codex tanith first and only 6th

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Codex: Tanith First and Only

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Page 1: Codex Tanith First and Only 6th

Codex: Tanith First and Only

Page 2: Codex Tanith First and Only 6th

Tanith Armoury

Weapons: Autocannon: The autocannon fires high calibre and Grenade Launcher: a portable grenade launcher danger shells at long range. A commander preferces that fires deadly projectiles. Each time fired the this weapon when going against light armour targets. Controlling player decides whith rounds: Range Str AP Type Frag: Range Str AP Type 48” 7 4 Heavy 2 24” 3 6 Assault 1, Blast Krak: Range Str AP Type Autogun Suppressed: The main weapon of the 24” 6 4 Assault 1 Gereon Resistance Cell. It is suppressed so it is also good for stealth work. Heavy Bolter: A bigger version of the bolter. This Range Str AP Type this weapon fires devastating bolts that can rip a 24” 3 - Rapid fire, pinning creature apart with a single hit. Range Str AP Type 36” 5 4 Heavy 3 Heavy Flamer: Used to purify the enemy and to clear out fortifications. Range Str AP Type

template 5 4 Assault 1 Bolt Pistol: The smaller version of the Boltgun. This Self-made CC weapon: A self-made weapon weapon is favoured by Commanders of officers. It is Range Str AP Type a very lethal sidearm. Melee user - melee +1 I Range Str AP Type 12” 4 5 Pistol Krak Grenades: See Warhammer 40K Rulebook Costum Long-Las: Larkin costumized his own Lascannon: The massive laser weapon fires a laser Long-las so he can make the perfect shots. It is That requires a power cell. This shot can pierce right Costumized to his preferance. through the thickest armour. Range Str AP Type Range Str AP Type 48” X 3 Assault 1, Sniper, 48” 9 2 Heavy 1 Night vision, hot-shot Lascarbine: the compact version of the lasgun that Eviscerator: See Warhammer 40k rulebook is easier to use and to handle. Almost all Tanith Troopers have this weapon equipped. Flamer: A violent weapon that spew out dangers Range Str AP Type Waves of flames that kill the mortal enemies 18” 3 - Assault 2 Range Str AP Type Template 4 5 Assault 1 Laspistol: The pistol version of the lascarbine. All the sergeants have this weapon and some officers. Force Staff: See Warhammer 40k rulebook Range Str AP Type 12” 3 - Pistol Frag grenades: See Warhammer 40k rulebook Long Las: The sniper version of the Lasgun. This Ganger Knife: A knife Criid got from her brother weapons is modified so it can precision kill a target. Before he died: Range Str AP Type Range Str AP Type 36” X 6 Heavy 1, Sniper Melee user 6 melee, +1 WS & +1 A

Page 3: Codex Tanith First and Only 6th

Straight Silver: the trademark knife of Tanith A 12” long silver knife that the soldiers use as multi-purpose tool and stealth weapon Range Str AP Type Melee user - Melee, master-crafted, Melta Bombs: See Warhammer 40K Rulebook Specialtist weapon Meltagun: From close range this weapons can Shotgun: a dangerous weapon for close rane pierce trough the Thickest armour. Range Str AP Type Range Str AP Type 12” 3 - Assault 2 12” 8 1 Assault 1, melta Sword of Heironymo: A special crafted weapon for Missile Launcher: A favoured weapon because Gaunt for his actions at the VervunHive. Of the tactical flexibility. Each time fired the Range Str AP Type Controlling player choose which shot. Melee +1 2 Melee, Master Crafted Frag: honoured weapon* Range Str AP Type *Any friendly model within 8” may re-roll Moral 48” 4 6 Heavy 1, Blast Krak: Tread Feather: A compact missile launcher that is Range Str AP Type special issued for the Tanith foot soldiers. 48” 8 3 Heavy 1 Frag: Flakk: Range Str AP Type Range Str AP Type 36” 4 6 Heavy 1, Blast 48” 7 4 Heavy 1, Skyfire Krak: Range Str AP Type Mortar: A dangerous anti-personal weapon. 36” 8 3 Heavy 1 Firing shells over the battlefield to kill and pin Flakk: The enemy. Range Str AP Type Range Str AP Type 36” 7 4 Heavy 1, Skyfire 48” 4 6 Heavy 1, Blast, Barrage Tube Charge: A small and compact explosive device Plasmagun: A rare and destructive weapon. As that can destroy armour and infantry alike. It is given Well as for the target as for the operator to Tanith Demolish soldiers. Because plasma weapons overheat. Range Str AP Type Range Str AP Type 8” 8 2 Assault 1, Large Blast 24” 7 2 Rapid Fire, Gets hot One use only. Plasma Pistol: the most destructive pistol in the Whole universe with power of a sun Range Str AP Type 12” 7 2 Pistol, Gets Hot Power Axe: See Warhammer 40k rulebook Power Fist: See Warhammer 40k rulebook Power Stave: See Warhammer 40k rulebook Power Sword: See Warhammer 40k rulebook

Page 4: Codex Tanith First and Only 6th

Armour: Flak Armour: an easy to make and cheap kind Light Carapace Armour: Small cremate plates that Of armour. It’s thermoplastic comprast armour. Gives the wearer good protection and still swiftness Wearer gains a 5+ Armour Save. Wearer gains a 4+ Armour Save.

