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Published by Joltion3, 2021-10-28 15:21:26

The Horus Heresy Book 5 - Tempest

The Horus Heresy Book 5 - Tempest

ANCIENT TYRENNIUS

8111 CHAPTER

D AINHOLD TERTIARY M umR

Ancient Tyrennius was born a Terran and was inducted from the Midafrik Hive levies towards the end of the Emperor's
campaign to bring Unification to Terra in preparation for the Great Crusade. He served in the earliest decades of the Great
Crusade before being appointed to command his Legion's commitment to the First Magellan Expedition. Tyrennius was
among the few to return from that doomed endeavour, though he had sustained such terrible wounds that only interment

within the armoured sarcophagus of a Dreadnought saved him from death.

The Calth Configuration was to be Tyrennius' first campaign for over a decade, having been held in stasis for many years. Having
been restored to full potency a mere ten hours before the Word Bearers' betrayal, he fought with bitter resolve throughout the
Battle of Calth and was instrumental in the defeat of a large Word Bearers force assaulting the gates of Arcology XVk.

PHASE I - EXEClJTION Phase I - Strategic Objectives Execution Stage Legendary Mission
There are a number of potential locations the If both sides wish, they may fight a
The opening stage of the campaign previously mentioned missions may be set Legendary mission, which in the Execution
represents the Traitors' initial betrayal of in, and players are encouraged to draw more phase of the campaign is the Shock of
the Ultramarines and their allies, an event from the story of the Battle of Calth. The Betrayal Legendary mission presented.
repeated a hundred times and more across nature of some present specific possibilities Regardless of the number of players on either
the surface of Calth and in orbit. In historical for missions, as described in each of the side, only one of these Legendary missions
terms, each of these battles takes place at the entries below. In addition, specific locations should be played and as such it would make
same time, and as many may be played as the might be more valuable to one side or the an ideal team game involving some or all of
group wishes. other and so additional Campaign points may the players on both sides.
be awarded for victory there under particular
The Campaign points earned for games in conditions. Players may choose between Phase I - Special Rules and
this phase are as follows: them that a coming battle is to be fought in a War Zone Traits
• Blood Feud or Onslaught: The victor specific location, as detailed below: This stage of the Battle of Calth was marked
• Numinus City: As one of Calth's main by a series of disasters so shocking that
gains 3 CPs for their side, no CPs are they made it all but impossible for the
awarded for a draw. cities, Numinus came under heavy assault Ultramarines to mount an immediate or
• Other Age of Darkness Missions: The by the Word Bearers and their warp cult coordinated response. Not least amongst
winner is awarded 2 CPs. A draw earns allies. Age of Darkness Cityfight missions these was the destruction of Calth Veridian
both sides I CP. played in this location earn the victor an Anchor, which blinded systems in orbit and
• Age of Darkness Cityfight Missions additional +I CP and in the event of a draw on the surface below, as well as the descent
(see page I90 of The Horus Heresy both sides earn I CP. and destruction of the Antrodamicus and
Book Four- Conquest): The victor • Ithraca: This was the site of a massive numerous other vessels in orbit. Not long
gains 2 CPs for their side, and no CPs are warp incursion and so should a Traitor after, the skies burned with the contrails
awarded for a draw. side that has taken Codex: Chaos Daemons of falling debris, presenting a hazard as
• Zone Mortalis Missions (see page units as allies earn a victory there, they destructive as the most intense of orbital
I68 of The Horus Heresy Book One- gain an additional +I CP. Loyalist forces bombardments.
Betrayal): The victor earns 3 CPs for their that include any Solar Auxilia or Imperialis
side, the other side gains I CP and no CPs Militia units as their Primary Detachment Shock and Awe: The Loyalists were taken
are awarded for a draw. or as Allies earn an additional +I CP for a entirely off-guard by the destruction wrought
• The Shock ofBetrayal Legendary victory. upon Calth at the moment of the Word
Mission: The Traitors gain 6 CPs for a • Provincial Muster Camps: The majority Bearers' betrayal. As such, in all games fought
victory, while the Loyalists gain 3 CPs for a of the muster camps were located in open during the Execution phase, the Traitors
victory or a draw. countryside within accessible range of automatically get the first turn regardless of
• All other games: The victor gains I CP. Calth's highly developed infrastructure. As mission set-up rules (other rules regarding
such, Age of Darkness missions are most deployment order, etc, remain unaffected).
appropriate for battles in this location, The Loyalists had only one potential means
granting the victor an additional +I CP for of detecting the coming disaster, and while
each game won. this did not come into effect in the actual
• Orbital War: Calth was ringed by over event, players may take advantage of it
nine hundred orbital defence platforms nonetheless- if the Loyalist side contains
of varying sizes and hundreds of warships one or more Librarians, they may attempt
of both Legions were gathered all across to Seize the Initiative (if they have no such
Calth Near-Space. The orbital platforms Consul, they may not attempt to do so).
in particular were defended by specially
trained sub-cohorts of the Solar Auxilia. Orbital Debris: To represent the
As such, the Zone Mortalis Expansion indiscriminate rain of fiery death falling from
presented in The Horus Heresy Book One- orbit, once per game, each player may initiate
Betrayal, as well as the additional Blood in an Orbital Debris attack. This is carried out
the Void rules given in The Horus Heresy in the player's own Shooting phase. The
Book Three- Extermination are especially player places an Apocalyptic Blast (Io")
appropriate. Loyalist Solar Auxilia earn marker anywhere on the table they wish and
an additional +I CP for winning in such a rolls 4D6 for scatter. Ifa 'Hit' is rolled, the
mission in this location. player removes two dice of their choice to
indicate distance, and uses the small arrow
on the Hit symbol to determine direction.
Roll on the Catastrophic Damage table in the
Warhammer 40,000 rulebook to determine the
damage that is inflicted on models caught

the marker.

PHASE 2 - OPEN wAR Phase 2 - Strategic Objectives Phase 2 - Legendary Mission
Open War phase battles can be fought in If both sides wish , they may fight a
Despite the unimaginable scale of the any location the players wish, but specific Legendary mission, which in the Open War
betrayal inflicted upon Calth, isolated Strategic Objectives inspired by the story phase of the campaign is the Re- taking of the
pockets amongst the defenders succeeded presented earlier will earn bonus Campaign Zetsun Verid Yard mission. Regardless of the
in taking their fate into their own hands. points. The nature of these battles is number of players on either side, only one of
The annals of the XIII'h Legion recount quite different from those of the previous these Legendary missions should be played
numerous tales of individual heroism and phase, being a lot more focused on the and, as such, it would make an ideal team
sacrifice, amongst the Ultramarines as well actions of specific individuals achieving game involving some or all of the players on
as their allies. From the deeds of Captain specific objectives, such as capturing a vital both sides.
Ventanus on the surface and Sergeant Thiel communications node, holding a particular
in orbit, to the Dreadnought Telemechrus location or killing a specific enemy leader. Phase 2 - Special Rules and
at Komesh or Mantargo at Ithraca- just Additional Campaign points may be awarded War Zone Traits
as glorious may be the deeds of your own for victory under particular conditions. At the height of the Battle of Calth, the
original characters you devise for the Players may choose between them that a Traitors' core objective was revealed. Upon
campaign. While some of these individual coming battle is to be fought in a specific gaining control of Calth's formidable
actions would echo down the ages, many location, as detailed below: weapons grid via the logis engines onboard
others would pass entirely unheralded, but • The Provinces: Across Calth, key the Zetsun Verid Yard, Kor Phaeron ordered
in each case they added up to create a tipping the death of the system's star. Veridia was
point, after which the Ultramarines fight- Ultramarines leaders sought to rally what subjected to a bombardment using ancient
back truly began. forces they could and lead them across the relic weapons of the Dark Age of Technology,
burning countryside in an effort to link up for no conventional system could ever
The battles fought in the Open War phase with other Loyalist elements. Onslaught inflict such damage. The star's visage became
represent a number of individual actions missions fought in this location earn the pocked and its solar winds were seeded with
fought more or less simultaneously across victor an additional +I CP. a taint that exceeded mere radiation. Soon,
the surface of Calth as well as in orbit. The • Leptiu s Numinus: This and other all upon the surface of Calth were subjected
Campaign points earned for games in this locations served as crucial bulwarks to the invisible gales of this sorcerously
phase are as follows: against the enemy's advance, drawing poisoned solar wind, burning their bodies
• Dominion or War of Lies: The victor large numbers of the Word Bearers and and withering the souls of the weak.
their allies away from their murderous
gains 3 CPs for their side, no CPs are objectives. Games ofHammerblow Assault The Offering Star: At the beginning of
awarded for a draw. (see page I8I ofThe Horus Heresy Book Two the game, both players roll a D3 - the result
• Other Age of Darkness M issions: The -Massacre) fought at this location earn the is the maximum number of Offering Star
winner is awarded 2 CPs. A draw earns victor an additional +I CP. attacks each may inflict upon the other's
both sides I CP. • Orbital War : As isolated pockets of army during the game. One attack may be
• Age of Darkness Strat egic Raid s resistance flared up on the surface, the inflicted per player turn and this is done in
Missions (see p age 176 of Th e Hor us war in orbit entered a new phase, the the player's own Shooting phase. The player
H eresy Book Four - Conquest): The Ultramarines regaining control of stricken selects an enemy Infantry unit which is not
victor gains 2 CPs for their side, and no vessels, most notably the Macragge's Honour. engaged in close combat and that unit then
CPs are awarded for a draw. Games played using the Blood in the Void suffers D6 Str I AP2 randomly allocated
• Zone Mor t alis M issions: 2 CPs are Zone Mortalis rules (see The Horus Heresy attacks. Cover saves may only be taken if the
awarded to the victor's side. Book Three- Extermination) earn the victor target is within a Ruin or a Woods. Units
• The Takin g of the Z et su n Verid Yard an additional +I CP. inside Transport vehicles (other than Open-
Legendary M ission: The victor earns 6 • Arcology Portals: As the terrible disaster topped vehicles) and Buildings, as well as
CPs for their side, no CPs are awarded for inflicted upon Calth by the Word Bearers units which have the Daemon special rule,
a draw. became evident, large numbers of refugees are unaffected.
• All other gam es: The victor gains I CP. made for the numerous subterranean
arcologies for which Calth was famed. The
entrance points for many of these became The Fog of War: With massive volumes of
strongpoints held stoically by small groups Calth's oceans vaporised by orbital strike, a
ofUltramarines as Word Bearers and cult thick creeping fog of vapour and ash rolled
forces sought to slaugh ter the innocents out across the lands through which very little
taking shelter within. Deadly Ground light could penetrate. Due to the difficulty of
missions (see page I82 ofThe Horus Heresy engaging targe ts at range in such conditions,
Book Two- Massacre) earn the victor an units that are wishing to shoot at an enemy
additional +I CP. In such missions, the that is not the closest target must first pass a
Objective Terrain pieces represent portals Leadership test.
into the underground arcologies and
suitable terrain should be used for this. If the test is passed, the unit may fire as

normal, but if it is failed they must fire at the

closest target (even cannot actually

hun it, in which

in the

PHASE 3-VINDICATION to kill as many innocents as possible or Campaign Objectives should be rolled for at
simply to escape the wrath of the vengeful the end and in front ofeveryone involved-
Twenty or so hours after the Campanile Loyalist forces. Zone Mortalis missions the side that has earned the greatest number
smashed into Calth Veridian Anchor, the fought in this location earn a Traitor victor counts as having won the additional Spiritual
Ultramarines regained control of the Calth an additional +2 CP and a Loyalist victor Warfare Campaign phase. If the Traitors
+ICP. win, they have earned the favour of their
I weapons grid and the tide turned against the Primarch and the blessings of the Ruinous
STAGE 3- LEGENDARY MISSION Powers, but if they lose they have forfeited
I both and earned themselves nothing more
Ifboth sides wish, they may fight a than the right to die upon Calth at the
.f Traitors. Even as defeat loomed large before Legendary mission, which in the Vindication hands of the vengeful Ultramarines. For the
! them however, the Traitors knew that taking phase of the campaign is the Death ofTruth Loyalists, victory represents vindication and
mission. Regardless of the number of players survival in the face of overwhelming odds
Calth from the sons of Guilliman was never on either side, only one of these Legendary and staggering betrayal, while defeat means
missions should be played, and as such it they flee for the shelter of the arcologies
1 their objective- rather, their intent was to would make an ideal team game involving knowing that the Traitors have bested them.
some or all of the players on both sides.
inflict as many deaths upon their erstwhile
brothers as possible, and this mission
remained unaltered. As the end neared,
reality stretched thin and the questing
tendrils of the beyond encroached upon the
material universe as the birth pangs of the
Ruinstorm rang out across the void.

The battles fought in the Vindication phase Phase 3 - Special Rules and In any case, the war on Calth will soon enter
its next stage - the years-long Underworld
represent the last hours of the Battle of Calth, War Zone Traits War - but that is a battle for another time and
another volume of this series.
when the tide of war finally turned against As in the previous Campaign phases,
Finally, if there is more than one player on
the Traitors. The Campaign points earned the Vindication phase is characterised the Traitors side, an overall winner from
this faction should be determined. This
for games in the Vindication phase are as by its own set of rules to represent the is calculated by adding up the Campaign
points each individual Traitor player has
follows: specific circumstances under which the earned. The winner is the commander who
has contributed the most towards Lorgar's
Shatterstrike or Tide of Carnage: The combatants were fighting. In addition, the grand invocation of the Ruinstorm.This
individual, regardless of whether they are on
victor gains 3 CPs for their side, no CPs are Phase 2 Offering Star special rule is still in the winning or the losing side, is afforded
special bragging rights and can proceed
awarded for a draw. effect, with a D6 rather than a D3 rolled to in the knowledge that while their fellow
Dark Apostles and Diabolists are fated to
• Other Age of Darkness Missions: The determine how many times each player may an ignominious doom in Calth's arcologies
in the coming Underworld War, they
winner is awarded 2 CPs. A draw earns use the rule. themselves may return in glory to report
their achievement to their Primarch.
both sides 1 CP.
The Bitter End
Zone Mortalis Missions (see The Justified: By the final hours of the Battle In the event of an overall draw, both
sides are encouraged to play one more
Horus Heresy Book One- Betrayal): of Calth, the Loyalists' rage and the sheer game, which if at all possible should be
a team game involving as many players
2 CPs are awarded to the victor's side. momentum of their planet-wide counter- as can be gathered. One option worth
considering is a Zone Mortalis Blood in
• The Death of Truth Legendary Mission: attack was such that the Traitors were the Void mission, which could be used
to re-enact the infamous battle fought
The Loyalists gain 6 CPs for a victory, forced onto the defensive. The Loyalist side between the Ultramarines flagship, the
Macragge's Honour, and the Word Bearers
while the Traitors gain 3 CPs for a victory therefore always sets up first and has the flagship, the Infidus Imperator, as the
latter sought to flee the Veridia System
or a draw. first turn in missions fought in this phase, and the former gave chase.

although the Traitors may still attempt to The winning side on this battle is
crowned the overall victor having
Phase 3 - Strategic Objectives Seize the Initiative. earned a hard-won victory indeed!

