REAR GRAPPLES

A Stormraven's rear grapples can transport one Dreadnought or one Thunderfire cannon. The Dreadnought's rear armor or the Thunderfire cannon suffers a Strength 10 if a Zooming Stormraven is wrecked or suffers a "Crash and Burn!" result; the hit is Strength 4 if the Stormraven is Hovering.

>> THUNDERHAWK MASTER MULTIROLE POD

A Thunderhawk Master's multirole pod gives it a Transport Capacity of 26 models. It can transport Jump Infantry and Bikes.

A multirole pod has no Fire Points.

A multirole pod-equipped Thunderhawk Master is treated as Open-topped for embarking and disembarking purposes. The +1 damage modifier for Open-topped vehicles does not apply to the Thunderhawk Master itself.

>> THUNDERHAWK MASTER REAR GRAPPLES

A Thunderhawk Master's rear grapples can transport one Land Raider or smaller vehicle; this vehicle may contain passengers. A transported vehicle's rear armor suffers a Strength 10 hit if a Zooming Thunderhawk Master is wrecked or suffers a "Crash and Burn!" result; the hit is Strength 4 if the Thunderhawk Master is Hovering.

A transported vehicle's sponson-mounted weapons can fire from the Thunderhawk Master.

If the flyer lands, i.e., it does not move in a turn, it may UNLOAD VEHICLES; the transported vehicle moves instead.

If the flyer has moved 6" or more, it may perform a GRAV CHUTE INSERTION. Nominate any point over which the flyer moved this turn, and deploy the transported vehicle as if it were Deep Striking onto that point. If the transported vehicle as scatters, it must immediately take a Dangerous Terrain test; if the vehicle cannot be deployed, it is destroyed.

>> VEHICLE TARGET DESIGNATOR (AUSPEX-SIGNUM)

The target designator grants Ballistic Skill 5 to its mount or "designator," whose profile should be modified to represent this.

Instead of shooting, the designator may grant one other shooter (including infantry and flyers) Ballistic Skill 5, while the shooter is in the same army. The designator must have line-of-sight to the target, but if the shooter bears a Barrage or Bomb weapon, the shooter will not need line-of-sight to the target; if a target is within 36", the target's cover saves are simultaneously be reduced by 1 until the phase ends.

The player must declare he is using the target designator, and identify the designator, before any rolls To Hit are made.

<> RELICS OF BAAL additions

>> BROTHER'S SORROW (CROZIUS ARCANUM), 10 points

The weapon with which Chaplain Mitre executed the Heartless Angels leader and countless Chaos Marines, this crozius arcanum is bathed in holy water after every battle, to cleanse it of tainted blood. When Chaplain Deodoro wielded the weapon in the Badab War, he noticed the crozius' head continuously shed holy water, though he removed the weapon from its bath and began battle 48 days ago; Deodoro exploited this feature by flinging holy water into his enemies' eyes, blinding them.

In surmons, Chaplains claim the weapon expresses Sanguinius' sorrow over his brothers' betrayal. In battle, the weapon expresses Sanguinius' rage, making its wielders rampage though the field.

A Chaplain may replace his crozius arcanum with Brother's Sorrow.
^
Range -, S +2, AP 4. Melee, Blind, Concussive, Rampage.

>> IRON-HEARTED JUDGE (LAND RAIDER REDEEMER), 320 points

The Iron-hearted Judge, Jury, and Executioner are three honored Land Raiders, their ceiling and interior walls studded with "cremation diamonds" made from the ashes of Bleeding-hearted Angels who died in the penitent crusade; they serve as shrines and icons of victory for the Iron-hearted Angels. A Baal Predator turret-- with a pulpit mounted upon it, from which an Iron-hearted Angels warlord's inspirational speeches are voxed across a battlefield-- grants additional firepower.

Within the Chapter, these Land Raiders' machine spirits are renowned for their loyalty to the Imperium. The Iron-hearted Judge and Jury were originally part of Eighth Company's motor pool, the Executioner part of the Ninth Company's; their engines refused to start when Franco Lopez became their Captain. These Land Raiders were left behind when Lopez turned traitor, recovered from the White Sentinel's ruins, and brought as a source of spare parts during the Bleeding-hearted Angels' penitent crusade.