Other Equipment: Beltayn’s master vox: officers may issuese orders to every squad wih a vox caster even outside command radius and when the squad doesnt has a vox-caster it may be issuse within line of sight. Bionic Eye: This gives Gaunt "Night Vision" special rule and can’t be effected by the blind effect Camo Cloak: Wearer gains the “Stealth” Special rule. Flash Suppressors: Gives all las-weapons in the squad the "Pinning" Special rule. Hot Shot Charge Pack: Str: 4 for purpose when shooting at a vechile. AP is 3. And models using a hot shot charge pack cant fire the turn after the turn they used the hot shot charge pack. Medic Pack: As long as the squad medic is alive The squad gains the “Feel no Pain” special rule. Platoon Standard: When in CC you receive an Additional wound for purpose of CC-resolution. Rosarius: Model gains a 4+ invurnable Save. Sunshades: Model can’t be effected by the Blind effect. Tanith Pipes: Counts as a regimental standard and has the following special ability: in the Shooting phase Milo can play a battle song instead of shooting this gives the Counter-Attack Special rule or the Counter Strike Ability: Counter Strike: the unit can't Assault but instead when a Enemy unit shoots at this squad and after the possible cassualties are calculated then the squad can fire Snap-Shots back. Vox-Caster: When the command squad and the unit who will receive the order have a vox caster you may re-roll failed order.

Page 5: Codex Tanith First and Only 6th

Vehicle Armoury: See Warhammer 40K rulebook

Unit Special Upgrades: Anti-Air: the unit gains the Skyfire and Interceptor Special Rule Assassins: The unit Gains Flesh Bane (4+) against Infantry, Jump pack units & Jet pack Units. Monster Killers: Unit gains the “Monster Hunters” special rule Recon Team: Unit gives a +1 on reserve rolls and there Spotter rule gains the following: when within 12" all barrage weapons can re-roll the scatter die and the enemy unit get a -1 on there cover save. Spotter: This is a model with the stats of a Tanith Veteran Soldier and allows the Tanith Master Sniper to re-roll failed hits. Tank Destroyers: Unit gains an additional D3 Armour penetration and the “Tank Hunters” Special Rule Againts: Tanks, Heavy Vechiles and Walkers

Page 6: Codex Tanith First and Only 6th

Army Special Rules: Light Infantry: Units gain "Move trough cover" and the "Scout" Special rule.

Light Infantry Masters: Unit gain "Move trough cover", Acute sense and the "Infaltrate" or "Scout" Special rule (players Choice).

Sharpshooter : All units with this rule can re-roll all fail to hit rolls of a 1 except for Plasmaguns because no guards lives long enough to master the weapon and sniper rifles because the most littlest inaccuracy ruins the shot.

First and Last: because of the history of Tanith they all have preferred enemy & Hatred: Chaos

Armoury Rule: Because the Tanith Frist & Only doesn't have a big armoury all weapons except for the Flamer, Heavy Flamer, Long-las, Tread Feather, Missile Launcher, Autocannon & Charge Tube can't be taken more than ones per squad.

Navigate sense: The all reserve rolls for a Tanith army may re-roll this roll

Tanith First and Only Warlord Traits:

D6 Trait Name Trait Effect

1 Improved Codes May re-roll 1 failed order per turn

2 Better Recon D3 non-vehicles units have Acute Sense’s special rule

3 Victory Honor Warlord and his unit count as a scoring unit

4 Master Scouts D3 non-vehicles units may deploy anywhere on the battlefield except for the enemy deployment zone

5 Deadly Ambush The first time they fire all non-vehicles units have the pinning special rule

6 Fast ordering Your warlord gains +1 order even if he isn’t possible to use it without this trait

Additional Orders: Straight Silver: When the unit with this order charges it gains the “Furious Charge” and +1 I and when get Charged they gain the “Counter-Attack” and +1 Ws for that turn. Man of Tanith, you want to live forever!: Every non-vehicle tanith unit within 12” when the order succeeds gains: Fearless, Furious Charge, Rending and Counter Attack. You can only use this order ones.