Phase 3 battles can be fought in any location

the players wish, but by this stage in the Weapons Grid: The defenders' first act

Battle of Calth, the conflict was largely upon regaining control of the Calth weapons

focussed around the few areas which the grid was to turn it upon those Traitor forces

Word Bearers regarded as having esoteric closing in upon the Loyalists, pounding

ritual significance and which they had not them from orbit before re-tasking the grid

bombarded to ashes during the opening to fire upon the Word Bearers warships in

betrayal. Additional Campaign points may be Calth Near-Space. So intense was the fire

awarded for victories won under particular from the sky that friend and foe alike were

conditions. Players may choose between caught in the conflagration or stunned by its

them that a coming battle is to be fought in a fury. Any Infantry unit entering play from

specific location, as detailed below: Reserve must take a Pinning test at the end

• Lanshear: It was amidst the burning ruins of its move onto the table. Vehicles entering

of the city ofLanshear that the war on the play take an automatic Glancing hit on a
. surface of Calth was won as numerous
D6 roll of 4+. Lastly, all Ruins on the table

j elements of the Ultramarines Legion and are considered to have been set aflame by

leI' their allies converged in answer to Captain the firestorm and are therefore counted as
Ventanus' rallying call. Victories won in dangerous terrain to all models.

this location earn the winner an additional

j 2 CPs. VICTORY AND DEFEAT

i • Arcologies: Despite the stoic efforts of The winner of the campaign is the side that

I! the sons of Guilliman, large numbers of has won the most Campaign phases. In

l1 Traitors managed to fight their way into addition to this, the number of points earned
l'l the subterranean arcologies in an effort through achieving Spiritual Warfare Special

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UPDATED RULES FOR THE BATTLES IN

THE AcE OF DARKNESS WARHAMMER 40,ooo ExPANSION

The Battles in the Age of Darkness expansion special core Force Organisation charts as well Allied Detachments should be chosen
is a narrative framework and series of as special optional charts. These replace the according to the Allies in the Age of
different, interlocking campaign systems standard Battle-forged army system which is Darkness chart and be of the same Faction
for games ofWarhammer 40,000 set in the presented in the Warhammer 40,000 rulebook (see The Horus Heresy Book I- Betrayal or the
deadly milieu of the Horus Heresy with its and are intended to be used in conjunction Legiones Astartes Crusade Army book).
own special rules, missions and style of play. with the missions and campaign systems
It presents its own distinct way of playing found in Forge World's Horus Heresy Fortification Detachments may be chosen
based on the armies which fought each other volumes and the core Battles in the Age of from any Imperial-type fortifications shown
for control of the nascent Imperium and the Darkness missions that are provided here. in the Warhammer 4o,ooo: Stronghold Assault
battles which decided Mankind's fate in this Specific formations , detachments, etc, which expansion, as well as those in Forge World's
dark age of war. are not found in the Horus Heresy volumes Imperial Armour and Horus Heresy books.
should not be used in Battles in the Age of The rules found in the Stronghold Assault
Battles in the Age of Darkness games should Darkness games. expansion should be used where possible.
be treated as an expansion to the core game
which use all of the core rules presented Each Battles in the Age of Darkness army is Scoring Un its
in the Warhammer 4o,ooo rulebook except composed of a single Primary Detachment, Unless specified in a particular mission, in
where noted in this precis of general rules, and may also contain a number of optional Battles in the Age of Darkness games, only
and where shown in the various campaign (Secondary) Detachments as shown on the units taken as Troops choices and those
rules found in the Horus Heresy volumes relevant Force Organisation chart. specifically noted in their entries (other than
themselves. These changes take precedence Dedicated Transports) are counted as scoring
over the Warhammer 40,000 rulebook where Unless specified by a particular mission, all units (unless they are Falling Back). They
exceptions to the rules found there are made. of the units which are chosen as part of the may only score Victory points for objectives
Primary and Lords of War Detachments must if present within 3" of that objective so long
AF.MY SELECfiON/ be from the same army list and same Faction as enemy scoring and denial units are not
(in the case of a Space Marine Legion, they also present in this radius.
FoRcE ORGANISATION CHARTS must also have the same version of the
Battles in the Age of Darkness games as Legiones Astartes special rule as well where
shown in our existing Horus Heresy volumes this is relevant).
and this book use their own missions and

BATTLES IN THE AGE OF DARKNESS FORCE ORGANISATION CHART Prim ary Det achment (Required )
• Compulsory: I HQ, 2 Troops
PRIMARY DETACHMENT • Optional: +2 HQ, +4 Troops, +4 Elites,
(REQUIRED)
+3 Fast Attack, +3 Heavy Support

For tification Detachment (Optional) ~
• I choice
J
Lords of War Detachment (Optional)
...---....__--.., .......... .... .... ........:.. ... .......... ...... ....:... .. ............... . • I choice

Allied Detachment (Optional)

Compulsory: I HQ, I Troops

• Optional: +I Troops, +I Elites, ' ".'

+I Fast Attack, +I Heavy Support ~t

...... ....... ........................................................... .... .. .... ................... ............. ...... ...... ..... ...........

r---------~· ---------,

FORTIFICATION LORDS OF WAR AlLIED DETACHMENT
(OPTIONAL) (OPTIONAL) (OPTIONAL)

[2] [iJ ~ ~ [2]

I,...,_...,~--;;; ;;;l!''J•

'( :.;==~-;z;-;..!;,:;~·u:!~u,~u~~=:-=:·•?2k.~.:!:~~:-!~=m:!:•~!:~·=N~:::·=-U!!n~"'it~~:~:~:;~~~~::::::~~=~~~F:.~~::::.::·~:i:~:=~~ffig - ~-- _
!I All other units in the game which are not
are marked with either an Aquila (Loyalists) played. Lords of War are only available to an

l' scoring units, other than Immobilised or or the Eye of Horus (Traitors), meanmg army's Pnmary Detachment.
that they can only be chosen by armies of
1 currently Falling Back units, Zooming
I Flyers/Super-heavy Flyers or Swooping
that Faction. If a character or unit is shown
I Monstrous Creatures/Gargantuan Monstrous without one of these marks or specification,
'·!he 25% ru!e: This means that the

! Creatures, are counted as denial units. they may be selected by either Faction. maximum points va!ue of a sing!e Lords
This means that if they are present within ofWar choice in a Batt!es in the Age of

the listed scoring range of an objective, an Warlords Darkness game for some common army sizes

opposing unit cannot score Victory points In a Battles in the Age of Darkness game, is as fo!!ows:

from the objective or claim it. each army must have a Warlord selected from

i its Primary Detachment. Unless specified 2,000 points- 500 points
Size of Battle by a unit special rule or Force Organisation 2,250 points - 563 points

!l A points total of around 1,750-3,SOO points chart rule to the contrary, this must be 2,500 points- 625 points
per player is an ideal game size for use with chosen from among the army's character 2,750 points - 688 points
• the Battles in the Age of Darkness rules, models with the highest Leadership values 3,000 points- 750 points
I by the owning player. 3,250 points- 813 points
! with games of 2,ooo-2,500 points allowing 3,500 points - 875 points
Sp ecial Characters
i for a battle that should take two to three
! hours. Battles of a considerably larger size

may benefit from using the Warhammer The various Horus Heresy-era army lists

4o,ooo: Apocalypse expansion, or standard contain special characters for the Loyalists BArrLEs IN THE AcE OF DARKNEss

sized games can be played using the rules and Traitors. Each of these special characters SECONDARY MISSION 0B)ECDVES

found in the Choosing Your Army section is unique, so a player cannot include The following is a summary of the main

of the Warhammer 4o,ooo rulebook instead. multiples of the same special character in additional secondary objectives used in

Smaller games may benefit from the use an army, and if playing in team games, they Battles in the Age of Darkness missions.

of an alternative Force Organisation chart should not be duplicated if possible across a Which particular secondary objectives are to

such as that provided by the Zone Mortalis single side. Special characters roll for their be used will be listed in the mission that is

rules found in The Horus Heresy Book Three Warlord Traits as normal unless noted in being played.

-Extermination or Forge World's rules their profile.

download available from our website. Slay the Warlord

Psych ic Powers in the Age of Darkness If a side destroyed the enemy Warlord, they

Factions in the Age of Darkness During the latter days of the Imperium's gain an extra Victory point.

The Factions system found in the Great Crusade and the early wars of the

Warhammer 4o,ooo rulebook is not used in Horus Heresy, the secrets of Malefic Last Man Standing

conjunction with the Battles in the Age of Daemonology were known to only a select The side with the greatest number of

Darkness expansion. Instead, during the few, and the grasp of the Ruinous Powers surviving units at the end of the game gains

Horus Heresy there are in effect only two on the galaxy had waned. As a result, unless an extra Victory point.

Factions: Loyalist and Traitor, and an army's specifically noted in their entry, Malefic

forces must be chosen from one or the other Daemonology psychic powers are not Attrition

of these (but never both). In the various Age available to any model with psychic powers. The army which has destroyed the highest

of Darkness army lists, certain characters and number of enemy units at the end of the

The following units found in our previously game gains an additional Victory point.

printed Horus Heresy books have access to

Designer's Note: Other Force Malefic Daemonology: The Price ofFailure

Organisation charts (as well as (Lords ofWar secondary objective)

formations and detachments) from the • Space Marine Librarians with the Legiones Where this secondary objective is used in

Warhammer 4o,ooo rulebook and other Astartes (Word Bearers) special rule. a scenario, destroying an enemy Lords of

game expansions, as well as Unbound • The Primarch Lorgar, but only when using War choice always represents a secondary

armies, are not designed with the Age of the Lorgar Transfigured upgrade. objective in the game.

Darkness missions in mind and should

not be used in Battles of the Age of LORDS OF WAR This secondary objective is worth 2

Darkness games, unless by the mutual In a Battles in the Age of Darkness game of additional Victory points to the destroying

prior consent of all the parties involved. 2,000 points or greater, Lords of War choices side in the case of an Engine of Destruction,

Note that using Unbound armies, etc, will be available to an army based upon the Great Beast or Primarch, or 1 additional

can be a great deal of fun and make for specific Force Organisation chart being Victory point each per vehicle/ creature

a range of interesting options, but will used. Unlike the use of Lords of War in the in the case of War Machine Detachments,

likely throw up rules anomalies and core Warhammer 40,000 game, the use of Monstrous Hordes and Sub-orbital Strike

inconsistencies between play sryles Lords of War is restricted. These choices Wings. See the various Horus Heresy era

and the close narrative framework and must be bought from the army's points total army lists for more information on these

I' systems of the Horus Heresy campaign as normal, and may not make up more than rypes of Lords of War.
I
25%*' of the army's total points cost for each
lI' l rules, so caveat emptor! Lords of War choice, unless specified as
.I
~ ~- -·-- -~- · -- -- - -- -~~- - · - .••F•1 :~.:. ~ "''"*' ~·""' ,,......,,_,... .,.£~, ll!oln.~,. t ____,..:._. ~niP•• .._.._, ~~,.!"'"'~A<f•~.... ~~.n I60 ~~·;:;:;>-7•"'.,'"'-•
c """'~ ~~tl'rllaUCf• ••-• .J:k .~............ ~~ '-'wl'rfl•• _.,... 1-tut'JI..wu'"' -...-.

BATTLES IN THE AcE OF DARKNEss CoRE MisSIONS

The following six missions represent the Placing Terrain Determine Deployment Map
clash and counter-clash of the bitter civil war After you have determined what mission After the terrain has been set up, you must
of the Horus Heresy. you are playing, you must then place terrain determine each player's deployment zones.
from your collection to set up the battlefield.
Victory Conditions Terrain may be placed by the simple First the deployment map is determined.
In all cases, in addition to the listed victory expedient of each player taking turns to This may be done either by mutual
conditions for any particular Battles in place an individual piece or so that they form agreement or by randomly rolling on the
the Age of Darkness mission, completely an attractive battlefield, and can be themed deployment map table found below.
destroying the enemy force is always a in 'sets' (a power generator and industrial
victory. If at any point, unless specified by buildings, etc) or simply placed roughly Once the deployment map has been decided
the particular mission, a side has no models evenly across the table and then randomised on, the players should roll off. The winner
present on the table, their opponent has won. via the use of a Scatter dice and 2D6. For of the roll-off selects one of the deployment
ease of play, try to leave a gap of at least 2" zones to be theirs, and their opponent then
Selecting a Mission between each discreet area of terrain to allow takes the opposite deployment zone.
Having selected your armies for fighting the the clear passage of infantry models.
battle, determine which Age of Darkness Deployment Map Table
mission you will be playing. This may be Depending on which mission you are D6 Deployment Map Type
done either by mutual agreement or by fighting, this may also have specific 1 Clash of the Line
randomly rolling for the mission on the instructions on the terrain and its set-up. 2 DawnofWar
following table: In addition, if you are playing through 3 Search and Destroy
a particular campaign, you may have a 4 Hammer and Anvil
Mission Table particular style of terrain or special rules you 5 Ambush!
D6 Mission can use to further theme your battlefield 6 Vanguard Strike
1 Blood Feud (such as the Isstvan III battlefield terrain
2 Onslaught rules found in The Horus Heresy Book One-
3 Shatter Strike Betrayal).
4 Dominion
5 Tide of Carnage
6 WarofLies

The Heresy-era Battlefield
Remember that for an enjoyable
game, where neither close combat or
ranged units will over-dominate, it is
recommended that a mixture of terrain,
some able to block line of sight for large
vehicles (such as rocky crags, industrial
machinery, ruins and buildings) and
some providing cover mainly to infantry
(such as craters, woods, jungle, swamps,
debris fields, hills and wreckage), is used.

When put together, this terrain should
have a sufficient footprint to cover
between a quarter and a third of the
surface of the playing area. A good rule
of thumb here is five or six larger pieces
of scenery (roughly 12" x 12" each) as
well as three to six pieces of smaller
'scatter terrain', which can comprise

a mixture of pieces roughly 6" x 6" or ~!l.t~.~--1

oflarger miniatures bases made up
as terrain, such as stacks of barrels,
containers, sinkholes, small craters,
small vehicles, scrap piles, etc.

r..., "'-:"'"-:-"""~-- +-·'-'"""'--~ """"""'w-,_""'""~=+.•,.,.,....,,_. ·""'~""'-"'"'"!."""''"'"o;<' ·-'""-,..,_-'±$"!!

t· DEPLOYMENT MAPS CLASHOFTHE LINE

! I. Clash ofthe Line

~ Clash of the Line has two opposing
arrowhead-shaped deployment zones. When

j

I deploying in either of these zones, no unit

t can be deployed within 12" of the centre of
the table during standard deployment.

The player's own table edge is the narrow 11
edge which forms the rear of their
'arrowhead'. 12 Side B
Deployment Zone
2. Dawn ofWar
If players are using the Dawn of War
deployment map, the board is divided into
two equal halves across its length.

For Dawn of War battles, a player's table edge
is the long table edge touching their own
deployment zone.

3· Search and Destroy DAWN OF WAR Side A ·-
The Search and Destroy deployment map
divides the table into four equal quarters. ' ·•:• ~Zone u:
Each quarter constitutes a deployment zone.
Units may not be deployed into the circular ·. · · ~· i
18" diameter area at the centre of the table.

A player's table edges are any which form
part of their deployment area.

"

l

!l i

Side B 11
Deployment Zone
12

SEARCH AND DESTROY

Side A
Deployment

HAMMER AND ANVn. 4· Hammer and Anvil
If players are using the Hammer and Anvil
Side A Side B 4s" deployment map, the table is divided into
Deployment Zone Deployment Zone two equal halves across its width.

14" 24" 24" For Hammer and Anvil battles, a player's
table edge is the short table edge touching
AM BUS H! their own deployment zone.

6" 6" 11 s.Ambush!
The Ambush! deployment map divides the
12 table into three areas: a central defender's
area (representing the force being ambushed)
Side B Deployment Zone and two deployment areas on the narrow
table edges which are both available to the
opposing player, representing the 'attacking'
forces that have set up the ambush.

The player winning the roll-off may opt to
take the part of the Attacker or the Defender,
and their opponent then takes the opposing
deployment type.

The narrow table edges are the Attacking
player's, while the long table edges are
the Defending player's (with any of the
Defender's Reserves entering by the long
edges, representing reinforcements rushing
to relieve the ambushed force ).

6. Vanguard Strike
If using the Vanguard Strike deployment
map, the board is divided into two equal
halves across its diagonal. The players then
agree which diagonal deployment zone each
will play or can instead randomise to decide.

For Vanguard Strike battles, a player's table
edge is the long table edge that touches their
own deployment zone.

VANGUARD STRIKE

Side A (
Deployment Zone
1:

t

I

I

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- -..!!.1

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f~

~ ! MISSION I - BLOOD FEUD

"Blood will have Blood, Sorrow piles upon Sorrow, Vengeance breeds Vengeance."

