Black Typhoons Codex

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    ARKYRUSGRANDMASTER OF THE BLACK TYPHOONS

    The WarpDuring the fateful events that happened on the day of thedestruction of Caliban and the fall of the traitors, one of theBrethren was amidst the thick of the fighting. Arkyrus was aKimonean that had been recruited into the Dark Angels in thetime after the Great Crusade, and was one of the Chaptersmost trusted sergeants. During the final battle between thechaos-ridden Luther and the great Primarch, Lion ElJonson, acataclysmic warp rift opened and threw the Fallen far andwide across the universe. However, it also took one and onlyone of the faithful Dark Angels. Arkyrus. He was swept awayonto the far-fallen planet of Fearan VI. He was cast therewhile an entire millennia past, seeming only the blink of an eyeto Arkyrus. He was not sought after by his Brethren, as theyfeared him dead. He decided to make the long journey to Terrato see the High Lords for he had one thing on his mind. Not torejoin the Dark Angels, but to create his own chapter whowould concentrate on destroying the forces of chaosespecially those of the Fallen. It took him many a year, buteventually he reached Terra. During this time he discoveredthat his abilities had been increased greatly, due to the warptravel.

    The High LordsWhen Arkyrus reached Terra, he put forward a petition to theHigh Lords of Terra, to create his own chapter. Before hecould even be considered for such a request, Akryrus had toundergo rigorous screens and checks to test his faith to theEmperor and prove that he had not been corrupted by histravels, for there was much suspicion surrounding the eventsof his past. Eventually the High Lords granted his wish, and sothe Black Typhoons were created as an almost successorchapter of the Dark Angels. Since their creation, underArkyrus leadership they have fought in many a campaignalone or alongside the Dark Angels, or other Unforgiven

    chapters. They are merciless in the face of their enemies andwill never fail to stand their ground, for they are thededicated enemies of Chaos and the Fallen and will doanything to destroy them.

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    Special Rules: Independent Character, Psyker Unique [Relentless] Eternal Warrior Fearless conferred to all units within 12 of Him. Rites of Battle Orbital Bombardment (once per game) Chapter Tactics All units with the And They Shall Know

    No Fear rule gain counter attack and preferred enemyagainst any units from Codex: Chaos Space Marines.

    Wargear: Armour of the Warp:Gives Arkyrus a 2+ armour save, and

    4+ invulnerable save. It is Terminator armour, meaningArkyrus may Deepstrike.

    Gauntlets of Destruction:A pair of lightning claws withunder slung master-crafted multimelta and heavy flamer.The gauntlets work as a pair of lightning claws striking atstrength 6 in combat, and Arkyrus can fire both rangedweapons per turn.

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    ASHMAELGUARDIAN OF THE RECORDS

    The KeeperAshmael is the Keeper of thevaults and records andsupreme Librarian of theBlack Typhoons. This titlemeans that Ashmael mustmake sure that records arekept of all the chaptersdeeds and victories. Hekeeps all the secrets thatnone outside the Unforgiven

    may know about the BlackTyphoons creation.He is a dour individual,rarely speaking, except topass judgement or to rallythe warriors of the BlackTyphoons in desperate times.

    The WarriorWhen not fulfilling his roleas the Keeper, Ashmael isoften found in the thick ofthe fighting whenever theBlack Typhoons are at war.He uses both the Silencerand his potent psychicpowers to annihilate hisenemies. He is one of themost feared Psykers in the41stmillennium with hislibrarian bodyguard, theKeepers Wrath. He is adescendant of Ezerius, the

    librarian who scannedArkyrus at the BlackTyphoons creation. He isalso the brother of Ezekiel,the Grand master ofLibrarians of the DarkAngels, and they join forcesas the Dread Keepers when

    the time is dire and they areneeded.

    The SilencerThe Silencer is Ashmaelsmost potent force weapon,capable of felling the mostdeadly individual, man orbeast. It is a unique weapon,a mace like no other. Many afoe has run from the sight

    of this deadly weapon, thanface its wrath.

    The Battle of ZahrainIt was at the battle ofZahrain where Ashmaelreally earned his deadlyreputation. The Necronforces had carved a deadlyhole in the Imperiumsforces, and were making itsway slowly to theheadquarters. Finally,Ashmael rallied the BlackTyphoons and ImperialGuard alike in one vastcounter-attack. At theheart of the combat, theKeepers Wrath fought inhand-to-hand combat withthe CtanShard. It claimedtwo librarians, beforeAshmael finally felled the

    foul creature. The Necronforces immediately began tofade, but the Imperium wereupon them and not oneescaped, and not one wasresurrected by the vileforces that controlledthem.

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    Special Rules: Independent Character Unique Fearless Psyker The Keepers Wrath Up to five lexicanum may join Ashmael

    as a bodyguard. They are fearless. Dread Keepers: Ashmael may join Ezekiel (with any

    bodyguard) to make the Dread Keepers. They are fearlessand in combat may make one strength 10 force-weaponattack instead of their usual attacks. Moreover they haveFurious Charge and gain +1WS and+1A against Chaos.

    Wargear: The Silencer: A master-crafted force weapon. The Protection of the Keeper: Artificer armour that

    provides a 2+ armour save. Stormbolter Ashmael may use up to three psychic powers per turn Iron Halo

    Psychic Powers: Mind worm Hellfire Force Barrier Space Marine Psychic Powers

    The Wrath of the Typhoon

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    Felruss KraanMaster of the 1stCompany

    Master at armsKraan was born on a deathworld where the only chance ofsurvival lay in mastering the art of combat, honing his skillsto perfection over the decades. When the black typhoonscame to his homeworld in search of recruits, they held agladiatorial contest so as to select the best aspirants. Kraandestroyed anyone and everyone he faced, making him theundisputed champion. At the end of the tournament, kraan wasaccepted as an initiate, but that was not enough for him.Feeling his blood lust had not been satisfied by the poorcompetition he had faced, he demanded to challenge thegreatest warrior in the chapter. After a short debate, the

    wish was granted, and none other than Arkyrus, chaptermaster and veteran of many millennia, stepped forward toaccept his challenge. The fight was long and well fought, butArkyrus was holding back, and after many hours, kraanfinally faltered, giving Arkyrus the opening he needed,finishing the combat with one blow. Fortunately for the youngwarrior, Arkyrus was not insulted by the challenge on hishonour, and trained Kraan as his personal bodyguard. Aftermany decades of service, and saving Arkyrus life on manyoccasions, he was finally promoted to master of the 1stcompany, a reward above all others, and the company hascontinued to achieve victory after victory under his command.

    Special Rules: Fearless

    Rites of Battle

    Independent Character

    Unique

    [Relentless]

    Wargear: Master crafted thunder hammer

    Storm shield

    Terminator armour with iron halo

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    MercurusMaster of the Thunder Riders

    The MaelstromMercurus homeworld of Helix alpha is situated on the brinkof the Maelstrom, a warp storm near the centre of the knowngalaxy. It was here where Mercurus was raised, and when theBlack Typhoons visited for recruitment, mercurus wasamongst one of the first admitted.

    BlackheartIn the 41stmillennium, the traitor renegade known as HuronBlackheart escaped the Imperium and, protected by the DarkGods, settled in the Maelstrom. He wreaked havoc on theneighbouring worlds including Helix Alpha. Mercurus swore

    revenge on those who had killed his family and destroyed hishomeworld, especially Huron Blackheart.

    MasterMercurus quickly rose up the ranks of the Black Typhoons,becoming Master of the legendary Thunder Riders just over adecade ago. His hatred for Huron has never failed, and he hasled countless battles against Hurons forces, but never oncemet him in combat, something he dearly wishes to do.

    Special Rules:Fearless

    Independent CharacterUniqueRites Of BattlePreferred Enemy: Chaos Space MarinesIf Mercurus is present, Thunder Rider Attack squadrons canbe taken as troops as well as fast attack

    Wargear: Space Marine Bike:

    Twin linked plasma Guns

    Iron Halo

    Hurons Bane: A master-crafted relic blade

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    ANDRIALMASTER OF THE 3rdCOMPANY

    WorthyAndrial was taken into the Brethren from the death world ofHydraphur, on the brink of the roiling Eye of Terror. It wassubject to many attacks over millennia, meaning theupbringing there was extremely harsh. This meant thatAndrial grew up a hardened individual, shunning the outsideworld. His life was changed forever when his family weremercilessly slaughtered in Abbaddons 10thBlack Crusade.From that day forth, Andrial swore revenge on those whomurdered his family. He joined the Black Typhoons and quicklyascended through the ranks, becoming the Master of the 4thcompany within a century.

