FORCES OF THE LYNX
This section of the codex details the forces currently in
that are universal to all races will be found Warhammer
use by the Lynx -- their weapons, their units, their powers
40k Rulebook.
and most importantly, their famously near-unstoppable
Unique Equipment
heroes of legend, including the God-Like Archangel
Champion. Each entry describes the unit in close detail
The Army List at the back of this codex shows all of the
and gives their specific rules on their use within your
standard equipment and optional Wargear available to a
Warhammer 40k battles. The Army List at the back of the
single model. You will find that some weapons and
codex will include page references for units found here, so
equipment are used for a single or very few models,
you can check back as you pick your force.
whilst others are more commonly found, either as
upgrades or standard issue. If an items is unique, it is
The Lynx codex is divided, like many other codexes, into 2
detailed in the entry for its owning unit or model;
main sections. The first is a selection of bestiaries that
otherwise it is detailed in the Wargear section.
describes all of the troops and vehicles the Lynx will field
in times of conflict, including special characters, while the
second is merely a breakdown of all items of war the Lynx
posses including weapons and equipment.
Special Rules
Almost all the models in the Lynx force use at least two
Special Rules, the most common of which (that apply only
to the Lynx) can be found before the Wargear section.
Rules that are unique to a unit, say, High Priestess
Meldamiriel (translates as Amber, strangely), will be
found in the appropriate bestiary entry. Any Special Rules
LYNX ELEMENTALS
are. Deepsykers are level one, Focuspsykers level two and
Hellpsykers level three.
Lynx are a rather odd race; they way in which they use their With each level, a psyker gains 3 "element points". So
innate psychic talents is bending the elements surrounding whilst a Deepsyker has 3, and Hellpsyker will have 9. Then,
them to their whim, as well as more generic powers most
depending on what element they chose, (note models in
psykers use. This elemental control can drastically change
squads all have the same specialization and all have the
the tide of a battle when the correct force is applied; most
same powers), They may pick any psychic powers that will
enemies will find it very disheartening when a volcano
add up to their element points. For example, say a squad of
erupts directly under their feet!
Artaich Warriors has specialization in Pyrokinesis, they
Although this unusual talent is indeed something the Lynx
decide to have the Magma Catalyst and Blazing Aura
take pride in, it leads to great specialisation within their
powers. Magma catalyst is worth 2 points, Blazing Aura is
forces. Learning even one element will require the psyker
worth one. This adds up to 3 element points, and as Artaich
to spend hours on end studying the physical and mental
Warriors are Deepsykers, they may not have any more.
aspects of summoning and controlling it. Furthermore,
All the elemental powers are found at the back of the book
these elements are very temperamental, and tend to
in the Psychic Powers section, under Universal Powers,
gravitate towards Lynx with similar characteristics. For
with a number in brackets to show their cost. Unique
example, a Lynx who is renowned for being hot-headed,
Characters do not abide by the Elemental rule, and will so
reckless and impulsive will most likely find themselves
have their own powers.
learning Pyrokinesis, the art of manipulating fire.
The powers an elemental may choose depend on what the
unit or model specializes in and what level of psyker they
BLADELORD
Though Lynx excel in all facets of warfare, most do show
WS BS S T W I A Ld
Sv
a natural ability in some particular area. The ones that
Bladelord
6
5
5 5 3 5 3 10 2+3+
show leadership without peer and an uncanny ability to
(base stats)
Bladelord
8
multitask become Bladelords. A Bladelord acts as a
4
6 5 4 7 4 10 2+3+
(melee)
battlefield commander, directing his or her troops with
Bladelord
6
8
5 5 3 6 3 10 3+3+
startling efficiency, even for the elite forces of the Space
(ranged)
Marines. They are the heart of any defence force or
Special Rules
offensive movement, able to micromanage a conflict of
any size, be it a skirmish or a full-on planetary invasion,
Animatrix Shield, Independent Character, Deepsyker,
with a cool head and an iron will to win. Those Lynx led
Fearless, Eternal Warrior (Melee only) Furious Charge,
by a Bladelord will fight at their full strength, knowing
(Melee only) Counter-Attack, (Ranged only) Relentless,
that their ever-vigilant commander is watching over
(Ranged only) Precise Shot
them.
