TROOPS

 

FIFTH COLUMNISTS

  Pts/model WS BS S T W I A Ld Sv
Fifth Columnists 12 4 4 3 3 1 4 1 8 4+
Proselytizers +13 4 4 3 3 1 4 2 9 4+

Fifth Columnists are human recruits who are trained to operate behind enemy lines and to live as moles within the Imperium communities, waiting for the day when the Legion attacks to don their equipment and strike the enemy from the rear.

Squad: The Fifth Columnists Squad consists of five Fifth Columnists.

Weapons: Bolt pistol and close combat weapon.

Options: Any model in the squad may replace their bolt pistol and close combat weapon with a sniper rifle at +5 points, or a bolter or shotgun at no additional points cost.

One of the Fifth Columnists may can have one of the following:  heavy bolter at +15 pts; autocannon at +20 pts; missile launcher at +20 pts.

The entire Squad can have frag grenades at an additional cost of +1 pt per model and krak grenades at an additional cost of +2 pts per model, and/or smoke/blind grenades for +2 pts per model.

One of the Fifth Columnists may be upgraded to a Proselytizers at an additional cost of +13 points.  Proselytizers are specially trained to work amongst the populations of Imperium worlds, recruiting the population to the beliefs of the Alpha Legion and spreading the word of the tyranny of the False Emperor.

SPECIAL RULES

Infiltrators: In the right circumstances Fifth Columnists can work their way into a forward position on the battlefield.   To represent this they may set up using the Infiltrators rule, even if the mission doesn't allow Infiltrators.

Move Through Cover: Fifth Columnists roll an extra D6 when rolling to move through difficult terrain.  In most cases this will mean that they roll 3D6 and pick the dice with the highest score.

 

ALPHA LEGION VETERANS

  Pts/model WS BS S T W I A Ld Sv
Veteran 19 4 4 4 4 1 4 1 9 3+
Aspiring Champion +15 4 4 4 4 1 4 2 10 3+

The Veteran Alpha Legion Space Marines are the most experienced Space Marines in the army. They are hardened fighters who have taken part in countless battles all over the galaxy.

Squad: The squad consists of between 5 and 10 Veteran Chaos Space Marines.

Weapons: Bolter or bolt pistol & close combat weapon.

Options:  Up to two models may be armed with one of the following weapons each:  missile launcher at +20 pts; autocannon at +20 pts; heavy bolter at +10 pts; lascannon at +35 pts; flamer at +3 pts; plasma gun at +6 pts; meltaun at +10 pts; plasma pistol at +5 pts.  The entire squad may be equipped with frag grenades at +1 pt per model and krak grenades at +2 pts per model, and smoke/blind grenades at +2 pts per model.

One of the Chaos Space Marine Veterans in the quad may be upgraded to an Aspiring Champion at an additional cost of +15 pts.  The Aspiring Champion may be given any equipment allowed from the Alpha Legion Armoury.

Rhino:  The entire squad may be mounted in a Rhino armoured carrier at an additional cost of +50 pts.

SPECIAL RULES

Infiltrators:   Occasionally, Veterans are able to work their way into a forward position during a battle.  To represent this they may set up using the Infiltrators rules, even if the mission does not allow for it to be used, but not if they are mounted in a Rhino.  The Alpha Legion are expert at setting ambushes.

 

 

ALPHA LEGION SPACE MARINES

  Pts/model WS BS S T W I A Ld Sv
Marine 15 4 4 4 4 1 4 1 9 3+
Aspiring Champion +15 4 4 4 4 1 4 2 10 3+

Alpha Legion Space Marine squads are highly flexible and tactically adaptable troops. They make up the majority of squads in most Alpha Legion Space Marine armies.

Squad: The squad consists of between 5 and 10 Chaos Space Marines.

Weapons: Bolter or bolt pistol & close combat weapon.

Options:  Up to one model may be armed with one of the following weapons:  missile launcher at +20 pts; autocannon at +20 pts; heavy bolter at +10 pts; lascannon at +35 pts.  One other model in the squad may be armed with one of the weapons: flamer at +3 pts; plasma gun at +6 pts; meltaun at +10 pts; plasma pistol at +5 pts.  The entire squad may be equipped with frag grenades at +1 pt per model and krak grenades at +2 pts per model, and smoke/blind grenades at +2 pts per model.

One of the Chaos Space Marines in the quad may be upgraded to an Aspiring Champion at an additional cost of +15 pts.  The Aspiring Champion may be given any equipment allowed from the Alpha Legion Armoury.

Rhino:  The entire squad may be mounted in a Rhino armoured carrier at an additional cost of +50 pts.

 

SUICIDE BOMBERS

  Points WS BS S T W I A Ld Save
Suicide Bomber 24 3 3 3 3 1 3 2 10 5+

These are the fanatic freedom fighters. They live only to die for their cause, and so they know no fear. Their only wish is to die while killing the enemies of their cause.

