HQ

 

ZWEIHANDERS HEROES

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Leader

30

4

4

4

4

1

4

2

9

3+

Commander

45

5

5

4

4

2

5

3

9

3+

Force Commander

60

5

5

4

4

3

5

3

10

3+

Options: The Hero can be given any equipment allowed from the Space Marine Armory.

SPECIAL RULES

Independent Character: Unless accompanied by a Command Squad, a Hero is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

Command Squad: The Hero may be accompanied by a Command squad; see the Command squad entry for details. Note that the Hero and the Command squad count as a single HQ choice.

 

LIBRARIAN

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Librarian

60

5

5

4

4

2

5

3

9

3+

Options: The Librarian can be given any equipment allowed from the Space Marine Armory.

SPECIAL RULES

Independent Character: Unless accompanied by a Command squad, a Librarian is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

Psychic Power – Smite: The Librarian can attempt to Smite his enemy in his own shooting phase. Smite counts as a weapon and hits automatically using the following profile:

Range 12" Strength 4 AP2 Assault 1/Blast

Command Squad: The Librarian may be accompanied by a Command squad; see the Command squad entry for details. Note that the Librarian and the Command squad count as a single HQ choice.

 

CHAPLAIN

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Chaplain

70

5

5

4

4

2

5

3

9

3+

Weapons: Crozius arcanum and rosarius (cost of wargear included in Chaplain’s point value).

Options: The Chaplain can be given any equipment allowed from the Space Marine Armory.

SPECIAL RULES

Independent Character: Unless accompanied by a Command squad, a Chaplain is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

Command Squad: The Chaplain may be accompanied by a Command squad; see the Command squad entry for details. Note that the Chaplain and the Command squad count as a single HQ choice.

 

COMMAND SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Bodyguard

18

4

4

4

4

1

4

1

9

3+

Veteran Sergeant

+12

4

4

4

4

1

4

2

9

3+

You mat take a Command squad to accompany any other HQ unit in your army. See the other HQ entries on the previous page for details.

Squad: The Bodyguard consists of one Space Marine Sergeant and four Space Marines.

Weapons: Bolter. The Sergeant can exchange his bolter for a bolt pistol and close combat weapon at no extra points cost.

Options: Up to two Space Marines in the squad can have: missile launcher at +20 pts; heavy bolter at +15 pts; lascannon at +35 pts; multi-melta at +35 pts; plasma cannon at +35 pts; flamer at +3 pts; plasma gun +6 pts; meltagun at +10 pts. The entire squad can have frag grenades at an additional +1 pt per model and krak grenades at an additional cost of +2 pts per model.

Terminator Honors: If the squad is led by either a Hero, Librarian, or Chaplain with Terminator honors and already has a Veteran Sergeant then athe rest of the squad may have Terminator honors at an additional cost of +10 pts per model.

Transport Vehicle: The entire squad can be mounted in a Razorback at an additional cost of +70 points, or a Bridgelayer at an additional cost of +85 pts.

CHARACTERS

One model can be upgraded to an Apothecary, one model can be upgraded to a Techmarine, and one model can be upgraded to a Standard Bearer. Any of these can take equipment from the Space Marine Armory. The Sergeant can be upgraded to Veteran Sergeant at an additional cost of +12 pts.

 


SPECIAL CHARACTERS

 

COMMANDER ARTEMIS, MISTRESS OF EAGLES

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Artemis

98

4

4

4

4

1

4

3

9

3+

Warhawks

+25

5

0

4

4

2

6

2

8

none

Commander Artemis is the female counterpart of Hyperion. With her abilities to speak to animals and her combat prowess, she is a welcome addition to any strike force.

A Zweihanders force may use Commander Artemis. She must be used exactly as described, and may not be given any additional equipment. She can only be used in a battle where both players have agreed to the use of special characters.

Wargear: Plasma pistol, power sword, jump pack, frag grenades, krak grenades, terminator honors

SPECIAL RULES

Acute Senses: Artemis has eyes as acute as the eagles she accompanies. To represent this, Artemis is unaffected by the Night Fighting special rules.