Page 7: Codex Tanith First and Only 6th

Unit Special Rules: Ghosts: When a unit with this rule is in cover and it wont act for the entire turn the unit blends

into there cover and all enemy units cant shoot, assault or target them by a psychic power. But the unit can be found by a auspex or a unit that can do simular when with in 6". When a unit finds then both players must roll a D6 with there lowest initiative and compare when the result is even or higher for the Tanith player the unit isn't found when the result is higher for your opponent then the unit isn't concealt anymore

Spotters: A unit with this rule can use its comms to make barrage fire more accurate. When a unit with this rule is within 12" and line of sight of a unit all barrage weapons that fire on one of these enemy units only scatter 1D6" instead of the 2D6".

Eagle eye: A unit with this rule can see 12" trough terrain

Honed Reflexes: A unit with this rule doesn't suffer the 1 turn delay for using a Hot-Shot Charge pack.

Practiced Movement: Unit with this rule ignore difficult terrain.

Disappear: A unit with this rule may if the player chooses leave the battlefield. This doens't count a a kill or victoy point.

Peerles scout: A unit with this rule may start in reserve and nominate a single piece of terrain. when the unit comes up they may deploy within 1" of the terrain. and act that turn as normal but they can move. Enemy units can find this unit as long as they have a auspex or a unit that can do similar when within 6" (see 2 pages down). When a unit finds then both players must roll a D6 with there lowest initiative and compare when the result is even or higher for the Tanith player the unit isn't found when the result is higher for your opponent then you must immediately deploy. And if Mkoll leads a squad then they may re-roll failed cover saves of a 1.

Acute Perception: A unit with this rule have the "Acurate Sense" Special rule and have the ability to find enemy concealt units (works like an auspex)

Armour of Contempt: A unit with this special rule gains the "Adamantium Will" Special Rule and this bonus increase to +2 when a Chaos Model targets the model for a psychic power.

Cwlhlw: Mcvenner can re-roll fail to hit, re-roll to wound and gains "Fleet", "Counter Attack" and "Furious Charge" Special rule.

Legendary: Mcvenner is a legend on gereon as well for foes as allies. When Mcvenner fights against Chaos Space Marines and any unit from that codex he has the fear special rule. And all friendly units with 12" may re-roll morale checks

Perfect Sharpshooter: Larkin can always choose his target (just like pression shot) and may re-roll to hit. And when he scores a Rending hit he ignores Cover. And Larkin's weapons count as assault because of his swiftness.

Perfect Accuracy: Larkin always wounds on a 2+ and his rending hits are on a 5+. When shooting at armour Larkin gains a additional 1D3 on its armour penetration rolls

Airburst-Special: When Larkin and Brostin are in the same squad or within 6" of each other then they can do in the shooting fase the Airburst special. This goes like the following. Place a Large blast marker within 12" of Brostin and roll the scatter dice (only 1D6 not 2) after calculating the new place where the Large Blast marker is Larkin must pass a BallistiC Skill check (just like a to-hit roll) when he hits the following will happen(note that both Larkin and Brostin may move but not assault when using this ability): Name Str AP Type Airburst Special 6 4 Large Blast, Pinning, One Use only

Page 8: Codex Tanith First and Only 6th

Say hello to Mister Yellow: Brostin may always re-roll to wound with his heavy flamer and he may always take Armour saves and Cover saves from flame weapons. Regardless of the AP value and the Template Rule.

Precognition: Milo has a 4+ Invurnble save and when Gaunt is in the same squad or within 6" Gaunt also gets a 4+ invurnable save.

Medical Expert: Dorden & squad have the Feel no Pain 4+ and may re-roll Feel no Pain saves

Oath: Dorden will never shoot at an enemy unless it is within 6" and Dorden also never recieves the +1 attack on the charge and must always be place as far as possible from combat.

Front Liner: When there is a combat within 12" of Gaunt and when Gaunt is unengaged then he must inmediatly move to it to charge in. With this herioc deed all Tanith models that are in that combat or are charging with Gaunt recive an additional +1 A.

Aura of Courage: all models with 12" of Gaunt may re-roll leadership tests. And Gaunt will never Summary Execute someone nor is he effected to the "It's for your own good" special rule. And when Gaunt is in your army he must ALWAYS be your Warlord.

Battle Hardned: Gaunt may re-roll fail to wound in close combat

Protector: Eszrah will always protect Gaunt and never leave his side. Eszrah always passes his look out sir! check.

Bludtoll: when Gaunt is killed and Eszrah is still on the battlefield, Eszrah takes the Sword of Heironymo Sondar and the he must Move, Shoot and Assault the unit or character that killed Gaunt. When that model or that unit is killed Ezsrah can act normal again.

Loyal to Rawne: Feygor gets the look out aarg special rule with Rawne and he may swap places in combat with Rawne

Natural Leader: When your Warlord die and it isn't Corbec then he can take a leadership test. if he fails it noting happens. when he passes it the Corbec automaticly becomes your Warlord with all the traits and other special rules granted from the Warlord ability. Also when Corbec becomes the new Warlord the the secundiary objective "Warlord Slain" doesn't apply until he is dead.