    To BattleAndrial has led the 4th company to victory in many a campaignincluding the Medusa campaign. However, his best was still tocome in Abbaddons 12thBlack Crusade. Hydraphur had fallenin days, along with various other worlds on the edge of theEye of Terror. To blunt the attack, the Imperium stood enmasse against the invaders across a front line spanning threestar systems. Space Marine stood alongside guardsman andeven the lowliest scribe. It was on the lonely planet ofVrragon VI that Andrial and the 4thCompany made their stand.His valiant company destroyed attacking hordes, demons and

    traitors alike. In the midst of the swirling melee Andrial stoodin hand to hand combat with the daemon prince. The foulcreature struck Andrial a grievous blow, which enraged him.He got to his feet and decapitated the beast, whichdisintegrated instantly. In that instant the assailing demonsvanished and the traitors began to turn and flee knowing thatdefeat was at hand, routed in an instant.

    Master of InitiationNow past his prime, although still formidable in combatandrial takes command of the scout company instead of the 4th

    so that he is able to pass on what he knows to the nextgeneration of warriors. On occasion, he joins the company inbattle, armed with the fated power swords, as well as histrusty master-crafted sniper rifle that he has felled many amonster with.

    Special Rules: Independent Character

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    Fearless

    Rites of Battle

    Infiltrate & Move Through Cover

    Scouts

    If Andrial is present, all scout units can count as Troops

    Wargear: Daemonbane:

    A pair of power swords Digital Weapons Master-crafted sniper rifle:

    Range 48 SX AP1 Heavy 1 [wounds on a 2+]

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    ARESMaster of the Death Company

    ChildhoodAs a child, Ares was violent and unstable person. He shunnedattention, preferring to live on his own. When the BlackTyphoons made their name in the Medusa campaign, he soughtto join their ranks. For many years he travelled to find thembefore finally arriving, coincidently on a planet at the sametime that the Black Typhoons were recruiting there.

    The StrainWhen the gene seed was implanted into Ares, deviations andmutations began to appear. The Inner Circle met anddiscovered it was corrupted due to the Warp. However,

    instead of destroying the gene-seed (and Ares), they decided toutilise this, and created a company especially for those withWarp Rage the Death Company. Whether this corruption wascaused by the strands of Blood Angels gene-seed used, or theinfluence of the warp upon the chapters homeworld.

    The Death CompanyThe Death Company was created to accommodate those withthe Warp Rage strain of gene-seed. They are bezerkers, andare highly feared enemies. They are lethal in combat, for theyare fearless, as they know that they have no option but to

    fight or die. Armed with a fearsome array of weaponry, theycharge into combat without thought, their intent only toutterly destroy their enemy. On occasion, Warp Rage willenvelope them and they will assault anyone in their way friend or foe. There are also Death Company dreadnoughtswho may be equipped with an additional dreadnought closecombat weapon, instead of a main ranged weapon.

    Special Rules: Fearless Feel No Pain Furious Charge Independent Character Unique Rites Of Battle

    Wargear: The Earthshaker:

    A single power fist that has no initiative penalties (strikesat Ares normal initiative)

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    Iron Halo Mask of Fury

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    Wolfram GunderinMaster of the 10thcompany

    MarsGunderin had been a serving marine in the Black Typhoons formany centuries as part of the 8thtactical support company,boasting veteranship of countless crusades. However, afterAbaddons infamous 5thcrusade, Mars, the forge world ofterra, came under siege from a force of Iron Warriors. Aspart of the army that went to combat the fleet, Gunderin waspart of an assault on a chaos-held plasma generator whichwas key to the survival of the alpha legion forces. However,as the attack took place, it became apparent that the chaosforces had long since withdrawn, whilst setting the

    generator to detonation. Seeing the danger to his colleagues,Gunderin, despite having no commanding authority, demandedall others leave whilst he tried to defuse it. Unfortunately,as the last man escaped, Gunderin was not left with enoughtime to successfully prevent the explosion and was at theheart of the generator when the plant exploded, incineratingeverything within a 10 mile radius to a plasma-burnt husk.Extraordinarily, Gunderin survived, and was pulled from thewreckage days later.

    Plasma WrathAfter this ordeal, gunderin was seen as a hero, and promotedto master of the 10thdevastator company, after his newfoundprowess with his plasma cannon, which he had customised sohe could hold it in one hand.Since then, he has commanded many a victory, often fellingenemy elites and commanders with a single well-placed shot,and his victories continue to amass, making him, as some wouldclaim, the supposed successor to Arkyrus as Chapter Masterwhen the time comes.

    Special Rules: Fearless Independent character

    Unique

    Rites of battle

    Tank killer:All members of Gunderins squad count as having the tankhunters special rule.

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    Wargear: Master-crafted plasma cannon

    Heavy weapon

    Iron Halo

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    LibrariansIf there is one thing the institutions of the Imperium of Man are

    vigilant for it is the mutant, and the Chapters of the AdeptusAstartes are, if anything, even more careful to ensure thattheir gene-seed is not polluted my mutation, other than thosewho can be used for the Death Company. The ChaptersApothecary rigorously screen potential recruits for any signof genetic deviation, but not all mutation is physical. Psychictalent is a mutation too, and is at once the most dangerous andthe most useful. Detecting and developing nascent Psykers isthe responsibility of the Chapters Librarium, removing thoserecruits whose mutation may prove unstable and nurturingthose who may one day have the potential to become one of the

    Chapter Librarians.Like all Space Marine Librarians, those of the Black TyphoonsChapter bring prodigious psychic powers to battle, blastingtheir foes with the raw power of the Immaterium. When not atwar, the Black Typhoons Librarians are charged withrecording the Chapters history, preserving the victories anddefeats of the Chapter forever in their shadowy archives. Inbattle, Black Typhoons Librarians protect the Chapter fromthe psychic abominations of the enemy, keeping vigil againstdemonic attack. They direct their own, unearthly powersagainst the enemy, unleashing bolts of warp energy to rendand incinerate their foes, or conjuring horrors that freeze

    the mind and goad even the sturdiest warriors into flight.

    Special Rules:FearlessIndependent characterWargearForce weaponPsychic Hood:Psychic hoods are arcane constructions ofpsychically attuned crystals that allow a Space MarineLibrarian to nullify an opposing psychic power.

    Declare that youlluse the psychic hood after an opponenthas successfully made a psychic test, but before they haveused the power.

    Each player rolls a D6 and adds it to their models Leadership.If the Space Marines total is greater than the opponents,then the psychic power is nullified and does not take place

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    that turn. Note that only one psychic hood can be used againstone psychic power per turn.

    Force Barrier: This is a special form of invulnerable savetaken in place of a normal invulnerable save. Instead oftaking the save, take a psychic test. If passed, the wound isstopped. Perils of the Warp apply as usual.

    Hellfire: This power can be used instead of the Psykersranged weapon:

    Range Strength AP TypeTemplate 2D6-2 D6 Assault 1

    Mind Worm: This power can be used instead of a rangedweapon in the shooting phase. It counts as a heavy weapon.Select one enemy model within 18. Take a psychic test. If

    passed then the enemy model must take a morale check with nomodifiers. If it fails, then the model is killed instantly. Notethat models without a leadership value cannot be affected.

    Smite: 12 S4 AP2 Assault 4Force Dome: 5+ invulnerable for his squad from movementphase

    Machine Curse: 1 vehicle in 24 suffers a glancing hitThe Avenger: Template S5 AP3 Assault 1Quickening: Librarian has Fleet and strikes at Initiative 10Null Zone: All enemy units in 24 of the librarian must r-rollsuccessful invulnerable saves in the shooting and assaultphase

    Might of The Ancients: Librarian is S6 and rolls 2D6 forarmour penetration in the assault phase

    The Gate of Infinity: Can teleport him and his squad anywherewithin 24(scatter), but if with unit and a double is rolled thenone member of the squad is removed as a casualty

    Vortex Of Doom: 12 S10 AP1 Heavy 1 Blast (if psychic testfails, place template over librarian)

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    1st CompanyThe 1st Company are the finest warriors that the BlackTyphoons have to offer. It consists of Sternguard squads,Vanguard squads, and most importantly, terminator squads.They are the Chapters elite, and are there at the heart ofevery battle, or striking at the enemys heart, with a daringassault. The sternguards are specially trained to holdobjectives and form unbreakable defensive lines. They providethe companys fire support. The Vanguard squads are knownfor their daring assaults against impossible odds. It is theirjob to take out enemy heavyweights, and then fight their wayback through enemy lines, or hold out until reinforcementscan support them. However, most vitally, the terminators are

    trained in the art of deep striking into the midst of the enemy,destroying enemy HQs and heavy vehicles with gunfire andassault alike. Many a war has been ended before it has begundue to a terminator Deepstrike. All of these units work as ateam, and rely on each other to support them where they aremore vulnerable. Felruss Kraan, the Master of the 1stcompany is the finest warrior of them all, hewing downenemies with his dreaded power sword, or controlling histroops with his superior tactics and wisdom. He is the besttactician in the Chapter, and his military prowess accountsfor the title of Master of the 1st Company.