Squad: You may include up to 5 Suicide Bombers as a single Troops choice.

Weapons: Laspistol/autopistol and close combat weapon.

SPECIAL RULES

Individuals: Suicide Bombers fight as individual models and can never join a unit. All Suicide Bombers from one selection on the force organisation chart must be depoyed at the same time (though they may be deployed in different places).

Fearless: Suicide Bombers want nothing more than to die for their beliefs. For this reason they will gladly fight against even the most horrifying of foes. Suicide Bombers never fall back, and are automatically assumed to pass any morale checks they are required to make (even against attacks that do not normally allow morale checks to be taken). In addition, Suicide Bombers cannot be pinned.

Suicidal Bombers: Suicide Bombers wear a special harness fitted with high explosives and willingly throw themselves at the enemy before setting them off in a massive detonation. At the start of any assault phase (including the opponent's turn) the Suicide Bomber may set off his bomb harness. This is done after any models have charged into an assault, but before any attacks are made. Centre the large blast marker over the Suicide Bomber. Any model (friend or foe) touched by the template is hit by flying bone and shrapnel on a D6 roll of 4+. Models hit take a Strength 4 hit with no Armour Piercing value. Any unit taking casualties from a Suicide Bomber must take a morale check immediately.
Against vehicles the Suicide Bomber will usually throw themselves under neath its wheels or tracks (or cling onto its engines in the case of a skimmer) before pulling the pin. An exploding Suicide Bomber inflicts an automatic melta-bomb hit if attacking a vehicle. For obvious reasons, a Suicide Bomber who sets off his bomb harness is killed (with no saving throw… ) and the model is removed!
If the Suicide Bomber is killed there is a chance the bomb harness will be set off (either by the attack or by the Suicide Bomber with their dying breath!) If the Suicide Bomber is killed in an assault, the bomb harness explodes on a 4, 5 or 6.
If the Suicide Bomber is killed by a ranged attack then the bombs detonate on a roll of 6. The bombs explode as detailed above.

 

FREEDOM FIGHTERS

  Points WS BS S T W I A Ld Save
Freedom Fighter 5 3 3 3 3 1 3 1 7 5+
Veteran Sergeant +10 3 3 3 3 1 3 2 8 5+

Freedom Fighters are guerilla fighters who fight for the Legion on Imperium worlds, striking from hidden bases and strongholds.  They make fast hit and run attacks, always disappearing back into their hidden places to strike again.

Up to three squads may be included as one Troops choice.

Squad: The squad consists of 1 Sergeant and 9 Freedom Fighters.

Weapons: Lasguns.  The Sergeant may exchange his lasgun for a laspistol and close combat weapon at no extra cost.

Options: The entire squad may exchange their lasgun for a laspistol and close combat weapon at no extra cost.  If one Guardsmen exchanges his equipment, all Guardsmen in the squad must do so.

Up to one model may be armed with: flamer at +3 points; plasma gun at +5 points; meltagun at +8 points or a grenade launcher at +12 points.

Two of the Guardsmen may be formed into a weapons team armed with one of the following heavy weapons: heavy bolter at +5; missile launcher at +10 points; lascannon at +15 points; autocannon at +10 points; a mortar at +10 points.

The entire squad may be equipped with frag grenades for an additional +10 points.

Character: The Sergeant may be upgraded to a Veteran Sergeant for an additional +10 points.  A Veteran Sergeant can have one choice of equipment allowed from the Imperial Guard Armoury.

Transport:  The squad may be transported in a truck at +30 points.

 

TRANSPORT: RHINO

  Points Front Armour Side Armour Rear Armour BS
Rhino 45 11 11 10 3
Type: Tank Crew: Chaos Marines

Weapons: The Rhino is armed with a combi-bolter.

Options: The Rhino may be equipped with any of the following vehicle upgrades for the cost listed in the Alpha Legion armoury: dozer blade, extra armour, Havoc missile launcher, pintle-mounted combi-bolter, searchlight, smoke launchers.   No upgrade may be taken more than once per vehicle.

Transport: The Rhino can carry up to ten Marines, but may not carry Terminators.

 

TRANSPORT:  TRUCK

  Points Front Armour Side Armour Rear Armour BS
Truck 30 10 10 10 3
Type: Fast, open topped Crew: Freedom Fighters.

Weapons: The truck can be armed with a heavy bolter at +10 points.  The truck may be given no other upgrades.

Transport:  The Truck can carry up to ten Freedom Fighters.

TRANSPORTING TROOPS

Certain units in the Alpha Legion army may have a Rhino or Truck
to transport them. Adding a Rhino or Truck to a squad does not count as
part of the squad and does not use up any of your choices on the Force
Organisation chart.

 

 


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