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BELAKOR

Belakor is an Army List Entry that can be selected as an HQ choice in a detachment chosen from either Codex:
Chaos Daemons or Codex: Chaos Space Marines.

Points Value: 350 points


Hellforged Artefact:
The Blade of Shadows

Warlord Trait:
Whilst the Warlord is alive, all enemy units have a -1 penalty to their Leadership when taking Fear tests.

Special Rules:
Daemon
Eternal Warrior
Fearless
Psyker (Mastery Level 3)

Shadow Form: Belakor has a 4+ invulnerable save and the Shrouded special rule. Furthermore. Belakor
automatically passes Dangerous Terrain tests.

Lord of Torment: If one or more enemy units failed a Morale check during the previous turn, Belakor receives
D3 additional Warp Charge points at the start of his turn.

Psyker:
Belakor knows all of the powers from the Telepathy discipline.

Hellforged Artefact:
The Blade of Shadows: Belakor wields a unique etherblade, its ghostly form in eternal transience between
shape and shadow; solidity and silhouette. Mastery of this weapon enables Belakor to scythe through armour,
scale, flesh and bone without resistance, its essence changing in an instant from formless shadow to murderous
edge at its masters whim. Whether the weapon is a part of the Daemon itself, or perhaps an ancient gift
bestowed upon him by the Dark Gods that Belakor somehow retained in spite of his fall from favour, none can
truly say.
Range -
S +1
AP 2
Type - Melee, Armourbane, Fleshbane, Master-crafted, Specialist Weapon
CYPHER
Cypher can be selected as part of a primary detachment from the following codexes: Codex: Adepta Sororitas,
Codex: Blood Angels, Codex: Chaos Space Marines, Codex: Grey Knights, Codex: Imperial Guard, Codex:
Inquisition, Codex: Space Marines or Codex: Space Wolves. Cypher does not take up any slots from the
detachments Force Organisation chart. He may not be included in an army that includes any models from
Codex: Dark Angels.

HQ - Cypher - 190 points

WARGEAR: Power armour, frag grenades, krak grenades


SPECIAL RULES: And They Shall Know No Fear, Fleet, Hit & Run, Independent Character, Infiltrate

At Any Cost
The following additional objectives must be used in missions that include both Cypher and Dark Angels
models:
If Cypher is captured (see Divine Protection below) by a Dark Angel model*, the player whose army includes
the Dark Angels scores 3 Victory Points.
If the Cypher is forced to escape or is captured by a model that is not a Dark Angel*, neither side receives any
additional Victory Points.
If Cypher is neither captured nor forced to escape before the end of the battle, the player whose army includes
Cypher scores D3 Victory Points.
* If several models are in a position to capture Cypher, some of which are Dark Angels and some of which are
not, randomly decide which of the models is the one that captures him.

Blazing Weapons
Cypher can shoot both of his pistols twice each in his Shooting phase, or can fire them once each either before
or after making a Run move. When taking Overwatch shots, Cypher uses his full Ballistic Skill. In the Assault
phase, half of Cyphers close combat attacks (rounding up) are Strength 4 and AP5, and all remaining attacks
are Strength 7 and AP2.

Divine Protection
If there is an enemy model within D6" of Cypher when he loses his last Wound or is otherwise removed as a
casualty, then Cypher is assumed to have been captured alive. If there are no enemy models within this range
when Cypher is removed as a casualty, then he has made a miraculous escape. If Cypher escapes, then he is not
considered to be a casualty for the purposes of awarding Victory Points. If he is captured, then Victory Points
are awarded normally.

Never Forgive
In missions that include both Cypher and Dark Angels models, all Dark Angels models with the Inner Circle
special rule also receive the Zealot special rule.

Shadowy Herald of Strife


Cypher cannot be selected as the Warlord of an army. In addition, the Leadership characteristic of the Warlord
of an army that includes Cypher suffers a -1 penalty.
RELICS:
Cyphers Pistols: It is difficult to get anything other than a brief glimpse at Cyphers pistols for they are
drawn, fired, and reholstered with a blinding speed. As with all things about Cypher, his weapons too have
brought about much speculation. They are clearly of ancient design possibly pre-dating the Imperium itself.
The plasma pistol bears many of the same hallmarks as those weapons favoured by the Dark Angels the
energy pulse, the fizzling aftercharge and the roar of its blasts draw comparisons with other notable relics
amongst the armoury hoards of the famed First Legion.
Cypher carries a bolt pistol and a plasma pistol of ancient design that have the following weapon profiles. Note
that Cyphers plasma pistol does not Get Hot, and that special rules apply to their use (see Blazing Weapons).

Cyphers Sword: There is no item more mysterious than Cyphers sword for it has never been seen
unsheathed. Even in the press of close combat, Cypher has never yet been observed to wield the blade. Both
psykers and auspex readouts report strange feedback that seems to emanate from the sword within the
scabbard, as if it were the source of some barely veiled power. Varying legends have arisen over this never-
drawn weapon, claiming it to be the Lions Sword once borne by the Dark Angels Primarch, the Sword of
Luther, the arch-traitor, or some even more fanciful tales concerning great doom and final battles.
Cyphers sword grants him the Eternal Warrior and Shrouded special rules. Note that Cypher never draws the
sword, and therefore it cannot be used as a melee weapon.

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