Honoured Weapon: every IG unit with 12" of the weapon may re-roll failed moral checks

"Lucky" Bonin: During his service to the Tanith First, Bonin has had large amounts of luck that have kept him alive during the most dangerous missions. On Verghast, he fell off the colossal war machine of Heritor Asphodel and was believed dead during the Spike assault. He survived, thanks to his amazing luck, but now has a steel vertebrae and pelvic joint due to his extensive injuries. He escaped unharmed from the Ouranberg mission and survived Gereon. Bonin may ignore the first unsaved wound he has once every turn to show how lucky he really is.

Knife Warrior: One of Bonin's lucky saves was when he personally killed a Stalker with only his Tanith knife. To represent this, Bonin has +1 A and WS than the average guardsmen.

Demo expert: when trowing a template it only scatters 1D6"

Technical Expert: while he is alive you may re-roll reserve rolls

Vox Expert: when an officer issuese a order with Beltayns vox the double 1 result could you repeat tha sir doesnt count but you still failed the order .

Notes from the Future: the squad may re-roll 1 dice roll each full turn. you may choose in your turn or in the enemy turn.

Inaccurate: the bombardment always scatters 2D6” when a hit is scored the you may subtract 3”

What u need sir? You must choose which bombardment is used each turn. Only Characters can call in a Bombardment.

Page 9: Codex Tanith First and Only 6th

Scanning units:

Army Units

Tyranids Hive Tyrant, Trygon, Lictor, any psyker and unique character

Eldar Farseer, Rangers, any psyker and unique character

Orks Mekboyz, Orks with Attack Squig, Squigs, any psyker and unique character

Dark Eldar Mandrakes, Warp beasts, any psyker and unique character

Chaos Marines Sorcerers, Chosen, Greater Daemon, Daemon prince, any psyker and unique character

Tau Ethernals, Pathfinders, Kroot, unique character

Chaos daemons Sorcerers, Greater Daemon, Daemon Prince, any psyker and unique character

Necrons Overlords, Lords, Tomb Spyders, unique character

Any space marine variant

Chapter Masters, Techmarines, Servitors, vanguards, any psyker and unique character

Imperial Guard Lord Commissar, Primaris Psyker, Ratlings, priests any psyker and unique character

Grey Knights any psyker (except for vehicles) and unique character

Sisters of Battle Canoness, Priest, Celestines, Pentint engine, death cult assassin, unique character

Page 10: Codex Tanith First and Only 6th

HQ

Company Command Squad 70 points

Name WS BS S T W I A Ld Sv Tanith Veteran (4) 3 4 3 3 1 3 1 8 5+ Tanith Lieutenant (1) 4 4 3 3 3 3 2 10 5+

Wargear: Special Rules: *Lascarbine *Light Infantry Masters *Straight Silver *Sharpshooter *Camo Cloaks *Senior Officer (lieutenant only) *Flak Armour *Frag grenades Options:

Lieutenant may replace lascarbine with:

Bolt pistol 02 points

Plasma pistol 10 points

Power Sword or Power Stave 10 points

Power Fist or Power Axe 15 points

Melta bombs 05 points

Tanith troopers may take these item but only one per squad:

Med-Pack 30 points

Vox caster 05 points

Platoon Standard 15 points

Heavy Flamer 20 points

Charge Tube 20 points

Tanith Troopers that are not upgraded can replace lascarbine with:

Grenade Launcher, Flamer or Long-Las 05 points per model

Meltagun 10 points per model

Plasmagun, Tread Feather 15 points per model

2 Tanith troopers may form a heavy weapon team with one of these weapons:

Mortar 05 points

Heavy Bolter, Autocannon 10 points

Missle Launcher 15 points

Lascannon 20 points

The entire squad may take:

Krak Grenades 05 points

Flash Suppressors 15 points

Light Carapace 20 points

Page 11: Codex Tanith First and Only 6th

Tanith Priests 60 points per model You may include 0-3 priests in your army.