(Ranged only) Precise Shot: A Bladelord skilled in the
Almost all Bladelords will have been schooled in one of
use of ranged weapons can find weak spots in armour in
the Acadameus Duellius, famously know for the
less than a second, and place a lethal shot in the same
standard at which they train. The novitiates go through
amount of time.
rigorous training, during which many candidates will
Bladelords with this rule may re-roll one failed To
"drop out", either kicked out due to lack of competency
Wound roll in ranged combat per Shooting Phase. In
or skill, or will quit as they do not have the motivation.
addition, they get an extra +1 bonus for armour
This results in very strong, resilient candidates who are
penetration on vehicles.
more than adequate for their role. The training is
accompanied by daily prayer session, dedicated to the
Psychic Powers
Artaich, an insanely powerful female psychic deity--
Heal, (Ranged Only) Surgical Accuracy, (Melee Only)
maybe even more so than the Emperor himself-- who
Inspiration
now exists in 3 fragments, in fear her power would
destroy the galaxy.
The title Bladelord is misleading for some, many
assuming them to excel in close combat and close
combat alone. This is not at all true. Many are crack
shots with a Lancer, and some even go so far as to
become expert snipers. However, just as many prefer to
be on the front lines, carving a long and bloody path
straight through the heart of the enemy.
Though the Lynx are xenos and possess unnervingly
potent psychic abilities, many a Space Marine Sergeant
will welcome them to the fight. Bladelords especially, as
they can speak tactics and have excellent manners and
etiquette when it comes to ambassadors or general
discussions with members of a different race. To the
general Lynx populace, Bladelords are seen as generous
and wise nobles, able to settle a dispute or unrest
quickly and without the need for a large, heavy sword,
something that is quite valued in these times (the
conflict avoidance, not the sword!)
METAPSYKER
Though all Lynx are unnervingly potent psykers, there is
accurate description. The Shadow Dimension varies in
one force stronger than all others. These are the
certain areas; from frozen plains of crystal to scorching,
Metapsykers, Lynx trained to harness the power of the
formless storms of fire and lightning.
Shadow Dimension to the extent where they can warp
Inquisitors, especially those from the Ordo Malleus and
the laws of physics at its base level with contemptuous
Ordo Xenos are very interested in them, for they are a
ease. Metapsykers will often march to war wearing
rare and awesome case of how the laws of Nature can
ornamental, jewel-encrusted robes and a staff or sword
make some beings so. Many Inquisitors have tried, and
decorated with runes and infused with psychic energy,
failed, to glean at least a fraction of the knowledge that
and to meet one on the battlefield is akin to a death
makes Metapsykers so incredibly rare, and how they
sentence; the few that do survive are driven mad by the
can keep Daemons at bay after letting off a "particularly
sheer intensity of power surging from a single soul.
powerful display of psychic fireworks", as they call it.
Metapsykers are always male, due to the order of
" Do not cross our paths in combat; we will be the
recruitment within the Lynx populace. Females that
ones left unscathed,"
demonstrate a high level of psychic talent are trained as
Priestesses, whilst males are sent to the Acadameus
Quote from Metapsyker Arthion
Mysticana, which keep their secrets so close that not
The reason behind why these mysterious figures never
even the Academies of Anamnesis, who dedicate
share their secrets is unknown. Many believe it to be an
themselves to collecting all there is to know, can prise
oath of secrecy sworn as part of the induction ceremony
them away.
into the Acadameus Mysticana. Others say they are
Metapsykers are sometimes known throughout the
jealous of their secrets, and wish to keep the knowledge
ranks of the Imperial Guard as Hellpsykers, due to the
of their power to themselves. In reality, during the
belief that they draw their power from the voracious
course of their training, Metapsykers learn things that
fires of Hell themselves. This is actually quite an
the mortal mind should have left well alone...
WS BS S T W I A Ld
Sv
Metapsyker
5
5
4 4 3 5 2 10 3+2+
Special Rules
Dimension Shield, Independent Character, Hellpsyker,
Eternal Warrior, Stubborn, Acute Senses
Psy-Lock: Any enemy psyker who takes a psychic test
within 18" of a Metapsyker must take the test on 3D6.
