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AGE OF DARKNESS SKIRMISH WARFARE IN THE

SKIRMISH WARFARE IN THE AGE OF DARKNESS...THE HORUS HERESY Primarch Horus was the finest military commander of his age. The Emperor granted him the title of Imperial Warmaster -a high

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Page 1: SKIRMISH WARFARE IN THE AGE OF DARKNESS...THE HORUS HERESY Primarch Horus was the finest military commander of his age. The Emperor granted him the title of Imperial Warmaster -a high

AGE OF DARKNESSSKIRMISH WARFARE IN THE

Page 2: SKIRMISH WARFARE IN THE AGE OF DARKNESS...THE HORUS HERESY Primarch Horus was the finest military commander of his age. The Emperor granted him the title of Imperial Warmaster -a high

THIS IS NOT AN OFFICIAL GAMES WORKSHOP PRODUCT

DEDICATION This work is dedicated to the Games Workshop staff, past and present, who have created a place for my imagination to sit and play, and the admin staff that kept them and the amazing gaming community going. I’ve been in the hobby for over thirty years, there must be something to it. Thank you! DB.

SOURCES This is not an original work, almost all of the words and imagery used were taken from the following sources:• Forge World (www.forgeworld.co.uk): Horus Heresy Black Books 1-8(primary source for background text , images, and troop information), Horus Heresy Red Books ( options for models and the basis for weapon profiles). • Black Library (www.blacklibrary.com): Horus Heresy Novels (Context for thebackground and use of novel cover images, Viva Neil!) • Games Workshop (www.games-workshop.com): Kill Team (layout,typographic elements and rules-set): Codex Space Wolves, Blood Angels, Dark Angels, Space Marines (inspiration for tactics)• Lexicanum Wiki (wh40k.lexicanum.com): (Excellent resource for the minutiaof the setting)

If you enjoy this expansion please consider buying the books/models or supporting the websites that inspired it

Copyright and Legal InformationGW, Games Workshop, Citadel, Black Library, Forge World, Warhammer, the Twin-tailed Comet logo, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, Space Marine, 40K, 40,000, Warhammer Age of Sigmar, Battletome, Stormcast Eternals, White Dwarf, Blood Bowl, Necromunda, Space Hulk, Battlefleet Gothic, Dreadfleet, Mordheim, Inquisitor, Warmaster, Epic, Gorkamorka, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.

• Warhammer 40K Wiki (warhammer40k.wikia.com): (Outstanding HorusHersey background resources, This PDF has pieces copied wholesale from it)

YOU NEED A COPY OF THE KILL TEAM CORE MANUAL TO USE THIS SUPPLEMENT

Page 3: SKIRMISH WARFARE IN THE AGE OF DARKNESS...THE HORUS HERESY Primarch Horus was the finest military commander of his age. The Emperor granted him the title of Imperial Warmaster -a high

THE HORUS HERESY

Primarch Horus was the finest military commander of his age. The Emperor granted him the title of Imperial Warmaster -a high honour, even in an age when brave deeds were commonplace. But the Imperium's hero was to become its deadliest enemy.

On the feral world of Davin, the Warmaster arranged to be inducted into a mystical warrior-lodge. This was not uncommon; Imperial policy approved of such links between feral -world natives and 'the Warriors from the Sky'. However, the warrior-lodge on Davin was not what it seemed. During the initiation, Horus became possessed by a Daemon from the warp. Those who had known Horus well began to speak of changes: lapses in memory, minor changes in habits, small things. Not until the Scouring of lsstvan did the truth become clear.

The Imperial Commander of Isstvan III had declared the system independent. Horus took five Astartes Legiones to crush the rebellion: the World Eaters, Emperor's Children, Death Guards, Thousand Sons and his own Chapter, the Sons of Horus. He introduced the warrior lodges to the Legiones, and the rot spread throughout his command. The Warmaster planned to strike at the Imperium itself, and establish his rule throughout the galaxy. But first, Isstvan had to be dealt with.

The Scouring of Isstvan was a brutal affair. Isstvan III was destroyed by a virus bombardment; twelve billion died instantly. It is said that the psychic death-scream of the doomed world even drowned out the signal of the Astronomican.

During the bombardment, the frigate Eisenstein was seized by a small group of loyal Astartes officers. They fought clear of the war-fleet and carried the news of Horus' corruption to holy Terra. Thus began the Horus Heresy wars.

The Imperium split almost evenly. The corruption of Horus' warrior-cult had spread from his command into several other units. Many more were attracted by his military reputation. Seven Space Marine Chapters- fully one-third of the Legiones Astartes - were sent against Horus. Four of these- the Word Bearers, Night Lords, Iron Warriors and Alpha Legion - joined the Rebels; the others have been purged from Imperial records.

While civil wars raged on a million worlds, Horus struck at Terra. The Mechanicum workshops on Mars were quickly overrun, and as quickly besieged by the Loyalists. Of all the Titan Legions of the Divisio Militaris, only those on Terra remained loyal. Horus landed on Terra, and immediately laid siege to the Emperor's palace. On the 55th day of the battle, as the Inner Palace fell, the Emperor himself teleported into the Rebel command chamber with an elite force of Adeptus Custodes and Imperial Fist Marines. Horus was killed - although his body was never found - and the Emperor was so grievously wounded that he has been confined ever since to the biomechanical life-support unit known as the Golden Throne.

With Horus dead , the Rebels were thrown back from Terra. Soon the whole Sol system was recovered. But across the galaxy, the battles continue - the Rebels have been denied a swift victory, and the fate of Humanity still hangs in the balance. Throughout the lmperium there is war, the most dreadful war that Mankind has ever known. For the first time, blessed Astartes fight their brothers, continents burn and planets are laid bare as the ultimate warriors meet in battle to decide the fate of all Mankind.

- Encyclopaedia Apocrypha Entry 003519 Transcribed by Scribe 1-869893-727 Jonnson, J

020.M31

Declared Heretic Perditia by Inquisitor Thrax Executed 0023.M32

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IM

"Storming the Eternity Wall" Lithograph based on surveillance data by Remembrencer Ianus Miller

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ADDITIONAL RULES

SUPPRESSIONIn games of kill team positioning and movement

of your troops is crucial as is disrupting the plans of your opponent. Suppression is an action available to fire teammodels within your kill team during the Move phase. Instead of moving simply declare that one or more of your models is targeting an enemy model obscured by terrain for suppression. You may suppress one or more enemy models per turn.

To use suppression you must have one or more models with visibility to the target model that is in range of their weapons. Those weapons must be of the following type/minimum attacks: Rapid fire 1, Assault 2, Heavy 3. The number of attacks cannot be random i.e. D3, D6

Suppression causes no hits, there is no hit roll, or damage on a model even if that weapon or model has an ability that would normally allow it to do so. Models engaging in suppression may not move or shoot, including overwatch, for the rest of that round, though they may do so via tactics or specialist abilities.

The target model must make a suppression roll each time they wish to perform any form of move or an action that requires the enemy to be visible, including overwatch. To take a Suppression test for a model, roll a D6 and apply the following cumulative modifiers and consult the table opposite.

D6

The model is suppressed and may not make the action it attempted. Place a suppression token next to the model.

2 or less

3 or more The model may complete its action normally

RESULT

+1

-1

-1

-1

-1

SUPPRESSION ROLL MODIFIERS Suppression fire is coming from long range

Per enemy model engaged in suppression

The enemy is using one or more Heavy weapons

Per Flesh Wound on your model

Your kill team is Broken

They then look up the result on the following table:

NERVE TEST MODIFIERSThe table below replaces the nerve test modifiers

table found in KT-CM pg36.

NERVE TEST MODIFIERSEach other friendly model that is shaken or is outof action

+1

The model has one or more suppression tokens

+1

Each enemy model (including shaken models) within 2" of the model +1

Each other friendly model (other than shakenmodels) within 2" of the model -1

As suppression rolls are triggered per action it is possible for a model to gain multiple suppression tokens per round. Suppression tokens are removed during the morale phase at the same time as Shaken tokens.

Suppression Actions: Attacker (Red), Target (Black)

Visibility: The attacking model must have visibility on the target. If the target model passes a suppression roll to fall back and drops out of visibility then it no longer counted as being under suppressive fire.

Mixed Ranges: Only apply the long range modifier if all models attempting suppressive fire are at long range e.g. if 3 models are engaged in suppressive fire, two at long range and one at short range, you do not apply the long range modifier.

Obscured by Terrain: You may not use suppressive fire against models that are in the open or models obscured by other models in their kill team. However models obscured by an ability or tactic can be targeted by suppression

Suppression Tokens

NOTES ON SUPPRESSION

This page contains the additional rule used in the core games of Kill Team: Age of Darkness. They are a Suppression action for you fire teams and an expanded set of Nerve test modifiers. They go some small way to reflect the horror combat in the Horus Heresy.

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LEGIONES ASTARTESKILL TEAMS

Page 7: SKIRMISH WARFARE IN THE AGE OF DARKNESS...THE HORUS HERESY Primarch Horus was the finest military commander of his age. The Emperor granted him the title of Imperial Warmaster -a high

THE LEGIONES ASTARTESThe Legiones Astartes are the original unit formations of Space Marines, created during the First Founding by the Emperor of Mankind on Terra in the late 30th Millennium. Founded before the start of the Great Crusade that reunited the scattered worlds of humanity beneath the banner of the Imperium of Man, while the Unification Wars were still raging on Terra.

Of the twenty original Space Marine Legions, eighteen would survive to grow into vast forces by the end of the Great Crusade in the early 31st Millennium; as for those that did not (the IInd and XIth Legions), nothing can be said of their fate in current Imperial records. Nine of these Legions would continue to stay utterly loyal and faithful to the Emperor of Mankind during the Horus Heresy and thus they serve as the genetic forbears of all current Loyalist Space Marine Chapters of the present era. The Space Marine Legions and their Primarchs were the Emperor's primary military force and most important advisers, respectively, and were intended to be the political and military speartip of the Great Crusade.

A Space Marine Legion was a frontline force of shock-infantry comprising tens of thousands of Astartes warriors armed and equipped with the finest wargear the Imperium could supply. A Space Marine Legion can number anywhere from 10,000 to more than 250,000 Space Marines, as well as the Legion's logistical support forces and fleet elements. A force of a hundred of these genetically and biochemically-enhanced transhuman warriors could quell a rebellious city in solar hours. Thousands could conquer a world in only solar days, and tens of thousands or even hundreds of thousands wielded at once were the doom of entire species, capable of reducing alien civilisations to mere dust and memory in a span no greater than the single course of Terra's orbit around the Sun.

