Wednesday, 3 March 2010

[Necrons] Necrons in 5th Edition: Initial Thoughts

I know it's been a while since 5th Edition 40k came out, but I've still yet to use my Necrons under the new rules, so I thought I'd do a bit of a run-through for each unit and then discuss what's changed, how I used to use them and how 5th edition makes them different.


The first and most noticeable issues are with the army-wide special rules:

Gauss Weapons
First and foremost, we Necron players now have to get used to the fact that Gauss Weapons can't insta-kill Vehicles anymore. Forget about the glory days where a unit of Warriors could jump out of a Monolith and then take down the Land Raider by glancing it to death... we now need to rely on bigger guns and other units to take these down.

Whilst it's still viable to stun, shake and immobilise stuff to solve the problem, you'll quickly find that with the rise in Vehicles, due to the durability of 5th Ed vehicle chart, you're now going to have to pour a ton of fire into them and hope you can Immobilise them and remove all their weapons in the same turn, leaving them as Pillboxes scattered around the land.

We'll Be Back
Not much has really changed with We'll Be Back in terms of the overall flow of the game, but with combats being decided a lot faster and drawn combats being fewer for the Necron player, it means your dying units will have fewer chances to WBB.

Leadership and Assault
Necrons LD value of 10 is extremely good for the majority of situations, however, with no access to Fearless troops or even Stubborn they easily get dragged down in combat, especially due to their poor Assault skills (with the exception of a few units). Now in 5th, Necrons are a lot more likely to get done over in an assault and even more likely to run away and get chased down by the attackers.

Overall... it doesn't look too good for we Necron players, so the next step needs to be to look at our individual units and what changes are made for them in 5th.

Lord
The Lord still acts primarily in his role as a Support unit for your Elite choices, and as an Orb Weilder. He now however has issues with certain wargear builds... for example the once prominent Destroyer Body, Res Orb, Phase Shifter, Phylactery,Warscythe build I used to run. This guy relied on preying on the weak units of the enemy, turbo-boosting around claiming his 3+ invulnerable save and providing his aura of Resurrection.

I'd prefer now to keep this guy in unit of Warriors, then maybe boost him out of the unit at a later stage. There's also, as you get with any rules change, some wargear thats taken a dip in effectiveness.

The Phase Shifter now becomes even more useful with the rise in Melta weapons aiming to splat your Lord and deny him his saves. There's nothing worse than him getting Bwomped by a Guard squad holding 3 Meltas.

Pariahs
Pariahs are one of those units I really wanted 5th edition to help out. It does slightly, but at the same time, they're still not worth taking over Immortals really...

Running in 5th edition helped them a lot, getting across the table faster is a C'Tan-send for these guys, despite the fact they have 24" assault Gauss weapons.

Their ability to reduce people within their aura to LD7 means that if they win combat, even by 1 or 2, you're looking at Ld5 or 6 for your precious Terminators to check to see if they run away. It does mean they can now fend off squads of Terminators quite well, as even if they only manage to kill 1 or 2, provided they can withstand an attack back, the Ld drop the Terminators take is extremely useful.

Immortals
Immortals are, and always have been, just Warriors but bigger, stronger and better. The real dip I found with these guys is them not being able to be a scoring unit anymore. Veil of Darkness Lord, plus these guys, really helped scare the enemy. Either by dropping in behind the enemies precious vehicles, or by appearing near a vital unit and then the Immortals unleashing a hail of fire upon the enemy.

These guys are still the bodyguard of choice for my Lord, you just have to be more careful now about getting into Assault. Your lord can handle himself, but the Immortals getting chopped to pieces won't help when it comes to LD tests.

Flayed Ones
Flayed ones again suffer the loss of scoring unit. These guys infiltrating behind enemy lines were able to pick off weaker units that would have to sit back - Devestators, Grots, Heavy Weapons platoons. They could then camp there in relative safety, able to defend the position against anything that tried to make it back to capture / contest.

Also, again the Leadership issue creeps in here, in that without Power weapons, Rending or Extra attacks compared to other army's assault specialists, 1 or 2 losses and the Flayed ones are looking shakey. In the next Codex Necrons could really do with making these guys Troops in some way.

Warriors
Warriors are the backbone of the Necron army, as already expected. However they're no longer the anti-tank squads they once were. Enemies can once again feel confident in plonking their transports and precious vehicles within rapid fire range of these squads, safe in the knowledge their vehicles are even harder to destroy.