    Special Rules:Sternguards: StubbornHellfire rounds: S1 AP poisoned 2+ 24Kraken rounds: S4 AP4 30Dragonfire bolts: S4 AP5 ignores cover 24Vengeance rounds: S4 AP3 gets hot 18

    Vanguards: StubbornHeroic InterventionPower Sword4x chainswords

    Terminators: FearlessChainfist:Power fist with 2D6 when penetrating vehiclesCyclone Launcher: Missile launcher that can be used inaddition to a storm bolter

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    Range 48, S8/4 AP3/6 Heavy 2/Heavy 2 blast

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    Brothers Serrus VerrusChampions of the 1stCompany

    The twins Serrus and Verrus are both masters of their

    position, often acting in support of one another to maximisetheir battlefield potential. They also complement each otherin their specialist roles within their squads, using uniqueWargear to best effect, often incorporating elements of theothers battle-style.

    Special Rules: Brothers in arms if one of the twins is killed, the other

    gains furious charge, rage, counter-attack, fearless andfeel no pain

    Stubborn

    Unique

    Wargear: Blade of the Vanguards [verrus] relic blade

    Pistol of the Sternguards [verrus] bolt pistol equippedwith hellfire rounds

    Bolter of the Sternguards [serrus] An assault 4 bolterthat allows the user to allocate wounds

    Dagger of the Vanguards [serrus] a poisoned (2+) blade

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    The Thunder RidersThe Thunder Riders are the 2ndCompany of the Black Typhoonsand consist entirely of Brethren on Space Marine Bikes, SpaceMarine Attack Bikes, and Space Marine Land Speeders ofvarious types. They are formed into two types of squadronconsisting of ten men. The Attack squadrons consist of onesergeant on bike, five brethren on bikes, 2 in an attack bike,and two crewing the land speeder. The Support squadronconsists of 2 brethren in each of five land speeders.There are three variants of Land Speeder that the BlackTyphoons use: the Tornado with assault cannon, the Typhoon

    with typhoon launcher, and the standard version. They do notuse the Storm variant as they do not field scouts in theThunder Rider Company, but instead in the independent 3rdscout company

    The Thunder Riders main purpose is to aid the rest of theUnforgiven in the hunt for the Fallen, helping capturevarious ex-Dark Angels. However, when not on the Mission,they are used as a fast strike force in the various campaignsthat the Black Typhoons are fighting in, attacking swiftly atthe heart of the enemy, and departing before the enemy has achance to react. They are equipped with turbo-boosters to

    utilise their speed on the battlefield, covering large areas toclaim objectives, or help a needy ally.

    Special RulesTurbo-boosters

    WargearSpace Marine BikeLand SpeederTyphoon Missile launcher

    Range Strength AP Type48 4 5 Heavy 2, Blast48 8 3 Heavy 2

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    The (5th) Death CompanyThe Death Company is a company of Black Typhoons who havesuccumbed to Warp Rage, meaning they are no longer stableenough to serve in tactically selected squads, and serve asbezerkers to terrify and break enemy lines, as a last serviceto their chapter and Emperor. Warp Rage dates back to theFall of the Dark Angels, for when Arkyrus was suckedthrough the warp, the gene seed was mutated, putting theentire chapter at risk from a furious rage, where the victimcan only think of disembowelling the nearest foe. It is believedthat the Gene-seed was tainted by an agent of Khorne whoseized the opportunity to damage the forces of humanity with awell-placed deception. However, as this is not normallyKhornes way, it is believed that there could be other forces,

    not necessarily chaos at play. For these reasons, the companymust be kept under strict supervision so as not to warrant anyinvestigation from the Inquisition, which would prove fatalfor the rest of the chapter. Therefore, the company is onlyused in times of great need, and under careful order. Whennot at war, the incapacitated members are locked away in adungeon system far in the depths of the chapters fortress-monastery, until they are needed. And for when they areneeded, the enemys knees begin to tremble

    Special Rules:

    Furious Charge Feel No Pain

    Fearless

    Rage if not Ares is not present

    Wargear: Chainsword or bolter and bolt pistol

    Frag & Krak Grenades

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    HQ:

    Arkyrus - 265

    WS BS S T W I A Ld Sv

    7 5 4(6) 5 4 6 4 10 2+/4+4 4 4 4 1 4 2 9 2+/5+

    Rules: Wargear:Unique Gauntlets of DestructionOrbital BombardmentIndependent Character Armour of the WarpFearless Chapter Tactics Frag & Krak grenadesRelentless Bolt pistolRites Of BattleEternal Warrior

    Options:He may take up to 5 terminator bodyguards with power fist and storm bolter for+40 per modelOne bodyguard may take a cyclone launcher for +30, an assault cannon for +20,or a heavy flamer for +5

    Any bodyguard may replace his storm bolter and power fist with twin lightningclaws or a thunder hammer and storm shield for free, or a chainfist +5.One bodyguard may be upgraded to apothecary, with narthecium/reductor for+30One bodyguard may be upgraded to standard bearer for +20, and have hisstandard upgraded to the Chapter Banner for +15

    Ashmael - 275

    WS BS S T W I A Ld Sv

    6 5 4 4 3 5 3 10 2+/4+

    4 4 4 4 1 4 2 9 3+

    Rules: Wargear:Dread Keepers The SilencerUnique Storm bolter

    Psyker Frag & Krak grenadesIndependent Character The Protection of the KeeperFearless Psychic HoodKeepers Wrath Iron Halo

    Psychic Powers:All Dark Angels powersAll Space Marine powers

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    The Wrath of the Typhoon

    Options:He may take up to 4 lexicanum with force weapon, psychic hood and bolt pistolfor +30 per model

    Any bodyguard may replace his bolt pistol with a plasma pistol for +15, a stormbolter for +5, or a power fist for +25

    Felruss Kraan 1stcompany master 150

    Rules: Wargear:Independent Character Terminator ArmourFearless Master-crafted Thunder Hammer

    Unique Storm ShieldRites of Battle Frag & Krak Grenades

    Mercurus 2ndcompany master 220

    Rules: Wargear:Independent Character Space Marine Bike with twin-linked plasma cannonFearless Master-crafted relic bladeUnique Frag & Krak Grenades

    Rites of BattlePreferred Enemy: CSM

    Andrial 3rdscout company master 160

    WS BS S T W I A Ld Sv

    5 6 4 4 3 5 3 10 3+/4+

    Rules: Wargear:Independent Character Master-crafted Sniper RifleFearless Twin Power weapons

    Unique Digital WeaponsStealth, Night Vision, Frag & Krak GrenadesMove Through Terrain & Infiltrate Bolt PistolRites of Battle

    Options:May replace sniper rifle with shotgun or heavy bolter for free

    WS BS S T W I A Ld Sv

    6 5 4 4 3 5 3 10 2+/4+

    WS BS S T W I A Ld Sv

    6 5 4 4 3 5 3 10 3+/4+

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    Ares master of the 5thdeath company190

    WS BS S T W I A Ld Sv

    6 5 4 4 3 5 3 10 3+/4+

    Rules: Wargear:Independent Character The EarthshakerUniqueRites of BattleFearless Mask of Fury & Iron HaloFurious Charge Frag & Krak GrenadesFeel No Pain

    Wolfram Gunderin master of the 12thdevastator company 160

    WS BS S T W I A Ld Sv

    5 6 4 5 3 5 3 10 3+/4+

    Rules: Wargear:Independent Character Master-crafted Plasma CannonUnique Heavy bolterFearless Bolt PistolNight Vision and Relentless Frag & Krak GrenadesRites of Battle & Tank Killer

    Options:May replace heavy bolter and/or plasma cannon with any of the following:

    Multimelta +5Lascannon +20Heavy Bolter - freePlasma Cannon - freeMissile Launcher +5

    Honour Guard 185

    WS BS S T W I A Ld Sv

    5 4 4 4 1 5 3 9 2+

    4 4 4 4 1 4 2 9 2+

    Rules: Wargear:Retinue Artificer armourFearless Power WeaponHonour or Death Bolter

    Options:

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    Chapter Champion may replace bolter with close combat weapon for free or athunder hammer +15, and digital weapons +10

    Any model may take a relic blade for +15 each or an auxiliary grenade launcher+15One may take the chapter standard +25

    May include up to 5 extra honour guard for +35 a model

    Librarian 100

    WS BS S T W I A Ld Sv

    5 5 4 4 2 5 2 10 3+

    Rules: Wargear:Psyker Force WeaponIndependent Character Bolt Pistol

    Psychic Hood

    2 Psychic powers Frag & Krak Grenades

    Options:May replace bolt pistol with plasma pistol +15, combi +10,May take a jump pack for +25, a bike for +35OR take terminator armour with storm bolter for +30, with combi weapon for +5, astorm shield for +15

    Interrogator Chaplain 120Chaplain 100

    WS BS S T W I A Ld Sv5 5 4 4 3 5 3 10 3+/4+

    5 5 4 4 2 5 2 10 3+/4+

    Rules: Wargear:Independent Character Crozius ArcaniumFearless Bolt PistolLitanies of Hate RosariusRites of Battle Frag & Krak Grenades