Ancient Terran Proverb

THE ARMIES VICTORY CoNDmoNs Secondary Objectives
Choose the armies using the Battles in This mission's victory conditions are Slay the Warlord: If a side destroyed the
the Age of Darkness rules and Force achieved by the destruction of the enemy's enemy Warlord, they gain an extra Victory
Organisation charts. fighting strength, with a particular strategic point."
target in mind whose loss will cripple their
SmrNc UP THE GAME foe. At the end of the game, the player who ''Note that this is in addition to any points gained
• Determine the deployment map. has scored the most Victory points has via Blood Feud, etc.
• Set up terrain for the battlefield. won the game. If the players have the same
• Determine Warlord Traits and Psychic number of Victory points, the game ends in Last Man Standing: The side with the
a draw. greatest number of surviving units at the end
Powers. of the game gains an extra Victory point.
Primary Objectives
DEPLOYMENT Death Toll: At the end of the game, each side MISSIONSPECIAL RULES
gains 1 Victory point for each unit they have
• Roll off The winner may choose to deploy destroyed or that is Falling Back at the end of • Reserves (See the Warhammer 4o,ooo
first or second. the game. rulebook)

• The player who deploys first selects their Blood Feud: After setting up and deploying • Night Fighting (See the Warhammer 4o,ooo
deployment zone and then deploys their the armies, but before play begins, each rulebook)
entire force, including any fortifications player should secretly note down a particular
they possess, except for any units held in unit type from the list below. At the end of
Reserve, into their deployment zone. the game, the player's Blood Feud target is
revealed. Each player gains an additional
• The player who is deploying second then Victory point for each unit of the type they
deploys their entire force, including any have chosen which has either been destroyed
fortifications they possess, except for or is Falling Back at the end of the game.
any units placed in Reserve, into their
deployment zone. Blood Feud Targets
• Infantry (all types except Independent
• Rules for deploying into fortifications,
Infiltrators, Scouts and Transport vehicles, Characters): +1 Victory point
etc, are as found in the Warhammer 4o,ooo • Independent Characters: +2 Victory points
rulebook. • Vehicles with the Tank type:

• Each player should determine their Blood +1 Victory point
Feud target (see the Victory Conditions • Super-heavy Vehicles: +2 Victory points
section). • Vehicles with the Walker type:

FIRST TURN +1 Victory point
The player who deployed first also has the • Vehicles with the Super-heavy Walker
first turn, unless their opponent can Seize
type: +2 Victory points
the Initiative (see the Warhammer 4o,ooo • Vehicles with the Flyer or Super-heavy
rulebook).
Flyer type: +2 Victory points
GAME LENGTH • Monstrous Creatures and Gargantuan

This mission lasts for six turns. Monstrous Creatures: +2 Victory points
• Bikes, Jetbikes and Skimmers:

+1 Victory point

MISSION 2 - ONSLAUGHT

"Victory is won by the precise application of superior force at the point ofmaximum vulnerability. All else -deft manoeuvre, honour, glory, skill-at-arms- all are
worthless trivia in comparison, no matter what pretty lies my brothers may spout to the contrary."
Perturabo, Primarch of the Iron Warriors

THE ARMIES VICTORY CONDITIONS M ISSION SPECIAL RULES ,I
Choose the armies using the Battles in The Onslaught mission represents an
the Age of Darkness rules and Force attempt to break the enemy line through • Reserves (See the Warhammer 4o,ooo •at
Organisation charts. shock and brute force. At the end of the rulebook) ~•'
game, the player who has scored the most
SmrNc UP THE GAME Victory points has won the game. If the • Night Fighting (See the Warhammer 4o,ooo t
• Determine the deployment map. players have the same number of Victory rulebook)
• Set up terrain for the battlefield. points, the game ends in a draw. l
• Determine Warlord Traits and Psychic • Staged Deployment
Primary Objectives
Powers. Onslaught Attack: Any enemy unit Staged Deployment
destroyed in the first game turn is worth I Rather than deploy their entire army
D EPLOYMENT Victory point. at once, the player who deploys first
deploys a single unit on to the table,
• Roll off The winner may choose to deploy Seize the Tactical Objectives: Ifa player then their opponent deploys a unit, in
first or second. has control of the tactical objective in their the staged deployment order shown
opponent's deployment zone at the end of below.
• The player who deploys first selects their the game, that player gains 5 Victory points.
deployment zone and then deploys first After this has been done, the two players
using the Staged Deployment special rule Secondary Objectives continue to alternate deployment of
(see Mission Special Rules), followed by Slay the Warlord: If a side destroyed the their units until they have both fully
the second player. enemy Warlord, they gain an extra Victory deployed (except any units held in
point. Reserve, etc).
• Rules for deploying into fortifications,
Infiltrators, Scouts and Transport vehicles, Attrition: The army which has destroyed the It is entirely possible that one side will
etc, are as found in the Warhammer 4o,ooo highest number of enemy units at the end of run out of units to deploy before the
rulebook. the game gains an additional Victory point. other. If this is the case, then the player
After both sides have deployed, including with the larger number of units may
Infiltrators and after Scout redeployments deploy their remainder as they wish
have been made, each player places a after their opponent has run out.
single objective marker in their opponent's
deployment zone and further than 6" away Staged Deployment Order
from any table edge, with the player that I " Fortifications
deployed first placing the first objective. 2"d Lords of War units
Heavy Support units
FIRSITURN Troops units
The player who deployed first also has the Elites units
first turn, unless their opponent can Seize Headquarters units
Fast Attack units
the Initiative (see the Warhammer 4o,ooo
rulebook).

GAME LENGTH
This mission lasts for six turns.

MISSION 3- SHAmR STRIKE

"It is not enough to take from an enemy their life-rather take from them also their places of safety, their allies, their homes and their loved ones. Crush a!! those in
their care, lay their chattels to waste and then drive them alone and naked into the darkness. Take everything they have and bum it for the mere pleasure of seeing

the ash crackle between your fingers, and cal! it nothing more than a beginning."
Jaghatai Khan

THE ARMIEs VICTORY CoNomoNs M ISSION SPECIAL RULES
The victory conditions of this mission are
Choose the armies using the Battles in tied to taking ground from the enemy. At the • Reserves (See the Warhamm er 4o,ooo
the Age of Darkness rules and Force end of the game, the player who has scored rulebook)
Organisation charts. the most Victory points has won the game. If
the players have the same number of Victory • Night Fighting (See the Warhammer 40,000
SEmNc UP THE GAME points, the game ends in a draw. rulebook)

• Determine the deployment map. • The Price of Failure (If Lords of War units
• Set up terrain for the battlefield. are used)
• Determine Warlord Traits and Psychic
Primary Objectives
Powers. Shatter Strike: At the end of the game,
each player scores 2 Victory points for every
D EPLOYMENT scoring unit in their opponent's deployment
zone, and 1 Victory point for every denial
• Roll off The winner may choose to deploy unit in their opponent's deployment zone.
first or second.
Secondary Objectives
• The player who deploys first selects their Slay the Warlord : If a side destroyed the
deployment zone and then deploys their enemy Warlord, they gain an extra Victory
entire force, including any fortifications point.
they possess, except for any units held in
Reserve, into their deployment zone. Attrition: The army which has destroyed the
highest number of enemy units at the end of
• The player who deploys second then the game gains an additional Victory point.
deploys their entire force, including
any fortifications they possess, except
for any units held in Reserve, into their
deployment zone.

• Rules for deploying into fortifications ,
Infiltrators, Scouts and Transport vehicles,
etc, are as found in the Warhammer 4o,ooo
rulebook.

FIRST TURN
The player who deployed first also has the
first turn, unless their opponent can Seize

the Initiative (see the Warhammer 40,000
ru leb o o k).

GAME LENGTH

After five turns, roll a D6. On the roll of a 4+,
a sixth and final turn is played.

MissioN 4- DoMINION

"And where my hand shall strike, the foes of Mankind shall be laid waste; so shall I be the hammer of the Emperor, and I shall never tire."

Atrbt. Ferrus Manus before the Battle ofKe'ar Madoc

THE ARMIES VICTORY CONDITIONS M ISSION SPECIAL RULES
Choose the armies using the Battles in
the Age of Darkness rules and Force The victory conditions of this mission are • Reserves (see the Warhammer 40,000
Organisation charts. achieved by first taking objectives in the rulebook)
heart of the war zone and then retaining
SETIJNG UP THE GAME control of them through the course of the • Night Fighting (see the Warhammer 4o,ooo
• Determine the deployment map. battle. At the end of the game, the player rulebook)
• Set up terrain for the battlefield. who has scored the most Victory points has
• Determine Warlord Traits and Psychic won the game. If the players have the same • The Price of Failure (if Lords of War units
number of Victory points, the game ends in are used)
Powers. a draw.
• Place mission objectives in accordance • Dominion Objectives
Primary Objectives
with the Mission Special Rules section. Dominion Objectives: At the start ofeach Dominion Objectives
player's turn, they gain r Victory point for This mission uses five objective markers.
DEPLOYMENT each tactical objective they controL These During the game's set up, but before
• Roll off. The winner may choose to deploy Victory points are kept even if that objective deployment has been determined,
is lost later in the game, and contribute to the the players take turns in placing one
first or second. player's Victory points total at the end of the objective each in the area of the table
• The player who deploys first selects their game. outside of the players' deployment
zones until all of the objectives have
deployment zone and then deploys their Secondary Objectives been placed. These markers may not be
entire force, including any fortifications Slay the Warlord": If a side destroyed the placed within 6" of each other or a table
they possess, except for any units held in enemy Warlord , they gain D3 extra Victory edge.
Reserve, into their deployment zone. points.
• The player who is deploying second then Alternative - Objective Terrain
deploys their entire force , including Attrition": The army which has destroyed Rather than use objective markers, if
any fortifications they possess, except the highest number of enemy units at the both sides agree, individual pieces of
for any units held in Reserve, into their end of the game gains D3 additional Victory terrain may instead be specified as the
deployment zone. points. mission's objectives. It is suggested in
• Rules for deploying into fortifications, this case that three pieces of objective
Infiltrators, Scouts and Transport vehicles, "Note that the rewards for these secondary terrain be used, which must be fully
etc, are as found in the Warhammer 40,000 objectives are higher than normal. located outside of either player's
rulebook. deployment zones and suitably marked
to identify them. Each should be
FIRST TuRN distinct and easily identifiable, and have
a suggested total size of no less than 6"
The player who deployed first also has the on each side and no more than 12" on
first turn, unless their opponent can Seize each side, and be substantial enough to
the Initiative (see the Warhammer 4o,ooo provide cover to infantry models inside
rulebook). them. Suitable types of terrain include
ruins, large shell craters, redoubts,
GAME LENGTH derelict buildings, vehicle wrecks, etc.

After five turns, roll a D6. On the roll of a 4+,
a sixth and final turn is played.

In order to claim or deny a piece of
objective terrain, a valid unit must
have at least one model within 6" of
the centre of the terrain's ground level.
A unit may never claim or deny more
than a single piece of objective
at once.

MISSION 5-TIDE OF CARNAGE

''A!! I wish to hear from your imperfect world is the silence of its dead."
Lord Commander Lothreal Sabine of the Emperor'sChildren,

Communique to the Judicator ofNalislarr

THE ARMIES VrcroRY CoNDITIONs MISSION SPECIAL RuLEs
The victory conditions of this mission are
Choose the armies using the Battles in achieved by forcing the enemy back from the • Reserves (See the Warhammer 4o,ooo
the Age of Darkness rules and Force battlefield. At the end of the game, the player rulebook)
Organisation charts. who has scored the most Victory points has
won the game. If the players have the same • Night Fighting (See the Warhammer 4o,ooo
SrrnNc uP THE GAME number of Victory points, the game ends in rulebook)
a draw.
• Determine the deployment map. • Heavy Armour
• Set up terrain for the battlefield. Primary Objectives
• Determine Warlord Traits and Psychic Tide of Carnage: Each sector of the Heavy Armour: In addition to the
battlefield is worth a certain amount of usual scoring units, all vehicles with
Powers. Victory points for the side who controls it. In the Tank type, as well as Super-heavy
order to claim a sector, a side must have one ground vehicles and Super-heavy
DEPLOYMENT or more scoring units in the sector and the walkers are also classed as scoring units
enemy must have no scoring units left in that in this mission.
• Roll off. The winner may choose to deploy sector.
first or second.
The sectors of the battlefield are defined as
• The player who deploys first selects their follows:
deployment zone and then deploys their • Player's own deployment zone:
entire force, including any fortifications
they possess, except for any units held in 3 Victory points
Reserve, into their deployment zone. • No Man's Land (the area of the battlefield

• The player who is deploying second then which is not covered by either deployment
deploys their entire force, including zone): 5 Victory points
any fortifications they possess, except • Opposing player's deployment zone:
for any units held in Reserve, into their 7 Victory points
deployment zone.
Secondary Objectives
• Rules for deploying into fortifications, Slay the Warlord: If a side destroyed the
Infiltrators, Scouts and Transport vehicles, enemy Warlord, they gain an extra Victory
etc, are as found in the Warhammer 4o,ooo point.
rulebook.
Last Man Standing: The side with the
FIRST TURN greatest number of surviving units at the end
The player who deployed first also has the of the game gains an extra Victory point.
first turn, unless their opponent can Seize

the Initiative (see the Warhammer 40,000
rule book).

GAME LENGTH
This mission lasts for five turns.

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MISSION 6- wAR OF LIES

"In any battle, great or small, the most insignificant of terrain and the most worthless of ground can for minutes, or perhaps hours, become so valuable
that the blood of heroes and the wealth of an army's supply does not outweigh it. The true general knows when such a price is worth spending,
and when the butcher's bill is sheer folly to pay."
Roboute Guilliman, ext. 'On War'

THE ARMIES VIcrORY CoNDITIONs M ISSION SPECIAL RULES
Choose the armies using the Battles in The victory conditions of this mission reflect
the Age of Darkness rules and Force the anarchy and uncertainty of civil war, • Reserves (See the Warhammer 4o,ooo
Organisation charts. where goals desperately fought over and bled rulebook)
for may ultimately prove worthless. At the
SETIINGUP THE GAME end of the game, the player who has scored
the most Victory points has won the game. If
• Determine the deployment map. the players have the same number of Victory
• Set up terrain for the battlefield. points, the game ends in a draw.
• Determine Warlord Traits and Psychic
Primary Objectives
Powers. Death Toll: At the end of the game, each side
• A single objective marker is placed as close gains I Victory point for each unit they have
destroyed or that is Falling Back at the end of
to the centre of the battlefield as possible. the game.
Each player then takes turn placing two
objective markers each elsewhere on the War of Lies: At the end of the game, roll
battlefield, no closer than 12" from another a D6 on the following table to determine
objective marker, and no closer than 6" the worth -if any- ofeach objective
from any table edge. controlled by the player at the end of game.
Roll once for each objective.
DEPLOYMENT
• Roll off. The winner may choose to deploy D6 Result
I No Victory points
first or second. 2-3 I Victory point
• The player who deploys first selects their 4 2 Victory points
5 3 Victory points
deployment zone and then deploys their 6 Minus D3 Victory points
entire force, including any fortifications
they possess, except for any units held in Secondary Objectives
Reserve, into their deployment zone. Slay the Warlord: If a side destroyed the
• The player who is deploying second then enemy Warlord, they gain an extra Victory
deploys their entire force, including point.
any fortifications they possess, except
for any units held in Reserve, into their
deployment zone.
• Rules for deploying into fortifications,
Infiltrators, Scouts and Transport vehicles,
etc, are as found in the Warhammer 4o,ooo
rulebook.

FIRsrTuRN

The player who deployed first also has the
first turn, unless their opponent can Seize
the Initiative (see the Warhammer 40,000
rule b o o k).

GAME LENGTH

This mission lasts for six turns.

PHASE I - LEGENDARY MISSION: THE SHOCK OF BETRAYAL

"Brothers, cease fire! You are engaging Astartes units. Repeat, all Legion elements, thirteenth and seventeenth in Sharud Muster Sector Delta-9, you are firing upon
friendly forces!"

Last logged tacticae ex-load from 119'h Company Command Post, Ultima Operational Record 1136.271.v/ Mark -0.47.17

This battle represents the very moment M ISSION SPECIAL RULES VIcroRY CoNDITIONs
that the Traitors revealed their betrayal
and turned their guns upon their erstwhile Reserves, the Tightening Noose, and the The Loyalists' objective in this battle is a
brethren. The Ultramarines are encamped Cobalt and the Crimson. simple one - they must survive in the face of
in the savannah awaiting the call to head the Traitors' unconscionable betrayal. For the
out to their orbital transports and have no The Tightening Noose Traitors, betrayal is all, a deed for which many
reason to suspect that the passing column The entire Traitor army counts as having the of them have developed a taste following the
of Word Bearers would intend them any Scout special rule. If the Loyalists have any Isstvan V Dropsite Massacre a year before.
harm. Even when the skies burn with the units with this rule, they automatically make At the end of the game, the player who has
cataclysmic death of Calth Veridian Anchor, their Scout move first. scored the most Victory points has won the
the Ultramarines cannot believe it heralds game. If both players have the same number
anything worse than a terrible accident. The Cobalt and the Crimson of Victory points, the game ends in a draw.
Only when the Word Bearers open fire upon In the first game turn, any Loyalist unit
the sons of Guilliman do the Ultramarines wishing to shoot at a Traitor unit must take Primary Objectives
see the awful truth, at which point they a Leadership test- if the test is passed, they At the end of the game, each side gains 1
are forced to return fire or perish at the may shoot as normal, but iffailed, they may Victory point for each enemy unit with the
hands of their brother Legiones Astartes. only fire Snap Shots. Similarly, a Loyalist unit Infantry or Jump Infantry or Independent
Bereft of orders from high command and wishing to launch an assault in the first game Character types they have completely
hesitant to launch a counter-attack while the turn must pass a Leadership test- if they fail, destroyed, plus an additional Victory point
battle might still be a horrible mistake, the the charge counts as Disordered. for every such unit that has the Legiones
Ultramarines forces' primary goal is simply Astartes special rule.
to endure. D EPLOYMENT
The Loyalist side earns an additional Victory
The Armies Before deploying their forces, each player point for every unit with the above types
Armies are chosen as per the Battles in the should first roll for their Warlord Traits and that survives the battle, and an additional
Age of Darkness rules. psychic powers where necessary. Victory point for each such unit that has the
Legiones Astartes special rule.
The Battlefield • The Loyalist player deploys their army,
Set up any player-owned fortifications and less any units held in Reserves, into their Secondary Objectives
then place terrain for the battlefield. As many deployment zone as shown on the map. Slay the Warlord & First Blood.
of the muster camps were established in the No Loyalist units may begin the game
open and semi-arid savannah, there should embarked in a transport vehicle.
be few, if any, buildings or ruins other than
temporary structures or field works, such as • The Traitor player deploys their army in
trenches and pillboxes, built specifically to the area shown.
serve the Legion forces during the muster.
FIRST TURN
In addition to normal terrain and player The Traitor side automatically gets the first
owned fortifications, the Loyalist player may turn. As stated in the Phase 1 - Special Rules
place up to five items of Battlefield Debris and War Zone Traits section on page 156,
from the following list (as described in the the Loyalists may only attempt to Seize the
Battlefield Terrain chapter of the Warhammer
4o,ooo rulebook), representing command Initiative ifthey have a Librarian on the table
posts, field supply stores and other temporary at the start of the game.
positions set up around the muster camp:
Ammunition Dump, Caroms Relay and Gun GAME LENGTH
Emplacement. This mission uses the rules for Variable Game
Length.

