There can only be one: If Gadreel is in your army, he must be your warlord.

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Release the Krakens Release the Krakens is an Iron Hands Supplement that has a series of rules (presented below) that must be used in addition to the material found in Codex: Space Marines. When using these rules, you may only use the Iron Hands Chapter Tactics and cannot use Relics from the armoury. Suspicious of Strangers: The Krakens of Shada are a very suspicious chapter, as they have technology that deviates from the STCs. They do not want the other chapters to find out, nor do they wish heir technology to be stolen by outsiders, as such they refuce to work with anyone else unless absolutely necessary. They make it their mission to reclaim the unique and modified gear of their Battle Brothers! An Army containing The Krakens of Shada may not* have detachments from any other army. Instead, you may take additional detachments of Krakens of Shada as an Allied Detachment even though you would normally not be allowed to. Krakens of Shada lose access to Legion of the Damned. *Should a mission scenario or other bizarre thing happen to force you to ally with a non-krakens of Shada Detachment, treat them as described on the Allies Matrix from the Warhammer: 40,000 rulebook with the following exceptions: - If they are battle brothers, you may not embark upon their vehicles, or join their units, and vice versa. There can only be one: If Gadreel is in your army, he must be your warlord. Never back down from a fight: Your Warlord must always issue and accept a challenge! Repair protocols initiated: A dreadnought with the Venerable special rule can repair an immobilised result instead of a Hull Point when they roll a 6 or more for their IWND roll. Additionally, if a Dreadnought with the venerable special rule does not move, run, shoot, or assault in its own turn, add 1 to its IWND roll (this does not apply if it immobilised) In Death I Serve: A single Dreadnought, Venerable Dreadnought or Ironclad Dreadnought may be taken as a Troops selection instead of Elites per detachment. The detachment must cost at least 750 points, including the cost of the Dreadnought chosen as a Troops Choice. Add the following entry to all Non-HQ and non-vehicle units: All models in this unit may purchase Enhanced Cybernetics... 5pts/model Add the following entry to the Tactical Marines Replace the third bullet point with the following: If the squad numbers 10 models, one Space Marine may take one item from either the Special Weapons or Heavy Weapon. A different Space Marine may also take a weapon, but it must be the same weapon as the first. Add the following entries to the appropriate Dreadnoughts May improve their WS by 1 and gains the Venerable rule... 20pts May improve their rear armour by 1... 10pts Add the following entry to the Dreadnought May improve all armour facings by 1... 30pts Add the following entry to all vehicles: Improve It Will Not Die rolls by 1... 5pts

HQ Units These units may be taken in addition to units from Codex: Space Marines. Abel WS5 BS4 S4 T5 W3 I4 A2 Ld10 Sv3+ 130pts Unit Type: Bike (Character) Unit Composition: 1 (Unique) - Bike - ATSKNF - Bolt Pistol - Chapter Tactics - Enhanced Cybernetics - Independent Character - Force Axe - Psyker (Mastery Level 2) - Frag & Krak Grenades - Melta Bombs - Power Armour - Psychic Hood Azrael, Harbinger of Technomancy WS5 BS4 S4 T5 W3 I4 A3 Ld10 Sv2+ Unit Type: Bike (Character) Unit Composition: 1 (Unique) - Artificer Armour - ATSKNF - Azrael's Stave - Chapter Tactics - Bike - Independent Character - Bolt Pistol - Psyker (Mastery Level 3) - Enhanced Cybernetics - Frag & Krak Grenades - Psychic Hood 210pts Cain WS5 BS4 S4 T5 W2 I4 A3 Ld10 Sv2+ 145pts Unit Type: Bike (Character) Unit Composition: 1 (Unique) - Artificer Armour - ATSKNF - Bike - Chapter Tactics - Bolt Pistol - Independent Character - Enhanced Cybernetics - Psyker (Mastery Level 2) - Force Axe - Frag & Krak Grenades Options: - Melta Bombs - May take Abel*... 150pts - Psychic Hood *Does not take up a HQ slot. You may not Purchase Abel if this option is taken. Ezekiel, Harbinger of Librarians WS5 BS4 S4 T4 W2 I4 A3 Ld10 Sv2+ 150pts Unit Type: Infantry (Character) Unit Composition: 1 (Unique) - The Axe of Helios - ATSKNF - Enhanced Cybernetics - Chapter Tactics - Melta Bombs - Independent Character - Psychic Hood - Psyker (Mastery Level 2) - Storm Shield - Terminator Armour Gadreel, Harbinger of the Krakens WS6 BS5 S5 T5 W4 I5 A4 Ld10 Sv2+ 235pts Unit Type: Bike (Character) Unit Composition: 1 (Unique) - Artificer Armour - And They Shall Know No Fear - Bike - Chapter Tactics - Chain of the Kraken - Independent Character - Enhanced Cybernetics - Frag & Krak Grenades Options: - Thunder Hammer May take Melta Bombs... 5pts May take a Lightning Claw... 15pts