Name WS BS S T W I A Ld Sv Priest 4 4 3 3 2 3 2 9 5+

Wargear: Special Rules: *Laspistol *Light Infantry *Straight Silver *Independent Character *Camo Cloak *Righteous Fury *Flak Armour *Frag grenades *Rosarius Options:

A priest may replace his Laspistol with:

Shotgun Free

Lascarbine 01 points per model

Plasmagun 15 points per model

A priest may take the following items:

Eviscerator 15 points per model

Light Carapace 10 points per model

Gaunts Command Retinue Variable You must deploy Gaunt and add 5 extra Characters that are able to join (just like a company command squad)

Page 12: Codex Tanith First and Only 6th

Elite

Tanith Master Scout Squad 80 points

Name WS BS S T W I A Ld Sv Tanith Scout (4) 4 4 3 3 1 4 2 7 5+ Tanith Scout Sergeant(1) 4 4 3 3 1 4 2 8 5+

Wargear: *Lascarbine Special Rules: *Flash Supressor *Light Infantry Master *Straight Silver *Sharpshooters *Flak Armour *Spotters *Camo Cloaks *Shrouded *Frag and Krak grenades *Ghosts Options:

You may take up to 5 additional squads at 15 point per model

Up to 2 Scouts may replace there Lascarbine with:

Grenade Launcher or Flamer 05 points per model

Meltagun 10 points per model

Plasmagun or Tread Feather 15 points per model

Heavy Flamer 20 points per model

The entire squad may take:

Melta bombs 05 points per model

Tube Charges 20 points per model

The squad may take a mission speciality:

Assassins 15 points

Tank destroyers 25 points

Monster Killers 20 points

Recon Team 15 points

Anti-Air 20 points

Page 13: Codex Tanith First and Only 6th

Tanith Master Snipers 30 points per model you may take 1-3 Master Snipers as 1 elite slot but the all operate independently if you want to

Name WS BS S T W I A Ld Sv Tanith Master Sniper 3 4 3 3 1 4 1 8 5+ Tanith Spotter 3 4 3 3 1 4 1 7 5+

Wargear: Special Rules: *Long Las (Sniper) *Light Infantry Masters *Lascarbine (Spotter) *Eagle Eye *Straight Silver *Disappear *Flak Armour *Honed Reflexes *Camo Cloak *Practiced Movement *Frag grenades Options:

Each Sniper may take:

Up to 3 Hot shot charge pack 10 points each

Spotter (but lose Disappear rule) 10 points per model

Krak Grenades 02 points per model

Page 14: Codex Tanith First and Only 6th

Troops

Infantry Platoon* Platoon Command squad* 40 points

Name WS BS S T W I A Ld Sv Tanith Corporal (1) 3 4 3 3 2 3 2 9 5+ Tanith Guardsmen (4) 3 3 3 3 1 3 1 7 5+

Wargear: Special Rules: *Lascarbine *Light Infantry *Straight Silver *Junior Officer (Corporal Only) *Flak Armour *Camo Cloak *Frag grenades Options:

Corporal may replace lascarbine with:

Bolt pistol 02 points

Power Sword or Power Stave 10 points

Power Fist or Power Axe 15 points

Melta bombs 05 points

Tanith troopers may take these item but only one per squad:

Med-Pack 30 points

Vox caster 50 points

Platoon Standard 15 points

Heavy Flamer 20 points

Tanith Troopers that are not upgraded can replace lascarbine with:

Grenade Launcher, Flamer or Long-Las 05 points per model

Meltagun 10 points per model

Plasmagun, Tread Feather 15 points per model

2 Tanith troopers may form a heavy weapon team with one of these weapons:

Mortar 05 points

Heavy Bolter, Autocannon 10 points

Missle Launcher 15 points

Lascannon 20 points

The entire squad may take Krak Grenades 05 points

Page 15: Codex Tanith First and Only 6th

Tanith Infantry Squad* 60 points

Name WS BS S T W I A Ld Sv Tanith Guardsman (9) 3 3 3 3 1 3 1 7 5+ Tanith Sergeant (1) 3 3 3 3 1 3 1 8 5+

Wargear: Special Rules: *Lascarbine *Light Infantry *Straight Silver *Squad Combine *Flak Armour *Camo Cloak *Frag Grenades Options:

Sergeant may replace lascarbine with:

Boltpistol 02 points

Power Sword or Power Stave 10 points

Melta bombs 05 points

One tanith trooper may take Vox caster 05 points

One Tanith trooper may replace lascarbine with:

Grenade Launcher, Flamer or Long-las 05 points

Meltagun 10 points

Plasmagun or Tread Fether 15 points

Tanith Troopers may form a heavy weapon team with on one these weapons:

Mortar 05 points

Heavy Bolter or Autocannon 10 Points

Missle Launcher 15 points

Lascannon 20 points

The enite squad may take Krak grenades 10 points

Page 16: Codex Tanith First and Only 6th

Tanith Heavy Weapon Squad* 70 points

Name WS BS S T W I A Ld Sv Tanith Heavy Weapon Team (3) 3 3 3 3 2 3 2 7 5+

Wargear: Special Rules: *Lascarbine *Light Infantry *Mortar *Straight Silver *Flak Armour *Camo Cloak *Frag Grenades Options:

Any Tanith heavy weapon team may replace Mortar with:

Heavy Bolter or Autocannon 05 points

Missle Launcher 10 points

Lascannon 15 points

The entire squad may take krak grenades 05 points Tanith Special Weapons Teams* 40 points

