Codex - Sons of Malice: /tg/'s 8th Edition

AIAaward.gif This article is awesome. Do not fuck it up.

Up is Down.

Left is Right.

Death is Life.

Your Mother is your Father, and your Father is also your Father, while you were never born.

The Rich are Poor, the Poor are Rich.

The Gods shall fall, even the one who plans the Fall.

Welcome, to the Sons of Malice. Try the Imaginary Pie.

This Codex was made to give the Sons of Malice proper rules for the 8th edition. All the rules in this page are meant to be used alongside the normal Chaos Space Marine Codex. If a rule isn't explained, look it up on the Codex.

Contents

ExpansionsEdit

Army RulesEdit

  • Death to the Believers: "They beg their idols to save them. Whether they be the offspring of a dying god or the gods who fool themselves into thinking that they control reality, it does not matter who our foes cry out to save them, in the end, they all fall."
Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an Imperium or Chaos unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
  • Dual Melee Weapons:
A unit equipped with two of the same melee weapons adds 1 to its attack characteristic. Relic melee weapons count as the weapon they replaced when considering this rule.
  • The Lords of Randomness and Servants of Chaos: The Sons of Malice sneer at their foes attempt to simply wipe them off the battlefield indiscriminately, they are the true worshippers of chaos, and only a focused effort to remove one of their numbers is capable of actually defeating them.
If your army is battle forged then all Malal units gain this rule. All Malal units can re-roll any number of dices used to determine a random value (eg. advancing, charging, number of shots, damage, etc.). In addition, all Malal units suffer 1 fewer hit per dice from any weapons which determine their number of attacks randomly to a minimum of 1 (eg. an assault 2D6 weapons would produce 2 fewer hits).

StratagemsEdit

  • Avalanche of Hooves (1 CP): It is believed by most in the 42nd millennium that cavalry is obsolete. Only normal humans feel it necessary to ride such weak creatures. Such beings find themselves eating their word and the barrels of their own guns in sheer terror when they realise that many things in the darkness of the galaxy still ride upon hooves.
Use this stratagem on a Malal Cavalry unit declares a charge. Until the end of the turn, add 1" to that unit's charge distances and you can re-roll any number of dices when determining such distance.
  • Boon of Malal (2 CP): Malal does not like to bestow obvious blessings upon their followers, as such gifts are counterproductive to its existence. There are times however when the Uncertain One deems it needs dart to bless one of their champions, in a suitably random manner.
Use this stratagem before the battle begins and before any relic is taken or the Warlord is chosen. Select a Sons of Malice Infantry Character (other than Khatal) from your army and roll 2D6, then consult the table below:
-2: The model is immediately slain.
-3: The model begins the battle with D3 fewer wounds.
-4: The model begins the battle with D3 fewer attacks.
-5: Roll a D6; if it’s odd, reduce this model's hit rolls by 1 for the rest of the battle. If it’s even, increase this model's hit rolls by 1 for the rest of the battle.
-6: Roll a D6; if it’s odd, reduce this model's toughness characteristic by 1 for the rest of the battle. If it’s even, increase this models toughness characteristic by 1 for the rest of the battle.
-7: Add D3 to this model's maximum wound characteristic.
-8:At the beginning of each turn choose the closest enemy unit with 24” and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
-9: Roll a D6, if it’s odd then add 1 to this model's hit rolls, if it’s even then add 1 to this model's wound rolls.
-10:This models attack characteristic becomes 2D6-1, to a minimum of its original attack value.
-11: Add 1 to this model's hit and wound rolls, also, add D3 to this model's maximum wound characteristic.
-12: Replace this model with a Guardian of Contradictions (you do not need to pay any extra points for this).
  • Driven by Hunger (3 CP):
Use before the start of the battle. At the start of your second turn (and at the start of each subsequent turn) roll a D6 for each model in your deployment zone, on a 6 that model suffers a mortal wound. However, at the start of your second turn (and for every subsequent turn), you may re-roll advance rolls for units outside of your deployment zone. In addition, any of your units in your opponent's deployment zone may reroll all wound rolls of 1.
  • Empty Shell (1 CP): Use this Stratagem when a Sons of Malice Dreadnought suffers a wound. Roll a D6 for that wound and each other wound inflicted on that model for the rest of the phase; on a 4+ that wound is ignored and has no effect.
  • Flakk Missile (1 CP): Use this Stratagem just before a friendly Sons of Malice Infantry model attacks a unit that can Fly with a Missile Launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
  • Gifts of Malal (1/3 CP: Use this Stratagem before the battle. Your army can have one extra Artefact of Malal for 1 CP or two extra Artefacts of Malal for 3 CPs. All of the Artefacts of Malal that you include must be different and be given to different Malal Characters. You can only use this Stratagem once per battle.
  • Killshot (1 CP): Use this Stratagem in your Shooting phase if a Sons of Malice Discors Predator is whitin 6" of 2 other friendly Sons of Malice Discors Predators. For the rest of the phase, add 1 to the wound rolls and damage for all of the Discors Predators' attacks that target the same Monster or Vehicle.
  • Linebreaker Bombardment (1 CP): Use this Stratagem in your Shooting phase if a Sons of Malice Discors Vindicator is whitin 6" of 2 other friendly Sons of Malice Discors Vindicators. If you do so, the Discors Vindicators cannot fire their Demolisher Cannons in this phase - instead, select a point on the battlefield within 24" of all three vehicles that is visible to all of them. Roll a D6 for each unit within 6" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On a 4+ that unit suffers 3D3 mortal wounds.
  • Nonexistence (2 CP): It is important for an opponent to never blink when facing the Sons of Malice, for to take your eyes off them for even a moment can result in their existence being temporarily ended, only to be reinstated at the worst possible moment.
Use this Stratagem at the end of a phase where a Malal Infantry, Biker or Cavalry unit would be completely wiped out. Remove that unit from the battlefield before any casualty is removed and make a note of its previous position, then roll a D6. On a 1-3 the unit is slain; on a 4-5 nothing happens, the unit is returned unto the battlefield at the end of the turn without suffering any casualty; on a 6, return the unit on the battlefield as stated above but with D3 previously slain models returned to it.
  • Paradoxic Tunneling (2 CP):
    • Use this Stratagem when an enemy unit would arrive from reserve. That enemy unit does not arrive from reserve, instead, deploy one of your non-vehicle Malal unit from your reserve in the position where that enemy unit would have been deployed. This may put your deployed unit within 1” of an enemy unit.
  • The Time Warp (3 CP): Use this Stratagem at the beginning of your turn. Select a friendly Malal Infantry, Biker or Cavalry and make note of its position on the battlefield and how many models/wounds it has remaining. At the end of any phase after this you may choose for this unit to be restored to its original starting position; return it within 6” of the noted down position and return to the number of models/wounds it had. If this cannot be done because the position is obstructed, the unit is instead slain.
  • The Uncertainty of War (D3 CP): Much like fighting the Raven Guard or Alpha Legion, fighting the Sons of Malice can be an exercise in futility. The objectives you took turned out to be useless, the marines you thought you killed turn out to have never existed, and the champion you slew was merely a normal Son in fancy armour. Unlike the aforementioned legions, however, the Sons of Malice can find their victories equally hollow, for such is the way of chaos.
Use this Stratagem at the end of the battle while Victory Points are being counted. Roll a D6 for each Victory Point your opponent has earned (rerolling any rolls of 1); on a 6+ that Victory Point is lost. Then, roll a D6 for each Victory Point you have earned; on a 6+ that Victory Point is also lost.
  • To Speak is to End (2 CP): A Son of Malice never speaks. It is part of his offering to the God of Uncertainty. But if such a warrior were to speak he would be wracked with unspeakable agony and torment as his patron god shows their displeasure. But what of such a being who survived such an ordeal? You would find them... changed, and all the more deadly because of it.
Use this Stratagem at the beginning of your turn. Select a friendly Sons of Malice Infantry, Biker or Cavalry and roll a D6 for each model in that unit. For each roll of 1 a model in that unit is slain; if any models are slain, immediately take a morale test with -1 to the Leadership characteristics. However, for the next two turns, all remaining models add 1 to their movement, advance and charge distances, along with plus 1 to their hit and wound rolls.
  • Voidstrike (2 CP):
Use this Stratagem before choosing a target for a Voidstrike Missile in your Shooting phase. That Voidstrike Missile ignores any of the target's saves and can target a Character even if it's not the closest enemy unit.

Warlord TraitsEdit

  • 1: Lord of Paradoxes: To look upon this warlord is to see uncertainty and contradiction. You see a being that is both tall and short, mighty yet withered, male and female, armed to the teeth while bearing no weapons or armour. They personify their chosen deity perfectly, and are all the more powerful and vulnerable because of it.
This model has to subtract 1 from all its save rolls but, each time this model is hit by an attack, add, instead of subtracting, the Ap value of the attack to this model's save (The same also applies to any attack which reduces this model's Invulnerable save). In addition, if an attack says that a targeted unit cannot take any save roll against it then that attack is ignored automatically.
  • 2: Chosen of the Unclear: Some of Malal’s chosen stop being wholly physical entities. Instead, they move their armour and weapons using sheer will, their existence becoming so uncertain that nobody knows if the warlord still exists, or is simply a malevolent spirit encased in ceramite.
Your Warlord's wounds characteristic is replaced by their Leadership characteristic. As this model takes wounds it reduces their Leadership characteristic. This model is slain when it reaches zero Leadership and is affected by Leadership modifiers. For the purpose of shooting, consider the number of wounds present on the model's Datasheet.
  • 3: Consistently Uncertain:
This model can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic, to a minimum of 6+.
  • 4: Denier of Reality: This warlord laughs at the plans and orders given by their enemy counterparts. How can they be so certain and meticulous when, ultimately, nothing matters? Their plans will falter at the final stage, or their men will simply not be consoled by their words. Ultimately, when they gaze into the eyes of this warlord, they shall realise that nothing that they ever did ever mattered. And as this warlord brings the only true certainty there is to their lives, they shall be comforted by the idea that, although they failed in everything they attempted, that ultimately, it does not matter.
Enemy aura abilities don't have effect as long as the unit manifesting them is within 12" of your Warlord. In addition, increase the range of your Warlord's aura abilities by 6”.
  • 5: Devourer of Warp-Horrors: The Warp-spawned Horrors that attempt to take advantage of the lapses in the concentration of this daemon or its followers will find themselves dragged into its gaping maws instead.
Roll a dice each time a friendly Malal unit suffers Perils of the Warp while within 11" of this model; on a 3+ the unit does not suffer Perils of the Warp and the Warlord regains 1 wound lost previously in the battle. In addition, roll a die each time your Warlord suffers an unsaved wound; on a 5+ it doesn't suffer that wound.
  • 6: The Mimic Prince: To look at this warlord is to see yourself, but with all your positive traits made all the more striking, and all your negative traits made all the more grotesque.
At the beginning of each Fighting phase, you may choose for this model to replace its profile with that of another model within 1” (friend or foe). If so then roll a D6 for each characteristic, on an odd number that characteristic is reduced/made worse by 1, on an even number that characteristic is improved by 1, on a 6 that characteristic is improved by 2. As soon as the mimicked model is more than 1” away this unit goes back to possessing its original profile. In addition to this, all enemy units subtract 2 from their Leadership characteristic while within 3” of this model.

Powers of MalalEdit

Unless stated otherwise, all Malal psykers may generate their powers only from the table below.

  • 1: It Should not Be
Warp Charge: 7
The Wizard stills the Warp around his opponents, creating a horrible feeling of emptiness in those affected.
Select an enemy unit within 18" that is visible to the psyker and roll 2D6. That unit suffers a mortal wound for each point that the total exceeds their Leadership characteristic.
  • 2: The Shadow That Blinds
Warp Charge: 7
The Wizard releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light.
Select an enemy unit within 18" that is visible to the psyker, that unit must subtract 1 from all its hit rolls until your next Psychic phase. In addition, all friendly units within 6" of the psyker gain a 5+ invulnerable save.
  • 3: Paradoxic Annihilation
Warp Charge: 7
The Wizard manifests the powers of fate in a swirling cloud of destruction, able of cancelling both foes and allies.
Select one friendly and one enemy unit within 18" of the psyker, then roll-off. The unit that's part of the losing player's army suffers 2D6 mortal wounds.
  • 4: That Which Protects Exposes
Warp Charge: 8
As the psyker ponders the infinite and the unknowable and contradictory nature of the universe the target's reality begins to turn on itself. The big becomes small, the strong become weak and those strong of mind find themselves uncertain, and wanting.
Select an enemy unit within 24” of the psyker. Until your next Psychic phase, that unit is always wounded on a wound roll equal to its Armour Save characteristic (unless the roll needed would be better). In addition, that unit may not make any Armour Save roll.
  • 5: Undo What Has Been Done
Warp Charge: 7
For the worshippers of Malal, what has been done can always be undone, and what has been undone may be done anew, for that is the nature of true chaos.
Select a friendly unit within 12” of the psyker. Until your next psychic phase that unit may re-roll one hit, one wound, one armour save and one damage roll in each of the subsequent phases.
  • 6: Translocation Juxtaposition
Warp Charge: 8
Select an enemy unit and a friendly unit composed of the exact same number of models within 24” of the psyker. Remove both units from the board and then re-deploy your friendly unit in the original position of the enemy one, and then the enemy unit in the position of the friendly one. This action can put units within 1” of other enemy ones.

Specialists DetachmentsEdit

Special FormationsEdit

Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment that subtracts a set number of Command Points from the player's pool.

Abominal Intelligence (CP: -2)Edit

Abominal Intelligence:

  • Composition:
- 1 Inanis Machinator
- 3-6 Legion Battle-Automata units
  • Restrictions:
-none
  • Effects:
-The Legion Battle-Automatas retain the bonuses to their hit rolls from the Corrupted Intelligence special rule if the Inanis Machinator from this Formation is the only Malal Character within 12” of them.
-The Inanis Machinator gains the Armoured Bulwark special rule.
-Roll a D6 each time the Inanis Machinator loses a wound whilst they are within 3" of a Legion Battle-Automata from this Formation; on a 4+ that model can intercept the hit - the Inanis Machinator does not lose a wound but the Legion Battle-Automata suffers a mortal wound.
  • Special Stratagems:
-Artificial Madness (2 CP):
Use this stratagem before fighting with a Legion Battle-Automata unit from this Formation. Until the end of the phase, double the attack characteristic of all the models in the unit. Roll a die every time you roll a hit roll of 1, on a 4+ this unit suffers D3 mortal wounds.
-Calculating Suppressing Fire (2 CP):
You may only use this stratagem once per battle, and only at the start of your first shooting phase, and if no models in this detachment moved in the previous movement phase. If so then all Legion Battle-Automata in this detachment may fire their Distortion Bolt Cannons twice in that shooting phase.

