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Legions Imperialis – A Closer Look at the Legiones Astartes

It’s the Horus Heresy. Brother fighting brother, comrades at each other’s throats, the galaxy split in twain, you know the deal. The battlefields of Legions Imperialis are home to many factions, but only two sides – Loyalists and Traitors. 

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These warring Allegiances have mustered a disparate collection of very different forces, of which there are four represented initially – the Space Marines of the Legiones Astartes and the human soldiers of the Solar Auxilia, plus the Strategic Assets of the Knight Houses and Titan Legions. 

The Forces of the Legions 

Space Marines bring mobile heavy infantry and hard-hitting tanks to the fray. Like everyone, their models are deployed in Detachments, groups of models whose stats are represented by datasheets. As well as the Legions Imperialis Rulebook, these can be found in helpful decks of Detachment Cards –  which list the Detachment’s points cost, standard size, and any upgrades you can add on one side, and their stats, weapon profiles, and special rules on the other. You use the first side when building the army, and the other while playing.

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For example, a Legion Terminator Detachment contains between four and eight Terminators. They’re tough as nails, and their Close Assault Factor of +4 hits hard in melee. Special rules like Implacable – meaning you only Withdraw from combat if you want to – and Invulnerable Save (6+) make them even harder to shift.

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The Kratos is one of heaviest tanks the Legiones Astartes can currently bring to bear, and at 150 points for a squadron of two, they’re a pretty hefty prospect. They come with a range of weapons, including two big-ticket turret options: the mid-range Kratos battlecannon and the close-up melta blastgun. They do similar damage at close quarters, but the latter’s Bunker Buster Trait can even bring Structures tumbling down.

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The Thunderhawk has been pulling taxi duty for the Space Marines for more than 10,000 years, and it has a hefty profile befitting its status. You can cram up to three gunships into a Detachment, and with a 25” move and special rules including Flyer, Hover, and Large Assault Transport (8), it’s more of an aerial party bus than a taxi.

Respectively, these rules mean it can cross huge distances while ignoring terrain, it can stay on the battlefield between turns, and it can deliver up to eight Bulky troops (such as Terminators) into the heart of combat, and it allows them a Charge Order (which many Tranports do not).

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Legion Special Rules

The Space Marine Legions are known for their favoured tactics and specialisms, and all 18 have their own special rule. Importantly, each Formation you select can be from a different Legion – after all, the biggest engagements saw multiple Legions fighting shoulder to shoulder – giving you extra tactical depth.*

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The White Scars, for instance, are Born in the Saddle, increasing the Jink save of any units with that special rule. This is a type of Save that certain speedy models can use to dodge incoming fire, such as aircraft and jetbikes.

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The World Eaters, would you believe it, have a rule called Incarnate Violence. It’s quite simple, but brutally effective – they can reroll one of the D6s in every Fight roll they make. No one’s getting the better of these savages once chainblades are drawn.

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The Salamanders have Strength of Will, which gives them an extra chance at every Morale check and grants them Implacable for good measure – they aren’t going anywhere unless you want them to.

This is just a snapshot of the power available to the Legiones Astartes – they have many more tricks up their sleeves, and an arsenal to match. Whether they’re fighting solo or alongside allies, Space Marines take to the field supported by squadrons of medium, and heavy tanks, a barrage of artillery, stomping Dreadnoughts, and sturdy fliers. Among other things…

* And not limiting you to a single colour scheme!