Warhawks: Commander Artemis is accompanied at all times by 1-3 warhawks. They must remain within 2" of each other, just as is required by normal unit coherency.

Incredible Speed: Artemis and her birds are treated as having Jump Packs for the purposes of movement. They can move up to 12" in the movement phase, and can charge 6" in the assault phase.

Independent Character: Artemis is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook. A Command Squad can not accompany her. Commander Artemis may only be accompanied by her birds.

 

COMMANDER HYPERION, MASTER OF THE HUNT

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Hyperion

123

5

5

4(5)

4

2

5

4

9

3+

Hunting Dogs

+10

4

0

4

4

1

4

2

8

6+

Commander Hyperion is another experiment by the apothecaries of the Chapter. A young Neophyte, during his training, showed an exceptional ability to move through groups of animals without alarming them in any way. Birds would not suddenly wheel into the sky, dogs would not start barking, and game animals would continue eating or resting, even though he was walking among them. The Chapter Librarians discovered a very unique psychic power in this young trainee. He could communicate with animals, and was treated as an equal by them. Not ones to waste an opportunity, the apothecaries wasted no time in modifying the recruit’s development. With the inclusion of canine DNA in his gene therapy, the medics created a Space Marine with the speed and acute senses of an animal. In addition to Hyperion, the apothecaries created several genetically enhanced hunting dogs to accompany him on the battlefield.

A Zweihanders force may use Commander Hyperion. He must be used exactly as described, and may not be given any additional equipment. He can only be used in a battle where both players have agreed to the use of special characters.

Wargear: Howling blade, bolter-meltagun, frag grenades, melta bombs, terminator honors

SPECIAL RULES

Howling Blade: Hyperion has a special weapon called the Howling Blade. It is an immense chainsword with a small power field generator built into it, effectively turning it into a power sword. The Howling Blade is treated as a power weapon, and adds +1 to the user’s Strength.

Acute Senses: Hyperion has senses as acute as the hunting dogs he accompanies. To represent this, you may reroll the dice when determining how far Hyperion can see when fighting at night. You may accept the higher of two rolls.

Counter Charge: To Commander Hyperion, first attack is always the best form of defense. If charged he and his companions will spring forward and counter charge the enemy. To represent this, models in Hyperion’s squad may move up to 6" to get into base-to-base contact. Counter charging models do not receive a +1 Attack bonus for charging, but they will fight with their full number of attacks.

Hunting Dogs: Commander Hyperion is accompanied at all times by 3-6 genetically enhanced hunting dogs. They must remain within 2" of each other, just as is required by normal unit coherency.

Incredible Speed: Hyperion and his dogs are treated as Cavalry for the purposes of movement. They can move up to 6" in the movement phase, and can charge 12" in the assault phase.

‘No matter the odds’: Hyperion and his dogs never know when to give up, and will keep fighting no matter what the odds. They may ignore the negative Morale Check modifiers for being outnumbered in close combat.

Sometimes this headstrong attitude can get Hyperion and his pack into trouble. Commander Hyperion may never fall back voluntarily and must always charge if he or one of his dogs is within assault range of the enemy.

Independent Character: Hyperion is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook. A Command Squad can not accompany him. Commander Hyperion may only be accompanied by his dogs.

 

THE LEARNED, ZWEIHANDERS CHIEF LIBRARIAN

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

The Learned

247

5

5

4

4

2

5

3

9

2+

The Learned is the leader of the Librarians for the Zweihanders Chapter. Like Inquisitor Czevak, the Learned has been to the Eldar Black Library. The price for his knowledge was his identity. He cannot remember his name, or his life before returning from the Library, nor can he remember the way he got to the Library. In exchange for his loss, he gained the most devastating psychic powers ever seen.

A Zweihanders force of more than 2,000 points may use the Learned. He must be used exactly as described, and may not be given any additional equipment. He can only be used in a battle where both players have agreed to the use of special characters.

Wargear: Force sword, bolter, artificer armor, psychic hood

SPECIAL RULES

Independent Character: The Learned is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook. A Command Squad can not accompany him.