Pride of the Legion Past (CP: -2)Edit

Pride of the Legion Past:

  • Composition:
- 1 Primarch of the Forgotten Ones
- 3 unit of Null Knights
  • Restrictions:
- The units of Null Knights must have 11 models.
- The Primarch of the Forgotten Ones may not be upgraded.
  • Effects:
-
  • Special Stratagems:

The Dreaded 11 Stampede (CP: -1)Edit

The Dreaded 11 Stampede:

  • Composition:
- 1 Doomhunter/Antraes
- 1 unit of Doomriders
  • Restrictions:
-The unit of Doomriders must have 10 models.
  • Effects:
-All units in this formation are treated as one for all intents and purposes.
-This formation may not be targeted by any friendly stratagem.
-This formation must begin the battle in reserve. At the beginning of any player's turn, you may deploy this formation within 12" of any table edge and at least 2D6-1” from any enemy unit.

The 11 Hordes of 11 (CP: -2)Edit

The 11 Hordes of 11:

  • Composition:
- 1 HQ model
- 11 units chosen in any combination from the followings: Followers of Malal, Sons of Malice, Hiulcus Terminators, Null Knights, Doom Riders, Parasite Riders, Hook Horrors.
  • Restrictions
-Each unit must contain exactly 10 models.
  • Effects:
-If a unit in this formation has an ability which is only active when it has 11 models then it is considered to always have 11 models, regardless of how many models are actually in the unit.
  • Special Stratagems:

What They Have Become (CP: -2)Edit

What They Have Become:

  • Composition:
- 1 Primarch of the Forgotten Ones
- 3 units of Anarchy Marines
  • Restrictions:
- The units of Anarchy Marines must have 11 models
- The Primarch of the Forgotten Ones must be upgraded.
  • Effects:
-
  • Special Stratagems:

Wrath of Kathal (CP: -1)Edit

Wrath of Kathal:

  • Composition:
- Kathal, Anarch of the Sons of Malice
- 1 unit of Hiulcus Terminators
  • Restrictions
-The unit of Hiulcus Terminators must have 10 models.
  • Effects:
-All units in this formation are treated as one for all intents and purposes.
-Add 1” to the movement characteristics of each model in this formation.
-Add 1 to this formation's hit and wound rolls in a turn in which it charged.
  • Special Stratagems:

WargearEdit

Melee WeaponsEdit

  • Atropos Lascutter:
Weapon Range Type S AP D Abilities
Atropos Lascutter Melee Melee +6 -4 6 When resolving an attack made with this weapon against a Vehicle or Monster unit, you can re-roll the wound roll.
  • Cerastus Shock Lance:
Weapon Range Type S AP D Abilities
Cerastus Shock Lance Melee Melee +6 -4 6 This weapon has a Strength characteristic of x2 and a Damage characteristic of 8 if the bearer made a charge move this turn.
  • Chainweapons:
Weapon Range Type S AP D Abilities
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Chainaxe Melee Melee +1 -1 1 -
Reaper Chain-cleaver (Sweep) Melee Melee User -2 1 Make 2 hit rolls for each attack made with this weapon, instead of 1.
Reaper Chain-cleaver (Strike) Melee Melee x2 -3 3 -
Reaper Chainsword Melee Melee +6 -3 6 -
Reaper Chainfist Melee Melee x2 -4 6 -
  • Chaos Flail:
Weapon Range Type S AP D Abilities
Chaos Flail Melee Melee +1 -2 D3 Invulnerable saves may not be taken against wounds inflicted by this weapon. For each attack assigned to this weapon it produces D6-2 hits. Excess damage caused by this weapon to a model is transferred over to other models in the targeted unit.
  • Devider:
Weapon Range Type S AP D Abilities
Devider Melee Melee +1 -2 D3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Character, double the number of damage you inflict.
  • Disruption Stave:
Weapon Range Type S AP D Abilities
Disuption Stave Melee Melee X2 -D6 2D6 This profile’s ap characteristic also effects invulnerability saves.
  • Dreadnought Melee Weapons:
Weapon Range Type S AP D Abilities
Dreadnought Combat Weapon Melee Melee x2 -3 3 -
Dreadnought Chainfist Melee Melee x2 -4 4 -
Seismic Hammer Melee Melee x2 -4 5 When attacking with this weapon, you must subtract 1 from the hit roll.
  • Etherblade:
Weapon Range Type S AP D Abilities
Etherblade Melee Melee +1 -4 3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Deamon unit, double the number of damage you inflict.
  • Flensing Hooks:
Weapon Range Type S AP D Abilities
Flensing Hooks Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
  • Force Weapons:
Weapon Range Type S AP D Abilities
Force Axe Melee Melee +1 -2 D3 -
Force Lance Melee Melee +2 -2 1 -
Force Maul Melee Melee +3 0 D3 -
Force Stave Melee Melee +2 -1 D3 -
Force Sword Melee Melee User -3 D3 -
  • Gaping Mouth:
Weapon Range Type S AP D Abilities
Gaping Mouth Melee Melee User -1 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
  • Hekaton Siege Claw:
Weapon Range Type S AP D Abilities
Hekaton Siege Claw Melee Melee x2 -4 6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a Vehicle, Building or Titanic unit, add 2 to the Damage characteristic for that attack.
  • Impaling Hooves:
Weapon Range Type S AP D Abilities
Impaling Hooves Melee Melee User -2 1 After a model riding a Nightmare makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.
  • Lance of Undoing:
Weapon Range Type S AP D Abilities
Lance of Undoing Melee Melee +1 -3 2 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Deamon unit, double the number of damage you inflict.
Lance of Undoing Melee Melee x2 -3 3 You can use this profile only in a turn in which a model equipped with this weapon has charged. Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.
  • Lightning Claw:
Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon. If a model is armed with two Lightning Claws, each time it fights it can make 1 additional attack with them.
  • Mantis Scythe:
Weapon Range Type S AP D Abilities
Mantis Scythe Melee Melee User -2 2 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
  • Mind Piercer:
Weapon Range Type S AP D Abilities
Mind Piercer Melee Melee x2 -4 3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon or Psyker unit, double the number of damage you inflict. Roll a die at the end of the Fight Phase if a unit was wounded by this weapon, on a 4+ that unit suffers D3 mortal wounds.
  • Moirax Siege Claw:
Weapon Range Type S AP D Abilities
Moirax Siege Claw Melee Melee x2 -3 D6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a Vehicle, Building or Titanic unit, add 2 to the Damage characteristic for that attack.
  • The Mirror Shield:
Weapon Range Type S AP D Abilities
The Mirror Shield Melee Melee User -4 D3+1 Each hit with this weapon counts as 2 hits instead of 1.
  • Power Weapons:
Weapon Range Type S AP D Abilities
Power Axe Melee Melee +1 -1 D3 -
Power Fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
Power Lance Melee Melee +1 -2 1 -
Power Maul Melee Melee +2 0 D3 -
Power Scourge Melee Melee +2 -2 2 -
Power Stave Melee Melee +2 -1 1 -
Power Sword Melee Melee User -3 1 -
  • Shattering Lance:
Weapon Range Type S AP D Abilities
Shattering Lance Melee Melee +6 -4 6 You can use this weapon only in a turn in which a model equipped with it has charged. Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.
  • Siege-breaker Hammer:
Weapon Range Type S AP D Abilities
Siege-breaker Hammer Melee Melee x2 -3 D6 When attacking a Vehicle or Building unit, double the number of damage you inflict.
  • Spear of Disorder:
Weapon Range Type S AP D Abilities
Spear of Disorder Melee Melee User -3 3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.
  • Tearing Hooks:
Weapon Range Type S AP D Abilities
Tearing Hooks Melee Melee User -1 1 After a model riding a Limbo-Tick makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.
  • Tempest Warblade:
Weapon Range Type S AP D Abilities
Tempest Warblade Melee Melee +6 -3 3 Make 2 hit rolls for each attack made with this weapon, instead of 1.
  • The Eleventh Talon:
Weapon Range Type S AP D Abilities
The Eleventh Talon Melee Melee +1 -3 D3 You may reroll failed wound rolls with this weapon.For every hit made by this weapon roll 2D6, for each 11 you roll to not make a wound roll, the targeted unit suffers 3 mortal wounds instead of normal damage.
  • Thunder Hammer:
Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
  • Thunderstrike Gauntlet:
Weapon Range Type S AP D Abilities
Thunderstrike Gauntlet Melee Melee x2 -4 6 Subtract 1 from hit rolls for attacks made with this weapon. If you slay a VEHICLE or Monster with a thunderstrike gauntlet, select an enemy unit within 9" and roll a D6: on a 4+ that unit suffers D3 mortal wounds as the dead body or debris is thrown at it.
  • Titanic Feet:
Weapon Range Type S AP D Abilities
Titanic Feet Melee Melee User -2 D3 Make 3 hit rolls for each attack made with this weapon, instead of 1.

Ranged WeaponsEdit

  • Assault Cannon:
Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -
  • Auto Weapons:
Weapon Range Type S AP D Abilities
Autopistol 12" Pistol 1 3 0 1 -
Autogun 24" Rapid Fire 1 3 0 1 -
Reaper Autocannon 36" Heavy 4 7 -1 1 -
Autocannon 48" Heavy 2 7 -1 2 -
Icarus Autocannon 48" Heavy 2 7 -1 2 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Armiger Autocannon 60" Heavy 2D3 7 -1 3 Ignore the penalty to hit rolls for moving and firing this Heavy weapon.
Predator Autocannon 48" Heavy 2D3 7 -1 3 -
  • Avenger Gatling Cannon:
Weapon Range Type S AP D Abilities
Avenger Gatling Cannon 36" Heavy 12 6 -2 2 -
  • Bolter Weapons:
Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -
Boltblast 12" Assault 2 4 0 1 If the target is within half range, change this weapon's Ap to -2.
Boltgun 24" Rapid Fire 1 4 0 1 -
Condemnor Boltgun 24" Rapid Fire 1 4 0 1 When attacking a Psyker, this weapon has a Damage characteristic of D3.
Distortion Bolt Cannon 24" Heavy 6 5 -1 1 Units which receive damage from this weapon may not reroll any dice rolls until the start of your next shooting phase.
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -
Bolter of the Chaotic One 24" Rapid Fire D6-1 2D3 -1 1 If the target is within half range, change this weapon's Ap to -2.
Heavy Bolter 36" Heavy 3 5 -1 1 -
Castigator Bolt Cannon 36" Heavy 16 6 -2 2 -
  • C-beam Cannon:
Weapon Range Type S AP D Abilities
C-beam Cannon 72" Heavy 1 6 -3 D3 This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
  • Cerastus Shock Lance:
Weapon Range Type S AP D Abilities
Cerastus Shock Lance 18" Heavy 6 6 -1 D3 -
  • Combi Weapons:
Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 This weapon automatically hits its target.
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun) 24" Rapid Fire 1 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
  • Demolisher Cannon:
Weapon Range Type S AP D Abilities
Demolisher Cannon 24" Heavy D3 10 -3 D6 When attacking units with 5 or more models, change this weapon's Type to Heavy D6.
  • Disruption Stave:
Weapon Range Type S AP D Abilities
Disruption Stave 48” Heavy 2D6 User -D6 D3 Roll a D3 every time you fire this weapon. On a 1 this weapon automatically hits its target, on a 2 this weapon's Strenght characteristic becomes X2, on a 3 this weapon deals its damage in mortal wounds.
  • Flamer Weapons:
Weapon Range Type S AP D Abilities
Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.
Heavy Flamer 8" Heavy D6 5 -1 1 This weapon automatically hits its target.
Flamestorm Cannon 8" Heavy D6 6 -2 2 This weapon automatically hits its target.
Acheron Flame Cannon 18" Heavy 2D6 7 -2 3 This weapon automatically hits its target.
Conflagration Cannon 18" Heavy 3D6 7 -2 2 This weapon automatically hits its target.
  • Graviton Weapons:
Weapon Range Type S AP D Abilities
Graviton Blaster 18" Assault 2 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
Graviton Crusher 18" Heavy D3 * -3 2 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 3.
Graviton Pulsar 24" Heavy D6 * -3 2 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4.
Graviton Singularity Cannon (Contained) 36" Heavy 4 * -3 3 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4.
Graviton Singularity Cannon (Singularity) 36" Heavy D6+4 * -4 3 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4. When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
  • Grenades:
Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 -
Krak Grenade 12" Grenade 1 6 -1 D3 -
Void Grenade 12" Grenade 1 * -3 2 This weapon always wounds on a 2+.
  • Heavy Stubber:
Weapon Range Type S AP D Abilities
Heavy Stubber 36" Heavy 3 4 0 1 A unit that suffer an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.
  • Las Weapons:
Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -
Laser Destroyer Array 48" Heavy 4 9 -4 D6 Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
Atropos Lascutter 9" Heavy 1 12 -4 6 When resolving an attack made with this weapon against a Vehicle or Monster unit, you can re-roll the wound roll.
Laser Destructor 60" Heavy D3 14 -4 D6 When resolving an attack made by this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
  • Lightning Weapons:
Weapon Range Type S AP D Abilities
Lightning Lock 36" Heavy 6 6 -2 1 An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
Lightning Cannon 48" Heavy 6 7 -2 3 An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
  • Melta Weapons:
Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Meltagun 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Multi-melta 24" Heavy 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Thermal Spear 30" Assault D3 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Thermal Cannon 36" Heavy D6 9 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Siege Melta Array 12" Heavy 6 12 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. When attacking a Vehicle or Building unit, double the number of damage you inflict.
  • Mind Piercer:
Weapon Range Type S AP D Abilities
Mind Piercer 24" Heavy 1 10 * * Targeted units do not gain the benefit of cover against this weapon. This weapon may target Characters even if they’re not the closest enemy unit. Do not take a saving throw against this weapon, after wounding this weapon deals 1 mortal wound. Then roll a D6, on a 2+ the target takes 1 additional mortal wound. If that roll is successful then roll another D6, on a 3+ the target takes 2 mortal wounds. Repeat this process until you either fail a roll or succeed the 6+ roll.
  • Missile Weapons:
Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 -
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -
Cyclone Missile Launcher (Frag Missile) 48" Heavy 2D3 4 0 1 -
Cyclone Missile Launcher (Krak Missile) 48" Heavy 2 8 -2 D6 -
Ironstorm Missile Pod 72" Heavy D6 5 -1 2 This weapon can target units that are not visible to the bearer.
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.
Skyspear Rocket Pod 48" Heavy 3 8 -2 D6 -
Shieldbreaker Missile 48" Heavy 1 10 -4 D6 Each Shieldbreaker Missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by this weapon.
  • Moirax Conversion Beam Cannon:
Weapon Range Type S AP D Abilities
Moirax Conversion Beam Cannon (Short Range) 0-18" Heavy D3 6 0 2 -
Moirax Conversion Beam Cannon (Mid Range) 19-36" Heavy D3 8 -1 3 -
Moirax Conversion Beam Cannon (Long Range) 37-54" Heavy D3 10 -2 4 -
  • Plasma Weapons:
Weapon Range Type S AP D Abilities
Plasma Pistol 12" Pistol 1 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
Plasma Gun 24" Rapid Fire 1 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
Plasma Blastgun 18" Assault 2 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
Phased Plasma-Fusil 24" Rapid Fire 2 7 -3 2 -
Heavy Plasma Cannon 36" Heavy D3 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
Plasma Decimator 48" Heavy 2D6 7 -3 1 This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon's shots have been fired.
  • Rad-cleanser:
Weapon Range Type S AP D Abilities
Rad-cleanser 9" Assault D6 2 0 3 This weapon automatically hits its target. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.
  • Rapid-fire Battle Cannon:
Weapon Range Type S AP D Abilities
Rapid-fire Battle Cannon 72" Heavy 2D6 8 -2 D3 -
  • Reaper Chaincannon:
Weapon Range Type S AP D Abilities
Reaper Chaincannon 24" Heavy 8 5 -1 1 -
  • Shotgun:
Weapon Range Type S AP D Abilities
Shotgun 12" Assault 2 3 0 1 If the target is within half range, add 1 to this weapon's Strenght.
  • Siegebreaker Cannon:
Weapon Range Type S AP D Abilities
Siegebreaker Cannon 48" Heavy D3 7 -1 D3 -
  • Skyreaper Battery:
Weapon Range Type S AP D Abilities
Skyreaper Battery 48" Heavy 10 7 -3 2 Add 1 to all hit rolls made for this weapon against targets that can Fly.
  • Statistical Degradation Field:
Weapon Range Type S AP D Abilities
Statistical Degradation Field 8" Assault 3D6 3 -1 1 When this weapon is fired it hits every single unit within its range. This weapon automatically hits its target.
  • The War Without End:
Weapon Range Type S AP D Abilities
The War Without End 24" Assault 1 4 -1 1 After you have rolled a successful hit with this weapon, you may immediately roll for an additional hit against the same target unit, if this additional hit roll is successful, you may roll to hit again and again until either you miss or a total of 11 hits has been achieved. After the total number of hits has been determined for the weapon, resolve the attack.
  • Thundercoil Harpoon:
Weapon Range Type S AP D Abilities
Thundercoil Harpoon 12" Heavy 1 16 -6 10 You can re-roll failed hit rolls when targeting Vehicle or Monster units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.
  • Volcano Lance:
Weapon Range Type S AP D Abilities
Volcano Lance 80" Heavy D6 14 -5 3D3 You can re-roll failed wound rolls when targeting Titanic units with this weapon.
  • Volkite Weapons:
Weapon Range Type S AP D Abilities
Volkite Veuglaire 36" Heavy 5 6 -1 2 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
Volkite Chieorovile 45" Heavy 5 8 -3 D6 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.

