Warhammer 40,000: Codex Virions (WIP)
Warhammer 40,000: Codex Virions (WIP)
Warhammer 40,000: Codex Virions (WIP)
VIRIONS
CONTENTS
INTRODUCTION...3 THE VIRIONS.....6
The Ancient Ages of KauReigh....7 An Emperor Arises.9 To Conquer a World........................................................10 The Coming of Enlightenment.........................................12 The Ending of an Age......................................................14 Rising from the Ruins......................................................18 The Glorious Virion Empire............................................20 Chronicles of Conquest....................................................24 Virion Clans.....................................................................28 Virion Culture and People................................................38 Virion Anatomy...............................................................40 Virion Wargear................................................................41 Virion Language..............................................................42 Virion Helidynes..............................................................64 ChiVosh, the Adventuring Spirit....................................66 DaZhar, the Border Guardian.........................................67 HirakTjon, the Liberator.................................................68 KrielTal, the Flaming Rage............................................69 BolOrg, Heavens Lash..................................................70 GaraKhan, the Butcher King..........................................71 ShrielXe, the Tyrant Slayer............................................72 PeRarzg, the Spirit Walker.............................................73 WroasBaal, King of the Seas..........................................74 RegisPet, the Destroyer of Worlds.................................75 TrarlNak, Tomb Breaker................................................76 DrahkMar, the Saviour...................................................77 Virion Alliances Chart.....................................................78
VIRION ARMOURY....................................................80
Ranged Weapons..............................................................80 Melee Weapons................................................................82 Special Issue Wargear......................................................83 Armour.............................................................................84
THE CONQUERORS...................................................45
Warlord Traits..................................................................45 Tacticians.........................................................................46 Warforgers.......................................................................47 Warseers...........................................................48 Virion Spirituality............................................................49 Battle Clanguards.............................................................50 Combat Clanguards..........................................................51 Assault Clanguards..........................................................52 Storm Clanguards.............................................................53 Mortar Clanguards...........................................................54 Veteran Clanguards..........................................................55
REFERENCE...............................................................122
INTRODUCTION
The Virions are an alien race that comes from the darkness of the Halo Zone, a part of the Galaxy which the Astronomican cannot reach. This Codex is the definitive guide to collecting and playing with a Virion army in the Warhammer 40,000 wargame.
*The Clanguards: This section will feature colour photographs of the miniatures that would be sculpted and painted for the Virion army, as well as regards to each individual artist who would make them, if any apply in the near future. *Alien Warriors: The army list takes all of the units presented in the Conquerors section and arranges them so you can choose an army for your own games of Warhammer 40,000. Each unit type also has a points value attached to help you pit your forces against an opponents in a fair match.
WARHAMMER 40,000
If you are reading this Codex, then you have already taken your first steps into the Warhammer 40,000 hobby. The Warhammer 40,000 rulebook contains all the rules you need to fight battles with your Citadel miniatures, and every army has its own codex that acts as a definitive guide to collecting and unleashing it upon the tabletop battlefields of the Warhammer 40,000 universe. This codex allows you to turn your collection of Virion Clanguards into an unstoppable strike force ready to wage glorious wars of conquest and expansion in the name of the Empire.
NOTICE: Since this is a Fan-Made and Unofficial Warhammer 40,000 Codex and army, it is not endorsed by Games Workshop and is not considered actual lore. Also, since it is rather new with little to no following, there are no miniatures to be displayed and there are little to few images to be used, so lots of spacing will be made to compensate for this, leaving enough room for any images that would be added in the (hopefully) near future. Thank you in advance for taking your time to read through this.
THE VIRIONS
In the Galactic West lies the Segmentum Pacificus, and on its very edge is the Halo Zone, a dark and mysterious part of space through which the blessed guiding light of the Astronomican cannot reach. For as long as Mankind can remember, this area is vastly unexplored and shrouded with mystery and superstition, no ship that would ever go in would ever come back out. But it is here that an alien race had prospered ever since the Age of Strife and became an interstellar race some time after the dreaded Horus Heresy, and from then on they were expanding in all directions, claiming everything they saw in the name of their rising Empire, one that predates the Imperium of Man by millennia. These Xenos name themselves the Virions, and they are here to enforce absolute control on a chaotic universe. Its primary enemies are scattered remains of an Orky Empire, usurping Necron Dynasties and the newly discovered Tyranid Hive Fleet that is burrowing its head deep into Virion territory, and from beyond the realms of sanity lurk the darkest evils any race had known, the vile forces of Chaos and their Dark Gods. All of these are a threat to the survival of the Virion race and the well being of their nation, and so they shall be eradicated. All who stand in the path of Order must perish by flame and blade.
VIRIONS AT WAR
In battle, the Virions are second to none. Their troops are highly skilled and trained elite warriors. They split their units into small groups, each acting on its own accord, although they loose in unity, they do become unpredictable and even more dangerous. Among their arsenal are included weapons that shoot bursts of static-electricity, seed cases that when bursts with energized shrapnel when it hits, corrosive gas that eats away flesh and armour alike, cannons that work on the coil-gun principal, accelerating ionized particles back and forth at high speeds and then unleashing them at its intended direction, splitting apart its target to burnt shreds. In contrast, Virions prefer to fight in melee, where they utilize both swords, axes and lances, as well as their natural weaponry, such as superb eye-sight, increased muscle density that grants them the ability to split their foes apart with their bare hands, tails like whips that can smash a Human ribcage with one good swing and a thick scaly hide like that of a shark. Their armoury is filled with highly advanced weaponry along with tribal artefacts, potent armaments of all kinds. It is only in war that Virions are at their greatest.
ANCIENT PAST
The three continents of the planet KauReigh are divided by two massive oceans, FrielHanz at the North and GorraxHanz at the South. Lying on these oceans are three massive continents, XielJak in the Centre where the two oceans meet, WopoJak at the North-West and ArmikJak in the South-East. Between these continents are a multitude of islands and waters filled with all manner of creature. In addition, the constant storms that ravage the surface of KauReigh might be softened by the thick foliage of tall trees on land, but nothing would shield you if you went out to sea, therefore there was very little nautical development for the Virion race at the time. On the three continents, different types of Virions evolved, one for each continent. These three types would be referenced as Breeds by the majority of the Virion race. On ArmikJak were the Hroag, tall, limber and quite industrious. On WopoJak were the Trarl, skittish, fast and quick thinkers with a way with words. And on XielJak came the Rarzg, large, muscular, well built and ferocious. The three breeds had not made contact with one another, and were separated by ocean, for the time being. In addition to Breeds, there were also different Species of Virions, but unlike Breeds, ones Species is not determined at birth. All Virions are born with white scales and grey carapace, but as they grow they gain colour, and it all depends on where they were raised. If a Virion was raised in jungles, marshes or grasslands, then he would gain a green scale tone with dark green carapace, these are called DrenkVi. If a Virion is raised in deserts, savannahs, badlands or sandy coastlines, then they would gain yellow scales with brown carapace, thus becoming BonazVi. If a Virion is raised in snowy wastelands, grey mountains or anywhere with steep rocky terrain, then they keep their white scales, but gain light blue carapace, and are called the MaahkVi. And if a Virion is raised underground or in places near char black rock with high volcanic activity, then they will gain black scales with red carapace, and become CretVi. It was also discovered that if a Virion is born and raised in aboard a ship or the equivalent, within the darkness of space, they will become CretVi by the time they reach adulthood.
In addition to varying Classes and Species, the Virions were also divided into Tribes, Clans, feudal Kingdoms and aspiring Empires. When the NakZapal ended at M19, the Age of Unification started as well, or NakRieug in the Virion tongue. The first nations arose in the centre continent XielJak, where the young nations would rely on their warriors to lead wars of conquest in an attempt to destroy the others. Many wars have been waged, many cities have been burned, many lives have been taken, and none have survived the sands of time, all of them were long forgotten as fragments of history one should not ponder on for too long. Next to simple metal tools of the trade and weapons of war, metal was also used to support buildings, construct primitive machinery of all kinds, from mills to catapults. The early Virion warriors would be armed with heavy armour, bearing swords, axes and halberds proudly as they march to the next slaughter. For a thousand years, the first Virion nations have been rising and falling, each trying to become the world power each convinced it was chosen to rule the world, and many who had tried to reach the heavens, have fallen quickly and drowned in the blood of their own people and in the rubble of their nations.
BALDLANDS
Virions in their ancient past had always strived to achieve a better foothold to forge their nations, but the thick jungles on KauReigh were many, and clear land was a rarity. Such lands could be grassy fields, badlands, open clearings, or even deserts, any of that could be acceptable. These types of terrain were nicknamed baldlands by the Virions, and the term is used to this very day in the 41st Millennium. Virions preferred baldlands because they made it easier to start building, rather then a connection of tree houses or lurking in caves, or even being forced to live like nomads. Some young nations in desperation had tried to make their own baldlands by cutting down or burning jungles, but such actions were seen as desecration of holy soil by others.
AN EMPEROR ARISES
ANCIENT VIRION WARFARE
The advancement of Virion civilization might have been descried as savage and crude. Unlike most races which would have concentrated more on advancing culturally, through architecture, literature or science, the Virions only advanced in one thing, warfare. Through the centuries they had inhabited KauReigh, the Virions preferred the use of cold weapons such as swords, axes, spears, halberds and shields. The Virion nations of the ancient times always strove to best one another in the art of war. They would usually march through the thick jungle foliage in rank-and-file formations, crushing anything in their path, making their way straight to the frontlines. The Virions had also tamed many creatures as not just beasts of burden, but mounts of war as well. Among these are the Kher, large canine carnivores with thick hairy hides or Soln, massive armoured behemoths which could bring large weaponry to bear such as catapults or giant crossbows. But the most notable were the DwaTag, a form of giant insect breed with three legs and a pair of scythes as arms to cut their prey apart. The DwaTag came in many breeds, from ones as small as cattle, to ones as large as battle tanks; hence they were a preferred choice to tame. Infantry, cavalry and warmachines alike strode through the marshes and grasslands of KauReigh for centuries. When Virions fought, they would send in the cavalry first, to perform a devastating charge, and then lines of infantry would hammer directly at the enemy while any artillery or the like would strike at the opponents flanks. Virions had also developed psykers from an early age and were able to utilize these spiritual leaders extensively in war. Such battles would be awe-inspiring and terrifying at the same time, with arcs of lightning crackling ahead or sudden bursts of warp-fire ravaging the battlefields being a common phenomenon. However, since M19 of the Imperial records, the wars the Virions fought were seemingly fruitless and none could ever get the upper hand against the other, there would always be new kingdoms raised, and new empires forged, or new Tribes uncovered, and thus the senseless wars would go on end for eternity, if it was not for one man Not many official records of KauReigh himself had survived, but it is believed he was born somewhere in the middle of M20, and that he possessed some degree of psychic power, thus presenting himself as a divine being to the other Virions. KauReighs conquests lasted for 2000 years, and this time was called The Warring States Period. By M22 the GaanLak Kingdom had unified all other Virions in XielJak, thus gaining control over the entire continent. Because sea travel was nearly impossible for Virions at the time due to the horrid storms that ravaged the planet constantly, the Virions on XielJak came to believe that the continent was the entire world and that there was nothing beyond the oceans. So when KauReigh came to conquer XielJak, his people believed he had conquered the entire world and all there is in it. After doing so, KauReigh and his personal adviser DrakahJesIk had decided to reform the Virion race entirely. Firstly, KauReigh declared himself The First Sovereign Emperor of GaanLak or simply The First Emperor and reformed the GaanLak Kingdom into a mighty Empire. He first took it as a duty to find and burn all traces of the former nations, thusly deleting them from history entirely. This meant burning of books, tearing down structures and even butchering scribes and scholars. Next, he took out all other languages except one, an adapted version of the one used by the GaanLak, which had several changes and improvements, which made it easy for all Virions to speak it, and he named the language Drakah in honour of his most trusted servant who helped create it. With the last traces of former nations gone, and leaving only his Empire to reign supreme, KauReigh had become a somewhat docile individual, spending hours and even days on end within his private quarters. Nobody knew for certain what he did inside, and none would dare ask, because his Royal Guards stood vigilant over his Glorious Empirical Palace at all times. He instead led from the shadows, and allowed DrakahJesIk to take care of all public and official businesses. At M23, KauReigh remerged from his quarters for the first time in centuries and he brought with him a hefty tome of a thousand pages. He named it the NoHeKhum, the Holy Code of Honour, and he had written down within it a detailed and explicit set of rules and scenarios a Virion must adhere to live honourably and die with pride. Shortly after the NoHeKhum was accepted inside the whole Empire, KauReigh had went back to his quarters, where he died of natural causes, but not before delivering one more thing to his people, plans for sturdy ships and vessels, which would take the Virions beyond the oceans, and towards new lands to conquer in the name of honour.
REIGN OF KAUREIGH
In a single small Kingdom of GaanLak, a young royal would become Kral (literally big man, equivalent of chief or king) after his father passed away. The young man would turn his entire Kingdom to war and his work would give birth to an Empire. His name was KauReigh, and he decided that it was time for someone to bring order to this chaotic world. He along his Royal Guard would lead the wars from the frontlines, and KauReigh would have conquered many other nations. KauReigh had started his Reign of Conquest at the age of 13 and would have become a veteran of a thousand battles by the time he was 100. However, ever since he was born, he had visions of glory, marching his armies across the continent of XielJak, and brining order to all Virions with an iron gauntlet. KauReigh would lead the GaanLak Kingdom, and let it expand as it devoured the lesser nations. But it is not just the Virions from outside his realm that were his threat, for KauReigh had to put down coups and strangle rebellions as well, instilling complete control over his subordinates. Over the years, many assassination attempts were made, but all had faltered and the ones responsible, as well as anyone related to them would be executed with no chance of forgiveness. KauReigh believed his cause to be true and those who said otherwise would have been crushed, pummelled, strung up or worse.
TO CONQUER A WORLD
After his death, KauReigh had left many descendants, but not one would be chosen to be an Emperor in his stead. On his deathbed, KauReigh had clearly stated that the one who shall be Emperor must be chosen by the Great Spirits themselves, and thusly KauReighs favoured servant DrakahJesIk had took it upon himself to commune with the Spirits and find out who the next Emperor must be. DrakahJesIk was declared a temporary Emperor, and he had spent all of his time in deep meditation, trying to contact the so called Great Spirits and find out who must lead them. Eventually, DrakahJesIk received his answer and proclaimed that Warlord KaelHaar of the GaanLak army to become Emperor. After the warrior and the temporary leader met, DrakahJesIk and a group of lower Seers had preformed a special ritual within their private confines. The Royal Guard stayed watch, because the details of this ritual were supposed to be secret to all. When KaelHaar emerged, he had the symbol of the Empire tattooed on his left shoulder and thus he was officially proclaimed the Second Emperor of GaanLak.
DIFFERENT BREEDS
During the voyages KaelHaar and his Armada undertook, he had encountered lesser Virion clans, tribes and feudal kingdoms on small isolated islands, also vying for power like the Virions at XielJak once did. The rule of the Empire and the teachings of the NoHeKhum would be spread to all Virions and a series of small conquests would begin to bring all these Virions into the fold of the Great Empire of GaanLak. Things would change once the Virion Empire took its first steps on ArmikJak, a whole new continent, which was larger and more spacious then their home. It was then that the Rarzg Virions had their first official encounter with the Hroag Virions. Albeit there were Rarzg and Hroag and even mixtures on islands between the two continents, there werent made any mentions regarding this, and it was once the Empire descended upon the new land that they finally took notice of this great genetic difference. While the Rarzg Virions are about 8 or 9 feet tall, with great thick muscular body structure, harder skeleton frame and accented ferocity and viciousness, the Hroag were about 7 feet tall, somewhat thinner and lighter then the Rarzg, but also quicker and possessed a degree of higher dexterity. In addition, the Hroag were more level-headed and rational then the impulse and easy to anger Rarzg. This had allowed the Hroag to somewhat advance technologically and scientifically, discovering new knowledge and wisdom, but most notably, it was their weapons that were advanced. While a single Rarzg could take a single Hroag in on-on-one combat, the Hroag did possess one other advantage, gunpowder. The Hroag had many types of rifles, pistols and even cannons, which belched fire and spewed iron, thus annihilating anything standing in its path. KaelHaar took notice of this and started a new conquest. This one would last for 3000 years, and it would take nearly all of the Imperial Virion forces to destroy the lesser Hroag Nations. But even if the Hroag were splintered into Kingdoms, Empires, Federations and other forms of civilization, they did see the Empirical Virions as a great threat, and so many temporary alliances had been formed among the Hroag, which would actually put a halt to Imperial advances on many occasions. But try as they might, over 3 millennia of war, the Hroag would be gathered into the fold of the GaanLak Empire, and the continent of ArmikJak fell to Empirical rule. It was not just the Hroag Virions that became part of the Empire, but the innovative gunpowder weapons as well, which would become part of standard Virion weaponry and armament in future conflicts. At M26, KaelHaar had turned his fleets north, to the FrielHanz Ocean. Although many lesser isle chains were discovered and brought to the rule of the Empire, the Virions would come to discover one more continent, the North-Western WopoJak. Eventually, the fleets discovered all they could, and a groundbreaking discovery was made. The Virions found out that the world they live on is a round sphere, a planet, and with Hroag skills of astronomy and other fields of science, they had found out more about the cosmos in general. To this reason, Emperor KaelHaar had decided to name this world KauReigh, in honour of the former Emperor who first succeeded in uniting Virions. Living for a full 3000 years, KaelHaar died of old age, and another grouping of Virion Seers would come to try and find a new Emperor. Meanwhile, the Virion armies conquered more and more of WopoJak, brining the Trarl Virions into the fold. The Trarl are some 6 or 7 feet tall, skinny, comparable in muscle structure to Hroag and had no tail spikes unlike the other two breeds. But the Trarls true strength was in their minds, and they could be the one thing the impulsive Rarzg or the energetic Hroag could rarely be, patient. Over years of meditation, the Virion Royal Seers had decided to choose TaNak a Trarl from conquered parts of WopoJak as the Third Virion Emperor.
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ABSOLUTE CONTROL
It is known that since Emperor KauReigh began his conquests, the Imperials would destroy any records existing of defeated nations and clans, completely erasing their existence from the halls of history. This would leave the survivors of that nation with only one option, to be part of the GaanLak Empire. The same was being done with the many nations within the other two continents, and only some references were kept of the Tyrant Kingdom, but not much was known about it, not even its actual name, and the only reason it was not forgotten is because it served as a lessen to others. The Fourth Emperor DehBas was a bit of an explorer himself and an eccentric spirit. He tried to uncover every little secret his world kept, map out every island, discover every Virion people, and classify every new beast on their dangerous planet. What he did encounter however were some creatures which were potentially a threat to the survival of many Virions, like packs of Virion eating beasts, or insects that carried diseases that could wipe out entire populations. It is because of this that DehBas had tried to uncover an effective way to kill off these pests. He experimented with poisons and toxins, and thus introduced Virions to chemical warfare, exterminating hundreds of species from the planet, which would pacify the entire world. Even if this did grant the Virions a more peaceful existence, tempering with venom was still too dangerous, and eventually DehBas would live for only 600 years before dying in a lab accident at the middle of M29. Afterwards, a new Virion would usurp the throne, another Rarzg. And so ZeenaWeeRa had become the Fifth Empress of the Virion Empire of GaanLak.
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FORGING AN ALLIANCE
While cruising through the stars, the people of Milon had desperately tried to find worlds well suited for them, and they settled on the planet Ilos. They further searched the uncharted stars, and eventually discovered KauReigh. By looking through some of the primitive space probes and satellites the Virions had launched, they had learned enough about their race, not just their appearance, but also their language, traditions and culture. The Humans of Milon had by the time claimed the name Overseers, because that is exactly what they did with the Virions. The Overseers were curiously looking at how the Virions behave, and thanks to the stormy weather of KauReigh, they were unable to detect the Overseer ships which were in orbit. Eventually, the Overseers decided to make landfall, and make contact with the Virions. Representing the Overseers was Captain Ramirez, whose shuttle landed on the balcony of the Glorious Royal Palace. But he and his men where encircled by the Virion Royal Guards who were closing in around them with spears pointed forwards. Suddenly, emerging before them was Emperor OutRargth who ordered his men to stand down as he approached to welcome the outworlders. After introductions, OutRargth welcomed Ramirez and his men into his private chambers, where they would talk plenty about each other. OutRargth had learned plenty about Mankind and its accomplishments, while Ramirez got to hear about the Virion history and all the conflicts they had to go through to achieve world dominion. Impressed by this well tuned organization, Ramirez had contacted some of the Overseer Senators from Ilos, who would come to KauReigh and meet OutRargth. Afterwards, the Virions and the Overseers would create a powerful alliance which would last beyond the 41st Millennium.
ZETHANE
Many planets within the Halo Zone, including KauReigh have encountered some cosmic catastrophe which had unleashed the trace-gas Zethane from the underground and into the atmosphere in vast quantities, which had forced the creatures of such planets to evolve and adapt, which include the Virions. However, even though such planets had forced many plants to produce Zethane and animals to breathe it, the planets still contain a level of Oxygen, albeit significantly lower then usual, But those who visit such planets still have to wear specialized masks with stores of Oxygen, just in case.
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SECRETS OF KAUREIGH
Once the alliance between the Overseers and Virions was forged, the Human representatives went on the surface of KauReigh to explore it and determine the reason to why this phenomenon of breathable Zethane is occurring within the Halo Zone. Their searches were fruitless, because the planet was still classified as a Death World, with many different horrors skulking in the deep undergrowths of jungles while thunder and lightning raged in the sky. This had made it nearly impossible for prolonged journeys and stays on the planet outside of Virion settlements and cities. However, the most notable find they could encounter were the Xenofacts, or SevaTil in the Virion language. The Xenofacts are massive pillars of stone which reach for the sky. The smallest are around 300 feet, while the largest was twice that big. It seems as if the Xenofacts are buried within the planets surface and reach deep into the core. They also accumulate vast amounts of energy, which pulsate through its structure and radiate to its surroundings. A Psyker could potentially connect to one, and tap into its energy supplies, but this is a hefty risk, and many were left with permanent scaring, or even died trying. However, those Psykers who succeed in harnessing a fragment of a Xenofacts energy become highly intone with nature and the world around them, while their powers become amplified and their ability to control it is significantly more potent. It is to this reason that many Virion Seers come on the holy soil upon which the Xenofacts are placed and meditate there, believing that they would come closer to the Great Spirits. Virions have respect history and do not disturb the Xenofacts, which is why the inner workings of one have not been ever uncovered. It is not just on KauReigh that these odd structures could be found, but on many other planets within the Halo Zone as well, and most of those planets contain Zethane within their atmospheres in abundance, so a link may or may not exist, but no solid proof was found to either encourage or discard this theory. This proves that the Virions had nothing to do with the creation of the Xenofacts, and that they were present long before the Virion race stood up on both feet, and it is quite possible the Xenofacts were present over 100,000 years ago, before the NakDrahkMar, the Age of Eternal Ice enveloped KauReigh. Whoever created the Xenofacts, or for what purpose, nobody knows for certain, but what is known is that whoever did it, must have possessed vast knowledge and wisdom of the universe.
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INVASION OF MARADAC
The closest habitable Virion world to the PerNa was a small agricultural planet of MaraDac, which was scarcely colonized by several thousand citizens. After the First Frontier was breached, OutRargth had ordered that all non-combat populace be immediately evacuated to fortified positions and if necessary, transported from their home planets en mass. The Virion Armada had sent ships to halt the Ork invasion and grant the evacuating people as much time as possible. The colossal Ork fleet had then splintered and spread into many smaller fleets, each having their own target, each lead by a smaller Boss which had his own ambitions and plans to achieve. Being close to PerNa, the planet MaraDac was almost instantly invaded by Orks lead by Boss Badjaw. The small planet has only had less then a hundred ships to defend it, and Badjaw was said to have some five hundred. Within a day, the small Virion fleet was destroyed, and the people on the planet had felt the wrath of the WAAAGH! Rokks fell from the sky and into the largest colonies on the planet. Not all civilians were able to evacuate, and many had died. The Clanguards that stayed on the planet however were many, nearly ten thousand, a coalition of warriors from various Clans that managed to survive the First Frontier. They had reached MaraDac in hopes of being able to hold the Orks there for a while and were expecting reinforcements soon. The Clanguards made valiant stands on robust fortifications they had erected and they had even tried burning down the smaller villages to deny the Orks any resources left. For four years, the Virions on MaraDac had stood heroically, with warriors from different Clans fighting side by side against overwhelming odds, being outnumbered a hundred to one. They waited, and they prayed for reinforcements to come soon to help relieve them, so that their struggle would have purpose. One by one, the strong points fell, and eventually, every single Virion on MaraDac was slain, holding on to a faint glimpse of hope. The truth was they were doomed from the start. The Virion Empire was far more concerned about the other Ork Warbands which ravaged the more notable places. The Virions heroes on MaraDac had died in vain, their losses considered an acceptable sacrifice, and their deeds were hardly even noted. This was but one of many lamentations and tragedies which would befall the Virion race during the Age of Destruction. It was only after the planet MaraDac was freed from Ork control that the fallen heroes would receive the final honours which they deserved. But this would come thousands of years later. While the corpses of dead Clanguards rotted away on MaraDac, the Virion Empire would be brought to ruin,
Back on KauReigh, Emperor OutRargth had sensed that the Orks were planning to rally in massive numbers and start a full blown invasion into Virion space. He had then ordered his men to ready themselves and from hundreds of worlds, millions of Virion warriors were sent to the front lines, amassing an army of great proportions. OutRargth had a plan; he would send small flotillas into Ork space which would take out smaller groupings and warbands, to prevent the Ork WAAAGH! from becoming too large and in turn cut them off from any resource shipments they would require. But he also instated that the Overseers should not be informed of this conflict and that the Virions would handle this themselves. He believed that if he brought the Overseers into this conflict, the Orks would target them as well, wiping out the last children of Milon from the Galaxy.
14
Decades have passed since the First Siege of KauReigh started. Over time, both sides would have received more reinforcements, to be sent out to die in that meat grinder of a conflict. What seemed to be the remaining Ork forces on the ground had regrouped a few miles form the Empirical Royal Palace and it looked as if they were going to try one last desperate assault. OutRargth and his personal Royal Guard had spearheaded the advance, in an attempt to slay Warboss Zagtrakk and lift the siege. But once OutRargth attacked the Orks and fought them in the streets of the Celestial Cities, he and his Guard were ambushed by Orks that crawled out from the sewers. Among these assailants was Zagtrakk himself and he engaged the Virion Emperor in one-on-one combat. In the end, OutRargth sliced the Orks right arm with his shinning blade. Zagtrakk had screamed in agony as blood poured out from the hole where there was once a limb. He fell back to the shadows of the streets and escaped in the sewers, while many of his Boyz followed. This was a victory, but OutRargth was wounded, and he collapsed to the ground. His Royal Guard took his unconscious body and fell back to the Royal Palace, where they would tend to his injuries, while the rest of the Clanguards tried to follow the fleeing Greenskins. Only a few days later, Zagtrakk Da Red returned, with a Power Klaw to compensate for his wound, and with him he brought every single Ork on the planet. The Empirical Royal Palace was besieged and the Royal Guards, as well as the remainder of Virion forces had rallied to its gates, to defend their sacred ground, and with it the still wounded Emperor at all costs. The battle that ensued was bloody and merciless, as chaos and pure hatred between the two races erupted like wildfire. Zagtrakk wanted to breach the gates and finish of Emperor OutRargth, but in his way stood the Overlord of the GaanLak Clan, ZenShriel, who was also a close friend and loyal servant of the Sixth Virion Emperor. Their duel was legendary, of which many heroic deeds were inspired and bloodstained legends were made. ZenShriel attempted to stab the Orks heart with his spear, but Zagtrakk picked him up with his Power Klaw and chuckled as the Virion Overlord could not break loose. Zagtrakk brought the Virion closer to his ugly face, to see if there was any fear in ZenShriels eyes, but all he saw was pure hate. In a moment, ZenShriel launched himself forward and sunk his teeth into the Orks bare skull. Zagtrakk tried to pull the mad beast away, but the Virions teeth bore too deep. With a single strong pull, ZenShriel tore a chunk of the Orks face clean off, and Warboss Zagtrakk Da Red died right there. With a bloodcurdling roar, Overlord ZenShriel signalled the death of the Ork leader, which inspired the Clanguards to fight on. The massacre that ensued had finalized the siege of KauReigh, and every last Ork was hunted down and killed, thus the Virions victory was assured.
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FROM COMMORAGH
Even though the Virions had lifted the siege of KauReigh, there were still many Orks left in Virion space, but they were not the only threat the Virions were facing. Sensing weakness, the Dark Eldar Kabals had gathered and started raiding weakened worlds within the Empire, pillaging and enslaving anything they find. There were very few worlds within the Virion Empire left to stand up to this threat. Usually, the Dark Eldar would start their assaults not long after an Ork horde was defeated. Such attacks were many and sometimes, entire worlds would succumb to these dark piratical marauders. The Virions believed that a true warrior must fight his enemies head on with all his might, but the Dark Eldar preferred trickery and deceit, skulking in shadows, finding weak points and commencing ambushes. Such tactics were seen as cowardly and dishonourable by all Virions and thus they begun to hate the Dark Eldar almost instantly. No world was safe from the Dark Eldar, not even the strongest of footholds or the mightiest of fortresses. Only a few months after the First Siege of KauReigh was ruined and the Orks were expunged from the planet, the Dark Eldar attacked viciously, taking down many outlying defences and beginning to spread their forces further. It was like this that the Second Siege of KauReigh begun. It seemed as if every single outpost, city and stronghold was besieged by this new enemy. The attackers were in fact from various Kabals and Wych Cults, but they were all coordinated by the Dread Maws Kabal, lead by Archon Ucharit. To meet this threat, Emperor OutRargth, followed by Overlord ZenShriel had rallied the Clanguards and went to battle once more. Unlike the First Siege, where Orks and Virions would meet each other headfirst into bloody combat of attrition, the Second Siege was more of a series of ambushes and guerrilla combats. The Dark Eldar preferred to utilize the compact streets and alleys of the Celestial Cities to their advantage and the Virions could only be ever so vigilant to where to step. OutRargth thought that instead of searching for their enemies, they should make the enemy come to them. He told his warriors to gather everything worth of value and pile them up in fortified positions. The Virion Clanguards would form around these pockets, which would be stationed on strategically valuable positions. Eventually, the Dark Eldar saw no choice but to attack the Virions right there. Finally, the Virions could fight on their own terms and victory was in their grasp.
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WAR OF REVENGE
It took only a few days for the rest of the Virion Empire to receive the news of OutRargths death. This had driven the remainder of the Clans to fight on not just for survival, but for retribution. It was the GaanLak Clan, which originates form KauReigh, which led the offensive against every last invader who would dare to trespass on Virion territory. There were still many smaller Ork WAAAGH!s left and Dark Eldar were starting to appear at an alarming rate. From the several hundred planets the Virion Empire used to have, there was but a few left. Even so, despite the odds, Overlord ZenShriel had amassed every last Clan available and began his crusade of vengeance. With bloodthirsty resolve, planet after planet was purged of Greenskins, and every last raider was hunted down ruthlessly. There was no place to run, and no place to hide, because the Virions had a greater agenda to fulfil, and they would not be denied. The invaders would have to pay for their crimes in blood, and they would pay it in full.
TIMELY ARRIVAL
When ZenShriel became Emperor, his first order was to call for the Overseers, and introduce them to this war. When the war started at M33, the Overseers were too weak to help, and if they were involved, then there would be chances that they would become extinct. But at the dawn of M36, when ZenShriel became Emperor, they became strong enough to wage this war. A single messenger was sent, calling for aid of the Overseers. The first to respond was Grand Chancellor Mathew of the Ilos Council. He went to KauReigh to find the scene of OutRargths death, and all the carnage that ensued not just on KauReigh, but in the rest of the Empire as well. He had then sent the full report back to the Overseer Republic. Fortunately, General Alexander, the Commander in Chief of all Overseer forces, had already amassed a fleet of heavy proportions and a sizeable army. He then ordered the Overseer forces to spread out to critical locations within what was left of the Virion Empire, while he and his veteran forces went to KauReigh. Once there, they had encountered several fragments of both Ork hordes and Dark Eldar, but they still managed to get to KauReigh with sufficient forces to relieve the planet of any fragments of resistance that remained, such as Greenskins in the sewers, or outposts still held by Dark Eldar. General Alexander went to the Empirical Royal Palace, where he met up with Chancellor Mathew and Emperor ZenShriel, which were discussing the matters at hand. After a tactical meeting, the two races, both Human and Virion had decided to bring a swift end to this conflict. This was the climax of the NakQrakag, and from here forth, there would be many glorious victories. From M37, many planets were liberated from attack by the allied forces, and they would later try to retake any worlds lost in past conflicts. For the next thousand years, the Virion Empire was gaining momentum, as it swept across its former territories, avenging all the souls beyond count that sacrificed themselves so the Virion race could live on through this horrid age.