    Options:

    May replace bolt pistol with plasma pistol +15, a stormbolter +5, power fist +25May take a jump pack for +20, a bike for +30OR take terminator armour with storm bolter for +30, with combi weapon for +5Meltabombs +5

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    Company Master 100

    WS BS S T W I A Ld Sv

    6 5 4 4 3 5 3 10 3+/4+

    Rules: Wargear:Independent Character Bolt PistolStubborn ChainswordRites of Battle Iron Halo

    Frag & Krak Grenades

    Options:Take plasma pistol +15, storm bolter +5, combi weapon +10Take power fist +25, power sword +15, combat shield +5, lightning claw +15, arelic blade +30, a thunder hammer +30Take meltabombs +5, digital weapons +10, auxiliary GL +15, hellfire rounds +10,

    artificer armour +15Take jump pack +25, Bike +35Take terminator armour +40, combi +5, lightning claw +10, thunder hammer +20Then lightning claw +5, power fist or storm shield +10, thunder hammer orchainfist +15

    Command Squad 115

    WS BS S T W I A Ld Sv

    Apothecary 4 4 4 4 1 4 2 9 3+

    Company

    Champion

    5 4 4 4 1 4 2 9 3+

    StandardBearer

    4 4 4 4 1 4 2 9 3+

    Veteran 4 4 4 4 1 4 2 9 3+

    Rules: Wargear:Fearless Bolt pistol

    Chainsword/bolterFrag & Krak Grenades

    Options:

    Veterans may replace their bolt pistol with a plasma pistol +15, power weapon+15, power fist +25, combi weapon +10, thunder hammer +30, storm shield +15,meltabombs +5

    Any model may take meltabombs +5Veterans may take flamer +5, meltagun +10, and plasma gun 15On may upgrade to Standard Bearer +10One may upgrade to Company Champion with power sword and combat shieldfor +15

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    For every Interrogator-Chaplain, one Command Squad may upgrade to a SacredStandard +5The squad may ride bikes for +90

    Master of the Forge100

    WS BS S T W I A Ld Sv

    4 5 4 4 2 4 2 10 2+

    Rules: Wargear:And They Shall Know No Fear Artificer ArmourIndependent Character Servo-harnessBlessing of the Omnissiah Boltgun/bolt pistolBolster Defences Frag and krak grenades

    Options:Replace servo harness and boltgun with conversion beamer for +20Replace boltgun with stormbolter +5, combi-weapon +10, plasma pistol +15Take digital weapons +10Take power weapon for +15, thunder hammer for +30Ride a bike for +35

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    Elites

    Techmarine 75

    WS BS S T W I A Ld Sv

    5 5 4 4 2 5 2 9 2+3 3 3 3 1 3 1 7 4+

    Rules: Wargear:Blessing of the Omnissiah Servo-armIndependent Character Power weapon and bolt pistolBolster Defences Artificer armour

    Frag & Krak Grenades

    Options:May take a servo-harness for +25 (extra servo arm, plasma cutter and flamer)

    May take a plasma pistol for +15May up to 4 servo-armed servitors for +20 eachServitors may replace their servo-arm with a heavy bolter or multimelta for free,or a plasma cannon for +10

    Dreadnought 105

    WS BS F S R I S A

    Dreadnought 4 4 12 12 10 4 6 2

    Wargear:

    DCCW with built in storm bolterMultimeltaSearch light & Smoke launchers

    Options:Replace DCCW with Missile Launcher or TL Autocannon +5Replace storm bolter with heavy flamer +10Replace multimelta with assault cannon, TL heavy flamer, TL heavy bolter forfree, TL autocannon or plasma cannon +10, TL lascannon +20Take Extra armour +15

    Ironclad Dreadnought 135

    WS BS F S R I S A

    Ironclad 4 4 13 12 10 4 6 2 (3)

    Wargear:Seismic Hammer with built in meltagun

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    DCCW with built in storm bolterExtra armourSearch light & Smoke launchers

    Options:

    Replace Seismic hammer with chainfist for freeReplace DCCW with hurricane bolterReplace meltagun with heavy flamer +5Replace storm bolter with heavy flamer +10Take up to 2 HK missiles for +10 each, and frag assault launchers for +15

    Venerable Dreadnought - 165

    WS BS F S R I S A

    Venerable 5 5 12 12 10 4 6 2

    Special Rules:Venerable

    Wargear:DCCW with built in storm bolterMultimeltaSearch light & Smoke launchers

    Options:Replace DCCW with Missile Launcher or TL Autocannon +5

    Replace storm bolter with heavy flamer +10Replace multimelta with assault cannon, TL heavy flamer, TL heavy bolter forfree, TL autocannon or plasma cannon +10, TL lascannon +20Take Extra armour +15

    Death Company Dreadnought 125

    WS BS F S R I S A

    Death Company 5 4 12 12 10 4 6 3

    Special Rules:

    Furious ChargeRage

    Wargear:2 Dreadnought close combat weapons with built in storm boltersSearch light and smoke launchers

    Options:

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    Replace either storm bolter with heavy flamer +10Take extra armour +15

    Contemptor Dreadnought 175

    WS BS F S R I S AContemptor 5 4 13 12 11 4 7 2

    Rules: Wargear:Atomantic Shielding TL heavy bolter

    DCCW with storm bolterSearchlight and smoke launchers

    Options:Multimelta, TL heavy flamer; TL autocannon +5, plasma cannon +10, Kheres

    Assault Cannon +15, TL lascannon +20, heavy conversion beamer +35, DCCW+10

    Heavy flamer +10, extra armour +15, cyclone launcher +35

    Mortis Dreadnought 105

    WS BS F S R I S A

    Mortis 4 4 12 12 10 4 6 2

    Wargear:2 missile launchersSearchlight and smoke launchers

    Options:Replace both with TL heavy bolters +10, autocannons +20, lascannon +50Extra armour +15

    Terminator Squad 200

    WS BS S T W I A Ld Sv

    4 4 4 4 1 4 2 9 2+/5+

    4 4 4 4 1 4 2 9 2+/5+

    Rules: Wargear:

    Fearless Sergeant has power sword and storm bolterDeep Strike Terminators have power fist and storm bolterCombat SquadsCombat Tactics

    Options:One model may take a cyclone launcher for +20, an assault cannon for +30 or aheavy flamer for +5 per 5 models.

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    Any model may upgrade to a chainfist for +5 a modelMay take up to 5 more models as +40 each

    Terminator Assault Squad 200

    WS BS S T W I A Ld Sv4 4 4 4 1 4 2 9 2+/5+

    4 4 4 4 1 4 2 9 2+/5+

    Rules: Wargear:Fearless Sergeant has power sword and storm bolterDeep Strike Lightning clawsCombat SquadsCombat Tactics

    Options:

    Any model may take a thunder hammer and storm shield for freeMay take up to 5 more models as +40 each

    Scout Squad 80

    WS BS S T W I A Ld Sv

    4 4 4 4 1 4 2 9 4+

    4 4 4 4 1 4 1 8 4+

    Rules: Wargear:

    And They Shall Know No Fear Bolt pistolCombat Squads Bolter, chainsword or combat bladeInfiltrate Frag & Krak GrenadesMove Through CoverScoutsCombat Tactics

    Options:Any model may take a shotgun for free, or a sniper rifleUp to 5 more models can be taken for +13 a modelSergeant may take a plasma pistol for +15, a power sword for +15, a power fist

    for +25, and meltabombs for +5, teleporter homer +15, a combi +10One model may take a heavy bolter or missile launcher +10Any model may take camo cloaks +3/model

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    0-1 Company Veterans Squad 100

    WS BS S T W I A Ld Sv

    4 4 4 4 1 4 2 9 3+

    4 4 4 4 1 4 2 9 3+

    Rules: Wargear:And They Shall Know No Fear Bolt PistolCombat Squads Bolter or ChainswordCombat Tactics Frag & Krak Grenades

    Options:Up to 5 more models may be taken for +20 a model

    Any model may take meltabombs for +5Up to two may take a plasma pistol for +15, a power sword for +15, a power fist

    for +25, a lightning claw for +25, a storm bolter for +5, twin lightning claws for+30, or a thunder hammer and storm shield for +30Any model may take a combat shield for +5, or a storm shield for +10One may take a flamer for +5, a meltagun for +10, or a plasma gun for +15One may take a heavy bolter, multimelta, or missile launcher for +10, a plasmacannon for +20, or a lascannon for +35

    Death Company Squad 120

    WS BS S T W I A Ld Sv

    5 4 4 4 1 4 2 9 3+

    5 4 4 4 1 4 1 8 3+

    Rules: Wargear:Fearless Bolt pistol & Chainsword/bolterCombat Squads Frag & Krak GrenadesFeel No PainFurious ChargeRageCombat Tactics

    Options:

    May take up to 15 more models at +20 a modelUp to two models may take plasma pistols for +15, and a power sword for +15, ora power fist for +25