Name WS BS S T W I A Ld Sv Tanith Guardsmen (6) 3 3 3 3 1 3 1 7 5+

Wargear: Special Rules: *Lascarbine *Light Infantry *Straight Silver *Flak Armour *Camo Cloak *Frag Grenades Options:

Up to 3 Tanith Troopers may replace Lascarbine with:

Grenade Launcher, Flamer or Long-Las 05 points per model

Meltagun 10 points per model

Plasmagun or Tread Feather 15 points per model

Tube Charge 20 points per model

The entire squad may take Krak Grenades 05 points

Page 17: Codex Tanith First and Only 6th

Tanith Veteran Squad 85 points

Name WS BS S T W I A Ld Sv Tanith Veteran Trooper (9) 3 4 3 3 1 4 1 7 5+ Tanith Veteran Sergeant (1) 3 4 3 3 1 4 2 8 5+

Wargear: Special Rules *Lascarbine *Light Infantry Master *Straight Silver *Sharpshooter *Flak Armour *Camo Cloak *Frag Grenades Options:

Tanith Veteran Sergeant may Replace Lascarbine with:

Boltpistol 02 points

Power sword or Power staff 10 points

Power Fist or Power Axe 15 points

1 Tanith Veteran may take:

Vox caster 05 points

3 Tanith Veterans may replace Lascarbine with the following:

Grenade Launcher, Flamer or Long-las 05 points per model

For the Long-Las up to 3 Hot-Shot Charge Packs 10 points each

Meltagun 10 points per model

Plasmagun or Tread Feather 15 points per model

2 Tanith Veterans may form a Tanith Heavy Weapon team with one heavy weapon:

Mortar 05 points

Heavy Bolter or Autocannon 10 points

Missle Launcher 15 points

Lascannon 20 points

The entire squad may take:

Light Carapace 35 points

Melta bombs and 1 model a Tube Charge 30 points

Flash Suppressors 20 points

Page 18: Codex Tanith First and Only 6th

Gereon Resistance Fighters 85 points

Name WS BS S T W I A Ld Sv Resistance Fighter (9) 3 3 3 3 1 3(4) 1 8 5+ Resistance Sergeant (1) 3 3 3 3 2 3(4) 1 9 5+

Wargear: Special Rules: *Autogun suppressed *Stubborn *Self-made CC weapon *Survival Experience *Flak Armour *Stealth *Frag grenades

Page 19: Codex Tanith First and Only 6th

Special Characters Colonel-Commissar Ibram Gaunt & Eszrah ap Niht 160 points When you deploy this version of Gaunt you automaticly get Eszrah with him. Eszrah is a part of his retinue and will never leave his retinue and will always protect Gaunt. You always have to purchase this version of gaunt as part of Gaunts Command retinue.

Name WS BS S T W I A Ld Sv Ibram Gaunt 6 5 3 4 3 5 4 10 4+ Eszrah 4 5 4 4 3 4 2 9 5+

Wargear Gaunt: Special Rules Gaunt Wargear Eszrah: Special rules Eszarh *Twin Linked Master *Light Infantry Master *Reynbow *Light Infantry Master Crafted Boltpistols *Sharpshooter *Straight Silver *Sharpshooter *Sword of Heironymo Sondar *Armour of Contempt *Flak Armour *Fearless *Light Carapace *Fearless *Woad *Shrouded *Camo Cloak *Battle Hardened *Sun Shades *Rending *Frag and Krak *Shrouded *Protector *Bionic Eye *Senior Officer *Bludtoll #Man of Tanith, Wanne live forever! *Front Liner *Aura of Courage Sniper Hlaine "Mad" Larkin 60 points You can deploy Larkin in Gaunts Command Retinue or attach him to a Tanith Master Sniper Group (but then the Master Snipers operate as a unit not independed.

Name WS BS S T W I A Ld Sv Hlaine Larkin 3 6 3 4 2 5 1 8 5+

Wargear: Special Rules: *Costum Long-Las *Light Infantry Master *Straight Sliver *Perfect Sharpshooter *Flak Armour *Perfect Accuracy *Camo Cloak *Airburst Special *Frag Grenades *Ghosts *Shourded *Eagle eye *Armour of Contempt *Stubborn

Page 20: Codex Tanith First and Only 6th

Flame Trooper Aongus Brostin 40 points You can attach Brostin in a Special Weapon team (that has been fully upgrade with Flamers) as a Sergeant or in Gaunts Command Retinue.

Name WS BS S T W I A Ld Sv Aongus Brostin 4 4 4 4 2 3 2 8 5+

Wargear: Special Rules: *Heavy Flamer *Light Infantry Master *Straight Silver *Airburst Special *Flak Armour *Shrouded *Camo Cloak *Armour of Contempt *Frag and Krak *Say hello to Mister Yellow *Feel no Pain *Stubborn Musician Trooper Brin Milo 45 points You can deploy Milo in Gaunts Command Retinue or in a company command squad as but then no tanith guard may have the banner upgrade.