ZenShriel himself had tried to pursue the Archon Ucharit and his Kabal, the Dread Maws across Virion space. He caught up to them near the planet BorgKrag, and his fleet had assaulted the Dark Eldar with great ferocity. Virion Clanguards had started to board the Dark Eldar vessels and massacre their misbegotten kind in close combat, where the Virions reigned supreme. Ucharit tried to flee, and his Incubi had followed him, but ZenShriel and his Veteran Clanguards caught up to them. The Incubi Retinue was annihilated, while ZenShriel dragged Ucharit to his ship. Kicking and screaming, Ucharit tried to plead for mercy, but there was none to be given, and he saw that as every single of his Kabalite warriors were being put to death. Once aboard his ship, ZenShriel and Ucharit were placed together in a caged arena. ZenShriel took of his armour and picked up only his spear to use, while Ucharit was leashed of all his gear as well, except for his Agonizer. ZenShriel then officially issued a challenge to Archon Ucharit, and that if he won in this match, then he had his word as a warrior that he would be set free, but this was a battle of life and death. The Virion Clanguards watched and cheered as the two leaders fought one another for their very lives. Dust was being picked up, blood was spilled, scars were made and names were earned. But, ZenShriel had his revenge. He first sliced Ucharits legs off, then he picked up his body with one arm and tore the Dark Eldars heart out with his other. Ucharit could only watch as the Virion held his very life in his hands. The very last thing he saw was his heart being crushed by ZenShriels bare claws. The Virion Overlord had then thrown the Archons lifeless body to the ground and gave one victorious shout. His vengeance was now complete, and his warriors cheered, seeing this as a victory. When ZenShriels fleet returned to KauReigh, they went to the Empirical Royal Palace to see OutRargths dead body. There, they saw at the throne room, the carcass of their former Emperor sitting, while the undertakers preformed the last of their rituals, preparing the body for its final journey. Rows of the Royal Guards had formed in line to greet the Overlord and his warriors. It was then that the Royal Seers had came and brought the word of the Great Spirits. They said that the Spirits themselves had chosen the Overlord ZenShriel, to be the Seventh Sovereign Emperor of the Grand Virion Empire. ZenShriel took this as a great honour, and he accepted it fully.
THE AFTERMATH
By M38, the war was over, but it was a Pyrrhic victory at best. At the end, the Virion Empire only had eight Clans left, and less then a hundred planets under its reign. The Orks, Dark Eldar and any other invaders that had assaulted the Empire have been driven off, but the Virions had discovered a new enemy, one from within. At the end of the conflict, the FauWyk Clan declared themselves a renegade faction, and left the Empire. To Virions, a race that upholds honour above all else, treason was the highest of sins. Even with all that had befallen the Empire, the Virion race had survived, and they managed to live through this terrible era. ZenShriel had ordered all hostilities to end and redirected his resources to rebuild the Empire instead, to perhaps one day, bring back the former glory of the Virion race. Mark my words brethren, one day things will change. We will take the fight to their land, to their race, to their blood. -Emperor ZenShriels first declaration
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EMPIRICAL LAW
Even before the NakQrakag the Virion race had always been cautious and untrusting of outsiders. This was because of the way their homeplanet KauReigh is a Death World, with untold horrors waiting to pounce around every corner. The only reason the Virions tolerated the Humans when they first arrived was that OutRargth who ruled at the time had more curiosity then caution. It took some time before the Virions actually started to trust the Humans, and from then on had started to have a bit more of an open view of the universe and outsiders in general. But once the NakQrakag started, the Virions seemed to have closed themselves off completely, and would show nothing but hostility to those who would trespass on their territory. ZenShriel encouraged this behaviour and began turning the Empire into a highly strict and regimented nation. Whenever outsiders would be spotted near Virion space, they would receive a warning signal, demanding that they either identify or retreat. If the conditions are not met, then Virion ships would be sent to intersect the newcomers and several warning shots might be fired to chase them away. If this is not enough, then the Virions will not hesitate to launch a direct assault and destroy whoever crosses their path. Virion eyes are not just vigilant to what comes from the outside, but also to what happens in the inside as well. Each planet would have to donate a set amount of supplies of the Empires choosing, be it minerals, food, ammunition or even technology. If these requirements are not met, then the ones in charge would face a severe punishment. The most likely scenario would be the public execution of the political leaders and reinstating new ones instead, which would make sure that all goes well. The Overseers do not like what the Virion Empire has become, but this was absolutely necessary.
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CERBERUS COMES
At the beginning of M41, the Tyranid Hive Fleets started invading the Galaxy. It was not just Hive Fleet Behemoth that rampaged over Ultramar, or Hive Fleet Leviathan that entered the Eastern Fringe. There was also another Hive Fleet that went to the Halo Zone. Whether the Hive Mind planned to enter the single place the Imperium has no control over, or if it was just an unlucky coincidence, the Tyranids did arrive in Mankinds single blind spot. At first, somewhere at the middle of M41, the Tyranids simply sent Space Hulks infested with Genestealers to act as a vanguard. The Virions knew that Space Hulks could potentially be a great threat, and many Clans had invested effort into purging any Space Hulk that comes into their space. These Genestealers however would only be the first of many that would enter Virion space. It was not long before an entire Hive Fleet entered the Halo Zone and ravaged the Virion Empire. This fleet would be called Hive Fleet Cerberus. The reason for their name is because instead of a single large fleet, it had split itself into three smaller ones, but each would be highly powerful and devastating. One would devour Ork worlds that belonged to the Halo Raiders, the second would breach into Virion territory, and the third would slip through the uncharted parts of the Halo Zone and enter the Segmentum Pacificus, thus wreaking havoc upon the Imperium, but that is another story entirely.
VIRION PRODUCTION
Virion products are assembled with nanotechnology. In short, billions of microscopic robots named Nanites would collect raw material and then be programmed to turn it into whatever shape the Virion engineers wish it to take. Nanites are collected in large spheres, and resources needed for construction are placed inside it. Within the sphere, the object would literally be grown, thus giving it a biological feel, even though it is completely technological. That way, Virions can grow armour, weapons, tools, gear, equipment, vehicles and even entire battleships. Within the circuitry of these objects surges a metallic fluid called NehGroVi, or Silver Water of Life. Inside this silver fluid flow the Nanites which help maintain the object and even repair it on a microscopic level. This gives the illusion that Virion technology heals itself like a living being. This makes it look like Virion technology is living.
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MERCILESS EXPANSIONS
While forging their path to glorious victory, the Virions had encountered many smaller races within the Halo Zone. Some had but entered their Stone Age, while the others took their first steps into space. But as ViCath ordered, it would be the Virions that would bring ultimate order and control to the entire Galaxy, and they would start with the Halo Zone. Races that could be negotiated with would be placed under custody for a time before it is proven whether or not do they pose a threat to the Empire. If all is well, then the Virions would simply continue to cautiously monitor that race at all times. If the race seems to be hostile, then the Virions would not hesitate to bring forth the Clans to crush all opposition and install in place their own command. Sometimes, a single race would prove to be so tediously persistent that the Virions would feel no need to hold back their military power. If they would win a war, then they would either suppress the race entirely, forcing them to labour or whatever form of service to learn their place, or have their technology taken away from them, reducing them to a lower level, thus making them a lesser threat. These punishment worlds as the Virions call them would serve as an example to others who would dare stand against the Grand Virion Empire. In some rare cases however, the wars would be prolonged and much effort would be sent, until finally the Empire decides to outright exterminate the race, wiping them off from the stars. Later, the Virions would descend on their worlds and destroy any records of their existence, burning down any literature, tearing down architecture and leaving not a single trace left.
We should not fear the alien, the alien should fear us. -common Virion saying
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RENEGADE CLANS
There are but a few Virion Clans that had defected from the Empire and turned against it, but they are still a great threat to all. These Renegades would either spend a life of piracy, pillaging less defended worlds to build up enough strength to
launch massive invasions on more fortified locations, in hopes of tearing them down, along with the Empire itself. Others would simply ply the stars, doing as they wish, free from rule, acquiring resources by either looting or working as mercenaries for the highest bidder and entering the black markets of many corrupted worlds that dont belong to Virions. Such dirty business could take place in the underhives of planet belonging to a corrupt Governor of the Imperium, smuggling weapons, technologies, exotic items, and even slaves. There are some however who had simply leashed themselves of sanity itself and go on to rampage across any world they find, slaughtering anyone who is unlucky enough to be marked as their target. All in all, Virion Renegades are extremely dangerous, one way or another. Some have even been known to masquerade as Empirical Virions to gather information and perform undercover operations, such as field sabotage, feeding the higher ups with false Intel, or even assassination. Such an occurrence happened once, not long after the 13th Black Crusade had ended. Members of the dreaded FauWyk Clan had somehow infiltrated the inner parts of KauReigh through uncensored supply lines. These infiltrators would later disguise themselves as members of the GaanLak Clan and spread out to notable hubs of interstellar communication and relays of military supply lines. The disguised renegades would then simultaneously perform mass sabotage, thus crippling the defences of KauReigh. The saboteurs were immediately executed, but it wouldnt be long before ships of the FauWyk and several other Renegade Clans would appear above KauReigh. With the GaanLak Clans Mothership away on conquests at the time, along with half of their Clanguards, the Virion Empire had to endure a Third Siege of KauReigh. After multiple engagements with the Renegades, the Empirical stood triumphant, and the FauWyk fleet escaped through the Warp, leaving many thousands of their allies to die. But even so, KauReigh took substantial damage and would be left nearly defenceless, thus shocking the entirety of the Empire.
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CHRONICLES OF CONQUEST
From the mysterious and dangerous realm of the Halo Zone, the Virion Empire is making its move and hundreds of fleets are being launched into Imperial held space. Their duty is to divide and search, however, some would say that the conquerors would come soon. With the Segmentum Pacificus loosing contact the rest of the Galaxy, the Virion race had increased activity by a notable margin and it will only be a matter of time before the Imperium is forced to take action. But this would not be an easy task, because the Virion Clans breed only the greatest of warriors, ones that could match the Adeptus Astrates. It is only fortunate that the Virion Empire is facing many great enemies at once, so they can only send small numbers of Clanguards outside the Halo Zone. When a small army of Virion Explorers that hail from the Empire visit some new planet, it is not their duty to destroy, but to search and examine. They cautiously screen the worlds around them and make contact with the native people if necessary. Being cut off from the Empire, the Virion Explorers are forced to hunt and gather their own resources, thus becoming self-sustaining. Bu they will gladly accept the hospitality of others and will use the opportunity to learn more about that people. Even though their quests are that of harvesting knowledge, these curious explorers are still warriors and very skilled ones. Because the Empire cannot spare that many Clanguards, the ones sent on exploration missions are taken as one of the most elite and experienced members of their Clan. Such warriors might be few, but they can take on incredible odds and through pure guts and glories achieve victory. Ever since the Night of a Thousand Rebellions, the Imperial worlds within the Segmentum Pacificus have been overrun by traitors, even the Space Marine chapters located there found themselves besieged. The Virions can sympathize with these people, and so the explorers will offer to fight by mankinds side and help them endure through these dark times. Many planets have been liberated from traitor scum thanks to Virion assistance, and the people there have become thankful to the Virion Empire. This had lead to many brotherly bonds to be created between Virion explorers and elements of the Imperiums fighting forces, which include many Imperial Guard Regiments and even some Space Marine Chapters. However, not all Virions are good willed like the ones of the Empire. The Renegades will pillage and plunder any planet weak enough that gets in their sights. Such raids will end up in untold deaths of Human populations that reside too close to the Halo Zone.
039.M31 First Encounter At this year, the Human faction named the Overseers, which were forced to split away from the Imperium and flee into the Halo Zone, had discovered the Virion homeworld KauReigh within the Ragnarok Nebula. Captain Ramirez had landed on the balcony of the Glorious Royal Palace and met the Sixth Sovereign Virion Emperor, OutRargth. The two had started to converse and an alliance was formed. From then on, Virion technology would advance drastically. From then on, the NakYmaaz had begun, the Age of Enlightenment.
613.M32 First Frontier The majority of the Great Virion Armada forms at PerNa, an asteroid belt which would serve as a staging ground to halt the advances of WAAAGH! Zogblast which originated from the Halo Raiders Ork Empire. The Virions held for many days before they were simply overwhelmed by great numbers. The Greenskins were then free to rampage across the uprising Virion Empire. From then on, the NakYmaaz had ended, and a new era had begun. One of destruction and carnage which would bring the Virion race at the brink of extinction. NakQrakag, the Age of Destruction had started.
127.M31 Raising the Cities Thanks to the scientific skills the Overseers taught the Virions, Emperor OutRargth had converted all major cities on KauReigh and lifted them into the sky, thus turning them into Celestial Cities. These cities would breach through the thunderous atmosphere of their home planet and the Virion race would be able to prosper with the rays of their sun shinning warmly upon them.
613.M32-617.M32 Martyrs of MaraDac After the First Frontier, the Ork WAAAGH! had splintered and many smaller Bosses had tried to pursue their own plans. The first Virion planet to fall was MaraDac, upon which a coalition of Virion Clanguards from varying Clans had assembled. Ultimately, MaraDac fell within 4 years and every single Virion was slain. It was only after many centuries that the heroes of MaraDac received their honours.
164.M31 Launching the Fleets Not long after the creation of the Celestial Cities, OutRargth demanded that hundreds of space ships be built. At this year, a strong armada would be sent into space, and these prototypes would bring Virion people to various planets and forge the first colonies. From then on, the Virions had become an interstellar power.
613.M32 The Long War When MaraDac was invaded, the Virion race had realized that they were at war which would last for many millennia.
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726.M33 Death of Zogblast When landing on the planet ZadEnJi, Zogblast Da Loud was trapped, because his ships were destroyed by a Virion fleet. Leading the fleet was Overlord UbEgah of the FauWyk Clan. Instead of fighting the Orks on their terms, the Virion ships started firing from orbit, targeting the planets Xenofacts. The shockwave had ruptured the planet form within and everything on it was killed. This action would have been deemed highly dishonourable by the other Virions, but UbEgah was pardoned because by killing Zogblast, the Ork WAAAGH! lost momentum and it started to splinter. However, the Orks were still a great threat.
438.M36 The Second Siege of KauReigh Sensing weakness, the Dark Eldar attacked KauReigh on a massive scale invasion. It was a grouping of several Kabals and Wych Cults, lead by Archon Ucharit of the Dread Maw Kabal. The Dark Eldar did not fight like the Orks; there were no massive assaults or overwhelming numbers. The Dark Eldar attacked from the shadows, appearing out of nowhere and then retreating back to the darkness before any notable countermeasures could be taken. This had irritated the Virions greatly, and instead decided to gather all their people and belongings in large well-defended area, so the enemy would have no choice but to come to the Virions, and fight on their terms and in their territory. This plan was thought up by Emperor OutRargth, and his Royal Palace was the most notable of such points, and so it was attacked many times.
812,M33 The Dark Kin It is at around this year that the first Dark Eldar have been sighted in Virion space. They were praying on weakened worlds like vultures to a dying beast. If a planet did not fall to Orks, it would be attacked by these vile raiders.
M33-M36 The Struggle Continues Over the next 3000 years, the Virion race would have been fighting viciously for their very survival. When one WAAAGH! was put down, two more would arise. Many heroic deeds were made, and very few of them were written. Little by little, the Virion Empire was crumbling, and the death rates started to reach hundreds of billions on their side.
445.M36 Death of an Emperor At the eve of the Siege, the Royal Palace was under attack once more, and Emperor OutRargth was leading his army in person. He engaged Archon Ucharit in one-on-one combat, but the deceitful alien had bested the Virion and poisoned him to death. The Royal Guards and ZenShriel had beaten off the Dark Eldar to reclaim OutRargths body, while Ucharit and a fragment of his Kabal fled from the planet. The Virion warriors entered a frenzy and butchered their enemies.
381.M36 The First Siege of KauReigh An Ork Warboss named Zagtrakk Da Red had assembled an Ork WAAAGH! which could have matched the one of Zogblast himself. He had then unleashed it upon the Virion homeworld, and the single most fortified position in the Empire. The planet KauReigh was besieged by countless Ork invaders and the combined force of the entirety of the GaanLak Clan and fragments of other Clans had managed to meet them. The Virion capital had stayed strong; taking the very worst the Greenskins could throw at it. The joined Virion forces were lead by the Sixth Sovereign Emperor himself, OutRargth and his personal Royal Guards.
451.M36 Taking Revenge When Ucharit escaped, Overlord ZenShriel went after him, and eventually caught him. The Virion Overlord and Dark Eldar Archon had fought one another in a desperate fight. In the end, ZenShriel claimed Ucharits heart. The Virions claimed revenge and made their way back to KauReigh.
451. M36 Declaration of New Rule When ZenShriel returned to KauReigh, the Royal Seers had said that the Great Spirits chose him to be the next ruler. ZenShriel had become the Seventh Sovereign Emperor.
435.M36 Zagtrakks Demise At one battle, Zagtrakk had severely wounded OutRargth, and the Emperor was carried to the Royal Palace for healing. Sensing victory to be close, Zagtrakk rallied every Ork on the planet to launch one last attack. His efforts were met by Overlord ZenShriel of the GaanLak Clan, who had assumed control over all Virion Clanguards on KauReigh. In an intense duel, Warboss Zagtrakk Da Red had been slain by ZenShriel and the remaining Orks had scattered and fled, with the Virions hunting them down like wild animals.
451.M36 Calling the Allies When ZenShriel became Emperor, he had called for aid from the Overseers, which at the time became capable of waging war. The first to respond was Chancellor Matthew of the Ilos Council and General Commander in Chief Aleksander, who lead the entirety of the Overseer armies.
437.M36 Complete Wipeout Overlord ZenShriel and the remainder of Virion forces had cleansed KauReigh of every single Ork that was left.
452.M36 Turning the Tide Now that the Overseers joined the battle, and after careful distribution of forces to critical locations, the Virions stood a chance of victory. The combined forces of the two races had been able to accomplish a streak of victories and sweep away all enemies that were bringing destruction to the Virion Empire. However, even with a strong alliance, the Virions would still have terrible odds against their very race.
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482.M37 Destruction of QuakMazPy The homeplanet of the LakRiel Clan had been assaulted by Orks many times, but thanks to the highly productive outcome of military armament and supplies they have been able to endure. However, at this year, the Orks had started to temper with the Xenofacts they had uncovered on the planet. This had lead to the utter destruction of the planet, and its remains have formed into an asteroid belt around the sun that once bathed QuakMazPy. What was left of the LakRiel Clan was forced to fight on and settle on larger asteroids, from which they continued to extract mineral resources to supply the Empire in its struggles.
651.M38 Rising from TarRask The Virions had already met the Necrons on multiple occasions, but not one of these encounters were as notable as when the Necrons started rising from the homeworld of the ShuNaiek Clan. The planet TarRask used to own many beautiful grassy fields and snow covered mountain ranges. The Necrons were somehow capable of controlling the Xenofacts themselves and turned the planet into a red rocky wasteland. This however did not stop the ShuNaiek Clan, and the Necron Tombs were completely destroyed.
604.M37 Loosing FauWyk The planet TashWar was the homeworld of the FauWyk Clan. It was once a lush tropic paradise, but due to the intense radiation their sun radiated, the Virion people there had to live in underground passages and complexes. This had given the FauWyk an edge in battle when the Orks invaded their homeplanet multiple times. However, the Orks would eventually discover the underground cities and wreak havoc. Coming to their aid were the HomJek Clan Virions. The HomJek possessed a large number of Seers which were able to manipulate the Xenofacts on TashWar and turn the very planet against the invaders. However, due to extensive use, TashWar started to shatter, and hot magma had started to rapidly pour into every single passageway, thus exterminating the Virion people. The Orks were defeated, but the FauWyk Clan no longer had neither a homeplanet nor a people to fight for, just scorched ruins. The members of the HomJek Clan which were there had quickly redeployed to other battles, while the entirety of the FauWyk Clan simply vanished, and would not be seen for a very long time.
827.M38 The Maiden Wars Some worlds claimed by the Virion DragOek Clan turn out to be Maiden Worlds and the Craftworld Eldar demand the invaders to leave. The stubborn Virions refused and took it as an insult. Not long after that, war begun with the two races over these worlds. The Clan which contributes most of their Clanguards to this war is the DragOek Clan. They feel responsible for this event and will try to keep the Virion worlds safe from the ruthless Eldar assaults.
025.M39 ZenShriels Plans Emperor ZenShriel had declared that construction begins on the eight Virion worlds which housed the eight Clans which survived the Long War. These constructs would take extremely high quantities of resources from other worlds, and so more conquests were required to satisfy the growing tithes.
239.M38 Ending the War It was at this year that the combined forces of Virions and Overseers scoured all invaders from the territory of the Virion Empire. It was then that the Long War was finally over. Of the many hundreds of planets the Empire once held, only a bare few remained, and of the many Clans that once protected these worlds, only eight remained, with the others destroyed during the conflict. It is however confirmed that there is a ninth Clan, FauWyk, but their whereabouts are unknown. There were several sightings of FauWyk ships on the borders, but they evaded the Empirical patrols.
329.M39 Systematic Cleansing At around this time, the first Space Hulks that carried Genestealers would be found. The Virions did not comprehend the threat of the Tyranid race, but they did not take any chances either. The Empire dispatched small armies of Clanguards to any Space Hulk that enters their space, and the warriors would purge it of any threats that may lie on it. This had helped slow down the Tyrant vanguard drastically.
457.M38 The First Renegades At this time, rebellion had stirred within the Empire and many warriors had already deserted by that time. These Virions would be seen as dirt, and the Empire instated a harsh rule. However, at this year, the FauWyk Clan made its first appearance since the demise of TashWar. They had appeared above BelRadAk, the homeplanet of the HomJek Clan, and they had come for revenge. The FauWyk Clan had mimicked what happened to TashWar and started to disrupt the Xenofacts by aiming at some with orbital fire. The weather of BelRadAk had changed for the worse and ice had engulfed the entirety of the planet, with high mortality rates of the HomJek Clan due to this sudden deep frost. From then on, the FauWyk were declared a Renegade Clan.
536.M39 Wrath of the Warp This is a time period of several years when Warp Storms started erupting within the territory of the Virion Empire. Many worlds and even entire Clans would fall to Daemonic incursions, but inevitably, the Virions endured and the storms would dissipate as suddenly as they appeared. The Virions claim that the power of the Great Spirits is fading, and that they require more praise from the Virion populace, and the only true way Virions pay respect to the Spirits is in war. It is to this reason that the Virions started engaging in more conflict and expansion into the depths of the Halo Zone.
738.M39 The Black Heart Incursions Dark Eldar raids start to suddenly intensify on the borders of the Virion Empire. There are even rumours that they were being coordinated by Lord Asdrubael Vect himself.
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576.M40 The Motherships At this year, Emperor ZenShriel had unveiled the fruits of his millennia of labour. Upon the eight planets, harbouring the eight Clans that survived the Long War, he had displayed the Empire the single greatest weapons the Virion race had produced. For each of the eight Clans, there was a Mothership, a starship so great and so vast that its size was comparable to the natural satellites which orbit many planets. The Clans that received them had been greatly honoured, and have decided to utilize the Motherships the best way they can. Four of the Motherships were sent to spearhead the Virion fleets into glorious battle, two were left to defend the homes of the Clans that use them, and two were being used to patrol the territories of their Clans and be used when absolutely necessary. From then on, the Virion fleets became far more powerful, and a streak of victories would follow.
394.M41 The Imperium stirs The Overseers have found information that Lord Commander Solar Macharius began his so called Macharian Crusade in the Segmentum Pacificus. Many fear that the Imperium of Men might uncover both the Overseers and the rising Virions and see them as a threat. Emperor ViCath ordered the Clans to continue with their conquests, but maintain vigilance. ViCath had also started spreading towards the edge of the Halo Zone and closer to the Segmentum Pacificus.
580.M40 The Great Clans At this year, Emperor ZenShriel had decided that for ease of reference, he name the Clans that survived the Long War and received Motherships as a prize for their deeds, into Greater Clans. These Greater Clans would be well renowned and famed. The Clans that formed after the Long War while the Virions were recovering were called Lesser Clans. Somehow, the Renegade FauWyk had heard of this, and decided to deem themselves a Greater Clan as well. This was seen as an insult to all the Empirical Clans. Some believe that the FauWyk did that on purpose to agitate the Virion Empire.
399.M41 A Bold Decision The Macharian Crusade ends and the Imperium only went as far as Ultima Macharia, which was at the very border of the Halo Zone. With some relief, the Overseers were glad the Imperium did not uncover them; the Virions on the other hand had other plans. Emperor ViCath started sending Exploratory Fleets into the borders of Imperial space. The Overseer High Council of Ilos greatly disapproved of this action, but ViCath convinced them that if the Imperium already go this far, it would only be a matter of time before they are unveiled, and the Virions would prefer it sooner then later. Swayed by this argument, the Overseer Chancellors turned a blind eye on all the Virion explorers that entered the Imperium, and allowed ViCath to have his way, but they still advised caution.
627.M40 End of a Ruler ZenShriel had extended his lifetime thanks to a genetherapy the Overseers invented, so that he may further his reign and lead his people. However, even science had its limits, and ZenShriel had died. The entirety of the Empire was devastated by the loss of the Seventh Sovereign Emperor. It did not take long before Virion Renegades began to intensify their attacks on the Empire. They sensed weakness, and they acted upon it. The Royal Seers had then assembled once more, to ask the Great Spirits of who will inherit the throne to lead the entire Grand Virion Empire.
400.M41 Different Renegades The Virion explorers that went into the borders of the Imperium had encountered the Macharian Heresy. Being able to sympathize with Mankind about having to fight vile traitors, the Virion fleets that entered the Segmentum Pacificus had concentrated on aiding the Imperium in this conflict. Planets that were liberated by Virions had owed their saviours a favour, even if they were Xenos. These people would refuse to report the presence of Virions or the mentions of their aid, so the Inquisition or any of their agents do not come and pose a threat to the Virion explorers. It is to this reason that the Virions remained under the radar of the wider Imperium for so long.
631.M40 A New Reign ViCath was chosen to be the Eight Sovereign Emperor of the Grand Virion Empire. His first decree was to end the NakQrakag, and instead begin the NakNakad, the Age of Conquest. As the name suggests, the Virion Clans had rallied to the call of their leader, and marched forth to glory.
965.M41 The Heads of Cerberus Around this time, many worlds on the borders of the Virion Empire started disappearing. It would later be discovered that this was due to the rampages of Hive Fleet Cerberus which entered the Halo Zone. Many planets of the Virion Empire find themselves assaulted, including CetaSab, the home of the VourkDwa Greater Clan, and Wroask, the home of the JaiMark Greater Clan. Both Clans were able to defeat the splinters of the Hive Fleet, and had decided to contribute the majority of their conquering forces to destroy this new threat.
814.M40 The Halo Aliens ViCaths conquests reach into deep into the Halo Zone, uncovering many new races, which were either contained or exterminated. This regime of violence and dominion was not something new for Virions, and they continued their streak of suppressing whatever alien races they encounter. Along the way, the Clans also claim to have encountered haunted stars and entire planets inhabited by ghosts. This was seen as a bad omen, but ViCath refused to halt his conquests.
999.M41 The Third Siege of KauReigh Infiltrators of the FauWyk Clan manage to sneak into KauReigh and smuggle explosives to destroy key locations, and then plant beacons to call forth a massive fleet of many Renegade Clans combined, with the FauWyk at the head. The war lasted for a decade before the Renegades retreated.
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VIRION CLANS
CLAN ORGANIZATION
The Grand Virion Empire is divided by hundreds of Clans. Each Clan can have several star systems under their control. The Clans are known to compete with one another, and strive to achieve glories and honours far greater then the others, which helps improve the military achievements of the Empire as a whole. In addition, each Clan has been known to adapt to the environments presented to them in the territory they possess, be it a distinct enemy, or being close to some astronomic anomaly. It is because of this that all Clans are different from one another. Every Clan has its own ruling system in place, but they all obey the Sovereign Emperor and so the Empire is kept united. The situation is similar to that of a King who divides his land among the feudal lords who act as his vassals. A Clan is made up of Virion Warriors, named Clanguards. These Clanguards serve as full-time soldiers, who will serve the Empire till their death. And finally, there are Renegades, entire Clans which had turned traitor, or had done something highly dishonourable to have been revoked from the Empire. These Clans are either destroyed or chased away from Empirical space. After a Clan is declared Renegade, they will do whatever they desire and will spend most of their time lurking at the borders of the Virion Empire.
TYPES OF CLANS
There are two great distinctions between Clans. Firstly, there are Greater Clans and Lesser Clans. The Greater Clans are the ones that survived the Long War and as a reward for their endurance had been granted powerful Motherships. The Lesser Clans are ones formed after the Long War had ended and the Virion Empire started recovering. In addition to this, Clans can also be divided by what their primary objective is. There are Conquering Clans, which devote most of their Clanguards to the many offensive wars the Virions are waging. Then there are Defensive Clans, which orient around defending their territories, for one reason or another, and send only a fragment of their Clan to conquests. There are also Multitasking Clans, which divide their forces equally to both offensive and defensive missions.
Conquering Clan BolOrg RazGar Fierce Dogfights All Eldar kin Arial Assault!
The DragOek Clan is stationed on the planet RazGar, a desert wasteland, ravaged by fierce sandstorms and strong winds on a daily bases. The planet RazGar only has four isolated seas on its surface, around which Virion colonies are built. However, the
During the Long War, the FauWyk Clan was part of the Empire. They were stationed on the planet TashWar, a truly
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Multitasking Clan ShrielXe KauReigh Close Combat Every Enemy With Strength and Honour!
The term GaanLak derives since ancient times, around M21, when the Virion race left their stone age and began behaving like a civilized race. Among the first kingdoms was GaanLak, from where the First Sovereign Emperor, KauReigh, was born.
Defending Clan PeRarzg BelRadAk Psychic Powers Rebels and Chaos For Vengeance!
The second oldest Clan was HomJek. Among the first planets to
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Conquering Clan WroasBaal Wroask Hunting and tracking Tyranids The Hunt begins!
The planet Wroask has housed what is considered to be the single most vicious Clan in the entire Empire. Wroask is an oceanic planet, with nearly 98% of its surface being water. What little is left of land are but mere chains of islands upon which weather stations and the like are placed. The Virions actually
Defending Clan RegisPet QuakMazPy Tripods and Droids Orks and their kin Destroy!
Prior and during the Long War, the planet QuakMazPy had served as a prime producer of mineral resources and technology.
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Throughout the Long War, the planet TarRask had served as a supplier of weaponry and armaments to the Empire. The ShuNaiek Clan had been armed with what was thought to be the finest guns produced by Virions. In addition, they had also
The last Clan to be founded prior to the Long War was the
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Renegade Clan KhiVotik XerokZarg Infiltration and Sabotage Orks Murder, plunder, ravage!
Defending Clan FoshUlaka PaanQe Detecting Daemonic taint Daemons of Chaos By the Great Spirits!
Renegade Clan Unknown HrorhnLa Pit fights Craftworld Eldar For Commoragh!
Once a great and honourable Clan, the GriPob Clanguards were hailed as brave warriors and proud servants of the Empire. But once their planet HrorhnLa was attacked by Dark Eldar, things would change. It wasnt the first time these raiders would attack, but now was different, because the cruel marauders had took a large proportion of the populace as prisoners. The Dark Eldar had asked the Virion Clanguards to surrender, or let their people die. The GriPob Clan chose to sacrifice themselves so that their people could live. As promised, the Dark Eldar had released the Virion civilians, which would then flee from the planet and seek aid. Then, the entirety of the GriPob Clan had become slaves of the Dark Eldar. Once the other Clans came to HrorhnLa, they saw nothing but a desolate planet, without a single soul left. Meanwhile in Commoragh, the GriPob Clanguards had engaged in many battles within Wych Cult Arenas, and earned the respect of many Archons. Kabals had quarrelled with one another over possession of the Clan. Finally, Asdrubael Vect had shown interest and took the entire Virion Clan as his own personal slave army. When these Virions were not fighting in bloody arenas, they would be serving with the Black Heart Kabal, fighting for their new masters. The GriPob Clanguards have been seen on many Imperial worlds, escorting their slavers on their raids, making their own bloody path of infamy.
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Conquering Clan DiveNos KaTirkuesh Helidynes Unknown To the skies! or Descend to battle!
This Clan is relatively young, but they had earned their place. The planet KaTirkuesh is ravaged by constant thunderstorms, ones even fiercer then those on KauReigh. The plant is divided into three parts; the first upper sphere is above the clouds, where Celestial Cities rise and the majority of the Virions live; the second middle sphere is ravaged by storms and very few Virions reside here; and the third lower sphere is uncharted because the storms are far too savage and powerful for anyone to fly. The Virions never quite landed on top of the planet, but they did settle above the clouds and make their own footing. This kind of living had produced many skilled Helidyne pilots among the Clan, which can rival those of the DragOek Greater Clan. But, the Clanguards of KiaTan had not fought in many wars, and they usually waited for their Helidynes to bombard the enemy first before they could wipe them out. Many other Clans believe that this young Clan had not produced proper warriors. The KiaTan Clan took this as more of a challenge instead of an insult. They had begun prepping their warriors for war, and joined the conquests. The combination of air and ground units had allowed the Clan to achieve many quick victories, but they had not entered that many new conflicts. The KiaTan Clanguards are seen as reckless, boisterous and free spirited. Some might say that they have their heads in the clouds, which might not be so far from the truth, both figuratively and literally.