The warriors will now have to rely on picking clever combats and using either the Veil of Darknes or Monolith to bypass tricky combat... so not so much different from 4th ed.

Also now these guys are your only scoring units... meaning if you did the old 2 units of 10 warriors and be done with it, you're now going to have a fair bit of trouble in this edition. I usually run either 4 units of 12 or 3 units of 15. 1 as forward objective grabbers, 1 as mid ground and 1 to hold my own. Then rely on the more elite units to clear the opponents objectives for the win.

Destroyers
Destroyers now can't reliably kill tougher vehicles like they used to, through sheer weight of numbers and firepower. Nowadays, these are the guys I want cracking open enemy Rhinos and Chimeras to unleash the insides, ready for a torrent of fire from Warrior squads, or to line up an assault from somewhere else.

With their 3+ invulnerable save lost when Boosting, they now get a 3+ cover save, which isn't so hot against certain weapons and in assaults. I'd stick to the usual approach of keeping these guys on the flanks, or buddy them up with a Warrior unit each as can-opener units.

Scarabs
Scarabs are those annoying little things every enemy either seems to ignore them and get tarpitted by them later in the game, or focus on preventing the tarpit and expending firepower into a cheap unit.

These guys DID benefit from the Turbo boost = 3+ cover save change, meaning they can Turbo boost and be more survivable from those nasty insta-killing Plasma guns and grenade launchers and whatnot. If I'm right in saying, you can also happily use these guys to screen your more expensive troops, giving them a 4+ cover save which is handy.

Wraiths
Wraiths were one of my favourite units in 4th edition. Effortlessly phasing around the board, creeping up on units, then, accompanied by a Destroyer Lord, smashing into them and consolidating into another unit, keeping them safe for the following turn.

One now has to use a lot more finesse when using Wraiths. Their inability to destroy tough targets due to the lack of rending or power weapons means that they need to be backed up by a Destroyer Lord in order to prevent the grind of combat. The fact they're also 1 wound each means even though you're toting a 3++ save, the rise in Melta guns means 1 shot from that and thats a 40+ point model down the drain.

Lurk as much as you can, turbo-boost through terrain and hide out of LOS where possible, then launch an attack near to where you can get to safety the following turn, and don't always rely on being able to wipe out the enemy in a single turn.

Heavy Destroyers
Heavy Destroyers are now the only real choice you have at taking down vehicles from range. The major issue with relying on these guys is they're more expensive than normal Destroyers and only get 1 shot, which only half the time will hit. Meaning you need 2 - 3 for the unit to be effective.

Their role is now reversed from 4th ed really, where as in 4th Ed I'd use these guys to character snipe or guarentee blowing up a Transport vehicle, I now have to rely on these chaps to take down the Leman Russes, Battlewagons and Land Raiders.

Tomb Spyders
Tomb Spyders are now prime, since you'll be needing them to boost your WBB stuff and also, them attacking as Monstrous Creatures, chucked into the right combat to support someone or against a transport vehicle, can mean the vehicle is the majority of the time destroyed.

Personally, I'd avoid using these guys to try and spawn too many Scarab swarms, instead, buy the swarms as a screen for the Spyders working. I've had too many Spyders die because of bad rolling with the Scarab spawning process. These guys are all out support unit. Stick them near to a Warrior unit each and lend a hand to those guys!

Monolith
The monolith is now even tougher, thanks to glancing hits not being able to destroy it. The enemy must now rely on Meltas being within Melta range, or rely on the AP1 factor.

This is your strongest unit, able to withstand a punishing amount of firepower, and then give it back out - along with clever use of the transport gateway, it can be the difference between losing a game and winning a game. I personally like to try for the Rapid Fire > Allow my unit to be assaulted > bring back through the Monolith to get an extra WBB roll for those who died > Rapid fire the unit that assaulted me.

I've had my Monolith absorb the full weight of an entire Ork army, eventually with 1 Warboss getting lucky and bringing it down. But the key is to make your opponent forget about Phase Out. In purchasing the Monolith, you've cut down your Phase Out number significantly - should your opponent realise this, then it's a hard time for you.

C'Tan
Now that the C'tan characters can run, it's even better... meaning they can whizz around the battlefield a bit more and avoid being outrun by pesky Fleeters or Jetbikes (where the C'Tan get lucky that is).

Their ability as a Monstrous Creature helps in bringing down Land Raiders and other high AV vehicles, which is now one of the major issues for Necrons.