ArtefactsEdit

  • Corrupted Teleportarum Beacon: Teleporters are dangerous items to use, as their bearer has to enter to warp while using them. This teleporter beacon’s user entered the warp one day... and simply never came out. Nobody knows what happened to the marine who used it, but if you were to ask what happened to one of the Sons of Malice and they were to break their silence to speak, they would simply say that “it is foolish to rely on certainty where the uncertain is concerned."
Terminator models only. Whenever the bearer of the Corrupted Teleportarum Beacon suffers an unsaved wound, roll a D6. On a 2+ remove the bearer from the battlefield and randomly select an enemy unit. Deploy the bearer of this relic within D6” of that enemy unit, if you roll a 1 then you may deploy the bearer of this relic in base contact with the enemy unit.
  • Quantum Tunnelling Grenades:
Model with Grenades only. This relic replaces all of the model's grenades with the following profile:
Weapon Range Type S AP D Abilities
Quantum Tunnelling Grenades 12” Grenade 2D6 D6 -D6 D6 Roll a D6 each time you use this weapon profile, the number rolled becomes the roll required for this weapon to hit (even on overwatch, eg, a roll of 4 would mean that you would need to roll a 4+ for the weapon to hit). This weapon always wounds on at least a 5+ or better.
  • The Cup of Infinite Improbability: The Sons of Malice use this chalice to give homage to their dark patron, opening the throats of their victims to fill the chalice with hot, fresh blood. Despite having the blood of thousands of innocents with itself, the cup never overflows, or spills a drop. It is said that anyone foolish enough to drink from the cup shall unleash as yet unseen chaos upon reality.
Once per battle the bearer of this relic may drink the blood of countless slain within to appease the great God of Uncertainty. If so randomly assign each unit on each opposing side a number, then for each unit which shares a randomly assigned number swap their positions on the battlefield (this swap may put a unit within 1” of an enemy unit). Any unit which can't be moved because an enemy unit does not share a randomly assigned number with it suffers D6 mortal wounds.
  • The Leech Pendant: The Leech Pendant is imbued with a stolen locus from each of the other four chaos gods. These loci are almost constantly warring with each other and the dominant locus is the one that is currently empowering the bearer though occasionally the essences will work together so that they all empower the bearer.
Roll a D6 at the start of each turn. The Leech Pendant grants one of the following bonuses based on the result of the D6 for that turn.
-1: The model benefits from one of the following special rules as chosen by the owner: Unstoppable Ferocity, Ephemeral Form, Disgustingly Resilient, Quicksilver Swiftness.
-2: The bearer gains the Disgustingly Resilient special rule.
-3: The bearer gains the Unstoppable Ferocity special rule.
-4: The bearer gains the Quicksilver Swiftness special rule.
-5: The bearer gains the Ephemeral Form special rule.
-6: The bearer gains the following special rules: Unstoppable Ferocity, Ephemeral Form, Disgustingly Resilient, Quicksilver Swiftness.
  • The Mask of Uncertainty: In the Fight phase, roll a die each time this unit or the one attacking it scores a hit. On a 4+ the hit is instead scored on the unit which made the attack (unless the attack was made by the bearer of this relic, in that case the hit is instead reversed on a 5+).
  • The Mind Razor: The mind is a sharp tool. From the dawn of mankind the human brain has cut its way through reality, to shape the world into a more pleasing configuration. The Mind Razor is such a tools for sculpting reality, a blade who’s edge is not made of mere metal, but of the pure will of the bearer. Such a blade does not cut by its mere edge though, it cuts because it’s wielder thinks that it does.
Models with Chainsword or Power Sword only. This relic replaces the model's Chainsword or Power Sword with the following profile:
Weapon Range Type S AP D Abilities
The Mind Razor Melee Melee * -4 2 Use the bearer's Leadership characteristic instead of its Strength when wounding with this weapon. Enemy units within 6” of the bearer suffer -1 to their Leadership characteristic.
  • The Reality Dissolver: A pistol gifted directly from the Sons of Malice’s patron god themself. Although it may look like a pistol the weapon actually contains a stable Warp portal which fires focused chaos directly from the realm of the gods. Those who are hit by the beam of undiluted unreality are not killed, their existence simply unravels as the laws of the universe simply... fall away.
Model with Pistols only. This relic replaces the model's pistol with the following profile:
Weapon Range Type S AP D Abilities
The Reality Dissolver 6” Pistol 1 9 -4 D6 Invulnerable saves may not be taken against wounds inflicted by this weapon. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
  • Sentient Servo Arms:

Other WargearEdit

  • Anti Reality Bolt Shells: A model equipped with Anti Reality Bolt Shells adds 1 to the Strength and Ap of any Bolter weapon it's equipped with, but subtracts 3” from the maximum range of all its Bolter weapons.
  • Assumed Reality Negator: Weapons that would wound on a flat roll (eg. always on a 4+) instead wound only on a 6+ if the target of the attack is a unit equipped with an Assumed Reality Negator.
  • Familiar of Mirrored Cause and Effect: Whenever model with a Familiar of Mirrored Cause and Effect is targeted by an enemy ability (eg. All enemy units within 6” of this model suffer -1 to their Leadership) then the bearer of the ability is also affected by the ability. However, roll a D6 every time a model with a Familiar of Mirrored Cause and Effect suffers an unsaved wound, on a 6+ the Familiar takes the wound instead and is removed from the bearer's wargear.
  • Graviton Wave Emitter: Once per battle, at the start of your turn you may activate the Graviton Wave Emitter held by a unit. Until the end of your turn that unit gains the Fly keyword and adds 2” to its movement characteristic. However, the unit must subtract 1 from its hit rolls with ranged weapons until the end of your turn.
  • Improbability Stabiliser: Once per phase, roll an additional dice when determining a randomly determined value for a unit with an Improbability Stabiliser and discard the lowest result.
  • Lance Strike Beacon: One use only. At the beginning of any of your turns a Character with a Lance Strike Beacon may choose to activate its beacon. If so roll a D6 for each unit within 2D6” (friend of foe), on a 4+ that unit suffers D3 mortal wounds (Character units are instead effected on a 5+).
  • Sacrificial Knife: One use only. At the beginning of any of your turn, a Character with a Sacrificial Knife may choose to suffer D3 mortal wounds; if so, choose one of the following effects, these remain until the beginning of your next turn:
  • Malal units within 12” automatically pass any morale tests until your next psychic phase.
  • Malal Psykers within 6” may re-roll any psychic tests until your next psychic phase.
  • Don't roll to determine the number of shots for any friendly weapon within 6” which have a random number of shots generates the maximum number of shots instead of rolling to determine the number of shots.
  • Shield of Compromise: A model with a Shield of Compromise has a 4+ invulnerability save and may only be wounded on a wound roll of 4+ or worse, but it's always hit on a hit roll of 4+ or better. If not every model in a unit is equipped with a Shield of Compromise, then the restriction on hit and wound rolls only applies if more than half of the models are equipped with it.
  • Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.
  • Silence Amplifiers: A unit with a Silence Amplifier can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.
  • Spectromatic Distortion Weapons: A model with Spectromatic Distortion Weapons improves the Ap characteristics of its Melee weapons by 1.
  • Uncertain Existence: A unit equipped entirely with uncertain existence may never be the target of any ability, both friend and foe, and enemy units attacking this unit suffer -1 to their hit rolls.
  • Unpleasant Reality Generator: Enemy units attempting to charge a unit equipped with an Unpleasant Reality Generator must subtract 2” from any charge rolls.
  • Unreality Prisms: A unit equipped with an Unreality Prisms does not suffer hit penalties or negative modifiers to their hit rolls for targeting enemy units within 24”. However, if they target an enemy unit which is more than 24” away then they suffer all the normal penalties, along with an additional minus 1 to hit.

Heresy Era ArmoursEdit

As long as there have been space marines there has been power armour. Near impenetrable fortresses which helped subdue an entire galaxy, at the behest of a single man. While most legions favour a single pattern of power armour the Sons of Malice are not normal. Although their legion began as a single legion it has picked up equipment and marines from all legions from all times. As such they feature a far wider diversity in armour patterns.

On the tabletop, a unit can elect to wear their standard armour, representing the mishmash of parts a chaos space marine must collect and repair in order to survive. However, a unit may elect instead to pay for a complete set of original power armour from the Imperium's past, representing marines who have been corrupted by the Great Unknowable One during the heresy, or even loyalist marines who have found a power willing to support them fight chaos after been separated from their parent legion.

  • Auramite Armour:
One of the oldest patterns of power armour, but it’s age hides its power. Auramite armour is the plate fashioned at the behest of the Emperor to protect his Adeptus Custodes, and even after a millennium and a half it’s protection is still unmatched. However, such plates which ever leave the Custodes' possession are incredibly rare, and their complexity means that their maintenance and proper usage by mere marines is difficult.
A unit equipped entirely with Auramite Armour has a 2+ armour save and a 5+ invulnerability save. However, it always strikes last in melee combat, regardless of any special rule or stratagem.
  • MK 2 Crusade Armour:
The armour which truly began a galaxy-wide empire. Although inferior to the other patterns even in Heretic Astartes it conjures images of a better time, when the galaxy was new and far simpler.
A unit equipped entirely with MK2 Crusader Armour adds 1 to its leadership.
  • MK 3 Iron Armour:
The armour legionaries used to use before terminator was invented, a solid chunk a metal and composites primarily used by breacher teams for whom protection was more important than speed.
A unit equipped entirely with MK 3 Iron Armour halves it’s advance distances, but treats weapons with an ap characteristic of -1 as 0.
  • MK 4 Imperial Maximus Armour:
The armour employed by the legions at their height of power, and by extension representing humanity and its peak of influence, reach, and ferocity.
Whenever a unit equipped entirely with MK 4 Imperial Maximus Armour charges or makes a heroic intervention increase its strength characteristic by 1 for the following fight phase.
  • MK 5 Heresy Armour:
The armour which became the symbol of the Heretic Astartes. Although technically not a single model of armour as it was made up of the best pieces from previous models of the plate. The mishmash plate still served to provide finer protection than what the loyalists had at hand right the way through the Heresy.
Models equipped with MK 5 Heresy Armour ignore damage received on a 6+.
  • MK 6 Corvus Armour
An almost loyalist exclusive pattern, which managed to boost the mover's speed without sacrificing armour.
A unit equipped entirely with MK 6 Corvus Armour can charge after advancing, but must subtract 1 from their hit rolls in the following fight phase.
  • Pariah Armour:
The armour favoured by the fragments of the legions left over after the start of the Heresy and Istvan 5. It is lighter in construction, allowing for more agility at the expense of protection.
A unit entirely equipped with Pariah Armour may move and fire heavy weapons without a minus 1 to hit, advance and fire rapid-fire and pistol weapons, but at a minus 1 to hit, and may advance and fire assault weapons without a minus 1 to hit. However, a unit entirely equipped with Pariah Armour only has a 5+ armour save against weapons with strength 6 or higher.
  • Omega Armour:
Armour worn by those who have been in the service of Malal the longest, for they represent the end for their foes. This plate began life as whatever armour it’s bearer had been wearing, only to be warped into uncertain shapes with uncertain levels of protection,
Every time a unit equipped with Omega Armour is attacked roll a D6. That value becomes that units armour save when resolving that attack (eg a dice roll of 4 would mean the unit would have an armour save of 4+) to a minimum of 2+. In addition, a unit equipped with Omega Armour ignores the ap characteristic of enemy weapons.
  • Distortion Plate:
Enemy abilities within 12” of a unit equipped entirely with Distortion Plate are deactivated.