When Chaplain Mitre's Reclusiam field shrine (Baal Predator) was destroyed, he reluctantly mounted its salvaged turret and pulpit on the Iron-hearted Judge, his new personal transport. After the Iron-hearted Angels' "Reforging," the Iron-hearted Judge, Jury, and Executioner are no longer of a specific company, but transferred as necessary to one who needs these vehicles' aid.

A Warlord may take the Iron-hearted Judge, Jury, or Executioner as a Dedicated Transport.
^
BS 5, Armor F14 S14 R14, HP 4

Unit Type: Vehicle (Tank, Transport).

Wargear: Two (2) twin-linked assault cannons, two (2) compensated Flamestorm cannons, extra armor, frag assault launchers, ion shield (5+), searchlight, smoke launchers, target designator.

Transport Capacity: Eight (8) models in its cabin, plus one Warlord in the pulpit. The Warlord may wear Terminator armor.

Fire Points: One pistol port on each side for models in its cabin. In addition, one model (the Warlord) may fire from the pulpit.

Access Points: One in front, one on each side for models in its cabin. For the Warlord, the Iron-hearted Judge is treated as Open-topped for embarking and disembarking purposes. The +1 damage modifier for Open-topped vehicles does not apply to the Iron-hearted Judge itself.

Special Rules: Assault Vehicle, Divine Protection, Expert Driver and More, Fiery Orator, Icon of Victory, Independent Sponson Fire (2), Power of the Machine Spirit, The Primarch Guides My Hand, Self-repair (5+).

Options: Frag shield launchers may replace its smoke launchers (+10 points). May take a pintle-mounted heavy bolter (+10 points) or multi-melta (+10 points), special issue ammunition (+5 points) and special issue heavy bolter ammunition (+7 points). For other options, see Land Raider Redeemer entry in 'Codex: Blood Angels'.

> DIVINE PROTECTION special rule

Embarked passengers have a 4+ invulnerable save. Iron halo and rosarius-equipped passengers can re-rolls invulnerable saving throws of 1.

> EXPERT DRIVER AND MORE special rule

The vehicle may move an additional 6" in the Movement phase; this extra movement does not affect the number of weapons this vehicle may fire. The vehicle may move an additional 6" when moving Flat Out or Zooming.

> FIERY ORATOR special rule

If a friendly unit from 'Codex: Blood Angels' starts its turn within 12" of the field shrine, this unit will gain the Zealot special rule for the rest of the player turn.

> ICON OF VICTORY special rule

If a friendly unit from the Armies of the Imperium is within 24" of the field shrine, this unit will have Ld 10.

> INDEPENDENT SPONSON FIRE special rule

This vehicle is equipped with multiple sponson-mounted, rapid-tracking weapons, which are capable of individual operation; the number of independent weapons is listed in parentheses. While the vehicle is eligible to fire a weapon in the Shooting phase, each sponson-mounted weapon may fire at its own target; these weapons do not count towards the number of weapons the vehicle may fire each turn.

> THE PRIMARCH GUIDES MY HAND special rule

If attacks from the vehicle roll a 6 To Wound, that Wound has the Instant Death special rule; this includes those from an embarked Warlord, from the vehicle's weapons, and from Ramming attacks.

> SELF-REPAIR special rule

If the vehicle lost a Hull Point, or suffered a "Weapon Destroyed" or "Immobilized" result, the model may attempt to repair itself in a subsequent turn, instead of shooting. Roll a D6 in the Shooting phase, adding the following modifiers where applicable:
^
+1 for each servo-arm-equipped model in the character's unit.
^
-1 for each servo-harness component to suffer a "Weapon Destroyed" result.

On a 4+, you may immediately restore a Hull Point, or repair a "Weapon Destroyed" or "Immobilized" result.

>> IRON-HEARTED JURY (LAND RAIDER CRUSADER), 330 points
^
BS 5, Armor F14 S14 R14, HP 4

Unit Type: Vehicle (Tank, Transport).