Gadreel's Guard 180pts You may include one unit of these as long as you take Gadreel. This unit is attached to Gadreel at all times, does not take up a HQ slot, and Gadreel cannot leave them until they have all been slain. 1 Gadreel's Champion WS4 BS4 S4 T4 W2 I4 A3 Ld9 Sv2+ Type: Infantry (Char) 4 Gadreel's Guard WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+ Type: Infantry - Armour of Helios - ATSKNF - Bolt Pistol - Chapter Tactics - Enhanced Cybernetics - Honour or Death (Gadreel's Champion only) - Gadreel's Blade (Guard) Options: - Thunder Hammer (Champion) - May include up to 5 additional Guard... 30pts/model - One Guard may take the Banner of Helios... 15pts Raphael WS5 BS5 S4 T4 W2 I4 A2 Ld10 Sv2+ 125pts Unit Type: Infantry (Character) Unit Composition: 1 (Unique) - Enhanced Cybernetics - ATSKNF - Force Axe - Chapter Tactics - Psychic Hood - Ezekiel's Disciple* - Storm Shield - Healing Hands* - Terminator Armour - Independent Character - Psyker (Mastery Level 1) *Ezekiel's Disciple: Raphael is training under Ezekiel as a Psyker. Ezekiel occasionally brings his underling with him into battle, as such Raphael does not take up a HQ slot, but can only be purchased if Ezekiel is in that detachment. Raphael and Ezekiel must always be in the same Squad, and cannot generate powers from different disciplines. *Healing Aura: Raphael has always had a strange, unknown aura about him and nobody has been able to figure out what it is. Raphael adds 1 to his and Ezekiel's IWND rolls. Sammael, Angel of Death WS6 BS4 S5 T4 W3 I4 A3 Ld9 Sv2+ Unit Type: Infantry (Character) Unit Composition: 1 (Unique) - Enhanced Cybernetics - Angel of Death* - Melta Bombs - ATSKNF - Sammael's Axe - Ezekiel's Watcher* - Sammael's Shield - Chapter Tactics - Terminator Armour - Independent Character 180pts *Angel of Death: Sammael is not the name this Marine was born with, he earned it through his many years of service in the Krakens. Sammael has the Precision Strikes special rule. Additionally, all to-wound rolls of 6 have the Instant Death special rule. *Ezekiel's Watcher: If Ezekiel is taken, Sammael does not take up a HQ slot but must be in the same unit as Ezekiel. While in the same unit as Ezekiel, when a psyker in their unit suffers a Perils of the Warp result do not roll on the table, instead take a wound with no saves allowed. All other Psykers (friendly and enemy) within 6" of the psyker that suffered a perils must take a Leadership: if failed, they too take a wound with no saves allowed.