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l! r ~ C -·, C ---'-- LC .-,.- _ . -..- e -

l.! PHASE 2- lEGENDARY MISSION: THE RE-ThKING OFTHE ZETSUN VERID YARD
''Are we not Space Marines? Is this not the very task we were created for?"

Roboute Guilliman prior to the teleportation assault on the Zetsun Verid Yard

This Legendary mission represents the The Armies DEPLOYMENT
Ultramarines' re-taking of the Zetsun Verid The Ultramarines force takes the role of the The Word Bearers player splits their force
Yard orbital platform from the clutches of Attacker for this mission and has 750 points into a spearhead and a reserve, but this is
the treacherous Word Bearers. This action to spend on units drawn from the Zone handled slightly differently to the normal
took place at the very height of the Battle Mortalis Attacker Force Organisation chart. rules for splitting a force in this way. The
of Calth and, in concert with the ground In addition to these units, the Ultramarines spearhead consists of the entire Traitor
assault on the Lanshear Guildhall, allowed should take the Primarch Roboute Guilliman Mechanicum detachment and must be
the Ultramarines to regain control of Calth's · (see page 238). If the game is being played to deployed on the command deck as shown
mighty defence grid and finally turn the tide represent a different conflict, the Attacking on the map. The Word Bearers detachment
of war in their favour. player must instead take another Lords of begins the game in Reserves until available.
War choice within the usual restrictions for When these Reserves become available, they
In addition to being played as part of the Zone Mortalis games, with no points limit. enter play from any board edge the Word
Betrayal on Calth campaign, this mission Bearers player wishes.
could also be played as part of a Hit & Run The Word Bearers take on the role of the
series of games, as described in the Blood Defender and have r,ooo points to spend on The Ultramarines player deploys all of
in the Void section ofThe Horus Heresy units within the limitations of the Defenders their units in the area marked on the map
Book Three- Extermination (replacing the Force Organisation chart and which should opposite. All units must be placed so they
Wrecking mission against the Ship's Bridge). include Kor Phaeron. The Word Bearers may have at least one model within 12" of
In any case, the mission makes use of the select soo points of additional units from a Roboute Guilliman.
core Zone Mortalis rules found in The Horus second Zone Mortalis Defender detachment,
Heresy Book One- Betrayal, and players with which should ideally be chosen from the FIRsrTuRN
access to Book Three may add further detail Taghmata Omnissiah army list (see The Horus
to the game by using the additional rules Heresy Book Three - Extermination) but which The Ultramarines player has the first turn -
(such as Warlord Traits) found in the Blood may be used to field additional Word Bearers the Word Bearers player may not attempt to
in the Void Zone Mortalis expansion. units if no Mechanicum models are to hand. Seize the Initiative.

'Historically', the re-taking of the The Battlefield GAME LENGTH
Zetsun Verid Yard was carried out by an The Ultramarines strike force has teleported The lasts for five turns.
Ultramarines strike force led by the Primarch onto the Zetsun Verid Yard and is fighting its
Guilliman himself against the Word Bearers way towards the command deck. The terrain VICTORY CONDITIONS
and their Traitor Mechanicum allies, the should be set up to represent this, using Zone The Ultramarines' primary objective in
Traitors being led by the Master of the Faith Mortalis tile sections on a 4'x 4' table. The boarding the Zetsun Verid Yard is to destroy
Kor Phaeron. Players are, of course, free to Word Bearers deployment zone is shown on the command systems and thereby allow
vary the forces according to the miniatures the map, and this should be set up as an open allied Mechanicum units on the surface to
they have available. If using characters other area representing the command deck. regain control of the Calth defence grid. So
than those mentioned, it could be imagined crucial is this goal that achieving it is the
that the battle represents a secondary action MISSION SPECIAL RuLEs only means by which the Ultramarines side
fought elsewhere on the orbital platform, or can claim a victory.
one on another platform among the many Zone Morralis Special Rules and Reserves.
hundreds in orbit about Calth. For the Word Bearers, the fact that the
Empyreal Confluence Prirnarch of the Ultramarines has boarded
This mission is unusual for Zone Mortalis It is from the command deck of the Zetsun the station from which Kor Phaeron is
in that one side fields a Lords of War choice. Verid Yard that the Word Bearers Master overseeing the annihilation of an enemy
These units are generally quite difficult of the Faith Kor Phaeron is overseeing world presents a unique opportunity to slay
to counter in Zone Mortalis games, but the assault on Calth and conducting his or even capture him. The Word Bearers may
theming a specific mission around one portion ofLorgar's grand ritual to invoke claim an outright victory by killing Roboute
makes it possible to field one of these the Ruinstorm. The command deck is Guilliman (or other Lord of War being used
highly characterful units without it overly therefore the centre of a vortex of sorcerous if this mission is not being played as part of
dominating the action. powers, called into being by the calamitous the Battle of Calth).
betrayal revealed at Calth and directed by
the fell genius of Kor Phaeron. While Kor If neither or both of the above goals have
Phaeron is in play, Ultramarines units count been achieved at the end of turn five, a sixth
the command deck as difficult terrain and turn is played. If neither or both are achieved
dangerous terrain and they may only make by the end of turn six, the result is a draw.
Snap Shots if firing when inside it.

Primary Objective
The Word Bearers player secretly notes
down a single Zone Mortalis wall panel (ie,
the 2.5" x 2" arched wall section) in their
deployment zone and places this note face
down where both players can see it. Only
when an Ulrramarines model moves onto the
command deck is this note turned over so
that the Ulrramarines player may read it and
learn the exact location of the terminal that
needs to be destroyed for them to achieve
their mission goal.

The command terminal has an Armour
value of ro and is destroyed by any Glancing
hit or Penetrating hit. Because of the need
to ensure its destruction and to take into
account the other systems that might block a
clear shot, the terminal has a 4+ invulnerable
save against all ranged attacks.

Secon dary Objectives
None.

~~- -~~-.;;::h~"'""t;;.4;...~,.-'"'~• -·-·U~('..":!""'

r 3-) PHASE LEGENDARY MISSION: THE DEATH OF TRUTH

l "At the breaking of the final sea!, the hosts of he!! were awakened and wroth poured forth upon the !and."

Tactical auto-scribe intercept Ithraca/ ZK99·3344·

The Death ofTruth is a Legendary mission The Battlefield DEPLOYMENT
which recreates one small part of the The battle takes place amidst the ruined
calamitous Battle ofithraca, in particular, the marshalling yards and macro docks of Before deploying their forces, each player
climax of that conflict when the remnants Ithraca, and so terrain should focus on ruins, should first roll for their Warlord Traits and
of the Legio Praesagius determined to sell buildings, roads, craters, landing pads and psychic powers where necessary.
their lives dearly in the face of impossible as much battlefield 'debris' such as crates,
odds rather than attempt a futile breakout. barrels and the likes as possible. One key • Roll off. The winner may choose to deploy
The Traitor army was a mixed horde of element of the game is the warp rift, and first or second.
Word Bearers, cultists, turncoat Solar Aux:ilia while this can simply be represented by a
and summoned warp entities. Players are Large Blast (s") marker, some players might • The player who deploys first deploys their
encouraged to employ whatever mix of like to take the opporruniry to build an item entire force (except any Traitor forces held
miniarures they can muster, perhaps pooling of centrepiece terrain for this special mission. in Reserves) into their deployment zone.
the resources of a gaming group, and as such Deployment zones are indicated on the map
the mission would make for an excellent as follows. • The opposing player deploys their entire
team-based game. Ideally, the Loyalists force (except any Traitor forces held in
should field one or more Titans, but in the MISSION SPECIAL RULES Reserves) into their own deployment zone.
event that these are in limited supply, they Tides of the Warp, Reserves (Traitors only),
could field super-heavy tanks (representing Dury Beyond Death, Skies of Blood FIRSITURN
the Ultramarines heavy armoured units that If the Traitor side deployed first, they have
mustered at Ithraca) or a Knight Household Tides of the Warp the first turn unless the Loyalists can Seize
(representing the survivors of House Any Traitor unit with the Daemon special the Initiative. If the Loyalist side deployed
Vornherr, whose last hours are covered on rule that is entirely destroyed is placed into first, they only have the first turn if they can
page 126). If possible, the Traitors should Ongoing Reserves, treating the edge of Seize the Initiative.
employ one or more units ofimperialis the warp rift as if it was a table edge for the
Militia allies (see page 176), or in the case of purposes of re-entering play in the next turn. GAME LENGTH
a Word Bearers army may draw Allies from Note that Daemon units may not re-enter The mission lasts for six turns.
Codex: Chaos Daemons. play in this way via the normal table edge,
and therefore remain in Ongoing Reserve VICTORY CoNDITIONS
In essence, this battle is a classic 'last if Loyalist units are so close to the rift as to Primary Objectives
charge', the Loyalists having perceived block its use. The Traitors earn I Victory point for every
their imminent doom and resolved to earn enemy unit destroyed or Falling Back at the
themselves a worthy end. Aside from a Duty Beyond Death end of the game.
glorious death however, the Loyalists have For this mission, the Sudden Death Victory
the opporruniry to seal one of the many special rule given in the Preparing for Battle The Loyalists earn I Victory point for every
rirually prepared rifts through which the chapter of the Warhammer 4o,ooo rulebook game rurn that each of their super-heavy
hordes of the Warp are spewing into the does not apply. Instead, in the event of one vehicles begins entirely within the Traitor's
material universe, and though none may side being entirely wiped out, the game deployment zone. In addition, if one or more
ever know of their deeds, earn some small immediately ends and Victory points are Loyalist super-heavy vehicles end the game
measure of vengeance for the destruction totalled up, making it possible for the touching the warp rift, the Loyalists earn an
wrought upon Calth. Loyalists to win even if every last warrior and additional D6+3 Victory points (rolled for
war machine of theirs should fall. after the game has ended).
The Armies
The Loyalist army should be chosen using Secondary Objectives
the Leviathan optional Force Organisation Slay the Warlord.
chart (see The Horus Heresy Book Two-
Massacre), while the Traitor army should Skies of Blood In addition, the standard provisions of the
use the standard Age of Darkness Force As the doom of the True Messengers Price of Failure Secondary Objective are in
Organisation chart. The Loyalists should approached and Ithraca was submerged effect.
have zs% more points available to them beneath a wave of warp-birthed abomination,
and a suggested match-up is 3,000 points of it is said that the torrured skies opened like
Loyalists against 2,250 points ofTraitors. a fresh wound to bleed searing acidic rain
upon the ground. At the start of each Traitor
The Loyalist force may not field any units player rurn, the Traitor player may force D3
that begin the game held in Reserves. enemy units anywhere on the table to each
take a Morale check. If the test is failed, the
unit Falls Back as per the usual rules.

- + - - - - - - - - - - - - - - Traitors Table E d g e - - - - - - - - - - - - - - - - - - - ,

72"

Traitors Deployment Zone C1)

0.0
'""0

i-Ll

C1)

:::0

48" ~

."0.t..:'.
~"'

Loyalists Deployment Zone

' - - - - - - - - - - - - - - - - L o y a l i s t s Table Edge-------------~



Since the earliest days of the Great Crusade, The Old One Hundred
it was common for the local forces of Amongst the very first irregular forces raised by the Imperium, and considered the
conquered or Compliant worlds to also forerunners of the Imperialis Militia, were those of Old Earth who served alongside the
provide forces to strengthen the Crusade Emperor and his Thunder Warrior regiments in the longTerran Unification Wars, or in
armies themselves as they progressed. These some cases contested them in battle. When these wars finally ended and the Great Crusade
provided auxiliary or support troops to the began, the surviving irregulars and militias were integrated into the newly constituted
Legiones Astartes and the regular regiments Imperial Army, forming the core of the Imperialis Auxilia, and in time they came to be
of the Imperialis Auxilia raised from the known as the 'Old One Hundred'.
Sol System. Other than their disconnection
from the world which gave them birth, there These much-storied regiments, including the Geno Chiliads, the ConFed Gun
was in effect very little to distinguish these Brotherhoods and the Thorosian Voltigeurs, gained numerous battle honours as the Great
Imperialis Auxilia units from the better Crusade pressed ever outwards, and many of the Old One Hundred were in time granted
armed or more culturally warlike divisions settlement rights on worlds they had conquered, which would eventually produce a
of the militias. The distinctions between the second generation of militia regiments from whose ranks the best would be conscripted
two often blurred, particularly in times of into the Imperial Army to fight in the Emperor's ongoing wars. Some regiments however,
emergency when local Imperialis militias such as the Lucifer Blacks and the Ouranti Draks, were, for a variety of reasons, judged in
were called up to bolster a front line, swell some way not deserving of such rights and were tasked with a ceaseless crusade across the
an invasion army or form a sector-wide stars. These itinerant armies strove to replace their losses by press-ganging from worlds
defence force against a specific threat. Such they liberated in an ad hoc manner, transforming over time often into a pale shadow of
was the case at the muster of Calth where their former strength. Others, whose service was ultimately indentured rather than given
numerous Imperialis Militia regiments freely, were denied even this mode of recruitment. Such regiments effectively died a slow
from the Five Hundred Worlds ofUltramar death of a thousand cuts on a hundred battlefields, and by the time of the Horus Heresy
served as the core reserve for the huge army were no more than legends.
being raised to attack the Orks at Ghaslakh.
Additional regiments of the same rype were In theory at least, Imperialis Militia armies The darker side of this coin was the
also in attendance in the retinue of the are irregular in nature, each member first indenture of prisoners, recidivists and those
Word Bearers, but these concealed their and foremost a subject of their world only considered to be members of abhumanity;
degeneration into what amounted to little called to arms in times of emergency, but mutations below the standard of the accepted
more than armed warp cults, subordinate to many worlds with large populations require human norm, but not so debased as to
their Legion's occult designs. a standing army simply to maintain civil warrant immediate extermination. These
order as well as deal with any outside threat. forces often served the Imperialis Militia
Order ofBattle In practice, many Imperialis Militia forces entirely unwillingly, their control guaranteed
The Imperialis Militia is not a coherent, consist of a core of professional soldiery, by cadres of veteran discipline masters, and
galaxy-spanning organisation by any means, supplemented by an influx of men and the ruthless application oflethal sanction
and, except in times of great emergency, is women called upon to serve a period under and chemical inducement where needed.
not subject to the chains of command of arms as needed, after which they return to
the Excertus Imperialis. Rather, each is a their previous lives. The core of professional
colonial defence force raised from a planet's commissioned and non-commissioned
own populace and its commander-in-chief officers of the Imperialis Militia are usually
is the Imperial Commander of the world it career soldiers, even on worlds without
defends. Some are ancient martial classes a strongly martial culture, and in many
with their roots in the Age of Strife, while cases, these are often older Imperial Army
others are irregular levies activated only in veterans retired from the Great Crusade into
direst need, and in most cases the template of a position where their skills and experience
command structure and hierarchy imposed may still serve the Imperium.
by the Imperium's Principia Militaris is
adhered to only in its generality. Just as
varied are the standards of equipment
and pattern of accoutrement of individual
Imperialis Militia regiments. Some wear
gaudy dress uniforms or burnished plasmesh
chainmail, others furs and hides, while some
few might be clad in advanced armour such
as a local pattern semi-powered carapace; all
as dictated by the culture, environment and
technological base of their home world, and
so also the diversity of their weapons, within
a minimum standard issued thern from the
Principia Command.