Multitasking Clan ChaKas CeQuish Urban Warfare Orks Death goes unseen!
Conquering Clan OsabNao OutMart Predatory behaviour Possibly Tyranids Wild fury!
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Defending Clan VatarReo FauTzek Aggressive assault All trespassers Burn everything!
The surface of the planet FauTzek had only stabilized a few thousand years ago. The planet is riddled with pools of lava, and magma runs in streams just below the rocky surface. Volcanic eruptions are frequent, and geysers spit out toxic gas and ash into the atmosphere every single day. It is a very dangerous planet, but the Virions had settled there because of very high quantities of minerals and diamonds that had formed. Although, most of these resources are still below the soil, drowned in magma, there is still plenty to gather. The Virions of the NinaMik Clan are tasked with defending the miners and supply routes which deliver these resources to the rest of the Empire. While living on the hostile planet, or looking out for attackers, the NinaMik Clanguards had grown to become jumpy, paranoid, suspicious of everything, short tempered, and genuinely explosive of character. These warriors had been known to burst in violent fits of uncontrolled anger, which blinds their judgment and forces them to attack the enemy head on in bloody combat. This had lead to many casualties on behalf of the Clan, but they do not seem to be changing their ways. In fact, this aggressive nature had managed to ward off many attackers and raids on Virion trading lines had ceased since the formation of the NinaMik Clan.
Multitasking Clan LcpSahBo DarWash Fighting Orks Orks Fight to the end!
Defending Clan SerTalah GrallColx Nautical battle None Drown them in blood!
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Renegade Clan IrakNox BagaPwy Serving Khorne Empirical Virions and Imperium of Man Blood for the Blood God!
During the time known as the Wrath of the Warp, many places within the Empire were attacked by savage Warp Storms and Daemons started pouring into reality. On the most part, the Virions were able to defend themselves, but some worlds had fallen, including BagaPwy and their ShniRub Clan. Their Clan was very young at the time and lacked in power to oppose the forces of Chaos. The Virions of the HomJek Clan tried to assist, but failed. When the storms died out, the ShniRub Clan had changed for the worse, far worse. They had done something no other Virion ever did. They had abandoned the teachings of the Great Spirits and fully embraced the Daemonic Powers, which the Virions referred to as the Evil Spirits. This was the single greatest act of blasphemy one could commit, but before the Empire could respond; the entire Clan vanished into the Warp, along with their new Daemonic masters. It appears as if they had restrained themselves within the Warp Space anomaly within the Forax Cluster, an area discovered during the Macharian Crusade in the Segmentum Pacificus. From there, they launch assaults on the Imperium and then withdraw back to the anomaly before any significant action could be taken. These Virions had dedicated themselves primarily to the patron of war, Khorne, the God of Blood. It is in his name that the Clanguards of ShniRub spill the blood of many and gather the skulls of the worthy, to earn the devotion of their new Gods.
Conquering Clan ZharaShil YxaeOzt Melee Fighting Orks and Tyranids Show them no mercy!
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The XenonPar Clan is known to be a very boisterous and loud group of Virions. They come from the red rocky wasteland of a planet named MopBrun. The planet surges with odd energies, which can be harvested by Virion engineers and used in production. There are even entire cities and lakes of acid liquid, which can corrode steel and melt flesh within seconds. There are also large rocky formations and forests with red leaves to decorate the red deserted scenery. The lay of the land is unpredictable and earthquakes were known to stir entire continents, which forced the Virions to live as nomads. Entire populations reside upon large vehicles, which can deploy at one location and work as villages, where people can trade and live together. These nomad vessels are large hovercrafts, fully equipped to sustain a large number of Virions. The XenonPar Clan had adopted this and use their Centruroids extensively, and even live in them. In battle, they will use a large number of transports to deliver the units at the right place at the right time, and then move them to another location if necessary. The odd energy outburst that have been known to sweep over the entire planet turn out to be the fault of Necron engineering which laid dormant below the planet for a long time. When the Necrons started rising, they wanted to retake this device, which had lead them in conflict with the XenonPar Clan at many occasions.
Multitasking Clan CwiaPhoi WopDyrkEp Trapping and poisons Unknown Fear the shadows!
My skin and flesh belong to my Clan. It is only fitting that I show my devotion to it by painting myself with its colours. -Unknown Virion Clanguard
INTERNAL CONFLICTS
Not all Empirical Clans cooperate fully. Different Clans can have different beliefs and perspectives, which would at some occasions result in small scale clashes between Virion warriors of two or more Clans. In most cases these fights go on ignored, because both the former Sovereign Emperor ZenShriel and the current Sovereign Emperor ViCath believe that these battles help keep their race strong. But there are times when a grudge can go too far and all out war erupts within Virion ranks. These occurrences are rare but bloody and usually end with the total obliteration of one Clan. Sometimes, an entire Clan can turn Renegade and throw away the NoHeKhum so that they can live and fight the way they want to. If an entire Clan were to turn Renegade and forsake their honour, then multiple other Clans are sent out to annihilate the traitors and make an example out of them for all to see and learn from.
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To a Virion, his honour is everything, for without it, he is nothing. -Emperor OutRargth
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CITY CONSTRUCTION
The Virions start the building process of towns, villages, estates and other forms of civilization by choosing a significant location as a centre. This could be the first landing site, or a relic of some sort, or even a Xenofact. Then, the Virions will start erecting their buildings around that centre. The buildings would spread like waves from the centre, and expand outwards. That way, Virion cities from a birds eye view look like a series of circles that interlock with one another like massive rings and continue to spread outwards. The exact process of how Virions create buildings is simple. The Virions create pools of NehGroVi, the metallic fluid filled with Nanites, and then the workers give the microscopic robots instructions of how exactly to start construction, and are given sufficient data about every single detail of the building which they must create. The pools are then fed with raw resources necessary to start the process, and from the pools of silver metallic fluid shall start to raise spires, like plants from soil. Once the structures are finished, they would be fully capable of serving whatever purpose they were built for. The pools are either immediately placed upon where the construction is planned to be placed, or the pools are within large Virion ships, and are then dropped to a set of coordinates from low orbit. The Virion structures, like all of Virion technology, has NehGroVi flowing through it like blood through veins and inside this fluid are Nanites will help maintain it. This had allowed Virions to have a steady and secure method of mass construction. It is like this that all of Virion ingenuity is made. It all starts from a complex file and encrypted data, which is sent to the tiniest of inventions, which would create something absolutely magnificent.
PUBLIC PROPAGANDA
The information that enters the Grand Virion Empire is being sifted and siphoned before being introduced to the masses. That way, the Empirical Government can alter the public perception, and encourage their people to think in a single way, to support war. This is achieved to large publications and advertisement of how great and glorious the Virion Clans are, and talk about the sacrifices the Clanguards commit each day to keep the Virion race safe from many alien invaders that threaten the sovereignty of the Empire. The government teaches their people to despise all form of alien, with the exception of the Humans which had aided them in their times of direst needs. They also remind the people of the threat from within, the traitors and rebels who would stand up against the righteousness of the Empirical rule. These publications of propaganda are all too often on too many worlds of the Virion Empire. The cheering masses are inspired by how the Clanguards are being represented in their struggles to bring order to a chaos ridden galaxy, and their efforts to defend the Virion people. That way, the Hroag continue to work harder, the Trarl become more productive and keep the economy steady, and the Rarzg feel obliged to train harder and aspire to noble deeds, to become part of one honourable Clan and fight for the Grand Virion Empire. It is common for large screens placed on top of buildings to display public officials, Clan Overlords, or even the Eighth Sovereign Emperor ViCath himself, preaching about how noble the deeds of the Virion warriors are, and how their purpose is true and justified, regardless of the means they use to accomplish their ends. Even Helidynes are equipped with monitors that display messages to the people, and are equipped with powerful speakers that allow the words of their leaders to echo across the Virion cities. The Overseers think that all of this might be over the top, but it has proven to be an efficient way to receive the complete trust and support from the people. That had helped the Empire survive and endure through thousands of years of unending war.
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VIRION ANATOMY
Virions are Xenos, in many ways different from Humans. Theyve adapted to living on a Jungle Death World called KauReigh, and over the millennia, they have grown even more dangerous. Displayed here is an example of a Virion of the Rarzg Breed, and of the BonazVi Species.
A Virion blood has a dark blue coloration instead of red. This is due to the presence of hemocyanin instead of hemoglobin. They are also cold-blooded by nature, but by digesting gluten, they get to store heat within their fat and warm up their blood. B - Virions produce thick carapace over three parts of their body: their head, to protect their brains, their chests, to protect their hearts, and their tails, to act as a club. C Their teeth are sharp like daggers and, over time, they fall out, to be replaced by a newer and stronger set of fangs. D Virions have four eyes, which gives them a much sharper and wider picture then Humans. Their eyes are so sharp, they can even see in the pitch black darkness of night. E A Virions skull is divided into four segments. The first one stores a hollow cavity for their snouts and eyes. Because of this, their sense of smell and their sight are very sharp. The second part includes the part of the brain that is in control of motor functions. The third part is about storing memory and learning. The fourth part has no known purpose, but it is larger in Virion psykers.
F Virions cannot sweat like some mammals can, but instead they stick out their tongues and start panting. This and the elongated snout is why the Orks refer to them as Dog Faces. G Virion skin may look smooth from afar, but by closer inspection, you could see a series of hard reptile scales. H Some Virions grow whiskers, similar to catfish. These allow them to measure air moisture and detect objects underwater. The Humans call them Jhorblocks, but the Virions say Chows. I Between the left and right wing of a lung is a centre lung. It holds the Virions heart, and stores air, which allows a Virion to spend multiple hours submerged underwater with no problem. J Virion claws are razor sharp, and combined with the aliens brute strength; they could easily tear a man limb from limb. K Their tails behave like whips, and, with a good lash, they could smash the ribcage of an ordinary Human into pieces. L A Human is only 40% muscle, while a Virion is around 60% or 70% in case of Rarzg. This makes the Virions some 200 kilograms. They can also lift objects nearly twice their size.
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VIRION WARGEAR
The Clanguards, warriors of the Virion Clans, are armed with highly sophisticated armour, equipment and weaponry. Shown below is some standard issue gear a single Clanguard can field to battle.
1 At some locations, Virion armour has exhaust vents which allow the wearer to cool down whenever it gets too hot inside. 2 The eye piece of a Virion helmet is like visors on the suits that Human astronauts used to wear. The helmet is also attached to the wearers head with tiny hooks. When the hooks are released, the three segments of the helm withdraw to the first one (presented in the picture above), which makes it easier for the wearer to remove and put the helmet back on later. 3 The Virion warrior is entirely covered with a thick black fabric which protects him from weather, small arms fire and minor cuts. The fabric is quite flexible, which makes it easier for the wearer to move around while wearing all of his armour. 4 On the gauntlet a small digital device is placed. It can be used for communication, calculation and diagnostics. Its like a small computer with a tiny screen and a series of buttons. 5 Virions do not breathe Oxygen like most creatures, but instead, they inhale a trace-gas named Zethane. Because of this, all Virion immigrants must attach breathing operators filled with Zethane to their helmets through Zethane nozzles, so they wouldnt suffocate.
6 The pockets of Virion backpacks are opened either through typing a code on the wrist device, pulling a lever on the pack, or just giving it a good punch. Once the pockets are open, a Virion can place inside them whatever he wishes (from grenades to rations, medical kits and even trinkets). 7 On the Virions armour runs a series of tubes which deliver the silver metallic fluid filled with Nanites called NehGroVi. The Nanites in this liquid then run through the Virions armour and help maintain it. So when a Virions armour is punctured or cut, it will start to leek some of that liquid and the Nanites will start repairing it. To someone who knows nothing about Virion technology, it would look as if the armour itself is bleeding out and then healing, just like a living, breathing organism. 8 Virions in warfare divide themselves in squads. Each squad is given a single task to accomplish. This way, it is very hard to keep track of all Virions on the field, and that is what makes them unpredictable and highly dangerous. However, this makes the Virions cut off from one another. It is to this reason that all Clanguards wear a pair of large powerful antennas on their backpacks, which help them communicate with each other.
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VIRION LANGUAGE
The Language spoken by the Virions is incredibly versatile and rich. First of all, it is spoken phonetically, meaning that Virions speak as it is written and spell as they speak. Their grammar is also highly complex and versatile, with each word changing its end depending on the time of the tense, present, past or future. The ending of each sentence also changes depending on the gender of a subject, or even its size. Therefore, one word can be twisted and adapted in multiple ways, and have a similar, yet different meaning. The Virions also do not have a use of the, a, or an and these words are completely ignored when translated to the Virion language. The word of can also be ignored, unless it can be replaced with from or towards. It is said that the best of linguistics require years of studying to fully comprehend the Virion language and speak it properly.
VIRION ALPHABET
The Virion language is called Drakah, and it was named after DrakahJesIk, the Virion seer that worked as the personal adviser to KauReigh, the First Sovereign Emperor. DrakahJesIk tried to invent a language that could fit the entire Virion race. One that could evolve and adapt, so that it would not have to be replaced. When DrakahJesIk presented this new language to Emperor KauReigh, he accepted it, and named it after his personal adviser. Over the millennia, the exact pronunciation of the Virion tongue had been altered and many new phrases were introduced, but the entirety of Drakah remained as it originally was. The Drakah is currently the single most prominent language in the entire Grand Virion Empire, and it is most likely that it will remain that way for ages to come.
GRAMMAR RULES
The Virions have an extensive language, and a highly complex system of how grammar and correct spelling works. It is often for words to change their end to fit some new form. This way, a single word can have many different versions, either extended or shortened even. Here is a list of all the basic rules for how to properly speak the Virion language.
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SPOKEN LANGUAGE
Aerh job, obligation, duty Akar order, command, directions An him (can have Gender Add-ons) Anr them, they (can have Gender add-ons) Armik - South Asot gas, mist, shrouded At you, yourself (individual) Atta tower, watcher, sentry Atr you, yourself (a group, multiple) Auil physical pain, punishment Au I, me, myself Aur we, us Aus daytime Ax rare, valuable, precious Baal naval rank (equivalent of Admiral) Be bad, expired, rancid Bech slayer, killer, murderer Brk face, profile Buwot sick, ill, not well CaiVi Human (literally: Ape Lifeform) Cal elite, experienced Cerr guardian, defender Cit train, exercise Chi good, well, pleasant Cheter to eat, to dine, to devour Chok attack, charge Cull patient Dai night time Daf to drink, to satiate Dek a group, more then one Dener time, schedule DreHak Dark Slaves (mortal servants of Chaos) DreThal Dark Aliens (Dark Eldar) Drut mistake, error, wrongdoing Dyw hack, flay, disassemble Eb wave, type of formation Ei and Erk to have, to own, to possess Ew confusion, ignorance Faer light, bright, shinning Fihk sound, noise, racket Friel cold, freezing Gawk same as the Verghast curse word Gak Gorrax warm, hot Hanz water (can also be a body of water, like sea or ocean) Hirk to shout, to be loud Heleb a form of pastry (similar to bread) Hurs wind, twister, hurricane, gale Inan creation, product Ipoh a part of Izday betrayal, treachery, rebellion Jak land, soil, continent Kaal blood KreDin Tyranids (literally, beast insects) KreHaz Orks (literally, beast savages) Lak easy, light in weight, not difficult Loi sun, celestial object MaahkNeel Tau (literally, blue hide) Mal weak, skittish Nov new, fresh (can also be referred to a recruit or rookie) Osht sharp, well made (can also refer to a person) Opa sibling, comrade, close friend Paol to fall (literally and figuratively) PeThal Ancient Alien (Eldar in general) Qill blade, tool, weapon Rei assault, forward Slog a ghost, spirit, phantom Teirel ritual, ceremony, worship Uwom inside, within (can also refer to internal organs) Xiel centre, middle Zaj the last
FURTHER GRAMMAR
In entirety, the Virion Language, the Drakah, is a highly complex and interchangeable language with lots of variation. The full extent of how their grammar works could fill up an entire book on itself. The grammar rules given above are the sole basics which allow communication to be even possible. A Virions brain capacity grows as he becomes older, which means that a Virion can learn for as long as he lives, especially within the first decade of their lifetimes. This allows the Virions to genuinely understand and come to somewhat comprehend their own language from an early age, and further education allows them to grasp it fully. This also allows a Virion to learn an entire new language rather quickly. It is to this reason that it was usually the Virions who started to learn the languages of others, then others trying to learn the language of the Virions. To a Virion, someone trying to speak a simplified version of their language seems odd, but they are also thought how to speak with this accent to help ease communications between the Virions and another race. Virions that actually use this simplified dialect all the time are considered backwards and less socially evolved then the rest. It is considered a street slang.
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THE CONQUERORS
This section of the book details the forces used by the Virion race their weapons, their units and their special characters that lead them to victory. Each entry describes a unit and gives the specific rules you will need to use it in your games. The army list (pages 110-121) refers back to these entries.
When a unit with this rule decides to Morph, it must roll a D6. On a roll of 1, the Morphing failed, and the vehicle takes a S3 AP- hit. On a roll of 2-5, the vehicle did Morph, but you will need to roll a D3 to determine how many player turns will it take to finish Morphing. On a roll of 6, the Vehicle Morphing is a complete success, and will finish in the next player turn. While Morphing, replace the vehicle with a Morph Sphere. If the Vehicle is a Flyer, then treat the Morph Sphere as a Hovering Flyer. Morph Spheres are immobile and have the stats: BS FA SA RA - 10 10 10 HP Type 2 Skimmer or Flyer
TEMPER
Virions are short tempered, very aggressive and highly territorial aliens. To enrage them is easy; to stop them is the difficult part. Once they enter a berserk state, it is hard to get them back to rational thinking. If a unit of Virions with this special rule gets engaged in close combat, or is 12 away from an enemy and is forced to take a Leadership test for loosing over half of its squad, then it is referred to as a Temper Test. If it fails, the entire unit suffers from the Rage Special Rule and will not shrug it off until the next Virion player turn. If it succeeds, all is well and carry on.
Morph Sphere
Once the Morphing is complete, replace the Morph Sphere with a Morphed version of the Vehicle. The process is reversible, and the Morphed Vehicle can Morph back to its original form.
QUICK REACTION
The Virion race originates from a Death World, and has adapted to expect threats from every corner, and danger around every turn. This ability to expect the unexpected has not dulled over the millennia, and the Virion warriors are as sharp as ever. When a unit with this special rule is charged by the enemy, that Virion unit must take a Leadership test. If it passed, it will strike back with +1 Attack but -1 Weapon Skill and -1 Initiative. In addition, when making Overwatch rolls, they do not fire Snap Shots, but shoot at -2 Ballistic Skill to a minimum of 1.
D6 WARLORD TRAIT
1 Skilled Tracker: This Warlord is renowned for his skill at tracking down his enemy like a hungry hunter. If your Warlord is in reserves (due to Outflank or any other special rules), then all of your reserves (with the exception of Mechanical units) gain Acute Senses. Conquering Hero: The Virion race hails the many conquerors that fight bravely without a trace of fear. Your Warlord, and any unit he joins, receive the Crusader Special Rule. Headhunter: Some Virion warlords love to see the dismembered heads of their enemies hoisted as personal trophies and will seek out more for their bloodied collection to proudly display them in war. Your Warlord, and any unit he joins, receive the Monster Hunter Special Rule and cause Fear. Daemon Fighters: Many Clans have faced the forces of Chaos on numerous occasions, and some Virions had even evolved an ability to resist their influence. All non-Mechanical units gain the Admantium Will Special Rule and Preferred Enemy against units with the Daemon Special Rule. Venom Bearer: Within the Empire, there are many worlds with many deadly creatures that utilize poison. Some Virions like to utilize these natural weapons to their own gains, and coat their blades before battle. Your Warlord, and any unit he joins, receive the Poisoned (4) Special Rule. Glorious Charges: These Warlords are known for their ability to smash their enemies in a single great advance that tramples anything that crosses their path. This Warlord, and any unit he joins, receive the Hammer of Wrath and Fleet of Claw Special Rule.
MECHANICAL
It is known for robotic Droids, Tripod walkers or even automated turrets to accompany a Virion army to battle, to support them and act as expendable cannon fodder. Units with this rule have the Fearless and Relentless Special Rules. They cannot capture objectives, but can still hold them. 3
OVERLORD
An Overlord is an absolute leader of a single Clan, and he alone can inspire his warriors to fight on in the direst of situations. Every non-Mechanical and non-vehicle unit within 30 from a unit with the Overlord Special Rule gains the And they shall know no fear Special Rule. If he becomes a casualty, all units with the Temper Special Rule must take a Temper Test. In addition, a Virion army can only bring one Overlord unit and he automatically becomes the army Warlord. 4
MORPHING
Some Virion vehicles can alter their shape entirely. They are enveloped by a glowing sphere and inside; the Vehicle is being remade from a molecular level. The Nanites that surge through it will start mutating the exterior of the vehicle and its weapons. When the sphere bursts, a completely different vehicle will appear. This had allowed the Virions to become extremely flexible and adaptable, changing the shape of their army at the very battlefield. This is referred to as evolving to war.
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TACTICIANS (GHall)
THEY WHO PLAN FOR VICTORY. ADVISERS OF STRATEGY
When a Virion warrior proves himself to be a worthy commander and displays a talent for plotting and directing the battles which would lead his comrades to a sure victory, he is arisen to the rank of Tactician. The Tactician is more then capable of leading hundreds of Clanguards and coordinating a well planned assault or defence. However, it can take centuries of unwavering service to the Empire for a Virion to rise to the rank of Tactician, and those that do have survived through the greatest of horrors the Galaxy could throw at them. A Tactician is assigned as a part of the Trinity, a team of advisers who escort the Virion Warlord in command. The Tactician is supposed to represent logical thinking and rational behaviour. He is calm, calculative and competent; otherwise he wouldnt be given a chance to become a Tactician. As the advisers to their Warlords, the Tacticians are granted complete trust from their warriors, and will obey any command he utters, even if it would lead to certain demise. The Virions might be seen as brutal and berserk in combat, but they all operate quite fluently and in sync with one another, to carry out their orders and perform complex battle plans flawlessly. This is referred to as Organized Chaos. This kind of behaviour allows the Virions to let their animalistic instincts loose, and remain as a solidified battle force. At one side, it keeps them from reverting to their savage primal behaviour, while at the other; they are still unpredictable to the enemy, and are quite terrifying to meet. A Tactician can arm himself with any variety of weapons, armour, equipment, or even modes of transportation as he sees fit. That way, he can adapt to whatever strategy he or his superiors had planned out, and no matter which way the Virions choose to fight, the Tactician will make sure that all goes accordingly.
WS BS S T W I A Ld Sv 5 5 4 4 3 6 3 9 3+ 6 6 4 4 3 6 3 10 3+
STRATEGIC WARLORD
These Warlords are Tacticians which had fought in hundreds of wars and won thousands of battles in the name of the Empire. They had retained their cold domineer and remain as level headed as a Virion can be. They are sworn to lead their warriors against overwhelming adversities and come back victorious. A Strategic Warlord is one that does not require spiritual powers or highly advanced technology to win a battle. He relies on the resources granted to him, and makes use of every single Clanguard, every single weapon, and every single peace of terrain to his advantage. To this reason, a Strategic Warlord is well respected and gains much favour from his commanding Overlord, or even the Sovereign Emperor himself. These stalwart warriors had seen it all, and are asking for more. In their eyes, a new enemy, or a great threat is but a challenge they have not overwhelmed yet. A Strategic Warlord relies on his Clanguards to win the day, and guides them through a bloody path of battle to glorious victory. His men have the complete trust in him, and they would rather die then disobey one of his direct orders. From a single hand gesture, his most loyal servants see commands. While some Strategic Warlords will view the battle from a distance, and carefully plot out their following moves, others will lead from the front lines, and bark their orders to his warriors directly. Either way, a Strategic Warlord is more then qualified to lead entire conquests, start sieges, and begin wars in the name of the Great and Glorious Virion Empire. At his disposal is the entirety of the Virion arsenal, from which he can choose whatever he sees fit, and make up plans that would ensure a complete and total victory over any enemy in the name of the Sovereign Emperor and his people.
UNIT TYPE: Infantry (Character). WARGEAR: Warrior Armour (pg 84), Striker Pistol
(pg 81), Ceremony Blade (pg 82)
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WARFORGERS (Haxduum)
THE KEEPERS OF KNOWLEDGE. ADVISERS OF SCIENCE
A Warforger is a great asset to any Virion army, because he is not only a commanding leader, but also a highly skilled technician and expert in any form of armaments. The Warforger is a Virion who had displayed a great affinity towards weapons and technology in general, the kind of individual which had learned the ways of the machine and became an expert engineer. Through centuries of service in the Clan, a Virion who had grown to love all things scientific and mechanical may hope to rise up to the rank of Warforger. This Virion is part of the Trinity of Advisers and supports his Warlord with detailed knowledge of operation and engineering. In addition to this, a Warforger is given the right to lead the Clanguards into battle, and make sure that all the wargear that is part of their armoury operates at full capacity and without fail. In combat, the Warforger takes little heed of his fellow warriors, and instead dedicates his time to the time consuming task of field repairs, combat engineering and weapon maintenance. Most Virions who join a Clan would see this as an awkward trait, for it is in their nature to seek enemies and destroy them. Such individuals fail to see that the Warforger does a great part to better the Clan. Through his labour, the armoury is kept functional and all their technology is working at full capacity. This had made the Warforger a single irreplaceable part of any Virion Clan, for without him, their weapons would start failing. WS BS S T W I A Ld Sv 5 5 4 4 3 6 3 9 3+ 6 6 4 4 3 6 3 10 3+ Warforger Scientific Warlord
UNIT TYPE: Infantry (Character) WARGEAR: Warrior Armour (pg 84), Striker Pistol
(pg 81), Ceremony Blade (pg 82)
SCIENTIFIC WARLORD
It is a rarity for a Warforger to become a Warlord, but in some Clans that dedicate themselves to technological advancement or which simply respect and their armoury have been known to produce a type of Scientific Warlord. These Warlords are renowned and respected for their extensive knowledge and understanding of how the Virion mechanisms work. Others are keener on learning how to use the technology of their enemies, so that they may come to grasp a better way of destroying them. Either way, a Scientific Warlord is an awkward, withdrawn individual which operates from the scenes and makes little contact with his men. The only exceptions are the times when he must take to the task himself with his own two hands, and get things done the right way, without fail.
If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilized result suffered earlier; this is effective immediately. If the Weapon Destroyed result is repaired, then the weapon may be fired in the following Shooting Phase. The Warforger or Scientific Warlord cannot repair Vehicles if he is gone to ground or falling back. Reinforce: After deployment, but after Scout deployments and Infiltrate deployments, nominate one peace of terrain in your deployment zone. The terrain peaces cover save is increased by one for the duration of the game (to a maximum of 3+). A peace of terrain can only be reinforced once.
MAINTENANCE DROID
The Virions utilize a large number of robotic servants. These Droids are three legged servants that exist to serve. There are many kinds of Droids within the Virion Empire, and some are even used in combat. The most common type of combat Droid are the Maintenance Droids which help operate the Virion cruisers, repair anything that is damaged and do all the other little tasks that a Virion warrior would see as tedious and beneath him. But a Warforger of Scientific Warlord might decide to bring an entourage of Maintenance Droids with him, to help him in whatever job he undertakes. This can range from digging out cover, reinforcing battlements, repairing downed vehicles and even acting as a group of expendable bodyguards. WS BS S T W I A Ld Sv 2 2 2 2 1 4 1 7 6+
Maintenance Droid
UNIT TYPE: Infantry WARGEAR: Basic Plating (pg 84), Fixing Tools (pg 82),
Robotic Servos (pg 82), Tripod Legs (pg 82)
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WARSEERS (KhauNir)
BEARERS OF ARCANE WISDOM. ADVISERS OF SPIRIT
It is not a rarity for Virions to aspire psychic individuals. These Seers are then given distinct tasks within the Empire. Some are tasked to divine what is happening within the Spiritual Realm, others are given the job of maintaining the Virion ships and fuelling their Warp drive engines. These individuals are hailed across the Empire, for it is said that they gain their powers from the Great Spirits themselves. Virion Seers are believed to be able draw their powers and wisdom from the very essence of the universe. However, to reach these levels, a Virion is put through rigorous training and strict disciplinary tests. Many will find themselves strained beyond the limits of their sanity, and put to death, before they could do any harm to others. Those that do survive the trials and spire to become sanctified Seers of the Virion Empire are praised and respected. Some Seers even become Clanguards, but are forced to keep their powers in check and stay in line. These warrior seers will usually feel an urge to harness more knowledge, and will spend their times in meditation, communing with the Great Spirits. Through decades of fighting and loyal service, a warrior seer may be given the chance to become a Warseer. A Warseer is a very powerful Virion with a high level of psychic energies coursing through his veins. The Warseer acts as the spiritual adviser to the commanding Warlord, alongside the Tactician and Warforger. But the Warseer does not concern himself with complex battle plans or the secrets of technology; it is the sacred lore of sorcery that falls within the Warseers duty. It is his obligation to the spirit that grants him power. A Warseer outside of battle will tutor the lesser Seers and do his best to guide them towards enlightenment and revelation of the soul. He will direct the Virion ships through the raging storms of the Warp and fight of the Daemonic threats beyond the mortal realms. He will also preach about the Great Spirits to his fellow warriors and keep their faith strong. In battle however, a Warseer can assume command of his Clanguards and reinforce their fighting spirits. His wrath is great when invoked, for he can bring down lighting from the heavens and set the very sky ablaze with holy fire. To trifle with a Warseer is a grave mistake only a bare few can hope to survive. Warseer Spiritual Warlord WS BS S T W I A Ld Sv 5 5 4 4 3 6 3 9 3+ 6 6 4 4 3 6 3 10 3+
UNIT TYPE: Infantry (Character) WARGEAR: Warrior Armour (pg 84), Striker Pistol
(pg 81), Force Weapon, Psychic Hood
SPIRITUAL WARLORD
In many Clans that revere the Great Spirits as divinity, the Seers are seen as a token of their good will. These Clans may produce a large number of Warseers to guide their Clans through the path of righteousness. A Warseer which serves such a Clan may hope to become a Warlord himself. These Spiritual Warlords are known to utilize powerful sorcery to impress their followers and destroy their opponents. Their wisdom is vast and their minds are keen. A Spiritual Warlord is seen as a prophet of the Spirits, and a herald of their will. The words of a Spiritual Warlord are holy and his orders are unquestionable. It is very common for a Spiritual Warlord to declare holy crusades against whatever creature dares blaspheme the name of the Grand Virion Empire and the Sovereign Emperor. The Clanguards that follow such a Warlord believe themselves to be just and true in purpose. When a Spiritual Warlord is called to fight, he will not deny. Using his vast power and magical lore, he can rain down the fury of the Great Spirits upon his enemies, burn them to cinder and scatter their ashes upon the wind. All Virions revere or even worship their Spiritual Warlords as priors to the holy word and the one true path of holiness. The seers gather far and wide just to get a glimpse of such a leader. To face a Spiritual Warlord is to face a mighty alien demigod.
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VIRION SPIRITUALITY
Spiritualists are Virion psykers which draw their powers from the Great Spirits and the natural world around them. They can call forth thundering storms, breathe white hot fire, emit a blinding pure light and grant divine protection to those around them. These powers both create and destroy.
PRIMARIS POWER
FLAMING FISTS Warp Charge 1
The Seers fists are set ablaze, as does his will to fight on. Holy fire courses through his finger tips and burns brightly. Flaming Fists is a blessing that targets the Psyker. Whilst the power is in effect, his close combat attacks gain +1S and the Soul Blaze Special Rule whilst the power is in effect.
1. ENKINDLE
Warp Charge 1
The Spiritualist awakens a dormant power within his comrades, a primordial fury. Their souls are set ablaze, as their fighting spirits are lifted high and an urge to slaughter the enemies of the Great Spirits rises. This is visually depicted by the glowing eyes of the Virions which emit a bright glow. Enkindle is a blessing that targets one allied non-Mechanical and non-vehicle unit at least 30 away from the Psyker. The entire unit is receives the Feel No Pain, Furious Charge and Rage Special Rules, but they must charge or run at the closest enemy unit, unless they are already locked in combat.
4. SEARING GLOW
Warp Charge 1
When surrounded and outnumbered, the Virion Spiritualist will keep his head high and stand tall without a shred of fear in his heart. This display of courage emits from his body and manifests as a warm and faint glow. As the psychic power builds up, so does the intensity of the glow. When the Seer builds up sufficient strength, he will unleash it all within a single blinding glow that burns all of his enemies but leave those he sees as friends unharmed. This glow is said to be the will of the Virion to protect those he cherishes the most and vanquish the evil that would harm them into oblivion. Searing Glow is a malediction power that targets all enemies around the Psyker. All enemies 36 away from the Psyker suffer an automatic hit with the Blind special rule with no armour or cover saves allowed.
