Legionaries

Model NameMTSvWLdOC
Legionaries
32mm
6"43+ 26+2
Ranged WeaponsRangeABSSAPD
Flamer
ignores cover, torrent
12"D6N/A401
Balefire tome
psychic
18"23+5-11
Bolt pistol
pistol
12"13+401
Boltgun
24"23+401
Havoc autocannon
48"24+9-13
Heavy bolter
HEAVY, SUSTAINED HITS 1
36"34+5-12
Meltagun
melta 2
12"13+9-4D6
Lascannon
HEAVY
48"14+12-3D6+1
Missile launcher – frag
BLAST, HEAVY
48"D64+401
Missile launcher – krak
HEAVY
48"14+9-2D6
Plasma gun – standard
RAPID FIRE 1
24"13+7-21
Plasma gun – supercharge
HAZARDOUS, RAPID FIRE 1
24"13+8-32
Plasma pistol – standard
pistol
12"13+7-21
Plasma pistol – supercharge
hazardous, pistol
12"13+8-32
Reaper chaincannon
heavy
24"84+501
Melee WeaponsRangeAWSSAPD
Heavy melee weapon
Melee33+8-22
Accursed weapon
Melee43+5-21
Astartes chainsword
Melee43+4-11
Close combat weapon
Melee33+401
Keywords:
Heretic Astartes, Legiones Daemonica, Legionaries, Chaos, Legionaries, Shadow Legion, Shadow Legion, Grenades, Chaos, Battleline, Undivided, Infantry, Battleline, Chaos, Grenades, Legionaries, Undivided, Shadow Legion, Infantry, Battleline, Battleline, Infantry, Infantry, Undivided, Legionaries, Grenades, Chaos, Battleline, Shadow Legion, Infantry, Undivided, Chaos, Shadow Legion, Undivided, Grenades, Legionaries, Grenades

Abilities

Veterans of the Long War:Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.
Core:
Faction:
Dark Pacts
Dark Pacts
Dark Pacts
Dark Pacts
Dark Pacts
Dark Pacts

Wargear Options

The Aspiring Champion’s boltgun can be replaced with one of the following:
  • 1 plasma pistol*
  • 1 accursed weapon
  • 1 Astartes chainsword
  • 1 heavy melee weapon
The Aspiring Champion’s bolt pistol can be replaced with one of the following:
  • 1 plasma pistol*
  • 1 accursed weapon
  • 1 Astartes chainsword
  • 1 heavy melee weapon
1 model can be equipped with 1 Chaos icon.
Any number of Legionaries can each have their boltgun replaced with 1 Astartes chainsword.
One Legionary’s boltgun can be replaced with 1 heavy melee weapon.
One Legionary’s boltgun can be replaced with 1 balefire tome.
For every 5 models in this unit, 1 Legionary’s boltgun can be replaced with one of the following (duplicates are not allowed):
  • 1 plasma pistol and 1 Astartes chainsword
  • 1 flamer
  • 1 havoc autocannon
  • 1 heavy bolter
  • 1 lascannon
  • 1 meltagun
  • 1 missile launcher
  • 1 plasma gun
  • 1 reaper chaincannon
* Maximum 1 per model.

Wargear Abilities

Chaos Icon:Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.

Unit Composition

1 Aspiring Champion
4-9 Legionaries
Every model is equipped with: bolt pistol; boltgun; close combat weapon.

Costs

5 models - 90pts
10 models - 170pts

Leader

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.