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Fallen Angels

Secretive and spiteful warriors, the Fallen Angels fight with furious determination as they seek to avoid defeat or capture. Ever on the run from the inexorable vengeance of the Dark Angels and their successor Chapters, the Fallen have become as relentlessly merciless as those who pursue them. Whether seized during piratical raids, or prised from the hands of Adeptus Astartes they have slain, the Fallen typically maintain substantial caches of weapons and armour. Some bands prefer to take the fight to their enemies at close quarters, while others eliminate their enemies from afar – in either case, the Fallen make lethal foes, who do not flinch from any dark act or terrible hardship if it ensures they can continue to breathe the free air for another day.

How This Codex Works

The following page details background and rules information that describe the forces used by the Fallen Angels – Fallen warriors and the Cypher that lead them to battle. This section will enable you to forge your collection of Fallen Angels miniatures into an army ready to fight battles in your games of Warhammer 40,000.

Books


BookKindEditionVersionLast update
► Gathering Storm: Rise of the PrimarchSupplement71.0March 2017

Fallen Angels Special Rules


Faction and Allies

The Fallen Angels Faction has the following levels of alliance:

Level of AllianceFactions
Battle BrothersArmies of the Imperium (except Dark Angels), Chaos Space Marines 
Allies of ConvenienceDark Eldar, Eldar, Harlequins, Necrons, Orks, Renegade Knights, Ynnari 
Desperate AlliesTau Empire 
Come the ApocalypseChaos Daemons, Genestealer Cults, Khorne Daemonkin, Tyranids 

Neither Cypher nor the Fallen may be included in an army that includes any models with the Dark Angels Faction.

If not fielded as part of the Fallen Champions Formation, Cypher can be selected as part of a Primary Detachment of any of the Armies of the Imperium, or a Primary Detachment with the Chaos Space Marines Faction. Cypher does not take up any slots from the Detachment’s Force Organisation chart.

In Pursuit of the Fallen

Cypher and his fellow Fallen have been the subject of a secret manhunt by the Dark Angels and their successors since the Horus Heresy. The Chapter’s relentless pursuit has driven the renegade warrior and his black-armoured brethren to the far reaches of the galaxy, with Cypher so far managing to stay just a step ahead of his pursuers.

The following rules are used in any mission which includes both Cypher, or any units of Fallen, and models with the Dark Angels Faction.

At Any Cost

The following Secondary Objectives are used in addition to any others:
  • If Cypher is captured (see Divine Protection) by a Dark Angels 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.

Never Forgive

All Dark Angels models with the Deathwing special rule also receive the Zealot special rule.

Special Rules


As Ye Sow, So Shall Ye Reap

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.

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 making Overwatch shots, Cypher uses his full Ballistic Skill. In the Assault phase, half of Cypher’s 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.

Formations


Fallen Champions

SPECIAL RULES
 • Infiltrate

Fallen Leader: Any unit from this Formation that is within 12" of Cypher has the And They Shall Know No Fear and Stubborn special rules.

Triumvirate of the Primarch

SPECIAL RULES
Inspiring Presence: Whilst Grand Master Voldus and Roboute Guilliman are on the battlefield, all friendly units with the Armies of the Imperium Faction have the Stubborn special rule.

Touched by Fate: You can re-roll one failed saving throw each turn for each model from this Formation.

HQ


Cypher


190

WS BS S T W I A Ld Sv Unit Type
Cypher 7 10 4 4 3 8 3 10 3+ Infantry (Character)
Unit Composition: 1 (Unique)
Wargear:
 • Frag grenades
 • Krak grenades

Mysterious Relics:
 • Cypher’s Pistols
Special Rules:
 • And They Shall Know No Fear
 • As Ye Sow, So Shall Ye Reap
 • Blazing Weapons
 • Divine Protection
 • Eternal Warrior
 • Fleet
 • Hit & Run
 • Independent Character
 • Infiltrate
 • Shrouded
In Pursuit of the Fallen:
 • At Any Cost
 • Never Forgive

Elites


Fallen


100

WS BS S T W I A Ld Sv Unit Type
Fallen 4 4 4 4 1 4 2 10 3+ Infantry
Fallen Champion 4 4 4 4 1 4 2 10 3+ Infantry (Character)
Unit Composition: 4 Fallen, 1 Fallen Champion
Wargear:
 • Boltgun
 • Bolt pistol
 • Close combat weapon
 • Frag grenades
 • Krak grenades

In Pursuit of the Fallen:
 • At Any Cost
 • Never Forgive
Options:
 • May add up to five additional Fallen20 pts/model
 • The Fallen Champion may replace his bolt pistol and/or close combat weapon with one of the following:
  - Lightning claw15 pts
  - Power weapon15 pts
  - Power fist20 pts
 • The Fallen Champion may take melta bombs5 pts
 • The Fallen Champion may replace one weapon with one of the following:
  - Combi-flamer, -melta or -plasma10 pts
  - Plasma pistol15 pts
 • One Fallen may replace his boltgun with one of the following:
  - Flamer5 pts
  - Heavy bolter, meltagun or autocannon10 pts
  - Plasma gun or missile launcher (with frag and krak missiles)15 pts
  - Lascannon20 pts
 • Up to four Fallen may choose one of the following four options:
  - Replace bolt pistol with a plasma pistol15 pts/model
  - Replace close combat weapon with one of the following:
  ○ Power weapon or lightning claw15 pts/model
  ○ Power fist25 pts/model
  - Replace bolt pistol and boltgun with a pair of lightning claws30 pts/model
  - Replace boltgun with one of the following:
  ○ Flamer5 pts/model
  ○ Meltagun, combi-flamer, -melta or -plasma10 pts/model
  ○ Plasma gun15 pts/model

Mysterious Relics



Cypher’s Pistols

A perfectly weighted pair of ornate pistols, Cypher’s firearms are lethal in the extreme. Rendered all the more deadly by their owner’s uncanny marksmanship, these weapons lay down a hail of bolts and plasma blasts fit to scythe whole squads of warriors from their feet.
Cypher carries a bolt pistol and a plasma pistol of ancient design that have the following weapon profiles:

Range S AP Type
Cypher’s bolt pistol 16" 4 5 Pistol
Cypher’s plasma pistol 12" 7 2 Pistol