2. BRIGHT BEAM
Warp Charge 1
The Virion Seer clutches his fist as raw psychic power is being gathered around his fingers. After enough power is harnessed, the Spiritualist will point his hand towards his enemy and a beam of blinding light will burn everything in that given direction to scorched remains and burning wreck. Bright Beam is a beam with the following profile: Range 12 S 4 AP 3 Type _ Assault 1, Melta Blind, Soul Blaze
Warp Charge 2
Bright Beam
If the Virion Seer were to find himself facing great odds and numerous enemies closing in on him then like a cornered wild animal, his instincts would tell him to strike back with all the strength he could muster. He would then proceed to mutter word of Holy Scripture, and feel the flames within his soul burning brighter. His words would turn to power and his breathe to fire. With a hand gesture and a hearty shout, the holy fire would turn to a ring and spread in all directions from him and turning all of those that opposed him to ash. Ring of Holy Fire is a nova power with the following profile: Range 6 S 6 AP 2 Type _ Assault 2D6, Blind, Soul Blaze Ignores Cover
3. BURNING SCOURGE
Warp Charge 1
As anger and spite builds up within the heart of the Virion, so does fire build up within his belly. With a single mighty roar that echoes the battlefield, white hot Warp fire belches out from the Virions mouth and leaves behind nothing but ash. Burning Scourge is a witchfire power with the following stats: Range Burning Scourge Template S 5 AP 5 Type Assault 1, Soul Blaze _
6. THUNDERING RAGE
Warp Charge 2
Across a thousand stars, on thousands of planets, war rages on as furiously as it ever did. Chaos and anarchy spread like wildfire in the gardens of creation, and it threatens to turn all to ash and cinder. It is to this reason that the Great Spirits gave the Virion race purpose, a single goal, a sacred duty. It is the fate of the Virions to bring order to the universe, and bring peace to every single world. This is our destiny, and we must give ourselves completely to it, and give our hearts and souls so that the great plan of the Spirits becomes true. Let none find you wanting, let none stand in your way. -Overlord PeRarzg
When the times are darkest and victory starts to escape the Virions grasp, the Spiritualist will plead to the Great Spirits for the power to smite down their enemies. Either through faith, or divine assistance, the Virion Seer would find himself filling up with spiritual might, and would for a moment feel like a demigod. At this point, his powers would be overflowing and spread in all directions. The Virion would then reach for the sky and bring forth lightning from the sky to strike at his enemies. The storm clouds that would appear would thunder with psychic power, and unleash bolts of high voltage, which would rain down from the heavens. Thundering Rage is a focused witchfire power with a range of 48. Place a Blast template on top of the targeted enemy and place two more as you would on a hit from a Barrage weapon. All models under the templates suffer a S7 AP1 hit with the Ignores Cover, Fleshbane and Soul Blaze Special Rules. If a model were to survive a hit, then it would suffer from the Blind Special Rule as well.
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50
WARGEAR:
Combat Clanguards: Warrior Armour (pg 84), Pincer Rifle (pg 80), Ceremony Blade (pg 82) Combat Warchiefs: Warrior Armour (pg 84), Striker Pistol (pg 81), Ceremony Blade (pg 82)
FRATERNITY CEREMONY
When a group of Virions become Clanguards, they are joined together by honour. By joining, they commit a ceremony, where they carve the symbol of their Clan anywhere on their body using their blades which they have received when they became fully fledged warriors. This ritual of blood is what binds the Virions together as one and it keeps the brotherly bonds between the members as stronger then steel. Many would say that the Virion Clanguards operate like packs of carnivorous animals, but they are more of a trusting brotherhood.
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WS BS S T W I A Ld Sv 4 4 4 4 1 5 2 8 3+ 4 4 4 4 1 5 2 8 3+
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TRIBAL MARKINGS
Virions do not use badges or whatnot to depict their acts in battle like Humans do. Instead, they colour their armour and gear with permanent war paint, which will display the deeds that individual had accomplished during his service to Clan and Empire. Over his lifetime, a Virion can have a large portion of his armour coated in paint, each stripe depicting a single act of loyalty, courage, resolve and strength. If a Virion were to change his armour, then he will keep his old gear as a reminder of his past, while his new equipment is fresh for new achievements to be committed in the future for the Clan. WS BS S T W I A Ld Sv 4 4 4 5 1 5 2 8 3+ 4 4 4 5 1 5 2 8 3+
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WARGEAR:
Mortar Clanguards: Warrior Armour (pg 84), Bombardier (pg 80), Ceremony Blade (pg 82) Mortar Warchiefs: Warrior Armour (pg 84), Striker Pistol (pg 81), Ceremony Blade (pg 82)
54
WS BS S T W I A Ld Sv 4 4 5 5 1 5 2 9 2+ 4 4 5 5 1 5 2 9 2+
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ENERGY DROID
An Energy Droid is a form of mechanical unit which serves a single squad of either Virion Clanguards or other Droids. The Energy Droid bears little offensive capabilities, but its function is a defensive one. When charged, the Energy Droid will release an energy bubble that acts as a shield to halt or at least slow down incoming enemy fire and keep its squad safe from harm. Energy Droids do not function in units, but instead are attached to a single squad, which they will serve and protect at any costs. WS 2 3 3 BS 3 3 S 2 2 2 T 2 2 2 W 1 1 1 I 4 5 4 A 1 2 2 Ld 7 8 7 Sv 5+ 4+ 4+
WARGEAR:
Attack Droid: Standard Plating (pg 84), Twin-linked Striker Pistol (pg 81), Tripod Legs (pg 82) Command Droid: Advance Plating (pg 84), Robotic Servos (pg 82), Tripod Legs (pg 82) Energy Droid: Advance Plating (pg 84), Robotic Servos (pg 82), Tripod Legs (pg 82), Energy Pack (pg 83)
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ANNIHILATOR TRIPOD
A variation of the regular Strider Tripod that focuses around ranged firepower over close combat capabilities. They are given a twin-linked pair of Spike Cannons, and even greater defensive capabilities that allow them to weather down enemy fire before dishing out an even greater amount straight back at them. Both versions of Tripods are highly powerful and devastating. Their task is to strike the enemy flanks and steamroll through their ranks, running down, tearing apart, or incinerating any enemy they come across. As they march to war, they release a loud noise through their powerful battle horn. The sound echoes across the battlefield like thunder through the skies. It is said that whoever listens to this sound is listening to the song of their quick demise, for once the Tripod blows the horn, the end is near and the lives of their enemies will reach a bloody end. WS BS S T W I A Ld Sv 4 4 8 7 3 5 3 10 2+ 4 5 7 7 3 5 2 10 2+
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WS BS S T W I A Ld Sv - 4 - 7 2 - - - 3+
Each Prime Sentry Gun is crewed by at least a single Maintenance Droid (pg 47). Note that the Maintenance Droids do not benefit from their System Malfunction Special Rule unless all Prime Sentry Guns in the unit have been destroyed.
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Assault Pod
HP 2
UNIT TYPE: Vehicle (Open-topped, Transport) WARGEAR: Toxic Gas Vents (pg 86) SPECIAL RULES:
Assaulting: Assault Pods must enter play using the Deep Strike rules. At the beginning of your first turn, choose half of your Assault Pods (rounding up) to make an Assault. Units making this assault arrive on their controlling players first turn. The arrival of the remaining Assault Pods is rolled for as normal. A unit that Deep Strikes via Assault Pods cannot charge in the turn it arrives. Immobile: An Assault Pod cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilized damage result that cannot be repaired in any way. Coherent Strike: Should an Assault Pod scatter on top of impassable terrain or another model (friend or foe) then reduce the scatter distance by a minimum required in order to avoid the obstacles. Note that if an Assault Pod scatters off the edge of the board then they will suffer a Deep Strike mishap as per the Warhammer 40,000 rulebook. Coordinated Volley: When deciding to Deep Strike, treat a squadron of Assault Pods as a single unit. Once rolling for Deep Striking is done, place one Assault Pod model directly on the selected location. Then roll a Scatter Dice to determine where to place the other Assault Pods (if a Hit result is rolled, feel free to decide where the Pod will land), roll a Dice for each Pod in the unit. Once that is done, roll a D6 for each of the Pods, the number rolled determines the distance in inches the Pod will land from the first Assault Pod that was placed. When every Assault Pod has been placed, place the passenger model 2 away from its Pod. If not all models that were transported by the Assault Pods are in unit coherency, that unit must then consolidate for the following turn.
TRANSPORT:
Transport Capacity: One model per Assault Pod. Once the Assault Pods have landed, they will split open and their passengers must immediately disembark. Once passengers have disembarked, no models can embark on the Assault Pod for the remainder of the game. In addition, the Assault Pod model remains on the field, acting as a peace of terrain, which confers a 4+ Cover Save, unless it is destroyed. Ride the storm, burn the skies, bring forth the doom. -Inscription on an empty Assault Pod
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UNIT TYPE: Vehicle (Tank, Transport, Skimmer) WARGEAR: Gas Purger (pg 85) SPECIAL RULES: Morphing (Mortar Centruroid)
Engineering: If an Engineer Centruroid is Immobilized, then in subsequent turns it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting Phase; on the roll of a 6, the vehicle is no longer Immobilized. Note that a successful Engineering attempt doest not restore a Hull Point.
TRANSPORT:
Transport Capacity: Eight models. It cannot carry units with the Mechanical rule or if they possess Veteran Armour. Fire Points: None, the vehicle is sealed. Access Points: The Engineer Centruroid has only one access point at its rear.
PILOT CLANGUARDS
Next to regular warriors, there are also Pilot Clanguards, who are tasked with driving the bulky Centruroids or flying the manoeuvrable Helidynes. A crew of Pilot Clanguards can be lead by an experienced Pilot Warchief, who acts as a tank commander. More experienced Pilot Clanguards earn the right to drive the heavier Centruroids such as the Penetrator or Corrupter Centruroids, or even to pilot the vast Virion spaceships.
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Mortar Centruroid
HP 3
WARGEAR:
Spike Mortar (pg 86)
When it does so, then the Mortar Centruroid cannot move in the following owning players turn.
Form in: If the Engineer Centruroid decides to Morphing (Engineer Centruroid) Morph into a Mortar Centruroid, then all of Starfall: In the Shooting Phase, if its passengers must The Mortar Centruroid has not moved, disembark first. If they it may choose to fire a Barrage of S8 cannot do so, then the AP2 Large Blast attacks with the Engineer Centruroid Pinning and Gets Hot Special Rules. cannot Morph.
SPECIAL RULES:
Gun Centruroid
HP 3
Missile Centruroid
HP 3
WARGEAR:
Missile Spewer (pg 85)
SPECIAL RULES:
Morphing (Gun Centruroid)
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UNIT TYPE: Vehicle (Tank, Skimmer) WARGEAR: Heavy Spike Flicker (pg 86) SPECIAL RULES: Morphing (Hellfire Centruroid),
Positioning Gun: In the owning players Movement Phase, the Penetrator Centruroid can choose to instead of moving that turn to remain immobile. By doing so, the Penetrator Centruroid gains +1 Ballistic Skill and the range of its Heavy Spike Flicker is increased by 6. At the beginning of the next owning players turn, the Penetrator Centruroid can choose to regain mobility.
Hellfire Centruroid
HP 3
SPECIAL RULES:
Morphing (Penetrator Centruroid)
WARGEAR:
Heavy Missile Spewer (pg 85)
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HP 3
TRANSPORT:
Transport Capacity: Eight Models. It cannot carry units with the Mechanical rule. Fire Points: None.
WARGEAR:
Toxic Spore Lobber (pg 87)
SPECIAL RULES:
Assault Vehicle, Morphing (Thumper Centruroid) Access Points: It has one. access point at its rear.
BS Thumper Centruroid 4
HP 3
SPECIAL RULES:
Assault Vehicle, Morphing (Corrupter Centruroid) Form In (pg 61)
WARGEAR:
Thumper Cannon (pg 86)
HP 4
SPECIAL RULES:
Morphing (Overlord Centruroid)
WARGEAR:
Heavy Missile Spewer (pg 85)
HP 4
SPECIAL RULES:
Morphing (Warlord Centruroid)
WARGEAR:
Heavy Spike Cannon (pg 86)
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VIRION HELIDYNES
The first concepts of Helidynes appeared in Virion history just several years prior to the coming of the Overseers which ensued in the Age of Enlightenment. The Helidynes are not designed for speed, but for manoeuvrability. This implies that the aircraft is oriented towards agility. The thruster designs of a Virion Helidyne can be compared to a balloon with two openings. The first opening is attached to the energy source, while the second remains shut. Once the engines are engaged, the thrusters will gather up energy, while the second opening releases it in controlled intervals, allowing for an easy change of speed. The thrusters are shaped like balloons and they can rotate, meaning that the Virion Helidyne can easily move not only forwards, but also to the sides and even backwards. Many who had seen Virion flyers perform such aerial acrobatics had said that it seemed as if the Helidyne was dancing in mid air, manoeuvring around obstacles and avoid shots with ease. This makes the Virion aircrafts somewhat slower then the ones of most other races, but it also makes them far more durable in the skies. The weapon it uses during combat is a simple cannon that shoots static bursts of electricity. With this, it can fend of any assailants, and continue its work as a recon unit. Armour BS F S R HP Surveillance Helidyne 4 12 11 11 3
UNIT TYPE: Vehicle (Flyer) WARGEAR: Spike Flicker (pg 86) SPECIAL RULES: Strafing Run, Vector Dancer,
Morphing (Contaminator Helidyne), Form In (pg 61) Survey Scan: At the beginning of the owning players Movement Phase, the Surveillance Helidyne may choose to remain Immobile and begin a Survey Scan. By doing so, it cannot choose to move, shoot or assault for the rest of the turn. When a Survey Scan is activated, it creates a field 24 in diameter around the Helidyne. All enemy units with either the Stealth of Infiltrate Special Rules loose all benefits when entering this area. In addition, all friendly units within the scanned area gain the Night Vision Special Rule, but they will loose it once they leave the area or if Helidyne choose to return to its former state. At the beginning of the following owning players Movement Phase, all Surveillance Helidynes which are doing a Survey Scan may choose to cease doing so, and regain their mobility and the ability to fire weapons normally, but it does not have to and may continue its Survey Scan for that turn.
64
HP 3
UNIT TYPE:
Vehicle (Flyer, Transport)
TRANSPORT:
Transport Capacity: Eight Models. It cannot carry models with the Mechanical rule or if they have Veteran Armour. Fire Points: None. Access Points: It has one access point at its rear.
WARGEAR:
Gas Purger (pg 85)
SPECIAL RULES:
Strafing Run, Vector Dancer, Morphing (Surveillance Helidyne)
Fighter Helidyne
HP 3
UNIT TYPE:
Vehicle (Flyer)
SPECIAL RULES:
Strafing Run, Vector Dancer, Vector Strike, Morphing (Screamer Helidyne)
WARGEAR:
Missile Spewer (pg 85)
Screamer Helidyne
HP 3
UNIT TYPE:
Vehicle (Flyer)
SPECIAL RULES:
Strafing Run, Vector Dancer, Vector Strike, Morphing (Fighter Helidyne)
WARGEAR:
Vibrator Cannon (pg 87)
THE CLANSHIPS
The Cruiser vessels that comprise the Great Virion Armada are referred to as Clanships. These ships bear similar thruster engines like their smaller counterparts, the Helidynes, and are thus commemorated for their advance level of agility. Also, these ships bear cavities at their fronts, which serve as the tips of their main gun batteries. However, these holes are often mistaken for eyes, hence making the Clanships look like grotesque alien faces. Show courage, Show strength, Show pride, But show no mercy! -The Litany of Conquest
65
CHIVOSH
THE ADVENTURING SPIRIT, THE RENOWNED EXPLORER
There are many Virion fleets that cruise through the Segmentum Pacificus and encounter the Imperium on a daily bases. These are but the vanguards which seek out as much knowledge as they can to bring back to the Empire. It is said that hundreds of thousands of Virions are within Imperial space by the eve of the 41st millennium, but not one is as famed and renowned as the Adventuring Spirits, lead by Warlord ChiVosh. In retrospect, he is an eccentric individual among Virions, always trying to find something new, always on the move, never resting and never hesitating to dwell in the darkest corners of the Galaxy. To him, the journey is its own reward, and the end goal is but a triviality. This mindset has led him and his followers to what appeared to be certain doom and come back strutting about triumphantly. His authority as a leader had been questioned on multiple occasions, but he had always proved himself worthy to command through his experience and skill alone. When in his free time, he rarely takes things too seriously and prefers to fraternize with his comrades and any locals he encounters on his journeys. Described as laidback, headstrong and sometimes irrational person, ChiVosh does not fear to risk his own life for a thrill. In contrast to this, the adventurous Warlord takes full responsibility in direst times and leads his men with valour and conviction which only a few can compare to. He keeps his comrades close to him and is the first in the front lines, leading the charge in person. He seeks out the strongest among the enemies and challenges them to do battle for their honour. If the challenged accepts, then he and ChiVosh would engage in a heart stopping duel, in which ChiVosh rarely looses. If the challenged declines, then ChiVosh would see him as a pitiful coward and will charge at him along with his Clanguards following close by. For many years, ChiVosh and his army of Adventuring Spirits had helped document and extensively explore thousands of worlds outside of Virion held space. His efforts to help enlighten the Empirical people about the galaxy that surrounds them did not go unnoticed. Currently, Warlord ChiVosh is among the most famed heroes of this new age and his name is hailed with glory among the Virion people and even many Overseers. WS BS S T W I A Ld Sv 6 5 4 4 3 6 3 10 3+
Warlord ChiVosh
UNIT TYPE: Infantry (Character) WARGEAR: Warrior Armour (pg 84), Striker Pistol
(pg 81), Adrenaline Boosters (pg 83), Aerial Droid (pg 83)
WARLORD TRAIT: Skilled Tracker (pg 45) SPECIAL RULES: Independent Character,
Stubborn, Temper (pg 45), Quick Reaction (pg 45) The journey is the reward: Any squad Warlord ChiVosh joins gains the Moves Through Cover and Furious Charge Special Rules. In addition, the squad of Battle Clanguards he brings with him will posses the above rules regardless of weather or not he had joined their unit. However, if ChiVosh did join that unit of Battle Clanguards, then they would gain the And They Shall Know No Fear Special rule as an addition. Fight for your honour: If ChiVosh issues a challenge or is challenged by an enemy character, then he can re-roll any Leadership rolls while the challenge lasts. ChiVosh cannot withdraw from a challenge unless he becomes a casualty.
CLAN ARTEFACTS
Slayer Spear: A weapon forged specifically for ChiVosh by the greatest artisans of KauReigh. ChiVosh had earned this weapon when he returned to the Empire, being the first to bear news of the Night of a Thousand Rebellions and volunteering to take part in the event, to aid Humanity in this time of predicament. Emperor ViCath had praised the young Warlord and allowed him to take any number of Clanguards he desires and wage a war beyond the borders of the Empire. The next time he returned, about several years later, ViCath himself had approached ChiVosh and handed him this finely crafted spear, as a token of gratitude for the centuries of dedicated service to the Grand Virion Empire and his Clan. Range S +2/+1 AP 3/4 Type _ Melee, Master-crafted
Gauntlet of GaanLak: This armoured fist is a relic which was handed down from generation to generation by Virion Overlords of the GaanLak Clan to their most trusted Warlords. The Gauntlet had been handed from Overlord ShrielXe to ChiVosh after the latter wanted to fight in the Night of a Thousand Rebellions. Ever since, the young Warlord had used this gauntlet in personal duels, carrying with him the accumulated strength of his Clan. While wearing it, ChiVosh bears the might of GaanLak. The Gauntlet of GaanLak grants ChiVosh the Instant Death Special Rule when fighting in a challenge.
66
DAZHAR
THE BORDER GUARDIAN, THE OBSERVANT WATCHER
Ever since the Long War had ended, the Virion law stated that there must be one Warlord stationed to protect the borders from alien invasion. The title of Border Guardian had been passed down across the millennia, and the one bearing the title to this very day is Warlord DaZhar. His observant eyes had monitored the line that separates Empirical space and the vast outside. To a Border Guardian, the land that is not Virion held space is to be considered potential enemy territory, DaZhar is no exception. When an unidentified fleet passes by, DaZhar will respond post haste and deal with it accordingly. He bears little mercy to trespassers and distrusts outsiders. His personality is said to be that of a cold stone statue. He spends his time in meditation, conserving his energy, and only talks when necessary, preferring silence at all times. It is only when an imminent threat is spotted that he awakens and prepares starts barking orders to his subordinates, preparing them for war. His cold, calculating and ruthless resolve had helped the Virions endure through thousands of invasions and scare of any enemy foolish enough to tread into the Virion homeland. Time and time again, countless attackers had tried to topple the Virions, but all of their efforts had been met by the steady wall of defence placed by Warlord DaZhar, on top of which he gazes to the borders, awaiting for the next foolhardy opponent to come. WS BS S T W I A Ld Sv 6 6 4 4 3 6 2 10 3+
Warlord DaZhar
UNIT TYPE: Infantry (Character) WARGEAR: Warrior Armour (pg 84), Striker Pistol
(pg 81), Advance Visor (pg 83), Energy Pack (pg 83)
WARLORD TRAIT: Daemon Fighters (pg 45) SPECIAL RULES: Independent Character,
Stubborn, Temper (pg 45), Quick Reaction (pg 45) Shield bearers: If Warlord DaZhar is taken, then the Battle Clanguards and Battle Warchief that come as part of his retinue may take a Battle Shield (pg 82) as a weapon upgrade which replaces their Ceremony Blades. Potentially, the entire squad may be upgraded with Battle Shields. In addition, if DaZhar had joined that unit of Battle Clanguards, then they gain the And They Shall Know No Fear Special Rule. The effects of this rule last only for as long as DaZhar is in the unit. Note that this effect does not count on Healer Clanguards. Defensive Formation: Any non-Mechanical and non-Vehicle Virion unit that is in base contact with two or more models with Battle Shields or Warlord DaZhar has +1 Toughness. With careful positioning, this can increase the whole squads Toughness. Also only one model that is base contact with Warlord DaZhar gains this benefit, but if he is in base contact with multiple models, then he can choose which model he will grant the additional Toughness to. To save and to destroy are one and the same. To protect that which you hold dear, you must eradicate all that would threaten it. This is the duty of the Border Guardian. -Warlord DaZhar
CLAN ARTEFACTS
Eon Guard: This sanctified relic had been part of the revered armoury of the HomJek Clan for millennia. It is said that the first Overlord of the Clan made this shield and used it in the first interstellar wars the Virions waged during the Age of Enlightenment. As part of the HomJek Clan, DaZhar was given the honour of choosing a holy relic of his own choice by the permission of Overlord PeRarzg when the Warlord became the Border Guardian. Such a rank was to be revered and to uphold it, DaZhar requested for the Eon Guard. Quite a fitting weapon for the newest Border Guardian. Sparkling with arcane energies, the Eon Guard can deflect the mightiest of blows and remain unscathed. The Eon Guard counts as a Battle Shield (pg 82) except it confers Warlord DaZhar the Eternal Warrior Special Rule. Sigil Robes: Inscribed with sacred text, these robes had been blessed by Overlord PeRarzg when DaZhar became the Border Guardian. Over the centuries, the robes remain unstained and seem to confer some form of spiritual protection to its bearer, thus helping him in his duties. The Sigil Robes confer a 4+ Invulnerable Save to Warlord DaZhar and allow him to re-roll his Deny the Witch rolls.
67
HIRAKTJON
THE LIBERATOR, VOICE OF THE OUTCASTS
A relatively young Virion warrior, hardly a century old, who comes from the infamous FauWyk Renegade Clan. HirakTjon had earned a bloody reputation not only among his fellow Virions from the Empire, but had also become a bane for Eldar Craftworlds, Ork warbands and even the Imperium of Man. He started of a lowly Warlord, who got through the ranks with backstabbing and fraud, like all Renegades. However, he did something no other outcast ever did. At the planet Haerk in the outskirts of the Segmentum Pacificus, the local PDF forces were rebelling against the Imperium, during the Night of a Thousand Rebellions. Then came HirakTjon and with his words, he rallied the rioting Humans to his cause, and amassed a combined army of traitors from both Virion and Mankind. He had then overthrown the Imperial governing body, trampling their strongholds to dust and hanged all who would not join him. After the planet was his, he gathered a large army and went out to the borders of the Virion Empire. He gambled his chances when he assaulted CetaSab, thinking that if he could turn as many people there to his cause, then he might just win. His ambitions were too high, and he was cast aside by Overlord DrahkMar, who had arrived several days after HirakTjon attacked. The rebellious Warlord squirmed to safety and fled to the dark unexplored regions of the Halo Zone, where neither Virions nor Humans could follow. After licking his wounds, HirakTjon did not cut down on his ambitions; instead, his passion was raging as high as ever. From then on, the Warlord HirakTjon of the FauWyk Clan was a plague to both the Virion Empire and the Imperium of Man. He would launch raids after raids on weaker worlds, and gathering more followers to his cause with his words, preaching about true freedom and talks about the tyrannical Empire of his former Virion brethren. He would liberate world after world, amassing an army of renegades and scoundrels, as well as the nave fools who actually believe in every word he utters. He is preparing a new revolution, in which he would instate his own dictatorship, ruling over Man and Virion alike with an iron fist. WS BS S T W I A Ld Sv Warlord HirakTjon 6 6 4 4 3 6 3 10 3+
CLAN ARTEFACTS
Emperor Killer: This mighty battle axe is a weapon that can slice through solid matter with great ease and sears flesh into burning husks. The exact origins of this weapon are unknown, and some might think it is not even crafted by Virion, or even mortal hands, but by the Daemons of Chaos. Such rumoured origins make the bearer himself seem like a daemonic beast with an eerie presence around him. HirakTjon however does not negate these claims, nor confirm them, but simply uses the thin cloak of mystery to trouble his enemies further and inspire his followers. He uses it not only in war, but also as a symbol of a tool that will slice the shackles of captivity and bring forth liberty. Range S User AP 3 Type Melee, Fleshbane, Master-crafted _
Price of Ambition: The title Warlord HirakTjon gave to his bionic upgrades, which include two left eyes, his right arm, his left leg and several of his left ribs. The scars were earned in his brief duel with Overlord DrahkMar of the VourkDwa Clan, who came to deal with him momentarily after fighting of a splinter fleet of Tyranid Hive Cerberus. With a single swipe of his blade, DrahkMar toppled HirakTjon and once the latter retreated, the Overlord returned to his quest of purging the Tyranid menace from Virion space. HirakTjon is always reminded of this event when he looks upon his cybernetics, but he does not regret it, in fact, he displays them proudly, showing the world that he is not afraid to sacrifice himself for his own great cause. Price of Ambition allows Warlord HirakTjon to cause Fear when fighting in a challenge.
UNIT TYPE: Infantry (Character) WARGEAR: Warrior Armour (pg 84), Striker Pistol
(pg 81), Adrenaline Boosters (pg 83)
WARLORD TRAIT: Conquering Hero (pg 45) SPECIAL RULES: Independent Character,
Stubborn, Temper (pg 45), Quick Reaction (pg 45) Inspiring Speeches: Every non-Mechanical Virion unit that is within 36 of HirakTjon can use his Leadership for Morale, Pinning or Leadership tests and any squad he joins receives the Fearless Special Rule. In addition, if HirakTjon joins the unit of Battle Clangaurds that come with him, then they receive the And They Shall Know No Fear Special Rule whenever he is in the squad, but they will loose the rule if the were to leave. Outcast: If Warlord HirakTjon is on the battlefield, then you cannot take any other Virion Special Character, with the sole exception of Overlord GaraKhan, because they are both Renegades from the FauWyk Clan. This is because a respected Empirical Virion would never fight side by side with a traitor.
68
KRIELTAL
THE FLAMING RAGE, OVERLORD OF BOASKXEES
KrielTal is the youngest of the Overlords among the ones ruling the Greater Clans. This had earned him some flak from his equals, but Emperor ViCath chose wisely when he picked KrielTal to lead the BoaskXees Clan. Hardly 100 years of age, the Overlords story of greatness begun when he was but a Warlord serving in the Clan. His former Overlord had chased of a large fleet of Dark Eldar that wanted to invade BorgKrag, the homeworld of the Clan. But this was but part of the aliens devious plot, and more ships would emerge from hiding and obliterate the former Overlord. Overwhelmed with grief, the Clangaurds of BoaskXees had gone in hot pursuit after the killers, and swore to avenge their former master. The one who got to the Dark Eldar Archon and ruthlessly butcher him, as well as his entire army was KrielTal, who was but a Warlord at the time. By doing so, he had also made the time to free the slaves which were on board the only way he knew how, with the sweet release of death. With the alien ships burned and their crew slaughtered, KrielTal had earned the respect of his comrades. This rise of status had been noticed by Emperor ViCath, who decided to crown KrielTal as the new Overlord of the BoaskXees Greater Clan. The other Overlords hardly approved of this at first, but as the years passed, KrielTal had proven that he has skill and valour in abundance, earning the respect of many other Virions and the entirety of his own Clan. When the battle draws near, KrielTal will appear before the enemy with no fear and approach them headstrong. While fighting, KrielTal unleashes his fury like wildfire and it spreads further in all directions, scorching all that gets caught up within it. His anger is comparable to a volcanic eruption, it comes suddenly and violently, it spreads slowly, but everything that it touches gets burnt to cinders. In his wake, nothing but ash and smoke remain. He was even known to be lost in his anger, going on in berserk fury rampaging across the battlefield, killing, burning, smashing and ravaging anything that he comes across. The other Overlords of the Greater Clans see this as a side effect of his youth and lack of experience in war, but most of them believe that he might be more calm and potent as he ages. KrielTal on the other hand misunderstands their advice as insults and seeks out to better himself as both a powerful warrior and an inspiration leader. He is young, and has much to learn, but even so, he is a not someone to be trifled with, and underestimating him due to his age would be a grave mistake one would not be given a second chance to make amends for. WS BS S T W I A Ld Sv Overlord KrielTal 6 6 5 5 4 5 3 10 2+
CLAN ARTEFACTS
Flame Belcher: This is the symbolic weapon of the Overlord and is unique to him alone. He had ordered it to be built to not spit corrosive gas like most Virion weapons of that type, which were a preferred option of the BoaskXees Clan, but to instead belch torrents of flames, turning everything in its direction into burning husks and smouldering debris. The Flame Belcher had proven its usefulness time and time again. When KrielTal brings forth this gun, the enemy will soon become nothing more then ash, smoke and cinder lying at his feet. Range Template S 7 AP 2 Type _ Assault 1, Blind, Soul Blaze, Master-crafted
UNIT TYPE: Infantry (Character) WARGEAR: Veteran Armour (pg 84), Adrenaline
Boosters (pg 83), Gas Grenades (pg 83)
WARLORD TRAIT: Glorious Charges (pg 45) SPECIAL RULES: Independent Character,
Stubborn, Temper (pg 45), Quick Reaction (pg 45), Overlord (pg 45) Incinerate: When KrielTal is taken as Overlord, all Infectors (pg 80), Purifiers (pg 81), Gas Purgers (pg 86), Spore Cannons (pg 86) and Toxic Spore Lobbers (pg 87) receive the Twinlinked Special Rule and wounds caused by Gas Grenades can be re-rolled. In addition, all non-Mechanical Virion units gain the Preferred Enemy (Dark Eldar) Special Rule.
Blade of Rupture: Quite possibly the single most revered relic in the entire BoaskXees Clan. This sword had been passed down from Overlord to Overlord since the Age of Enlightenment and is said that Emperor OutRargth had ordered it to be built. The sword has small openings on its surface, from which a liquid leeks and soaks the entire blade. With a strong grip, the user can trigger a spark, which ignites the liquid. To those who do not understand this, it seems as if the sword suddenly came ablaze according to the bearers own will. It is the iconic symbol of the entire Greater Clan and is to this reason that it is greatly revered. It is currently wielded by Overlord KrielTal, and his title, the Flaming Rage is very fitting. Range S +2 AP 2 Type _ Melee, Fleshbane, Soul Blaze, Master-crafted
69
BOLORG
HEAVENS LASH, OVERLORD OF DRAGOEK
As a Virion born in the sandy world of RazGar, BolOrg grew up fighting the vicious sandstorms that plagued the people which had been raised there. However, these people had learned how to survive, adapt and even respect the sandstorms. BolOrg understood the deserts the most, for he thought that he could relate to them. The sandy plains could be calm and peaceful at times, then suddenly violent and deadly. BolOrg is a patient individual, but once his patience had been pushed to its limits, he will explode in a storm of anger and blind fury. These outbursts of rage had him feel isolated from the others, but he had learned to accept it and thrive in solitude. Regardless of this, BolOrg had earned his status as Overlord through many decades of obedient service in the Maiden Wars. This rise in status had proven that BolOrg is a competent leader, and that he can suppress his murderous urges when he needs a calm spirit and a clear mind. He spends plenty of his free time in isolation, calming himself, becoming one with his own spirit, absolving his anger and replacing it with tranquillity. But these rigorous rituals of peace were not enough to keep him calm in some situations, most notably when dealing with the Craftworld Eldar. During one occasion, the Overseers managed to force the Eldar of Craftworld Iybraesil and Virions of Greater Clan DragOek to come on neutral ground and start negotiations of peace. Overlord BolOrg had accepted to come in person, along with his personal Battle Clanguard retinue. The talks did not go nearly as smoothly as the Overseers hoped they would. Instead, the Eldar would insist that the worlds of the Maiden Cluster belong to them, because life was seeded there by the Eldar predecessors, while the Virions debated that those planets are rightfully theirs, because it was the Virions who conquered those worlds and gave countless lives trying to protect them from alien invaders of all kinds. Neither side would let up, and eventually, Overlord BolOrg had enough of that worthless banter. He gave the Eldar an ultimatum, either they leave, or they die. The Eldar chose to fight, and so the war resumed. The Virions did not wait, and BolOrg had immediately massacred the Eldar representatives which were standing before him, and declared that the war would last until either of the sides were extinct. At that point, the Overseers had given up and retreated from the Maiden Cluster, allowing for the senseless bloodshed to continue. Even at the eve of the 41st Millennium, the Virions there are being lead by Overlord BolOrg, the Heavens Lash. He earned his title because of the way he fights. He descends from the sky and lands on top of the enemy. Then he delivers punishment to those who oppose him, and his attacks are like a crack of a whip, quick and painful. As hard as he may try to control his killing instincts, he cannot deny that they had helped him win in countless battles across the centuries and that he is now among the most feared enemies the Eldar had ever faced. WS BS S T W I A Ld Sv 6 5 6 6 4 6 4 10 2+
Overlord BolOrg
UNIT TYPE: Jump Infantry (Character) WARGEAR: Veteran Armour (pg 84), Adrenaline
Boosters (pg 83), Blaster Pistol (pg 80), Dual Energy Sabres (pg 82)
WARLORD TRAIT: Glorious Charges (pg 45) SPECIAL RULES: Independent Character,
Stubborn, Temper (pg 45), Quick Reaction (pg 45), Overlord (pg 45) Arial Assault: When BolOrg is taken as Overlord, you may take one squad of Assault Clangaurds as Troops. All units bearing the title Warchief and the Battle Clangaurds taken with BolOrg can replace their Ceremony Blades with Energy Sabres (pg 83) and if they do take an Energy Sabre, they may replace their Striker Pistols (pg 82) with an additional Energy Sabre. In addition, all non-Mechanical Virion units gain the Preferred Enemy (Eldar) Special Rule. Blind Rage: Whenever BolOrg is under the effects of the Rage Special Rule (which is caused if he fails a Temper test), then his attacks again the Smash Special Rule.