    Any model may take a jump pack for +10 a modelOne model may take a flamer for +5, a meltagun for +10 or a plasma gun for +15Sergeant may take meltabombs for +5

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    Sternguard Veteran Squad 125

    WS BS S T W I A Ld Sv

    4 4 4 4 1 4 2 9 3+

    4 4 4 4 1 4 2 9 3+

    Rules: Wargear:Bolter

    Combat Squads Bolt pistol and Frag & Krak grenadesAnd They Shall Know No Fear Special ammunitionCombat Tactics

    Options:Take up to five additional models at +25/modelSergeant may take power weapon or lightning claw +15, plasma pistol +15, or apower fist +25 and meltabombs +5

    Any model may take a storm-bolter or combi weapon +52 veterans may take flamer, meltagun, heavy bolter, multimelta or missilelauncher +5, plasma gun, plasma cannon, heavy flamer +10, lascannon +15

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    Troops

    Tactical Squad 90

    WS BS S T W I A Ld Sv4 4 4 4 1 4 2 9 3+

    4 4 4 4 1 4 1 8 3+

    Rules: Wargear:And They Shall Know No Fear Bolt PistolCombat Squads Bolter or ChainswordCombat Tactics Krak & Frag Grenades

    Options:May take up to 5 models for +15 a model

    Sergeant may take a plasma pistol for +15, a power sword for +15, or a powerfist for +25, and meltabombs for +5, combi +10, storm bolter +3One model may take a flamer, a meltagun for +5, or a plasma gun for +10If the squad consists of 10 models, one model may take a heavy bolter,multimelta, or missile launcher, a plasma cannon for +10, or a lascannon for +25In addition:

    4thcompany sergeant may take hellfire rounds for +10

    6thcompany sergeant may take Fists Of The Typhoon for +10

    7thcompany sergeant may take dragonfire bolts for +10

    8thcompany sergeant may take vengeance rounds for +10

    9thcompany sergeant may take Swords Of The Typhoon for +30

    In game terms, to represent the separate battle companies, a squad may buy a"doctrine" from the following list:- 4th Company - Tyranid psychic powers such as Paroxysm have no effecton this unit (+15)- 6th Company - Squad members may exchange their bolter for achainsword for no additional points- 7th Company - The squad may take a unique device that disrupts thedelicate grav fields that Eldar vehicles rely on, meaning that whenever theymove, they must take a dangerous terrain test, and may not move more than 6".However, the Black Typhoons army may not use land speeders if this device is inplay (+25)

    - 8th Company - Oaths of Warding may be taken, which ignores Daemoninvulnerable saves, and if within 12" of the unit, must take a leadership test at -2Ld every opponent's turn. (+15)- 9th company - Disruptive virus implants deny the Necrons' ability toreanimate, so wounds caused by the unit cannot be resurrected (+20)

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    Fast Attack

    Assault Squad 100

    WS BS S T W I A Ld Sv4 4 4 4 1 4 2 9 3+

    4 4 4 4 1 4 1 8 3+

    Rules: Wargear:And They Shall Know No Fear Chainsword and bolt pistolCombat Squads Frag & Krak GrenadesDeep Strike Jump PacksCombat Tactics

    Options:

    May take up to 5 additional models for +18 points a modelUp to 2 models may take plasma pistols +15, meltas or flamers for +10 eachSergeant may take a plasma pistol +15, and a power sword +15, a power fist+25, a lightning claw +25, or a thunder hammer +30, combi +10 and meltabombs+5Sergeant may also take a combat shield for +5

    Scout Bike Squad 100

    WS BS S T W I A Ld Sv

    4 4 4 4(5) 1 4 2 9 4+

    4 4 4 4(5) 1 4 1 8 4+

    Rules: Wargear:And They Shall Know No Fear Space marine bikeCombat Squads Bolt pistolInfiltrate Frag & Krak GrenadesTurbo Boosters Teleporter homerMove Through CoverScoutsCombat Tactics

    Options:May take up to 3 additional scout bikers for + 30 a modelSergeant may take a plasma pistol +15, a power sword +15, or a power fist +25Sergeant may take meltabombs +5Up to 2 models may take an astartes grenade launcher for +10

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    Thunder Riders Bike Squad 120

    WS BS S T W I A Ld Sv

    4 4 4 4(5) 1 4 2 9 3+

    4 4 4 4(5) 1 4 1 8 3+4 4 4 4(5) 2 4 2 8 3+

    Rules: Wargear:Fearless Space Marine BikeCombat Squads Frag & Krak GrenadesTurbo Boosters Bolt PistolCombat Tactics

    Options:May take up to 5 additional bikes for +35 points each

    Up to 2 models may take a flamer +5, a meltagun +10, or a plasma gun +15Sergeant may take a plasma pistol +15, a power sword +15, a power fist +25 andmeltabombs +5, combi +10May take an attack bike for +40, with heavy bolter or multimelta +10

    Thunder Riders Land Speeder Squadron 65

    Type BS F S R

    Skimmer,fast

    4 10 10 10

    Rules: Wargear:Deep Strike Heavy bolter or multimelta

    Options:May take up to 4 additional models for +65 a modelOne model may take a typhoon launcher for +10

    Any model without a typhoon launcher may take a heavy flamer +10, or anassault cannon +35

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    Scout Land Speeder Storm 50

    BS F S R

    Skimmer,fast,

    transport

    4 10 10 10

    Rules: Wargear:Deep Strike Up to 5 scouts in transportInfiltrate Cerberus launcher

    Jamming BeaconScout

    Options:May take a heavy flamer +10, multimelta +15, or an assault cannon+35

    Vanguard Veteran Squad

    125

    WS BS S T W I A Ld Sv

    4 4 4 4 1 4 2 9 3+

    4 4 4 4 1 4 2 9 3+

    Rules: Wargear:Heroic Intervention Power sword/chainswordCombat Squads Bolt pistol and Frag & Krak Grenades

    And They Shall Know No FearCombat Tactics

    Options:May take up to 5 more models at +20/modelSergeant may take lightning claw for free, power fist +10, thunder hammer orrelic blade +15

    Any model may take storm shield, plasma pistol, power weapon or lightning claw+15, power fist +25, thunder hammer +30, meltabombs +5, jump packs +10

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    Heavy Support

    Devastator Squad 90

    WS BS S T W I A Ld Sv4 4 4 4 1 4 2 9 3+

    4 4 4 4 1 4 1 8 3+

    Rules: Wargear:And They Shall Know No Fear Bolter or chainswordCombat Squads Bolt PistolCombat Tactics Frag & Krak Grenades

    Options:May take up to 5 additional models for +15 each

    Up to 4 models may upgrade to a heavy bolter, multimelta or missile launcher for+15, a plasma cannon for +20, and a lascannon for +25Sergeant may take a plasma pistol for +15, a power sword for +15, or a powerfist for +25, storm bolter +3, combi +10Sergeant may also take meltabombs for +5

    Predator 60

    Type BS F S R

    Tank 4 13 11 10

    Wargear:AutocannonSmoke LaunchersSearch Light

    Options:May take heavy bolter sponsons for +25, or lascannons for +60May replace autocannon with twin linked lascannons for +35May take a P.M. storm bolter for +5, a H.K. missile for +10, extra armour for +15,and a dozer blade for +5

    Predator Deimos Executioner

    125

    Type BS F S R

    Tank 4 13 11 10

    Wargear:Plasma destroyerSmoke launchers and Searchlight

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    Options:Heavy bolters +25, lascannons +60Swap out for heavy conversion beamer +15May take a P.M. storm bolter for +5, a H.K. missile for +10, extra armour for +15,

    and a dozer blade for +5

    Storm Raven 200

    Type BS F S R

    Skimmer,Fast

    4 12 12 12

    Rules:PotMS

    Assault Vehicle

    Deep Strike

    Wargear:TL heavy bolterTL assault cannon4 Strike missilesCeramite plating

    Options:TL multimelta or typhoon launcher +25TL plasma cannon or lascannon

    Hurricance bolters +30Searchlight +1, extra amour +15, locator beacon +15

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    Land Raider 250; Land Raider Crusader 250; Land Raider Redeemer 240;Land Raider Ares 300; Land Raider Helios 300; Land Raider Achilles -325

    Type BS F S R

    Tank 4 14 14 14

    Rules:Power Of The Machine Spirit

    Assault Vehicle (12/16/0)

    Wargear:LRTwin-linked heavy bolter and twin-linked lascannon sponsons [TC10]LRCTwin-linked assault cannon and hurricane bolter sponsons [TC16]

    LRRTwin-linked assault cannon and hellstorm cannon sponsons [TC12]LRADemolisher cannon and twin-linked lascannon sponsons [TC6]LRHWhirlwind multiple missile launcher and twin-linked lascannon sponsons[TC6]LRAcThunderfire Cannon, twin linked multimelta sponsons [TC6]