They're still a hefty drain on your Phase Out number, not to mention points cost, but you can now happily field Special Characters without opponent permission, which is only fair... considering the C'tan are some of the coolest models and rules in the game. Plus, if you're willing to pay the heavy price cost involved, compared to some of the newer Uber CC units (Bloodthirster, Swarm Lord, Thunderwolf Lord etc.) then fair play to you.

Conclusion
Necrons themselves have changed a fair bit in 5th ed, but the way you play Necrons should still be very similar.

Use them as a finesse army that can take a beating if necessary, but avoid heavy casualties and sacrificing units where you can. Utilise the cover saves offered more frequently in 5th edition, to prevent things like Battlecannon's smashing a full unit of Warriors to pieces without offering WBB. Then remember that Necrons Ld can't be relied on in Assault, nor can every unit be a Tank Hunter thanks to the Gauss rule.

I'm intending on trying out the Necrons some more over the next few months, get back to using them and see how I do at the club.

For the moment, it's back to the WAAAAAGH!

SB.

Monday, 1 March 2010

[Orks] Waaaagh! Nobrot!: HQ Special Characters

So, whilst I'm in the mood to write, I figured I'd finish up on the Ork army HQ choices with the special character choices available to the Ork player. I don't normally run the majority of these, because I'm stuck in my ways and lists, but I've tried them out a couple of times and they've been involved in the big Ap-ORK-alypse games we've played at MAWS in the past.

Old Zogwort
Old Zogwort is a special character equivalent of a Weirdboy, more expensive obviously, slightly stronger and also with access to a cool special trick. So what's he got different from a standard Weirdboy? Aside from a name...
Weirdboy "Zogwort" Gazzar - my Deff Skullz count-as character.

First off, Zogwort is a bit tougher than your standard Weirdboy, having a Toughness of 5. That makes him that bit harder to wound with shooting and in combat, and having the bonus of needing a S10 weapon in order to insta-kill him. Very handy indeed!

He's got an extra wound over your standard Weirdboy too, alongside the same amount of Attacks, topped off with an extra D6 attacks - striking at the same time as Marines - to represent his snakes.

Even better is the fact that ALL of Zogwort's attacks are 2+ poisoned weapons, meaning wounding Monstrous Creatures and tough targets is easy for Zogwort with his possible 9 attacks. He could if you're lucky, solo a Carnifex in a single round of combat.

Zogwort has access to all of the standard Weirdboy powers, and has the bonus of being a Warphead as standard. The next special thing he offers however, is his unique Psychic ability, "Zogwort's Curse". This is one of the most fun Psychic powers in a game - although can be quite limited in it's use.

Instead of rolling on the standard Weirdboy psychic power chart, Zogwort can instead attempt to turn an enemy character into a Squig and the best thing is, they get no saves whatsoever, just a straight tougness test. Awesome!

Zogwort is a decent buy, especially if you like Psykers, Weirdboy Powers and face some Independent characters regularly. He's also handy in the fact he has a Poisoned Weapon, along with a high, albeit random, possible number of attacks.

Wazdakka Gutsmek
Warboss "Wazdakka" Nobrot MK2

Wazdakka is a cross between a Big Mek and a Warboss, sitting somewhere in between in terms of stats. He's a real handful for enemies to deal with, especially when tucked in a unit of Nob Bikers or Warbikers.

Boasting a base toughness of 5, with an increased 6 from the Bike, he can be a tough customer in close combat - cutting through people with his Power Klaw, as you would expect from a bike mounted Warboss. He also automatically comes with your bog standard upgrade for a Warboss - the Bosspole, ensuring his Bike mob doesn't run away as much.

Something people don't realise (and I also don't have a clue why he has it) is that Wazdakka has a Kustom Mega Blasta, meaning he can have a pop at Terminator characters and whatnot.

His bike is where Wazdakka shines however, being able to Turbo Boost AND shoot in the same turn. Not only that, but when you look at the gun it can shoot - the Dakkacannon - it's excellent. 4 S8 shots, even with Ork ballistic skill, can easily ruin light vehicles, allowing Waz and his Warbikers to steam roll over anything that spills out.

The final thing Wazdakka brings to the table for you though, is the ability to make Warbikers a Troop Choice. Some people prefer Nob Bikers (me personally) but Warbikers do play a good part in a Speed Freek army, the ability for them to be troops with constant 4+ cover saves, or 3+ cover with Wazdakka turbo-boosting and shooting his Dakka cannon is a fearsome prospect.