CLAN ARTEFACTS
Wings of Fire: BolOrg had requested of the best Virion technicians to create a Jump Pack so powerful, it can lift his massive body clad in Veteran Armour. There are rumours saying that the Virions are utilizing Eldar Flip belts, confiscated from earlier conflicts. These anti-gravity devices are one of the possibilities of why a hulking giant clad in heavy armour like BolOrg is capable to move around with such stunning speed and accuracy. But no Virion engineer would admit to doing such a heinous act, and those who took part in the creation of this pack would rather die than spill the secrets of their craft. Regardless of how it was built, the Wings of Fury allow BolOrg to fly around at high speeds and descend upon the foe like an angel of vengeance. Wings of Fury allow Overlord BolOrg to behave like Jump Infantry in all aspects and all of his Hammer of Wrath charges receive the Strikedown Special Rule.
70
GARAKHAN
THE BUTCHER KING, OVERLORD OF FAUWYK
In the deepest and darkest corners of the Halo Zone, one may find many perils and dangers beyond a mortals wildest imagination. From haunted ghost planets to monstrous threats born of the bloodiest of nightmares, none of these compare to the Virion Renegades. Since the Long War had ended, the FauWyk Clan declared itself Renegade, and it abandoned the Empirical Law and the Holy Code of Honour. Over the millennia, several more Clans would start to follow their example, and that is how the first Renegade Clans were formed. Because it survived the Long War, the FauWyk Clan is technically a Greater Clan and they use this fact to taunt the Empirical Virions. The FauWyk Clan gathers up criminals, outcasts, rebels, deserters and every single peace of scum the Virion Empire had produced. This filth would seek out Renegade Clans to join, and the one that will always grant a helping hand to these radicals is the FauWyk Clan. It is to this reason that this Clan had managed to sustain sufficient numbers to plague the Grand Virion Empire still. The FauWyk Clan is scattered across the stars, at the borders of the Empire, in the unexplored parts of the Halo Zone, and even at some parts of the Segmentum Pacificus, staying in the blind spot of the Imperium. However, the one who can rally all the Virion Renegades is the current Overlord of the FauWyk Clan, GaraKhan. He despises both the Grand Virion Empire and the Imperium of Man equally. His desire is nothing more then to topple the foundations of both in a single great revolution and instate the Virions as the ultimate rulers of the Galaxy, enforcing their own ruthless regime. He is still far from this ultimate goal, but he is working tirelessly to come one stop closer. He is currently organizing a series of raids in the Segmentum Pacificus, and many Imperial worlds had fallen silent, while both the Empirical Virions and Imperial officials can do very little to try and hold back his advances. He is building up a force like no other, and is planning to amass an army of Virion and Human renegades, and then let them loose upon Humanity, letting them rampage across the stars. Even now, they are tearing down the icons of the God-Emperor, burning his churches and butchering his priests. This is only the beginning. Not long before the Night of a Thousand Rebellions started, a Company of the Lions Defiant Chapter went to investigate an Imperial agricultural planet near the Sabbat Worlds. What they found was nothing more then pure carnage, bloodshed and dismay. Corpses and ruins littered the planet, while the alien invaders were enslaving the survivors. The battle that ensued was intense, but the FauWyk Virions had prevailed. The Captain of the Lions Defiant was brought before GaraKhan. He then presented the Space Marine with a line of Human children, which were blindfolded and chained and behind each was a Virion Clanguard. With a single hand gesture, the Virions slit the throats of the young ones and blood poured in all directions. GaraKhan and his ruthless minions were bursting with laughter, while the Astrates could do very little but watch as the bodies simply fell to the ground, lifeless. The Marine was then set up in an escape pod and launched towards the nearest Imperial planet. He would then tell tales of what he saw, and spread the terror of the gruesome scenes he bared witness to. GaraKhan usually leads his warriors from behind the scenes, but when he must take matters into his own hands, and then he will take joy in slaughtering his enemies, earning the title the Butcher King. WS BS S T W I A Ld Sv 6 6 5 5 4 6 3 10 3+
WARLORD TRAIT: Skilled Tracker (pg 45) SPECIAL RULES: Hit & Run, Independent
Character, Stubborn, Skilled Riders, Temper (pg 45), Quick Reaction (pg 45), Overlord (pg 45), Outcast (pg 68) Terrorize: When GaraKhan is taken as Overlord, you may take one unit of Storm Clangaurds as Troops and all Combat Clanguards gain the Infiltrate Special Rule. In addition, all non-Mechanical Virion units gain the Preferred Enemy Special Rule when fighting other Virions, Space Marines and the Imperial Guard.
CLAN ARTEFACTS
Hurricane Gale: This is quite likely the most powerful jetbike ever produced by Virion hands. Its exact time of creation is a mystery, just like its original user, but it is known that it is currently used by GaraKhan and he uses it as his personal steed which carries him to the thick of battle. Hurricane Gale is a Jetbike fitted with a Spike Flicker and twin-linked Light Missile Spewer. The Slaughterer: This doubled bladed spear comes with serrated blades on both ends. It had impaled thousands of hearts and beheaded countless enemies of the FauWyk Clan and GaraKhans great plans for all Renegades. Range S +2/+1 AP 2/3 Type Melee, Fleshbane, Master-crafted _
Overlord GaraKhan
71
SHRIELXE
THE TYRANT SLAYER, OVERLORD OF GAANLAK
Leading the eldest and most powerful of the Clans is Overlord ShrielXe. He is well respected by any other Overlord that leads a Clan loyal to the Empire. As the greatest of the greater Clans, the GaanLak must uphold all the virtues and duties any other Virion Clan is expected to understand. At the head of this Clan is what many may consider the greatest warrior in the entire Virion Empire. His skills are finely tuned, his strength is nearly unmatched, and his tactical prowess is flawless. ShrielXe had received plenty of praise within the centuries of service in war. He received many honours and he goes by many titles, but his most notable one would be the Tyrant Slayer. This title had been granted to ShrielXe when a splinter of Hive Fleet Cerberus entered Empirical Virion space. The Tyranids had threatened to destroy many planets, but ShrielXe and his army of Clanguards from GaanLak had stepped in to intervene. While the Clanships and Hive Ships clashed in the skies, the Clangaurds and Bioforms of all kinds were at each others throats down on the surfaces of many worlds. Eventually, the Hive Tyrant that was leading the charge had stepped forward, and ShrielXe accepted the challenge. The two alien leaders clashed and fought with bestial fury. It was hard to tell which the greater monster was, either the Tyranid or the Overlord. In the end however, ShrielXe spilled the guts of the Hive Tyrant and claimed its head as a reward. Without a leader, the Tyranids had become disoriented and scattered, which made it easy for the Virions to expunge them and reclaim their worlds. From that point on, Overlord ShrielXe was known as the Tyrant Slayer. The head of the Hive Tyrant hangs still in the personal quarters of the Overlord and it is guarded as a sacred artefact of the Clan. It was not just alien invaders from without that ShrielXe had fought, but also the traitors and renegades that lurked within. The Overlord was present at the Third Siege of KauReigh. During the Siege, ShrielXe had received the permission of Emperor ViCath to bring with him a quarter of the Royal Guard and fight of the invading renegades. The Overlord of GaanLak had lead the Clanguards on KauReigh with such brutality and vicious resolve that the Renegades trembled with fear at the mere sight of him. Celestial Cities were being cleared of resistance on a daily bases and it took less then a year to purge all of KauReigh from every single traitor that dared to set foot on the sacred homeplanet of the Virion race, the home of the Sovereign Emperor and the capital of the Grand Virion Empire. There are even records of ShrielXe fighting GaraKhan in one on one battle. But the Renegade Overlord was too quick and managed to escape in time, leaving many of his comrades behind to buy the FauWyk Clangaurds enough time to flee. Ever since, ShrielXe had managed his Clan to defend the planet KauReigh and to lead the conquest which expand the Empire. While leading these wars, ShrielXe is a force to be reckoned with, a warrior to behold, something to look upon and tremble. He does not hesitate to unleash the primal fury and to give in to his killer instincts which run through the veins of every Virion Rarzg that earns his right to become a Clanguard. Overlord ShrielXe expects danger around every turn, an enemy in every corner; he is always ready and never lets his guard down. When his adversaries are in his sights, he will charge at them directly, with steel nerves and unshakeable resolve. Reckless or courageous, it matters little, for ShrielXe had won many wars and earned many honours by relying on his instincts. WS BS S T W I A Ld Sv Overlord ShrielXe 6 5 5 5 4 5 3 10 2+
UNIT TYPE: Infantry (Character) WARGEAR: Veteran Armour (pg 84), Adrenaline
Boosters (pg 83), Blaster Pistol (pg 80)
CLAN ARTEFACTS
Shredder: This type of Chainsword is unique to Overlord ShrielXe. It is his most favoured weapon, because he loves the sound it produces when it clashes with the flesh of his opponent. As a hundred blades go forth from its base at high speed, they will grind against armour and tear it to ribbons. It is a very large sword and even ShrielXe sees it as heavy. Range S 2 AP 2 Type _ Melee, Armourbane , Two-handed, Unwieldy
72
PERARZG
THE SPIRIT WALKER, OVERLORD OF HOMJEK
The Overlord of the HomJek Clan is considered to be the single most powerful Virion seer in the entire Empire. PeRarzg is nearly two thousand years old, and he remembers at least ten thousand wars in which he participated. He still remembers the times when ZenShriel was the Sovereign Emperor, when the difference between Greater and Lesser Clans was proclaimed, and even when the Motherships first took flight. He even recalls the times when ZenShriel passed away and ViCath came to rule. Even the images of the Macharian Heresy are clear to him. He is the eldest and most experienced of the Overlords, hence he is also the most respected and revered. In the case of Virions, age brings wisdom and power alike, hence PeRarzg is also highly powerful and can bring forth vast amount of spiritual energy to assist his comrades and vanquish his adversaries. In his time, PeRarzg had spent many years exploring the icy wasteland BelRadAk, the homeworld of the HomJek Clan, which had suffered major climatic changes since the FauWyk Clan came to render their vengeance not long after the Long War ended. The surface of BelRadAk was once covered with beautiful cities, now all that remains are ruined buried in snow. Volcanic eruptions are also quite common, with sudden tremors shaking entire mountains and splitting the ground, allowing for tons of flame and smoke to gush out into the sky. This mix of fire and ice had given BelRadAk its own dangerous appeal. Regardless, PeRarzg seeks out the lost and forgotten artefacts and relics which were lost when the FauWyk Clan attacked. He and his personal retinue of Warseers are scattered on the planets surface, desperately trying to recover the glory of olden times. However, when the Clan needs him, PeRarzg will abandon his eternal quest for the time being and go forth to where he and his might are required. Because he is finely tuned with the spiritual energies and the nature of the Warp, he had been called for many times to deal with sudden risings of Chaos Daemons and their mortal servants. With his psychic powers, he cut down legions of Bloodletters and Daemonettes, he vanquished Lords of Change and Great Unclean Ones, and he even blasted the minds of Daemon Princes. He stopped many Warp Storms and Daemonic incursions, but he also lost at a few occasions. At those dark times, he got to see the worst nightmares the Warp can unleash, lead by Daemonic lords of such great power, they might just be the legendary traitor Primarchs. Whether he fought power evils of ancient past or not, he still cannot forget the terrors he bared witness to and the faces of all the souls he could not save. His mind is eternally tormented by the thoughts of failure, and so went on a self imposed crusade of penance, to make amends for the errors he made in the past. When roused to fight, PeRarzg will bring with him a company of Seers, not to protect his physical form, but to shield his mind and soul from the perils that lay beyond. His abilities go as far as to receiving flashing images of future events that are yet to transpire, so he may be prepared for what is to come. Only a few sorcerers can hope to match the might of Overlord PeRarzg. WS BS S T W I A Ld Sv 6 6 5 5 4 5 3 10 2+
CLAN ARTEFACTS
Daemon Flayer: This long spear is engraved with mystic runes which grant it the power to cut down the hardest of daemonic hides. Its blade had tasted the blood of Greater Daemons, Daemon Princes and quite possibly Primarchs. Range S +2 AP 1 Type _ Melee, Force, Soul Blaze, Fleshbane, Master-crafted
Overlord PeRarzg
UNIT TYPE: Infantry (Character) WARGEAR: Veteran Armour (pg 84), Xenofact Shard
(pg 84), Adrenaline Boosters (pg 83), Blaster Pistol (pg 80),
Runes of Battle: PeRarzg had engraved upon himself a series of mystic runes which protect both him and his allies. PeRarzg and all friendly units 12 from him receive a 3+ Invulnerable save. The effects last for as long as he lives.
73
WROASBAAL
KING OF THE SEAS, OVERLORD OF JAIMARK
Ever since his youth, WroasBaal was always impressed by the deep seas and all the creatures that lurked within. The planet of his origin, Wroask, has the vast majority of its surface covered in deep blue oceans. The Virions there are forced to reside in bubble cities on the ocean floor. They illuminate a faint warm glow which attracts aquatic predators of all kinds, including the monstrous KralWroask. These colossal serpents can exceed the length of an entire kilometre and their teeth can be compared to Titans. At one occasion, a KralWroask attacked the primary Virion aquatic city. To defend it came the former Overlord of the JaiMark Clan. The fighting was intense, but the KralWroask had devoured him. In an outbreak of vengeful fury, the JaiMark Clanguards rallied to slay the beast. Many had died, having found themselves between the fangs of this beast. One Virion managed to slip through and enter the belly of the beast. He survived by feasting on its flesh and drinking its blood. There, he remained for nearly a month, before he found the serpents heart and ripped it from within. When that KralWroask was writhing in pain, exhaling its own blood, the Virion warrior emerged triumphant, bearing the Trident that belonged to the former Overlord. He found his way back to civilization and told tales of his success, bearing a peace of the beasts heart as proof. Ever since, that warrior was proclaimed as the new Overlord of the JaiMark Clan, and his name was WroasBaal. He sought out the creatures of the deep, hunting them down and claiming their fangs, claws, heads, eyes and even frozen hearts as trophies. But the greatest of the beasts he had encountered was Hive Fleet Cerberus. At one point, the Tyranid splinter fleet assaulted the planet Wroask. Mycetic Spores started to pummel the surface and submerge underwater. The Tyranid organisms had adapted themselves with gills and fins, allowing them to survive in underwater conditions. However, the Virions of JaiMark are expert hunters and trackers, being raised in the darkest depths and facing the gruesome monsters that stalk the ocean floor. The hunters became the hunted, and the Tyranids were expunged from the planet. This was possible due to the leadership of WroasBaal. He coordinated his warriors in an orderly fashion and had them strike in perfect sync. His warriors are like predators that treat their enemies as prey. When the splinter fleet was destroyed, WroasBaal wanted to see if there were more such creatures, and decided to go out and hunt down every last Tyranid he can find, and gather more trophies for his bloody tally. Ever since, the JaiMark Clan had dedicated themselves to pursing and killing every Tyranids they can find. Overlord WroasBaal leads with cunning intellect, brutal resolve and vicious nature. He trusts his instincts and approaches his opponents as he would a prey animal. He takes thrills in killing and a powerful adversary is nothing more then a challenge to him. He always seeks the strongest, to prove himself stronger. WS BS S T W I A Ld Sv 6 5 5 6 5 3 4 10 2+
CLAN ARTEFACTS
War Trident: This trident had been passed down from Overlord to Overlord within the JaiMark Clan since the planet Wroask was discovered during the Age of Enlightenment. It is believed that its blades are forged from the fang of a KralWroask. The blade in the centre is a charged spike that unleashes a burst of electricity that fries the nerves of its target. The War Trident is the symbolic weapon of the entire Clan, and WroasBaal bears it with great honour, using it to cut down the enemies of JaiMark. Range S +1/User AP 2/3 Type Melee, Fleshbane, Master-crafted _
ArGhark: A massive beast that resembles a four legged shark. Its name literally means many teeth. WroasBaal found the egg of this beast not so long ago in an underwater cavern. Thinking it was abandoned; WroasBaal took it and raised the creature that hatched as a caring parent. The beast is now fully grown, and WroasBaal can ride it to war, where it will rip and tear those who oppose its master. ArGhark grants WroasBaal the Skilled Rider special rule and one of his Attacks receives the Shred rule.
Overlord WroasBaal
UNIT TYPE: Monstrous Creature (Character) WARGEAR: Veteran Armour (pg 84), Adrenaline
Boosters (pg 83), Blaster Pistol (pg 80)
74
REGISPET
THE DESTROYER OF WORLDS, OVERLORD OF LAKRIEL
RegisPet is the single most feared Overlord in the entire Empire. He is most likely the strongest Virion in existence. He is no bloodthirsty maniac, but a cold blooded killer. When he sees an enemy, he will not stop until they are no more. He has no concern for those around him, be it friend or foe. He is dreaded by all, for he knows not the meaning of mercy or pity, because his entire life is dedicated to death and destruction. He was not always such a cruel lord; in fact, he was far more merciful when he was but a Warlord of the Clan. Since QuakMazPy became an asteroid belt, it served as a prime export of mineral resources. Warlord RegisPet was in charge of making sure that a supply route was safe. But at one point, he was attacked by Ork Freebooters. The Virions fought with great vigour against their hated enemies and stood their ground. The Greenskins boarded the Virion ships and slaughter began. Being outnumbered, RegisPet and his personal Battle Clanguards made a last stand to oppose the incoming Ork assailants. The Virions there fought with such valour and courage that even the Ork Kaptin Redeye was impressed and allowed the Virion Warlord RegisPet to live. The Orks chucked the unconscious Virion into an escape pod and left him to float in space. When he was found a few days later, immediate surgery and cybernetic implantation was necessary to sustain him. RegisPet ended up with his limbs and parts of his torso removed, replaced with robotic mechanisms. Parts of his face and neck were also missing due to a lucky Slugga shot, so bionic upgrades were necessary in that region as well. By the time the surgery was done, RegisPet became more machine then mortal in body and in mind. His thoughts were filled with nothing more then hate. He quickly rose to rank of Overlord, by proving his power in battle. He grew to utterly detest all of green kind and their very existence is a pain to him. He seeks out any Ork he can find and destroy it entirely. His reputation preceded him not only in Virion space, but among the Halo Raiders as well. The Orks call him Da Big Destroya and tremble at the very mention of his name. To look upon him is to behold a wrathful deity of war, which will annihilate all that stands before it without hesitation. To him, his personal vendetta against the Greenskins takes precedence over everything else and anyone who stands in his way shall be trampled to a bloody pulp. He is described as a six ton engine of mass destruction bent on galactic extermination. WS BS S T W I A Ld Sv Overlord RegisPet 6 6 6 6 5 4 3 10 2+
RegisPet is the ultimate fighting machine! Unstoppable! Merciless! Glorious! No one is safe from RegisPet!
CLAN ARTEFACTS
Coordination Beacon: Overlord RegisPet brings with him a sensitive and accurate beacon array which can directly transmit his orders to any mechanized unit on the battlefield. This allows him to take direct control over specific units and direct them precisely where they are needed. In short, RegisPet may exchange the limited sentience of a robotic unit and replace it with his own ruthless intentions. Coordinated Beacon makes every unit with the Mechanical Special Rule within 30 of RegisPet use his Leadership for any Morale, Leadership or Pinning test they need to take. Bionic Implants: These cybernetic enhancements had allowed RegisPet to survive through the great ordeal after meeting Kaptin Redeye. Ever since, he has become nothing short of a killing machine, with but a single purpose, complete annihilation of all enemies. Not only is he superbly powerful and immensely heavy, but also a terrifying sight to behold, presenting himself as the harbinger of doom. Bionic Implants give RegisPet the Eternal Warrior and It will not die Special Rules. In addition, his first attack in a challenge and his Hammer of Wrath attacks receive the Smash Special Rule.
UNIT TYPE: Monstrous Creature (Character) WARGEAR: Veteran Armour (pg 84), Adrenaline
Boosters (pg 83), Energy Pack (pg 83), Dual Power Fists, Twin-linked Spike Cannon (pg 86), Tripod Legs (pg 82)
WARLORD TRAIT: Conquering Hero (pg 45) SPECIAL RULES: Independent Character,
Rampage, Stubborn, Temper (pg 45), Quick Reaction (pg 45), Overlord (pg 45), Entrench (pg 57) Tripod Retinue: When RegisPet is taken, he does not bring a unit of Battle Clanguards, but instead a unit of Strider Tripods or Annihilator Tripods. He can leave and rejoin the unit at will. Destroy: When RegisPet is taken as Overlord, all nonMechanical Virion units have the Preferred Enemy (Orks) Special Rule.
75
TRARLNAK
TOMB BREAKER, OVERLORD OF SHUNAIEK
Coming from the industrial centre of the Virion Empire, TrarlNak had aspired to love all forms of technology. His desire to improve himself in the field of science had reflected upon his exterior appearance. Due to his somewhat reckless behaviour, he had to endure through cybernetic enhancements multiple times. His actions cost him an arm and a leg, quite literally, which had to be replaced with robotic servos. He pays little heed to this, and never regrets the actions he had committed in the past. He was described as scatterbrained, with short attention spans and little interest in what is in front of him. It is not that he isnt paying attention, but instead he tries to scan every single detail around him, it is simply the way he is. He grew to accept his cybernetics and aspired to become a great Warforger. Centuries passed, his skills improved, his mastery of engineering was flawless and his capabilities as a military commander were inspiring, and yet, even when he became an Overlord, a leader of an entire Clan, the representative of his people, he did not change one bit. He remained the same reckless and eccentric Virion he always was and he had no plans of changing his ways. Even when he has the burden of immense responsibility as Overlord resting on his shoulders, his true love is and always will be engineering and machinery. He loves to study up on new knowledge the Virions discover and examine any bit of technology they uncover. He extensively studies anything he can grab his hands on in hopes of better understanding the arts of science to better the lives of all. It is his dream to guide the Virion race into a new age of technological enlightenment, one that would help them pass the borders of what was once thought impossible. In his free time, he will toy around with any machine he can find, trying to repair what doesnt need to be fixed, making whatever he is tinkering with work at its best. This quest of his for new technologies had leaded him in the face of danger numerous times, being baited by obvious traps at some times and at others simply ending up at the wrong place at the wrong time. The most notable such occasion is when he received his title. At an uncharted planet, very close to TarRask, the homeworld of the ShuNaiek Clan, the Virions picked up odd energy readings. TrarlNak decided to take a small army of around five hundred Virion Veterans with him to investigate in person. What he found was a maze of tunnels which seemed to have lead to no end. At the core, he found a Necron Catacomb, silent and slumbering. He knew how dangerous the deathless truly are, so he ordered his technicians to plant powerful explosives at key locations around the complex, meanwhile he would try to examine some of the Necron artefacts and study them when he returns to TarRask. Most of the inhabitants of the Catacombs were slumbering, but not all of them. Scarabs, Wraiths and Spider constructs arose to defend their sleeping masters. The Virions tried to make a hasty retreat back to the surface, fighting of the nightmarish machinery and any Necron that would start to arise. On the Overlords order, the explosives were triggered and the catacombs started to cave in upon themselves. TrarlNak and roughly a hundred other Virions managed to escape, but the others had either died fighting or remained buried in rock. From then on, he was known as the Tomb Breaker and the Necron relics he acquired were studied. This helped the Virions in future conflicts against the Necron threat. The warriors that died in that expedition were the most trusted of TrarlNaks followers and their deaths were a heavy price to pay for victory. Ever since, TrarlNak would swear to do all in his power to prevent such needless sacrifices and would fight on bravely for a better future of all Virions. WS BS S T W I A Ld Sv Overlord TrarlNak 6 6 5 5 4 4 4 10 2+
UNIT TYPE: Infantry (Character) WARGEAR: Veteran Armour (pg 84), Adrenaline
Boosters (pg 83), Advanced Visor (pg 83), Cybernetic Upgrades (pg 83), Blaster Pistol (pg 80), Thunder Hammer
WARLORD TRAIT: Glorious Charges (pg 45) SPECIAL RULES: Independent Character,
Stubborn, Temper (pg 45), Quick Reaction (pg 45), Overlord (pg 45), Forge Lord (pg 47), Reinforce (pg 47) Armoured Superiority: When TrarlNak is taken as Overlord, all units bearing the title Warchief can replace their Ceremony Blades with Thunder Hammers. In addition, all non-Mechanical Virion units receive the Preferred Enemy (Necrons) special rule.
CLAN ARTEFACTS
Spectral Scanners: TrarlNak had granted himself a pair of bionic eyes which can adapt to any given situation and pierce the blackest of darkness. None can escape his gaze. Spectral Scanners allow TrarlNak and any unit he joins to receive the Night Vision special rule. Tools of Destruction: Unlike most Overlords, TrarlNak prefers creation over destruction, but that does not mean he cant use his tools of trade as weapons of war. One of TrarlNaks attacks receives the Tank Hunter rule.
76
DRAHKMAR
THE SAVOIR, OVERLORD OF VOURKDWA
Many Overlords have to choose whether they will dedicate themselves to protecting their homeworld or to lead the conquests. DrahkMar is the kind of leader who manages both. He makes the time to fight in the name of the Empire and wage war against the enemies of the Virion race and then he returns to planet CetaSab to coordinate the people living there and to solve issues on a political level. He cares for his people, but he also wishes to do his best and fight of all the evils that would threaten the Grand Virion Empire. Yet, not once did he think that he would be granted the opportunity to do both at once. At the eve of the 41st Millennium, DrahkMar received news of worlds on the borders of the Empire disappearing of the grid, loosing contact with them completely. DrahkMar had sent many fleets to investigate, many did not return, and those that did reported that the worlds that were once rich with life and thriving with Virions had become dry desolate rocks. The Overlord knew that these were all horrible omens and he rallied as many Clanguards from the VourkDwa Clan as he could to CetaSab. He also instated martial law on the entire planet, warning his people of the dangers that might come. Every able bodied Virion was trained to wield a gun and use a sword. Eventually, the main body of Hive Fleet Cerberus arrived on CetaSab, but the people were ready, all twelve billion of them. Tyranid Hive Ships battled the Virion Clanships in space, trying to outmanoeuvre each other. Mycetic Spores rained down from the heavens and into the compact streets and boulevards of CetaSab. However, besides the Virion population, there was very little biomass to devour, because the entire surface of the planet was chocked with tall spires and other Virion structures. The war with Cerberus lasted for months, before DrahkMar finished his project he was secretly working on. When the war was at its climax, a massive five hundred meter long rocket was launched, dubbed as the Peacemaker. The Virion fleets had tried their best to encircle the main Tyranid ships, herding them to the slaughter. When the Peacemaker detonated, it released an explosion which was several kilometres in diameter, and it wiped out the main body of the Tyranid fleet. The remaining Hive Ships were either obliterated by the Virion armada or had fled, becoming splinter fleets which plague the borders of Virion space still. The Tyranids that remained on the planet would be left to fend for themselves, and the Dominatrix which was coordinating the ground forces was slain by DrahkMar himself. Ever since then, DrahkMar swore to hunt down and destroy every last Tyranid that invades Virion territory. At that point he had earned two titles; the Savoir of CetaSab and the Bane of Cerberus. Overlord DrahkMar is the kind of individual who bares little malice against his opponents and fight because he must, but the Tyranids are the one thing he cannot stand. In his eyes, they are nothing more beasts that must be put down. As war rages on, DrahkMar does not loose the important things out of his sight, and still tries to dedicate himself to both the conquests to expand the Empire and returning home to lead his people. None can deny that DrahkMar is a truly inspiring hero. WS BS S T W I A Ld Sv Overlord DrahkMar 6 5 5 5 4 4 3 10 2+
CLAN ARTEFACTS
The Conqueror: A mighty blade forged by DrahkMars predecessor who was leading the VourkDwa Clan before he did. Whenever DrahkMar waves this blade in battle, he remembers the teachings of his former Overlord. DrahkMar used this very sword to liberate the planet CetaSab from the Tyranid invasion by slicing the head of a Dominatrix. To this day, Overlord DrahkMar holds this blade with pride. Range S User AP 3 Type _ Melee, Armourbane, Fleshbane, Master-crafted
Banner of Victory: This flag bears the symbol of the VourkDwa Clan and graphic depictions of DrahkMars honours and triumphs during his many centuries of service in war. When the colours of the banner fly, the Clanguards feel inspired to fight on with renewed vigour and strength. All Virion non-Mechanical units within 12 of DrahkMar can re-roll their Morale, Leadership and Pinning tests.
UNIT TYPE: Infantry (Character) WARGEAR: Veteran Armor (pg 84), Adrenaline
Boosters (pg 83), Battle Shield (pg 83), Blaster Pistol (pg 80)
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BLACK TEMPLARS:
As a Chapter of the Adeptus Astrates, the Black Templars will not tolerate Xenos. However, the Virions are unlike any other alien they had ever encountered before. With a strong belief in martial honour and warrior pride, the Virions had to some extent, impressed the Black Templars. But an alien is an alien, and these zealous Space Marines will still be cautious when dealing with any form of Xeno race. Black Templars and Virions are Allies of Convenience.
DARK ANGELS:
The mysterious Chapter of the Adeptus Astrates known as the Dark Angels is one shrouded in a thick veil of secrets. Virions do not believe that one should hide anything important from his comrades, so the distrust is mutual. There were times when a Company of Dark Angels entered the Segmentum Pacificus to hunt down the Fallen, and the Virions, who despise Renegades of all kinds, were known to gladly offer their assistance in these holy quests. Dark Angels and Virions are Allies of Convenience.
BLOOD ANGELS:
Within the ranks of the Imperium, few are as perfectly coordinated and well trained as the Blood Angels. This Chapter in particular had very few meetings with the Virions, due to their lack of activity in the Segmentum Pacificus. But in those few times the two had met, the Virions had not given these Space Marines any reason to doubt. They have not yet grown to trust these aliens, but they do not hate them either. Blood Angels and Virions are Allies of Convenience.
DARK ELDAR:
Ever since the Long War, the fallen kin of the Eldar race have plagued weaker worlds on the borders of Virion space. These aliens utilize stealth, cunning and deception as their primary weapons, which are a bane to many Virion warriors, who believe that the true way to fight is up close and personal. It were also Dark Eldar who had slain the Sixth Sovereign Emperor OutRargth, so many Empirical Virions spit at the very name of these depraved marauders. Dark Eldar and Virions are Come the Apocalypse.
CHAOS DAEMONS:
To the Virions, the vile spawns of the Warp are synonymous with the Evil Spirits of ancient legends. They embody everything the Virions strive to destroy. While the Daemons spread malice and insanity, the sacred goal of the Virions is to instate order into the Galaxy with an iron fist. The very existence of Daemons is bane to every Empirical Virion. Chaos Daemons and Virions are Come the Apocalypse.
ELDAR:
To say the Virions dislike the Eldar is an understatement. While one alien relies on outrunning and outthinking their opponents, plotting schemes and planting traps, the other would rather charge headstrong towards their enemy and crush them with all theyve got. But in the big picture, the Eldar race had fought alongside the Virions as often as they were fighting one another. In truth, the two races are like polar opposites and so became bitter rivals. Eldar and Virions are Allies of Convenience.