Founded amid the bloodshed of the Unification Wars of Terra that swept the Emperor of Mankind to dominion over the cradle of humanity, the original military formation of the Legions was the division of twenty numbered units of enhanced warriors, organised very much along the lines of the Thunder Regiments that proceeded them in the Emperor's service and who they would eventually replace. Much of the discipline and organisation of the early Astartes Legions owed greatly to the ancient and proven Terran patterns of military strategy, hierarchy and functions as laid down in the revered texts of the Principia Belicosa of Roma and Krom's fragmentary New Model that had survived in the hands of the tyrants of Old Earth down the blood-stained generations of the Age of Strife.

To these venerable treatises the Emperor and His commanders had added their own genius and created a sturdy but adaptable strategic framework that spoke to the fundamental strengths and superhuman abilities of the Astartes themselves. At the outset of the Great Crusade in circa 800.M30, many of these early Legions were raised along the so-called "Terran Pattern" of organisation as formulated by the Imperium's Officio Militaris.

LOYALISTSDark AngelsWhite ScarsSpace wolvesImperial FistsBlood AngelsIron HandsUltramarineSalamandersRavenguard

TRAITORSEmperors Children

Iron WarriorsNight Lords

World EatersDeath Guard

Thousand SonsSons of HorusWord BearersAlpha Legion

LINES ARE DRAWNThe Allegiances of the Legiones Astartes are perhaps more fluid than any commander would admit. While the broad lines of the Horus Heresy were drawn at the Dropsite Massacre of Isstvan V the truth is far from simple.Many legions suffered a crisis of faith in the leadership and purpose of Imperium of Man. Some Loyalist legions discovered small enclaves of renedages which were either destroyed or managed to escape their parent legion to join the Warmasters forces.The Traitors themselves largley purged their forces of their sizable loyalist elements at the betrayal of Isstvan III.Of all the Legiones Astartes only one turned from the Imperium as a complete force. The architects of the Horus Heresy, The Word Bearers of Primarch Lorgar Aurielian.

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C.. g K T

CHOOSING AN AGE O ARKNESS KILL TEAM

p g g p p g g

p

Some legions specialise in uni ue forms of arfare and therefore ill ha e an Alternate ormation that if the pla er ishes replaces this rule hile allo ing the force to e attle- orged

our legiones ill team cannot cost more than 10 Āpoints.

T CT CIn addition to the generic tactics found on Kill Team Core Manual KTCM pg the legiones Astartes ha e their o n uni ue doctines of ar Thus each Legion pla s differentl due to thier o n indoctranation and the desire of their Primarch ach legion has ne tactics including The Primarch s Strateg a one use tactic that effects ALL legion models in our ill team

- g K TIn addition to the rules laid out on KTCM-pg ou must adhere to the follo ing restrictions

alterations for legiones astartes ill teams

K

All the mem ers of our ill team must ha e the same L IO S ASTART S e ord

our ill team must consist of at least si models ou ma not include more than t o sergeants in our

legiones Kill team one of hom must e our leader A legiones ill team must include a tactical marine of an t pe for each other t pe of marine in the force

xam le A team of marines could comprise of 1 tactical sergeant 1 tactical support marine tactical marines and of an other t pe of

marines

g pIn addition to the specialists alread a aila le to them KTCM-pg ou ma also choose from the follo ing uni ue legiones astartes specialists

eralds the Ve ila earers and oices of their Primarch Moritats dar aspected illers of Man inds enemies Siege rea ers masters of siege arfare and

oid oarding actions Vigilators the scout-assassins of the legions first amoung the anguard

M CK - In open terrain a model ith a ump pac canmo e o er other models and open terrain as if the

ere not there ithin single stor or terrain that is assumed to e single stor a model ith a ump pac mo es as if the did not ha e a ump pac

- A model ith a ump pac ma land upon terrain features here appropriate ut must pass a difficult terrain test or fall off the terrain feature

ote that this test cannot e a oided or automaticall passed ia tactics or legion specific rules Roll the dice

- hen ma ing a charge if successful roll a dice on a the target is noc ed ac inches The charge is still counted as successful and the attac er ma pile in as normal

CThe orus eres is a time of total ar here rother fights rother hen choosing our force it must

elong to one of the follo ing gaining that e ord

There ere e ceptions of course The lac shield ar ands fight primarill for sur i al so the do not

ha e to choose an Allegiance unless the pla er ishes

LO ALIST Steadfast sons of the mperor fighting to deffend the dream of the reat Crusade TRAITOR Iconoclastic follo ers of armaster

orus that ish to tear do n the Imperium of Man

. EA S ORT

g TUse this tactic at the start of the game Pic one Tactical Support Marine This model is no a ea Support Marine The ma s ap their oltgun and

olt pistol for a ea olter ea lamer Autocannon Missile launcher ith frag and ra missiles Plasma cannon Vol ite cul erin This tactic can onl e used once per game

2 COMMAND POINTS

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RECON MARINENAME M WS BS S T W A Ld Sv Max

Recon Marine 6" 3+ 3+ 4 4 1 1 7 3+ -

Recon Gunner 6" 3+ 3+ 4 4 1 1 7 3+ 2

Recon Sergeant 6" 3+ 3+ 4 4 1 2 8 3+ 1

This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.Up to two Recon Marines in your kill team can be Recon Gunners, and one Recon Marines in your kill team can be a Recon Sergeant.

WARGEAR OPTIONS • A model may replace their boltgun with a combat knife or Astartes shotgun, or a sniper rifle.• A Recon Gunner may replace their boltgun with a sniper rifle.

•Any model may take a camo cloak.One model may take an Astartes-Vox or Auspex.A Recon Sergeant may replace their bolt pistol and boltgun with a Combi-Weapon of any type. Alternatively, hemay be armed with a plasma pistol, hand flamer or volkite serpenta, and may also take a chainsword, power fist,power sword or a single lightning claw.

ABILITIES And They Shall Know No Fear, Transhuman Physiology, Camo Cloak, and Auspex: Rules found on page 84 of the Kill Team Core ManualRecon Armour: Any Recon model may replace their power armour for Recon Armour, change Sv to 4+ and gain a camo cloak for free.

FACTION KEYWORD

KEYWORDS

LEGIONES ASTARTESIMPERIUM, INFANTRY, RECON

TACTICAL MARINENAME M WS BS S T W A Ld Sv Max

Tactical Marine 6" 3+ 3+ 4 4 1 1 7 3+ -

Tactical Support 6" 3+ 3+ 4 4 1 1 7 3+ 2

Tactical Sergeant 6" 3+ 3+ 4 4 1 2 8 3+ 1

This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.Up to two Tactical Marines in your kill team can be Tactical Support, and one Tactical Marine in your kill team can be a Tactical Sergeant.WARGEAR OPTIONS

• Tactical Support Marines in your kill team may replace their boltgun with a flamer, meltagun, plasma gun,volkite charger, volkite caliver or rotor cannon

• A Tactical Sergeant may replace their boltgun and/or chainsword for a Combi-Weapon of any type, plasmapistol, heavy chainsword, power fist, power sword or a single lightning claw.

ABILITIES Fury of the Legion: When two or more Tactical Marines remain stationary their boltguns count as Assault 2 instead of Rapidfire for that turns shooting phase.

Leader (Sergeant only), Comms, Demolitions, Heavy (Tactical Support only), Herald, Medic, Scout, Sniper, Veteran

LEGIONES ASTARTESFACTION KEYWORD

KEYWORDS IMPERIUM, INFANTRY, TACTICAL MARINE

SPECIALISTS

SPECIALISTS Leader (Sergeant Only), Heavy (Gunner only), Comms, Demolitions, Scout, Sniper, Vigilator (Gunner only)

And They Shall Know No Fear, Transhuman Physiology, and Auspex: Rules found on page 84 of the Kill Team Core Manual

Any model may take a chainsword•One model may take an Astartes-Vox or Auspex.•

Astartes-Vox: You can re-roll failed Suppression tests for LEGIONES ASTARES models while a friendly model with an Astartes-Vox is on the battlefield and not shaken.

Astartes-Vox: See Recon entry above

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SIEGE MARINEM WS BS S T W A Ld Sv MaxNAME

Siege Marine 6" 3+ 3+ 4 4 1 1 7 3+ -

Siege Gunner 6" 3+ 3+ 4 4 1 1 7 3+ 1

Siege Sergeant 6" 3+ 3+ 4 4 1 2 8 3+ 1

This model is armed with a boltgun, bolt pistol, hardened armour, boarding shield, frag grenades and krak grenades.One Siege Marine in your kill team can be a Siege Gunner, and one Siege Marine in your kill team can be a Siege Sergeant.

WARGEAR OPTIONS • One model may take an Astartes-Vox• A Siege Gunner may replace their boltgun with a flamer, meltagun, grav-gun, volkite charger or Lascutter

A Siege Sergeant may replace their boltgun for a combi-weapon of any type or a plasma pistol.

ABILITIES

And They Shall Know No Fear, Transhuman Physiology: Rules found on page 84 of the Kill Team Core ManualHardened Armour: Re-roll failed saves from weapons that automatically hit this model. Advances and charges made by this model are reduced by 2".

FACTION KEYWORD

KEYWORDS

Leader (Sergeant only), Comms, Demolitions, Heavy (Gunner only), Medic, Siege Breaker, Veteran LEGIONES ASTARTESIMPERIUM, INFANTRY, SIEGE MARINE

ASSAULT MARINENAME M WS BS S T W A Ld Sv Max

Assault Marine 6" 3+ 3+ 4 4 1 1 7 3+ -

Assault Champion 6" 3+ 3+ 4 4 1 2 7 3+ 2

Assault Sergeant 6" 3+ 3+ 4 4 1 2 8 3+ 1

This model is armed with a bolt pistol, chainsword, frag grenades and krak grenades.Up to two Assault Marines in your kill team can be Assault Marine Champions, and one Assault Marine in your kill team can be a Assault Sergeant.WARGEAR OPTIONS

• An Assault Sergeant may replace their chainsword with a Heavy Chainsword, Power weapon, Singlelightning claw, Thunder hammer or Powerfist. Alternatively, he may exchange his bolt pistol andchainsword for a pair of lightning claws.

ABILITIES Jump Pack: This model can move across other models and open terrain as if they were not there. If the terrain feature is enclosed this model must remain within that terrain feature.

