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Remembrancer’s Notes: Fallen Angels Supplement

The current Fallen rules are a bit, well, shit.

Here’s what one of our players, Jacob is using in the campaign. It’s a pretty damn simple bandaid, taking the normal Chaos Space Marine codex and open palm smashing parts of the Codex Dark Angels Supplement into it.

Rules wise Fallen Angels become a Legion Trait. Any models with this trait will trigger rules that rely on the Fallen keyword from the Codex Dark Angels Supplement and Codex Chaos Space Marines. If something odd happens with this extremely haphazard rules package, talk it over with your opponent or gaming group and contact us.

LEGION TRAIT

FALLEN ANGELS: GRIM RESOLVE

10,000 years of survival has only strengthened the Fallen’s unshakeable resolve, enduring tenacity and strict fire discipline in battle.

  • Each time a model with this tactic makes an attack, unless that models unit has moved this turn (excluding pile-in and consolidation moves), add 1 to that attack’s hit roll.
  • Each time a Combat Attrition test is taken for a unit with this tactic, it is automatically passed.

OPTIONAL WARGEAR

Add the following to the Codex Chaos Space Marines HEAVY WEAPONS list:

Plasma Cannon +15pts: Before selecting targets, select one of the profiles below to make attacks with.

Standard: Range 36, Type Heavy D3, S 7 , Ap -3, D 1
Abilities: Blast

Supercharge: Range 36, Type Heavy D3, S 8 , Ap -3, D 2
Abilities: Blast, if any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

STRATAGEMS

WITHOUT A TRACE – 1CP

Fallen Angels – Battle Tactic Stratagem

Having hidden from the Unforgiven for millennia, the Fallen are adept at passing unseen.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one FALLEN ANGELS unit from your army that is entirely on or within a terrain feature. Until the end of the phase, each time an enemy model makes an attack against that unit, subtract 1 from that attack’s hit roll.

ANCIENT ENMITY – 1CP

Fallen Angels – Battle Tactic Stratagem

Many Fallen have never forgiven the betrayal they perceive themselves to have suffered at the hands of the sons of the Lion.

Use this Stratagem in the Fight phase, when a FALLEN ANGELS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a DARK ANGELS unit, you can re-roll the wound roll.

TRUE HEIRS OF THE HEXAGRAMMATON – 1CP

Fallen Angels – Battle Tactic Stratagem

The original members of Deathwing pioneered the shock assault combination of immediate sweeping fire patterns after teleportation.

Use this Stratagem in your Shooting phase, when a TERMINATOR unit from your army is selected to shoot. Each time a model in that unit makes a ranged attack, if it was set up on the battlefield this turn as a result of a teleport homer or teleport strike, add 1 to that attack’s wound roll.

FULL THROTTLE – 1CP/2CP

Fallen Angels – Battle Tactic Stratagem

Forsaking all firepower, the Fallen gun their engines and advance and breakneck speeds.

Use this Stratagem in your Movement phase, after a BIKERS unit from your army Advances. That unit immediately makes a Normal Move of up to 12″, but is not eligible to shoot with or declare a charge with this turn. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

LINE UNBREAKABLE – 1CP

Fallen Angels – Battle Tactic Stratagem

From the great crusade to the present hell of the 41st millennium, untold hordes of foes have charged the Fallen Angel lines, only to be met by an unbreakable wall of ceramite.

Use this Stratagem at the start of the Fight phase. Select one FALLEN ANGELS INFANTRY unit from your army. Until the end of the phase, that unit can only be selected as a target for melee attacks if the attacking model is within Engagement Range of it (note that this means that enemy models that are not within Engagement Range but are within 1/2″ of a model from their own unit that is itself within 1/2″ of this FALLEN ANGELS INFANTRY unit cannot target it with melee attacks this phase).

NO FOE TOO GREAT TO SUBDUE – 2CP

Fallen Angels – Epic Deed Stratagem

Channelling all of their hatred into their blows, these veteran warriors obliterate even the mightiest foes in a storm of energised strikes.

Use this Stratagem in the Fight phase, when a TERMINATOR unit from your army is chosen to fight. Until the end of the phase, each time a model in that TERMINATOR unit makes an attack melee attack against an enemy VEHICLE or MONSTER unit, add 1 to that attacks wound roll and improve the Armour Penetration characteristic of that attack by 1.

SWIFT STRIKE – 2CP/3CP

Fallen Angels – Strategic Ploy Stratagem

The Fallen Angels strike swiftly and withdraw before the foe can react.

Use this Stratagem in the Fight phase, after a FALLEN ANGELS unit from your army has fought. If that unit is within Engagement Range of any enemy units, it can Fall Back as if it were the Movement phase. Otherwise, it can make a Normal Move as if it were the Movement phase. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.

SECRET AGENDA – 1CP

Fallen Angels – Strategic Ploy Stratagem

The Fallen Angels’ goals are impossible to understand.

Use this Stratagem after selecting secondary objectives or Agendas. Do not reveal one of your selections to your opponent. The first time you score victory points or experience points for it, reveal it to your opponent. Note that you must still have a record of your selection. We recommend writing it down and concealing it until revealed. You can only use this Stratagem once.

WEAPONS FROM THE DARK AGE – 2CP

Fallen Angels – Wargear Stratagem

The 1st legion was endowed with the greatest technological marvels the nascent Imperium had to offer. To this day, the Fallen can unleash the insane weapons from this dark age.

Use this Stratagem in your Shooting phase, when a FALLEN ANGELS unit from your army is selected to shoot. Until the end of the phase, add 1 to the Damage characteristic of plasma weapons models in that unit are equipped with.