In almost all cases, Imperialis Militia supply Baneblade, or a company of warriors wearing them. Initially, entire planetary defence
lines are limited to their own world, and primitive chainmail armour charging from militias were swept up on both sides in
barring an initial bequest of equipment the troop bay of a Gorgon armoured assault unprecedented numbers, both in the
during their founding, it is unusual for them transport, Mars-manufactured lascarbines in Warmaster's campaign of Dark Compliance,
to be regularly equipped by off-world sources hand-such is the diversity and span of the and in Dorn's and Malcador's desperate
unless the Imperial Commander is prepared Imperium. response to the imminent threat of the
to negotiate supply compacts with nearby invasion of Sol System.
Forge Worlds or other centres of industry. The Imperium split asunder
Given the widely divergent technological With the coming of the Horus Heresy, the In the forces of the Traitor, many militia
levels of worlds across the Imperium, Imperialis Militia was as split in its loyalties regiments soon discovered that they were
it is impossible to standardise supply of as was every other division of the Imperium's ranked the lowest of all the Warmaster's
Imperialis Militia forces, necessitating armed forces. When the Warmaster's betrayal servants, and the lives of billions were
local manufacture and provision in the was revealed, so too was that of countless callously spent as disposable cannon fodder.
vast majority of cases. When it comes to planetary commanders, forcing those not Only the most ambitious and determined
heavy vehicles and armour however, most sharing their master's conspiracy to choose warriors survived such battles and soon
Imperialis Militia are equipped from the whether to follow or oppose them. Many the Traitor armies were served by a host
Imperium's strategic reserves as very few militias were brutally purged in the opening of bloodthirsty helot-soldiers, who in
worlds are capable of manufacturing such months of the Heresy and officers who could many cases worshipped their Legiones
fearsome engines of war as the Leman Russ not be trusted to follow orders replaced, Astartes masters as demi-gods. Others were
battle tank or the Baneblade super-heavy while on many worlds where loyalty was infected en masse with Warp-worshipping
tank. Thus it was not uncommon to see divided, open civil war erupted, internecine cult beliefs by their masters, particularly
a tribal warrior in warpaint and animal strife that would in some places last out the where the Word Bearers were concerned,
skins manning the command cupola of a length of the Horus Heresy and into the succumbing irrevocably to mutation and
years of the Scouring until it was resolved. insanity. The Loyalists too were soon
Nor was this phenomenon limited to Traitor mobilising the Imperialis Militias to oppose
worlds, for the betrayal was greeted with the Warmaster's betrayal, in particular
such shock that a wavefront of paranoia across those sectors along the route Horus
spread out across the Imperium, unevenly, as would take from Isstvan to Terra. Entire
world after world was gripped by the horror worlds were often stripped of their defence
of what had occurred at Isstvan III, or some forces, multitudinous hosts of ill-prepared
more local outbreak of open conflict was but determined citizen-soldiers fed into
revealed to the population, who feared it the inexorable grinder of war so that the
might be visited upon them too. Warmaster's advance might be slowed
as Terra prepared for the inevitable final
As battle lines were drawn and allegiances confrontation.
determined, the Imperium's worlds looked
to raise more armies, either to defend Throughout the so-called Age of Darkness,
themselves from the oncoming hosts of mortal warriors from countless worlds
the Warmaster or to take up arms alongside fought in the shadow ofthe mighty
Legiones Astartes, often unseen, invariably
unheralded. The actions of the Loyalist
Imperialis Militia were rarely recorded or
celebrated, while those of the Traitors must
remain unspoken. Though the Horus Heresy
was undoubtedly a war of brother against
brother, that war was fought for mastery of
the entire human race, and no people and no
world would survive it untouched.

wlMPERIALIS MILITIA AND CULTS ARGEAR

W EAPONS Weapon Range Str AP Type
Autopistol Pistol
Imperialis Militia Standard Issue Weaponry Autogun 11 3 Rapid Fire
Such is the vast diversity in origin and supply of the Imperialis Militia Auxilia pistol 3 Pistol
that no attempt to fully standardise their weapons and wargear had Auxilia rifle 12 3 Assault I
ever been attempted before the Horus Heresy, nor was it entirely Auxilia lascarbine 3 Rapid Fire
warranted. Instead the Officio Militaris, the organisation which was Auxilia lasrifle 24" 3 Rapid Fire
given the unenviable task of overseeing the unknown billions of Blast pistol 8" 3 Pistol, Twin-linked,
armed men and women flung across the Imperium, instead required I8" 5 Gets Hot
only that certain minimum standards of muster and weaponry were Assault I, One Use,
met. The metric for such personal arms was the Mars-Tellurian pattern 24" Large Blast (5")
Mk II-III lascarbine- having a registered mortality rate of 70%when 30" Pistol
striking an unarmoured human in the central body mass with a single 6" Assault I
strength discharge in optimum firing conditions, and mounting a Pistol
rechargeable liquid metal core magazine able to fire eighty discharges Demolition charge 6" 8 2 Assault 3
before reloading was needed. Such weapons had been mass produced Assault 2
in the tens of millions by centralised Forge Worlds, but even this was Hand flamer Template 3 6
but a drop in the ocean to the Imperialis Militias' logistical demands, Laslock I8" 4
particularly as such Forge Worlds had calls upon their attention of far Laspistol 3
greater importance by forces ranging from the Imperialis Armada to Ripper gun 11 5
the Space Marine Legions. Shotgun 3
12
Aside from certain elite formations and the bodyguard regiments of
wealthy Imperial nobles and high ranking generals-who had access 11
to a higher standard of weaponry up to and including bolter types in
some cases to meet this shortfall-it had long been the practice for 12
militia weapons to be largely locally supplied where possible. Many
worlds with advanced manufacturing capacity did manage to meet or 11
even exceed the expected metric, either with las weaponry of their
own or with a variety of high velocity chemically propelled-slug 12
autoguns functionally identical in firepower if not durability and
capacity. A great many however, were forced to make do with more Imperialis Milit ia Support Weapons
primitive arms, be they low-powered charge lasers, 'numo' flechette The Imperialis Militia utilise a variety of support weapons as needed,
guns, hand-actuated stub rifles, and in the most extreme cases of ferals including shell-firing heavy guns of different calibres, directed energy
and regressives inducted into the armies of the Imperium, even black weapons and missile launch systems.
powder and crossbow weapons are not unknown. These weapons
are gathered under the broad designation of'Auxilia arms,' and while Weap on Ran ge Str AP Type
still lethal, especially in skilled hands, they were found time and Autocannon 48" 7 4 Heavy 2
again wanting in power to combat the frontline enemies of the Great Exterminator
Crusade, being far from effective against Ork xenoforms, excepting in autocannon 48" 7 4 Heavy 4, Twin-linked
conditions of overwhelming numerical superiority, and against rarer Battlecannon 72" 8 3 Ordnance I,
though infinitely more dangerous creatures such as the nightmarish Large Blast (5")
Khrave, they were effectively useless. Vanquisher 72" 8 2
battlecannon 36"-240" 9 Heavy I, Armourbane
With the advent of the brutal war of the Heresy, what had proved true Earthshaker 3
against the most dangerous alien life was to prove cruelly also true cannon Ordnance I , Barrage,
against the trans-human Legiones Astartes, both Traitor and Loyalist. Large Blast (5")
In such battles, human militia, cult troops and local levies found Medusa siege gun 36" IO 2 Ordnance I, Barrage,
themselves woefully under-armed to fight Space Marines which, after Large Blast (5")
all, was perhaps also intended, given the Legiones Astartes' role as Mortar I2"-48" 4 5 Heavy I , Blast (3"),
destroyers of rebellion as well as conquers of the stars. Barrage, Pinning
Quad mortar (frag) I2"-6o" 5 5 Heavy 4, Barrage,
Blast (3"), Shell Shock
Heavy stubber 36" 4 4 Heavy 3
Heavy bolter 36" 5 4 Heavy 3
Quad heavy bolter 36" 5 Heavy 6, Twin-linked
Laser destroyer array 48" 9 I Ordnance I,
Twin-linked
Lascannon 48" 9 2 Heavy I
6 Heavy 3
Multi-laser 36" 6 6 Heavy 6, Twin-linked
8 6 Ordnance I, One Use
Quad multi-laser 36" 6 3 Heavy I, Missile,
3 Large Blast (5"), Blind,
Hellstrike missile 72 Gets Hot, One Use

Sunfury heavy missile 36"

Shell Shock
Due to the repeated rapid impact of the quad mortar's shells,
Pinning tests taken because of its attacks are made at a -I
Leadership penalty.

Augmented Weapon Graviton gun
These are close combat weapons of various kinds which possess some Little understood even by the Tech-Priests of Mars, the term 'graviton
form of relatively minor technological or material enhancement gun' refers to a group of gravity projector devices whose sophistication
to their effectiveness in battle. Such weapons include vibro-blades is such that the few which now remain are relics of a lost age, and
common to hive world murder gangs, the neural whips often such weapons prove extremely useful when fighting on a starship
employed by the discipline master cadres, to more exotic weapons or in a null gravity environment. The power of the graviton gun's
such as the thermo-bladed axes of the Malgantine techno-clans and highest settings is sufficient to rupture organs and crack bones even
the fractal-fracturing crystalline bayonets of the Ketchall Janissaries. inside armour, but its primary use is to impede the enemy and damage
Regardless of the type, it is usually the weapon rather than the machinery without the risk of secondary explosions.
strength or skill of the wielder that is relied upon to do the damage,
and they are inferior in material strength to the blades of the Legiones Weapon Range Str AP Type
Astartes or the power weapons favoured by the Imperium's elite. Graviton gun I8" 4 Heavy I, Blast (3"),
Concussive, Haywire,
Weapon Range Str AP Type Graviton Pulse''
Melee
Augmented weapon 4

Charnabal Sabre Graviton Pulse
Instead of rolling To Wound normally with this weapon, any
l These elegant and deadly weapons rely on speed and dexterity rather model caught in its blast must instead roll equal to or under their
Strength on a D6 or suffer a wound (a roll of'6' always counts
than brute force for their lethality. In the hands of militia officers they as a failure). After the weapon has been fired, leave the Blast
marker in place. This area now counts as both difficult terrain and
I~!I are often treasured heirlooms or gifts bestowed by visiting dignitaries dangerous terrain for the next turn thanks to the gravity flux.
from the distant Throneworld.
Irradiation Projectors
~ Weapon Range Str AP Type 'Irad' or 'rad' projectors are potent anti-personnel weapons and relics
Charnabal sabre As User Melee, Rending, of the Dark Age ofTechnology used exclusively by the militant forces
Duellist's Edge of the Mechanicum. They commonly comprise a bulky generator unit
terminating in a dish-like projector which unleashes a powerful blast
Duellist's Edge: When fighting in a challenge, the user of this of deadly cross-spectrum radiations. Victims caught in the blast of
weapon gains a +I bonus to their Initiative value. such a weapon suffer an appalling death as they are boiled alive from
within- their tissues blasted apart on a cellular level. Thick barriers of
Demolisher Cannon solid matter between the beam and the target provide some protection
A short-ranged but destructive weapon designed for line-breaking from this effect, though victims who survive the initial blast will often
and smashing enemy fortifications, the huge, rocket-propelled shell die later of extreme radioactive contamination.
fired by the Demolisher cannon is enough to pulverise bunkers and
collapse buildings around their defenders in a tide of rubble and dust.

Weapon Range Str AP Type Weapon Range Str AP Type
Ordnance I, 5 Assault I, Fleshbane,
Demolisher cannon 24" IO 2 Large Blast (5") Rad/irad-cleanser Template 2 Rad-phage

Grenade Launcher Rad-phage
Such is the diversity of the Excertus Imperialis that 'grenade launcher' A model which loses one or more wounds to an attack with this
here is used as a general term for a wide variety of simple squad special rule and survives has its Toughness value reduced by -I for
support weapons which rely on propelling an explosive charge over the rest of the battle.
a short distance. Such weapons range from very primitive and crude
single shot rocket-propelled munitions fired from simple tube- Needle Pistol
launchers, to electronically detonated percussion shells fired from A favoured weapon of the assassins of the Terran Courts during the
semi-automatic drum-fed weapons. days before Unification, needle pistols are sophisticated and elegant
hand guns whose operation is silent, invisible and deadly. The finest
Which munitions types a particular grenade launcher has access to examples use a combination of a flashless laser to pierce flesh, followed
will be listed in the unit's description. by an impellor-shot of virulent poisons delivered instantaneously into
the open wound. This combination can lay low the toughest foe with
Weapon Range Str AP Type ruthless efficiency.
Frag grenade 24" Assault I, Blast (3")
Krak grenade 24" 4 5 Assault I
Fireburst grenade 24" 6 4 Assault I, Blast (3"),
3 6 Pinning
Assault I , Blast (3"),
Gas grenade 5 Poison 4+, Weapon Range Str AP Type
No Cover Save Needle pistol 5 Pistol, Poisoned,
2 Rending

Lascutter Tainted Weapon
These are powerful, albeit extremely unwieldy, industrial tools used Many of the twisted blades and sacrificial knives wielded by those
for cutting through armoured bulkheads and working otherwise who had given themselves over to the worship of the Warp had been
impermeable ores that make use of a disruption field-assisted short tainted by Empyreal forces utterly inimical to life. These whispered
range laser arc. foul things into the minds of those who wielded them, driving them
to ever greater acts of atrocity in order to feed the terrors beyond.

Weapon Range Str AP Type Weapon Range Str AP Type
Lascutter 9 Melee, Unwieldy, Tainted weapon As User Melee, Specialist
2 Cumbersome Weapon, Instant Death

Cumbersome: A model using a close combat weapon with this EQUIPMENT
special rule can only ever make a single attack at WS 1 in an Armoured Ceramite
Assault phase, regardless of their profile or any bonus or other Additional heavy ceramite plating on a vehicle allows it to withstand
special rule. extremes of heat and radiation. Plating of this kind is commonly fitted
to orbital strike craft to enable them to withstand the rigours of'crash'
Rotor Cannon re-entry from space into a planet's atmosphere, and also to certain
Favoured by many Imperial Army formations, rotor cannon are multi- siege vehicles to protect them from thermal energy weapons.
barrelled stubbers, using electric motors to maintain an extraordinary
rate of fire from their spinning barrels. The simple, medium calibre A vehicle with this wargear is not subject to the additional D6 armour
solid slug projectiles they fire lack the power of bolt shells, but the hail penetration caused by weapons with the Melta special rule.
of shot they unleash can be particularly useful against unarmoured
hordes of foes and fleshy xenoforms. The newly prototyped assault Armoured Cockpit (Flyers)
cannon technology represents a more effective and powerful A vehicle equipped with an armoured cockpit may ignore results of
implementation of this principle. Crew Shaken and Crew Stunned on a roll of 4+.

Weapon Range Str AP Type Augury Scanner
Rotor cannon 30" 3 6 Salvo 3/ 4 This energy scanning device has the effect of alerting the user to
the concealed presence or imminent arrival of enemy troops in the
Volkite Charger vicinity, even if concealed, and can detect the tell-tale electro-gravitic
'Volkite' is an arcane Martian term for a variety of rare and powerful disruption effect on local space that presages teleport transfers.
ray weapons whose origins date back to the Age of Strife.
Models cannot be deployed using the Infiltrate special rule within
Weapon Range Str AP Type r8" of a model which is equipped with an augury scanner. Enemy
Volkite charger 15" 5 5 Assault 2, Deflagrate models deployed using Deep Strike within this range can also be
attacked by a unit carrying an augury scanner in the Shooting phase as
Deflagrate: After normal attacks by this weapon have been if their Rapid Fire and Heavy type weapons (if they have any) had the
resolved, count the number of unsaved wounds caused on Interceptor special rule.
the target unit. Immediately resolve a number of additional
automatic hits on the same unit using the weapon's profile equal Auxiliary Drive
to the number of unsaved wounds- these can then be saved The standard patterns of Imperial vehicles are often customised by
normally. Models in the targeted unit must still be in range in the regiments that field them, and in some cases are test beds for
order for these additional hits to take effect. technology either designed or recovered in the field by the magos and
crew that maintain them. One common form of such customisation
Phased Plasma-fusil is the fitting of back-up and auxiliary drive systems, such as secondary
Plasma technology was far better understood during the dawning age galvanic motors or outrigger thrusters, to keep a vehicle mobile for
of the Imperium, if still somewhat unsafe. short periods even if its main motive drive becomes damaged.

Weapon Range Str AP Type A vehicle with an auxiliary drive may repair Immobilised results
3 it suffers on a D6 roll of 4+ at the start of the controlling player's
Phased plasma-fusil 24" 6 Salvo 2/3 Movement phase.

Cameleoline
Cameleoline is a refractive chemical substance that morphically
blends its colouration into the surrounding area. It is often woven into
cloaks and smocks, or more rarely, as a coating over armour plate, and
aids with concealment and in covert assaults.

Cameleoline provides the user with the Stealth special rule.

Carapace Armour
Carapace armour confers a 4+ Armour save.

l

:, ; ; . = = =·"·"-;:;.• ~-:c

Cognis-signum cases, the tool oflast resort for the commanders set over them was the
An advanced array of sensory devices, cogitator-assisted widespread use of discipline collars; shackles which would reward
communications and telemetry arrays, the cognis-signum enables the disobedience, cowardice and rebellion with paralysis, agony or death,
wearer to co-ordinate battlefield data with blinding speed. as the crime warranted.

A model with this wargear automatically counts as being equipped A unit equipped with discipline collars gains the Stubborn special
with an augury scanner and has the Night Vision special rule. rule. However, should it fail a Morale check on a roll of double 6,
it is removed from play as if destroyed. Any attached models such
In addition, in lieu of the model equipped with the cognis-signum as Discipline Masters, Auxilia Medicae Orderlies and Independent
firing a weapon in the Shooting phase, a single designated unit of the Characters however, are not removed and Fall Back normally.
controlling player's choice within 6" of the cognis-signum equipped
model (other than Independent Characters or Super-heavies) gains a Flak & Sub-flak Armour
bonus of +I to their BS for that Shooting phase.
• Flak armour confers a s+ save.
Combat Shields & Boarding Shields
A combat shield is a wrist-mounted shield or buckler containing a • Sub-flak armour confers a 6+ save.
small field generator which enables it to withstand great amounts
of damage, while boarding shields are larger, bulkier versions of the Flare or Chaff Launchers (Flyers)
same. These are a single use item. A vehicle equipped with flare or chaff
launchers has a 4+ invulnerable save against any damage inflicted by
missile weapons.