Wargear: Two (2) twin-linked assault cannons, two (2) Hurricane bolters, extra armor, frag assault launchers, ion shield (5+), searchlight, smoke launchers, target designator.

Transport Capacity: 12 models, plus one Warlord in the pulpit. The Warlord may wear Terminator armor.

Fire Points: One pistol port on each side for models in its cabin. In addition, one model (the Warlord) may fire from the pulpit.

Access Points: One in front, one on each side for models in its cabin. For the Warlord, the Iron-hearted Jury is treated as Open-topped for embarking and disembarking purposes. The +1 damage modifier for Open-topped vehicles does not apply to the Iron-hearted Jury itself.

Special Rules: Assault Vehicle, Divine Protection, Expert Driver and More, Fiery Orator, Icon of Victory, Independent Sponson Fire (2), Power of the Machine Spirit, The Primarch Guides My Hand, Self-repair (5+).

Options: Frag shield launchers may replace its smoke launchers (+10 points). May take a pintle-mounted heavy bolter (+10 points) or multi-melta (+10 points), special issue ammunition (+5 points) and special issue heavy bolter ammunition (+7 points). For other options, see Land Raider Crusader entry in 'Codex: Blood Angels'.

>> IRON-HEARTED EXECUTIONER (LAND RAIDER), 350 points
^
BS 5, Armor F14 S14 R14, HP 4

Unit Type: Vehicle (Tank, Transport).

Wargear: Two (2) twin-linked assault cannons, two (2) twin-linked lascannons, extra armor, frag assault launchers, ion shield (5+), searchlight, smoke launchers, target designator.

Transport Capacity: Six (6) models in its cabin, plus one Warlord in the pulpit. The Warlord may wear Terminator armor.

Fire Points: One pistol port on each side for models in its cabin. In addition, one model (the Warlord) may fire from the pulpit.

Access Points: One in front, one on each side for models in its cabin. For the Warlord, the Iron-hearted Executioner is treated as Open-topped for embarking and disembarking purposes. The +1 damage modifier for Open-topped vehicles does not apply to the Iron-hearted Executioner itself.

Special Rules: Assault Vehicle, Divine Protection, Expert Driver and More, Fiery Orator, Icon of Victory, Independent Sponson Fire (2), Power of the Machine Spirit, The Primarch Guides My Hand, Self-repair (5+).

Options: Frag shield launchers may replace its smoke launchers (+10 points). May take a pintle-mounted heavy bolter (+10 points) or multi-melta (+10 points), and special issue heavy bolter ammunition (+7 points). For other options, see Land Raider Crusader entry in 'Codex: Blood Angels'.

<> DISCLAIMER

By Sidewinder (aim9snake@hotmail.com), 2015-2016. Based on the franchise created and copyrighted by Games Workshop. Flaying knife profiles by Frater Antodeniel (www.bolterandchainsword.com/to…). Reclusiam field shrine created by Brother Casman (www.bolterandchainsword.com/to…).
This is a supplement for 'Codex: Blood Angels'.

I originally proposed this Chapter in www.bolterandchainsword.com/to…, the Stormfire bolter in www.bolterandchainsword.com/to…, and the special issue heavy bolter ammunition in www.bolterandchainsword.com/to….

Part 0 (Beliefs, Homeworlds, Fleet, History): armamentdawg.deviantart.com/ar…

Part 2 (HQ, Troops, Elites): armamentdawg.deviantart.com/ar….

Part 3 (Fast Attack, Heavy Support, Apocalypse Formations): armamentdawg.deviantart.com/ar….

EDITED 25AUG2016: Moved Beliefs, Homeworlds, Fleet, and History sections. Added Stormfire bolter to Ranged Weapons additions. Revised the Demolisher, Earthshaker, and Vanquisher cannons' profiles, making them Primary Weapons.

16MAY2015: Revised the laser destroyer array's profile to match that listed for www.forgeworld.co.uk/New_Stuff….
© 2015 - 2024 ArmamentDawg
Comments3
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63mh8's avatar
Just a personal opinion but I think a 4+ invuln is a bit much interms of a vehicle shield.  A 5+ would seem sufficient.