REIECTOMANCY DISCIPLINE

Fallen Angel characters with the PSYKER keyword may select their powers from the Reiectormancy Discipline instead of their regular choices.

MIND WORM

The psyker burrows his consciousness into the screaming victim’s brain, ripping free their knowledge existence of the Fallen in a spray of gore.

Malediction: Mind Worm has a warp charge value of 6. If manifested, select one enemy unit within 18″ of this PSYKER.

  • That unit suffers 1 mortal wound.
  • Until the start of your next Psychic phase, in the Fight phase, that unit is not eligible to fight until all other eligible units from your army have done so.

AVERSION

The psyker sends waves of cold fear washing outwards. The foe find themselves unable to focus upon the psyker, their subconscious screaming at them to look away for fear of what they will see.

Malediction: Aversion has a warp charge value of 6. If manifested, select one enemy unit within 24″ of this PSYKER. Until the start of your next Psychic phase:

  • While that unit is within 6″ of this PSYKER, subtract 1 from the Attacks characteristic of models in that unit.
  • Each time a model in that unit makes an attack, subtract 1 from that attacks hit roll.

RIGHTEOUS REPUGNANCE

Reaching into the minds of his brothers, the psyker stokes the fires of their hate, and the Dark Angels respond with a surge of cold, furious violence.

Blessing: Righteous Repugnance has a warp charge value of 7. If manifested, select one friendly DARK ANGELS unit within 12″ of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll and you can re-roll the wound roll.

TREPHINATION

The psyker gathers his thoughts into a white-hot spike to plunge straight into his victim’s mind, leaving the foe’s brain matter dribbling from their ears.

Witchfire: Trephination has a warp charge value of 5. If manifested, the closest enemy unit within 18″ of and visible to this PSYKER suffers D3 mortal wounds. If the result of the Psychic test was greater than the Leadership characteristic of the enemy unit, that enemy unit suffers 3 mortal wounds instead.

ENGULFING FEAR

The psyker inveigles his way into the minds of his foes. Subtly, he twists and heightens their fears.

Malediction: Engulfing Fear has a warp charge value of 7. If manifested, select one enemy unit within 24″ of this PSYKER. Until the start of your next psychic phase:

  • Subtract 1 from Leadership characteristic of models in that unit.
  • That unit cannot use the Objective Secured ability or any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of an objective marker.
  • If the result of the Psychic test was equal to or greater than that units Leadership characteristic, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).

MIND WIPE

The psyker scourges the minds of his foes, dragging out every memory that makes them who they are and reducing them to hollow shells of what they once were.

Malediction: Mind Wipe has a warp charge value of 7. If manifested, select one enemy unit within 18″ of this PSYKER, then select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that aura ability.

FALLEN ANGELS WARLORD TRAITS

BRILLIANT STRATEGIST

The commanders of the Fallen Angels share a measure of their Primarch’s vaunted strategic brilliance.

Once per battle, if your Warlord is on the battlefield, you can re-roll a single hit roll, wound roll, damage roll or saving throw. In addition, if your army is Battle-forged, roll a D6 each time you use a Stratagem; on a 5+ you gain 1 Command Point.

FURY OF THE FALLEN (AURA)

This leader inspires his battle-brothers through his actions, throwing himself into the fray knowing his warriors will follow.

While a friendly FALLEN ANGELS unit is within 6″ of this WARLORD, if this WARLORD has made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of models in that unit.

CALIBANITE KNIGHT

Born of Caliban, this warlord has was schooled in secret sword-wielding techniques of The Order.

Each time this WARLORD makes a melee attack against an INFANTRY or BIKER unit, an unmodified wound roll of 2+ is always successful.

STUBBORN TENACITY

This warlord is an exemplar of the tenacity that characterises the old Legion, fighting on through even serious injuries.

When this WARLORD is destroyed, if it does not explode, you can use this Warlord Trait instead of using any other abilities that take effect as a result of this model being destroyed (e.g. Astartes Banner).

If you do, this WARLORD is not removed from play until the start of the next turn or the end of the battle (whichever comes first). Until that happens, it is still considered to be in play, but any further wounds this WARLORD would lose are not lost.

DECISIVE TACTICIAN (AURA)

This warlord is known for his ability to swiftly move his forces into ideal attack positions and urge them on to crushing charges.

While a friendly FALLEN ANGELS unit is within 6″ of this WARLORD, add 1 to Advance and charge rolls made for that unit.

HONOUR OF THE FIRST LEGION

Valour and nobility define this warlord, who seeks to honour his brotherhood through deeds of great heroism.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6″ horizontally and 5″ vertically of an enemy unit.
  • Each time this WARLORD makes a Heroic Intervention move, so long as it ends that move closer to the closest enemy model, it can move up to 6″. All other rules for Heroic Interventions still apply.

RELICS

CALIBAN STEEL BLADE

This ancient blade was forged on lost Caliban and exemplifies that world’s cruelty and beauty in equal measure.

Model equipped with a force sword only. This Relic replaces a force sword and has the following profile:

Caliban Steel Blade: Range Melee, Type Melee, S +1, Ap -3, D d3,
Abilities: Each time you roll a wound roll of 6+ for an attack made with this weapon, the target of the attack suffers 1 mortal wound in addition to the normal damage.

HEAVENFALL BLADE

This weapon was bestowed upon the most honourable Knight of the Order before a long quest into the wilds of Caliban. Its blade is empowered by a force generator of magnificent strength.

Model equipped with a power sword, hellforged sword or force sword only. This Relic replaces a power sword, hellforged sword or force sword and has the following profile:

Heavenfall Blade: Range Melee, Type Melee, S +2, Ap -4, D 2,
Abilities: Each Time the bearer fights, it makes 1 additional attack with this weapon.

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