Combat shields and boarding shields confer a 6+ invulnerable save, Flare Shield
A flare shield operates against shooting attacks that strike the vehicle's
increasing to s+ in close combat. A model equipped with a boarding front arc. It reduces the strength of attacks by weapons with the
Template or Blast type by -2, and other shooting attacks' Strength by -1.
shield also counts as being equipped with defensive grenades. A flare shield has no effect on close combat attacks or attacks inflicted
Boarding shields however are far heavier and more cumbersome than with the Destroyer rule.
combat shields and models equipped with them cannot claim the
extra attack for being armed with an additional close combat weapon.

Cyber-familiar Ground-tracking Auguries

Utilised by Techmarines and the adepts of the Mechanicum, cyber- A Flyer equipped with this system gains the Strafing Run special rule.

familiar is a term that encompasses a variety of semi-autonomous

: devices such as servo-skulls, mek-spiders and other smaller drone Ilium Flares (Flyers)
li A vehicle equipped with ilium flares may drop a single flare per turn.
units and lesser haemonculites tied into the direct neural control of
I

their operator. These minion-drones are an extension of their master's They are fired in the same manner as Bombs (see the Warhammer

I will and provide them with a host of additional senses and capabilities. 40,000 rulebook), a marker being placed where the flare lands after it
A Cyber-familiar adds +I to its owner's invulnerable save (to a has scattered. Leave the marker in place until the end of the turn.
i;

~

~
!' maximum of 3+) or an invulnerable save of 6+ if they do not already Any unit targeting an enemy unit withinu" of the flare marker gains

possess one. In addition, they allow them to re-roll failed characteristic the Night Vision special rule for that Shooting phase. If the firing unit

tests other than Leadership tests and failed Dangerous Terrain tests. also has the Split Fire special rule, it only gains the benefit of Night

Vision when firing at units with at least one model within 12" of the

The Cyber-familiar may either be modelled as part of the character flare marker.

equipped with them, or on separate bases and kept in coherency. They

are discounted as models for game purposes, have no separate profile, Infravisor

make no attacks, need not be transported, etc, and are simply moved This grants the unit the Night Vision special rule. However, the model

out of the way in combat or if they interfere with the game. and any unit they have joined count as having an Initiative of I when

taking Blind tests.

Digital Lasers

Incredibly sophisticated miniaturised weapons ofxenos origin, these Nuncio-vox

devices are extremely short ranged but potent enough to kill despite If one of the controlling player's units wishes to arrive on the

being small enough to be concealed in a ring, gauntlet, sword hilt or battlefield via Deep Strike and chooses to do so within 6" of a unit

helm. Digital lasers provide +I Attack in close combat. equipped with a nuncio-vox, it will not scatter. When barrage weapons

are being used by the controlling player, line of sight may be drawn

Discipline Collars from any model in their force equipped with a nuncio-vox as well

Not all of the soldiers of the Imperialis Militia served willingly. In as the firing model itself (range is still drawn from the firing model,

some cases, entire armies that had resisted Compliance until their etc). Note that the nuncio-vox equipped model must already be on

world was broken by force were indentured to the Excertus Imperialis the table at the start of the turn for it to be used (and it cannot be used

and shipped to the front lines of the Great Crusade in punishment from inside a vehicle).

and to quell future rebellion. In others, warriors from sub-tribal or

terminally regressive cultures were indentured who were little more

than animals to whom reason and order were alien concepts where

brought into the fold, and only the harshest and most immediate

methods were effective in bringing discipline to the ranks. In such

Power Armour ADDITIONAL SPECIAL RuLES
Power armour confers a 3+ Armour save.
Autom ated Artillery
Refractor Fields & Iron Halos Unlike standard artillery, automated artillery does not require crew
These devices are defensive field generators designed for personal in order to function. It is not removed from play due to a lack of
protection. They encompass the wearer in an energy field or force crew and each gun must be destroyed normally before it is removed.
barrier which serves to refract or deflect impacts and energy Automated artillery cannot move and cannot charge. If assa ulted they
discharges, although the need for the wearer to move and fight, as well do not Pile In and cannot be locked in combat; their attackers will hit
as their power consumption, prevents them from being anywhere near automatically, but must roll To Wound normally.
inviolable to attack. Devices of this nature are relatively rare, and are
the province of commanding officers and honoured champions, where If a unit of automated artillery loses an assault nothing happens, there
they are often incorporated into armour or amulets and gifted as a are no Sweeping Advances, no Pile Ins and no Consolidation moves.
mark of favour and rank. The automated artillery remains in place and may fire normally in
future turns.

• Refractor fields provide a 5+ invulnerable save. If the automated artillery wins an assault, the enemy must take
• Iron halos provide a 4+ invulnerable save. a Morale check as normal, although the artillery piece cannot
Consolidate or make a Sweeping Advance.
Servo-arm
A model with the Battlesmith special rule may add +I to their Repair Agile (Flyers)
roll result if they are also equipped with a servo-arm. A unit with this special rule increases any cover saves granted by the
Jink special rule by +I.
A model equipped with a servo-arm may make an additional single
attack per turn as well as any they would normally be eligible to make. Battlesmith
This is done using the weapon profile shown below: Those versed in the secret arts and teachings of the Mechanicum,
whether Techmarine, Forge Lord or magos, have the skill and ability to
Weapon Range Str AP Type reconstruct and effect field repairs to war machinery in the very heat
Servo-arm 8 Melee, Unwieldy of battle.
2

Vexillas and Standards If a Battlesmith is in base contact with, or embarked upon, one or more i
The Vexillas -the banners, icons and standards of the Imperialis damaged vehicles during the Shooting phase, they can attempt to
Militia- serve as a focal point on the battlefield, both for the fighting repair one of them instead of firing a weapon. Roll a D6. If the result is >
troops' morale and as a reminder of their oaths of duty and service. 5 or more, you may do one of the following:
Whether a Vexilla represents a single fighting section or one of the
elaborate company banners bedecked in the names of past worlds • Restore a lost Hull Point.
fought for and conquered during the Great Crusade, it is a point of • Repair a Weapon Destroyed result.
bloody tradition and pride that the colours and icons of the regiment • Repair an Immobilised result to the attendant vehicle.
never fall. • If a Weapon Destroyed result is repaired, that weapon can be fired

The cultic forces who flocked to the dark faith promulgated by the in the following Shooting phase. The Battlesmith cannot use this
Word Bearers also fought beneath banners and icons of their own, ability if they have Gone to Ground or are Falling Back.
though rather than the proud emblems of the Great Crusade, these
were tokens of occult symbolism, warp-tainted ideology and gory Sunder
totems gathered from the slain. Attacks with this special rule may re-roll failed Armour Penetration
rolls.

Vexilla: A unit that contains a model with a Vexilla counts as scoring Super-heavy Com m and Tank
an additional wound for the purposes of calculating close combat If the vehicle is upgraded to a Super-heavy Command tank, all allied
results, and may always attempt to regroup at their normal Leadership units within 24" of the vehicle may re-roll failed Morale checks.
regardless of having been reduced to below 25% casualties.
Support Squad
Platoon Standard: A unit which contains a model with a Platoon A squad with this special rule may not be chosen as a compulsory
Standard has all the benefits of a Vexilla (see previously). In addition, choice for the army as part of the Force Organisation chart.
any friendly unit from the Imperialis Militia army with models within
24" of the Cohort Vexilla may ignore casualties when taking Morale
checks.

~··-c

USING THE ARMY LIST ENTRIES

Each unit entry in the army list contains the following information:

Unit Name: At the start of each army list en try you will find the name of the unit alongside the points cost
of the unit without any upgrades.

Unit Profile: This section will show the profile of any models the unit can include, even if they are
upgrades.

Unit Composition: Where applicable, this section will show the number and type of models that make up
the basic unit, before any upgrades are taken. If the Unit Composition includes the word 'Unique', then you
may only include one of this unit in your army.

Unit Type: This refers to the Unit Type rules in the Warhammer 4o,ooo rulebook. For example, a unit may
be classed as Infantry, Monstrous Creature or Vehicle, which will subject it to a number of rules regarding
movement, shooting, assaults, etc.

Wargear:This section details the weapons and equipment the models in the unit are armed with. The cost
for all these models and their equipment is included in the points cost listed next to the unit's name.

Special Rules: Any special rules that apply to the models in the unit are listed here. These special rules are
explained in further detail subsequently, or in the Special Rules section of the Warhammer 4o,ooo rulebook.

Options: This section lists all of the upgrades you may add to the unit if you wish to do so, alongside the
associated points cost for each. Where an option states that you may exchange one weapon 'and/or' another,
you may replace either or both provided you pay the points cost for each.

Dedicated Transport: Where applicable, this option refers to any Transports the unit may take. These have
their own army list entries. Dedicated Transports do not use up any Force Organisation chart choices, but
otherwise function as separate units. The Transports section of the Warhammer 4o,ooo rulebook explains how
Dedicated Transports work.

Warlord Traits: Sometimes an entry will have a specific Warlord Trait, in which case it will be listed here in
their army list entry.

THE lMPERIALIS MILITIA & Cuus ARMY LIST AND THE ALms IN THE AcE OF DARKNEss TAllLE

When determining allies, the Imperialis Militia & Cults army list uses the Imperial Army line on the
Allies in the Age of Darkness table with the following exceptions (see The Horus Heresy Book One-
Betrayal, the Battles in the Age of Darkness rules download, etc):

• Armies which have the Tainted Flesh or Cult Horde Provenances may not ally with Loyalist forces .
• Armies which have the Tainted Flesh or Cult Horde Provenances may ally with forces from Codex:

Chaos Daemons counted as Fellow Warriors and vice versa.
• Armies with the Cyber-augmetics Provenance are counted as Sworn Brothers with Mechanicum

armies.
• Armies with the Abhuman Helots Provenance may only be classed as Distrusted Allies by all Space

Marine Legion armies and Solar Auxilia armies, regardless of Faction.

ALLIES IN THE AGE OF DARKNESS

In the tumult and warfare of the Age of ~" >-
Darkness, the forces of the Imperium and -: " "' z " " ~ ~ 1 ""' "e " <" ]c.\! " "" t": .\! " ·2 8 " " " " "!S-::::1 Cl
the Traitors alike were torn apart by war and .u.c ~ ..."::' "' ~ ""' 1":': ~ ~ -o ·e0;;, uE:::si p..
suspicion. During these times old arguments, ..:!l 0~ ~ """8' ~ 5 0 .:.:0.r..: ~
suspicions and rivalries were bought to 8 EB ~ bO -tl ~ -o >-1 ·~ .§
the fore. This is represented by the Age "bO ~~ ~ 0 :11 .rl -o 0 u:::s
of Darkness Allies chart which works in a ~ p.. .ii p.. 2 -o -5 :;i "<:Q ~ "-p".. -u"
similar manner to the Allies chart in the >-1 .§ J< :::s Cl >
Warhammer 40,000 rulebook, but rather than "' "' "'l=lEl ~ p.. 0 l=""l ""8 :::E
depicting relationships between alien races o< .§ ..Q 0 0 .,;'l
and forces, it offers a more nuanced web of .§ ..9 ~
relationships and discords between the Space bO
Marine Legions at the start of the Horus <:Q
Heresy. Note that the chart is not split along
the lines ofTraitors and Loyalists, as in many Dark Angels III IIIII I II I I I I II
cases the Legions were in themselves spilt
into factions for either side, and so instead Emperor's Children I I I I I I II I I III I I I I I I
in particular campaign battles, who plays the
Traitor and who plays the Loyalist in your Iron Warriors I I I I III I I I II II
version of the Heresy (and such additional
limitations this poses) is left up to you. White Scars I I I I I I I I I I III I I I I I I

In any game where the Primary Detachment Space Wolves I I I I III I I II I II I
is built using an army list presented in one
of Forge World's Horus Heresy books, Allied Imperial Fists I I I I I I I I I I II I I I I I I I
Detachments should be chosen using the
table presented here. The rules presented Night lords I I I I I I III I I I I I
here for the effects of alliance are used rather
than those found in the Warhammer 4o,ooo Blood Angels I I I I I I I II I III II II
rulebook. Note that for the purposes of this
table, forces with different Legiones Astartes Iron Hands I I I I I I I I I I II I II I
special rules are treated as being different
armies as shown by the name of their Legion. World Eaters I I I I I I I I I II I III

Note: The Mechanicum line of the table • •Death Guard
is used for an army selected from the Ordo
Reductor, Legio Cybernetica, Taghmata Thousand Sons
Omnissiah and Questoris Knight Crusade
army lists. The Solar Auxilia Crusade Army • • • •Sons ofHorus
list uses the Imperial Army line. • •Word Bearers
• • • • •Salamanders
I Sworn Brothers •Raven Guard

The closest of allies who have fought beside each Alpha Legion
other many times.
• • •Mechanicum
The two forces are considered 'friendly units'
in all regards. These means, for example, Imperial Army
that Sworn Brothers may be joined by Ultramarines I I I I I I I I I I I II II I •I
allied independent characters, are treated as
friendly units for the targeting of psychic •• • • •• ••••••••• • I I I ••••••••• ••• •• • •• • ••• •• • •••• ••• I
powers, special abilities, Warlord Traits and ••••••• •••••• •••••• ••••• • ••• • •••• •
so on, and may also benefit from nuncio-vox I •• ••••••• ••••••• •••••• •• •• •• I I
carried by allied units. •••• • • •• ••••• •• •• ••
••• I •• •• ••••
Note: Not even Sworn Brothers can embark
in allied transport vehicles, and rules that I • •
affect a particular force owing to its Legiones
Astartes special rule do not carry over to an ••
allied force.
I Fellow Warriors I By the Emperor's

The two forces are willing to fight together for (or the Warmaster's) Command
common cause against their foes. Two forces with this relationship will only
ever fight beside each other in the direst of
Units in your army treat Fellow Warriors circumstances or by the direct command of their
as not being part of their army with the overlord, be they the Emperor or the Warm aster.
exception that they may not be deliberately
targeted, attacked, targeted with psychic In this case the two forces are dealt with
powers, etc (note that blasts, psychic powers exactly like Distrusted Allies (see previously),
and the like may still scatter over allied but, in addition, at the start of each of the
forces and adversely affect them). Fellow player's Movement phases, a D6 must be
Warriors cannot benefit from the effects of rolled for every unit (except those already
allied Warlord Traits or be joined by allied engaged in combat) within 6" of an allied
independent characters and are not counted unit. On a roll of a r, that unit may not move,
as friendly units for the purposes of psychic shoot, run or assault that turn (being too busy
powers. In essence, the two forces fight watching for betrayal). Make a note or place
alongside each other without any additional a counter to indicate which units have been
positive or negative effect. so affected.

I Distrusted Allies AGENTS
In addition to the forces shown here,
The two forces can make common cause against an some units in later volumes will be
enemy, but never fully trust each other due to long- described as being either Agents of the
standing feud or inherent antipathy. Emperor or Agents of the Warmaster. These
forces are always treated as being Sworn
Distrusted Allies are treated exactly like Brothers to either all Loyalist or all Traitor
Fellow Warriors except that the allied units forces respectively.
are never counted as scoring units.

lMPERIALIS MILITIA wARLORD TRAITS

When generating their Warlord Trait, an Imperialis Militia army may either roll on one of the Warlord Traits
tables in the Warhammer 4o,ooo rulebook, or instead roll on the following table:

IMPERIALIS M ILITIA wARLORD TRAITS TABLE
D6 Warlord Trait
I Ruthless Tyrant

The commander is a dark-hearted tyrant; either from a line whose bloody rule has persisted for
generations or who has risen to their position through iron-fisted ruthlessness and ambition. The
commander might be hated, but they are always obeyed.
The Warlord has +I Leadership (to a maximum of 9). In addition, the army's controlling player
may re-roll failed Reserves rolls so long as the Warlord is on the table when the roll is made.

2 Merchant Princeling
Having ascended to high noble rank, the commander regards the Imperialis Militia as an extension of
their household's glory and has expended personal wealth on the most favoured warriors under their
command.
One squad of the owning player's choice with the Infantry type counts all of their ranged
weapons as having an AP of I better than normal for their type (AP 6 becoming AP 5, etc).

3 Beloved of the People
Whether earned through personal example or through inheriting a forebear's legacy, the commander's
name is beloved by all their subjects. Should they fall, they will be avenged.
Should the Warlord ever be removed as a casualty, all of their owning player's Troops units
from the army's Primary Detachment with the Infantry type gain the Hatred special rule for
the remainder of the game.

4 Marcher Lord
The commander's line has long been sworn to defend their world from invasion from the lawless void
beyond the frontier. They are self-sufficient and uncompromising, having stood alone against the terrors of
wilderness space.
The Warlord has the Implacable Advance special rule (meaning they count as a scoring unit
in Battles in the Age of Darkness games), and has the Stubborn special rule within 3" of an
Objective marker.

5 Connoisseur ofAlien Curios
The commander has used the status and resources of their rank to indulge a taste for the numerous
curiosities to be found amidst the tombs of xenos strains scattered across the galaxy. Some of these
seemingly innocuous charms are in fact fearful artefacts not wielded in battle for aeons.
The Warlord causes Fear and has the It Will Not Die special rule.