Psychic Powers
Rapid Heal, Shield Of Shadows, Emprythean Blast
This section of the Codex: Lynx deals with the wide variety of special rules that most Lynx units
have, and what effect they have in Warhammer 40,000.
Special Rules that are used for many models are detailed
Archangel Champion, and so is explained in his section.
in this section. Special Rules that are unique to single
Animatrix Shield is a generic Special Rule, and is so
models are detailed in that characters appropriate entry.
described here.
For example, To Hell And Back is unique to the
Deepsyker: Deepsykers are psykers who have learnt to
power and focus capable of sustaining such protection.
channel the energies of the Shadow Dimension, as the
They function by opening small portals to the Warp,
Lynx call it. To the Imperium it is known as Dimension 3 or
allowing munitions and hand-held weapons to pass
the Void. As only the Lynx draw from its unimaginable
through. This results in a nearly impenetrable barrier
power, they have vastly superior psychic abilities that
against which only the most lucky of foes will succeed.
even outdo the Grey Knights or Daemons in intensity! As
A model with this Special Rule has an invulnerable save of
their powers "vibrate" on a higher frequency, the lower
2+ in ranged and close combat.
frequency powers of the warp generally have no effect on
them.
Animatrix Shield: Animatrix Shields are very powerful
psychic shields easily capable of turning aside a lascannon
Deepsykers always take their psychic test on 2D6,
shot. They rely directly on the psyker's ability to
regardless of any other rules. In addition, any invulnerable
concentrate and their power, so it is not very often found
saves they make may not be ignored; instead they suffer a
in Lynx who lack special training.
re-roll if successful. However, If a Deepsyker suffers a
Perils of the Warp attack, they automatically suffer a
A model with this Special Rule has an invulnerable save of
wound, no saves of any kind allowed. If a double 6 is
3+ in ranged and close combat.
rolled, the psyker's entire nervous system is flooded with
Antimatter Shield: These cancel out any energy and
a torrent of uncontrollable power which fries synapses
dissolve solids passing through them. Whilst providing
and vaporises neurones. The psyker is immediately
excellent protection, they are prone to "fizzling", a sudden
removed as a casualty, unless they are immune to instant
loss of power that renders the user unshielded for a
death, which in that case they are immediately reduced to
moment.
1 wound.
A model with this Special Rule has an invulnerable save of
Focuspsyker: Focuspsykers have attuned their powers to
4+ in ranged and close combat.
an amazingly high level, to the point which they can bend
the base laws of physics for a limited period of time.
Focuspsykers have exactly the same rules as Deepsykers,
but they may use two psychic powers per turn, including
Psychic Shooting Attacks.
Hellpsyker: Hellpsykers are the pinnacle of psychic
prowess. They are more powerful than the Grey Knight
Librarians, or (in very rare cases) a Greater Daemon of
Tzeentch.
Hellpsykers have exactly the same rules as Deepsykers,
except they may use three psychic powers per turn,
including Psychic Shooting Attacks.
Dimension Shield: Dimension Shields are found
commonly amongst the most powerful Lynx, who have
The Lynx are, first and foremost, psykers. For this reason a in every bestiary are found here. All the powers described
lot of time and effort is put into finding and developing
in this section can be found as either an option for a
the natural psychic prowess they already have. All powers model/unit or as a standard power.
When using psychic powers in a squad, the entire squad is
squad, and any psychic shooting attacks made are counted
counted to have used the same power. Ergo, this means a
to have been used by every model. This means a squad of 3
squad of Artaich Warriors will all use the same power; they Praetorians using Cleansing Flame will use 3 templates, one
cannot use them individually. Also, when using psychic
from each Praetorian.
powers, characteristic altering powers affect the entire
Universal Lynx Powers
the unfortunate soul from the inside out.
Minor Heal: This power is used at the end of each player's
This power is a Psychic Shooting Attack that automatically
turn. Take an individual psychic test for Independent
hits a non-vehicle target within 12" of the psyker. The
Characters, but take only one test for a squad. After making target automatically suffers a wound, with no armour save
a successful psychic test, roll a D6. If the result is a 6, heal
allowed. However, Feel No Pain is allowed, but only
Wounds equal to the amount of models in the squad (not
succeeds on a 6.
including Independent Characters).