Leader (Sergeant only), Combat, Comms, Demolitions, Moritat (Champion Only), Scout, Veteran

FACTION KEYWORD

KEYWORDS

LEGIONES ASTARTESIMPERIUM, INFANTRY, ASSAULT MARINE

SPECIALISTS

SPECIALISTS

And They Shall Know No Fear, Transhuman Physiology: Rules found on page 84 of the Kill Team Core Manual

• Any model may take a jump pack and/or a combat shieldAn Assault Champion may replace their replace their bolt pistol with either a hand flamer or Plasma Pistol.Alternatively they may replace their chainsword with a bolt pistol or a power weapon

Boarding Shield: Model counts as always being obscured, even when in the open

Combat Shield: Model may re-roll failed armour rolls in combat

Astartes-Vox: You can re-roll failed Suppression tests for LEGIONES ASTARES models while a friendly model with an Astartes-Vox is on the battlefield and not shaken.

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0" ea 0 1

hen attac ing ith this eapon choose one or oth of the profiles elo If ou choose oth su tract 1 from all hit rolls made for this eapon

Rotor Cannon

Combi- renade Launcher

- Boltgun 24" Rapid Fire 1 4 0 1 -- renade launcher - rag grenade - Kra grenade

Combi-Vol ite When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.

- Boltgun 24" Rapid Fire 1 4 0 1

- Vol ite Charger 1 " Assault 5 -1 1

24" -1 -24" Assault 0 1 -

When attacking with this weapon, choose one of the profiles below.

-ach time ou ma e a ound roll of for this eapon

the target suffers an additional mortal ound

Assault 1

ach time ou ma e a ound roll of for this eapon the target suffers an additional mortal ound

ach time ou ma e a ound roll of for this eapon the target suffers an additional mortal ound

ach time ou ma e a ound roll of for this eapon the target suffers an additional mortal ound

ach time ou ma e a ound roll of for this eapon the target suffers an additional mortal ound

Vol ite Cali er 0" ea -1 1

Vol ite Charger 1 " Assault 5 -1 1

Vol ite Cul ern " ea - 1

Vol ite Serpentia 10" Pistol 1 5 -1 1

When attacking with this weapon, choose one of the profiles below.Plasma Cannon- Standard " ea 7 -3 1 -

- Supercharge " ea 8 -3 2 On an unmodifi d hit roll of 1, the bearer is taken out ofaction.

" ea -1Autocannon -

-

Melee Melee 1+2 -

ea Chains ord hen attac ing ith this eapon ou must su tract 1 from the hit roll

Melee Melee 2 -Thunder ammerhen attac ing ith this eapon ou must su tract 1

from the hit roll

Melee Melee 1User -Lightning Cla sou can re-roll failed ound rolls for this eapon If orn as a pair ma e 1 additional attac ith them

Melee Melee -Lascutter This eapon hits infantr on

T TK T C M g - A PTUS ASTART S- Astartes Shotgun olt Pistol oltgun lamer rag renade ra - un ea olter Kra renade Meltagun Missile Launcher Plasma Pistol Plasmagun Sniper Rifle- Chains ord Com at nife Po er fist Po er s ord- Auspe Camo CloaK T C M g 1 AT ATC- ea lamerK T C M g 1 ST AL R CULTS- and lamer

eapons on this page mar ed ma onl e ta en if using the ea Support tactic

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KILL TEAM

MODELPOINTS PER MODEL

(Does not include wargear)131414

Recon Marine - Recon Gunner - Recon Sergeant

121313

Assault Marine - Assault Champion - Assault Sergeant

141515

Siege Marine - Siege Gunner - Siege Sergeant

121313

Tactical Marine - Tactical Support - Tactical Sergeant

RANGED WEAPONSPOINTS PER WEAPON

42253325

WEAPONAutocannonCombi-Grenade LauncherCombi-VolkitePlasma CannonRotor CannonVolkite CaliverVolkite ChargerVolkite CulvernVolkite Serpentia 1

MELEE WEAPONSPOINTS PER WEAPON

23

2/33

WEAPONHeavy ChainswordLascutterLightning Claw/PairThunder Hammer

OTHER ITEMSPOINTS PER WEAPON

0231

WEAPON Boarding Shield Combat Shield Jump Pack Astartes-Vox

EXISTING POINTS VALUES FOUND AT:Kill Team Pg 87 (ADEPTUS ASTARTES)Kill Team Pg 91 (DEATHWATCH)Kill Team Pg 188 (GENESTEALER CULTS)

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LeaderSpecialists

HERALD SPECIALISTSAs the wars of the Horus Heresy spread to consume the galaxy, billions fought and died under thebanners of warlords they had never seen or heard firsthand, and even among those such as the LegionesAstartes, near-religious fervour became common for those artefacts touched by Primarch, Warmasteror Regent, and given to a chosen emissary as a sign of authority and favour. The Blackshields, havingobscured their heraldry or cast aside former masters were no different, their strange sigils or blackenedflags becoming totems of destruction and the foresworn.

I AM WITH YOU

Level 2 Herald TacticUse this Tactic when you pick a Herald of Level 2 or higher from your kill team to shoot in the Shooting phase. Choose another friendly model within 12". That model ignores penalties to its leadershp characteristic and Nerve tests.

1 COMMAND POINT

IN THE PRIMARCH'S NAME

Level 3 Herald TacticUse this Tactic at the start of the battle round, if a Leader of Level 3 or higher from your kill team is on the battlefield and not shaken. You may use the Primarchs Strategy for your legion a second time. This tactic may only be used once per game.

2 COMMAND POINTS

LEGION EXAMPLAR

Level 1 Herald TacticUse this Tactic at the start of the battle round, if a Herald of Level 1 or higher from your kill team is on the battlefield. This model ignores penalties to its leadershp characteristic and Nerve tests.

1 COMMAND POINT

HERALD LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

OR

OR

OR

Choose any ability from this ability tree that you have not yet chosen for this model.

Inspiring: Friendly models within 3" of this model – as long as it is not shaken – automatically pass Suppression tests.

Unbowed: Roll a D6each time this modelloses a wound. On a 6 the wound is ignored.

Unbroken: You can add1 to saving throws for

this model.

The Primarch's Eye: Roll a D6 each time you use a Tactic while this

model is on the battlefield and not shaken. On a 6 the

Command Points spent on that Tactic are

immediately refunded.

Herald of Death: Enemy models suffer -1Leadership whilst they

are within 6" of thismodel, as long as it is

not shaken.

For the Legion: Add 1 to the Leadership

characteristic of models from your kill team

within 6" of this model, as long as it is not

shaken.

Exemplar: This modelautomatically passes

Nerve tests.

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LeaderSpecialists

MORITAT SPECIALISTSSaid by some to be no less than death incarnate, and by others to be dishonourable murderers with noplace in the Imperium’s order of battle, Moritats are lone killers operating outside the Legion’s usual command structures at the behest, or at least sufferance of its high commanders. Regarded by their fellow Astartes as dangerously unstable outcasts —perhaps created by some seldom-exposed flaw of gene-seed or indoctrination— they are also savage and proficient warriors however, having become one with the act of killing, honing their superhuman reflexes to gun down their foes at close quarters to a preternatural degree.

CYCLONIC DEATH

Level 2 Moritat TacticUse this Tactic when you pick a Moritat specialist from your kill team to shoot in the Shooting phase. This model takes one shot at each enemy model within 12". You must subtract 1 from any hit rolls made when firing this models weapon this battle round

1 COMMAND POINT

HUNTER'S CHARGE

Level 3 Moritat TacticUse this Tactic when a Moritat specialist of Level3 or higher from your kill team finishes a chargemove within 1" of an enemy model. Roll a D6; on a 5+ that enemy model suffers 1 mortal wound.

1 COMMAND POINT

HAIL OF FIRE

Level 1 Moritat TacticUse this Tactic when you pick a Moritat specialist from your kill team to shoot in the Shooting phase. You can add 1 to the number of shots fired by that model’s Pistols. (e.g. a bolt pistol would fire 2 shots instead of 1)

1 COMMAND POINT

MORITAT LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

OR

OR

OR

Choose any ability from this ability tree that you have not yet chosen for this model.

Hardened: This model never counts its own Flesh Wounds when calculating

modifiers for an injury roll.

Cold Blooded: This model automatically passes Nerve tests.

Loner: This model generates 1 Command Point at the beginning of each battle round, unless it is shaken or

out of action. This Command Point

can only be used forMoritat Tactics.

Gunslinger: This model may shoot with their

pistols even if it Advanced earlier in that battle round. You must subtract 1 from any hit rolls made when firing that weapon this battle

round

Fearsome Killer: Your opponent(s) must add 1

to Nerve tests for any enemy models within 6" of this model, as long as

it is not shaken.

Chain Fire For every successfully rolled hit, this model may make an immediate additional shooting attack with the same weapon against the same target. These additional shots do not themselves generate additional attacks

Close Fire: This model may use their pistols in the

Fight Phase, As such, its pistols gain the Melee type.

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LeaderSpecialists

SIEGE BREAKER SPECIALISTSThe wreckers of cities, the bringers-down of fortress walls and the shatterers of strongholds, Siege Breakers are officers of the Legion whose speciality is precisely applied destruction against strategic targets. Placed often in command of armoured spearhead assaults and frontline artillery units, they prefer to closely observe their work, rather than sit back behind the lines, and so are deadly efficient in adapting their force’s attack patterns from moment to moment..

NO MERCY!

Level 2 Siege Breaker TacticUse this Tactic when you pick a Siege Breaker specialist of Level 2 or higher from your kill team to shoot in the Shooting phase. That model can shoot twice in this Shooting phase; after they have shot a first time, immediately shoot with them again. You cannot use this Tactic in the same battle round as the Breacher Ammo Tactic.

1 COMMAND POINT

INTIMIDATION

Level 3 Siege Breaker TacticUse this Tactic during your opponent’s turn in the Movement phase. Pick a Siege Breaker specialist of Level 3 or higher from your kill team that has been the targeted by a charge, before your opponent makes the charge roll with three dice and must choose the lowest two.

1 COMMAND POINT

BREACHER AMMO

Level 1 Siege Breaker TacticUse this Tactic when you pick a Siege Breaker specialist from your kill team to shoot in the Shooting phase. Targets hit by this model must re-roll successful Save rolls of 6+.

1 COMMAND POINT

SIEGE BREAKER LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

OR

OR

OR

Choose any ability from this ability tree that you have not yet chosen for this model.

Breacher: You can add 1 to this model’s wound rolls against targets that are obscured.