GREY KNIGHTS:
The Chapter 666, formerly known as the Grey Knights is the military arm of the Ordo Malleus. They work in absolute secrecy and their very existence is but a rumour to most people living in the Imperium. Naturally, the Virions would not be easy to trust such a faction, but when facing the horrors of the Warp and left with no alternative, these two form a deadly duo which cannot be stopped. Grey Knights and Virions are Allies of Convenience.
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IMPERIAL GUARD:
Ever since the Virions made contact with the Imperium during the Macharian Heresy, the aliens had started to form strong bonds with some of the Guard regiments stationed in the Segmentum Pacificus. Some Imperial Officers have even called for the aid of the Virions in times of direst need. Many Clans that ventured into Imperial space had made close allies in the Guard. The Imperial Guard and Virions are Battle Brothers.
SPACE MARINES:
Several Adeptus Astrates Chapters are stationed in the Segmentum Pacificus, such as the Lions Defiant and the White Consuls. Through the centuries, a few Chapters have come to trust the Virions and had become their close allies and brothers in arms. Both feel the same way about treachery from within and alien invasion from without and both serve their people until death. Few evils can stand against their combined might. Space Marines and Virions are Battle Brothers.
NECRONS:
Several planets in the Virion Empire had turned out to possess Necron catacombs hidden beneath the surface. This had lead to contact with several Necron Dynasties. But Virions are territorial creatures and usually intrepid such an occurrence as acts of hostility and conflict breaks out quickly. Although at some occasions, there are Necrons who bear reason and honour in what remains in their souls, which the Virions respect. Necrons and Virions are Desperate Allies. Space Wolves and Virions are Allies of Convenience.
SPACE WOLVES:
Probably the most famed and admirable Chapter in the entire Imperium. The Space Wolves are true warriors who fight to achieve glory in battle and favour from the God-Emperor. Their purpose is to destroy the enemies of their master and they have never wavered yet. There were not many occasions the Space Wolves met the Virions, but at times they did, the two had acknowledged each other as proper warriors.
ORKS:
Next to the vile forces of Chaos, the Orks are the single most hated enemy to the entirety of the Virion race. There is no such thing as a Virion who does not wish to see every single Ork in the Galaxy dead. The Long War began because the Orks invaded Virion held territory, while the Empire was young. Many Clans still bear a great grudge to this day. Orks and Virions are Come the Apocalypse. The Tau Empire and Virions are Battle Brothers.
TAU EMPIRE:
A young alien race that is found in the Eastern Fringe. The Tau are on the opposite edge of the Galaxy from the Virions, so the two had only met in very rare occasions in isolated incidents. While the Tau want to spread the Greater Good to all, the Virions want to instate absolute control to the universe. This and a shared sense of duty and self sacrifice had made it so that these Xenos work fluently together when fighting for order.
SISTERS OF BATTLE:
Quite possibly the single most zealous and religious part of the entire Imperium. The women of the Adeptus Sororitas give themselves entirely to the GodEmperor and burn all that is unclean in his holy name. Mutants, heretics, traitors, daemons and aliens are all seen as blasphemous filth in the eyes of a Battle Sister. In fact, their hate is so strong that they believe even Virions are an evil that must be expunged. Sisters of Battle and Virions are Desperate Allies. DISCLAIMER: All pictures featured in this section are not made by the writer of this Codex nor are they his property. All these icons rightfully belong to their respective creators and artists. The following pictures were simply found online.
TYRANIDS:
A new threat had come from the edge of the Galaxy from dark space. An ominous presence descends and blots out the stars. The Tyranid race is driven by an insatiable hunger for all that lives. The Virions had already encountered the fangs of Hive Fleet Cerberus. Wars between Virions and Tyranids are intense and bloody. There are no quarters, no respite, no mercy, only hate and death. Tyranids and Virions are Come the Apocalypse. Note: There is also a possibility for an Overseer Codex to be made in the future, but nothing is for sure at this moment.
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VIRION ARMOURY
This section of Codex: Virions lists the weapons and equipment used by the Virions and their Clans, along with the rules for using them in your games of Warhammer 40,000. Equipment that is carried by named special characters is detailed in the appropriate entry in the Conquerors section (pages 45 to 79), while weapons and equipment used by all other types of units are detailed here.
RANGED WEAPONS
ASSAULTER GUN
A form of large gun with three long spikes at its edge. These spikes surge with electric energy and then unleash it all in one flash of lightning. The shock would fry the nervous systems of organic enemies and burn down the circuitry of machinery. The three long spikes can also be used as bayonets, impaling the enemy of the wielder and letting raw electricity run through their living bodies, burning them from within. Range 18 S 6 AP 4 Type Heavy 2 _ Range 30 S 8 AP 2 Type _ Heavy 1, Barrage, Blast, Gets Hot, Ignores Cover
DEMOLISHER
Superior to the Bombardier is the Demolisher mortar gun. Just like its relative, the Demolisher is strapped on top of Mortar Clanguards and is used to flush out enemies from cover and get them into the open. It also fires the same type of seed cases like the Bombardier, but the Demolisher instead fires them at a much slower interval. This means that a Demolisher needs more time to create more seed cases to launch, but it makes up for it with the fact that the shells it makes are notable more potent.
BLASTER PISTOL
Virions prefer to engage their enemies in close combat rather then shooting at them from a distance. A pistol allows them to do both, and the Blaster variant is among the most potent. It is usually brought by Warchiefs, Veterans or Virions of high rank. It generates in its belly a seed case which is filled with plasma. Once the seed case hits something, it will burst and release its deadly content, which burns down flesh in mere seconds. Range 12 S 5 AP 3 Type Pistol _
GRINDER GUN
This weapon is in many ways similar to the Crusher Gun. Both are reserved for Virions who wear Veteran Armor and both are immensely powerful. This weapon has a soft underbelly, where seed cases are being produced and are filled with plasma energy and hot shrapnel. The range of these seed cases is limited, but they are propelled at high speeds straight towards the enemy. Once the intended target is reached, the seed cases will detonate, leaving behind only charred husks and pierced flesh. Range 24 S 8 AP 3 Type Heavy 1, Blast _
BOMBARDIER
The mortar gun which are strapped to the backs of the appropriately named Mortar Clangaurds. This weapon has a pouch, similar to that of its smaller cousin, the Blaster, but the Bombardier also grows sharp fragments which are filled inside seed cases along with plasma. The mortar will spit the seed cases high into the air and let them rain down upon the enemy, showering them with plasma fire and white-hot shrapnel. The Bombardier does have its drawbacks. Due to the immense power used to propel the seed cases, the Mortar is prone to failures in its cooling systems, which leads to its sudden combustion. Range 30 S 7 AP 3 Type _ Heavy 2, Barrage, Blast, Gets Hot, Ignores Cover
INFECTOR
A preferred option in many Clans such as BoaskXees, which love to see their enemies being melted away to a stinking blob of what once used to be flesh and bone. The infector produces a form of highly toxic slime in its insides. The liquid is then funnelled to a larger cavity, where it is converted to a gaseous state. As a gas, the toxin is then released, being propelled forwards in a similar fashion as flames from a flamethrower. The toxic gas will seep through cracks in armour and enter the body of the enemies. The gas is extremely corrosive, so when someone comes in contact with it, their armour will spontaneously rust and their skin will rot away in a matter of seconds. What remains of the corpse can hardly be recognized. Range Template S 4 AP 4 Type Assault 1 _
CRUSHER GUN
Clangaurds who receive the right to bear Veteran armour often see the Crusher Gun as a preferred option for ranged weaponry. It has a simple shape and a single large hole that somewhat resembles an eye. From that hole are spawned currents of extremely high voltage, which crack in the air and incinerate the intended target, shaking them to their very bone structure or construction frame. A barrage of electric fire unleashed from a squad of Veteran Clangaurds can put a stop to enemy charges, smash through the sturdiest of defences and break through the armour of battle tanks. Such a gun is to be feared and admired. Range 18 S 7 AP 4 Type Heavy 2 _
PINCER RIFLE
Related to the Blaster Pistol is the Pincer Rifle. This gun is the mainstream firearm of the Clans. It is most commonly utilized by Combat Clanguards, the backbone of every Virion army. The seed cases launched by this gun are propelled at high speeds and they pierce through the armour and flesh of anyone who would stand in the path of the Virions. If the plasma fire s not enough to slay an opponent, then they would surely suffer intense bleeding from all the shrapnel that would pierce them. Range 18 S 5 AP 3 Type Rapid Fire _
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PURIFIER
Related to the Infector, the Purifier can be considered its bigger counterpart, which is used by Veteran Clanguards. It functions in nearly the exact same way as the Infector, except for the fact that the corrosive gas produced by the Purifier is far more deadly. The gun received the name from the fact that when an enemy gets engulfed by the toxic clouds produced by this gun, hardly anything remains. Flesh will liquefy and metal will corrode to an extent it can be broken by hand effortlessly. Range Template S 5 AP 3 Type Assault 1 _
STRIKER PISTOL
As previously mentioned, Virions prefer to meet their enemies in close combat, fighting them face to face. A pistol allows a Virion to do so at improved efficiency. The Striker Pistol is like a scaled down version of the Assaulter Gun. With three spikes through which a surge of electric current runs, they shoot arcs of electric energy at their targets. These pistols are commonly used by all Virions who specialize in the bloody art of melee fighting. Range 12 S 4 AP 4 Type Pistol _
SHOCKER CANNON
This oddly shaped weapon resembles some form of trumpet more then a gun. It is used by Veteran Clangaurds who have brought necessary equipment to deafen themselves, muting all sound that would usually be heard. The reason for this is that when the Shocker is activated, it will unleash high frequency noise which affects everything in front of it. The noise itself can kill; bursting ear drums and intensive bleeding from the nose and eyes can cause a shock to unprepared adversaries. But the true effect of the gun is the fact that it will stir the very internal organs of their targets, making them tremble uncontrollably. Those that arent killed by the screaming noise will suffer in agony as they star to bleed internally and haemorrhage to death. Range Template S 5 AP 1 Type _ Heavy 1, Torrent, Cacophony
TORMENTOR
There are many weapons the Virion Clanguards can wield, but few can compare to the Tormentor. Similar to a bazooka or rocket launcher of other races, the Tormentor has a very large cavity inside of it which produces large quantities of very powerful plasma and sharp fragments. Both of these are brought together in a seed case, which pulsates with raw energy. Once the seed case reaches the intended foe, it will explode and the target will be showered by plasma and shrapnel. Such attacks can shatter the armours and hides of very powerful enemies. The seed cases of some are even upgraded with a tiny droid at its nose, which seeks out moving targets and guides the shell to it. Once a Virion holding a Tormentor has his sights on you, there is no place to run, and no place to hide, you may only pray. Range 24 S 7 AP 4 Type _ Heavy 1, Blast, Skyfire
Cacophony: When a model survives a wound inflicted by the Shocker Cannon, it must take a Pinning test. If it fails, then the model automatically counts as suffering a Concussive hit.
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MELEE WEAPONS
Rules for the following Melee weapons can be found in the Warhammer 40,000 rulebook. Force Weapons Heavy Chainsword Power Fist Power Weapons Thunder Hammer
MECHANIZED CLAWS
When Virion Tripods stride towards the battle, they will attempt to pick up their enemies, tear them limb from limb, dissect them alive and then throw away anything that remains. This is possible thanks to these mechanized claws. The claws are controlled by a separate calculating system which is attached to the side of the Tripods torso, but it functions in unison with the primary Tripod artificial intelligence. Mechanized Claws are directly attached to this separate system, which makes it easier for it to control the claws. A claw is like an elongated metal limb which can turn and bend in any given direction and on top of it is a base with a single round eye to detect and search for its foes. Onto this base are placed a number of pincers, powered by a strong hydraulic mechanism, which enables them to crush and grind all that gets in their grasp. Range S 2 AP 2 Type Melee _
CEREMONY BLADE
When a Virion of the Rarzg breed becomes a fully fledged Clanguard, he receives a blade of some sort to be used in fraternity ceremonies with his brethren. Such rituals usually include cutting oneself and smearing of blood on each others faces to introduce new squad members. Such a weapon can be anything from a sword to an axe and even a Chainsword. Next to being used in ritual, they also serve a purpose in battle. When a Virion no longer needs his Ceremony Blade in battle, he will keep it in his private quarters, as a remainder of his past. Range S User AP Type Melee _
THRASHER CLAW
Utilized only by the Healer Clangaurds, the Thrasher Claws are both tools of healing and weapons of death. It resembles a Power Fist, except it has a pair of energized blades that act as a pair of oversized scissors. The steady hands of a Healer Clanguard inside these claws can carefully cut open the armour of a wounded brother, so that it would be easier to tend to his injuries. But if he so wishes, the Healer Clanguard can use it to behead, flay, maim, mutilate and disembowel his opponents, it all tends towards the users preferences. Either to aid or to kill, a Thrasher Claw will be drenched in blood when the battle ends. Range S 2 AP 2 Type _ Melee, Armourbane, Specialist Weapon, Unwieldy
ENERGY SABRE
A relative of the simpler Energy Blade, the Energy Sabre functions in the exact same manner, only on a bigger scale and with more efficiency. The energy that surges through the sabre is comparable to Power Weapons, meaning that it can easily shred the toughest of enemies in a short span of time and with little effort. It is mostly seen on Storm Warchiefs and Veteran Clanguards, meaning it is reserved for more elite melee combatants. However, there were also instances of regular Warchiefs of the DragOek Clan to bear these weapons to war, due to their personal preference of this particular tool. If one Energy Sabre was not deadly enough, a pair is twice as deadly, hence why some Virions who are granted these blades relinquish themselves of any ranged weapons to be able to wield a pair of Energy Sabres at once to tear apart any opposition. Range S User AP 3 Type Melee, Armourbane, Fleshbane _
TRIPOD LEGS
Virion Droids and Tripods alike are robots which move on three legs. These legs have powerful pistons and pumps in their inner mechanisms, which function alongside steady hydraulics. These limbs can make their way through any type of terrain with relative ease. In addition, the Tripods Legs can also be lodged at an opponent to impale them, tearing their guts out and then throwing them out of their way, so that they may continue onwards on their path. Range S User AP Type _ Melee, Specialist Weapon, Stride, Unwieldy
FIXING TOOLS
As simple as that, a set of tools that fire bursts of energy to wield together metal or to cut open holes in armour to commence repairing. Either way, the fixing tools are primarily used for engineering and maintenance, not for combat. This does not mean that the tools of trade cannot be used as weapons of war. Range S User AP Type _ Melee, Specialist Weapon
Stride: When a model is upgraded with Tripod Legs, it receives the Move Through Cover Special Rule.
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BATTLE SHIELD
Next to the sword, a shield had been an iconic peace of wargear since ancient times. Since Virions first discovered warfare, the shield had been used to deflect blows and keep their user as safe from harm as possible. Ever since firearms were discovered, shields were not used as much, but still exist. This variety of shield is upgraded with a small force field which can absorb small incoming fire and turn away weaker blows. Even in the 41st Millennium, the shields still act as the guards of the warriors, unwavering, unshaken, unbroken. A Battle Shield confers a 5+ Invulnerable save.
ADRENALINE BOOSTERS
In the heat of battle, a Virion would prefer to head straight towards the enemy lines. The more senior warriors had proven their worth by performing glorious charges and ramming themselves towards their adversaries headstrong with no fear. To assist them further in these feats, they are fitted with a pair of Adrenaline Boosters, attached to their backpacks. When the Nanites in the armour detect a surge of hormones in the Virions body, they will trigger the boosters, making them unleash chemical compounds into the warriors bloodstream, making him go into a berserk state, caring not for his own wellbeing. A model with Adrenaline Boosters receives the Feel No Pain Special Rule. In addition, Healer Clangaurds with Adrenaline Boosters can confer this benefit to any unit they join with the exception of units with the Mechanical special rule. If the Healer Clanguard joins with a model that already has Adrenaline Boosters, then that model receives Feel No Pain (4+) instead.
CYBERNETIC UPGRADES
Either from sustaining grave injuries in battle, or through simple devotion to machine, many Virions had replaced their natural body parts with cybernetic enhancements. From severed limbs to gouged eyes, broken jaws, missing ribs, broken tails and even parts of the skull can be replaced with bionics of all kinds. The most notable individuals who posses Cybernetic Upgrades are the Warforgers, those who specialize in all that is scientific and technological. When a Virion becomes a Warforger, it is common for them to add more robotic limbs which would serve a variety of tasks, depending on how they are made and how the Virion they are added to plans on using them. Cybernetic Upgrades gives the Warforger or Scientific Warlord an extra Fixing Tool, Robotic Servo and a Welder. In the Shooting Phase, the Warforger of Scientific Warlord can fire the Welder and another weapon. Range 12 S 7 AP 2 Type _ Assault 1, Gets Hot
ADVANCED VISOR
To a Virion, a warrior that conceals himself is no true warrior, but they had met many who would hide from the Virions, waiting for an opportunity to strike. To this reason, some senior Virions replace their standard helmets with a specially designed visor which has a highly sensitive sensor mechanism integrated in it. This enables the user to see what previously could not be seen. A model with an Advanced Visor can target an enemy unit within 12 (this does not count as choosing a target for his unit to shoot at). A unit that is targeted by one or more Advanced Visor has its cover saves reduced by 1 until the end of the phase.
Welder
DEPLOYABLE SENSOR
A stationary object which acts as a homing beacon that can rally Virion Veterans to a single tactically critical position. It is compact, meaning it can be carried around by a single Virion. It is in some ways similar to a Prime Sentry Gun, except it serves a supporting role, not a defensive one. The Deployable Sensor (or KaaZi in the Virion language) is composed of a base with three legs and a large antenna that rotates around its own axis, transmitting coordinates towards the Virion Clanships in orbit. Friendly units composed entirely of models in Veteran Armor do not scatter when they Deep Strike, so long as the first model is placed within 6 of the Deployable Sensors bearer. For this to work, the bearer of the Deployable Sensor must have been on the board at the start of the turn. Just like an Arial Droid, the Deployable Sensor is represented on the tabletop by a separate miniature that will always remain as close as possible to the model it is attached to and will be removed if the bearer is slain.
ARIAL DROID
Unlike most Droids that are placed on top of three legs, this type has a small hover engine on it, which allows it to fly and move around with stunning agility. Virion commanders have been known to be accompanied by these mechanical companions. The purpose of the Arial Droid is to scout ahead and makes notes of the enemy positions, as well as warn his master of anyone who is following them or hiding just nearby. The Droid itself has no fighting capabilities and it can only support the Virions from a distance. It is directly linked to its master, so when he is killed, a backlash will fry the circuits of the Arial Droid, killing it as well. An Arial Droid is represented on the tabletop by a separate miniature that will always remain as close as possible to the model to which it is added. The model itself plays no part in the game; if the model gets in the way, simply move it on the side. If the Virion model is killed, the Arial Droid is also removed. When the unit the Arial Droid is attached to attacks an enemy that has the Infiltrate and/or Stealth special rules, then that Virion unit can target them normally and the enemy looses the benefits from the Infiltrate and Stealth rules, but only when dealing with the Virion unit which has an Arial Droid attached.
ENERGY PACK
This complex alien device is an attachment to Virion backpacks. When activated, it will create an energy shield around the user and a small area around him. Inside, the bearers entire squad can take shelter, as incoming enemy fire is deflected, absorbed, or simply weakened as it comes in contact with the field. A model with an Energy Pack and all models (friendly and enemy) within 6 of a model with an Energy Pack have a 4+ Invulnerable Save.
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JUMP PACK
To meet the enemy in close quarters is the only proper way to fight as far as the Virions are concerned. The problem comes when the enemy prefers to keep his distance, but this did not discourage the Virions not one bit. To help propel their warriors forwards, the Virions had engineered their own version of the Jump Pack, which carries the Virion Clanguards on top of wings of fire into the heat of the battlefield and carry them to victory. Models equipped with Jump Packs gain the Jump unit type as described in the Warhammer 40,000 rulebook.
TEMPEST JETBIKE
In many ways similar to a Centruroid, except smaller and weaker, the Tempest Jetbike is an invention the Virions were proud to use for millennia. The bike is propelled by a powerful thruster engine and the blinding speeds it reaches can outrun any fleeing enemy. They are also fitted with guns that can shred their targets before the rider swoops in for the finishing blow. Models equipped with Tempest Jetbikes change their unit type to Jetbike as described in the Warhammer 40,000 rulebook. Tempest Jetbikes are fitted with a Light Spike Flicker.
RUNIC SYMBOLS
Virion Seers have been known to inscribe symbols of the Clan and mystic writings on the armour of many warriors. These runes are then fused with spiritual energy, granting whoever wears the armour divine protection of some sorts. The runes must be renewed before each battle through rigorous ceremony and tribal rituals, overseen by a Warseer. This can be represented in different ways among the Clans, such as the JaiMark who would sacrifice a prisoner of war on an altar and smear themselves with his blood and guts, or the HomJek Clan which purify themselves with blessed water while chanting prayers. Regardless of the means, the end is the same; the runes are filled with spiritual power which shields the bearer. A model with Runic Symbols receives a 4+ Invulnerable Save. Also, the effects stack with any other Invulnerable Saves, improving it by 1. For example, if a model has a Battle Shield and Runic Symbols, it would receive a 3+ Invulnerable Save. The effects cannot be raised beyond the limit of a 2+ save.
XENOFACT SHARD
The monumental pillars of energy that reside on many planets in the Halo Zone had attracted Virions like beacons of light in a sea of perpetual darkness. To this reason, many notable planets in the Empire became notable because they have Xenofacts on them. The origin of these structures is unknown, but they had existed for as long as Virions can remember. There are even pictographs nearly a hundred thousand years old in KauReigh that display these odd monuments of light and power. As great as they are, they are not indestructible, and chunks of them have been known to fall of from time to time. Virions will then pick up these shards, shape them and engrave holy writings on them. The power of the Xenofacts still lies dormant in even the smallest of rocks that split away from it, so Virion Seers will strive to seek out these artefacts. The Xenofact Shards are revered as holy relics, for they enhance a Virions psychic abilities by a substantial margin. It is believed that this power derives from the Great Spirits themselves. Virion Psykers with a Xenofact Shard may use one Primaris Power for free. In addition, the Virion Psyker can re-roll his Deny the Witch and Perils of the Warp rolls.
ARMOR
BASIC PLATING
Many Virion constructs bear very little armour, and are thus easy to destroy. This type of armoured plating cannot take much of a hit, but it is very easy to mass produce and maintain. Basic Plating confers a 6+ Armour Save.
WARRIOR ARMOUR
Through the circuitry of this armour run the microscopic Nanites, which repair and maintain the nano-bionic technology that is essential to Virion production. The armour itself can also change shape, adapting to the users body, so that it would fit perfectly like a glove. The armour also monitors the Virions body functions, because Nanites are inserted into his bloodstream as well. It is as if the warrior and his armour had formed a symbiotic relationship that helps them survive as one. Warrior Armour confers a 3+ Armour Save.
STANDARD PLATING
This type of armour is fitted on the mainstream Droids and machinery to give them an edge in combat. It is not very durable, but comes cheap and in vast quantities. Standard Plating confers a 5+ Armour Save.
VETERAN ARMOUR
When a Virion Clanguard achieves the rank of veteran through hundreds of years of dedicated and unwavering service to the Empire, then he is permitted to wear what is considered the most powerful suit the Clans have to offer. Veteran Armour is like a bulkier version of Warrior Armour, with stronger inner circuitry that allows it to hold and use much heavier armaments. Also, the backpack is integrated almost entirely into the armour, appearing only like an elongated hood at the back. This armour can be fitted with a very large variety of weaponry and equipment that turns them into the deadliest of soldiers. Veteran Armour confers a 2+ Armour Save and a 6+ Invulnerable Save. Furthermore, models in Veteran Armour have the Bulky, Deep Strike and Relentless Special Rules and may not make Sweeping Advances. Veterans: Virion characters equipped with Veteran Armour gain the Veteran Assault and Skilled Attack rules (pg 55).
ADVANCE PLATING
For Virion mechanical units that possess some degree of importance and higher levels of utility are equipped with somewhat sturdier armour that can withstand the heat of battle. Advance Plating confers a 4+ Armour Save.
SUPREME PLATING
Virion Tripods are powerful and mighty. They are given the most powerful ranged weaponry to bear; hence they would attract enemy fire. To this reason, the Tripods are given some of the sturdiest and most endurable armour the Virions can offer. Supreme Plating confers a 2+ Armour Save.
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GAS PURGER
This weapon is a bulkier version of the Infector or the Purifier. It is equipped on top of Engineer Centruroids so that it may clear a path through the enemy lines. By doing so, it makes a path for its passengers to use, allowing them to disembark moderately safely. The corrosive gas seeps in between the smallest cracks in armour and rots away flesh, ages bones and rusts armour in a matter of a few short agonizing moments. Range Template S 6 AP 3 Type Assault 1, Corrosive Ignores Cover _
DROID LAUNCHERS
Virion hovercrafts have been known to house a swarm of small hovering Droids under its own belly. When an enemy carelessly charges at such a vehicle, the tiny Droids are awakened and they begin to scurry around towards the attacker. The Droids will attach themselves to the enemy with small hooks, burrow themselves as deep as possible and detonate. During the owning players Shooting Phase, a vehicle upgraded with Droid Launchers can use them instead of its primary weapon. You may also roll a D6 when an enemy unit charges the Centruroid with Droid Launchers. On a roll of 4+, the Centruroid may return fire using the Droid Launchers. Range 12 S 5 AP 3 Type Assault 1, Blast, One use only _
Corrosive: A weapon with this special rule can harm friendly units as well as enemy units and has Poisonous (4) special rule.
MISSILE SPEWER
Loaded with an array of missiles, similar to those used by Tormentors or Grinder Guns, the Missile Spewer homes in on its target and unleashes a volley of fire to exterminate all threats. The missiles are equipped with small targeting Droids on their heads. The Droid is used to steer the missile in mid-air, allowing it to catch fleeing enemies and even intercept enemy flyers. Range Missile Spewer 24 Light Missile Spewer Heavy Missile Spewer 18 30 S 7 6 8 AP 4 4 3 Type _ Heavy 2, Blast, Skyfire Heavy 1 Heavy 3, Blast, Skyfire
EJECTION SYSTEM
Some transports used by the Clanguards have the troop carrier segment of their structure separated from the main body. Through a simple detachment mechanism, the torso of the vehicle can separate from the rest, with the passengers still inside. This is a failsafe integrated by Virion mechanics into many of their crafts, so prevent unnecessary losses. When a Vehicle with the Ejection System is Destroyed, roll a D3 and consult the table below: 1 The failsafe didnt work; treat the crew as you would normally if the vehicle they were in was Destroyed. 2 The crew must pass a Leadership test. If it succeeds, then all is well, if it fails, then they count as if they suffered a Crew Shaken result and they disembark normally. 3 The crew disembarks from the vehicle normally, as if it wasnt even destroyed.
SMOKE DISCHARGER
When the battle is too intense and the vehicle is in need of immediate cover, it is likely that it would use this device. Placed under the belly of the vehicle are vents from which cooling gas derived from liquid nitrogen is released. The fumes will engulf the vehicle like a gentle mist, clouding the vision of its enemies for a short period of time. The Smoke Discharger counts as Smoke Launchers (which can be found in the Warhammer 40,000 rulebook) with the exception that the 5+ cover save also affects units within 3 of the vehicle that used the Smoke Discharger, regardless of whether they are friendly or enemy units.
FREQUENCY DISRUPTOR
This peace of equipment can be considered as an odd variation of a Searchlight. From orifices dotted around the vehicle is emitted an eerie light which constantly changes its own spectrum and is accompanied by a sound of high frequencies. The light and the sound combined can disrupt an enemy formation, blinding their vision and irritating their hearing. The changing sound frequencies and blinding light can disorientate the enemy, making them feel ill and confused, making them collapse and even faint. The Virions utilize this gadget when facing overwhelming odds, to disrupt the enemy coordination. When an enemy unit charges a vehicle with a Frequency Disruptor, that enemy unit must take a Leadership test. If it succeeds, then they charge as normal, but if they fail, then their assault had failed and they suffer from the Blind special rule. In Night Fighting, the vehicle and the targeted enemy are illuminated (place a counter next to the units as a reminder). Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.
SONIC AMPLIFIERS
In situations when a Virion craft is surrounded by enemy infantry at all sides, it may want to rely on this device to regain its space. At the sides of the craft are placed voice boxes which will unleash a high pitched noise blast which will knock down the attackers on their feet and shake up their internal organs. Once the enemy is incapacitated, they make easy targets. During the Initiative 10 step of the Fight sub-phase, any enemy unit with at least one model in base contact with the vehicle suffers a number of Strength 3 AP4 hits with the Cacophony special rule equal to the number of models in base contact with the vehicle.
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SPIKE CANNON
A variation of the coil-gun (a relative of the Rail-gun) which fires energized particles at high speed and velocity. The particles are unstable, so anything they pass through is annihilated. The trace of the particles passing through resembles an effect of an aurora. Although beautiful and stunning for the eye, the Spike Cannon is deadly beyond compare, capable of shredding armour and incinerating flesh. It received the name because all of the targets that were hit by this weapon look as if a massive spike vent straight through them. Range Spike Cannon 36 Light Spike 30 Cannon Heavy Spike 42 Cannon S 9 8 10 AP 2 3 1 Type _ Heavy 1, Blast Heavy 1 Heavy 1, Large Blast
SPHERE CANNON
In the tarsal region of this gun lies an energy core that gathers up heat in large proportions. The heat is then shaped into a shinning ball of flame. The fireball is then launched at the enemy, propelled by its own power, leaving a flaming trail behind. The ball of heat will melt down anything it hits, engulfing them in intense heat. It would be as if someone were to be hit by a speeding meteor. The gun is prone to overheating and is therefore seen as unstable, but its efficiency is undisputed. Range 24 S 7 AP 3 Type Heavy 1, Gets Hot, Soul Blaze _
SPORE CANNON
Unlike Infectors, Purifiers or Gas Purgers which convert the toxic fluids being produced in them into an acid cloud, the Spore Cannon instead unleashes the fluid itself, like a hose would water. The corrosive liquid would stick to the enemy, seep through every single tiny gap and eat them alive, until there is nothing left but a stinking blob and a malformed corpse. Range Template S 5 AP 3 Type _ Assault 1, Corrosive (pg 86), Ignores Cover
SPIKE FLICKER
Related to the Assaulter Gun and the Crusher Gun, the Spike Flicker is a weapon that propels massive arcs of lightning. It builds up energy in its base and when the power levels spike, it will unleash the pent up electricity in a flash of destructive might. The gun has one hole that somewhat resembles a way from which the lightning bolts are shot. The sound of this gun firing resembles more a raging thunder storm that echoes across the battlefield, heralding a storm of war to all who can hear it. Range Spike Flicker 24 Light Spike 24 Flicker Heavy Spike 24 Flicker S 6 5 7 AP 3 4 3 Type Assault 3 Assault 2 Assault 1, Blast _
TARGETING BEACON
A highly advanced peace of technology that scans a large area around it. The Targeting Beacon is equipped with highly sensitive sensors which scan the area around it, making detailed information about the surroundings. This gadget can relay the exact coordinates of enemy units to other Virion squads or even other Vehicles and mechanized units. It primarily has a supporting role, marking out all possible threats to the Virions. A vehicle with a Targeting Beacon and friendly units which are 12 away from it can re-roll all of their shots (except psychic). But to do so, the Targeting Beacon must be positioned, meaning that the vehicle upgraded with it must not move during that turn.
SPIKE MORTAR
Deriving its design from the Bombardier and Demolisher mortar guns, the Spike Mortar is attached to Mortar Centruroids instead of Mortar Clanguard. But unlike the mortars used by the appropriately named Virion Clangaurds, the Spike Mortar has far more advanced and stable cooling systems which make it so that the Mortar Centruroid is not likely to explode due to overusing its primary weapon. This assists it greatly, allowing to freely unleash a rain of seed case projectiles, which will rain down hot plasma and energized shrapnel upon the enemy. Range 48 S 7 AP 2 Type _ Heavy 3, Barrage, Blast, Ignores Cover
THUMPER CANNON
Similar in many ways to the Shocker Cannon, the Thumper Cannon is exclusive to Thumper Centruroids. This weapon has a set of frequency adjusters, which gather up high frequency inside of the cannon. Once enough is gathered, the sound is splashed forward like a wave, hugging the ground and mowing down anything that gets in its way. Enemies will find themselves thrown to the ground, their insides scrambled and their heads pounding as blood starts to gush from their ears and eyes. This gun had been known to throw down the mightiest of adversaries. Range Template S 8 AP 3 Type _ Heavy 1, Cacophony (pg 81), Pinning
SPEAR CANNON
This cannon fires a continuous burst of plasma energy that melts down armour. It functions like a heat ray, focusing al of the power at one spot and then shooting at a single point. No type of armour can withstand for long under the rays of the Spear Cannon. The reason for its name is quite simple; it penetrates through the enemy in a single straight line, like a spear would. With this weapon, a Virion machine could pierce through the opposition with pin-point accuracy and flawless precision. Range 18 S 8 AP 1 Type _ Heavy 1, Melta, Torrent
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WAR PAINT
Its not only Virion Clangaurds who decorate their armour with tribal paints that depict the honours and deeds they had committed in war. The Pilot Clanguards who drive the Centruroids or fly the Helidynes also paint the exteriors of their crafts to show of all the notable achievements they had made. Such colorations are proudly shown of so that all who see the chassis of a Virion vehicle can see how great it truly is. All friendly non-Mechanical units within 12 of a Vehicle with War Paint can re-roll their Leadership and Morale tests.