Sons of Malice Wargear ListEdit

Champion EquipmentEdit

-Boltgun - free
-Bolt Pistol - free
-Chainaxe - 1 pts.
-Chainsword - free
-Combi-bolter - 2 pts.
-Combi-flamer - 8 pts.
-Combi-melta - 15 pts.
-Combi-plasma - 11 pts.
-Lightning Claw - 8 pts.
-Plasma Pistol - 5 pts.
-Power Axe - 5 pts.
-Power Fist - 9 pts.
-Power Lance - 4 pts.
-Power Maul - 5 pts.
-Power Sword - 4 pts.
-Thunder Hammer - 21 pts.

Combi-weaponsEdit

-Combi-bolter - 2 pts.
-Combi-flamer - 8 pts.
-Combi-melta - 15 pts.
-Combi-plasma - 11 pts.

Dreadnought Arm WeaponsEdit

-Assault Cannon - 22 pts.
-C-beam Cannon - 30 pts.
-Dreadnought Combat Weapon and Storm Bolter - 20+2 pts.
-Heavy Plasma Cannon - 16 pts.
-Hurricane Bolter - 10 pts.
-Missile Launcher - 20 pts.
-Multi-melta - 22 pts.
-Seismic Hammer - 30 pts.
-Twin Autocannon - 33 pts.
-Twin Heavy Bolter - 17 pts.
-Twin Heavy Flamer - 28 pts.
-Twin Lascannon - 40 pts.

Heavy WeaponsEdit

-Autocannon - 10 pts.
-Heavy Bolter - 10 pts.
-Lascannon - 25 pts.
-Missile Launcher - 20 pts.
-Reaper Chaincannon - 20 pts.

Melee WeaponsEdit

-Chainaxe - 1 pts.
-Chainsword - free
-Lightning Claw - 8 pts.
-Power Axe - 5 pts.
-Power Fist - 9 pts.
-Power Lance - 4 pts.
-Power Maul - 5 pts.
-Power Sword - 4 pts.
-Thunder Hammer - 21 pts.

PistolsEdit

-Bolt Pistol - free
-Plasma Pistol - 5 pts.

Special WeaponsEdit

-Flamer - 6 pts.
-Meltagun - 14 pts.
-Plasma Gun - 11 pts.

Terminator Melee WeaponsEdit

-Chainaxe - 1 pts.
-Chainfist - 11 pts.
-Lightning Claw - 8 pts.
-Power Axe - 5 pts.
-Power Fist - 9 pts.
-Power Lance - 4 pts.
-Power Maul - 5 pts.
-Power Sword - 4 pts.
-Thunder Hammer - 21 pts.

Other WargearEdit

-Anti Reality Bolt Shells - 3 pts./model
-Assumed Reality Negator - 20 pts./unit
-Familiar of Mirrored Cause and Effect - 15 pts. (Characters only).
-Graviton Wave Emitter - 15 pts./unit
-Improbability Stabiliser - 5 pts./unit
-Sacrificial Knife - 10 pts. (Characters only)
-Shield of Compromise - 15 pts/model (20 pts. for Characters).
-Silence Amplifiers - 10 pts./unit.
-Spectromatic Distortion Weapons - 3 pts./model
-Uncertain Existence - 7 pts./model
-Unpleasant Reality Generator - 10 pts./unit
-Unreality Prisms - 5 pts./model

Heresy Era Power ArmoursEdit

-Auramite Armour - 9 pts.
-MK 2 Crusade Armour - 2 pts.
-MK 3 Iron Armour - 3 pts.
-MK 4 Imperial Maximus Armour - 5 pts.
-MK 5 Heresy Armour - 3 pts.
-MK 6 Corvus Armour - 3 pts.
-Pariah Armour - 3 pts.
-Omega Armour - 3 pts.
-Distortion Plate - 15 pts.

*Double the cost for all Characters

UnitsEdit

HQsEdit

Doomed OneEdit

This unit contains 1 Doomed One (Power Rating 4).

Name M WS BS S T W A Ld Sv
Doomed One 6" 2+ 2+ 4 4 5 4 9 3+

Wargear:

  • Bolt Pistol
  • Chainsword
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • For the God of Contradiction: You can re-roll failed hit rolls for this model if the target is an enemy Character.
  • Harbinger of Chaos: You can re-roll failed wound rolls for friendly Sons of Malice units within 6" of this model.

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Chainsword with one item from the Pistols or Melee Weapons lists.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Doomed One


DoomhunterEdit

This unit contains 1 Doomhunter (Power Rating 7).

Name M WS BS S T W A Ld Sv
Doomhunter 11" 2+ 2+ 4 5 7 4 9 3+

Wargear:

  • Bolt Pistol
  • Impaling Hooves
  • Lance of Undoing

Special Rules:

  • Death to the Believers
  • Knight of Malal: All friendly Malal Cavalry units within 6" of this model may add 1 to their hit and wound rolls in a turn in which they charged.
  • Rampaging Steed: Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.

Options:

  • This model may take a Sigil of the Inverted Harm - 15 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Cavalry, Doomhunter


Fate WarperEdit

This unit contains 1 Fate Warper (Power Rating 5).

Name M WS BS S T W A Ld Sv
Fate Warper 6" 3+ 3+ 4 4 4 3 9 3+

Wargear:

  • Bolt Pistol
  • Force Sword
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers

Psyker:

  • A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Force Sword with one of the followings:
-Force Axe - 10 pts.
-Force Lance - 8 pts.
-Force Maul - 8 pts.
-Force Stave - 8 pts.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Fate Warper, Psyker


Fate Warper on BikeEdit

This unit contains 1 Fate Warper on Bike (Power Rating 7).

Name M WS BS S T W A Ld Sv
Fate Warper on Bike 14" 3+ 3+ 4 5 5 3 9 3+

Wargear:

  • Bolt Pistol
  • Combi-bolter
  • Force Sword
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Turbo-boost

Psyker:

  • A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options: Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Force Sword with one of the followings:
-Force Axe - 10 pts.
-Force Lance - 8 pts.
-Force Maul - 8 pts.
-Force Stave - 8 pts.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Biker, Fate Warper, Psyker


Fate Warper with Jump PackEdit

This unit contains 1 Fate Warper in Jump Pack (Power Rating 6).

Name M WS BS S T W A Ld Sv
Fate Warper with Jump Pack 12" 3+ 3+ 4 4 4 3 9 3+

Wargear:

  • Bolt Pistol
  • Force Sword
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Jump Pack Assault

Psyker:

  • A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Force Sword with one of the followings:
-Force Axe - 10 pts.
-Force Lance - 8 pts.
-Force Maul - 8 pts.
-Force Stave - 8 pts.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Fate Warper, Jump Pack, Fly, Psyker


Fate Warper on Limbo-TickEdit

This unit contains 1 Fate Warper on Bike (Power Rating 7).

Name M WS BS S T W A Ld Sv
Fate Warper on Limbo-Tick 16" 3+ 3+ 4 4 5 3 9 3+

Wargear:

  • Bolt Pistol
  • Force Sword
  • Frag Grenade
  • Krak Grenade
  • Tearing Hooks

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Draining Bite: Each time this model kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle.

Psyker:

  • A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Force Sword with one of the followings:
-Force Axe - 10 pts.
-Force Lance - 8 pts.
-Force Maul - 8 pts.
-Force Stave - 8 pts.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Cavalry, Fate Warper, Psyker


Fate Warper on NightmareEdit

This unit contains 1 Fate Warper on Nightmare (Power Rating 8).

Name M WS BS S T W A Ld Sv
Fate Warper on Nightmare 11" 3+ 3+ 4 5 5 3 9 3+

Wargear:

  • Bolt Pistol
  • Force Sword
  • Frag Grenade
  • Impaling Hooves
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Rampaging Steed: Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.

Psyker:

  • A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Force Sword with one of the followings:
-Force Axe - 10 pts.
-Force Lance - 8 pts.
-Force Maul - 8 pts.
-Force Stave - 8 pts.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Cavalry, Fate Warper, Psyker


Fate Warper in Terminator ArmourEdit

This unit contains 1 Fate Warper in Terminator Armour (Power Rating 6).

Name M WS BS S T W A Ld Sv
Fate Warper in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+

Wargear:

  • Combi-bolter
  • Force Stave

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Teleport Strike

Psyker:

  • A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

  • This model may replace its Combi-bolter with one item from the Combi-weapons or Terminator Melee Weapons lists.
  • This model may replace its Force Stave with one of the followings:
-Force Axe - 10 pts.
-Force Lance - 8 pts.
-Force Maul - 8 pts.
-Force Sword - 8 pts.
  • This model may take a Sigil of the Inverted Harm - 15 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Fate Warper, Terminator, Psyker


Guardian of ContradictionsEdit

This unit contains 1 Guardian of Contradictions (Power Rating 9).

Name M WS BS S T W A Ld Sv
Guardian of Contradictions 8" 2+ 2+ 7 6 8 4 10 6+

Wargear:

  • Etherblade

Special Rules:

  • Death to the Believers
  • Dissipator Field: Daemon units within 6" of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy Psyker may not cast or deny any psychic power as long as they are within 12" of this model.
  • Paradoxical Essence: This model has a 4+ Invulnerable save.
  • Strategist of Contradictions: Friendly Malal units within 6" of this model may use this model's Leadership characteristic instead of their own when taking Morale tests. In addition, if your army includes at least one Guardian of Contradictions, roll a die each time you spend a Command Point; on a 5+ that point is not lost.

Psyker:

  • A Guardian of Contradictions can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Keywords:

  • Faction:Malal, Heretic Astartes
  • HQ, Character, Monster, Guardian of Contradictions, Psyker


Inanis MachinatorEdit

This unit contains 1 Inanis Machinator (Power Rating 3).

Name M WS BS S T W A Ld Sv
Inanis Machinator 6" 3+ 2+ 4 4 4 3 9 2+

Wargear:

  • Bolt Pistol
  • Flamer
  • Frag Grenade
  • Krak Grenade
  • Mechatendrils
  • Meltagun
  • Power Axe

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Machinator of Malal: At the end of your Movement phase, an Inanis Machinator can repair a single Sons of Malice Vehicle (other than models that can Fly) within 1". That model regains D3 lost wounds. A Vehicle cannot be repaired by more than one model with Machinator of Malal in the same turn.

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols or Combi-weapons lists.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Inanis Machinator

Lord of DiscrepancyEdit

This unit contains 1 Lord of Discrepancy (Power Rating 4).

Name M WS BS S T W A Ld Sv
Lord of Discrepancy 6" 2+ 2+ 4 4 5 4 9 3+

Wargear:

  • Bolt Pistol
  • Chainsword
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Lord of Discrepancy: You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model.

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Chainsword with one item from the Pistols or Melee Weapons lists.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Lord of Discrepancy


Lord of Discrepancy on BikeEdit

This unit contains 1 Lord of Discrepancy on Bike (Power Rating 6).

Name M WS BS S T W A Ld Sv
Lord of Discrepancy on Bike 14" 2+ 2+ 4 5 6 4 9 3+

Wargear:

  • Bolt Pistol
  • Chainsword
  • Combi-bolter
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Lord of Discrepancy: You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model.
  • Turbo-boost

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Chainsword with one item from the Pistols or Melee Weapons lists.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Biker, Lord of Discrepancy


Lord of Discrepancy with Jump PackEdit

This unit contains 1 Lord of Discrepancy in Jump Pack (Power Rating 5).

Name M WS BS S T W A Ld Sv
Lord of Discrepancy with Jump Pack 12" 2+ 2+ 4 4 5 4 9 3+

Wargear:

  • Bolt Pistol
  • Chainsword
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Lord of Discrepancy: You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model.
  • Jump Pack Assault

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Chainsword with one item from the Pistols or Melee Weapons lists.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Lord of Discrepancy, Jump Pack, Fly


Lord of Discrepancy on Limbo-TickEdit

This unit contains 1 Lord of Discrepancy on Bike (Power Rating 6).

Name M WS BS S T W A Ld Sv
Lord of Discrepancy on Limbo-Tick 16" 2+ 2+ 4 4 6 4 9 3+

Wargear:

  • Bolt Pistol
  • Chainsword
  • Frag Grenade
  • Krak Grenade
  • Tearing Hooks

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Draining Bite: Each time this model kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle.
  • Lord of Discrepancy: You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model.

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Chainsword with one item from the Pistols or Melee Weapons lists.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Cavalry, Lord of Discrepancy


Lord of Discrepancy on NightmareEdit

This unit contains 1 Lord of Discrepancy on Nightmare (Power Rating 7).

Name M WS BS S T W A Ld Sv
Lord of Discrepancy on Nightmare 11" 2+ 2+ 4 5 6 4 9 3+

Wargear:

  • Bolt Pistol
  • Chainsword
  • Frag Grenade
  • Impaling Hooves
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Lord of Discrepancy: You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model.
  • Rampaging Steed: Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.

Options:

  • This model may replace its Bolt Pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
  • This model may replace its Chainsword with one item from the Pistols or Melee Weapons lists.
  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Cavalry, Lord of Discrepancy


Lord of Discrepancy in Terminator ArmourEdit

This unit contains 1 Lord of Discrepancy in Terminator Armour (Power Rating 5).

Name M WS BS S T W A Ld Sv
Lord of Discrepancy in Terminator Armour 5" 2+ 2+ 4 4 6 4 9 2+

Wargear:

  • Combi-bolter
  • Power Sword

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Lord of Discrepancy: You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model.
  • Teleport Strike

Options:

  • This model may replace its Combi-bolter with one item from the Combi-weapons or Terminator Melee Weapons lists.
  • This model may replace its Power Sword with one item from the Terminator Melee Weapons lists.
  • This model may take a Sigil of the Inverted Harm - 15 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Lord of Discrepancy, Terminator


Matron of MalalEdit

This unit contains 1 Matron of Malal (Power Rating 9).