    AllSearch Light, frag launchers and smoke launchers

    OptionsMay take a P.M. storm bolter for +5, a H.K. missile for +15, extra armour for +15,and a dozer blade for +5Crusader and Redeemer may take a multimelta +10

    Land Raider Proteus 225

    Type BS F S R

    Tank 4 14 14 14

    Rules: Wargear:PotMS, Scout, Unique, Explorator Augury Web 2 TL lascannons [8 models]

    Options:TL heavy bolter or heavy flamer +15

    PM storm bolter +5, heavy bolter or multimelta +10Armoured Ceramite +20, a H.K. missile for +15, extra armour for +15, and adozer blade for +5

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    Whirlwind 85

    Type BS F S R

    Tank 4 11 11 10

    Wargear:Whirlwind multiple missile launcherSearch light & Smoke Launchers

    Options:May take a P.M. storm bolter for +5, a H.K. missile for +15, extra armour for +15,and a dozer blade for +5

    Vindicator 115

    Type BS F S R

    Tank 4 13 11 10

    Wargear:Demolisher cannonSearch light & Smoke Launchers

    Options:May take a P.M. storm bolter for +5, a H.K. missile for +15, extra armour for +15,and a dozer blade for +5, siege shield +10

    Thunderfire Cannon 100

    WS BS S T W I A Ld Sv

    4 4 4 4 1 4 1 8 2+

    Rules: Wargear:And They Shall Know No Fear Artificer ArmourCombat Squads Frag and krak grenadesBolster Defences bolt pistolBlessing Of the Omnissiah Servo-harness

    Drop pod option.

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    Storm Eagle 225

    Type BS F S R

    Skimmer,Fast

    4 12 12 12

    Wargear: Rules:TL heavy bolter, vengeance launcher Deep strikeCeramite plating [TC 20] assault vehicle, PoTMS

    Options:Exchange heavy bolter for TL multimelta +15 or typhoon launcher +25Take 4 hellstrike missiles +40, or two TL lascannons +50Searchlight +1, Extra armour +15

    Dedicated Transports

    Rhino 35 [TC 10]

    Type BS F S R

    Tank 4 11 11 10

    Rules: Wargear:Repair Search Light & Smoke Launchers

    Options:May take a P.M. storm bolter for +5, a H.K. missile for +10, extra armour for +15,

    and a dozer blade for +5

    Razorback 50 [TC 6]

    Type BS F S R

    Tank 4 11 11 10

    Wargear:Twin-linked heavy boltersSearch Light & Smoke Launchers

    Options:May take a P.M. storm bolter for +5, a H.K. missile for +10, extra armour for +15,and a dozer blade for +5May replace heavy bolters with twin-linked lascannons for +30, TL heavy flamer+25, Tl assault cannon +35, lascannon and TL plasma gun +35

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    Drop Pod 35 [TC 12]

    Type BS F S R

    N/A 4 12 12 12

    Rules: Wargear:Immobile Storm bolterInertial Guidance SystemDrop Pod Assault

    Options:May upgrade to a Deathstorm drop pod with 3 assault cannons for +30, but maycarry no models

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    Special Rules/Wargear:

    Rites of Battle Any unit in the army may use this modelsleadership value for morale or pinning tests

    Gauntlets of Destruction See ArkyrusArmour of the Warp See ArkyrusDread Keepers See AshmaelKeepers Wrath See AshmaelThe Silencer - See AshmaelThe Protection of the Keeper - See AshmaelWarp Rage See AresThe Earthshaker See AresSxcythor - See AresMask of Fury this model always strikes first in combat against

    units with an initiative. If this is also the case with

    the assaulted unit, roll a D6 and add it to eachmodels initiative to determine who strikes firstTank Killer See GunderinIron Halo 4+ invulnerable saveRosarius 4+ invulnerable saveCompany standard all friendly units within 12 may re-roll morale and

    pinning checksNarthecium/Reductor feel no pain conferred upon the squadRelic Blade S6 double handed power weaponCrozius Arcanum power weaponLitanies of Hate on the turn the squad charges, re-roll failed hits

    And They Shall Know No FearSee C:SMAtomantic Shielding - Invulnerable save of 5+ against shooting attacks

    and explosions, and an Invulnerable save of 6+against attacks suffered in close combat. Inaddition, if the Contemptor suffers a VehicleExplodes damage result, add +1" to the radius ofthe blast

    Digital Weapons re-roll one failed hit in CCBlessing of The Omnissiah May repair a friendly vehicles Immobilised or

    Weapon Destroyed result on a roll of 6 in theshooting phase if in base contact. There is a plusone modifier for every servo-armed servitor in thesquad, and the result may be re-rolled if theTechmarine is equipped with a servo-harness.

    Servo-arm counts as a S8 I1 close combat weaponSeismic Hammer DCCW with +1 to damage rolls and a built in

    meltagunChainfist - +1D6 to armour penetration rollsHurricane bolter 3 twin linked bolters

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    Fists of the Typhoon two wrist mounted bolt pistols, allowing the user towield two chainswords (counts in game terms as atwin linked pistol that confers +1A)

    Swords of the Typhoon as before but with power swords instead ofchainswords

    Power Of the Machine Spirit the vehicle may fire an additional weapon andmove its full distance, even if it has suffered a CrewShaken or Crew Stunned result

    Assault Vehicle units may assault the turn they disembarkFrag Launchers unit counts as having assault grenadesRepair on a D6, instead of shooting, if a 6 is rolled, an

    Immobilised result can be reversedImmobile once landed the vehicle cannot move for the rest of

    the game and cannot be repairedInertial Guidance System reduce the scatter by the minimum in order to not

    land in dangerous/difficult/impassable terrain or on

    top of other modelsWrath of the Typhoon [psychic power] All enemy models within 18 suffera S5 AP4 Heavy hit. This therefore means themodel cannot move before using the power, orassault that turn.

    Sacred Standard - All units within 12 of the banner are FearlessChapter Standard - If Arkyrus is present then a standard bearer may

    upgrade his standard to the Black Typhoonschapter standard. Any unit within 12 may re-rollfailed morale and pinning checks, and the unitcarrying it have 1 extra attack and count as havingscored one extra wound in assaults.

    The Staff of the Watcher See The Dark WatcherThe Sword of the Watcher See The Dark WatcherThe Armour of the Watcher - See The Dark WatcherTyphoonss Lance - [psychic power] One S10 AP1 Lance shot range

    18Typhoons Hail - [psychic power] 10 S6 AP4 Rending shots range

    12Master Psyker - May use up to 3 psychic powers per turnThe Power of the Watcher - See the Dark WatcherLast Resort - See the 13

    thCompany

    Explorator Augury Web either +1 to your reserve rolls, or -1 to youropponents each turn

    Vengeance launcher - 48, S5 AP4, Heavy 2, Large BlastHellstrike missile - 72, S8 AP3 Ordnance 1 1 shot only

    Kheres AssaultCannon 24 6 4 Heavy 6, Rending

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    Heavy ConversionBeamer Up to 18 6 - Heavy 1, 5 Blast, FiringCalibration18 to 42 8 4 Heavy 1, 5 Blast, FiringCalibration

    42 to 72 10 1 Heavy 1, 5 Blast, FiringCalibration

    CalibrationCannot move and shoot

    Plasma Destroyer 36" 7 2 Heavy 3, Blast

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    WS

    BS

    S T W I A Ld Sv

    Apothecary 4 4 4 4 1 4 2 9 3+

    Arkyrus 7 5 4(6) 5 4 6 4 10 2+/4+Ashmael 6 5 4 4 3 5 3 10 2+

    Attack Bike 4 4 4 4(5) 2 4 2 9 3+

    Brother Serrus 4 6 4 4 2 4 2 10 3+

    Brother Verrus 6 4 4 4 2 4 2 10 3+

    Chaplain 5 5 4 4 2 5 2 9 3+/4+

    Chapter Champion 5 4 4 4 1 5 3 9 2+

    Company Champion 5 4 4 4 1 4 2 9 3+

    Company Master 6 5 4 4 3 5 3 10 3+/4+The Dark Watcher 7 7 6 5 5 7 6 10 2+/2+

    Death Company 5 4 4 4 1 4 2 8 3+

    Death Company Sergeant 5 4 4 4 1 4 2 9 3+

    Honour Guard 5 4 4 4 1 4 2 9 2+

    Interrogator Chaplain 5 5 4 4 3 5 3 10 3+/4+

    Librarian 5 4 4 4 2 5 3 10 3+

    Librarian Bodyguard 4 4 4 4 1 4 2 9 3+

    Servitor 3 3 3 3 1 3 1 7 4+Space Marine 4 4 4 4 1 4 1 8 3+

    Space Marine Biker 4 4 4 4(5) 1 4 1 8 3+

    Space Marine Scout 4 4 4 4 1 4 1 8 4+

    Space Marine Scout V. Sgt. 4 4 4 4 1 4 2 9 4+

    Space Marine Scout Biker 4 4 4 4(5) 1 4 1 8 4+

    Space Marine Scout Biker V. Sgt. 4 4 4 4(5) 1 4 2 9 4+

    Standard Bearer 4 4 4 4 1 4 1 9 3+

    Sternguard Veteran 4 4 4 4 1 4 2 9 3+Techmarine 5 5 4 4 2 5 2 9 2+

    Terminator 4 4 4 4 1 4 2 9 2+/5+

    Terminator Bodyguard 4 4 4 4 1 4 2 9 2+/5+

    Vanguard Veteran 4 4 4 4 1 4 2 9 3+

    Company Veteran 4 4 4 4 1 4 2 9 3+

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    WS BS F S R I A

    Dreadnought 4 4 12 12 10 4 2Venerable 5 5 12 12 10 5 2Ironclad 4 4 13 13 10 4 2(3)