I used to use Wazdakka a lot, but now settled for my Warboss on bike purely for the points cost.


Mad Dok Grotsnik
Mad Dok Loony "Grotsnik" - Chief Painboy of the Deff Skullz

Mad Dok Grotsnik is mental. He's a hybrid Warboss and Painboy, but he really excels in a few situations. He comes with your standard Painboy items - so whatever unit he is in gets Feel No Pain and he has the choice of attacking with a Poisoned Weapon, although 9 times out of 10, I'd prefer to use his Power Klaw.

Grotsnik however suffers from a bloodlust style special rule, where he and his unit become fearless, but must move as fast as possible towards the nearest enemy unit and assault if possible. Which, if you're staring down the face of a Trygon, C'Tan or something similar is a troublesome prospect.

What Grotsnik does bring to the table is Cybork body upgrades for ANY model, and for Independent characters, they get a 5pt discount. Not amazing, but it's still 5pts saved somewhere.

Grotsnik and Meganobz are where it's at for me personally. The reason I don't like to use Meganobz is their lack of being able to purchase Cybork Bodies and a Painboy. Solution around that is to attach Grotsnik to the unit.

It does mean however that they're a big points sink, but Fearless Meganobz with 2+/5++ and Feel No Pain are a force to be reckoned with. Even more so if you can spare the extra Warboss to make them scoring, then attach him to a Boyz mob.

Ghazgkull Thraka
Warboss "Ghazgkull" Nobrot

Now... the biggest of the Green meanies, Thraka himself. What he brings to the table is pure and simple PAIN. He's big, he's tough and he's more than capable of taking pretty much anything on in combat.

Thraka gives you your usual Warboss benefits - a close combat monster, Power Klaw, very tough and ability to take Nobz as Troops. You then chuck onto this his Mega Armour and special rules and he's going to be prime target for your enemy.

First off, he's got 5 attacks basic. You add onto that, on the charge he gets +2 attacks for his Adamantium Skull - which also makes him immune to Instant Death. No stray Vindicator shot or S5 Power Fist Weilder is going to be smashing Thraka into pieces. He's more than capable of dishing out the punishment to his foes... and that's without his bodyguard being near.

His special rule "Prophet of the Waagh!" means the standard Ork army Waaagh! is replaced by Thraka's version, and it's a whooooole lot better!

First off, for Thraka, in the turn he Waaagh's, his saving throw is invulnerable... meaning he's even tougher to kill off. Use this time wisely to target big stuff, tough characters or things like Necron Pariahs. The Waaagh also lasts during your opponents phase too, meaning you've got 2 assault turns worth of 2++ saving throw!

Then you add in the fact he makes any Waagh-ing Orks on the table count as rolling 6's AND fearless, he makes the army work around him.

On the downside, he is EXTREMELY expensive. More so than the unit of 5 Meganobz you want him leading, or 2 other Warbosses combined. But, if you fancy a turn of absolutely destroying your opponent - provided you time it right - then Thraka is the Ork for you.

I rarely use him outside of Apoc games because I like to run him and Grotsnik in a unit of 5 Meganobz, scoring, with Feel No Pain, 5++ saves and in a Battlewagon. So yeah, extremely points heavy.

Conclusion
Ork special characters are the embodiment of the force - they're very fluffy, can be very random but also some of the most fun characters you will face in 40k.

Thraka may not be as reliable as Abaddon, but I know who I'm cheering on!

Peace out!
SB

Saturday, 27 February 2010

so funny i had to share it

http://www.thatvideosite.com/video/sledgehammer_explosives

[Orks] Waaaagh! Nobrot!: Weirdboyz

Hey all,

I'm getting more regular with these so I'm trying to get through the units in the army and the remaining units that I don't have models for, I'll try and buy, converted and play with to give my opinion on.

Last article I covered the Big Mek HQ choice, so it makes sense this time to cover the remaining HQ  - the Weirdboy.

Weirdboy Gazzar with a stolen Chaos Sorceror Staff and Warbiker Waaaagh Mask!

A lot of people look down on the Weirdboy, and in some ways, rightly so as by taking him as the HQ choice you lose out on certain options, such as Nobz as troop choices (and scoring units) along with the combat power from your Warboss. Then the Kustom Force Field ability, Deff Dredz as troops to free up your Heavy Support options and the ability of Leadership boosting in your Elite units.