Psychic Powers: The Learned has become a living psychic weapon. He commands a devastating range of psychic abilities. Each of these abilities may only be used once per battle, and Leadership tests must be taken as normal. Each of these powers, with the exception of Destructor and Eldritch Storm, last for one turn. The Learned may only use one psychic power per turn.

Battle Fate: Pick a single unit or vehicle within 72" at the beginning of the shooting phase. A +1 modifier is applied to that unit’s "to hit" rolls for the remainder of the turn, and also applies to the "to hit" rolls of the assault phase, should the unit charge or otherwise get into close combat. The effects last until the start of the next shooting phase.

Destructor: Place the flamer template so that its point is touching the Learned. Any model touching or under the template is hit unless it rolls equal to or under its Initiative on a D6. Hit models suffer a single S6 hit with no armor save possible. Vehicles and buildings take a glancing hit automatically and the Destructor bolt is stopped automatically. Otherwise the template moves 12" in a straight line each shooting phase, until it leaves the edge of the table.

Doom: Pick a single model within 36". All hits to that model, either from shooting or close combat, automatically wound, with no need to make a Strength/Toughness Chart roll. Armor saves may be taken as normal, using the normal rules. Vehicles may not be Doomed.

Eldritch Storm: Place the ordnance blast marker within 24". Roll the scatter die for each and any models touching or under the template. If an arrow is rolled, the model is flung to the edge of the template in the direction indicated by the arrow, and may not move or shoot the next turn. If a hit is rolled, the model suffers a single S3 hit and is flung in the direction of the arrow, as above. Vehicles caught in the storm are treated as Crew Stunned, and may not move or shoot the next turn. After scatter dice are rolled for all of the models affected, continue combat as normal. At the start of the next shooting phase, roll the scatter dice and 2D6. This indicates the direction and distance the Storm moves. The Eldritch Storm affects both enemy and friendly models. If the Storm leaves the table edge, it disappears.

Executioner: All enemy models within 6" are treated as if the Learned had charged them in close combat. Each model works out hand to hand combat as normal.

Fortune: All friendly models within 6" are treated as having a 5+ Invulnerable save until the start of the next shooting phase.

Guide: Pick a single Space Marine within 12". That model may immediately fire his weapon at up to double normal range and will hit automatically (beware of lascannons!). The weapon may not be a blast weapon (e.g. missile launchers and plasma cannons), and the weapon may not be mounted on a vehicle. Weapons may make only ONE automatic hit, even if they are rated such as Assault 2 or Heavy 3. Calculate damage as normal. Vehicles hit by the Guided shot take one penetrating hit if the target is within normal range, or one glancing hit if the target is in the extended range.

Mind War: Pick any enemy psychic or synapse creature. Roll 6D6. For each 6 rolled, the target sustains one wound with no armor save possible. Invulnerable saves apply as normal.

 

LORD COMMANDER RAVENHAWKE, MASTER OF THE ZWEIHANDERS

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Ravenhawke

191

5

5

4

4

3

5

5

10

2+

Lord Ravenhawke is one of the oldest Space Marines alive. He went through Neophyte training with another young recruit, Marenus Calgar. It was the Lord of Macragge himself who recommended Ravenhawke to his position. The Lord of the Zweihanders is a fortifications expert. There is no entrenched position that he cannot eventually crack. With his distinctive black armor and glowing claws, he will drop from the skies behind enemy lines exactly when he can best rout the defending force.

A Zweihanders force of more than 2,000 points total with at least one assault squad may use Lord Ravenhawke. He must be used exactly as described, and may not be given any additional equipment. He can only be used in a battle where both players have agreed to the use of special characters.

Wargear: Master-crafted power sword, bolt pistol, artificer armor, frag grenades, iron halo, jump pack, melta bombs, terminator honors

SPECIAL RULES

Deep Strike: Lord Ravenhawke always sets up using the Deep Strike rules, even though the mission may not allow Deep Strike. In addition, a scatter roll is not needed, as his advanced age and experience allows him to avoid misdirection, and a reserves roll is unnecessary. The player simply places Lord Ravenhawke on the battlefield wherever he wants.

Independent Character: Ravenhawke is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook. A Command Squad can not accompany him.


Back to Codex Zwiehanders.

E-mail me!