Name M WS BS S T W A Ld Sv
Matron of Malal 12" 2+ 2+ 6 6 7 4 10 -

Wargear:

  • Spear of Disorder

Special Rules:

  • Death to the Believers
  • Dissipator Field: Daemon units within 6" of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy Psyker may not cast or deny any psychic power as long as they are within 12" of this model.
  • Maternal Instincts: Each time a friendly Malal unit is killed while within 6" of this model, this model gains +1 to its Strenght characteristic (to the maximum of 10).
  • Paradoxical Essence: This model has a 4+ Invulnerable save.
  • Soothing Sing: Roll two dices and discard the highest result when making Morale tests for friendly Malal units within 6" of this model.

Psyker:

  • A Matron of Malal can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

  • May take a Familiar of Mirrored Cause and Effect - 15 pts.

Keywords:

  • Faction:Malal, Heretic Astartes
  • HQ, Character, Monster, Matron of Malal, Psyker


Antraes, Knight Champion of MalalEdit

This unit contains 1 Antraes, Knight Champion of Malal (Power Rating 9). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Antraes, Knight Champion of Malal 11" 2+ 2+ 5 5 7 5 10 3+

Wargear:

  • Impaling Hooves
  • Lance of Undoing
  • Sigil of the Inverted Harm

Special Rules:

  • Death to the Believers
  • IV Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).
  • Knight of Malal: All friendly Malal Cavalry units within 6" of this model may add 1 to their hit and wound rolls in a turn in which they charged.
  • Rampaging Steed: Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.

Warlord Trait: If this model is your Warlord, it has the Lord of Paradoxes Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Cavalry, Antraes, Knight Champion of Malal


Balachiel, Sorcerer Champion of MalalEdit

This unit contains 1 Balachiel, Sorcerer Champion of Malal (Power Rating 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Balachiel, Sorcerer Champion of Malal 6" 2+ 2+ 4 4 4 4 10 3+

Wargear:

  • Force Sword
  • Omega Armour
  • Sigil of the Inverted Harm

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • V Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).

Psyker:

  • Balachiel can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite and three psychic powers from the Powers of Malal discipline.

Warlord Trait: If this model is your Warlord, it has the Devourer of Warp-Horrors Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Balachiel, Sorcerer Champion of Malal, Psyker


Dyress, Chosen of MalalEdit

This unit contains 1 Dyress, Chosen of Malal (Power Rating 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Dyress, Chosen of Malal 6" 2+ 2+ 4 4 5 5 10 3+

Wargear:

  • Plasma Pistol
  • Chainaxe
  • Sigil of the Inverted Harm

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • For the God of Contradiction: You can re-roll failed hit rolls for this model if the target is an enemy Character.
  • Harbinger of Chaos: You can re-roll failed wound rolls for friendly Sons of Malice units within 6" of this model.
  • X Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).

Warlord Trait: If this model is your Warlord, it has the The Mimic Prince Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Dyress, Chosen of Malal


Karhazy, Lord Champion of MalalEdit

This unit contains 1 Karhazy, Lord Champion of Malal (Power Rating 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Karhazy, Lord Champion of Malal 6" 2+ 2+ 5 4 5 5 10 3+

Wargear:

  • Plasma Pistol
  • Power Maul
  • Sigil of the Inverted Harm

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • II Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).
  • Lord of Discrepancy: You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model.

Warlord Trait: If this model is your Warlord, it has the The Mimic Prince Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Karhazy, Lord Champion of Malal


Kathal, Anarch of the Sons of MaliceEdit

This unit contains 1 Kathal, Anarch of the Sons of Malice (Power Rating 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Kathal, Anarch of the Sons of Malice 5" 2+ 2+ 4 4 7 5 10 2+

Wargear:

  • Sigil of the Inverted Harm
  • The War Without End
  • The 11th Talon

Special Rules:

  • Anarch: You can re-roll failed hit rolls made for friendly Sons of Malice units within 6" of this model.
  • Death to the Believers
  • Teleport Strike
  • XI Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).

Warlord Trait: If this model is your Warlord, it has the Lord of Paradoxes Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Kathal, Lord of Discrepancy, Terminator


Makrael, Ancient Champion of MalalEdit

This unit contains 1 Makrael, Ancient Champion of Malal (Power Rating 10). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Makrael, Ancient Champion of Malal 9" 2+ 2+ 7 7 14 5 10 2+

Wargear:

  • Assault Cannon
  • Cyclone Missile Launcher
  • Dreadnought Combat Weapon
  • Storm Bolter

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • I Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).
  • Legendary Armour: A model with this special rule has a 4+ invulnerable save and ignores any penalty for moving and firing Heavy weapons. However, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, each unit within 6" suffers D6 mortal wounds.

Warlord Trait: If this model is your Warlord, it has the Denier of Reality Warlord Trait.

Options:

  • This model may replace its Assault Cannon with one item from the Dreadnought Arm Weapons list.
  • This model may replace its Storm Bolter and Dreadnought Combat Weapon with one item from the Dreadnought Arm Weapons list.
  • This model may replace its Dreadnought Combat Weapon with a Dreadnought Chainfist - 26 pts.
  • This model may replace its Storm Bolter with one of the following:
-Graviton Blaster - 15 pts.
-Heavy Flamer - 12 pts.
-Meltagun - 14 pts.
-Plasma Blastgun - 21 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Vehicle, Makrael, Ancient Champion of Malal, Dreadnought


Rustral, Machinator Champion of MalalEdit

This unit contains 1 Inanis Machinator (Power Rating 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Rustral, Machinator Champion of Malal 6" 2+ 2+ 4 4 5 4 10 2+

Wargear:

  • Flamer
  • Meltagun
  • Power Axe
  • Sigil of the Inverted Harm

Special Rules:

  • Bolter Discipline
  • Champion Machinator: At the end of your Movement phase, Rustral can repair a single Sons of Malice Vehicle (other than models that can Fly) within 1". That model regains 2D3 lost wounds. A Vehicle cannot be repaired by more than one model with Machinator of Malal in the same turn.
  • Death to the Believers
  • VII Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).

Warlord Trait: If this model is your Warlord, it has the Chosen of the Unclear Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Rustral, Machinator Champion of Malal


Salem, Anarchy Champion of MalalEdit

This unit contains 1 Salem, Anarchy Champion of Malal (Power Rating 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Salem, Anarchy Champion of Malal 4" 2+ 2+ 4 4 5 5 10 2+

Wargear:

  • Bolter of the Chaotic One
  • Chaos Flail

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Icon of Our Fall from Grace:
Bolter of the Chaotic One and Chaos Flail weapons used within 3” of this unit generate 1 extra, automatically hitting hit each time they are used.
  • IX Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).
  • Tartarus Armour of the Ineffable One:
A model with this rule has a 4+ invulnerable save but has to halve all advance distances. In addition, a model with this rule may not be hit by a weapon with a randomly generated number of attacks, even if that weapon would normally automatically hit its target.
  • Teleport Homer
  • Teleport Strike

Warlord Trait: If this model is your Warlord, it has the Lord of Paradoxes Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Infantry, Salem, Anarchy Champion of Malal, Terminator


Tharans, Void Champion of MalalEdit

This unit contains 1 Tharans, Void Champion of Malal (Power Rating 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Tharans, Void Champion of Malal 12" 2+ 2+ 5 4 5 5 10 3+

Wargear:

  • MK6 Corvus Armour
  • Two Lightning Claws

Special Rules:

  • Death to the Believers
  • III Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).
  • Void Champion: All friendly Malal Jump Pack units within 6" of this model may add 1 to their hit and wound rolls in a turn in which they charged.
  • Void Jump: When you set up Tharans during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Void Jump to arrive on the battlefield at the end of any of your Movement phases, when it does so, set it up anywhere that is more than 9" away from enemy models. In addition, enemy units cannot fire Overwatch against Tharans in the same turn that it arrived by this rule.

Warlord Trait: If this model is your Warlord, it has the Denier of Reality Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Infantry, Tharans, Void Champion of Malal, Fly, Jump Pack


Vuthal, Null Champion of MalalEdit

This unit contains 1 Vuthal, Null Champion of Malal (Power Rating 8). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Vuthal, Null Champion of Malal 6" 2+ 2+ 4 5 6 4 10 3+

Wargear:

  • Force Sword
  • Plasma Pistol
  • Shield of Compromise

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Null Field: Enemy Psykers must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 12" of them.
  • VIII Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).

Warlord Trait: If this model is your Warlord, it has the Devourer of Warp-Horrors Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Infantry, Vuthal, Null Champion of Malal


Zarath, Biker Champion of MalalEdit

This unit contains 1 Zarath, Biker Champion of Malal (Power Rating 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Zarath, Biker Champion of Malal 12" 2+ 2+ 4 5 5 4 10 3+

Wargear:

  • Bolt Pistol
  • Combi-bolter
  • Power Lance
  • Shield of Compromise

Special Rules:

  • Biker Champion: All friendly Malal Biker units within 6" of this model may add 1 to their hit and wound rolls in a turn in which they charged.
  • Bolter Discipline
  • Death to the Believers
  • Turbo-boost
  • VI Champion of Malal: Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules).

Warlord Trait: If this model is your Warlord, it has the Chosen of the Unclear Warlord Trait.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQ, Character, Biker, Zarath, Biker Champion of Malal

TroopsEdit

Daughters of MaliceEdit

This unit contains 1 Older Daughter and 4 Daughters of Malice (Power Rating 3). It can include up to 5 more Daughters of Malice (Power Rating +3), up to 10 more Daughters of Malice (Power Rating +6) or up to 15 more Daughters of Malice (Power Rating +9).

Name M WS BS S T W A Ld Sv
Daughter of Malice 6" 4+ 3+ 3 3 1 1 7 3+
Older Daughter 6" 4+ 3+ 3 3 1 2 8 3+

Wargear:

  • Boltgun
  • Bolt Pistol
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Faith in the Chaotic One:
  • A unit with this rule ignores damage received on a 6+, and for every 10 models in a unit, it may deny a single psychic power as if it was a Psyker.

Options:

  • Any Daughter of Malice may replace its Boltgun with a Chainsword - free
  • For every five models in the unit, one Daughter of Malice may replace its Bolt Pistol with a Plasma Pistol - 5 pts./model
  • For every five models in the unit, two Daughters of Malice may replace its Boltgun with one of the following:
-Flamer - 6 pts.
-Heavy Bolter - 10 pts.
-Heavy Flamer - 14 pts.
-Meltagun - 14 pts.
-Multi-melta - 27 pts.
-Storm Bolter - 2 pts.
  • The Older Daughter may replace its Bolt Pistol and/or Boltgun with two items from the following:
-Chainsword - free
-Combi-flamer - 8 pts.
-Combi-melta - 15 pts.
-Combi-plasma - 11 pts.
-Condemnor Boltgun - 1 pts.
-Inferno Pistol - 7 pts.
-Plasma Pistol - 5 pts.
-Power Axe - 5 pts.
-Power Lance - 4 pts.
-Power Maul - 5 pts.
-Power Sword - 4 pts.
-Storm Bolter - 2 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Troops, Infantry, Daughters of Malice


Followers of MalalEdit

This unit contains 1 Follower Champion and 9 Followers of Malal (Power Rating 3). It can include up to 10 more Followers of Malal (Power Rating +3), up to 20 more Followers of Malal (Power Rating +6) or up to 30 more Followers of Malal (Power Rating +9).

Name M WS BS S T W A Ld Sv
Follower of Malal 6" 4+ 4+ 3 3 1 1 5 6+
Follower Champion 6" 4+ 4+ 3 3 1 2 6 6+

Wargear:

  • Autogun

Special Rules:

  • Death to the Believers
  • Mere Pawns: Followers of Malal units do not gain the The Lords of Randomness and Servants of Chaos Trait.

Options:

  • Any Follower may replace its Autogun with an Autopistol and Brutal Assault Weapon - free
  • For every ten models in the unit, one Follower may replace its Autogun with one of the following:
-Heavy Stubber - 2 pts./model
-Flamer - 6 pts./model
  • The Follower Champion may replace its Autogun with one of the following:
Autopistol and Brutal Assault Weapon - free
Shotgun - free

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Troops, Infantry, Followers of Malal


Sons of MaliceEdit

This unit contains 1 Aspiring Champion and 4 Sons of Malice (Power Rating 4). It can include up to 5 more Sons of Malice (Power Rating +4), up to 10 more Sons of Malice (Power Rating +8) or up to 15 more Sons of Malice (Power Rating +12).

Name M WS BS S T W A Ld Sv
Son of Malice 6" 3+ 3+ 4 4 1 1 7 3+
Aspiring Champion 6" 3+ 3+ 4 4 1 2 8 3+

Wargear:

  • Boltgun
  • Bolt Pistol
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Bolter Discipline
  • Death to the Believers

Options:

  • Any Son of Malice may replace its Boltgun with a Chainsword - free
  • For every five models in the unit, one Son of Malice may replace its Bolt Pistol with a Plasma Pistol - 5 pts./model
  • For every five models in the unit, one Son of Malice may replace its Boltgun with one item from the Special Weapons or Heavy Weapons lists.
  • The Aspiring Champion may replace its Bolt Pistol and/or Boltgun with two items from the Champion Equipment list.
  • All models in the unit may take one item from the Heresy Era Power Armours list, the same for every model.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Troops, Infantry, Sons of Malice

EliteEdit

Accountant of the Uncertain OneEdit

This unit contains 1 Accountant of the Uncertain One (Power Rating 6).

Name M WS BS S T W A Ld Sv
Accountant of the Uncertain One 6" 3+ 3+ 4 5 5 3 8 3+

Wargear:

  • Power Fist
  • Statistical Degradation Field

Special Rules:

  • Death to the Believers
  • Recorder and Propagator of Uncertainty: During the course of the battle keep track of the number of dices rolled to determine a random value (eg. when determining charge distances, for the number of shots fired by a gun or the amount of damage done by a weapon), then throughout the battle consult the table below:
-0-9: Nothing happens.
-10-19: All friendly Sons of Malice units within 6” of this unit add 1 to their Leadership characteristics.
-20-29: All friendly Sons of Malice units within 11” of this unit add 1 to their Leadership characteristics and all enemy units within 11" of this unit subtract 1 from their Leadership characteristics.
-30-49: All friendly Sons of Malice units within 11” of this unit add 1 to their Leadership characteristics and all enemy units within 11" of this unit subtract 1 from their Leadership characteristics. In addition, all friendly Sons of Malice units with 11” may roll twice the number of dices and discard the lowest half when determining a random number of shots, attacks or damage.
-50+:All friendly Sons of Malice units within 11” of this unit add 1 to their Leadership characteristics and all enemy units within 11” of this unit subtract 1 from their Leadership characteristics. In addition, all friendly Sons of Malice units with 11” do not roll dice to determine a random number of shots, attacks or damage (eg. From weapons with a random number of hits), instead, it will always be the highest it can be (eg, a weapon with D6 damage would instead deal 6 damage).