Forward Scout: Thismodel automatically

passes dangerous terraintests

Wrecker: One ranged attack by this model increases its damage

and AP by 1

Bring it Down: A successful hit on a terrain feature will

change it to Dangerous terrain. If the target is

already dangerous terrain then the

dangersous terrain test is taken with a -1 modifier

Siegemaster: You can add 1 to Injury rolls

caused by this model’s attacks in the Shooting

phase if those Injury rolls are for models that

are obscured.

Mobile: This modeldoes not suffer the -1penalty for shooting with a Heavy weapon after moving in the preceding Movement phase, or for shooting an Assault weapon after Advancing.

Grenadier: Add 3" to therange of any Grenades this model uses. You can also re-roll hit rolls of 1.

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LeaderSpecialists

VIGILATOR SPECIALISTSHighly skilled as watchers and hunters among their brethren, operating often on their own or in command of reconnaissance detachments, Vigilators are the eyes of their Legion on the ground, their wisdom paramount in scouting out the foe’s disposition and strength, and determining the best place to strike. Theirs is also are the art of sabotage and assassination, and while some Legions are more inclined to such subtleties than others, all see their military value.

I SEE YOU

Level 2 Vigilator TacticUse this Tactic when you pick a Vigilator specialist of Level 2 or higher from your kill team to shoot in the Shooting phase. Until the end of the phase, when that model shoots at obscured targets they are considered not to be obscured.

1 COMMAND POINT

ENEMY CONTACTS

Level 3 Vigilator TacticUse this Tactic at the end of the Movement phase. Pick a model from your kill team within 12" of a friendly Vigilator specialist of Level 3 or higher. Ready that model.

1 COMMAND POINT

UNSTOPPABLE

Level 1 Vigilator TacticUse this Tactic when you pick a Vigilator specialist from your kill team to move in the Movement phase. You can either increase the model’s Move characteristic by 2" this phase, ignore difficult terrain modifiers or you can re-roll the dice when this model Advances in this phase.

1 COMMAND POINT

VIGILATOR LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

OR

OR

OR

Choose any ability from this ability tree that you have not yet chosen for this model.

Versatile: When this model fires a bolt weapon they can choose one kind of ammunition from the special issue

ammunition table on page 89 of the KT Rulebook

Forward Scout: Thismodel automatically

passes dangerous terrain tests

Eagle-eye: Increase theRange characteristic of

all Rapid Fire and Heavy weapons this model is

armed with by 6".

Observer: If this modelis in your kill team, youcan roll a D6 at the startof the Scouting phase.

On a 4+ you can pick anadditional strategy.

Skirmisher: Youropponent(s) must

subtract 1 from hit rollsfor shooting attacks thattarget this model if thefiring model is more

than 12" from this model and this model is not shaken or obscured.

Triangulator: Onceper Shooting phase,when you pick a modelfrom your kill team toshoot a Heavy weapon, if this model is not shaken, you can re-roll the dice when determining thenumber of attacks thatmodel can make.

Assassin: You can re-roll wound rolls of 1 for this model when it makes a

shooting attack.

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LEGION RULES

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DARK ANGELSMasters of the Blade: may re-roll failed hit rolls of 1 for Chainswords, Heavy Chainswords, Power Swords, Calibanite warblades and combat blades Weapons of Old Night: Any model armed with a power sword may take a Calibanite warblade for free. Any model that can take a plasma gun may instead be armed with a plasma repeater for 3 pts.

When attacking with this weapon, choose one of the profiles below.Plasma repeater - Standard 12" Heavy 3 7 -3 1

- Supercharge 12" Heavy 4 8 -3 2

-On an unmodified hit roll of 1, the bearer is taken out of action.

WEAPONS OF OLD NIGHT WEAPON RANGE TYPE S AP D ABILITIESCalibanite Warblade Melee Melee +1 -3 1 -

If your Kill Team is formed from the Dark Angels Legion your faction Keyword changes to LEGIONES ASTARTES (DARK ANGELS). In addition the following special rules apply:

THE 1ST LEGIONThe Dark Angels were the first of the Emperor's Space Marine Legions, and in their earliest incarnation fought as the personal army of the Master of Humanity in the dawning years of the Great Crusade and in the shadowed campaigns that preceded it.Unyielding, technologically capable, ruthless and insular, the Dark Angels at the time of the Horus Heresy were once again a powerful and highly independent Legion, used to operating on its own to conduct large scale campaigns and Compliance actions.The fear of the Ist Legion's intervention led the machinations of the Warmaster to ensure that when his treacherous plans came to fruition, the Dark Angels had been despatched to the outer edges of the Imperium where they would be unable to interfere, at least for a time.

Dark Angels Legion Icon,Late Crusade era Common Armorial Use

Tactical Legionnaire clad in MK II armour. The insignia and heraldry are indicative of the feudal hierarchy within the Dark Angels

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DARK ANGELS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (DARK ANGELS)Faction keyword, you can use Dark Angels Tactics.

TRUST IN THE CIRCLES

Dark Angels TacticUse this tactic at the start of your movement phase. Pick a model from your kill team, you can subtract 1 from Nerve tests for this model and models from your kill team within 6" of this model for the rest of the battle round

2 COMMAND POINTS

RAVENWING PROTOCOL

Dark Angels TacticUse this Tactic in the Movement phase when a model from your kill team Advances. Add 6" to the model's Move characteristic for that Movement phase instead of rolling a dice. In addition the model may fire any weapon as if they did not advance

2 COMMAND POINTS

LEGACY OF THE ORDER

Dark Angels TacticUse this Tactic when a model from your kill team is chosen to attack in the Shooting or Fight phase whilst there is another model from your kill team within 2" of it. Until the end of the phase, re-roll wound rolls of 1 for both models.

1 COMMAND POINT

DECAPITATING STRIKE

Dark Angels TacticUse this Tactic at the start of a Fight Phase. Any wound rolls of 6 you make for this model in the Fight phase inflict 1 mortal wound on the target in addition to any other damage.

1 COMMAND POINT

SIRE OF THE DARK ANGELS

Dark Angels Primarch TacticUse this Tactic at the start of the Initiative phase. All Dark Angel moels add +1 to all to hit rolls in either the Shooting OR fight phases for the rest of the battle round. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

LION EL'JONSONLion El'Jonson, often times referred to as The Lion, is the Primarch of the 1st Legion, the Dark Angels. Raised on Caliban, a beautiful but blighted world tainted by the warp due to its proximity to the Eye of Terror, he spent his early life fighting the tainted monsters of the arboreal world. In recognition of his triumph against the Great Beasts, Lion El'Jonson was proclaimed the new Supreme Grand Master of The Order and Caliban as a whole. The Lion gained notoriety for his leadership and combat capability in the Great Crusade, but was too secretive and stoic to be considered for the honour of Warmaster. Indeed, the Lion himself admitted he had difficulty understanding the emotions of others. This emotional blindness led some of his followers to begrudge Jonson the great honours he has won, these small pangs of jealousy would, at the end of the Heresy, lead to utter betraya.l

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EMPEROR'S CHILDRENSeekers of Perfection: The Emperor’s Children player may re-roll one of the initiative dice during each initiative phase. Palatine Charge: In a turn where the Emperor's Children have the Initiative all models may roll 3 dice for Charges and choose the 2 highest.Sonic Shriekers: The Legions first step in what would become a darker path: Any non specialist model may take Sonic Shriekers for 3pts. Enemies in base to base contact with these models suffer -1 to hit when they attack.

If your Kill Team is formed from the Emperor's Children Legion your faction Keyword changes to LEGIONES ASTARTES (EMPEROR'S CHILDREN). In addition the following special rules apply:

THE 3RD LEGIONThe Emperor’s Children have always striven to be exemplars above all others in the arts of war; scorning those who do not meet their own, perhaps unattainable, standards. This led them to seek perfection in war as a fluid, lightning-quick force whose battles were preordained victories brought about by a combination of acute strategic planning and flawless execution. Their attitudes and manner led some to name them as arrogant and vain glorious long before the Heresy, but the Legion's warriors were always ready to answer any such slight with blood.To the Emperor’s Children, before there fall from grace, war was a matter of perfection incarnated in violence, intent and action. The Legion took great pride both in its excellence on any battlefield, and its ability to systematise and replicate any tactic or strategic deployment it needed.

Pre-Heresy Legion Icon,Early Crusade era Common Armorial

Tactical Support Legionnaire in MK III 'Iron' armour, an uncommon armour type in the legion due to its perceived lack of perfection.

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EMPEROR'S CHILDREN TACTICS

MEDICAE-EVOLUTION

Emperor's Children TacticPick a model from your kill team and roll a D6. On a 1 that model is ravaged by the drugs and suffers D3 mortal wounds. On a 2+Roll on the Combat Drugs table on KTCM-Pg142 and apply the result.

2 COMMAND POINTS

REPOSITION

Emperor's Children TacticUse this Tactic in the Shooting phase when you pick a model from your kill team to shoot. Instead of shooting, that model can immediately make a normal move as if it were the Movement phase, but instead of moving up to their Move characteristic they move up to 2D6".

2 COMMAND POINTS

SUBPHONIC GRENADE

Emperor's Children TacticUse this Tactic when you choose a model in your kill team to shoot with a grenade weapon. If an enemy model is hit by any attacks made with that weapon this phase, then, in addition to the normal effects, roll 3D6. If the result is higher than the target's Leadership characteristic, it suffers 1 mortal wound.

SONIC CASCADE

Emperor's Children TacticUse this Tactic at the start of the Fight phase. Pick an enemy model that is within 1" of any of your models and roll a D6. On a 4+, that enemy model suffers 1 mortal wound.

1 COMMAND POINT

2 COMMAND POINTS

If every model in your kill team has the LEGIONES ASTARTES (EMPEROR's CHILDREN) Faction keyword, you can use Emperor's Children Tactics.

SIRE OF THE EMPEROR'S CHILDREN

Emperor's Children Primarch TacticUse this Tactic at the start of the Initiative phase. The Emperor's children player automatically gains Initiative. Additionally all Emperors Children add 1 to the models attack characteristics for this fight phase. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

FULGRIMThe mercurial and prideful Fulgrim is the Primarch of the Emperor’s Children Legion. Fulgrim strove to be a paragon in all things: generalship, martial skill, governance, reason and endeavour, and passed on his values to the legion where they became enshrined as a remorseless dedication to perfection in war. Such all-consuming ambition came as the price of Vainglory and hubris for the Emperors children and their master, and they swiftly became ensnared in the Warmaster’s conspiracy. When the loyalist legions arrived in the Isstvan system, the Emperor's Children were at the forefront of the fighting, aiding in the massacre of their former brethren. During the infamous Drop Site Massacre, Fulgrim and Ferrus Manus met once again, and had their final and fateful duel.