Name WS BS S T W I A Ld Sv Brin Milo 3 4 3 3 2 4 2 8 5+

Wargear: Special Rules: *Lascarbine *Light Infantry Master *Straight Silver *Sharpshooter *Flak Armour *Precognition *Camo Cloak *Shrouded *Tanith Pipes *Frag grenades Chief Medical Officer Dorden 40 points You can deploy Dorden in Gaunts Command Retinue or in a company command squad but then no tanith guard may have the Med-pack upgrade.

Name WS BS S T W I A Ld Sv Dorden 3 3 3 3 2 3 1 8 5+

Wargear: Special Rules: *Laspistol *Light Infantry Master *Straight Silver *Oath *Flak Armour *Shrouded *Camo Cloak *Medical Expert *Med-pack

Page 21: Codex Tanith First and Only 6th

Scout Sergeant Oan Mkoll 70 points Mkoll may replace the Tanith Scout Sergeant in a Tanith Master Scout Squad. Or he can join Gaunts Command Retinue

Name WS BS S T W I A Ld Sv Sergeant Mkoll 4 4 3 4 2 4 3 9 5+

Wargear: Special Rules: *Lascarbine *Light Infantry Master *Flash Supressor *Sharpshooter *Straight Silver *Armour of Contempt *Flak Armour *Shrouded *Camo Cloak *Ghosts *Frag and Krak Grenades *Stubborn *Melta Bombs *Peerless Scout *Tube Charge *Acute Perception *Rending Scout Trooper Mcvenner 50 points Mcvenner may replace the Tanith Scout Sergeant or if Mkoll already is he may replace a Tanith Scout Trooper in a Tanith Master Scout Scout. Or Mcvenner may be added to the Gereon Resistance fighters.

Name WS BS S T W I A Ld Sv Mcvenner 5 4 3 4 2 5 5 8 5+

Wargear: Special Rules: *Lascarbine *Light Infantry Master *Flash Suppressor *Sharpshooter *Straight Silver *Ghosts *Flak Armour *Shrouded *Camo Cloak *Cwlwhl *Frag and Krak Grenades *Armour of Contempt *Legendary

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Trooper "Try Again" Bragg* 35 points You can deploy Bragg in Gaunts Command Retinue or let him join with a Tanith Heavy Weapon Squad as a Sergeant.

Name WS BS S T W I A Ld Sv Bragg 4 2 4 4 2 3 2 8 5+

Wargear: Special Rules: *Heavy Bolter *Light Infantry Master *Straight Silver *Relentless *Flak Armour *Shrouded *Camo Cloak *Stubborn *Frag and Krak *Feel no Pain Colonel Colm Corbec* 55 points You can deploy Corbec in Gaunts Command Retinue or he can replace the Lieutenant of a Tanith Company Command Squad.

Name WS BS S T W I A Ld Sv Colm Corbec 4 4 3 3 3 4 4 10 5+

Wargear: Special Rules: *Lascarbine *Light Infantry Master *Straight Silver *Sharpshooter Master *Flak Armour *Senior Officer *Camo Cloak *Shrouded *Frag and Krak *Natural Leader *Melta Bombs *Stubborn Major Elim Rawne* 60 points You can deploy Rawne in Gaunts Command Retinue or he can replace the Corperal in a Tanith Platoon Command Squad.

Name WS BS S T W I A Ld Sv Elim rawne 4 4 3 4 2 4 3 9 5+

Wargear: Special Rules: *Lascarbine *Light Infantry Master *Straight Silver *Sharpshooter *Flak Armour *Demo expert *Camo Cloak *Shrouded *Frag grenades *Grudge *Tube Charge *Ghosts *Junior Officer *Armour of Contempt *Stubborn

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Sergeant Tona Criid 35 points You may Replace a Sergeant With Tona Criid or you may put her in Gaunt's Command Retinue

Name WS BS S T W I A Ld Sv Tona Criid 3(4) 4 3 3 2 5 3 8 5+

Wargear: Special Rules: *Lascarbine *Light Infantry Master *Straight Silver *Sharpshooter *Flak Armour *Armour of Contempt *Camo Cloak *First and Last *Frag and Krak *Shrouded *Ganger Knife *Fearless Scout Trooper Simen "Lucky" Bonin 30 points

You may place Bonin as a Scout Sergeant, additional scout or in Gaunts Command Retinue