Elites Helios' Veterans WS4 BS5 S4 T4 W1 I4 A1 Ld9 Sv3+ 130pts Unit Type: Infantry Unit Composition: 1 Sergeant (Ch), 4 Helios' Veterans (Unique) Options: - Power Armour - ATSKNF - May take 5 additional - Bolt Pistol - Chapter Tactics models... 22 pts/model - Boltgun - Combat Squads - May take a Drop Pod as - Frag & Krak Grenades a Dedicated Transport - Helios Ammuniton (Below) Range S AP Type Dragonfire Bolts 24" 4 5 Rapid Fire, Ignores Cover, Soul Blaze Hellfire Rounds 24" 1 5 Rapid Fire, Poison (2+) Kraken Bolts 24" 4 5 Rapid Fire, Armourbane Helios Rounds* 12" 4 2 Rapid Fire, Gets Hot, Molten Core * These rounds can not roll for penetration against armour. Molten Core: All to-wound rolls of 6 ignore FNP on the target, unless they are a Monstrous Creature with a Toughness of 7 or more (including Flying Monstrous Creature and Gargantuan Creatures). Squad Charon (Unique) WS4 BS4 S4 T5 W1 I4 A2 Ld9 Sv2+ 250pts Unit Type: Infantry Unit Composition: 4 Terminators, 1 Sergeant Charon - Terminator Armour - ATSKNF - Thunder Hammer - Chapter Tactics - Storm Shield - Honour or Death (Sergeant Charon only) Options: - May include up to 3 additional Terminators... 50pts/model - The entire squad may purchase Enhanced Cybernetics... 5pts/model - The unit may select any Land Raider as a Dedicated Transport (See page 177 of Codex: Space Marines) WARLORD TRAITS 1 - Iron Resolve: Your Warlord adds 1 to the combat result when he is locked in that combat. 2 - Will of Iron: After centuries of service on the battlefield, this hardened hero has seen all of the terrors in the universe, and is very prepared. Your Warlord has the Fearless special rule 3 - Legendary Fighter!: For each enemy character slain in a challenge, your warlord gains an additional Victory Point. 4 - The Flesh is Weak: After time in the Krakens of Shada, your warlord has gained a lot of scars and wounds on whatever flesh he has left making him more used to the pain than usual. Your Warlord adds +1 to any Feel No Pain rolls he makes 5 - Steel Over Flesh: Through tremendous amounts of cybernetic change, your warlord swings much quicker! The warlord gains +1 Attacks. 6 - Cold, Calculating Logic: Through your calculating logic and centuries of battlefield experience, you can tell where you are going to get charged from, as a result you are much more prepared! Your Warlord has the Counter Attack special rule.

Armoury of Helios - Wargear Armour of Helios The Armour of Helios confers a 2+ armour save and a 4+ invulnerable save. The bearer of this armour has the Bulky special rule and cannot make sweeping advances. The Axe of Helios (15pts) The Axe of Helios is a Force Axe with the following profile - +2 2 Melee, Blind, Force, Unwieldy Azrael's Stave (30pts) Azrael's Stave is a melee weapon with the following profile - X2 2 Melee, Armourbane, Crux, Force, Unwieldy Crux: The bearer has a 4+ Invulnerable save. Banner of Helios: All models in the same unit as the bearer gain +1 attack. Chain of the Kraken (55 points) The bearer of the Chain of the Kraken has a 3+ invulnerable save, adds 1 to his Feel No Pain rolls, and has the Eternal Warrior special rule. Enhanced Cybernetics: A model with Enhanced Cybernetics has the Feel No Pain special rule. Gadreel's Blade: This weapon is a melee weapon with the following profile: - +1 2 Melee, Unwieldy Sammael's Axe: A weapon forged in the depths of Helios itself, and imbued with power from the immaterium, this axe has served Sammael for over 200 years. Sammael's Axe is a melee weapon with the following profile: - +1 2 Melee, Unwieldy, Your Time Has Come* *When an enemy Psyker takes an unsaved wound from this weapon, roll a D6: if the result is equal to or less than their remaining wounds, remove that model from play. Sammael's Shield: Sammael's Shield confers a 4+ invulnerable to the bearer. Quick Reference