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IRON WARRIORSWrack: Iron Warriors fought in some of the most destructive and ravaging battle of the great crusade, inuring them to its effects. Iron warriors automatically pass the first suppression test they are required to make per game.Ruin: The grenades used by the Iron Warriors are specially designed to rend armour and rip the flesh within to bloodied ribbons. Iron Warrior Frag grenades have an AP of -1 and Krak grenades have an AP of -2 Alternate composition: Instead of the standard requirment for tactical marines a battle-forged Iron Warrior Kill Team must include at least 3 Siege Marines.

If your Kill Team is formed from the Iron Warriors Legion your faction Keyword changes to LEGIONES ASTARTES (IRON WARRIORS). In addition the following special rules apply:

THE 4TH LEGIONThe Iron Warriors are the grim-faced, cold-hearted masters of the science of war, the exemplars of strength and discipline turned exclusively to the systematic destruction of an enemy. The Legion is commanded by its Lord Primarch as an extension of his own mind and body, the will of each Legionary utterly sublimated to his conception of victory. More so than in any other Legion, the life of each warrior is secondary to his duty, as much a resource to be expended in the relentless calculus of war as bolt shell or lascannon charge. Guided by such doctrines, the Iron Warriors are amongst the most relentless and dogged siege warriors in the ranks of the Legiones Astartes and countless fortresses have been reduced to ashes under their guns throughout the Great Crusade.

Iron Warriors Legion Icon. The feared Olympia Skull.

Breacher Siege Marine seen here in 'void hardened' armour enabling him to fight and survive in the plasma filled battlefields of the Horus Heresy.

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IRON WARRIORS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (IRON WARRIORS)Faction keyword, you can use Iron Warriors Tactics.

MAKE THEM PAY!

Iron Warriors TacticUse this Tactic when you choose a model in your kill team to fight in the Fight phase. Add 1 to hit rolls for the model until the end of the phase. If the model is within 6" of a your leader, you can add 2 to the hit rolls instead

DECISIVE MOVE

Iron Warriors TacticUse this Tactic in the Movement phase when a model from your kill team Advances. Add 6" to the model's Move characteristic for that Movement phase instead of rolling a dice. Ignore the penalties for Hardened Armour when using this tactic.

2 COMMAND POINTS

PUNISHMENT

Iron Warriors TacticUse this Tactic in your turn in the Shooting phase, when a SIEGE MARINE from your kill team targets an enemy model that is obscured. Re-roll failed wound rolls made for the SIEGE MARINE against that enemy model until the end of this phase.

WITHERING FIRE

Iron Warriors TacticUse this Tactic when a charge is declared against a model from your kill team. When that model fires Overwatch this phase, they successfully hit on a roll of 5 or 6.

1 COMMAND POINT

1 COMMAND POINT

2 COMMAND POINTS

SIRE OF THE IRON WARRIORS

Iron Warriors Primarch Tactic Use this tactic at the start of the Initiative phase. Remove all shaken counters from Iron Warrior models. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

PERTURABOWeaned on war and intrigue in the strife-ridden courts of Olympia, Perturabo was a grim warrior and a master of technological arcana who wielded logic and the mathematics of warfare as keenly as he did a blade. To his brothers, the Lord of Iron was taciturn to the point of insult, preferring to harbour his thoughts against need and ever wary of treachery, even amongst his kin. Few would call him friend, but none could fault his ability to deconstruct any campaign and plot the most direct course to victory regardless of the cost and despite the strain put upon his loyalty during the long years of the Great Crusade. His word was as unbreakable as iron. Perturabo arrived at Isstvan V in the wake of the bloody pacification of Olympia, a campaign that many would later claim tipped Perturabo and his Legion over the edge of madness and fully into the abyss of betrayal

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WHITE SCARSSwift Action: When advancing or charging the Sons of the Khan roll an extra dice and

If your Kill Team is formed from the White Scars Legion your faction Keyword changes to LEGIONES ASTARTES (WHITE SCARS). In addition the following special rules apply:

THE 5TH LEGIONA bolt of lightning in clear skies, a sudden gale from an unexpected quarter - the White Scars are war's sudden and merciless onslaught. Swift action and a joy for the rush of combat and clash of blades are the hallmarks of their battles, tempered by a quiet and hidden wisdom that few took the time to uncover. The White Scars thrive in the chaotic heart of battle, anticipating its vicissitudes and flowing with them, always to be found where the foe is weakest, where they were least expected, and leaving only cold corpses in their wake. They were the Great Crusade's pathfinders, the bleak wind that ran ahead of its serried armies culling the weak and harrying the strong that they might fall more easily to those who followed. There were many victories claimed by the Great Crusade that would not have been possible without the depredations caused by these warriors.

White Scars Legion Icon, Common Armouria1 Use

This Tactical Legionnaire has had their suit of Mark II armour, the helm and chestplate substantially modified by Legion armourers.

discard the lowest.Headhunters: During the scouting phase the White Scars player may choose "Headhunter" as a strategy. If chosen the White Scars player selects either the opposing teams leader or one of their specialists as the target for this hunt. White Scars may re-roll failed to wound rolls against this model. Blades of Chogorian Steel: The razor sharp melee weapons of the White Scars have an additional -1 AP i.e. AP ‘–‘ becomes -1, -1 becomes -2 and so on.

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WHITE SCARS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (WHITE SCARS) Faction keyword, you can use White Scars Tactics.

CHOGORAN SPEED

White Scars TacticUse this Tactic in the Movement phase when a model from your kill team Advances. Add 6" to the model's Move characteristic for that Movement phase instead of rolling a dice.

A SWIFT BLADE

White Scar TacticPick a model from you kill team at the start movement phase. This model fights in the hammer of wrath phase section during the fight phase whether it charged or not

2 COMMAND POINTS

FOR THE KHAN!

White Scars TacticUse this Tactic after a model from your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 6" as if it were the Movement phase

HUNTER'S FEINT

White Scars TacticUse this Tactic after a model from your kill team Falls Back. That model can still shoot this battle round

1 COMMAND POINT

1 COMMAND POINT

2 COMMAND POINTS

SIRE OF THE WHITE SCARS

White Scar Primarch TacticUse this Tactic at the start of the Initiative phase. All White Scar models may immediatley make a 6" Move as if it was their movement phase. This tactic can only be used once per game.

2 COMMAND POINTS

A PRIMARCH'S STRATEGY

JAGHATAI KHANIt is said the most influential moment in Jaghatai's life was the slaying of his adopted father by a rival tribe. The swift and total destruction of the murderers and their tribe serves perhaps as the foundation for the White Scars doctrines of war. Both he and his legion engage their foes in punishing hit-and-run combat, preferring speed and strength of arms over endurance and firepower. Unlike many of the other Primarchs, Jaghatai never even considered betraying the Emperor for the service of the Ruinous Powers. Such a course would have been dishonourable in the extreme since the Emperor had done no wrong to his sons and also because Jaghatai so deeply believed in the Emperor's goal of reunifying the entire human race. At the end of the Horus Heresy he would not be found wanting as an attempt was made on the life of another father.

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SPACE WOLVESBestial Savagery: When successfully charging this model gains a +1 to hit. Hunter’s Gait: This model adds +1 to the result of Advancing and charging rolls. In addition in a turn when they advance their boltguns counts as Assault 1 rather than Rapid Fire 1.Companion: The Leader of the Space Wolves kill team may be accompanied by a Fenrisian wolf for 10pts.

If your Kill Team is formed from the Space Wolves Legion your faction Keyword changes to LEGIONES ASTARTES (SPACE WOLVES). In addition the following special rules apply:

THE 6TH LEGION Renowned both for their savagery and their obedience to the will of the Emperor, the Space Wolves Legion long stood apart from the other Legiones Astartes. Distant and aloof, they were separated not only by bellicose demeanour, but by an almost impenetrable web of self-generated myth and allegory which guarded well the Legion's secrets, not only of who they were but what they had done in the service of the Master of Mankind. The unique gene-seed of the Space Wolves, altered as it is by the inclusion of what is known as the Canis Helix, had both its advantages and disadvantages, making them at once more animalistic than their fellow Legiones Astartes and to their detractors, it made them more beasts than men.

Shoulder Pauldron with typical Space Wolves Markings:

Tactical Support Legionnaire in older MkII pattern armour, armour in which the Space Wolves had conquered a galaxy.

FENRISIAN WOLFM WS BS S T W A Ld Sv MaxNAME

Fenrisian Wolf 10" 3+ - 4 4 1 2 5 6+ 1

This model attacks with it's teeth and claws (counts as a Chainsword)

• •

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GREY SLAYERSNAME M WS BS S T W A Ld Sv Max

Grey Slayer 6" 3+ 3+ 4 4 1 1 7 3+ -

Grey Slayer Fighter 6" 3+ 3+ 4 4 1 1 7 3+ 2

Grey Slayer Huscarl 6" 3+ 3+ 4 4 1 2 8 3+ 2

This model is armed with a bolt pistol, chainsword, frag grenades and krak grenades.Up to three Grey Slayers in your kill team can be Grey Slayer Fighters, one Grey Slayer in your kill team can be a Grey Slayer Huscarl.

WARGEAR OPTIONS • A Grey Slayer may take one of the following; boltgun, combat shield, heavy chainsword or power weapon•

ABILITIES And They Shall Know No Fear, Transhuman Physiology: Rules found on KT-CM pg84

SPECIALISTS Leader (Huscarl only), Comms, Combat (Fighter Only), Herald, Medic, Scout, Veteran, Zealot (Fighter Only) LEGIONES ASTARTES (SPACE WOLVES)FACTION

KEYWORD IMPERIUM, INFANTRY, GREY SLAYER

A Grey Slayer Fighter can take a combi-weapon and may replace their bolt pistol and/or chainswordwith a plasma pistol, hand flamer, power fist or lightning claw

• A Grey Slayer Huscarl may replace their bolt pistol and/or chainsword with power fist, a lightning claw,thunder hammer, hand flamer, plasma pistol. Alternatively they may replace both weapons and takepair of lightning claws

Astartes-Vox: You can re-roll failed Suppression tests for LEGIONES ASTARES models while a friendly model with an Astartes-Vox is on the battlefield and not shaken.