Cleansing Flame (2): The psyker unleashes a wave of fire
Heal: This power is used at the end of each player's turn.
imbued with the essence of purity upon the victim, causing
Take an individual psychic test for Independent Characters, incredible pain as the taints of Chaos are torn from their
but take only one test for a squad. After making a
soul.
successful psychic test, roll a D6. If the result is a 5 or 6,
This is a Psychic Shooting Attack with the following profile:
heal Wounds equal to the amount of models in the squad
(not including Independent Characters).
Range
Str
AP
Type
Template
5
6
Assault 1
Rapid Heal: This power is used at the end of each player's
turn. Take an individual psychic test for Independent
Plasma Bolt (3): The psyker hurls a bolt of superheated
Characters, but take only one test for a squad. After making plasma at the target, searing flesh from bones and making
a successful psychic test, roll a D6. If the result is a 4, 5 or 6, a mockery of armour.
heal Wounds equal to the amount of models in the squad
This is a Psychic Shooting Attack with the following profile:
(not including Independent Characters).
Pyrokinesis
Blazing Aura (1): The caster ignites his soul in a blaze of
flame, so hot that not even the cleansing promethium of a
flamer can match its intensity.
Upon making a successful psychic test, the model or squad
using this power receives a +1 bonus to their Strength
characteristic.
Flame Sheath (1): The psyker wills a corona of psychic fire
into existence around his weapon, allowing it to penetrate
armours that it was incapable of piercing before.
Upon taking a successful psychic test, close combat attacks
made by the model(s) into the squad will be resolved with
-1 AP. Weapons with no AP gain an AP of 6.
Magma Catalyst (2): Focusing their psychic might, a Lynx
can convert the victim's blood into red-hot magma, searing
Archangel Unique Psychic Powers
Earth Shock: This is a Psychic Shooting Attack with the
following profile:
Aura of Fervour: This power is used at the beginning of the
movement phase. All friendly units within 6" of the
Archangel Champion gain +1 WS, +1 S and +1 A for that
turn.
Range
Str
AP
Type
Aura of Perseverance: This power is used at the beginning
36"
7
6
Heavy 3, large blast
of the movement phase. All friendly units within 6" of the
Archangel Champion gain the Fearless special rule for that
Vehicles are always struck on their rear armour by this
turn. Units that have gone to ground or are falling back will attack.
immediately return to normal.
Energy Lance: This is a Psychic Shooting attack with the
Aura of Zeal: This power is used at the beginning of the
following profile:
movement phase. All friendly units within 6" of the
Archangel Champion gain the Fleet and Furious Charge
Range
Str
AP
Type
special rules for that turn.
18"
5
2
Heavy 1, Lance, Shock*
Aura of Invigoration: This power is used at the beginning of *A model hit by this attack must take a toughness test. If
the movement phase. All friendly units within 6" of the
they fail, the rest of their squad take one S3, AP - hit.
Archangel Champion get +1 T and also benefit from the
Feel No Pain (5+) special rule.
Aura of Protection: This power is used at the beginning of
the movement phase. All friendly units within 6" of the
Archangel Champion receive a 5+ cover save for the rest of
the turn.
High Priestess Meldamiriel Unique Psychic
Powers
Meteor Nova: This is a Psychic Shooting Attack with the
following profile:
Range
Str
AP
Type
24"
10
1
Heavy 1, blast*
"
7
3
Heavy 1, large blast*
"
4
5
Heavy 1, 10" blast*
*After rolling for scatter, place all 3 blast templates over
the same spot. Models under a template will suffer the
highest-power hit (for example, a model under the large
blast and 10" blast templates will suffer the S7, AP3 hit).
After using this, Meldamiriel must take a toughness test. If
she fails, she loses a wound from exhaustion.
Frost Blast: This is a Psychic Shooting Attack with the
following profile:
Range
Str
AP
Type
30"
6
4
Heavy 1, 7" blast, Freezing*
*Any models hit by this attack must take an initiative test. If
they fail, they may not move, shoot or assault next turn.
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