Helios' Vanguard Detachment Detachments and Formations Compulsory: Command Traits 1 HQ - Ideal Mission Commander: Your Warlord may re-roll his Warlord 1 Troop trait from this supplement 1 Elite - Relics of the Heresy: All non-vehicle models from a Helios' Vanguard detachment reduce the strength of all opponent's ranged Optional: attacks that hit them by 1 (excluding psychic powers).* 2 HQs 1 Troop Restrictions: All models must have the Iron Hands Chapter Tactics 3 Elites (excluding Vehicles), and must be from the Faction: Space Marines. 1 Heavy Support You may only include entries from the unmodified Codex: Space Marines and this supplement. * For mixed units, Relics of the Heresy is resolved using the majority. E.g a unit with 3 models from a CAD, 2 from the My Brother's Keeper formation and 5 from Helios' Vanguard detachment would NOT benefit from Relics of the Heresy as half or more of the models in the unit are not from the Helios' Vanguard detachment. Required: Abel Cain My Brother's Keeper (275pts) Restrictions: This formation may not be your Primary Detachment. My Brother's Keeper: If both Abel and Cain are on the table, you generate one additional Warp Charge. If both Cain and Abel are in the same unit, they add 1 to their dice rolls when they cast powers and attempt to Deny the Witch. Mark of Cain: If Abel is slain, the Mark of Cain activates and gives Cain a 3+ invulnerable save and +1 to his IWND rolls. If Cain dies through means other than Instant Death and/or Removed from Play once the mark is active, the enemy is awarded 2 additional Victory Points. (Dying at the same initiative step, or from the same unit, still triggers the Mark of Cain, providing Abel dies "first") Wounded Lamb: When Abel has 2 or less wounds, Abel and his unit can no longer run or turbo-boost. When Abel has 1 wound, he and his unit can only move 6" in the movement phase and loses the ability to fire overwatch. These effects only apply while Cain is in the unit. If cain is not present, they are only applied to Abel. Units leaving Abel may move their normal distance.

Technomancy Primaris: Mechanical Flare Warp Charge 1 Mechanical Flare is a Nova with the following profile: Range S AP Type 9" 3 - Assault 3D6, Blind 1 The Flesh is Weak Warp Charge 1 The Flesh Is Weak is a blessing that targets the Psyker and his unit. Whilst the power is in effect, all models in the target unit have +1 Toughness. 2 Mechanical Perseverance Warp Charge 1 Mechanical Perseverance is a blessing that targets the Psyker. Whilst in effect, the Psyker and his unit pass their It Will Not Die rolls on a 4+ instead of a 5+, however all models in the Psyker's unit must roll a D6: on the result of a 1, that model takes a wound with no Armour or Cover saves allowed. 3 Vehicle Sabotage Warp Charge 1 Vehicle Sabotage is a Malediction that targets a single enemy vehicle (or vehicle squadron) within 12" of the Psyker. While this power is in effect, all armour facings on the vehicle are reduced by 1 for the Psyker and his unit while making shooting attacks and using Psychic abilities. 4 Kraken's Shield Warp Charge 1 Kraken's Shield is a blessing that targets a friendly Krakens ofshada unit within 6". While in effect, the target unit may not charge, cannot run, turbo boost, move flat out, and fires at -2 Ballistic Skill*, and gains an armour value 9 + D3 shield with 2HP that must be destroyed before the unit inside may be targeted*. * To a minimum of 1, cannot be modified with abilities that let you fire at full ballistic skill, including (but not limited to) Power of the Machine Spirit. May be modified by other effects that add or minus Ballistic Skill. In case of multiple minus modifiers, it may not be reduced below Ballistic Skill 1.) * You may destroy the shield and then fire at the unit inside with the same unit (blasts only cause 1 hit. Choose your weapon order wisely). This shield is unaffected by the Graviton Special Rule as it is not a vehicle, may not make FNP rolls or saves of any kind. You do not -1 strength from the unit firing at the shield. 5 Vehicle Maintenance Warp Charge 2 Vehicle Maintenance is a blessing that targets a friendly Krakens of Shada vehicle within 12". While this power is in effect, the target vehicle has +1 to all armour facings (to a maximum of 14). 6 Iron Over flesh Warp Charge 2 Iron Over Flesh is a blessing that targets the Psyker. Whilst in effect, the Psyker and his unit have the Eternal Warrior, Feel No Pain (4+), and Relentless special rules.