• One Grey Slayer may take an Astartes-Vox

MODELPOINTS PER MODEL

(Does not include wargear)121313

Grey Slayer - Grey Slayer Fighter - Grey Slayer Huscarl

GREY SLAYERS

Combat Shield: Model may re-roll failed armour rolls in combat

Space wolf players may use the Grey Slayers instead of Tactical Marines. Weapon stats and points can be found on page 6-7 of this supplement.

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SPACE WOLVES TACTICSIf every model in your kill team has the LEGIONES ASTARTES (SPACE WOLVES) Faction keyword, you can use Space Wolves Tactics.

SAGA OF THE HUNTER

Space Wolves TacticUse this Tactic in the Movement phase when a model from your kill team Advances. Add 6" to the model's Move characteristic for that Movement phase instead of rolling a dice.

2 COMMAND POINTS

SAGA OF MAJESTY

Space Wolves TacticUse this Tactic when a model from your kill team finishes a charge move within 1" of any enemy models. You can re-roll failed hit rolls for models from your kill team within 6" of that Space Wolf in the Fight phase in this battle round.

2 COMMAND POINTS

THE EMPEROR'S EXECUTIONERS

Space Wolves TacticUse this Tactic when you choose a model in your kill team to shoot with a boltgun. The weapon’s Strength characteristic is 5 and its Armour Penetration characteristic is -2 until the end of the phase.

SAGA OF THE KRAKEN

Space Wolves TacticUse this Tactic at the end of the Fight phase. Pick a model from your kill team that has already fought this phase. That model can immediately fight an additional time.

1 COMMAND POINT

2 COMMAND POINTS

SIRE OF THE SPACE WOLVES

Space Wolves Primarch TacticPlay at the start of the Initiative phase. All Space Wolves gain +1 LD for the rest of this battle round. In addition they may force an opponent to re-roll injury rolls if they desire. This tactic can only be used once per game.

THE PRIMARC H'S STRATEGY

1 COMMAND POINT

LEMAN RUSS Of all of the Primarchs of the Legiones Astartes, few were as legend-shrouded or as little understood as Leman Russ, master of the Space Wolves and lord of the icy death world of Fenris. To some he was no more than a savage and bestial chieftain gifted the power of a god; one of the Emperor's 'monsters' as terrifying and inhuman in his own way as the horror-obsessed Night Haunter or the blood-bedecked berserker Angron. To others he was an incomparable warlord, ferocious beyond measure, but also faultlessly loyal, as unwavering in battle as adamant, and as cold-hearted to his foes as the killing frost that shrouded his world's winters. Both opinions perhaps were true to some measure, but neither told the full tale. For though as undoubtedly as savage as Leman Russ was he was also wise beyond his Legion's barbaric appearances.

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IMPERIAL FISTSBolter Drill: Imperial Fists re-roll failed hit rolls of 1 when shooting any bolt weapon.Castellans: Imperial Fists Infantry ignore shaken tokens for obscured models when calculating Break tests. Templar: One assault champion may be upgraded to a Templar. The model must be armed with a power sword, bolt pistol and combat shield. Add 1 to the Attacks characteristic of this model for each enemy model within 1" of it at the start of the Fight phase, until the end of the phase. This model may never be a specialist.

If your Kill Team is formed from the Imperial Fists Legion your faction Keyword changes to LEGIONES ASTARTES (IMPERIAL FISTS). In addition the following special rules apply:

THE 7TH LEGIONThe legionaries of the 7th are known as the stoic praetorians of Terra, the embodiment of all that the Great Crusade stands for. They are loyal, disciplined and methodical, and masters of both the attack and the defence. As the Imperium expands ever outwards, so the crusaders of the Imperial Fists are to be found at the very leading edge of Compliance. Then, in the wake of victory, the Imperial Fists construct mighty fortresses that are as much garrisons against recidivism as they are beacons of Unification, the noblest of exemplars of the highest ideals and aspirations of humanity.

Imperial Fists Legion Icon, paired here with a Tactical squad marking.

Siege squad sergeant in MKIII ‘Iron’ armour with boarding shield. The twinned axes represent a great victory in Zone Mortalis operations.

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IMPERIAL FISTS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (IMPERIAL FISTS ) Faction keyword, you can use Imperial Fists Tactics.

RIGHTEOUS HAIL

Imperial Fists TacticUse this Tactic after a model from your kill team shoots a boltgun in the Shooting phase. You can immediately shoot an additional time with that model.

DEFENSIVE PROWESS

Imperial Fists TacticUse this tactic at the end of the Movement Phase. Pick a model within 3" of an objective marker that is not shaken. Until the end of the battle round, add 1 to this models attacks and saving throws.

2 COMMAND POINTS

PRAETORIANS OF DORN

Imperial Fists Tactic Use this Tactic at the start of your turn in theMorale phase. Pick a model from your kill team that is required to take a Nerve test. Roll a D3 for that model rather than a D6 when taking the test.

SUPPRESSIVE FIRE

Imperial Fists TacticEnemy models that are targeted by this model in the Shooting phase suffer a -1 penalty to their hit rolls until the end of the phase.

1 COMMAND POINT

1 COMMAND POINT

1 COMMAND POINT

SIRE OF THE IMPERIAL FISTS

Imperial Fists Primarch TacticUse this tactic at the end of the Movement Phase. Pick a model within 3" of an objective marker that is not shaken. Until the end of the battle round, add 1 to this models attacks and saving throws.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

ROGAL DORNA being of thunderous zeal and stone made manifest, is how many described the Primarch of the Vllth Legion. The zeal was the fire of a son who believed in his father's dream for the Imperium without reservation and without question. To Rogal Dorn there was no higher purpose to the existence of the Legiones Astartes than the unification of Mankind, and the illumination of the Imperium's ideals. The stone in his soul was his ability to bear whatever his father needed of him, an unyielding nature, which made him both a master of defence in war, and an indomitable fighter on the attack. If the Primarchs were the Emperor's nature split like white light through a prism's rays, as many scholars of the Imperial Court suggested, then Rogal Darn was the Emperor's implacable disciple in the pursuit of the cause given flesh; in who loyalty and duty was as integral as blood and breath.

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NIGHT LORDSButchery: When the Sons of the Night Haunter outnumber their opponents in combat all of their melee attacks gain a +1 hit and wound bonus.Nostraman Blood: Night Lord models must to fall back D6 inches when receiving a shaken token. From the Shadows: Night lord models are classed as being obscured in the first round of the game, even in open ground.

If your Kill Team is formed from the Night Lords Legion your faction Keyword changes to LEGIONES ASTARTES (NIGHT LORDS). In addition the following special rules apply:

THE 8TH LEGIONEven before the Isstvan V Dropsite Massacre, the Night lords Legion were renegade in all but name, having entirely devoted themselves to the arts of terror and murder. The Legion's Primarch Konrad Curze is the master of the unheralded strike from the least anticipated quarter, an attack delivered with such brutality and wanton cruelty entire planetary populations were brought to their knees in abject surrender. Never given to mercy, few who oppose the Night Lords ever live to tell the tale, unless they are allowed by design to escape in order to sow the seeds of dread still further. Given the dark demeanour of the Legion, it takes an equally ruthless leader to rein in its propensity for atrocity, at least until such time as it is called for.

Night Lords Legion Icon, a symbol of terror through out the galaxy

Assault Legionnaire in MK IV Armour with jump pack. The lightning pattern is a ubiquitous theme amongst this legion of killers

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NIGHT LORDS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (NIGHT LORDS) Faction keyword, you can use Night Lords Tactics.

GRUESOME EXAMPLE

Night Lords TacticUse this Tactic if a model from your kill team takes an enemy Leader out of action in the Fight phase. For the remainder of the battle, models in that enemy Leader's kill team must subtract 1 from their Leadership characteristic.

WRAITH OF NOSTROMO

Night Lords TacticUse this Tactic at the end of the Movement phase. Pick a model from your kill team. Until the end of the battle round, enemy models can only shoot that model if it is the closest target visible to them.

2 COMMAND POINTS

NO ESCAPE

Night Lords TacticUse this Tactic after an enemy model has Fallen Back from a model from your kill team. Provided no other enemy models are within 1" of your model, it can shoot at the model that Fell Back as if it were the Shooting phase.

MURDEROUS PACE

Night Lords TacticUse this Tactic in the Movement phase when a model from your kill team Advances. Roll two dice and pick which result to use when making the Advance roll.

1 COMMAND POINT

2 COMMAND POINTS

1 COMMAND POINT

SIRE OF THE NIGHT LORDS

Night Lords Primarch TacticUse this Tactic at the start of the Initiative phase. All models within 3" of a Night Lords model has its Leadership reduced by -2 for the rest of the battle round. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

KONRAD CURZECalled the 'Night Haunter' by the people of his home world of Nostramo, Konrad Curze was from his earliest days a figure of dark renown. Growing to maturity upon benighted city streets ruled by criminals while corrupt overlords enjoyed lives of luxury, Curze took it upon himself to exert hrs own bloody brand of justice. Instituting a reign of terror that cowed criminal and tyrant alike, the Night Haunter brought order, of a kind, to Nostramo. When at last the Emperor came, Curze had foreseen his life, his role as Primarch and his ultimate end, his sanity ever stretched taut by grim visions of the horrors soon to overwhelm the galaxy. By the time the Warmaster's treachery was revealed to an appalled Imperium of Man, Konrad Curze and his Legion were already renegades in all but name, on the verge of censure by the highest authorities in the Emperor's domains.

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BLOOD ANGELSEncarmine Fury: When fighting in an assault and using a Melee type weapon, any model adds +1 to the strength of that weapons.Without Remorse, Without Relent: Unless declaring a charge, or being marked ready Blood Angels armed with Assault weapons must always advance if they are able to. Host of Angels: Blood Angel models with jump packs may be held back as reinforcements and deployed at the end of any movement phase. Models that are set up in this manner cannot move further, Advance or charge during the battle round they arrive, though they can otherwise act normally. The must be set up at least 6” from enemy models.

If your Kill Team is formed from the Blood Angels Legion your faction Keyword changes to LEGIONES ASTARTES (BLOOD ANGELS). In addition the following special rules apply:

THE 9TH LEGIONIn battle, the Blood Angels Legion are the incarnation of the Emperor's wrath upon those who rejected the gift of Unity, and their coming often nothing less than apocalyptic judgement delivered upon the guilty from on high. Their arrival on a non-Compliant human world was heralded by blazing assaults on the strongest points of enemy resistance. Descending from the heavens on wings of fire, the Legion conquered by their preternatural fury as well as by the dread and awe they created. Whole worlds fell to their knees cowering before the wrath and splendour of these 'red angels', less they too perish beneath their burning blades. Against the xenos, no such quarter was given, and the wrath of the Blood Angels was as a tide of unrelenting carnage that only gave way once complete extermination had been achieved.