Name WS BS S T W I A Ld Sv Bonin 4 4 3 3 2 3 2 8 5+

Wargear: Special Rules: *Lascarbine *Light Infantry Master *Straight Silver *Sharpshooter *Flak Armour *Armour of Contempt *Camo Cloak *Shrouded *Frag and Krak *"Lucky" Bonin *Knife warrior *Stubborn Trooper Murtan Feygor 35 points

You may place him as Rawne’s bodyguard or in Gaunts Command retinue

Name WS BS S T W I A Ld Sv Murtan 4 4 3 3 2 3 2 8 5+

Wargear: Special Rules: *Lascarbine *Light Infantry Master *Straight Silver *Sharpshooter Master *Flak Armour *Grudge *Camo Cloak *Shrouded *Tube Charge *First and Last *Frag and Krak *Stubborn *Armour of Contempt *Loyal to Rawne

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Vox-Office Dughan Beltayn 35 points

You may please Beltayn in a company command squad as vox operator or in Gaunts Command Retinue

Name WS BS S T W I A Ld Sv Beltayn 4 4 3 4 2 3 2 9 5+

Wargear: Special Rules: *Lascarbine *Light infantry master *Straight Silver *Sharpshooter Master *Flak Armour *Stealth *Camo Cloak *Shrouded *Beltayn Master-vox *Technical Expert *Frag and Krak *Vox Expert *First and Last *Stubborn *Armour of Contempt

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Psyker Agun Soric and Psyker guar 160 points

Name WS BS S T W I A Ld Sv Agun Soric (1) 4 4 3 4 3 4 3 10 4+ Psyker guards (3) 4 4 3 3 1 3 2 9 4+

Wargear Agun: Wargear guards: Special rules Agun: Special rules guards: *Laspistol *Hot-shot lasgun *Light infantry master *Fearless *Force Staff *CC weapon *Sharpshooter *Adamantium Will *Carapace Armour *Carapace Armour *Stealth *Rosarius *Refractor Field *Notes from the Future *Frag grenade *Frag and Krak *Shrouded *Psyker (Mastery level 3) *Adamantium Will *Discipline: High Psyker & Any discipline form the 40K Core rulebook

Discipline: High Psyker Primaris Power: Electric Blast 1 warp charge Electric blast is a Focussed Witchfire: Range: Str AP Type 24” 4 5 Assault 1, Spread Spread: When a wound is scored (before saves) all targets within 2” also get a hit until there are no more wounds or Targets 1-2: Mental Visions 1 warp charge Mental Visions is a Focussed Witchfire but it hits all models in the squad: All-in the squad get -1D3 WS, BS, I and Ld until the end of you next turn 3-4: Mind Control 2 Warp Charges Mind Control is a Malifaction: Any enemy model (vehicle and non vehicle) within 12” can be controlled. When this power succeeds you may use it to move, shoot or assault. 5-6: Beam of Death 3 Warp charges Beam of Death is a Beam: Range Str AP Type 18” 8 1 Assault 1, Instant Death

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Fast Attack

Salamander Scout tank 45 points

Name BS FA SA RA HP

Salamander 3 12 12 10 3

Wargear: Special Rules: Type: Fast vehicle, tank, open-topped *Twin-Linked Autocannon *Scout *Hull-mounted Heavy Bolter *Amphibious *Searchlight Options:

May replace Heavy Bolter with:

Heavy Flamer free

Lascannon 15 Points

May replace Twin-Linked Autocannon with:

Twin-Linked Heavy Bolter free

Twin-Linked Lascannon 10 points

vehicle may take:

Dozer blade 15 points

Camo Netting 15 points

Enclosed Crew Compartment 15 points

Dedicated Transport

Salamander Transport tank 40 points

Name BS FA SA RA HP

Salamander 3 12 12 10 3

Wargear: Special Rules: Type: Fast vehicle, transport ,tank, open-topped *Autocannon *Scout *Hull-mounted Heavy Bolter *Amphibious Model Capticity: 8 Models *Searchlight Access Points: 1 rear and 1 at each side Options:

May replace Heavy Bolter with:

Heavy Flamer free

May replace Autocannon with:

Heavy Bolter free

Vehicle may take:

Dozer blade 15 points

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Camo Netting 15 point

Heavy Support

Artillery Support 200 points

Name Range Str AP Type Earthshaker Cannon Line of Sight 9 3 Ordanance Barrage 1, Large Blast Melta Shelling Line of Sight 8 1 Heavy 1, Barrage, Large Blast, Armour Bane Hellfire Missile Strike Line of Sight 6 4 Heavy 1, Ignore Cover, Soul Blaze, Template* Danger Close Line of Sight1 5 3 Heavy 1, pinning, Large Blast, Multi Barrage 1D3

*place the flame template on the spot where the bombardment should be and then scatter, when scattering the way that the arrow is points that is how you need to place the template 1But the Large Blast must be within 18” of the model Special rules: *Inaccurate *What u need sir?