However, you have to look at the Weirdboy from a different point of view. True he doesn't allow you to take some units as Troops. True he can't lead from the front. True he doesn't have access to cool special equipment. The thing he does do well though is support your big units of Boyz, which every Warboss should be using, albeit quite randomnly.

The random element of his powers can come in handy, catching opponents off their guard each turn, but can also be frustrating to the Ork player, not knowing what will happen and not being able to plan around that. So the simple thing is... don't plan around the Weirdboy, let him add to your plans, but reduce the risk by always upgrading the Weirdboy to a Warphead!

Let's have a look at his psychic powers and we'll see why....

'Ead Banger
S6, AP3, Blast, Pinning - sounds good - but it's resolved on yourself... This is the 'downside' Psychic ability, giving you a second risk on top of your psyhic test. If you're clever and have put your Weirdboy into a squad of Boyz that are spaced out well enough, this isn't so bad. But in a smaller unit of Nobz or other Elite Orks, it can be a nightmare. Not to mention the fact it will cause pinning and damage the Weirdboy.

Frazzle
The same as 'Ead Banger, but you get to target an enemy unit. Being a blast weapon really helps the Weirdboy with his shoddy Ork ballistic skill. This is a good power to throw at a Marine squad, deny them the armour and if you're lucky, you could take out half the squad, leaving the remainder an easy target for your Boyz squad.

Zzzzap
A souped up Lascannon with the Melta special rule - excellent... but it does have a downside. First of all, the shoddy ork Ballistic Skill, meaning the chances of you actually hitting it aren't so great. But also, if you're leading a big Mob of Boyz, they then all have to shoot and assault said vehicle. Can be handy if said Vehicle is a Rhino and you can snap through it, but if it doesn't come off, you're a bit stuck there... It's also pretty good for Monstrous Creature bashing, or targeting independent characters on bikes.

Warpath
This is THE power you want when leading a 30 strong Slugga Boyz mob. An extra attack per model, meaning your Weirdboy, Nob and the other 29 Boyz are looking at over 125 attacks on the charge. Nothing is likely to stand up to that.... It's extremely handy, you just don't really want to get it too early in the game. Not much use having +1 attack in the first turn with nothing to assault.

'Ere We Go
A very handy power, in that you can Deep Strike (along with unit) anywhere on the board. Comes in really handy at getting either to an objective with a foot slogging mob in a late turn, or going for a Turn 2 assault with said mob, by using this in Turn 1, weathering the incoming fire, then going for it after that. However, this power can be extremely frustrating if you don't want it to happen. In one game I sat with the Weirdboy protecting my home objective, with his 20 strong Shoota mob, then rolled this ability. I tried to then Deepstrike them close by so they could try and get back, scattered off the board and ended up being placed by my Opponent, away from the objective and right near his troops for the next (and final) turn. Bad times!

Waaagh!
A free Waagh move can come in extremely handy, albeit not so much now in 5th edition where Run moves are optional, but never underestimate in a late game turn being able to inch that bit closer to an assault, just to guarentee you get in and contest or wipe out the unit.


My first Weirdboy - Weirdboy Gutrotta doing his very best Hamlet impersonation, and his Grot assistant, Smasha!

 Conclusion
Personally, I'd always ensure he's at the heart of at least a 20 strong Boyz mob, the Weirdboy benefits from the Mob Rule, meaning he's going to pass his psychic test the majority of the time. As I said previously, I'd always make him a Warphead, having the re-roll against Frazzle or swapping the Deep Strike move for something more situational is invaluable.

I don't tend to use the Weirdboy much nowadays, in my Snotling days as a Warboss, my original army was formed around him and a Warboss, leading foot slogging mobs of 30. He does have his place, you just need to work to limit the random factor and accept that he isn't a Warboss or a Big Mek.

[FAQ] 5th Edition Rulebook FAQ

Busy week for the FAQ'ers at GW it seems, they've now given us a 5th Edition FAQ which can be found here: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2030054_FAQ_40Krulebook_Feb2010.pdf


Have a read through and see if you can spot anything tasty!

A good clarification for my Burna Boyz and their Battlewagon:
Q. Must passengers fire at the same target that
their vehicle is firing at?

A. No, they are a separate unit (albeit they are
temporarily co-existing with the vehicle) and so
can fire at a different target.


Peace out,
SB.