XENOCIDE BOMBS
Virion Helidynes, as the flyers that serve the Clans, can be equipped with a variety of explosives which it can drop on top of its enemies in swift bombing runs. The type of bomb can be an electric burst of high-voltage lightning, or a seed case which sprays plasma and shrapnel in all directions, or a mixture of toxic gas and acid fluid which dissolves anything it touches, or even a shockwave of varying frequencies that shakes up the very ground itself. Regardless of the type, all of these are simply referred to as Xenocide Bombs. When deployed, the bombs will rain down death to all beneath it. They are often compared to divine punishment, sent from the very heavens to punish the wicked and the vile, exterminating them from the world. Range S 6 AP 3 Type Assault D3, Bomb, Large Blast, One Use Only _
VIBRATION CANNON
When the Screamer Helidynes go forth to wage war, they do so using this weapon in particular. Functioning in a similar way as the Shocker Cannon, the Vibration Cannon fires rings of noise that stir up all that it hits to its very foundation. Infantry is thrown away like leaves on a wind, vehicles are pinned down and even smaller buildings collapse when facing the dreaded beats produced by this cannon. When the sound waves are unleashed, it produces something that resembles a bloodcurdling scream that tears the very sanity of those who are unfortunate enough to hear it. Range 18 S 7 AP 4 Type _ Heavy 1, Blast, Cacophony (pg 81), Pinning
Bomb: The rules for Bombing Runs are found in the Warhammer 40,000 rulebook.
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GLOWING BEACON
A unique type of equipment, not exactly a banner or a standard, but more of a staff with lights that illuminate the darkness, showing the path for all Virions around them. Those who bear this tool to war are usually entrusted of leading a path through darkened paths and chasing away the shadows with the purity of pure and blessed light that shines from their souls. The Glowing Beacon count as a Searchlight (see the Warhammer 40,000 rulebook) except it not only illuminates the enemy and the bearer, but also all models (friend or foe) that are 12 from the model that holds the Glowing Beacon.
BATTLE STANDARD
Perhaps one of the greatest honours a Virion Clanguard may achieve is the right to carry one of these into battle. A Battle Standard proudly displays the symbol and colours of the Clan, as well as graphic depictions of all the battles won, glories earned and other notable events that army in particular had went through. When a Virion brings forth this standard to war, those who look upon it will be granted renewed vigour and new courage to continue fighting even in he most adverse of odds. Non-Mechanical friendly units from Codex: Virions within 12 of the Battle Standard re-roll failed Morale and Pinning tests. In addition, all friendly non-Mechanical Virion models in the same unit as the banner have +1 Attack whilst the bearer is alive.
HIDEOUS DISPLAY
If the enemies were to send scouts to spy on the Virions and he were to be caught, then the scout would be brutally tortured to death. His corpse is then crucified on an iron cross, which is then carried to battle. The sight of a dead comrade being carried around like an object is horrifying and sickening to many. It is a reminder of what is to happen to all who would be foolish enough to try and hide from the Virions. The bearer and his unit cause Fear. In addition, no enemy Scout or Infiltrator can deploy within 30 of the unit that carries the Hideous Display.
COMBAT BANNER
Some squads of Virion Clanguards become well respected in their army, and the Warlord in charge of them might feel it necessary to document their deeds some way. He then orders for a new flag to be made, one depicting all the deeds worthy of mention that one squad had made in the field of battle. After it is done, the squad may feel proud of themselves for being granted such an object. The Clanguards of that squad may gaze upon their own banner and be reminded of all the things they went through together in the past, thus being encouraged to fight on. Non-Mechanical friendly units from Codex: Virions within 12 of a Combat Banner re-roll failed Morale and Pinning tests.
XENOFACT FRAGMENT
Some parts that break of a Xenofact are small enough to be used as tools by Virion seers, but some are large enough to be placed upon a staff and be carried like revered banners. The energy that pulsates in the Xenofacts also runs through this fragment, and its bearer can call forth for the power of the Great Spirits to blind the enemies of the Virions with their holy mystic light. All enemy ranged attacks (including psychic) fired at the unit from within 12 suffer an additional -2 to Hit, or -1 To Hit if fired from over 12 away. In addition, all successful wounds caused in close combat by the unit with the Xenofact Fragment have the Blind special rule. This unit is always Illuminated.
SACRED STANDARDS
An Overlord may have his own banner or standard of sort that best suits him. What exactly this icon would be varies between individuals that become Overlords. Regardless of shape or function, they are all seen as holy by the members of the Clan. Only one of the Sacred Standards may be chosen per army, even if you have more than one Battle Clanguard squad (of any type).
BANE OF TYRANTS
This rack contains all the severed heads of various Tyranid creatures from Hive Fleet Cerberus that were slain by the GaanLak Clan under the leadership of Overlord ShrielXe. Among these trophies is also the large head of the Hive Tyrant that was killed by ShrielXe when he earned his title. The unit with this standard causes Fear, has the Monster Hunter Special Rule and the Hate Special Rule against Tyranids. The Bane of Tyrants can only be taken if Overlord ShrielXe is in the army.
BURNING SCOURGE
To depict the burning fighting spirit of the Virions from the BoaskXees Clan is this pier which is constantly belching flames into the sky. It acts as a torch that illuminates the dark corners of the universe and banishes the shadows into oblivion, leaving behind nothing but cinder and ash. This standard acts just like a Glowing Beacon, except all close combat attacks made by this unit have the Soul Blaze rule. The Burning Scourge can only be taken if Overlord KrielTal is in the army.
HERALD OF CONQUEST
Many battles have been won and many sieges were lifted when this glorious banner was brought to bear. It has depicted on it many wars the VourkDwa Clan won, including when Tyranids attacked their blessed homeworld but were able to fight back, and win. All friendly non-Mechanical units from Codex: Virions that are 18 away from the Herald of Conquest may re-roll their Leadership, Morale and Pinning tests. The Herald of Conquest can only be taken if Overlord DrahkMar is in the army.
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BEAST CLOAK
The trials of becoming an Overlord of the HomJek Clan are rigorous at best. The Virion who is chosen must tread through the frozen wastelands and fiery pits that engulf BelRadAk. On his journey, PeRarzg had met with a massive canine beast. PeRarzg had chocked the creature with his bare hands and wore its skin as a cloak. This very cloak had been infused with the Overlords own psychic power and a part of it will be carried down to whoever is chosen to wear it. PeRarzg himself will pick a single of his finest Clanguards for the honour of wearing his cloak The chosen Virion will be able to feel the spiritual world around him, and achieve control over the psychic powers within the cloak if he has a degree of psychic discipline himself. While wearing the fur of the canine creature, the Virion will be able to awake his inner beast and set it loose upon his enemies. The wearer of the Beast Cloak will become a Mastery 1 Psyker, or his Mastery level will increase by +1 if he is already a Psyker. If he wasnt a Psyker to begin with, then he may access the powers from either the Biomancy, Divination, Telekinesis or Virion Spirituality Psychic Disciplines. He may only choose one. In addition, the wearer also gains a 5+ Invulnerable Save. If he already has an Invulnerable Save, then it is increased by +1 to a maximum of a 2+ Invulnerable Save. Only available if Overlord PeRarzg is taken in the army.
QUICK SWORD
When the DragOek Clan was requested to negotiate with the Eldar of Craftworld Iybraesil by the Overseers, Overlord BolOrg could not stand the arrogance and smug of what he considered were the invaders, so he killed them. After the slaughter that ensued, BolOrg had decided that he should try fighting fire with fire. He asked of his forgers to remake an Eldar blade into a Virion sword. The result was the Quick Sword. Light as a feather, fast as the wind, and as deadly as lightning, the Quick Sword was unbeatable. But due to his own personal vendetta against the Eldar, BolOrg believed that he shouldnt be carrying a weapon of their origin, even if it forged anew by Virions. He instead decided that he would carry the weapon with him and grant it to the one of his Clanguards he deems worthy of it. Range S AP Type _ +2 2 Melee, Fleshbane, Rending Only available if Overlord BolOrg is taken in the army.
SIEGE HAMMER
When experimenting with the phase technology of the Necrons, Overlord TrarlNak thought he could have unlocked the secret to creating a perfect melee weapon for smashing armour. The sledgehammer he crafted had not only advanced technology but also his very heart and soul. But TrarlNak would never use the hammer, because he is a creator before a destroyer. He instead thought of letting his subordinates field test it for him at every chance he got. The Virion who was given this hammer was able to crush the iron hides of tanks and crack the shells of the greatest defences. TrarlNak watches with joy in his heart and a toothy grin on his face whenever the one he entrusted the Siege Hammer delivers a killing blow, thus proving that the Overlords research does not go in vain. Type _ Melee, Concussive, Smash, Unwieldy, Tank Hunters, Specialist Weapon Only available if Overlord TrarlNak is taken in the army. Range S 2 AP 2
FANGBLADE HALBERD
This spear was used by WroasBaal when he was but a simple Warlord of the JaiMark Clan. When WroasBaal entered the belly of the KralWroask that consumed his former Overlord, it was this weapon that helped him cut chunks of the serpents flesh so that he could have survived. When he found the War Trident of his former Overlord, he decided to take it, and with the Halberd and the Trident, he split open the serpents heart from the inside and he was belched out into the sea in a mist of blood and gore. WroasBaal was obliged to keep the Trident, so he could no longer use his Halberd, but he did not abandon it, instead he would offer it to a single Virion of his Clan that had earned his trust. This is a great honour for the JaiMark Clanguards. The Halberds blade is covered with the fangs of smaller aquatic beasts and it is said that their poison was so potent that the fangs on the blade are still highly toxic if cut.
THE POSSESSED
Nobody quite understands how did this ominous weapon come to existence, but many claim that it was used by Overlord Range S AP Type _ GaraKhan to trap a Daemon inside and enslave it to his will. +2/+1 4/3 Melee, Shred, Poisonous (3), Whether these daemonic rumours are true, or were spread Master-crafted, Two-handed by Renegades to seed fear into the Empire, this blade is still Only available if Overlord WroasBaal is taken in the army. extremely powerful and frightening to behold. It is said that the Daemon inside the blade was getting restless, so GaraKhan GAUNTLET OF DESTRUCTION relinquished it and allowed anyone strong enough to resist the When RegisPet was still a merciful leader, he had but a single monster to use it. But few could match their willpower to the Power Fist as a weapon to smite the wicked. It was his favoured infamous Butcher King, and one by one, champions fell to their tool, for he could have also used it as a helping hand to his own blade, but not before slaying hundreds of enemies. Those comrades that required aid. But once he lost to the Ork Kaptin who hold this weapon feel an urge to seek out bloodshed, to Redeye, he had to replace his limbs with cybernetic enhancements, satiate the Daemon that lives within, or so it is whispered. and his Power Fist could no longer be used by him. So RegisPet had decided that he would still carry the gauntlet as a reminder of Range S AP Type _ his former life and his vendetta against all Ork kind. He will pass +2 2 Melee, Dread, Unwieldy, the gauntlet to a single Virion he sees worthy and takes it back later. Rending, Master-crafted Dread: Whenever the user causes an unsaved wound in close Range S AP Type _ combat, the attacked unit must take a Leadership test. If it fails, 2 3 Melee, Unwieldy, Concussive, Smash then its Initiative is reduced to 1 for the rest of the game turn. Only available if Overlord RegisPet is taken in the army. Only available if Overlord GaraKhan is taken in the army.
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THE CLANGUARDS
The Virions are a fan-made and unofficial army; therefore they do not have their own official range of miniatures for potential players to collect, assemble, paint and decorate. But in general, Virion models would possess a striking contrast between a futuristic and technologically advanced alien race and a race of ritualistic tribesman who uphold ancient traditions and ceremony. The colours of their armour and the symbols of their Clans would form a colourful presentation and the Virions would be very rich in flavour.
GaraKhan, the Butcher King, Overlord of the Renegade FauWyk Clan, riding on top of his Hurricane Gale Jetbike
WroasBaal, King of the Seas, Overlord of the JaiMark Clan, mounted on the back of ArGhark, a monstrous shark beast
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RegisPet, the Destroyer of Worlds, Overlord of the LakRiel Clan, he is a giant of a warrior, being more machine than a mortal man
Warlord ChiVosh, the Adventuring Spirit followed closely by his Arial Droid assistant
Here would be presented an array of symbols that belong to the Greater Virion Clans.
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A Strategic Warlord holding up his blade, as a signal for his warriors to charge forwards
A Scientific Warlord upgraded with a set of cybernetic upgrades and artificial limbs
A Warseer is an adviser to a Warlord who A Warforger is an adviser to a Warlord which calls upon the power of the Great Spirits specializes in the fields of technology
Free space, sufficient for scenery with a unit of Virion warriors being lead by a competent Warlord through a war-torn battlefield.
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More blank space, reserved for a battle scene involving a large unit of Attack Droids, making their way towards the enemy lines.
Command Droid
A squadron of Attack Droids, equipped with twin-linked Striker Pistols and Blaster Pistols
Energy Droid
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Battle Clanguard with Ceremony Battle Clanguard with Power Battle Clanguards with Pincer Rifles Blade and a Striker Pistol Sword and Blaster Pistol
Here would be presented several different variations of Virion Banners, Standards and Icons depicting the symbols of their Clans
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Veteran Clanguards are elite soldiers, they are the best soldiers of the Clans
Enough room is left here to show a torn up warzone through which Virion Veterans are marching, making a clear path towards victory
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Down here would be presented an array of different Virion helmet designs, each depicting a different type of warrior within the Clans
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An array of Assault Pods, descending from the sky, carrying with them the Virion Clanguards into the thick of battle
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Mortar Centruroid, the long ranged artillery which strikes from afar
Reserved for a picture of Engineer Centruroids deploying Combat Clanguards in enemy territory
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An alternate view (from the top) on a Missile Centruroid, with some wargear options below
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Penetrator Centruroid, the main battle tank that breaks through enemy lines
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Corrupter Centruroid, a sturdy transport which can handle the heat of war
Thumper Centruroid, the support tank which can clear a path through enemy lines
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Enough room to display a squadron of Virion Helidynes flying through the air, straight towards the battle
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These two whole pages are reserved to display a massive picture of a complete Virion army, preparing themselves for a bloody fight
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ALIEN WARRIORS
The following army list enables you to field an army of the Xenos Virion Clanguards and fight battles using the missions included in the Warhammer 40,000 rulebook.
TACTICIAN 1.
2. Tactician WS BS S T W I A Ld Sv 5 5 4 4 3 6 3 9 3+ 3. Unit Type Infantry (Character) 4. Unit Composition 1 Tactician
1. 80 Points Page 46
5. Wargear: 6. Special Rules: 7. Options: Warrior Armour Independent Character A Tactician in warrior armour may take items from the Melee Weapons, Ranged Striker Pistol Stubborn Weapons, Special Issue Wargear and/or Clan Relics sections of the Wargear list. Ceremony Blade Temper A Tactician may replace his warrior armour with Veteran Armour.30 pts Quick Reaction -A Tactician in Veteran Armour may take items
Each unit in the Virions army list contains the following information: 1. Unit Name: At the start of each army list entry you will find the name of the unit alongside the points cost of the unit without any upgrades. 2. Unit Profile: This section will show the profile of any models the unit can include, even if they are upgrades. 3. Unit Type: This refers to the unit type rules in the Warhammer 40,000 rulebook. For example, a unit may be classed as Infantry, Cavalry or Vehicle, which will subject it to a number of rules regarding movement, shooting, assaults, etc. 4. Unit Composition: Where applicable, this section will show the number and type of models that make up the basic unit, before any upgrades are taken. If the Unit Composition includes the word Unique, then you may include only one of this unit in your army. 5. Wargear: This section details the weapons and equipment the models in the unit are armed with. The cost of all these models and their equipment is included in the points cost listed next to the unit name.
6. Special Rules: Any special rules that apply to the models in the unit are listed here. These special rules are explained in further detail in either The Conquerors section of this book or the Special Rules section of the Warhammer 40,000 rulebook. 7. Options: This section lists all of the upgrades you may add to the unit if you wish to do so., alongside the associated points cost for each. Where an option states that you may replace either or both, provided you pay the points cost for each. The abbreviation pts stands for points and pts/model stands for points per model. Dedicated Transports: Where applicable, this option refers to any Transport the unit may take. These have their own army list entries. Dedicated Transports do not use up any Force Organization chart selections, but otherwise function as separate units. The Transports section of the Warhammer 40,000 rulebook explains how Dedicated Transports work. Warlord Traits: Sometimes an entry will have a specific Warlord Trait, in which case it will be listed here in its army list entry. Clan Artefacts: Some entries have unique Clan Artefacts, listed here. These, like Wargear, are already included in the units point cost.
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OVERLORD KRIELTAL
WS BS S T W I A Ld Sv Overlord KrielTal 6 6 5 5 4 5 3 10 2+ Wargear: Veteran Armour Adrenaline Boosters Gas Grenades Clan Artefacts: Flame Belcher Blade of Rupture Warlord Traits: Glorious Charges Unit Type Infantry (Character) Unit Composition 1 (Unique)
215 Points
Page 69
Special Rules: Independent Character Stubborn Temper Quick Reaction Overlord Incinerate
Options: Can take Sharp Grenades, Shock Grenades and Pulse Grenades from the Special Issue Wargear section of the Wargear list.
OVERLORD BOLORG
WS BS S T W I A Ld Sv Overlord BolOrg 6 5 6 6 4 6 4 10 2+ Wargear: Veteran Armour Adrenaline Boosters Blaster Pistol Dual Energy Sabres Clan Artefacts: Wings of Fire Warlord Traits: Glorious Charges Unit Type Unit Composition Jump Infantry (Character) 1 (Unique) Special Rules: Independent Character Stubborn Temper Quick Reaction Overlord Arial Assault Blind Rage
220 Points
Page 70
Options: Can take Gas Grenades, Sharp Grenades, Shock Grenades and Pulse Grenades from the Special Issue Wargear section of the Wargear list.
OVERLORD GARAKHAN
WS BS S T W I A Ld Sv Overlord GaraKhan 6 6 5 5 4 6 3 10 3+ Wargear: Warrior Armour Adrenaline Boosters Runic Symbols Clan Artefacts: Hurricane Gale The Slaughterer Warlord Traits: Skilled Tracker Unit Type Jetbike (Character) Unit Composition 1 (Unique)
250 Points
Page 71
Special Rules: Hit & Run Independent Character Stubborn Skilled Riders Temper Quick Reaction Overlord Outcast Terrorize
Options: Can take Gas Grenades, Sharp Grenades, Shock Grenades and Pulse Grenades from the Special Issue Wargear section of the Wargear list.
OVERLORD SHRIELXE
WS BS S T W I A Ld Sv Overlord ShrielXe 6 5 5 5 4 5 3 10 2+ Wargear: Veteran Armour Adrenaline Boosters Blaster Pistol Clan Artefacts: Shredder Unit Type Infantry (Character) Unit Composition 1 (Unique)
230 Points
Page 72
Warlord Traits: When determining Warlord Traits (pg 45) roll a D3 and choose the results accordingly: 1 Conquering Hero 2 Headhunter 3 Glorious Charges
Special Rules: Options: Independent Character Can take Gas Grenades, Sharp Stubborn Grenades, Shock Grenades and Pulse Temper Grenades from the Special Issue Counter Attack Wargear section of the Wargear list. Overlord With Strength and Honour
OVERLORD PERARZG
WS BS S T W I A Ld Sv Overlord PeRarzg 6 6 5 5 4 5 3 10 2+ Wargear: Veteran Armour Adrenaline Boosters Xenofact Shard Blaster Pistol Clan Artefacts: Daemon Flayer Runes of Battle Warlord Traits: Daemon Fighters Unit Type Infantry (Character) Unit Composition 1 (Unique)
260 Points
Page 73
Special Rules: Independent Character Psyker (Mastery Level 4) Stubborn / Temper Quick Reaction / Overlord Vengeance
Psyker: PeRarzg may choose two disciplines before battle, and he knows every single power in them, which are: Biomancy, Divination, Telekinesis and Virion Spirituality.
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OVERLORD WROASBAAl
WS BS S T W I A Ld Sv Overlord WroasBaal 6 5 5 6 5 3 4 10 2+ Wargear: Veteran Armour Adrenaline Boosters Blaster Pistol Clan Artefacts: War Trident ArGhark Unit Type Unit Composition Monstrous Creature (Character) 1 (Unique) Special Rules: Independent Character Rampage Stubborn Temper Quick Reaction Overlord The Hunt Begins
270 Points
Page 74
Warlord Traits: When determining Warlord Traits (pg 45) roll a D3 and choose the results accordingly: 1 Skilled Tracker 2 Headhunter 3 Venom Bearer
Options: Can take Gas Grenades, Sharp Grenades, Shock Grenades and Pulse Grenades from the Special Issue Wargear section of the Wargear list.
OVERLORD REGISPET
WS BS S T W I A Ld Sv Overlord RegisPet 6 6 6 6 5 4 3 10 2+ Wargear: Veteran Armour Adrenaline Boosters Energy Pack Dual Power Fists Tripod Legs Twin-linked Spike Cannon Clan Artefacts: Coordination Beacon Bionic Implants Warlord Traits: Conquering Hero Unit Type Unit Composition Monstrous Creature (Character) 1 (Unique) Special Rules: Independent Character Rampage Stubborn Temper Quick Reaction Overlord
300 Points
Page 75
OVERLORD TRARLNAK
WS BS S T W I A Ld Sv Overlord TrarlNak 6 6 5 5 4 4 4 10 2+ Wargear: Veteran Armour Adrenaline Boosters Advance Visor Cybernetic Upgrades Blaster Pistol Thunder Hammer Clan Artefacts; Spectral Scanners Tools of Destruction Warlord Traits: Glorious Charges Unit Type Infantry (Character) Unit Composition 1 (Unique)
240 Points
Page 76
Special Rules: Independent Character Stubborn Temper Quick Reaction Overlord Forge Lord Reinforce Armoured Superiority
Options: Can take Gas Grenades, Sharp Grenades, Shock Grenades and Pulse Grenades from the Special Issue Wargear section of the Wargear list.
OVERLORD DRAHKMAR
WS BS S T W I A Ld Sv Overlord DrahkMar 6 5 5 5 4 4 3 10 2+ Wargear: Veteran Armour Adrenaline Boosters Battle Shield Blaster Pistol Clan Artefacts: The Conqueror Banner of Victory Warlord Trait: Conquering Hero Unit Type Infantry (Character) Unit Composition 1 (Unique)
230 Points
Page 77
Special Rules: Independent Character Stubborn Temper Quick Reaction Overlord For Victory
Options: Can take Gas Grenades, Sharp Grenades, Shock Grenades and Pulse Grenades from the Special Issue Wargear section of the Wargear list.
WARLORD CHIVOSH
WS BS S T W I A Ld Sv Warlord ChiVosh 6 5 4 4 3 6 3 10 3+ Wargear: Warrior Armour Adrenaline Boosters Arial Droid Striker Pistol Clan Artefacts: Slayer Spear Gauntlet of GaanLak Warlord Traits: Skilled Tracker Unit Type Infantry (Character) Unit Composition 1 (Unique)
150 Points
Page 66
Special Rules: Independent Character Stubborn Temper Quick Reaction The journey is the reward Fight for your honour
Options: Can take Gas Grenades, Sharp Grenades, Shock Grenades and Pulse Grenades from the Special Issue Wargear section of the Wargear list. Replace Striker Pistol with Blaster Pistol................................12 points
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WARLORD DAZHAR
WS BS S T W I A Ld Sv Warlord DaZhar 6 6 4 4 3 6 2 10 3+ Wargear: Warrior Armour Advance Visor Energy Pack Striker Pistol Clan Artefacts: Eon Guard Sigil Robes Warlord Traits: Daemon Fighters Unit Type Infantry (Character) Unit Composition 1 (Unique)
155 Points
Page 67
Special Rules: Independent Character Stubborn Temper Quick Reaction Shield bearers Defensive Formation
Options: Can take Gas Grenades, Sharp Grenades, Shock Grenades and Pulse Grenades from the Special Issue Wargear section of the Wargear list. Replace Striker Pistol with Blaster Pistol................................12 points
WARLORD HIRAKTJON
WS BS S T W I A Ld Sv Warlord HirakTjon 6 6 4 4 3 6 3 10 3+ Wargear: Warrior Armour Adrenaline Boosters Striker Pistol Clan Artefacts: Emperor Killer Price of Ambition Warlord Traits: Conquering Hero Unit Type Infantry (Character) Special Rules: Independent Character Stubborn Temper Quick Reaction Inspiring Speeches Outcast Unit Composition 1 (Unique)
160 Points
Page 68
Options: Can take Gas Grenades, Sharp Grenades, Shock Grenades and Pulse Grenades from the Special Issue Wargear section of the Wargear list. Replace Striker Pistol with Blaster Pistol................................12 points
TACTICIAN
Tactician WS BS S T W I A Ld Sv 5 5 4 4 3 6 3 9 3+ Unit Type Infantry (Character) Unit Composition 1 Tactician
110 Points
Page 46
Wargear: Warrior Armour Striker Pistol Ceremony Blade Special Rules: Independent Character Stubborn Temper Quick Reaction
Options: Can be upgraded to Strategic Warlord (pg 46)............................................................................................30 pts A Tactician or Strategic Warlord can take items from the Melee Weapons, Ranged Weapons and Special Issue Wargear sections of the Wargear list. Strategic Warlords can also choose from the Clan Artefacts list. A Tactician or Strategic Warlord can replace his Warrior Armour for Veteran Armour..............................40 pts -A Tactician or Strategic Warlord in Veteran Armour can take items from the Melee Weapons, Veteran Weapons and Special Issue Wargear sections of the Wargear list. A Strategic Warlord can also choose from the Clan Artefacts list. A Tactician or Strategic Warlord can choose only one of the following Special Rules: -Direct Approach, Experienced Gunner or Seasoned Hunter.........................................................20 pts each
WARFORGER
WS BS S T W I A Ld Sv Warforger 5 5 4 4 3 6 3 9 3+ Wargear: Warrior Armour Striker Pistol Ceremony Blade Unit Type Infantry (Character) Unit Composition 1 Warforger
120 Points
Page 47
Special Rules: Options: Independent Character Can be upgraded to Scientific Warlord (pg 47).....................................................30 pts Stubborn A Warforger or Scientific Warlord can take items from the Melee Weapons, Temper Ranged Weapons and Special Issue Wargear sections of the Wargear list. Scientific Quick Reaction Warlords can also choose from the Clan Artefacts list. Forge Lord A Warforger or Scientific Warlord can replace his Warrior Armour for Veteran Armour...40 pts Reinforce -A Warforger or Scientific Warlord in Veteran Armour can take items from the Melee Weapons, Veteran Weapons and Special Issue Wargear sections of the Wargear list. A Scientific Warlord can choose from the Clan Artefacts list. A Warforger or Scientific Warlord can take Cybernetic Upgrades..................................25 pts
MAINTENANCE DROIDS
WS BS S T W I A Ld Sv Maintenance Droid 2 2 2 2 1 4 1 7 6+ Wargear: Basic Plating Fixing Tools Robotic Servos Tripod Legs Special Rules: Mechanical System Malfunction Unit Type Infantry Unit Composition 3 Maintenance Droids
21 Points
Page 47
Options: Can include up to five additional Maintenance Droids.................................7 pts/model Up to three Maintenance Droids can replace their Robotic Servos with: -Striker Pistol..............................................................................................................free -Blaster Pistol...............................................................................................12 pts/model
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WARSEER
WS BS S T W I A Ld Sv Warseer 5 5 4 4 3 6 3 9 3+ Wargear: Warrior Armour Striker Pistol Force Weapon Psychic Hood Special Rules: Independent Character Stubborn Temper Quick Reaction Psyker (Mastery Level 2) Unit Type Infantry (Character) Unit Composition 1 Warseer
130 Points
Page 48
Psyker: Virion Warseers and Spiritual Warlords are Psykers who use the Biomancy, Divination, Telekinesis and Virion Spirituality disciplines.
Options: Can be upgraded to Spiritual Warlord (pg 48)....................................................30 pts A Warforger or Scientific Warlord can take items from the Melee Weapons, Ranged Weapons and Special Issue Wargear sections of the Wargear list. Spiritual Warlords can also choose from the Clan Artefacts list. A Warseer or Spiritual Warlord can replace his Warrior Armour for Veteran Armour......................................................................................................40 pts -A Warseer or Spiritual Warlord in Veteran Armour can take items from the Melee Weapons, Veteran Weapons and Special Issue Wargear sections of the Wargear list. A Spiritual Warlord can also choose from the Clan Artefacts list. A Warseer or Spiritual Warlord can take a Xenofact Shard..................................30 pts
100 Points
For each HQ choice in your army with the title Warlord or Overlord (not necessarily the army Warlord) you may include a Battle Clanguard squad. These selections do not use up a Force Organization slot. WS BS Battle Clanguard 4 4 Battle Warchief 5 4 Healer Clanguard 4 4 Wargear: Warrior Armor Striker Pistol Ceremony Blade Special Rules: Stubborn Temper Quick Reaction The Chosen Ones Stray Element S 4 4 4 T W I 4 1 5 4 1 5 4 1 5 A 2 2 2 Ld 9 9 9 Sv 3+ 3+ 3+ Unit Type Infantry Infantry (Character) Infantry (Character) Unit Composition 4 Battle Clanguards Page 50
Options: One Battle Clanguard may take a banner Any Battle Clanguard or Battle Warchief can take items from from the following list: the Melee Weapons, Ranged Weapons Wargear list. Battle -Battle Standard* Warchief and Healer Clanguard can also take items from the -Combat Banner Special Issue Wargear list. -Glowing Beacon Any Battle Clanguard can take: -Hideous Display* -Gas Grenades............................................................2 pts/model -Xenofact Fragment* -Sharp Grenades.........................................................3 pts/model -Alternatively, they may take a banner from the -Shock Grenades........................................................3 pts/model Sacred Standards section of the Wargear list. Pulse Grenades.........................................................2 pts/model One Battle Clanguard can be upgraded to a Up to two Clanguards can replace their Striker Pistols for: Battle Warchief.........................................10 pts -Assaulter Gun...........................................................7 pts/model One Battle Clanguard can be upgraded to a -Infector.....................................................................5 pts/model Healer Clanguard, replacing their Ceremony -Tormentor...............................................................15 pts/model Blade with a Thrasher Claw......................15 pts Can select an Assault Pod Squadron, Engineer Centruroid, Can include up to three additional Battle Corrupter Centruroid or Contaminator Helidyne as a Clangaurds......................................25 pts/model Dedicated Transport (pg 118-119). * One per army.
ADDITIONAL OPTIONS:
As previously mentioned, a Battle Clanguard squad can only be taken for each HQ option that bears the tit le Warlord or Overlord, but the options the Battle Clangaurds can take also depend on how the Lord they are attached to takes. For example, if a Battle Clanguard Squad is attached to a Strategic Warlord that has a Jump Pack, then the entirety of the Squad (including the Battle Warchief and Healer Clanguard) must also be upgraded with Jump Packs. This also works if the Lord is a special character, for example GaraKhan, who is riding a Jetbike. Meaning, if a Battle Clanguard squad is attached to GaraKhan, then they two must be upgraded with Jetbikes (see Tempest Jetbike). You can see price values for both in the Special Issue Wargear list. In addition, if the Battle Clanguard squad is attached to an Overlord, then all Battle Clanguards, the Battle Warchief and the Healer Clanguard can replace their Warrior Armor for Veteran Armor (for 40 points per model). The only exceptions are BolOrg (where the squad would have to take Jump Packs), GaraKhan (where the squad would have to take Tempest Jetbikes, as stated above) and RegisPet (who does not take Battle Clangaurds as a retinue, but instead a unit of Strider Tripods or Annihilator Tripods). W hen the Battle Clanguard squad takes Veteran Armor, then they can take any items from the Melee Weapons, Veteran Weapons and Special Issue Wargear sections of the Wargear list. Battle Warchiefs can also choose from the Clan Artefacts list. Note, that when wearing Jump Packs, Battle Clanguards cannot take any banners. While riding Tempest Jetbikes, they can only take Battle Standard, Combat Banner or any banner from the Sacred Standards section of the Wargear list. While in Veteran Armor, the Battle Clangaurds can choose any banner as they normally would. Also, Battle Clanguards with Jump Packs, Tempest Jetbikes or Veteran Armor cannot replace their Striker Pistols with Pincer Rifles, Assaulter Guns, Infectors or Tormentors, but can still take Blaster Pistols (see the Ranged Weapons section of the Wargear list for the appropriate points cost). Battle Clanguards with Jump Packs or Tempest Jetbikes cannot take any Dedicated Transports, but Battle Clangaurds with Veteran Armor can take only the Corrupter Centruroid (and its Morphed equivalent, the Thumper Centruroid).