6 Robber Baron
The commander's ancestors were little more than a band ofvoid pirates and outcasts who survived as
much by 'judgemen t' as bravery and ambition, even though the commander may wish or strive to make
it appear otherwise. In battle however, old habits die hard ...
The Warlord and any infantry unit they join may opt to voluntarily fail any Morale check they
are called on to take and may re-roll any Run or Fall Back distance roll they make.

0-I FORCE COMMANDER 50 POINTS

Force Commander ws BS s T w I A Ld Sv

4 4 3 3 3 3 2 8 5+

Unit Composition Options
• I Force Commander • The Force Commander may exchange either their laspistol and/or

Unit Type their close combat weapon for the following options:
• Infantry (Character) - Bolt pistol .... ....................................................................................... +2 points
- Augmented weapon .................. ...................................................... +3 points
Wargear - Charnabal sabre ................................................................................ +5 points
• Laspistol or autopistol - Blast pistol.......................................................................................... +5 points
• Refractor field -Needle pistol ............................................. ........................................ +5 points
• Frag grenades - Hand flamer .................................................................................... +10 points
• Krak grenades - Plasma pistol. ................................................................................... +IO points
• Close combat weapon - Power weapon ................................................................................. +ro points
• Flak armour - Power fist ......................................................................................... +15 points
• The Force Commander may take any of the following options:
Special Rules - Melta bombs ...................................................................................... +5 points
• Independent Character - Digital lasers ...................................................................................... +5 points
• The Muster of Worlds - Infravisor............................................................................................ +5 points
• Provenance - Cyber-familiar................................................................................. +IO points
• The Force Commander may exchange their flak armour for:
- Carapace armour .............................................................................. +5 points
- Power armour.................................................................................. +IO points
• One weapon possessed by the Force Commander may be:
- Master-crafted.................................................................................+ro points
• The Force Commander may exchange their refractor field for an
Iron Halo ... .......................................................................................... +I5 points
• The Force Commander may be upgraded to have the:
- Planetary Overlord rule ...............................................................+20 points

Special Option: Cult Demagogue
If one of the Provenances chosen by the Force Commander is
the Cult Horde option (see page 189), then they are automatically
modified to become a Cult Demagogue. Their profile and options
remain unchanged, except that they automatically gain the
Daemon and Preferred Enemy (Loyalists) special rules, and also
gain the option to exchange their close combat weapon for a
tainted weapon for +5 points.

Planetary Overlord
So long as the Imperialis Militia Warlord Trait chart is used, if the
Force commander is your Warlord, you may select rather than roll
randomly for your Warlord trait.

Th e Muster of Worlds
If the detachment contains a Force Commander then it may also
possess up to two Provenances. Each Provenance has a listed cost
shown in its description. Unless noted, the effects of these apply
to any and all units in the same detachment with the Provenance
special rule.

The following Provenances of War are facets Su rvivors of the Dark Age .......... +75 points

of a particular force which represents the The detachment hails from a highly The force has its origins on a world which survived
technologically advanced or even void-nomadic with many of the wonders of the Dark Age of
i nature of the world from which it originates culture which habitually surgically enhances its Technology intact, and its forces are equipped
troops with augmetic implants, either to improve with weapons and equipment which are potent, if
i or the particular character and background combat performance or mitigate disfigurement or idiosyncratic, in origin.
environmental damage.
i·~ of the warriors themselves. The presence of
. a Force Commander in the army allows up

~ to two different Provenances to be selected

for the detachment via their Muster of All eligible units and models receive an

Worlds special rule. Any single detachment All eligible units and models receive an increase of +I to their basic Armour save (s+

can never have more than two Provenances invulnerable save of 6+ (or may improve becoming 4+ and so on) to a maximum of

however, regardless of the number of Force an existing invulnerable save by +I to a 3+. However, the detachment's compulsory

Commanders present. maximum of 3+). Units and models with Troops choices must be filled by Grenadier

this Provenance however must reduce any squads, and in addition Inducted Levy

Each Provenance has a listed cost shown in Run and Sweeping Advance rolls they make squads in an army with this Provenance

its description which is counted as part of the by -I. This Provenance may not be chosen gain the Support Squad special rule and

points cost of the Force Commander. Unless in conjunction with the Gene-crafted this Provenance itself may not be used in

noted, the effects of any rules featured in Provenance conjunction with the Cult Horde or Tainted

the Provenance's description apply to any Flesh Provenances.

and all units in the same detachment as the Alch em -jack er s ............................... +35 point s

Force Commander with the 'Provenance' Whether through a debased cultural type or simply Opt ion - Advan ced Weapons: The strength

special rule listed in their profile. In addition, through the use of extreme measures to guarantee of its laspistols, lascarbines, lasrifles, laslocks

certain Provenances may not be taken in the combat-worthiness of a penal unit, the troops and rotor cannon used by its Grenadier and

combination or have other limitations which and perhaps even the officers of this army have Platoon Command Cadre squads may be

taking them imposes on the rest of the army, their resolve 'assisted' by chemical injectors or stim- increased by +I for +20 points per squad.

which means it's advisable to choose your inhalers in battle. The inherent insanity of certain If this option is taken, all such squads in

Force Commander and any Provenances you cult forces has much the same effect. the army must be so upgraded. In addition

wish for the detachment before working out Grenadier and Platoon Command Cadres

the rest of your army. Certain Provenances All units with this Provenance do not suffer with this Provenance may take either a

will also allow access to special equipment negative modifiers to their Leadership value Rhino or Land Raider Proteus as their

options or unit options which must be paid in the Assault phase and, in addition, if they Dedicated Transports so long as they number

for separately on a unit by unit basis. fail a Morale check owing to casualties in the IO models or less. See the Legiones Astartes

Shooting phase, they become pinned instead Crusade Army List for details and points

Warrior Elite....................................+so points of Falling Back. costs. Efforts should be made to model this

The detachment's troops are trained to a high upgrade accordingly with suitably ornate or

standard and possess discipline worthy of a regular Option - Frenzon: Any unit with this enhanced weapons.

Imperial Army unit. Provenance can have frenzon dispensers for

+25 points per unit (+SO points for an Ogryn

All eligible units and models receive +I to Brute unit), gaining the Rage special rule.

their Leadership value (to a maximum of However, any unit with these must always

9). Militia Levy squads in an army with this make Sweeping Advances if it is able to.

Provenance gain the Support Squad special

rule.

Gene-crafted................................. +Ioo points
The detachment's troops have been subjected
to deliberate gene-crafting to improve their
physical attributes to superhuman levels, either
by recent modification or owing to some ancient
manipulation to their planetary stock during the
Dark Age ofTechnology. Such manipulations
however are seldom as stable or as predictable as
the Emperor's handiwork

All eligible units and models receive +I to

their Strength and Initiative values (to a

maximum of 4, or 6 in the case of an Ogryn's

Strength). Units and models with this

Provenance may not benefit from the Feel

No Pain special rule from any s (such as

Auxilia Medicae Orderlies, etc).

Feral Warriors ................................. +35 points Traitor Only- Cult Horde ........................................................................................... +35 points
Products of a savage or warlike culture, feral Driven to debasement and lunacy by exposure to the Warp-infected influences offorbidden rites and
warriors, whether from the depths of an underhive hellish lore, some of the indentured armies that were brought to Calth by the Word Bearers, and
or barbaric tribes ofregressive worlds have already which later served the Traitors' cause elsewhere, were murderous beyond reason, their souls and lives
been hardened by a life of violence and had their already forfeit to dark powers.
skills honed in a constant battle for survival.
All eligible units and models with this Provenance gain the Zealot special rule. However,
All ehgible units and models receive a they must always charge an enemy if they are able, and may even charge if they have fired
+I bonus to their WS (to a maximum of weapons in the Shooting phase which would make them ineligible to do so (counting as
4) - Ogryns instead receive +I Attack. A making a disordered charge in this case). Affected models and units with this Provenance
detachment with this Provenance cannot may only make Snap Shots with their shooting attacks and cannot voluntarily Go to
have more units with the Vehicle type in Ground. Grenadier squads may not be taken in an army which uses this Provenance and
total than it does those with the Infantry this Provenance may not be used in conjunction with the Survivors of the Dark Age
type. Provenance.

Option- Blade and Fury: Any unit with Traitor Only- Tainted Flesh ...................................................................................... +3 5 points
this Provenance, other than Ogryn Brute Stranger and more terrible than the madmen who followed the banners of the warp cults were those
squads, gains +I Attack for +25 points per who carried the stigmata of the Warp upon their flesh, forming a parade of horrors unguessed at by
squad. sane minds.

Abhuman Helots ........................... +35 points All ehgible units and models receive the Fear special rule and the Feel No Pain (6+)
Abhumans, often drawn from the helot labour special rule, and their close combat attacks gain the Rending special rule. However, the
classes of afflicted worlds, sub-citizens on the cusp detachment's compulsory Troops choices must be filled by Inducted Levy squads, and
of accepted tolerance levels for mutation and it may not have more Infantry units, excepting HQ choices of other types, than it has
genetic deviance, are often pressed into front line Inducted Levy squads in total. For example, if it has three Inducted Levy squads, it can
fighting by their human Imperial Commanders in have a maximum of three additional Infantry squads of other kinds. The only HQ choices
times of emergency, and suffer this fate even more the detachment can take are the Force Commander and Rogue Psyker entries.
readily at the hands of cult demagogues and petty
tyrants in the Traitors' service. Special Option- Mutant Spawn: Detachments with this Provenance have access to a
unique Heavy Support choice, the Mutant Spawn (see page 209).
All ehgible units and models receive an
increase of +I to their Toughness value but Restriction: This Provenance cannot be taken in conjunction with the Survivors of the
also lower their Initiative value by -I (to a Dark Age, Gene-crafted or Alchem-jacker Provenances.
minimum of I ).

Option- Discipline Collars: Any unit with
this Provenance may be given Discipline
Collars for +20 points per unit (see page I82).

DISCIPLINE MASTER CADRE 20 POINTS PER MODEL

ws BS s Tw I A Ld Sv

Discipline Master 4 3 3 3 2 3 2 8 5+

Unit Composition Options
2-5 Discipline Masters may be Any Discipline Master may take melta bombs ................ +5 points each
taken as a single HQchoice Any Discipline Master may exchange their flak armour for:
for the army, but when units - Carapace armour .................................................................... +5 points each
are deployed must be attached Any Discipline Master may take a refractor field ........... +5 points each
to another unit with the Any Discipline Master may exchange their laspistol for one of the
Infantry type within the same following options:
detachment. They may not - Bolt pistol ................................................. ................................. ......... +2 points
choose to leave this unit during - Hand flamer .................................................................................... +10 points
the game. Only one Discipline - Blast pistol.......................................................................................... +5 points
Master may be attached to each - Needle pistol ..................................................................................... +5 points
unit. Any Discipline Master may exchange their augmented weapon for a:
- Power weapon .... .. ............................................................................. +7 points
Unit Type
• Infantry (Character) Support Officer
A model with this special rule may never be the army's Warlord
Wargear and may not be used to fulfil a compulsory HQchoice on a Force
• Augmented weapon Organisation chart.
• Laspistol or autopistol
• Frag grenades Instil Order
• Flak armour If a model with this special rule joins a unit, the Leadership value
of all the models within it is increased by +I (to a maximum of
Special Rules 9), but if it fails a Leadership test, a re-roll can be made -if this is
• Support Officer done, the unit suffers D3 wounds at AP -.These wounds may not
• Provenance be inflicted on Independent Characters, the Discipline Master
• Instil Order themself or Auxilia Medicae Orderlies who have joined the unit.

SPECIAL HQ RocuE PsYKERs

DETACHMENTS wrrn THE Cuu H oRDE oR TAINTED FLEsH PROVENANCE MAY TAKE A U NIQUE HQTYPE - THE RocUE PsYKER

Rogue Psyker ws BS s T w I A Ld Sv
Rogue Alpha
Possessed 22332318
3334 3429
5 1 5 4 3 4 3 10

Unit Composition Options
• 1 Rogue Psyker • A single Rogue Psyker in the detachment may be upgraded to an:

Unit Type - Alpha Psyker ...................................................................................+25 points
• Infantry (Character) They use the profile shown previously and have a Psychic Mastery Level of z.
• Any Rogue Psyker may exchange their close combat weapon for a:
Wargear
• Close combat weapon -Tainted weapon ................................................................................ +5 points

Special Ru les (All) Possession
• Independent Character If the Rogue Psyker is killed either by losing wounds or as the
• FeelNoPain (5+) result of suffering a Perils of the Warp attack, roll a D6. On a result
• Fear of a 5+ normally or a 2+ in the case of Perils of the Warp, remove
• Possession the model from play and replace them with a Possessed model.
The Possessed model starts with a full complement of wounds.

Special Rules If a Rogue Psyker who is the army's Warlord becomes possessed,
(Rogue Psyker only) they are still counted as destroyed for the purpose of any victory
• Psyker (Mastery Level1) conditions of the mission being played.

Special Rules (Possessed only)
• Daemon
• Rending

Psychic Disciplines
• The Rogue Psyker may

choose from the Pyromancy,
Telekinesis, Biomancy
or Malefic Daemonology
disciplines from the

Warhammer 4o,ooo rulebook.

lMPERIALrs AuxrLIA PLATOON CoMMAND CADRE 30 POINTS

ws BS s T w I A Ld Sv

Platoon Commander 4 4 3 3 2 3 2 7 5+
Militia Bodyguard 3 3 3 3 I 3 I 6 5+

Vox Operator 3 3 3 3 I 3 I 6 5+

Platoon Standard Bearer 3 33 3I 3I 6 5+

Unit Composition Options
• I Platoon Commander The Platoon Command Cadre may include:
• I Vox Operator - Up to four additional Bodyguards .................................... +5 points each
• I Platoon Standard Bearer The Platoon Commander may take melta bombs .................... +5 points
• 3 Militia Bodyguards The Platoon Commander may take a refractor field ................ +5 points
The Platoon Commander may exchange their laspistol and/ or close
Unit Type combat weapon for one of the following:
• Platoon Commander: Infantry - Bolt pistol ........................................................................................... +2 points
- Hand flamer .............................................. ...................................... +IO points
(C h a r a c t e r) - Blast pistol.............................. ............................................................+5 points
• Militia Bodyguards, Vox - Plasma pistol............................................................ ........................+IO points
-Augmented weapon ........................................................................ +2 points
Operator, Standard Bearer: - Power weapon................................ ..... ............................................ +IO points
Infantry - Power fist ................................................................................ .......... +I 5 points

Wargear (All) • The squad's Militia Bodyguards may replace their lascarbines with
• Close combat weapon one of the following options:
• Frag grenades - Close combat weapons ........................ .................................................... Free
• Krak grenades - Shotguns........ .............................................................................................. Free
• Flak armour - Laslocks ..................................................... +10 points for the entire squad
- Boltguns..................................................... +20 points for the entire squad
Wargear - Heavy stubbers ........................................ +35 points for the entire squad
(Militia Bodyguards only) - Grenade launchers with frag & krak +70 points for the entire squad
• Lascarbine or autogun
• The entire squad may exchange its flak armour for:
Wargear (Vox Operator, - Carapace armour ..................................... +IO points for the entire squad
Platoon Commander and
Platoon Standard Bearer only)
• Laspistol or autopistol

Wargear
(Vox Operator only)
• Nuncio-vox

Wargear (Platoon Standard
Bearer only)
• Platoon Standard

Special Rules

lMPERIALIS MILITIA INFANTRY SQUAD 50 POINTS

ws BS s T w I A Ld Sv

Sergeant 3333I 3 2 7 5+
Militia Auxiliary 3333I
3I 6 5+

Unit Composition Options
• I Sergeant • The Sergeant may take melta bombs ............................................ +5 points
• I9 Militia Auxiliaries • The Sergeant may exchange their laspistol and/or close combat

Unit Type weapon for one of the following:
• Sergeant: Infantry (Character) - Bolt pistol ........................................................................................... +2 points
• Militia Auxiliary: Infantry - Hand flamer ....................................................................................+10 points
- Blast pistol.......................................................................................... +5 points
Wargear -Augmented weapon ........................................................................ +2 points
• Auxillia rifle - Power weapon ................................................................................... +5 points
• Laspistol (Sergeant only) • One Militia Auxiliary may carry a Vexilla .................................+IO points
• Close combat weapon • The entire squad may replace its Auxillia Rifles with one of the
• Frag grenades following options:
• Flak armour - Close combat weapons ............................................................................ Free
- Auxilia pistols............................................................................................. Free
Special Rules - Shotguns...........................................................................................+IO points
• Provenance - Lascarbines or autoguns ....................... +Io points for the entire squad
- Laslocks ..................................................... +20 points for the entire squad
Dedicated Transports • The entire squad may be given krak grenades .........................+Io points
• The squad may be purchased

an Auxilia Gorgon Heavy
Transporter as a Dedicated
Transport (see page I98).