Wednesday, 24 February 2010

[Orks] Updated FAQ

Well, well, well... the Deff Rolla debate has been settled once and for all by an updated GW FAQ for the Orks.


Q. Can you use the Deffrolla when Ramming
vehicles or does it only work when Tank
Shocking non-vehicle units?


A. The death rolla does indeed inflict D6 S10 hits
against vehicles, as Ramming is just a type of
Tank Shock.


Best 20pts spent in the Ork army!

The full updated FAQ can be found below, although it seems like that's the only (very necessary) clarification: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m970066a_2010_Orks_FAQ
 

There should also be a Nid update on the way :)

Peace out Battlewagon fans!

SB.

Sunday, 21 February 2010

[HOBBY] The New Boys Pt 4

After a long period of inaction because of lack of money and lack of batteries for my camera (which ended up taking terrible pictures anyway) I have returned with a few pictures and short stories about 6 of my Sternguard.

Firstly, I apologise for the Quality of the pictures, they were taken on my Fiances phone, the best camera we have at the moment, I will post better ones in the future.

First up on the left we have Sergeant Jarvis and on the right is Buck

Sergeant Jarvis, usually refered to as Sarge for ease in battle is a Veteran of many raids. He favours plasma weaponry and often uses the Vengance rounds created by Cogs (the techmarine who is yet to be built) and a plasma pistol that he has aquired from past victims. He favours obliterating his foes leaving just a pile of ash. Sarge is vicious in battle and leads his Squad fearlessly into any combat.

Buck, is the newest recruit and hasn't earnt his Skull Honours yet, the equivilant of terminator honours in a standard chapter. Buck rose quickly through the ranks of his fellows and his skill with a bolter, where his nickname comes from, led him into the Forsaken Guard (Sternguard) squad. His shots are nearly always on aim and he is adept at keeping his targets alive long enough to take their still living skulls.
Next up we have Bones on the left and Roth on the Right

Obviously Bones isn't his real name, however, he has been fighting for so long that he doesn't remember his own name. Bones is the tactical department in the chapter and the only reason he hasn't raised higher is because he has refused every attempt to be "promoted". He knows that the Sergeants and Captains are always the first to be shot at when people can. Bones now tends to the Chapters dead and wounded much like an apothecary though he follows a more ritualistic way.

Roth is the second newest recruit in the Forsaken Guard and was very pleased when Buck turned up to take his old place. Roth is a scavenger and always has been even before being made into a Space Marine. His bolter is of archaic make along with his Chest armour, anything shiny is soon taken by Roth.

Lastly we have Drustos on the left and Attilas on the Right



Drustos is the squads main Vox operator and the Chapter rely on him to maintain their communications. Drustos aspires to be just like Cogs (the techmarine) and follows him around when not at war. There isn't much more to say about Drustos he is a quiet man and he will fight stoically and to the end.

Attilas is the chapters soon to be Chaplain, he also shows a large amount of psychic potential however that is completely normal for this Chapters Chaplains. The Forsaken Brotherhood do not have any Librarians instead their Chaplains maintain their beliefs of the Emperor in his Bloodthirsty state slaking his thirst on the blood of the heretic and Daemon and fight with his will manifest in their destructive powers.

For now that is it, I am currently building some Warmachine models and attempting to build one of my Tactical squads.

If you want to follow my other Blogs on this topic you will find them and the links to previous ones here http://maws40k.blogspot.com/2010/01/hobby-new-boys-pt3.html

Primarchs

Just though I'd post an open question. Who is your favorite primarch and why???

We have a choice from....

Lion El'Jonson, Primarch of the Dark Angels

Fulgrim, Primarch of the Emperor's Children

Perturabo, Primarch of the Iron Warriors

Jaghatai Khan, Primarch of the White Scars

Leman Russ, Primarch of the Space Wolves

Rogal Dorn, Primarch of the Imperial Fists

Konrad Curze, Primarch of the Night Lords

Sanguinius, Primarch of the Blood Angels

Ferrus Manus, Primarch of the Iron Hands

Angron, Primarch of the World Eaters

Roboute Guilliman, Primarch of the Ultramarines

Mortarion, Primarch of the Death Guard

Magnus the Red, Primarch of the Thousand Sons

Horus, Primarch of the Luna Wolves

Lorgar, Primarch of the Word Bearers

Vulkan, Primarch of the Salamanders

Corax, Primarch of the Raven Guard

Alpharius, Primarch of the Alpha Legion