Blood Angels Legion Icon, Artificer Variant

Recon Legionnaire in MkIV ‘Maximus’ armour adorned with armorial detail added by highly skilled Legion serfs

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BLOOD ANGELS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (BLOOD ANGELS) Faction keyword, you can use Blood Angels Tactics.

CRIMSON CHARGE

Blood Angels TacticUse this Tactic when a BLOOD ANGEL finishes a charge move within 1" of an enemy model. Roll a D6; on a 5+ that enemy model suffers 1 mortal wound.

Blood Angels TacticUse this Tactic at the start of your turn in the Movement phase. Pick an ASSAULT MARINE with a Jump Pack. Remove that model from the battlefield and set it up again anywhere within 18" of its previous position, more than 3" from any enemy models. It is considered to have Advanced

2 COMMAND POINTS

ANGELIC PRONOUNCMENT

Blood Angels TacticPick an model from your kill team. Enemy models suffer -1 Leadership whilst they are within 6" of this model, as long as it is not shaken..

STRENGTH OF BLOOD

Blood Angels TacticUse this Tactic when you choose a model with a flesh wound in your kill team to fight in the Fight phase. Increase the Strength characteristic of that model by 1 until the end of the phase.

1 COMMAND POINT

2 COMMAND POINTS

UNSTOPPABLE REACH

1 COMMAND POINT

Blood Angels TacticUse this Tactic at the start of the Initiative phase. All Blood Angel models gains +1 to hit in this fight phas. In addition all Blood Angels models in combat fight in the Hammer or Wrath section. This tactic can only be used once per game.

2 COMMAND POINTS

SIRE OF THE BLOOD ANGELS

THE PRIMARCH'S STRATEGY

SANGUINIUSThe glorious and beloved Sanguinius, called the Angel due to his white wings, is Primarch of the Blood Angels. The exception to the Imperium’s view of mutants his wings are taken as a blessing of the emperors, a living Aquila. His wings ultimately became mighty pinions that would bear him aloft through the warzones of the Great Crusade, inspiring awe and devotion from the lesser beings beneath. Sanguinius is the noblest of the Primarchs in physical aspect. Proud and resolute, the Angel radiates a confidence so vital that any shadows of doubt were banished beneath his light. His faith and trust in both is his mighty brothers and his own sons was seldom misplaced. However, his love for both Horus and their father would lead to a fateful confrontation, one he had foreseen, one that would lead to his death.

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IRON HANDSInviolate Armour: Shooting attacks targeted at the Sons of the Gorgon have their strength reduced by 1. Stand and Fight: Iron Hands must first roll equal to or below their LD characteristic to Advance, Fall back or Retreat Rigid Tactics: An Iron Hands Kill Team may not include Assault or Recon Specialists. Bionics: Any Iron Hands marine may have bionic augmentation for 2pts. Every time this model takes a wound roll a dice, on a 6 that wound is not lost.

If your Kill Team is formed from the Iron Hands Legion your faction Keyword changes to LEGIONES ASTARTES (IRON HANDS). In addition the following special rules apply:

THE 10TH LEGIONThe Iron Hands are masters of the engines of war, wielding weapons and armoured tanks with the skill a master swordsman might a blade. Proud and relentless, the Legion has fought for many years at the forefront of the Great Crusade, and seen victories uncounted, though many have labelled them as callous and as inhuman as the machines they employ with such devastating skill. The Iron Hands' preference for close range, brutal engagements, where their relentless firepower could be brought to its fullest effect, was exemplified by a tactic that became known as the 'Head of the Gorgon'. This was where the enemy would be brought to battle, held in place and allowed to smash itself to pieces against the body of the Legion's forces, while reserve forces of mechanised armour encircled them, before closing to create a withering crossfire.

Iron Hands Legion Icon,note 5th Order designation

Tactical Sergeant in legion modified MkIII armour. The number of bionic augmentations denote a senior line officer of his Clan.

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IRON HANDS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (IRON HANDS)Faction keyword, you can use Iron Hands Tactics.

FLESH IS WEAK

Iron Hands TacticUse this Tactic when a model from your kill team is taken out of action. Roll a D6. On a 4+ that model suffers a flesh wound instead. On a 6+ that model ignores that wound completly

TETHERED OMNISPEX

Iron Hands TacticUse this Tactic when you choose a model in your kill team to shoot in the Shooting phase. Add 1 to hit rolls for the model until the end of the phase. If the model is within 6" of a your leader, you can add 2 to the hit rolls instead".

2 COMMAND POINTS

MODIFIED TARGETING ARRAY

Iron Hands TacticUse this Tactic when a model from your kill team is about to shoot inteh shooting phase. Increase the Range characteristic of all Rapid Fire or Heavy weapons this model is armed with by 6".

ARCHEOTECH SHIELDING

Iron Hands TacticUse this Tactic in the Movement phase when a model from your kill team Advances. That model has a 3+ invulnerable save until the start of the next battle round.

1 COMMAND POINT

2 COMMAND POINTS

1 COMMAND POINT

THE PRIMARCH'S STRATEGY

SIRE OF THE IRON HANDS

Iron Hands Tactic Use this Tactic at the start of the Initiative phase. If an Iron Hand model takes a fleshwound this turn. It is ignored and has no effect. In addition all Iron Hands models may re-roll failed saves. This tactic can only be used once per game.

2 COMMAND POINTS

FERRUS MANUSThe Primarch of the Iron Hands Legion was a figure of Legend amongst the peoples of his home world of Medusa, named by them 'the Gorgon' after the most ancient of mythic creatures. Ferrus was amongst the strongest of the Primarchs, his fury tempered by an exterior as cold and unyielding as iron. The Gorgon was known for his uncompromising demeanour, refusing to show favour to his closest followers or even his brother Primarchs. He insisted upon strength in all things, such that he refused the people of Medusa many of the easements of civilisation in order to ensure they produced the toughest of offspring from whom the Legion could recruit. The demand for physical excellence extended beyond the body and mind to include the tools of war and so the Gorgon was a master of the forge, his skills matched only by Vulkan, the Primarch of the Salamanders Legion.

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WORLD EATERSGladiatorial Charge: You can add 1 to a World Eater’s Attacks and Strength characteristics in a battle round in which they charged 6” or moreThe Nails: A World Eater who has a flesh wound token can re-roll failed hit rolls and wound rolls of 1 in melee and must always make a pile in move if they are able to do so. Axes: Models may replace their chainswords with chain axes for free.

If your Kill Team is formed from the World Eaters Legion your faction Keyword changes to LEGIONES ASTARTES (WORLD EATERS). In addition the following special rules apply:

THE 12TH LEGIONOf all the Space Marine Legions in the Emperor's service, the World Eaters are among the most feared, the whisper of their coming was enough to quell rebellion and send armies to flight in terror. Tales of their predations and massacres were numberless, and their reputation was as the Emperor's war hounds. as such a name they once carried-beasts, butchers and madmen whose fury was fuelled by bloodshed, and was such that no sane warrior would stand willingly against them. Their reputation was well deserved, if an oversimplification of them as a fighting force, which knew well the virtue of tactics and weapons, at least before their fall.

World Eater Legion Icon, Later Great Crusade

Assault Legionnaire in MKII 'Crusade' armour with Serpha-V jump pack system: the 'crossed-chain' marks him as having won an arena duel

World Eater Chain Axe WEAPON RANGE TYPE S AP D ABILITIESChain Axe Melee Melee +1 -1 1 -

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WORLD EATERS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (WORLD EATERS) Faction keyword, you can use World Eaters Tactics.

THE ROPES OF DESH'EA

World Eaters TacticUse this Tactic when a WORLD EATER declares a charge move. If successful gain +1 to hit. if unsuccessful this model suffers a -1 to hit modifier for the rest of the battle round.

2 COMMAND POINTS

BATTLE FRENZY

World Eaters TacticUse this Tactic when an WORLD EATER from your kill team armed with a chainaxe attacks in the Fight phase. Increase that model’s Attacks characteristic by D3 until the end of the phase, but subtract 1 from hit rolls for that model’s attacks until the end of the phase.

2 COMMAND POINTS

BRUTALITY

World Eaters TacticUse this Tactic when you choose an ASSAULT MARINE in your kill team to fight in the Fight phase. Until the end of the phase, each time you make a wound of 6+ for that model’s Melee weapon, add 1 to the Damage characteristic of the weapon for that attack.

RAGE

World Eaters TacticUse this Tactic at the start of the Fight phase. Add 1 to the models attack characteristics for this fight phase.

1 COMMAND POINT

1 COMMAND POINT

SIRE OF THE WORLD EATERS

World Eaters Primarch Tactic Use this Tactic at the start of the Initiative phase. Any World Eater that completes a charge or that is currently in combat adds 1 to the models attack characteristics in the fight phase for this battle round. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

ANGRONAngron, the most bloody handed and savage of Primarchs, was the master of the World Eaters Legion. In his youth cast upon a world of brutal oppression he was enslaved and surgically mutilated to become a gladiator in the games of death, where he became the undefeated lord of the red sands, a killer without peer. After leading a revolt the emperor saved him from dying with his rebellion and placed him at the head of his legion, but he never forgave the emperor for the death of his followers, nor was any love lost between him and his fellow Primarchs. When Horus began his rebellion, Angron was quick to join in his treachery, but his only true master was the rage and blood lust within him. Angron's nerve-implants known as the Butcher's Nails which tremendously heightened his aggressiveness, but also had the side effect of uncontrollable rages outside of battle.

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ULTRAMARINESInterlocking Tactics: When targeting an enemy that has already been hit by an ultramarine this turn you may re-roll failed hits of 1 in the shooting phase or failed wound rolls of 1 in the Melee phase. Certainty and Resolve: Ultramarines have a -2 modifier when taking tests to see if they are brokenThe Censured: One non-specialist model may be censured. This model automatically passes Nerve tests and thus is never shaken. They may re-roll 1 of their dice per turn. Do not count this model when calculating nerve test modifiers for members of their team. This model is denoted by a red helm.