115
TROOPS
COMBAT CLANGUARD SQUAD
WS BS S T W I A Ld Sv Combat Clanguard 4 4 4 4 1 5 2 8 3+ Combat Warchief 4 4 4 4 1 5 2 8 3+ Wargear: Warrior Armour Pincer Rifle Ceremony Blade Special Rules: Stubborn Temper Quick Reaction Unit Type Infantry Infantry (Character) Unit Composition 4 Combat Clanguards
80 Points
Page 51
Options: One Combat Clanguards can be upgraded to Combat Warchief, replacing his Pincer Rifle for a Striker Pistol...................................free Can include up to four additional Combat Clanguards....................................20 pts/model If the squad numbers less then six models, one Combat Clanguard can replace his Pincer Rifle with a Heavy Weapon from the list, right. If the squad numbers more then six models, two Combat Clangaurds can replace their Pincer Rifles with Heavy Weapons from the list, right, The Combat Warchief can take items from the Melee Weapons and Ranged Weapons sections of the Wargear list. The Combat Clanguard squad can add a single Energy Droid (see below).............25 pts/model
Any Combat Clanguard or Combat Warchief can take: - Gas Grenades........................................................2 pts/model - Sharp Grenades.....................................................3 pts/model - Shock Grenades.....................................................3 pts/model - Pulse Grenades......................................................2 pts/model Can select an Assault Pod Squadron, Engineer Centruroid, Corrupter Centruroid or Contaminator Helidyne as a Dedicated Transport (pg 118-119). Heavy Weapons: -Assaulter Gun......................................................7 pts/model -Infector................................................................5 pts/model -Tormentor..........................................................15 pts/model
50 Points
Page 56
Options: One Attack Droid can be upgraded to Can include up to fifteen additional Attack Droids...10 pts/model Command Droid, replacing his Standard If the squad numbers less then eight models, three Attack Plating for Advanced Plating and his Droids can replace their Twin-linked Striker Pistols for Twin-linked Striker Pistol for Robotic Twin-linked Blaster Pistols....................................12 pts/model Servos and Striker Pistol......10 pts/model If the squad numbers more then eight models, five Attack One Attack Droid can be upgraded to Droids can replace their Twin-linked Striker Pistols for Energy Droid, replacing his Standard Twin-linked Blaster Pistols....................................12 pts/model Plating for Advanced Plating, his The Command Droid can take items from the Ranged Twin-linked Striker Pistol for Robotic Weapons sections of the Wargear list. Servos and additionally giving him an Energy Pack........................15 pts/model
84 Points
Page 58
Wargear: Light Spike Flicker Special Rules: Deep Strike Mechanical Coordinated Deployment
Options: Can include up to three additional Prime Any Prime Sentry Gun can replace its Light Spike Flicker: Sentry Guns.................................70 pts/model -Light Missile Spewer.........................................10 pts/model Can include up to six additional Maintenance -Light Spike Cannon...........................................15 pts/model Droids...........................................7 pts/model Up to three Maintenance Droids can replace their Robotic Servos with: - Striker Pistol...........................................free - Blaster Pistol.............................12 pts/model
116
ELITES
VETERAN CLANGUARD SQUAD
WS BS S T W I A Ld Sv Veteran Clanguard 4 4 5 5 1 5 2 9 2+ Veteran Warchief 4 4 5 5 1 5 2 9 2+ Wargear: Veteran Armour Crusher Gun Power Fist Special Rules: Stubborn Split Fire Temper Quick Reaction Veteran Assault Skilled Attack Unit Type Infantry Infantry (Character) Unit Composition 3 Veteran Clanguards
165 Points
Page 55
Options: One Veteran Clanguard can be upgraded to Veteran Warchief, replacing his Crusher Gun for Striker Pistol and Power Fist for Power Sword..........10 pts/model Can include up to three additional Veteran Clanguards.......................55 pts/model Any model can replace his Power Fist or Power Sword with: -Energy Sabre........................................................................................15 pts/model -Battle Shield...........................................................................................5 pts/model Any model can replace his Crusher Gun or Striker Pistol with: -Blaster Pistol......................................................................................12 pts/model For every three models in the squad, one Veteran Clanguard may choose an item from the Veteran Weapons section of the Wargear list. A Veteran Warchief can take items from the Melee Weapons and Special Issue Wargear sections of the Wargear list. Can select a Corrupter Centruroid as a Dedicated Transport (pg 118).
STRIDER TRIPODS
WS BS S T W I A Ld Sv Strider Tripod 4 4 8 7 3 5 3 10 2+ Wargear: Supreme Plating Sphere Cannon Mechanized Claws Tripod Legs Special Rules: Mechanical Tripod Horn Unit Type Monstrous Creature Unit Composition 1 Strider Tripod
90 Points
Page 57
Options: Can include up to two additional Strider Tripods....................................90 pts/model Any model can replace its Sphere Cannon with: -Spear Cannon..........................................................................................15 pts/model -Spore Cannon..........................................................................................10 pts/model -Spike Cannon..........................................................................................20 pts/model
ANNIHILATOR TRIPODS
WS BS S T W I A Ld Sv Annihilator Tripod 4 5 7 7 3 5 2 10 2+ Wargear: Special Rules: Supreme Plating Mechanized Twin-linked Sphere Cannon Tripod Horn Tripod Legs Entrench Unit Type Monstrous Creature Unit Composition 1 Annihilator Tripod
100 Points
Page 57
Options: Can include up to two additional Annihilator Tripods..........................100 pts/model Any model can replace its Twin-linked Sphere Cannon with: -Twin-linked Spear Cannon.....................................................................15 pts/model -Twin-linked Spore Cannon.....................................................................10 pts/model -Twin-linked Spike Cannon......................................................................20 pts/model
GUN CENTRUROID
Armour BS F S R HP Gun Centruroid 4 11 11 11 3 Wargear: Spike Flicker Special Rules: Morphing Armour Forwards Unit Type Vehicle (Tank, Skimmer) Unit Composition 1 Gun Centruroid
75 Points
Page 61
Options: Gun Centruroids can take items from the Virion Vehicle Equipment list. Morphed Upgrades: When a Virion vehicle Morphs, it retains all the Vehicle Equipment it was upgraded with. So if a Gun Centruroid has War Paint and Morphs into a Missile Centruroid, then that Missile Centruroid will also have the War Paint upgrade and vice versa.
MISSILE CENTRUROID
Armour BS F S R HP Missile Centruroid 4 11 11 11 3 Wargear: Missile Spewer Special Rules: Morphing Unit Type Vehicle (Tank, Skimmer) Unit Composition 1 Missile Centruroid
75 Points
Page 61
Options: Missile Centruroids can take items from the Virion Vehicle Equipment list.
117
DEDICATED TRANSPORTS
ENGINEER CENTRUROID
Armour BS F S R HP Engineer Centruroid 4 11 11 12 3 Wargear: Gas Purger Special Rules: Morphing Engineering Transport Capacity: Eight models. Unit Type Vehicle (Tank, Transport, Skimmer) Unit Composition 1 Engineer Centruroid
60 Points
Page 60
Options: Engineer Centruroids can take items from the Virion Vehicle Equipment list. Can take Ejection System...................................................................................30 pts Note that when a Transport is upgraded with the Ejection System and Morphs into a different vehicle, the Morphed version will count as having bought the upgrade as well (increase point cost appropriately) even though it cannot benefit from it.
MORTAR CENTRUROID
Armour BS F S R HP Mortar Centruroid 4 12 10 11 3 Wargear: Spike Mortar Special Rules: Morphing Starfall Form In Unit Type Vehicle (Tank, Skimmer) Unit Composition 1 Mortar Centruroid
60 Points
Page 61
Options: Mortar Centruroids can take items from the Virion Vehicle Equipment list.
CORRUPTER CENTRUROID
Armour BS F S R HP Corrupter Centruroid 4 13 11 12 3 Wargear: Toxic Spore Lobber Special Rules: Assault Vehicle Morphing Transport Capacity: Eight models. Unit Type Unit Composition Vehicle (Tank, Transport, Skimmer) 1 Corrupter Centruroid
85 Points
Page 63
Options: Corrupter Centruroids can take items from the Virion Vehicle Equipment list. Can take Ejection System..................................................................................30 pts
THUMPER CENTRUROID
Armour BS F S R HP Thumper Centruroid 4 13 11 12 3 Wargear: Special Rules: Thumper Cannon Assault Vehicle Morphing Form In Unit Type Vehicle (Tank, Skimmer) Unit Composition 1 Thumper Centruroid
85 Points
Page 63
Options: Thumper Centruroids can take items from the Virion Vehicle Equipment list.
SURVEILLANCE HELIDYNE
Armour BS F S R HP Surveillance Helidyne 4 12 11 11 3 Wargear; Spike Flicker Special Rules: Strafing Run Vector Dancer Morphing Form In Unit Type Vehicle (Flyer) Unit Composition 1 Surveillance Helidyne
180 Points
Page 64
Options: Surveillance Helidynes can take items from the Virion Vehicle Equipment list. Can take Xenocide Bombs................................................................................35 pts
Morphing Before Battle: When deploying models on the battlefield, you can choose if you wish to deploy a vehicle in its original form or its Morphed form. For example, instead of fielding an Engineer Centruroid next to a Combat Clanguard squad it accompanies, you can place a Mortar Centruroid instead. That way, your army can gain far more versatility even before the game begins. By simply placing a Morphed version of the vehicle instead of its original version before battle does not count as actually Morphing, meaning you do not need to roll for Morphing on every model that you wish to place in its Morphed form before battle. However, once the game begins, all vehicles that can Morph will have to do so normally from that point on. Presumably, the crew of those particular vehicles have decided to Morph just before battle and without the stress of being in the middle of a fight, they had Morphed successfully.
118
DEDICATED TRANSPORTS
CONTAMINATOR HELIDYNE
Armour BS F S R HP Contaminator Helidyne 4 12 11 11 3 Wargear: Gas Purger Special Rules: Strafing Run Vector Dancer Morphing Unit Type Vehicle (Flyer, Transport) Unit Composition 1 Contaminator Helidyne
180 Points
Page 65
Options: Contaminator Helidynes can take items from the Virion Vehicle Equipment list. Can take Xenocide Bombs......................................................................................35 pts Can take Ejection System........................................................................................30 pts
60 Points
Page 59
Options: Can replace Toxic Gas Vents for Sonic Amplifiers.....................................................free Can include up to four additional Assault Pods.............................................15 pts/model Each Assault Pod carries only one Virion model at a time. Meaning if an Assault Pod Squadron was added to a Combat Clanguard squad of 6 models, then you must take 6 Assault Pods as well (one for each model in the squad). Also, if you decide to add an independent character in the squad (like a Tactician) then he must take an Assault Pod as well (which would be 7 Assault Pods in total for the example given above).
This space is reserved for a large picture with Virion miniatures deploying from orbit and leaving their Assault Pods.
119
FAST ATTACK
ASSAULT CLANGUARD SQUAD
WS BS S T W I A Ld Sv Assault Clanguard 4 4 4 4 1 5 2 8 3+ Assault Warchief 4 4 4 4 1 5 2 8 3+ Wargear: Warrior Armour Striker Pistol Ceremony Blade Jump Pack Special Rules: Stubborn Temper Quick Reaction Unit Type Unit Composition Jump Infantry 4 Assault Clanguards Jump Infantry (Character)
92 Points
Page 52
Options: One Assault Clanguard can be upgraded to Assault Warchief............................free Can include up to four additional Assault Clanguards..........................23 pts/model The Assault Warchief can take items from the Melee Weapons and Ranged Weapons sections of the Wargear list. Assault Clanguards can exchange their Ceremony Blades for: -Energy Blades......................................................................................10 pts/model Any Assault Clanguard or Assault Warchief can take: -Gas Grenades..........................................................................................2 pts/model -Sharp Grenades......................................................................................3 pts/model -Shock Grenades......................................................................................3 pts/model -Pulse Grenades.......................................................................................2 pts/model The entire squad may remove their Jump Packs, changing their unit type to Infantry. They may then have an Assault Pod Squadron, Engineer Centruroid, Corrupter Centruroid or Contaminator Helidyne for free (pg 118-119).
90 Points
Page 53
Options: One Storm Clanguard can be upgraded to Storm Warchief......................................free Can include up to three additional Storm Clanguards.................................30 pts/model The Storm Warchief can take items from the Melee Weapons and Ranged Weapons sections of the Wargear list. Any Storm Clanguard can exchange their Ceremony Blades for: -Energy Blades..............................................................................................10 pts/model -Energy Sabres..............................................................................................15 pts/model
FIGHTER HELIDYNE
Armour BS F S R HP Fighter Helidyne 4 11 11 11 3 Wargear: Missile Spewer Special Rules: Strafing Run Vector Dancer Vector Strike Morphing Unit Type Vehicle (Flyer) Unit Composition 1 Fighter Helidyne
160 Points
Page 65
Options: Fighter Helidynes can take items from the Virion Vehicle Equipment list. Can take Xenocide Bombs.......................................................................................35 pts
SCREAMER HELIDYNE
Armour BS F S R HP Screamer Helidyne 4 11 11 11 3 Wargear: Special Rules: Vibration Cannon Strafing Run Vector Dancer Vector Strike Morphing Unit Type Vehicle (Flyer) Unit Composition 1 Screamer Helidyne
160 Points
Page 65
Options: Screamer Helidynes can take items from the Virion Vehicle Equipment list. Can take Xenocide Bombs..........................................................................................35 pts
120
HEAVY SUPPORT
MORTAR CLANGUARD
WS BS S T W I A Ld Sv Mortar Clanguard 4 4 4 4 1 5 2 8 3+ Mortar Warchief 4 4 4 4 1 5 2 8 3+ Wargear: Warrior Armour Bombardier Ceremony Blade Special Rules: Stubborn Temper Quick Reaction Unstable Unit Type Infantry Infantry (Character) Unit Composition 4 Mortar Clanguards
100 Points
Page 54
Options: One Mortar Clanguard can be upgraded to Mortar Warchief, replacing his Bombardier with a Striker Pistol.......................................................................................................free Can include up to four additional Mortar Clanguards.....................................25 pts/model The Mortar Warchief can take items from the Melee Weapons and Ranged Weapons sections of the Wargear list. For every three models in the squad, one Mortar Clanguard can exchange his Bombardier for a Demolisher............................................................................5 pts/model Any Mortar Clanguard or Mortar Warchief can take: -Gas Grenades....................................................................................................2 pts/model -Sharp Grenades...............................................................................................3 pts/model -Shock Grenades...............................................................................................3 pts/model -Pulse Grenades................................................................................................2 pts/model Can select an Assault Pod Squadron, Engineer Centruroid, Corrupter Centruroid or Contaminator Helidyne as a Dedicated Transport (pg 118-119).
PENETRATOR CENTRUROID
Armour BS F S R HP Penetrator Centruroid 4 13 11 12 3 Wargear: Heavy Spike Flicker Special Rules: Morphing Positioning Gun Unit Type Vehicle (Tank, Skimmer) Unit Composition 1 Penetrator Centruroid
200 Points
Page 62
Options: Penetrator Centruroids can take items from the Virion Vehicle Equipment list.
HELLFIRE CENTRUROID
Armour BS F S R HP Hellfire Centruroid 4 13 11 12 3 Wargear: Heavy Missile Spewer Special Rules: Morphing Unit Type Vehicle (Tank, Skimmer) Unit Composition 1 Hellfire Centruroid
200 Points
Page 62
Options: Hellfire Centruroids can take items from the Virion Vehicle Equipment list.
WARLORD CENTRUROID
Armour BS F S R HP Warlord Centruroid 5 14 14 14 4 Wargear: Heavy Missile Spewer Special Rules: Morphing Unit Type Vehicle (Tank, Skimmer) Unit Composition 1 Warlord Centruroid
250 Points
Page 63
Options: Warlord Centruroids can take items from the Virion Vehicle Equipment list.
OVERLORD CENTRUROID
Armour BS F S R HP Overlord Centruroid 5 14 14 14 4 Wargear: Heavy Spike Cannon Special Rules: Morphing Unit Type Vehicle (Tank, Skimmer) Unit Composition 1 Overlord Centruroid
250 Points
Page 63
Options: Overlord Centruroids can take items from the Virion Vehicle Equipment list.
121
REFERENCE
All of the rules and tables here are condensed for ease of reference. If you need the full rule, see its main entry in the main pages of the book.
Quick Reaction: When charged, the unit with this rule must
take a Leadership Test. If passed, the unit will strike with +1A but also -1WS and -1I. When making Overwatch rolls, they do not fire Snap Shots but fire at -2BS to a minimum of 1BS.
2 3 4
Overlord: There can only be one model with this rule on the
battlefield at a time and he is always the army Warlord. All units that do not have the Mechanical Special Rule that are within 30 of the model with this rule gain And They Shall Know No Fear. When this unit becomes a casualty, all player owned models on the field with Temper must take a Temper Test.
5 6
SPECIAL RULES
Armour Forwards (pg 61): In the owning players Movement Phase, the model can add +1 Front Armour but also -1 Side Armour and becomes immobile for the rest of the turn. Can revert back to normal in the next turn. Assaulting (pg 59): Must Deep Strike half of your Assault Pods on your first turn. Units in Assault Pods cannot charge on the turn they arrive. Cacophony (pg 81): Every unsaved wound by this weapon is Concussive. Coherent Strike (pg 59): Assault Pods do not scatter on top of Impassable Terrain or other models. Instead reduce the scatter distance to avoid obstacles. Coordinated Deployment (pg 58): When it Deep Strikes, place a Prime Sentry Gun with at least one Maintenance Droid in unit coherency. Roll Scatter Dice to determine where the other Prime Sentry Guns will land. Then place at least one Maintenance Droid with each Prime Sentry Gun so that they maintain unit coherency. If a Prime Sentry Gun cannot be placed (due to impassable terrain or other models) remove it as a casualty. Its Droids must take a Leadership test. Coordinated Volley (pg 59): Treat entire Assault Pod Squadron as a single unit when Deep Striking. If successful, place a single Pod at the targeted location and then roll a Scatter Dice for every other Pod to determine where they land. Then roll a D6 to determine in how many inches did a Pod land from the first Pod. When finished, place the passenger models within 2 of the Pod they disembarked form. If they are not in unit coherency, then the squad must spend the following turn consolidating. Corrosive (pg 85): Poisonous (4), but can harm friendly and enemy units. Direct Approach (pg 46): The model and any unit it joins gain the Furious Charge Special Rule. Engineering (pg 60): Immobilised Engineer Centruroids may attempt to repair themselves instead of shooting. Roll a D6 in the Shooting Phase; it is no longer Immobilised if you roll a 6. Entrench (pg 57): Annihilator Tripods can Entrench instead of moving in the Movement Phase. By doing so its shooting attacks gains +1S but it also becomes immobilized during that turn. Experienced Gunner (pg 46): The model and any unit it joins gain the Relentless Special Rule. Forge Lord (pg 47): If the unit is in base contact or embarked upon a vehicle then it can choose to repair it instead of firing that turn. Roll a D6 and on a roll of 5 or higher he can repair a Hull Point or a Weapon Destroyed or Immobilised Damage Result. If a Weapon Destroyed result is repaired, than the vehicle can fire it normally in the next Shooting Phase. The unit with this rule cannot repair if its gone to ground or falling back. Form In (pg 61): If a Transport Vehicle decides to Morph, it must disembark all of its passengers first. If it cannot do so, then the vehicle cannot Morph that turn.
122
Immobile (pg 59): Deployed Assault Pods are Immobilised, this cannot be repaired in any way. Positioning Gun (pg 62): During the Movement Phase, instead of moving a Penetrator Centruroid can remain immobile and gain +1BS and its Heavy Spike Flicker gains +6 to its range. Reinforce (pg 47): After deployments, but before Scout redeployments and Infiltrate deployments, one piece of terrain in your deployment zone has its cover save increased by one. Seasoned Hunter (pg 46): The model and any unit it joins gain the Move Through Cover Special Rule. Skilled Attack (pg 55): When this model Deep Strikes, all of its ranged weapons are Twin-Linked until the end of the turn. Starfall (pg 61): If the Mortar Centruroid hasnt moved that turn, it may fire a Barrage of S8 AP2 Large Blast attacks with the Gets Hot and Pinning Special Rules. If it does that, then it cant move in the next turn.
Survey Scan (pg 64): A Surveillance Helidyne becomes Immobile and creates an area of 24 around it. All enemy units with the Stealth or Infiltration Special Rules inside this area loose benefits from those rules. Additionally, all friendly units in the area gain the Night Vision Special Rule. While doing a Survey Scan, the Helidyne cannot do anything else for the following turn. Stray Element (pg 50): A Healer Clanguard can join and leave units like an Independent Character would, except it can join units that already have another Independent Character in them. But it cannot join units that already have a Healer Clanguard. Stride (pg 82): Move Through Cover. System Malfunction (pg 47): If a unit of Maintenance Droids loose the Warforger, Scientific Warlord or all Prime Sentry Guns in their unit, then they must roll a D6. On 4+, all is fine. On 1, 2 or 3 the unit must then roll a Scatter Dice to determine where they will move. If a Hit is rolled, then the unit remains in place. This unit must roll a Scatter Dice for Movement at every following owning players turn.
The Chosen Ones (pg 50): You can only take one Battle Clanguard squad per model that has the title Warlord or Overlord and the squad will have the And They Shall Know No Fear Special Rule when 24 from it. If the model they are accompanying becomes a casualty, then that Battle Clanguard squad must take a Temper Test. Tripod Horn (pg 57): When a Tripod charges an enemy unit, that unit must take a Leadership Test. If it fails, then the Tripod gains the Fear Special Rule for the duration of the turn. Unstable (pg 54): If a Mortar Clanguard becomes a casualty, roll a D3 and consult the chart below: 1 All that are 2 of the model take an S2 AP- hit that ignores cover saves. 2 All that are in base contact with the model take an S2 AP- hit that ignores cover saves. 3 No effect. Veteran Assault (pg 55): Units of models with both this Special Rule and Veteran Armour can make a Veteran Assault. After determining Warlord Traits, tell your opponent which units are doing so make a note of whether it takes place during turn one or two. All units making the Veteran Assault automatically Deep Strike at the start of the chosen turn with no Reserve rolls.
123
CLAN ARTEFACTS
(see page 89 unless otherwise noted)
ArGhark (pg 74): Skilled Rider and one attack has Shred. Banner of Victory (pg 77): Non-Mechanical units that are 12 away can re-roll Leadership, Morale and Pinning tests. Beast Cloak: Bearer becomes a Mastery Level 1 Psyker or his Mastery Level increases by 1 if he is already a Psyker. If he wasnt a Psyker he can choose Biomancy, Divination, Telekinesis or Virion Spirituality Psychic Disciplines. Also, a 5+ Invulnerable Save, or if the bearer already has an Invulnerable Save, it gets increased by 1 to a maximum of 2+. You must have Overlord PeRarzg in your army to use. Bionic Implants (pg 75): Eternal Warrior, It Will Not Die and first attack in a challenge/Hammer of Wrath attack gets Smash. Blade of Rapture (pg 69): Range S AP Type _ +2 2 Melee, Fleshbane, Soul Blaze, Master-crafted Coordination Beacon (pg 75): Mechanical units within 30 can use the bearers Ld for Leadership, Morale and Pinning tests. Daemon Flayer (pg 73): Range S AP Type _ +2 1 Melee, Force, Soul Blaze, Fleshbane, Master-crafted Emperor Killer (pg 68): Range S AP Type _ User 3 Melee, Fleshbane, Master-crafted Eon Guard (pg 67): Battle Shield that grants Eternal Warrior. Fangblade Halberd: Range S AP Type _ +2/+1 4/3 Melee, Shred, Poisonous (3), Master-crafted, Two-handed You must have Overlord WroasBaal in your army to use. Flame Belcher (pg 69): Range S AP Type _ Template 7 2 Assault 1, Blind, Soul Blaze, Master-crafted Gauntlet of Destruction: Range S AP Type _ 2 3 Melee, Unwieldy, Concussive, Smash You must have Overlord RegisPet in your army to use.
Gauntlet of GaanLak (pg 66): Instant Death when fighting in a challenge. Hurricane Gale (pg 71): Jetbike with Light Spike Flicker and Twin-linked Light Missile Spewer. Price of Ambition (pg 68): Fear when fighting in a challenge. Quick Sword: Range S AP Type _ +2 2 Melee, Fleshbane, Rending You must have Overlord BolOrg in your army to use. Runes of Battle (pg 73): All friendly units within 12 receive a 3+ Invulnerable Save as long as the bearer is alive. Shredder (pg 72): Range S AP Type _ 2 2 Melee, Armourbane, Two-handed, Unwieldy Siege Hammer: Range S AP Type _ 2 2 Melee, Concussive, Smash, Unwieldy, Tank Hunters, Specialist Weapon You must have Overlord TrarlNak in your army to use. Sigil Robes (pg 67): 4+ Invulnerable Save and can re-roll Deny The Witch rolls. Slayer Spear (pg 66): Range S AP Type _ +2/+1 3/4 Melee, Master-crafted Spectral Scanners (pg 76): Night Vision. The Conqueror (pg 77): Range S AP Type _ User 3 Melee, Armourbane, Fleshbane, Master-crafted The Possessed: Range S AP Type _ +2 2 Melee, Dread, Unwieldy, Rending, Master-crafted Dread: When the bearer causes an unsaved wound in close combat, the enemy must take a Leadership test, if it fails then its Initiative is 1 for the remainder of the turn. You must have Overlord GaraKhan in your army to use. The Slaughterer (pg 71): Range S AP Type _ +2/+1 2/3 Melee, Fleshbane, Master-crafted Tools of Destruction (pg 76): One close combat attack has Tank Hunter rule. War Trident (pg 74): Range S AP Type _ +1/User 2/3 Melee, Fleshbane, Master-crafted Wings of Fire (pg 70): Bearer is Jump Infantry and his Hammer of Wrath attacks have Strikedown rule.
124
PROFILES
HQ
WS Battle Clanguard 4 Battle Warchief 5 BolOrg 6 ChiVosh 6 DaZhar 6 DrahkMar 6 GaraKhan 6 Healer Clanguard 4 HirakTjon 6 KrielTal 6 Maintenance Droid 2 PeRarzg 6 RegisPet 6 Scientific Warlord 6 ShrielXe 6 Spiritual Warlord 6 Strategic Warlord 6 Tactician 5 TrarlNak 6 Warforger 5 Warseer 5 WroasBaal 6 BS 4 4 5 5 6 5 6 4 6 6 2 6 6 6 5 6 6 5 6 5 5 5 S 4 4 6 4 4 5 5 4 4 5 2 5 6 4 5 4 4 4 5 4 4 5 T 4 4 6 4 4 5 5 4 4 5 2 5 6 4 5 4 4 4 5 4 4 6 W 1 1 4 3 3 4 4 1 3 4 1 4 5 3 4 3 3 3 4 3 3 5 I 5 5 6 6 6 4 6 5 6 5 4 5 4 6 5 6 6 6 4 6 6 3 A 2 2 4 3 2 3 3 2 3 3 1 3 3 3 3 3 3 3 4 3 3 4 Ld 9 9 10 10 10 10 10 9 10 10 7 10 10 10 10 10 10 9 10 9 9 10 Sv Unit Type 3+ In 3+ In (ch) 2+ J. In (ch) 3+ In (ch) 3+ In (ch) 2+ In (ch) 3+ Jb (ch) 3+ In (ch) 3+ In (ch) 2+ In (ch) 6+ In 2+ In (ch) 2+ Mc (ch) 3+ In (ch) 2+ In (ch) 3+ In (ch) 3+ In (ch) 3+ In (ch) 2+ In (ch) 3+ In (ch) 3+ In (ch) 2+ Mc (ch) Pg_ 50 50 70 66 67 77 71 50 68 69 47 73 75 47 72 48 46 46 76 47 48 74 Weapon Assaulter Gun Blaster Pistol Bombardier Crusher Gun Demolisher Droid Launcher Gas Purger
RANGED WEAPONS
Range 18 12 30 18 30 12 S 6 5 7 7 8 5 AP 4 3 3 4 2 3 3 3 4 4 4 3 3 3 1 2 3 1 3 4 3 2 1 3 3 4 3 4 3 4 3 Type _ Heavy 2 Pistol Heavy 2, Barrage, Blast, Gets Hot, Ignores Cover Heavy 2 Heavy 1, Barrage, Blast, Gets Hot, Ignores Cover Assault 1, Blast, One use only Assault 1, Corrosive Ignores Cover Heavy 1, Blast Assault 1 Heavy 2, Blast, Skyfire Heavy 1 Heavy 3, Blast, Skyfire Rapid Fire Assault 1 Heavy 1, Torrent, Cacophony Heavy 1, Blast Heavy 1 Heavy 1, Large Blast Assault 3 Assault 2 Assault 1, Blast Heavy 3, Barrage, Blast, Ignores Cover Heavy 1, Melta, Torrent Heavy 1, Gets Hot, Soul Blaze Assault 1, Corrosive, Ignores Cover Pistol Heavy 1, Cacophony, Pinning Heavy 1, Blast, Skyfire Heavy 1, Corrosive, Ignores Cover, Torrent Heavy 1, Blast, Pinning Cacophony Assault D3, Bomb, Large Blast, One Use Only
Template 6 8 4 7 6 8 5 5 5 9 8 10 6 5 7 7 8 7
Grinder Gun 24 Infector Template Missile Spewer 24 Light Missile Spewer 18 Heavy Missile Spewer 30 Pincer Rifle 18 Purifier Template Shocker Cannon Template Spike Cannon Light Spike Cannon Heavy Spike Cannon Spike Flicker Light Spike Flicker Heavy Spike Flicker Spike Mortar Spear Cannon Sphere Cannon Spore Cannon Striker Pistol Thumper Cannon Tormentor Toxic Spore Lobber Vibration Cannon 36 30 42 24 24 24 48 18 24
TROOPS
WS Attack Droid 2 Combat Clanguard 4 Combat Warchief 4 Command Droid 3 Energy Droid 3 Prime Sentry Gun BS 3 4 4 3 4 S 2 4 4 2 2 T 2 4 4 2 2 7 W 1 1 1 1 1 2 I 4 5 5 5 4 A 1 2 2 2 2 Ld 7 8 8 8 7 Sv Unit Type 5+ In 3+ In 3+ In (ch) 4+ In (ch) 4+ In (ch) 3+ Ar Pg_ 56 51 51 56 56 58
ELITES
WS Annihilator Tripod 4 Strider Tripod 4 Veteran Clanguard 4 Veteran Warchief 4 BS 5 4 4 4 S 7 8 5 5 T 7 7 5 5 W 3 3 1 1 I 5 5 5 5 A 2 3 2 2 Ld 10 10 9 9 Sv Unit Type 2+ Mc 2+ Mc 2+ In 2+ In (ch) Pg_ 57 57 55 55
FAST ATTACK
Assault Clanguard Assault Warchief Storm Clanguard Storm Warchief WS 4 4 4 4 BS 4 4 4 4 S 4 4 4 4 T 4 4 5 5 W 1 1 1 1 I 5 5 5 5 A 2 2 2 2 Ld 8 8 8 8 Sv Unit Type 3+ J. In 3+ J. In (ch) 3+ Jb 3+ Jb (ch) Pg_ 52 52 53 53
Xenocide Bombs
MELEE WEAPONS
Weapon Ceremony Blade Energy Blade Energy Sabre Fixing Tools Mechanized Claws Robotic Servos Thrasher Claw Range S User User User User 2 User 2 AP 3 2 2 Type _ Melee Melee, Armourbane, Fleshbane Melee, Armourbane, Fleshbane Melee, Specialist Weapon Melee Melee, Specialist Weapon Melee, Armourbane, Specialist Weapon, Unwieldy Melee, Specialist Weapon, Stride, Unwieldy
HEAVY SUPPORT
WS BS S T W I A Ld Sv Unit Type Pg_ Mortar Clanguard 4 4 4 4 1 5 2 8 3+ In 54 Mortar Warchief 4 4 4 4 1 5 2 8 3+ In (ch) 54
VEHICLES
Assault Pod Contaminator Helidyne Corrupter Centruroid Engineer Centruroid Fighter Helidyne Gun Centruroid Hellfire Centruroid Missile Centruroid Morph Sphere Mortar Centruroid Overlord Centruroid Penetrator Centruroid Screamer Helidyne Surveillance Helidyne Thumper Centruroid Warlord Centruroid BS 3 4 4 4 4 4 4 4 4 5 4 4 4 4 5 Armour F S R HP 10 10 10 2 12 11 11 3 13 11 12 3 11 11 12 3 11 11 11 3 11 11 11 3 13 11 12 3 11 11 11 3 10 10 10 2 12 10 11 3 14 14 14 4 13 11 12 3 11 11 11 3 12 11 11 3 13 11 12 3 14 14 14 4 Unit Type O, T Fl, T Tk, S, T Tk, S, T Fl Tk, S Tk, S Tk, S Tk, S/ Fl Tk, S Tk, S Tk, S Fl Fl Tk, S Tk, S Pg _ 59 65 63 60 65 61 62 61 45 61 63 63 65 64 63 63
Tripod Legs
User
UNIT TYPES
Artillery = Ar, Flyer = Fl, Infantry = In, Jetbike = Jb, Jump Unit = J. Monstrous Creature = Mc, Open-topped = O, Skimmer = S, Tank = Tk, Transport = T, Character = (ch).
125