Options:

  • This model may take a Sigil of the Inverted Harm - 15 pts.
  • This model may take one item from the Heresy Era Power Armours list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Character, Infantry, Accountant of the Uncertain One


Anarchy MarinesEdit

Fluff:

The Anarchy Marines are not original Sons of Malice. They are elite tartaros marines from one of the original marines from before the Horus Heresy that fell into the warp to never be seen again. Upon returning to reality their original heraldry was wiped away and their helmets warped into perfectly smooth, and reflecting surfaces which reflect back something different to each creature that looks where their eye slurs used to be. Regardless of their original heraldry each marine is now perfectly identical to each other, and yet completely different. Even their silences are different yet the same as they hew their way through their foes, performing the anarchical plans of their slave master, the god who is not.

This unit contains 1 Anarchy Marine Champion and 5 Anarchy Marines (Power Rating 8). It can include up to 5 more Anarchy Marines (Power Rating +8). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Anarchy Marine 4" 2+ 2+ 4 4 3 2 10 2+
Anarchy Marine Champion 4" 2+ 2+ 4 4 3 3 10 2+

Wargear:

  • Bolter of the Chaotic One
  • Chaos Flail

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Tartarus Armour of the Ineffable One:
A model with this rule has a 4+ invulnerable save but has to halve all advance distances. In addition, a model with this rule may not be hit by a weapon with a randomly generated number of attacks, even if that weapon would normally automatically hit its target.
  • Teleport Homer
  • Teleport Strike

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Infantry, Anarchy Marines, Terminator

Hiulcus TerminatorsEdit

This unit contains 1 Hiulcus Terminator Champion and 5 Hiulcus Terminators (Power Rating 6). It can include up to 5 more Hiulcus Terminators (Power Rating +6).

Name M WS BS S T W A Ld Sv
Hiulcus Terminators 5" 3+ 3+ 4 4 2 2 8 2+
Hiulcus Terminators Champion 5" 3+ 3+ 4 4 2 3 9 2+

Wargear:

  • Combi-bolter
  • Power Axe

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Teleport Homer
  • Teleport Strike
  • Terminator Armour

Options:

  • Any model may replace its Combi-bolter with one item from the Combi-weapons or Terminator Melee Weapons lists.
  • Any model may replace its Combi-bolter with one of the following:
-Heavy Bolter - 10 pts./model
-Heavy Flamer - 14 pts./model
-Reaper Autocannon - 10 pts./model
  • Any model may replace its Power Sword with one item from the Terminator Melee Weapons lists.
  • Any model may take a Shield of Compromise - 15 pts./model

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Infantry, Hiulcus Terminators, Terminator


Maidens of MalalEdit

This unit contains 1 Maiden of Malal (Power Rating 7). It can include up to 1 more Maiden of Malal (Power Rating +7) or up to 2 more Maidens of Malal (Power Rating +14).

Name M WS BS S T W A Ld Sv
Maiden of Malal 12" 3+ 3+ 6 6 7 3 9 -

Wargear:

  • Spear of Disorder

Special Rules:

  • Death to the Believers
  • Dissipator Field: Deamon units within 6" of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy Psyker may not cast or deny any psychic power as long as they are within 12" of this model.
  • Maternal Instincts: Each time a friendly Malal unit is killed while within 6" of this model, this model gains +1 to its Strenght characteristic (to the maximum of 10).
  • Paradoxical Essence: This model has a 4+ Invulnerable save.
  • Soothing Sing: Roll two dices and discard the highest result when making Morale tests for friendly Malal units within 6" of this model.

Keywords:

  • Faction:Malal, Heretic Astartes
  • Elites, Monster, Maidens of Malal


Null KnightsEdit

This unit contains 1 Null Champion and 5 Null Knights (Power Rating 8). It can include up to 5 more Null Knights (Power Rating +8).

Name M WS BS S T W A Ld Sv
Null Knights 6" 3+ 3+ 4 5 2 1 7 3+
Null Champion 6" 3+ 3+ 4 5 2 2 8 3+

Wargear:

  • Boltblast
  • Bolt Pistol
  • Frag Grenade
  • Krak Grenade

Special Rules:

  • Auxiliary Grenade Launcher
  • Bolter Discipline
  • Death to the Believers
  • Harbingers of Entropy: This unit may fire its weapons at enemy units that are locked in combat and may fire when itself is locked in combat, although it has to fire at the unit it is in close combat with. Every time it does so, for each missed hit roll allocate one hit with the same profile onto the unit the target unit is in close combat with.
  • Null Field: Enemy Psykers must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 12" of them.
  • Reduce Everything to Rubble: Each time you make a wound roll of 6+ for a shooting weapon from this unit, that hit is resolved with an AP of -3 and causes the maximum possible number of wounds it can inflict.

Options:

  • Any Null Knight may replace its Boltblast with one of the following:
-Auxiliary Grenade Launcher - 2 pts./model
-Force Sword - 8 pts./model
-Missile Launcher - 20 pts./model
  • The Null Champion may replace its Bolt Pistol and/or Boltblast with two items from the Champion Equipment list.
  • The Null Champion may take a Demolition Charge - 10 pts.
  • All models in the unit may take one item from the Heresy Era Power Armours list, the same for every model.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Infantry, Null Knights


Silent DreadnoughtEdit

This unit contains 1 Silent Dreadnought (Power Rating 6). It can include 1 additional Silent Dreadnought (Power Rating +6) or 2 additonal Silent Dreadnoughts (Power Rating +12).

Name M WS BS S T W A Ld Sv
Silent Dreadnought 6" 3+ 3+ 7 7 10 4 8 3+

Wargear:

  • Assault Cannon
  • Dreadnought Combat Weapon
  • Storm Bolter

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
  • Smoke Launchers

Options:

  • Any model may replace its Assault Cannon with one item from the Dreadnought Arm Weapons list.
  • Any model may replace its Storm Bolter and Dreadnought Combat Weapon with one item from the Dreadnought Arm Weapons list.
  • Any model may replace its Dreadnought Combat Weapon with a Dreadnought Chainfist - 26 pts.
  • Any model may replace its Storm Bolter with one of the following:
-Graviton Blaster - 15 pts.
-Heavy Flamer - 12 pts.
-Meltagun - 14 pts.
-Plasma Blastgun - 21 pts.
  • Any model may take a Voidstrike Missile - 15 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Vehicle, Silent Dreadnought, Dreadnought

SolipsismEdit

This unit contains 1 Solipsism (Power Rating 5). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Solipsism 6" 2+ 2+ 4 4 5 4 10 3+

Wargear:

  • Devider
  • Sigil of the Inverted Harm
  • Void Grenades

Special Rules:

  • Death to the Believers
  • Nothing Besides the Self: All things are the same, all things are the Self, when the Self is removed all things must be removed.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D6 mortal wounds.
  • Out of Sight, Out of Mind, Out of Reality: If the Self cannot realize the existence of the non-Self, the non-Self cannot exist.
No attack can be made against Solipsism where the attacker does not have Line of Sight to Solipsism. In addition, at the end of your Movement phase, if this model is not within line of sight of any enemy unit, it can decide to jump out of reality; if it does so, remove it from the battlefield and replace it anywhere on the table as long as it's not within line of sight of any enemy unit.
  • The Self is All: What benefits the Self benefits all, what harms the Self harms all.
Add 1 to the Strength and Attacks characteristic of friendly Malal units within 6" of Solipsism. In addition, roll a die each time this model suffers a wound, on a 4+ all models within 1" suffer one mortal wound.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Character, Infantry, Solipsism

Fast AttacksEdit

Bikers of MalalEdit

This unit contains 1 Biker Champion and 2 Bikers (Power Rating 4). It can include up to 4 more Bikers (Power Rating +4) or up to 8 more Bikers (Power Rating +8).

Name M WS BS S T W A Ld Sv
Biker 12" 3+ 3+ 4 4 1 1 8 3+
Biker Champion 12" 3+ 3+ 4 4 1 2 9 3+

Wargear:

  • Bolt Pistol
  • Combi-bolter
  • Frag Grenades
  • Krak Grenades

Special Rules:

  • Bikers of Malal: Models in this unit add 1 to their Attack characteristic and gain a 5+ invulnerability save whilst their unit has 11 models.
  • Bolter Discipline
  • Death to the Believers
  • Turbo-boost

Options:

  • Any model may replace its Bolt Pistol with one item from the Melee Weapons list.
  • For every three models in the unit, one Biker may replace its Bolt Pistol with one item from the Special Weapons list.
  • For every three models in the unit, one Biker may replace its Combi-bolter with one item from the Combi Weapons list.
  • The Biker Champion may replace its Bolt Pistol with one item from the Champion Equipment or Special Weapons list.
  • The Biker Champion may replace its Combi-bolter with one item from the Combi Weapons list.
  • Any model may take a Shield of Compromise - 15 pts./model
  • All models in the unit may take one item from the Heresy Era Power Armours list, the same for every model.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Fast Attack, Biker, Bikers


DoomridersEdit

This unit contains 3 Doomriders (Power Rating 6). It can include up to 4 more Doomriders (Power Rating +6) or up to 8 more Doomriders (Power Rating +12).

Name M WS BS S T W A Ld Sv
Doomrider 11" 3+ - 4 5 3 2 9 3+

Wargear:

  • Bolt Pistol
  • Impaling Hooves
  • Lance of Undoing

Special Rules:

  • Death to the Believers
  • Ethereal Skin: Roll a die each time a model from this unit suffers a wound, on a 5+ it doesn't suffer that wound.
  • Rampaging Steed: Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.
  • Steeds of Malal: Doomriders have 3 Attacks instead of 2 and gain a 5+ invulnerability save whilst their unit has 11 models.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Fast Attack, Cavalry, Doomriders


Hook HorrorsEdit

This unit contains 5 Hook Horrors (Power Rating 2). It can include up to 5 more Hook Horrors (Power Rating +2), up to 10 more Hook Horrors (Power Rating +4) or up to 15 more Hook Horrors (Power Rating +6).

Name M WS BS S T W A Ld Sv
Hook Horrors 8" 3+ 3+ 4 3 1 2 7 6+

Wargear:

  • Flensing Hooks

Special Rules:

  • Death to the Believers
  • Unreasonably Fast: This model has a 5+ Invulnerable save.
  • Warping Aura: Deamon units within 6" of this unit have to subtract 1 from all their hit rolls. In addition, enemy Psyker must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 6" of them.

Keywords:

  • Faction:Malal, Heretic Astartes
  • Fast Attacks, Infantry, Hook Horrors

Limbo-TicksEdit

This unit contains 3 Limbo-Ticks (Power Rating 2). It can include up to 3 more Limbo-Ticks (Power Rating +2), up to 6 more Limbo-Ticks (Power Rating +4), up to 9 more Limbo-Ticks (Power Rating +6), or up to 12 more Limbo-Ticks (Power Rating +8).

Name M WS BS S T W A Ld Sv
Limbo-Tick 16" 3+ - 4 3 2 2 9 5+

Wargear:

  • Tearing Hooks

Special Rules:

  • Death to the Believers
  • Draining Bite: Each time this unit kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle.

Keywords:

  • Faction:Malal, Heretic Astartes
  • Fast Attack, Beast, Limbo-Ticks

Pandemonic ParadoxesEdit

This unit contains 3 Pandemonic Paradoxes (Power Rating 5). It can include up to 3 more Pandemonic Paradoxes (Power Rating +5) or up to 6 more Pandemonic Paradoxes (Power Rating +10).

Name M WS BS S T W A Ld Sv
Pandemonic Paradox 10" 3+ - 5 4 3 3 6 4+

Wargear:

  • Gaping Maw
  • Mantis Scythes

Special Rules:

  • Death to the Believers
  • Voice of Banishment: Enemy units within 6" of this unit suffer a -2 penalty to their Leadership characteristic.

Keywords:

  • Faction:Malal, Heretic Astartes
  • Fast Attack, Beast, Pandemonic Paradoxes


Parasite RidersEdit

This unit contains 3 Parasite Riders (Power Rating 3). It can include up to 4 more Parasite Riders (Power Rating +3) or up to 8 more Parasite Riders (Power Rating +6).

Name M WS BS S T W A Ld Sv
Parasite Rider 16" 3+ - 4 4 2 2 9 5+

Wargear:

  • Flensing Hooks
  • Tearing Hooks

Special Rules:

  • Death to the Believers
  • Draining Bite: Each time this unit kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle.
  • Steeds of Malal: Parasite Riders have 3 Attacks instead of 2 and gain a 5+ invulnerability save whilst their unit has 11 models.
  • Warping Aura: Deamon units within 6" of this unit have to subtract 1 from all their hit rolls. In addition, enemy Psyker must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 6" of them.

Keywords:

  • Faction:Malal, Heretic Astartes
  • Fast Attack, Cavalry, Parasite Riders

Void ClawsEdit

This unit contains 1 Void Claw Champion and 5 Void Claws (Power Rating 6). It can include up to 5 more Void Claws (Power Rating +6).

Name M WS BS S T W A Ld Sv
Void Claw 12" 3+ 3+ 4 4 1 1 8 3+
Void Claw Champion 12" 3+ 3+ 4 4 1 2 9 3+

Wargear:

  • Frag Grenade
  • Krak Grenade
  • Two Lightning Claws

Special Rules:

  • Death to the Believers
  • Talons from Beyond: Models in this unit add 1 to their Attack characteristic and gain a 5+ invulnerability save whilst their unit has 11 models.
  • Void Jump: When you set up this unit during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Void Jump to arrive on the battlefield at the end of any of your Movement phases, when it does so, set the unit up anywhere that is more than 9" away from enemy models. In addition, enemy units cannot fire Overwatch against this unit in the same turn that it arrived by this rule.

Options:

  • All models in the unit may take one item from the Heresy Era Power Armours list, the same for every model.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Fast Attacks, Infantry, Void Claws, Fly, Jump Pack

Heavy SupportsEdit

Discors Land Raider SquadronEdit

This unit contains 1 Discors Land Raider (Power Rating 13). It can include 1 additional Discors Land Raider (Power Rating +13) or 2 additional Discors Land Raiders (Power Rating +26).