INDUCTED LEVY SQUAD 40 POINTS

ws BS s Tw I A Ld Sv

Custodian 3333I 32 7 s+
Levy Auxiliary
2 2 3 3 I 3 I 6 6+

Unit Composition Options
• I Custodian • The Inducted Levy squad may include:
• I 9 Levy Auxiliaries
- Up to thirty additional Levy Auxiliaries ........................ + 2 points each
Unit Type • The Custodian may exchange their laspistol and/or close combat
• Custodian: Infantry
weapon for one of the following:
(C h arac ter) - Bolt pistol ........................................................................................... +3 points
• Levy Auxiliary: Infantry - Hand flamer .................................................................................... +IO points
- Blast pistol.......................................................................................... +5 points
Wargear - Augmented weapon ........................................................................ +2 points
(Levy Auxiliaries only) • One Levy Auxiliary not already upgraded may carry a:
• Auxilia rifles - Vexilla ......................................................................... ....................... +IO points
• Close combat weapon • The entire squad may replace its auxilia rifles with one of the
• Sub-flak armour following options:
- Close combat weapons .................. ... ....................................................... Free
Wargear (Custodian only) - Auxilia pistols.......................................................................... ................... Free
• Laspistol or autopistol - Lascarbines or autoguns .......................................... +IO points per squad
• Close combat weapon - Laslocks ........................................................................ +10 points per squad
• Flak armour • The entire squad may be given frag grenades ...... +10 points per squad
• All of the Levy Auxiliaries in the squad may be given:
Special Rules - Discipline collars ....................................................... +IO points per squad
• Provenance
• Disposable Disposable
The opposing player never gains Victory points for specifically
destroying this unit in missions where this is relevant. This
includes for secondary objectives such as First Blood, but this
does not affect Victory points based on the number of total units
destroyed in a particular game (s uch as for Attrition).

lMPERlALIS MILITIA GRENADIER SQUAD 65 POINTS

ws BS s Tw I A Ld Sv

Grenadier Sergeant 34 3 3 I 32 8 4+

Grenadier 34 3 3 I 3I 7 4+

Special Weapons Grenadier 3 4 3 3 I 3I 7 4+

Unit Composition Options
• I Grenadier Sergeant The squad may include:
• 9 Grenadiers
- Up to eight additional Grenadiers .................................... +s points each
Unit Type The Grenadier Sergeant may take melta bombs .......................+s points
• Grenadier Sergeant: Infantry
The Grenadier Sergeant may exchange their laspistol and/or close
(C haracter) combat weapon for one of the following:
• Grenadier: Infantry - Bolt pistol .................................................... ....................................... +2 points
• Special Weapons Grenadier: - Hand flamer .................................................................................... +IO points

Infantry s- Blast pistol.......................................................................................... + points

Wargear -Augmented weapon ........................................................................ +2 points
• Auxilia rifle (Grenadier only)
• Laspistol (Sergeant only) - Power weapon ................................................................................... +s points
• Close combat weapon
• Frag grenades • One Grenadier may carry a Vexilla ............................................. +IO points
• Krak grenades • The entire squad may replace its lascarbines with one of the
• Carapace armour
following options:
Special Rules - Close combat weapons ............................................................................ Free
• Provenance - Auxilia pistols............................................................................................. Free

Dedicated Transports - Laspistols ........................................................................ +s points per squad
• The squad may be purchased
- Shotguns................ ......................... .............................. +IO points per squad
an Auxilia Gorgon Heavy - Lascarbine or autogun .............................................. +IO points per squad
Transporter as a Dedicated - Laslocks .. ...................................................................... +IS points per squad
Transport so long as it - Lasrifles .................. .............. ......................................... +IS points per squad
numbers 20 models strong. - Augmented weapons ................................................ +IS points per squad
Alternatively, it may take an - Boltguns........................................................................ +30 points per squad
Auxilia Arvus Lighter as a • The squad may be include up to rwo additional Special Weapons
Dedicated Transport so long Grenadiers, each with one of the following weapons:
as the unit is 12 models or less - Special Weapons Grenadier
(see page 202).
with heavy stubber ................................................... +IO points per model
- Special Weapons Grenadier

with rotor cannon .....................................................+IO points per model
- Special Weapons Grenadier with flamer ........... +IO points per model
- Special Weapons Grenadier with melta gun .... +IS points per model
- Special Weapons Grenadier with plasma gun.. +IS points per model
- Special Weapons Grenadier

with grenade launcher (frag & krak) .................. +IO points per model
• If the unit has grenade launchers, they may be upgraded to have the

following grenade rypes. All grenade launchers in the unit must be

upgraded:

- Gas grenades............................................................................ +s point

- Fireburst grenades ................................................................. +5 poin

lMPERIALIS MILITIA FIRE SUPPORT SQUAD 75 POINTS

ws BS s T w I A Ld Sv

Militia Fire Team 3 3 3 3 2 3 2 6 5+

Unit Composition Options
• 5 Fire Teams The Imperialis Militia Fire Support Squad may include:
- Up to five additional Militia Fire Teams ....................... +15 points each
Unit Type The Militia Fire Teams in the squad may exchange their heavy
• Infantry stubbers for any of the alternative heavy weapons shown below:
- Mortar ....................................................................................... +5 points each
Wargear - Twin-linked heavy stubber ................................................. +5 points each
• Laspistol or autopistol - Heavy bolter.......................................................................... +Io points each
• Heavy stubber - Multi-laser................... .................................................... ....... +IO points each
• Close combat weapon - Heavy fl.amer ......................................................................... +IO points each
• Frag grenades - Missile launcher with frag and krak missiles .............. +Io points each
• Flak armour - Autocannon ......................................... .. ............................... +10 points each
- Lascannon .............................................................................. +I5 points each
Special Rules If the squad is armed with missile launchers, the entire squad may
• Bulky be equipped with additional flak missiles ......................... +5 points each
• Provenance
• Support Squad

lMPERIALis MILITIA REcoNNAISSANCE SQUAD 50 POINTS

ws BS s T w I A Ld Sv

Recon Sergeant 34 33 I 3I 8 5+
Recon Auxiliary
3433I 3I 7 5+

Unit Composition Options
• I Recon Sergeant The entire squad may be given Cameoline ............................... +20 points
• 4 Recon Auxiliaries The entire squad may exchange their shotguns for:
- Lasrifles ............................................................................................... +5 points
Unit Type - Shotguns........................................................................................... +IO points
• Recon Sergeant: Infantry - Sniper rifles ..................................................................................... +25 points
The entire squad may be given infravisors ............................... +IO points
(Character) The Sergeant may be given either:
• Recon Auxiliary: Infantry - Melta bombs or a single demolition charge ...................... ...... +5 points

Wargear
• Lascarbine or autogun
• Close combat weapon
• Frag grenades
• Krak grenades
• Flak armour

Special Rules
• Provenance
• Support squad
• Scout
• Infiltrate
• Move Through Cover

AmaLIA GoRGON HEAVY TRANsPORTER 275 POINTS

Gorgon Armour
BS Front Side Rear HP
3 14 14 10 9

Unit Composition Options
• r Gorgon • The Gorgon may be given the following vehicle upgrades:

Unit Type - Up to two hunter-killer missiles ....................................... +5 points each
• Super-heavy vehicle -Armoured Ceramite ...................................................................... +25 points
• The Gorgon may replace both its twin-linked autocannon with:
Wargear - Two twin-linked multi-lasers ................................................................ Free
• Two twin-linked autocannon - Two twin-linked lascannon ........................................................ +20 points
• Gorgon mortar battery • The Gorgon may replace its Gorgon mortar battery with two
forward and two rearward sponson-mounted weapons. These may
Special Rules be either:
• Heavily Armoured Prow - Autocannon .....................................................................................+10 points
• Reduced Blast - Heavy flamers ... ......................................................................................... Free
- Heavy bolters ............................................................................................ Free
Transport Capacity - Multi-lasers ......................................................................................+IO points
• The Auxilia Gorgon Heavy - Lascannon ........................................................................................ +20 points

Transport has a transport Heavily Armoured Prow
capacity of 40 models. (Note The Auxilia Gorgon's assault prow is heavily reinforced to
that the Gorgon model itself withstand withering barrages of enemy fire . The Auxilia Gorgon
is capable of carrying only has a 5+ invulnerable save against attacks that strike its Front
around 15 models in practice, Armour, increasing to 4+ against attacks with the Blast and
nowhere near the 40 that Template type.
it can actually fit in game
terms. During the game, fill Reduced Blast
the Gorgon with as many If the Gorgon is destroyed, modifY rolls made on the Super-heavy
models as you can and keep Catastrophic Damage table by -2 (to a minimum of r).
the other models at the side of
the table. These can then be Gorgon Mortar Battery
placed on the table when they The Auxilia Gorgon is commonly equipped with a single use
disembark). multi-barrelled mortar array designed to saturate a target area
with fragmentation shells before an assault.
Fire Points
• Although it appears Open- Weapon Range Str AP Type
Gorgon mortar n"- 48" 5 5 Heavy 4, Blast (3"),
topped, passengers may not Barrage, Pinning,
fire out of the Auxilia Gorgon One Use
Heavy Transporter.

Access Points
• Although it appears Open-

topped, passengers may only
embark and disembark from
the front ramp access hatch.
Up to two units may embark or
disembark per turn.

lMPERIALrs AuxruA MEDICAE DETACHMENT 40 POINTS

Medicae Orderly ws BS s Tw I A Ld Sv
3
33 3 3I I 7 s+

Unit Composition Options
• 3 Medicae Orderlies • The Medicae Detachment may include:

Unit Type - Up to three additional Medicae Orderlies ................... +IO points each
• Infantry (Character)
Attached Deployment
Wargear Before deployment, each Medicae Orderly must be attached
• Laspistol to one of the other Imperialis Militia units in the army of the
• Close combat weapon type shown in the list which follows, and may not leave that
• Medi-pack unit for the duration of the game unless that unit is destroyed.
• Flak armour If its owning player wishes, multiple Medicae Orderlies may be
attached to a single unit if desired.
Special Rules
• Provenance • Imperialis Militia Platoon Command Cadre
• Attached Deployment • Imperialis Militia Grenadier Squad
• Imperialis Militia Infantry Squad
• Imperialis Militia Fire Support Team

Medi-pack
Comprising a sophisticated array of battlefield medical equipment
and triage materials, backed with the skills to best employ them,
a medi-pack grants its wearer and any unit they have joined the
Feel No Pain (s+) special rule.

AuxrLIA 0GRYN BRUTE SQUAD 120 POINTS

Ogryn Brute ws BS s T w I A Ld Sv

4 2 5 5 3 3 3 6 5+

Unit Composition Options
• 3 Ogryn Brutes • The unit may include:

Unit Type - Up to seven additional Ogryn Brutes ............. ............... +35 points each
• Infantry • The entire unit may exchange their flak armour for:

Wargear - Carapace armour ............................................................................ +25 points
• Close combat weapon • Any model in the unit may be given one of the following options:
• Frag grenades
• Flak armour - Additional close combat weapon ....................................+10 points each
- Power weapon....................................................................... +20 points each
Special Rules - Lascutter .................................................................................+10 points each
• Very Bulky - Ripper gun ................................................................... .......... +10 points each
• Hammer ofWrath - Heavy bolter" ........................................................................ +15 points each
• Stubborn - Combat shield ......................................................................... +5 points each
• Provenance - Boarding shield ....... ............................................................. +10 points each
''In the hands of an Auxilia Ogryn Brute Squad, a heavy bolter is treated as
Assault 3, Range 18".

The Myriad Armies ofthe Auxilia
Although this unit entry represents Ogryns as the most common
type of brute squad found within the Imperialis Auxilia, it could
equally represent trained xenos predator breasts, crude locally
constructed combat servitors, cyber-felid hunters, or even
particularly large and aberrant gene-gholams, depending on the
world from which the regiment was raised.

ENGINSEER AuxruA 65 POINTS

ws BS s T w I A Ld Sv

Enginseer Adept 3 33 3 I 3I 8 3+
Servo-automata 3 345I 6 5+
II

Unit Composition Options
• I Enginseer Adept • The unit may include:
• 4 Servo-automata
- Up to two additional Enginseer Adepts ............. +20 points per model
Unit Type • The unit may include:
• Enginseer Adept Infantry
- Up to four additional Servo-automata............................. +5 points each
(C haracter) • The Enginseer Adept may take any of the following:
• Servo-automata (Infantry)
- Nuncio-vox ......................................................................................+IO points
Wargear (Enginseer Adept) - Augury scanner ................................................................................ +5 points
• Laspistol - Volkite charger ........................................................... ............ ........ +10 points
• Power axe - Graviton gun ................................................................................... +I5 points
• Servo-arm - Infravisor................................. ........................................................... +5 points
• Power armour - Refractor field ................................................................................. +IO points
- Cyber-familiar ......................... .. ...................................................... +IO points
Wargear (Servo-automata) • The Enginseer Adept may take melta bombs................... +5 points each
• Close combat weapon • Any Servo-automata may take one of the following weapons:
- Servo-arm................................................................................. +5 points each
Special Rules - Flamer ....................................................................................... +5 points each
(Enginseer Adept) - Phased plasma-fusil.. ........................................................... +IO points each
• Battlesmith - Rotor cannon ................................................................. ....... +IO points each
• Servo-automata Support - Grenade launcher (Frag and krak grenades) ............... +IO points each
- Heavy bolter.. ........................................................................ +I5 points each
- Multi-melta................... ......................................................... +I5 points each

Special Rules Cybernetica
(Servo-automata) If the Servo-automata are no longer accompanied by an Enginseer
• Cybernetica or Magos, they must take a Pinning test at the start of each
Movement phase unless they are already engaged in combat (in
which case they fight on normally).

Servo-automata Support
For each additional servo-arm equipped Servo-automata in the
unit, the Enginseer gains +I to their Battlesmith rolls (note that a
roll of'I' will still fail regardless of this bonus).

AuxrnA ARvus LIGHTER 75 POINTS

Auxilia Arvus Lighter Armour
BS Front Side Rear HP
3 II II 10 3

Unit Composition Options
• 1 Auxilia Arvus Lighter An Auxilia Arvus Lighter may take any of the following:
- Flare/chaff launcher ................................................................. .... +10 points
Unit Type - Armoured Cockpit ........................................................................ +15 points
• Vehicle (Flyer, Hover, - Illurn flares ......................................................................................... +5 points
- Searchlight.................................................. ......................................... +! point
Transport) An Auxilia Arvus Lighter may take one of the following options:
- A single multi-laser ....................................................................... +10 points
Wargear - A single autocannon .....................................................................+10 points
• None - A single lascannon.........................................................................+20 points
- A twin-linked multi-laser ............................................................ +15 points
Special Rules -A twin-linked autocannon .......................................................... +15 points
• Deep Strike - A twin-linked lascannon ............................................................. +25 points
- Two hellstrike missiles ................................................................. +20 points
Transport Capacity
• An Auxilia Arvus Lighter

has a transport capacity of 12
models.

Fire Points
• None

Access Points
• An Auxilia Arvus Lighter has a

single access hatch on the rear.

lMPERIALrs AuxruA SENTINEL ScoUT SQUADRON 90 POINTS

Auxilia Sentinel ws BS Armour I A HP
S Front Side Rear 3
33 5 10 IO IO I2

Unit Composition Options
o 3 Auxiha Sentinels o The squadron m ay include:

Unit Type - Up to three additional Auxilia Sentinels ............. 30 points per model
o Vehicle (Walker, Open-topped) o Any Auxilia Sentinel may replace its multi-laser with one of the

Wargear following weapons:
o Multi-laser - Heavy flamer .............................................................................................. Free
o Searchhght - Autocannon ............................................................................. +5 points each
o Smoke launcher - Missile launcher (with frag and krak missiles)............. +5 points each
- Lascannon .............................................................................. +IO points each
Special Rules - Multi-melta ......................................... ............ ............. .......... +IO points each
o Move Through Cover o Any Auxiha Sentinel may take any of the following:
o Scout - One hunter-killer missile .................................................... +5 points each
- Combat blades (increases its Attacks by +I) .................. +5 points each

AuXILIA THUNDERBOLT HEAVY FIGHTER 200 POINTS

Thunderbolt Armour
BS Front Side Rear HP
4 II II IO 3

Unit Composition Options
• I Auxilia Thunderbolt • The Auxilia Thunderbolt can be equipped with any of the following:

Heavy Fighter - Ground-tracking auguries ........................................................... +IO points
- Flare shield ...................................................................................... +20 points
Unit Type • The Thunderbolt may exchange its four kinetic piercer missiles for:
• Vehicle (Flyer) - Four hells trike missiles ........................................................................... Free
- Four sunfury heavy missiles ................ ....................................... +20 points
Wargear
• Two twin-linked autocannon Simulacra Repair
• Twin-linked lascannon When a vehicle with this special rule suffers a Glancing hit, roll a
• Armoured cockpit D6. On a 6, the damage is ignored.
• Chafflauncher
• Four kinetic piercer missiles Combat Interdiction
Ifone or more enemy Flyers or Skimmers are already present on
Special Rules the table, failed Reserves rolls for this model must be re-rolled.
• Simulacra Repair
• Supersonic Kinetic Fiercer Missiles
• Deep Strike Designed to intercept and destroy aircraft, these missiles feature
• Combat Interdiction a second-stage solid projectile warhead, which fires a bolt of
molecularly compressed metal into its target at supersonic speeds.

Range Str AP Type

Kinetic piercer 48" 6 2 Heavy I, Missile,
missile Armourbane,
Heat Seeker,
One Use


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