    DeathCompany 5 4 12 12 10 4 3

    BS F S R

    Drop Pod 4 12 12 12Rhino 4 11 11 10

    Razorback 4 11 11 10L.R. 4 14 14 14

    L.R.C. 4 14 14 14

    L.R.R. 4 14 14 14L.R.A. 4 14 14 14L.R.H. 4 14 14 14

    Whirlwind 4 11 11 10Vindicator 4 13 11 10Predator 4 13 11 10

    LandSpeeder

    4 10 10 10

    Land

    SpeederStorm

    4 10 10 10

    Veteran Sergeant 4 4 4 4 1 4 2 9 3+

    Felruss Kraan 6 5 4 4 3 5 3 10 3+/4+

    Mercurus 6 5 4 4(5) 3 5 3 10 3+/4+

    Andrial 5 6 4 4 3 5 3 10 3+/4+

    Ares 6 5 4 4 3 5 3 10 3+/4+

    Wolfram Gunderin 5 6 4 5 3 5 3 10 3+/4+

    13thCompany brother 5 4 4 4 1 4 2 10 3+/6+

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    The Dark WatcherMaster of the 13thcompanyLegend

    Very little is known about the Dark Watcher, except that his

    history is very controversial and surrounded in mystery. It isbelieved that he is a Company Master that turned away fromthe Dark Angels chapter in the time after the Fall to persuethe Fallen on his own agenda. With him he took his band ofbrothers and led them on a campaign against his twistedformer comrades.

    Gone for millennia, how he and his company have lived thislong is unknown, though excessive warp travel is suspected,passing through centuries in the blink of an eye. When hefinally returned to the Dark Angels, he felt his crusade hadbeen completed, and that the Dark Angels salvation was

    close at hand. He refused to give reasons for his actions, butdemanded he be given a new crusade to be taken up.Coincidentally, the Warp Rage contamination of the 5thcompany of the Black Typhoons had almost been discovered bythe Ordo Malleus, and fearing similar events would happenagain, Grand Master Azrael entrusted the newly named 13thCompany with the task of watching over and protecting thesecret of the Death CompanySpecial Rules:See Entry Below

    Wargear: See Entry below

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    The (13th) Watchful CompanyHistoryWhen it was discovered that there was a taint in the Gene-seed, and the Death Company formed, the Black Typhoonswere required for duty in the Halo Stars, where they decidedto debut the Death Company in battle. Unfortunately, membersof the Inquisition were present in the form of a Grey KnightJusticar and his squad. They saw the Death Company in actionand deemed it heretic, taking the fight to the Death Company.To prevent news reaching the High Lords about this, Arkyrusordered his men to dispatch the Grey Knights squad, whichthey did to great losses. From then Arkyrus vowed that hewould protect his tainted brothers from the Inquisition no

    matter what, and so created the 13thcompany to be preparedfor such a threat, earning them the title the WatchfulCompany. In the 40thMillennium, the Dark Watcher and hishistory were discovered, making him master of the company.For this reason, the other companies distrust and keep acareful eye on the company, though they are rarely seen inbattle. There has never been a recorded case of conflictbetween the 13thcompany and the Inquisition, but times arechanging, and situations could occur

    Special Rules: See Entry below for SkyStrike, Intervention, Deliverance and

    Veteran Squads

    Wargear: See Entry below for SkyStrike, Intervention, Deliverance and

    Veteran Squads

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    Apocalyptic formation/unit (100 plus models):

    - May only be taken if any army consists of C:GK models and/or units- Null field generator (allocated to one model before the game starts and moveswith it)

    - Battle formation - must deploy within 12" of each other

    Composition:Dark Watcher 0-1Intervention squads 1+Skystrike Squads 0-2Veteran squad 0-1Deliverance squad 0-1

    Dark Watcher (450):

    WS BS S T W I A Ld Sv7 5 5 5 4 6 4 10 2+/2++

    Special Rules:- Master Psyker (may use 3 psychic powers per turn)- Fearless- Independent character - Unique- Eternal Warrior- Preferred Enemy: C:GK- Relentless

    Wargear:- Armour of the Watcher - artificer armour (2+), that grants the user a 2++ invulnand +1T- Master crafted force weapon that strikes at S10 in CC- Wings of the watcher - Jump pack- Frag and krak grenades- Guard of the Watcher - is immune to the effects of psychic powers

    Intervention Squad (100):

    WS BS S T W I A Ld Sv5 4 4 4 1 4 3 10 3+/6++

    4 4 4 4 1 4 2 9 3+/6++

    Special Rules:- ATSKNF- Preferred Enemy C:GK

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    - Combat tactics- Combat squads- Stubborn

    Wargear:

    - Chainsword/bolter- Bolt pistol- Vengeance Rounds- Power armour (blessing of the typhoon)- Frag & kraks- Psychic hood (sgt only)

    Transports:- Rhino- Razorback- Drop pod

    Options:- May have up to 5 more models at +20 each- Squad may take psyk-out grenades at +10- 1 in 5 models may replace bolter/chainsword with flamer +5, meltagun +10,plasma gun +15- 1 in 10 models may replace chainsword/bolter with Missile launcher, multimelta,heavy flamer or heavy bolter +5, plasma cannon +10, or lascannon +15- Any may replace their bolt pistol and/or chainsword for a power weapon +10,Power fist, lightning claw or storm shield +15, thunder hammer +20, duallightning claws +30- Any model may replace bolter with a combistake bolter +5- Any model may take a specific battle company sgt upgrade at the specified cost- Sgt may take meltabombs +5

    Skystrike squad (120):

    WS BS S T W I A Ld Sv

    5 4 4 4 1 4 3 10 3+/6++

    4 4 4 4 1 4 2 9 3+/6++

    Special Rules:- ATSKNF- Combat tactics- Combat squads- Preferred Enemy C:GK- Stubborn- Hit & Run

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    Wargear:- Chainsword or psyk-blade- Bolt pistol- Frags & Kraks- Jump packs

    - Power armour (blessing of the typhoon)- Psychic hood (sgt)

    Transport:If the squad removes their packs they may select a drop pod or rhino for free, ora razorback for +5 (note that upgrades must be bought as usual)

    Options:- May take up to 5 more models at +22 each- Squad may take psyk-out grenades at +10- One may replace bolt pistol with flamer +5, meltagun +10 or plasmagun +15

    - Any model may replace their bolt pistol/psyk-blade for a power weapon +10, apower fist, storm shield or lightning claw +15, a thunder hammer, relic blade, orforce weapon for +20, dual lightning claws for +30

    Veteran Squad (215):

    WS BS S T W I A Ld Sv

    5 4 4 4 1 4 3 10 2+/5++

    5 4 4 4 1 4 2 9 2+/5++

    Special Rules:- ATSKNF- Combat tactics- Combat squads- Stubborn- Preferred Enemy C:GK

    Wargear:- Force weapon- Combistake stormbolter- Psychic hood

    - Terminator Armour

    Transports:- May take a land raider variant (including FW, IA and Apocalypse units)- Storm raven

    Options:- May include up to 5 more models at +40 each

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    - Any model may replace its CSB with a combi-weapon for +5, or its forceweapon for a power fist for free- May replace both weapons with either dual lightning claws, or a thunderhammer and storm shield, for free- Any model may replace either basic weapon with a storm shield or chainfist for

    +5- One model may be upgraded to apothecary in addition to its wargear for +20, ora standard bearer for +10

    Deliverance Squad (100):

    WS BS S T W I A Ld Sv

    4 5 4 4 1 4 3 10 3+/6++

    4 5 4 4 1 4 2 9 3+/6++

    Special Rules:- ATSKNF- Combat tactics- Combat squads- Stubborn- Preferred Enemy C:GK- Tank Hunters

    Wargear:- Bolter- Bolt pistol

    - Vengeance rounds- Frags & kraks- Power armour (blessing of the typhoon)- Psychic hood (sgt)

    Transport:- Rhino- Razorback- Drop pod

    Options:

    - May include up to 5 more models at +20 each- Up to 4 models may replace their bolter with a heavy bolter, missile launcher,multimelta, or heavy flamer +5, a plasma cannon +10, a lascannon or assaultcannon +15- The squad may take vengeance shells for +5- The squad may take psyk-out shells for +10

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    Notes:Psyk-out grenades - psykers in the squad(s) being assaulted are reduced to I1for the turn they are assaulted.Combistake bolter - wounds psykers on a 2+ (rapid fire, range 24" S4 AP5)Blessing of the Typhoon - grants the wearer a 6+ invulnerable save

    Psyk-blade - wounds psykers on a 2+ in close combatVengeance shells - Upgrades for assault cannon and heavy bolter profiles (Adds1 S and lowers the AP by one e.g. S5 AP 4 -> S6 AP3)Psyk-out shells - Upgrades for assault cannon and heavy bolter profiles (Woundspsykers on a 2+)

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    Famous Battles

    The Kyrsta Beta Uprising:

    In the latter of the 41st Millenium, the Black Typhoons 7th company was sent to

    quell a rebellion on Kyrsta Beta. Within weeks, the planet had been brought backunder control, though with higher than expected civilian casualties. CompanyMaster Castus orchestrated the entire campaign, but was unsettled by recordedditsturbances and reports of pirate raids in the local vicinity. Instructing his mento take up defensive positions at the largest Hive, Castus took the three assaultsquads, and his personal command squad to scout out the area.