Name M WS BS S T W A Ld Sv
Discors Land Raider * 6+ * 8 8 16 * 9 2+
Remaining W M BS A
9-16+ 10" 3+ 6
5-8 6" 4+ D6
1-4 3" 5+ 1

Wargear:

  • Twin Heavy Bolter
  • Two Twin Lascannon

Special Rules:

  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
  • Smoke Launchers
  • Unphasing Structure: This unit doesn't suffer the penalty of 1 to its hit rolls for moving and shooting with Heavy weapons.
  • Vehicle Squadron: The maximum cohesion distance of this unit is 6".

Transport Capacity: A Discors Land Raider can transport up to 10 Sons of Malice Infantry models (Each Terminator and Jump Pack model takes up the space of two other models).

Options:

  • Any model may replace its two Twin Lascannon for one of the followings:
-Two Flamestorm Cannons - 60 pts.
-Two Hurricane Bolter - 20 pts.
  • Any model may replace its Twin Heavy Bolter for one of the followings:
-Twin Assault Cannon - 44 pts.
-Twin Heavy Flamer - 28 pts.
  • Any model may take a Voidstrike Missile - 15 pts.
  • Any model may take one item from the Combi-weapons list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Discors Land Raider, Transport


Discors Predator SquadronEdit

This unit contains 1 Discors Predator (Power Rating 6). It can include 1 additional Discors Predator (Power Rating +6) or 2 additional Discors Predator (Power Rating +12).

Name M WS BS S T W A Ld Sv
Discors Predator * 6+ * 6 7 11 * 8 3+
Remaining W M BS A
6-11+ 10" 3+ 3
3-5 5" 4+ D3
1-2 3" 5+ 1

Wargear:

  • Predator Autocannon

Special Rules:

  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
  • Killshot: If this unit contains three Discors Vindicators, add 1 to the wound rolls and damage for all of the Discors Predators' shooting attacks that target the same Monster or Vehicle.
  • Smoke Launchers
  • Vehicle Squadron: The maximum cohesion distance of this unit is 6".

Options:

  • Any model may replace its Predator Autocannon with a Twin Lascannon - 40 pts.
  • Any model may take one of the following:
Two Heavy Bolters - 20 pts.
Two Lascannons - 50 pts.
  • Any model may take a Voidstrike Missile - 15 pts.
  • Any model may take one item from the Combi-weapons list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Discors Predator


Discors Vindicator SquadronEdit

This unit contains 1 Discors Vindicator (Power Rating 7). It can include 1 additional Discors Vindicator (Power Rating +7) or 2 additional Discors Vindicators (Power Rating +14).

Name M WS BS S T W A Ld Sv
Discors Vindicator * 6+ * 6 8 11 * 8 3+
Remaining W M BS A
6-11+ 10" 3+ 3
3-5 5" 4+ D3
1-2 3" 5+ 1

Wargear:

  • Demolisher Cannon

Special Rules:

  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
  • Linebreaker Bombardment: If this unit contains three Discors Vindicators, the squadron can fire a single Linebreaker Bombardment instead of firing normally. To do so, select a point on the battlefield within 24" of all three vehicles that is visible to all of them. Roll a D6 for each unit within 6" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On a 4+ that unit suffers 3D3 mortal wounds.
  • Smoke Launchers
  • Vehicle Squadron: The maximum cohesion distance of this unit is 6".

Options:

  • Any model may replace its Demolisher Cannon with a Laser Destroyer Array and lose the Linebreaker Bombardment special rule - 20 pts./model
  • Any model may take a Voidstrike Missile - 15 pts.
  • Any model may take one item from the Combi-weapons list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Discors Vindicator

Legion Battle-AutomataEdit

This unit contains 1 Legion Battle-Automata (Power Rating 9). It can include 1 additional Legion Battle-Automata (Power Rating +9) or 2 additional Legion Battle-Automatas (Power Rating +19).

Name M WS BS S T W A Ld Sv
Legion Battle-Automata * * * 7 7 14 3 9 3+
Remaining W M BS WS
8-14+ 8" 3+ 3+
4-7 6" 4+ 4+
1-3 4" 5+ 5+

Wargear:

  • Distortion Bolt Cannon
  • Siege-breaker Hammer

Special Rules:

  • Armoured Bulwark: The robots of legions’ old would march side by side to absorb the enemies fire. This has not changed despite the machines newfound independent thought.
Add 1 to this model's invulnerability save for every other model with this rule within 2" (to a maximum of 3+).
  • Colossal Shields: Legion Battle-Automatas could be found marching forward in almost perfect lockstep, their shield’s shield generators overlapping to create an almost impregnable wall of force.
A unit with this rule has a 5+ invulnerability save and may add 1 to its saving rolls against weapons with a randomly determined number of shots/attacks.
  • Corrupted Intelligence: Before and during the heresy, the Imperium of Man made use of machine intelligence in a limited sense. Legions of battle automata could be found marching towards their foes at the behest of a Mechanicum coordinator and would become largely aimless without their presence. However, certain automata were made more intelligent to others, intelligent enough that the caress of chaos was enough to awaken some small sentience within.
Unless there is a Malal Character within 12”, a unit with this rule may only target and charge the nearest enemy unit. However, if there is not a Malal Character within 12” this unit adds 1 to its hit rolls and may re-roll failed hit rolls of 1.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Legion Battle-Automata

Malice ContemptorEdit

This unit contains 1 Malice Contemptor (Power Rating 8). It can include 1 additional Malice Contemptort (Power Rating +8) or 2 additonal Malice Contemptors (Power Rating +16).

Name M WS BS S T W A Ld Sv
Malice Contemptor 9" 2+ 2+ 7 7 14 4 9 2+

Wargear:

  • Assault Cannon
  • Dreadnought Combat Weapon
  • Storm Bolter

Special Rules:

  • Bolter Discipline
  • Death to the Believers
  • Atomantic Shielding: A model with this special rule has a 5+ invulnerable save. However, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes, each unit within 6" suffers D6 mortal wounds.
  • Smoke Launchers

Options:

  • Any model may replace its Assault Cannon with one item from the Dreadnought Arm Weapons list.
  • Any model may replace its Storm Bolter and Dreadnought Combat Weapon with one item from the Dreadnought Arm Weapons list.
  • Any model may replace its Dreadnought Combat Weapon with a Dreadnought Chainfist - 26 pts.
  • Any model may replace its Storm Bolter with one of the following:
-Graviton Blaster - 15 pts.
-Heavy Flamer - 12 pts.
-Meltagun - 14 pts.
-Plasma Blastgun - 21 pts.
  • Any model may take a Cyclone Missile Launcher - 38 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Malice Contemptor, Dreadnought

Thunder WarriorsEdit

This unit contains 3 Thunder Warriors (Power Rating *). It can include up to 8 additional Thunder Warriors (Power Rating +*/model).

Name M WS BS S T W A Ld Sv
Thunder Warrior 7" 2+ 3+ 5 5 4 4 9 3+

Wargear:

  • Heavy Bolter
  • Power Fist

Special Rules:

  • A Brutish Weapon from a Different Time:
A unit with this rule adds 1 to its Strength and Attack characteristics on a turn in which it charged, was charged or performed a heroic intervention. In addition, roll a D6 for each model in this unit performs a charge or heroic intervention, on a 4+ the charges unit takes a mortal wound.
  • Biological Brutes:
A unit with this rule ignores damage received on a 5+ on a D6. On a roll of 1, however, this unit doubles the amount of damage it was attempting to ignore.
  • Mark 1 Power Armour Blessed by Malal:
A unit with this rule has a 6+ invulnerability save.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Infantry, Monster, Thunder Warriors

Dedicated TransportsEdit

Discors Rhino SquadronEdit

This unit contains 1 Discors Rhino (Power Rating 4). It can include 1 additional Discors Rhino (Power Rating +4) or 2 additional Discors Rhinos (Power Rating +8).

Name M WS BS S T W A Ld Sv
Discors Rhino * 6+ * 6 7 16 * 8 3+
Remaining W M BS A
6-10+ 12" 3+ 3
3-5 6" 4+ D3
1-2 3" 5+ 1

Wargear:

  • Combi-bolter

Special Rules:

  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
  • Smoke Launchers
  • Vehicle Squadron: The maximum cohesion distance of this unit is 6".

Transport Capacity: A Discors Rhino can transport up to 10 Malal Infantry models (Each Terminator and Jump Pack model takes up the space of two other models).

Options:

  • Any model may take a Voidstrike Missile - 15 pts.
  • Any model may take one item from the Combi-weapons list.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Dedicated Transport, Vehicle, Discors Rhino, Transport

Lords of WarEdit

Discors Mastodon Heavy Assault TransportEdit

This unit contains 1 Discors Mastodon Heavy Assault Transport (Power Rating 35).

Name M WS BS S T W A Ld Sv
Discors Mastodon * 6+ * 8 8 40 * 10 2+
Remaining W M BS A Void Shield
31-40+ 12" 3+ 6 4+
21-30 10" 4+ D6 5+
11-20 8" 5+ D3 6+
1-10 6" 6+ 1 7+

Wargear:

  • Siege Melta Array
  • Skyreaper Battery
  • Two Heavy Flamers
  • Two Lascannons

Special Rules:

  • Assault Vehicle: Models may disembark from this model during a turn in which it has moved.
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D6 mortal wounds.
  • Metal Behemoth: This model can Fall Back in the Movement phase and still shoot during its turn. This model can fire its shooting weapons even if there are enemy models within 1" unless those enemy models are Vehicles. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, this model can move and fire Heavy weapons without any penalty to its hit rolls. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.
  • Smoke Launchers
  • Void Shields

Transport Capacity: A Discors Mastodon Heavy Assault Transport can transport up to 40 Malal Infantry models (Each Terminator and Jump Pack model takes up the space of two other models, while each dreadnought and Legion Battle-Automata counts as ten other models).

Options:

  • This model may take up to four Voidstrike Missiles - 15 pts./missile

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Lord of War, Vehicle, Discors Mastodon Heavy Assault Transport, Transport, Titanic


Primarch of the Forgotten OnesEdit

Fluff:

Before the Horus Heresy, even before the Great Crusade, there was the purge. A cataclysmic event which nobody knows about, even the Primarchs only know that it happened, not how and why. What was this event? It was the removal of two of the Primarchs from history. Everything about them was expunged from the records, entire planets were mind-wiped, legionaries from the two legions were either killed or moved over to the Ultramarine legion, and the two Primarchs were.... what exactly? To that, only the Emperor knows, and even he is nearly dead.

But for a moment, think of yourself as one of those Primarchs, lost, abandoned, hunted by your own brothers for a crime you may not even have appreciated you were committing, as terrible as it may have been. In the heresy, if such an individual was wandering the galaxy then the chaos gods would have snapped them up, making them almost immediate demon princes and unleashing them back upon mankind. But those had been forgotten and as the warp is a reflection of reality, even the chaos gods did not know they existed.

That is, all except one, the one god who becomes more powerful the more obscure and unknown they are. And so imagine yourself again as a lost demigod, on your knees, about to give up on everything, to be forgotten even by yourself. And then someone, or something, gives you an offer, a something who accepts your offering of obscurity. And that is how the Primarch of the Forgotten Ones was born. Not by a show of strength, not by shoes of hedonism, or cunning, or resilience, but by accepting total, utter obscurity. From the ashes of this erasure, arose a being who, like their patron god, wished merely for nothing, for an end, to all things.

This unit contains 1 Primarch of the Forgotten Ones (Power Rating X). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Primarch of the Forgotten Ones 8” 2+ 2+ 6 6 9 5 10 2+
Demonic Primarch of the Forgotten Ones 11” 2+ 2+ 8 7 16 6 10 3+

Wargear:

  • Mind Piercer
  • The Mirror Shield

Special Rules:

  • Death to the Believers
  • The Mirror Shield: It is difficult to harm something which reflects to show yourself, being killed by yourself.
This model has a 4+ invulnerable save, in addition, it may only be wounded on a wound roll of 4+ or worse, and enemy units must subtract 1 from their hit rolls against this unit.
  • To be Demonic or not to be Demonic: At the beginning of any of your turns, you may decide to change which form of the Primarch to use. If so, replace the model with the one of your choosing. This action costs Reinforce Points. If the model you choose to pay costs fewer points than the original model then you are refunded the point difference.
  • XI Primarch: You can re-roll any failed hit and wound rolls made for friendly Malal units within 6" of this model.

Psyker:

  • The Primarch of the Forgotten Ones can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite and three psychic powers from the Powers of Malal discipline.
  • The Demonic Primarch of the Forgotten Ones can instead attempt to manifest three psychic powers in each friendly Psychic phase and attempt to deny five psychic power in each enemy Psychic phase. It knows the Smite and four psychic powers from the Powers of Malal discipline.

Warlord Trait: If this model is your Warlord, it has the Denier of Reality Warlord Trait.

Upgrades:

  • Sigil of the Immaterium: Daemon units within 11" of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy Psyker may not cast or deny any psychic power as long as they are within 18" of this model.

Options:

  • This model may be upgraded to Demonic Primarch of the Forgotten Ones, gaining the Fly keyword and the Sigil of the Immaterium Upgrade - 75 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Lord of War, Character, Monster, Primarch of the Forgotten Ones, Psyker


The Devourer of CertaintyEdit

Fluff:

The arch demon of each god is a creature which truly exemplifies the being that created them. This means that, by its mere act of existing the Devourer of Certainty cannot be quantified. Greater demons can in theory take any shape they wish, as their forms have no actual substance, but in reality their “bodies” exist on a continuum based on what the real beings in the Galaxy think and feel. The Devourer of Certainty’s form is ever-changing and unknowable because nobody knows that it even exists, giving it the freedom to take on any form it wishes and be almost wherever it chooses. It may randomly decide that it shall take on the form of a towering colossus one moment, and the next moment take the form of a tau child.

This uncertainty in battle makes this greater demon both impossible to fight, and simultaneously the easiest of the greater demons to defeat, as although it’s random shapes make it difficult to plan to fight it these forms are chosen randomly and could result in you facing a weaker, more easily defeat form.

This unit contains 1 Devourer of Certainty (Power Rating X). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
The Devourer of Certainty 14" 2+ 2+ 8 8 22 6 10 4+

Wargear:

  • Disruption Stave

Special Rules:

  • Nothing is Certain:
At the start of each turn roll a D6 for each one of this unit's characteristics. On an odd roll, that characteristic is reduced by 1; on an even it is instead increased by 1. If the roll is a 6 then the characteristic is increased by 2.
  • Uncertainty Incarnate:
This unit benefits from any abilities from enemy units as if it was part of the enemy army with all the appropriate keywords. In addition this model has a 4+ invulnerability save.
  • There are no Gods, only the Void:
This unit rerolls all failed hit and wound rolls against HQ, VEHICLE, MONSTER and Lord of War units.

Warlord Trait: If this model is your Warlord, it has the Devourer of Warp-Horrors Warlord Trait.

Psyker:

  • The Devourer of Certainty can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite and three psychic powers from the Powers of Malal discipline.

Keywords:

  • Faction:Malal, Heretic Astartes
  • Lord of War, Monster, Titanic

Point CostsEdit

UnitsEdit

HQsEdit

Unit Models per unit Points per model (weapons not included)
Doomed One 1 80
Doomhunter 1 140
Fate Warper 1 90
Fate Warper on Bike 1 130
Fate Warper with Jump Pack 1 112
Fate Warper on Limbo-Tick 1 132
Fate Warper on Nightmare 1 152
Fate Warper in Terminator Armour 1 102
Guardian of Contradictions 1 180
Inanis Machinator 1 35
Lord of Discrepancy 1 80
Lord of Discrepancy on Bike 1 113
Lord of Discrepancy with Jump Pack 1 100
Lord of Discrepancy on Limbo-Tick 1 120
Lord of Discrepancy on Nightmare 1 140
Lord of Discrepancy in Terminator Armour 1 100
Matron of Malal 1 180

CharactersEdit

Unit Models per unit Points per model (weapons included)
Antraes, Knight Champion of Malal 1 180
Balachiel, Sorcerer Champion of Malal 1 120
Dyress, Chosen of Malal 1 120
Karhazy, Lord Champion of Malal 1 120
Kathal, Anarch of the Sons of Malice 1 140
Makrael, Ancient Champion of Malal 1 200
Primarch of the Forgotten Ones 1 -
Rustral, Machinator Champion of Malal 1 140
Salem, Anarchy Champion of Malal 1 120
Solipsism 1 100
Tharans, Void Champion of Malal 1 140
The Devourer of Certainty 1 -
Vuthal, Null Champion of Malal 1 160
Zarath, Biker Champion of Malal 1 120

TroopsEdit

Unit Models per unit Points per model (weapons not included)
Daughters of Malice 5-20 12
Followers of Malal 10-40 6
Sons of Malice 5-20 13

ElitesEdit

Unit Models per unit Points per model (weapons not included)
Accountant of the Uncertain One 1 110
Anarchy Marines 6-11 27
Hiulcus Terminators 6-11 13
Maidens of Malal 1-3 140
Null Knights 6-11 27
Silent Dreadnought 1-3 76

Fast AttacksEdit

Unit Models per unit Points per model (weapons not included)
Biker of Malal 3-11 21
Doomriders 3-11 40
Hook Horrors 5-20 8
Limbo-Ticks 3-15 13
Pandemonic Paradoxes 3-9 30
Parasite Riders 3-11 20
Void Claws 6-11 4

Heavy SupportsEdit

Unit Models per unit Points per model (weapons not included)
Discors Land Rider Squadron 1-3 163
Discors Predator Squadron 1-3 80
Discors Vindicator Squadron 1-3 140
Legion Battle-Automata 1-3 180
Malice Contemptor 1-3 116
Thunder Warriors 3-11 -

Dedicated TransportsEdit

Unit Models per unit Points per model (weapons not included)
Discors Rhino Squadron 1-3 78

Lords of WarEdit

Unit Models per unit Points per model (weapons included)
Discors Mastodon Heavy Assault Transport 1 700

WeaponsEdit

Shooting WeaponsEdit

Unit Points per weapon
Autogun free
Boltblast free
Bolter of the Chaotic One free
Boltgun free
Bolt Pistol free
Combi-bolter 2
Demolisher Cannon free
Distorsion Bolt Cannon free
Flamer 6
Frag Grenade free
Heavy Bolter 10
Krak Grenade free
Meltagun 14
Predator Autocannon 40
Twin Heavy Bolter 17
Twin Lascannon 40

Melee WeaponsEdit

Unit Points per weapon
Chainsword free
Chaos Flail free
Etherblade free
Flensing Hooks free
Force Stave 8
Force Sword 8
Gaping Maw free
Impaling Hooves free
Lance of Undoing free
Lightning Claw 8
Mantis Scythe free
Mechatendrils free
Power Axe 5
Power Fist 9
Siege-breaker hammer free
Spear of Disorder 2
Statistical Degradation Field free
Tearing Hooks free

Knights of MaliceEdit

Army RulesEdit

  • Death to the Believers: "They beg their idols to save them. Whether they be the offspring of a dying god or the gods who fool themselves into thinking that they control reality, it does not matter who our foes cry out to save them, in the end, they all fall."
Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an Imperium or Chaos unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
  • Dual Melee Weapons:
A unit equipped with two of the same melee weapons adds 1 to its attack characteristic. Relic melee weapons count as the weapon they replaced when considering this rule.
  • Knight Titans of Malal:
If your army is battle forged then all Sons of Malice units gain this rule. All Sons of Malice units can re-roll any number of dices used to determine a random value (eg. advancing, charging, number of shots, damage, etc.). In addition, all Malal units suffer 1 fewer hit per dice from any weapons which determine their number of attacks randomly to a minimum of 1 (eg. an assault 2D6 weapons would produce 2 fewer hits).

StratagemsEdit

Warlord TraitsEdit

1: Cursed to Roam for Eternity: A knight pilot who was cursed by Malal to know no rest, to forever move from battle to battle, possessing no home, no real companions, the only constant in their life being the inside of the knight's cockpit. But as is with the way with curses, they often come with a silver lining.

A warlord with this trait uses its highest wound level when determining its movement distance, and moves 6” when advancing instead of rolling a D6.

2: Randomly Reliable: This warlord's pipes and cables are filled with pure warp energy, instead of oil and electricity. Such a power source can provide its wielder incredible power, but the warp is also a fickle mistress, and can as readily leave its user a feeble mess.

Your warlords attack characteristic becomes XD3-2, where X is the Warlord's original attack characteristic.

3: Spectral Colossus:

Your warlord may move through any terrain or unit as if it was not there as long as it ends it’s move at least 1” away from any terrain or enemy unit.

4: Bearer of an Uncertain Mind:

This Warlord may not move in your Movement phase. Instead at the start of each Movement phase randomly assign each other unit on the battlefield a number and then randomly choose a unit. Remove this Warlord from the battlefield and redeploy it 2D6”-1” from the randomly chosen unit.

5: Reality Render: Some individuals were just never meant to be. Beings whose mere passing warps reality from their sheer weirdness, as some minds were just never meant to be.

As this Warlord moves around the battlefield make a note of each start and end position and draw an imaginary point between each position. Whenever a unit moves across one of these imaginary lines that unit suffers D3 mortal wounds.

6: Impossible to Kill:

This Warlord does not have a degrading stat-line and only has one wound. Whenever this Warlord wound loses a wound roll a D6, on a 2+ the damage is ignored, on a 1 this Warlord ignores all other damage it may take that phase instead. The next time this model would lose a wound roll a D6, on a 2+ the damage is ignored, on a 1 this Warlord automatically explodes, dealing 6 mortal wounds to all units within 12”.

Heraldries of the House of MalalEdit

  • The Whispering Hull:
All units (friend or foe) within 24” of this model subtract 2 from their leadership characteristic.
  • Greater Demon Machine Spirit:
A model with this relic gains the Fly keyword and adds 2” to its movement characteristic.
  • Reactor of Bound Souls:
A model with this relic starts the battle with 6 fewer wounds (reduce each upper damage level by 3 wounds), but this model may cast and deny two psychic powers each psychic phase.

Knights of Malice Wargear ListEdit

Armiger Arm WeaponsEdit

-Armiger Autocannon - 12 pts.
-Graviton Pulsar - 5 pts.
-Lightning Lock - 5 pts.
-Moirax Conversion Beam Cannon - 15 pts.
-Moirax Siege Claw and Rad-cleanser - 10 pts.
-Reaper Chain-cleaver - 7 pts.
-Thermal Spear - 7 pts.
-Volkite Veuglaire - 5 pts.

Knight Arm WeaponsEdit

-Avenger Gatling Cannon and Heavy Flamer - 89 pts.
-Laser Destructor - 100 pts.
-Hekaton Siege Cannon and Twin Rad-cleanser - 55 pts.
-Lightning Cannon - 70 pts.
-Rapid-fire Battle Cannon and Heavy Stubber - 102 pts.
-Reaper Chainsword - 30 pts.
-Shattering Lance - 40 pts.
-Thermal Cannon - 76 pts.
-Thunderstrike Gauntlet - 35 pts.
-Volkite Chieorovile - 80 pts.

Knight Carapace WeaponsEdit

-Ironstorm Missile Pod - 16 pts.
-Stormspear Rocket Pod - 45 pts.
-Twin Icarus Autocannon - 20 pts.

Cerastus Arm WeaponsEdit

-Acheron Flame Cannon - 80 pts.
-Atropos Lascutter - 80 pts.
-Castigator Bolt Cannon - 50 pts.
-Cerastus Shock Lance - 60 pts.
-Graviton Singularity Cannon - 70 pts.
-Reaper Chainfist and Twin Heavy Bolter - 57 pts.
-Tempest Warblade - 30 pts.

Duplex Arm WeaponsEdit

-Conflagration Cannon - 30 pts.
-Plasma Decimator - 40 pts.
-Thundercoil Harpoon - 30 pts.
-Volcano Lance - 60 pts.

UnitsEdit

Lord of WarEdit

Armiger DirusEdit

This unit contains 1 Armiger Dirus (Power Rating 8). It can contain 1 additional Armiger Dirus (Power Rating +8), 2 additional Armiger Diri (Power Rating +16), 3 additional Armiger Diri (Power Rating +24), or 4 additional Armiger Diri (Power Rating +32).

Name M WS BS S T W A Ld Sv
Armiger Dirus * * * 6 7 12 4 8 3+
Remaining W M WS BS
7-12+ 14" 3+ 3+
4-6 10" 4+ 4+
1-3 7" 5+ 5+

Wargear:

  • Heavy Stubber
  • Reaper Chain-cleaver
  • Thermal Spear

Special Rules:

  • Death to the Believers
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
  • Ion Shields
  • Vehicle Squadron: When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.

Options:

  • Any model may replace its Reaper Chain-cleaver for one item from the Armiger Arm Weapons list.
  • Any model may replace its Thermal Spear for one item from the Armiger Arm Weapons list.
  • Any model may replace its Heavy Stubber with a Meltagun - 14 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Lord of War, Vehicle, Armiger Dirus


Knight DivalentEdit

This unit contains 1 Knight Divalent (Power Rating 20).

Name M WS BS S T W A Ld Sv
Knight Divalent * * * 8 8 24 4 9 3+
Remaining W M WS BS
13-24+ 12" 3+ 3+
7-12 9" 4+ 4+
1-6 6" 5+ 5+

Wargear:

  • Avenger Gatling Cannon
  • Heavy Flamer
  • Heavy Stubber
  • Thunderstrike Gauntlet
  • Titanic Feet

Special Rules:

  • Death to the Believers
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
  • Ion Shields
  • Super-heavy Walker

Options:

  • This model may replace its Avenger Gatling Cannon and Heavy Flamer for one item from the Knight Arm Weapons list.
  • This model may replace its Thunderstrike Gauntlet for one item from the Knight Arm Weapons list.
  • This model may take one item from the Knight Carapace Weapons list.
  • This model may replace its Heavy Stubber with one of the followings:
-Graviton Crusher - 25 pts.
-Meltagun - 14 pts.
-Phased Plasma-Fusil - 20 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Lord of War, Vehicle, Knight Divalent, Titanic


Cerastus LatensEdit

This unit contains 1 Cerastus Latens (Power Rating 25).

Name M WS BS S T W A Ld Sv
Cerastus Latens * * * 8 8 27 4 9 3+
Remaining W M WS BS
15-27+ 14" 3+ 3+
7-14 10" 4+ 4+
1-6 7" 5+ 5+

Wargear:

  • Castigator Bolt Cannon
  • Tempest Warblade
  • Titanic Feet

Special Rules:

  • Death to the Believers
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
  • Ion Shields
  • Super-heavy Walker

Upgrades:

  • Ion Gauntlet Shield: This model has a 5+ invulnerable save. This increases to a 4+ invulnerable save against attacks made with melee weapons. In addition, subtract 1 from hit rolls for attacks made with melee weapons by Titanic units that target this model.

Options:

  • This model may replace its Castigator Bolt Cannon for one item from the Cerastus Arm Weapons list.
  • This model may replace its Tempest Warblade for one item from the Cerastus Arm Weapons list.
  • This model may replace its Castigator Bolt Cannon or Tempest Warblade for the Ion Gauntlet Shield Upgrade - 20 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Lord of War, Vehicle, Cerastus Latens, Titanic


Knight DuplexEdit

This unit contains 1 Knight Duplex (Power Rating 30).

Name M WS BS S T W A Ld Sv
Knight Duplex * * * 8 8 28 4 9 3+
Remaining W M WS BS
15-28+ 10" 4+ 3+
8-14 7" 5+ 4+
1-7 4" 6+ 5+

Wargear:

  • Plasma Decimator
  • Titanic Feet
  • Two Shieldbreaker Missiles
  • Two Twin Meltagun
  • Two Twin Siegebreaker Cannon
  • Volcano Lance

Special Rules:

  • Death to the Believers
  • Dual Plasma Core Explosion: If this model is reduced to 0 wounds, roll 2D6 before removing it from the battlefield. If you roll a 6 on either dice, it explodes, and each unit within 2D6" suffers D6 mortal wounds; if you roll a 6 on both dice, each unit within 3D6" suffers D6 mortal wounds instead.
  • Ion Shields
  • Super-heavy Walker

Options:

  • This model may replace its Plasma Decimator for one item from the Duplex Arm Weapons list.
  • This model may replace its Volcano Lance for one item from the Duplex Arm Weapons list.
  • This model may replace one of its Twin Siegebreaker Cannons for two Shieldbreaker Missiles - 24 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Lord of War, Vehicle, Knight Duplex, Titanic


Point CostsEdit

UnitsEdit

Lords of WarEdit

Unit Models per unit Points per model (weapons not included)
Armiger Dirus 1-5 146
Knight Divalent 1 285
Cerastus Latens 1 350
Knight Duplex 1 500

WeaponsEdit

Shooting WeaponsEdit

Unit Points per weapon
Heavy Stubber 2
Shieldbreaker Missile 12
Twin Meltagun free
Twin Siegebreaker Cannon 35

Melee WeaponsEdit

Unit Points per weapon
Titanic Feet free