    Almost 12 hours after the Company Master had departed, a fleet of nearly 20raiders came screaming out of the dark sky, emitting screams of tortured slavesfrom hidden amplifiers. The local PDF was in no fit state to fight, leaving the fullbrunt of the assault to the 7th. The sound of harsh bolter fire and screamingxenos filled the air. Though sorely pressed, the Typhoons fought like men

    possessed, fighting until the last possible moment before retreating to saferpositions. Despite their best efforts, the company was slowly pushed back to thewals of the hive, the Dark eldar's raiders and hellions screaming past, taking thelives of many as they went. Then, out of nowhere, a lone thunderhawk camescreaming over the horizon. Immdiately, the xenos turned their heaviest lanceweaponary on the new threat. crippling the mighty craft. Engines aflame, thethunderhawk plummeted towards the Archon's graceful raider, missing it mymetres, before crashing into the ground and was obliterated. At first, the 7thlooked on in dismay, but then, looked again to the skies....For the Thunderhawk had been transporting the scouting party, led by none otherthan Castor himself. As soon as the craft had been close enough to the xenos'ships, then he, the assault squads, and his personal jump pack command squadhad leaped clear of the burning wreck, and came down upon the soaring raiderslike angels of fire. At the heart of the boarding action, Castor came face to facewith the Archon. With his command squad slowly wearing down the bodyguard,Castor went for the lord, lightning claws ablaze. Though the xenos was quick andagile, he was no match for the Company Master in full wrath, who tore the upstartpirate apart in a flurry of swings. With the fall of their lord, the xenos began topanic, giving the devestator squads at the walls of the Hive enough time to targetthe unboarded raiders, bringing them down in a series of well-aimed missiles.With no means of escape, the remaining pirates were soon run to the ground.With the end of the xenos assault, the 7th departed to fight anew, in yet anothercampaign, though their newfound eldar-fighting skills would come very much inuse.

    Skultoof's folly:

    The campaign against Waagh Skultoof was the last time the Black Typhoons hadfought as a chapter, and the first since the Second War for Armageddon. The orWaagh had already claimed several systems, and the Black Typhoons'

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    homeworld was now under threat of invasion, so Arkyrus recalled all companiesto fight off the alien menace. The campaign had been going well, and was nowpinnacled on a single, great battle on the edge of the Black Typhoons'homeworld system.Directed by the chapter master, the battle companies took up defensive positions

    across the wide, open battlefield, supported by the 10th and 12th, with the 11thprepared for counter assault actions. The Thunder Riders would perform hit andrun attacks against superheavies, whilst the 3rd, and veteraned 6th companieswould act as forward skirmishers, demoralising ground troops and taking out highprofile targets.The primary assault by the orks, sent the Black typhoons' defence reeling, as thesheer weight of numbers overwhelmed defensive positions. It took a determinedand bloody counter from the reserve held Death Company, lead by Ares himselfto break the ork charge, supported by the company veterans from the presentbattle companies. As times looked grim for the defenders, a sudden series offireball on the horizons sparked hop in the men. This was the sign that the

    Thunder Riders had been successful in their mission of denying the orkssuperheavy support from stompas and skulhammas. However, a second assaultwas inevitable, and the surviving marines would not stand up to much longer,even with the potent defence of the mighty heroes present, even including theKeeper's Wrath and Ashmael himself.But as the second assault came charging across the plains. a volley of preciselyaimed shots came from the hilltops to the side, detonating a series of carefullyplaced charges right in the path of the ork assault. The 3rd and 6th had predictedthe crudeness of the ork tactics, and the exlosives seared through the alienranks, causing devastating casualties. But then, out of the smoke and debris,came what seemed to be a walking wall...

    A whole formation of what must of been 300 ork walkers came marching over thecorpses of the fallen, with numerous battlewagons and trukks behind. This wasthe vanguard of the ork army, and the very sight sent doubt coarsing through theminds of the defenders. The force of the assault pushed the defenders furtherand further back, taking horrific casualties as it did. The 9th Company Master fellin that assault, in hand to hand combat with an ork dreadnought. As did the 4thcompany Chaplain, and Librarian Fallus... The list of the dead grew with everystep. Even a rallying defence orchestrated by Gunderin could only pause the orkadvance, before falling apart.

    And then, from behind, a roar of engines... The Thunder Riders had arrived! Andwith them, down came the 1st company, via drop pod, jump pack and teleporter,led by none other than Arkyrus himself, and with Felruss Kraan at his side. Thestrength of the assault against the wall of the remaining defenders (nowsupported by the 3rd and 6th), broke the back of the ork advance. Arkyrus torethrough the ranks of orks with melta and flamer fire, finishing survivors off with aslice from his gauntlets, until he reached the warboss himself. Easily dodging thewarboss' cumbersome blows, Arkyrus shredded the ork's torso, beforedecapitating him in one fell swoop, burning the body for good measureafterwards. Little did the Chapter master know that his life had been saved once

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    again By Felruss Kraan, who had smote an ork dreadnought to ruin with hismighty thunder hammer, just as it motioned to come bearing down upon thedistracted Arkyrus.With their leader gone, and most of the kans destroyed by the terminator squads,the survivors were left to mop up the remaining mobs of orks, with the clean up

    operation continuing well into the remainder of the century.

    The Machtine Incursion:

    The 3rd scout company has been led by the celebrated Master Andrial for wellover two centuries, but none remembers his actions more than during theMachtine Incursion of M41.7. It had become known to the Black Typhoons' highcommand that Alpha Legion infiltrators were attempting to corrupt an entire sub-sector, and so tasked Andrial's 3rd to counter-infiltrate and eliminate the AlphaLegion presence.Having carefully planned his mission, Andrial began slowly identifying the

    Legionnaires, building up a picture of the infiltration. When the picture wascomplete, the scale of the corruption was shocking. Not only did the AlphaLegion have eyes in almost every planetary government, it also had the localPDFs in full support (though unwittingly). From previous experience, Andrialknew that neither direct confrontation or taking out the leader of the operationwould do any good. So Andrial carefully planned a series of events that wouldunmask the conspiracy and turn the populace against the infiltrators.

    After months of preparation, Andrial had timed his op so that when the AlphaLegionnaires were preparing for a ritual daemon summoning that would end theImperium's control over the sub-sector. Such timing was risky, but Andrial knewthe success of the operation depended on it, as it would be the only time when allthe Legionnaires would be in one place. Having set up sniper sentries around allthe exits, and with scout bikers patrolling the streets, Andrial prepared hisskirmishers for a brutal assault at the height of the summoning. However, by thetime they reached the site, the summoning was virtually complete...Realising the imminent danger, Andrial rushed his men into the fray. Though the

    Alpha Legionnaires were vicious fighters, they were taken completely unawares,and were quickly cut down. Unluckily for the scouts, the ritual had been able tosummon a greater daemon of Nurgle, which fell upon the skirmishers, who took50% casualties wthin 5 minutes. Calling his snipers in to help distract thedaemon, Andrial drew his fated pair of power swords and rushed into the fray.

    Already wounded from various missile and sniper shots, it sluggishly turned toface him, its bulbous and putrified body stinking of disease and pestilence. As itturned, more scouts entered site, having left their bikes outside, and pumpedshot after shot of manstopper shells into its back. Andrial, knowing he woundhave to end this quickly, ran at the daemon, and jumped onto its flabby head.Hewing at it with his great power swords, the daemon bellowed and writhed, butstill he held on. Then at last, with one last swing, he plunged them both deep intoits head. The grip on the fabric of reality that the Daemon had disintegrated, and

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    it was sucked back into the warp, banished for 100 years and a day; anachievement worthy of a Grey Knight, let alone a scout company master.