If your Kill Team is formed from the Ultramarine Legion your faction Keyword changes to LEGIONES ASTARTES (ULTRAMARINES). In addition the following special rules apply:

THE 13TH LEGIONThe Ultramarines Legion prosecutes the Emperor's wars with reason, discipline and resolve; every warrior striving to match the example of their Primarch. The most numerous of the Space Marine Legions, they have long formed the bulwark of the Imperium's domains in the Galactic East.

The Ultramarines pride themselves above all things on their unity of purpose and their seamless tactical integration in battle. For many years they have been accorded as being the most numerous of the Space Marine Legions and, under their Primarch, they have forged a significant range of tactical doctrines which hone their unity and strength in numbers to lethal advantage.

Ultramarine Legion Icon, Great Crusade era common use

Siege Legionnaire wearing late production Mk III 'Iron' Armour and bearing a boarding shield with the heraldry of a veteran Breacher squad

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ULTRAMARINES TACTICSIf every model in your kill team has the LEGIONES ASTARTES (ULTRAMARINES) Faction keyword, you can use Ultramarines Tactics.

ASSAULT DOCTRINE

Ultramarines TacticUse this Tactic at the end of the Fight phase. Pick a model from your kill team that has already fought this phase. That model can immediately fight an additional time.

2 COMMAND POINTS

ATHLETIC HERITAGE

Ultramarines TacticUse this Tactic in the Shooting phase when you pick a model from your kill team to shoot. Instead of shooting, that model can immediately make a normal move as if it were the Movement phase, but instead of moving up to their Move characteristic they move up to 2D6".

2 COMMAND POINTS

FOR CALTH!

Ultramarines TacticUse this Tactic when you choose a model from your kill team to fight in the Fight phase. Until the end of that phase, each time you make a hit roll of 6+ for that model and the target is an WORD BEARER model, you can immediately make an extra attack against the same model. These attacks cannot generate any further attacks.

DEVASTATION DOCTRINE

Ultramarines TacticUse this Tactic when you choose a model from your kill team to shoot in the Shooting phase. You can re-roll failed hit rolls for that model until the end of the phase.

1 COMMAND POINT

1 COMMAND POINT

ROBOUTE GUILLIMANSometimes referred to as the "Avenging Son," and "The Blade of Unity", the Primarch of the Ultramarines Space Marine Legion. Held by some as a paragon among the Emperor's sons, Roboute Guilliman was as much a patrician statesman as he was an indefatigable warrior. A being of preternatural intelligence, cold reason and indomitable will, Guilliman forged his XIII Legion into a vast force of conquest and control, a weapon by which he made himself the master of a stellar domain in the Eastern Fringe of the galaxy, the Realm of Ultramar, which during his lifetime spanned five hundred worlds. When the Horus Heresy set the galaxy ablaze, Roboute Guilliman fought with loyalty and determination for the Imperium that he believed in with all his heart.

SIRE OF THE ULTRAMARINES

Ultramarines Primarch TacticUse this Tactic at the start of the Initiative phase. All Ultramarines models may re-roll failed charges in the movement phase. In addition all Ultramarines models may re-roll failed Nerve or Suppression tests for the rest of this battle round. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

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DEATH GUARDSons of Barbarus: Death Guard Infantry ignore dangerous terrain tests. Advances and charging rolls suffer a -1 penalty. In addition Death Guard Infantry ignore the abilities of Sniper rifles, Radium weapons and Ranger Long rifles. Relentless: When checking to see if A Death Guard Kill Team is Broken use the highest LD of the team, including those models that are shaken or out of action. Heedless: Death Guard automatically gain a +1 modifier to suppression tests

If your Kill Team is formed from the Death Guard Legion your faction Keyword changes to LEGIONES ASTARTES (DEATH GUARD). In addition the following special rules apply:

THE 14TH LEGIONThe Death Guard are stalwart and implacable fighters, who have made a speciality both of endurance under the harshest of circumstances and of overcoming the most nightmarish and inhospitable of war zones. Their name is a byword for unflinching determination and victory through bloody, gruelling attrition when all else fails, as well as for expertise in the darker arts of warfare, such as the use of bio-alchem and rad weaponry.The Death Guard are arguably the most remorseless and among the most feared of the Space Marine Legions , This was not simply because of their power in battle or force of arms, but also because there seemed to be no loss they would not accept to ensure eventual victory and no hell they would not endure to reach their foe.

Death Guard Legion Icon, frequently the only ornamentaion used

Tactical Support Legionnaire in modified 'Iron' pattern armour with enhanced life-support systems. Note: Limited use of heraldry.

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DEATH GUARD TACTICSIf every model in your kill team has the LEGIONES ASTARTES (DEATH GUARD)Faction keyword, you can use Death Guard Tactics.

RAD GRENADES

Death Guard TacticUse this Tactic when you choose a model from your kill team to attack with a Grenade. Until the end of the phase, change the weapon’s type to Grenade D3 and add 1 to its Strength and Damage characteristics..

2 COMMAND POINTS

CHEM AMMO

Death Guard TacticUse this Tactic when you choose a model in your kill team to shoot with a flamer, The flamer profile of a combi-weapon or a Heavy Flamer. You can only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds instead of the normal damage.

2 COMMAND POINTS

SONS OF BARBARUS

Death Guard TacticUse this Tactic when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound suffered by that model for the rest of the phase; on a 5+ the mortal wound is ignored and has no effect

ENDURE

Death Guard TacticUse this Tactic when an Injury roll is made for a model from your kill team. Roll an additional dice and apply the lowest result..

1 COMMAND POINT

1 COMMAND POINT

SIRE OF THE DEATH GUARD

Death Guard Primarch Tactic Use this Tactic at the start of the Initiative phase. Remove one fleshwound token from all Death Guard models still in play. This tactic can only be used once per game..

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

MORTARIONThe shadowed and sinister Mortarion is Primarch and Commander of the Death Guard Legion. Raised upon the nightmare world of fell secrets and necromantic horror where humans were hunted like animals, the darkness that surrounded him seeped into his soul and would never leave him. Fiercely driven and relentless, the reaper-Primarch led his legion to become wrathful liberators, spectres of death and judgment to whom no battlefield was insurmountable and no foe too terrible to face. Wielding a massive chain scythe and silhouetted against the blossoming explosions of the Death Guards advance he struck terror into the souls of any who opposed his legion. With lies and half-truths did Horus sway Mortarion to his cause, and the price that he and his legion would pay for their heresy would be nightmarish beyond imagining.

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THOUSAND SONSThe Leader of your kill team may be an Initiate Sergeant of the Cults Arcana. He can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. He knows Psybolt (KTCM-pg26) and the power associated with his Cult. In addition he may take swap his power sword for a force staff at no cost.

If your Kill Team is formed from the Thousand Sons Legion your faction Keyword changes to LEGIONES ASTARTES (THOUSAND SONS). In addition the following special rules apply:

THE 15TH LEGIONThe Thousand Sons are a Space Marine Legion bound up with occult lore, mysticism and the otherworldly powers of the psyker. It was these esoteric arts of war that made them one of the most formidable Legions, but also one of the most distrusted. Wherever they went, the Thousand Sons culled lore with an insatiable hunger. Parchments, books, data-vaults, works of artifice and art, and countless other artefacts from both human and alien worlds were gathered by the Legion. Many were taken during the wars of conquest prosecuted by the Thousand Sons, but missions sent to already Compliant worlds also recovered wonders thought lost to the darkness of the Age of Strife.The practices would eventually see them subject to the Emperor's judgement against them.

Thousand Sons Legion Icon, Late Crusade era common use

Tactical Legionnaire clad in MK III armour. The gilded Achean Scarab emblem and 'Solar Eye' are emblems of his chosen temple

6

CULTS ARCANA OF THE THOUSAND SONS Cult Warp CargePavoni 5

5 6

Raptora Corvidae Athanean Pyrae 7

A Thousand Sons model within 12" Add 2” to advances and chargesA Thousand Sons model within 12" counts as being obscured , even if in the openA Thousand Sons model within 12" can re-roll failed hit rolls OR saves of 1A Thousand Sons model within 12" automatically passes any nerve tests they are required to make A Thousand Sons model within 9" gain an additional attack on a turn where they charged into combat

Effect until the start of the next Psychic Phase

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THOUSAND SON TACTICSIf every model in your kill team has the LEGIONES ASTARTES (THOUSAND SON) Faction keyword, you can use Thousand Sons Tactics.

AETHERIC DISCHARGE

Thousand SonsTacticUse this Tactic at the end of the Movement phase. Pick an enemy model within 2" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound.

2 COMMAND POINTS

SORCEROUS FOCUS

Thousand Sons TacticSorcerous Focus: Use this Tactic at the start of your turn in the Psychic phase. Pick a PSYKER model from your kill team that is within 4" of at least two other models from your kill team. Add 6" to the range of this model’s Psybolt psychic power until the end of the phase

2 COMMAND POINTS

ARCANE SYNCHRONISITY

Thousand Sons TacticUse this Tactic when a model from your kill teamis chosen to attack in the Shooting or Fight phase whilst there is another model from your kill teamwithin 4" of it. Until the end of the phase, re-roll hit rolls of 1 for both models.

FORESIGHT

Thousand Sons TacticUse this Tactic at the start of the battle round. Pick a model from your kill team and add 1 to its saving throws until the end of the battle round.

1 COMMAND POINT

1 COMMAND POINT

MAGNUS THE REDMagnus the Red was unique among the Primarchs. While a!! of the Emperor's sons were transcendent beings, forged not just of physical matter but of psychic force, in some this quality was channelled into superhuman physicality, but others held the power to manipulate the Warp either directly or subconsciously as prophetic foresight, preternatural stealth or an aura of majesty beyond the mortal. But above a!! his brothers, Magnus the Red was the most numinous, a psyker of prodigious power. Magnus' very essence boiled with psychic potential, to the extent that his physical form seems likely to be more a matter of will, or a reflection of a deep spiritual imprint than a mere physical constraint. It is said that alone amongst his Primarchs, Magnus met the Emperor in the Realm Beyond long before they met in the flesh.

SIRE OF THE THOUSAND SONS

Thousand Sons Primarch TacticUse this Tactic at the start of the Initiative phase. All Thousand Sons models may re-roll a single dice each for the rest of the battle round. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

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SONS OF HORUSMerciless Fighters: When A Sons of Horus model causes a wound in combat roll a dice, on 6+ they cause a mortal wound instead. Death Dealers: When shooting at a target within 12” Sons of Horus legionnaires may re-roll failed rolls of 1 when using Pistol, Assault and Rapid Fire weapons. Council of the Mournival: The Sons of Horus player has 4 additional re-rolls they may take in a game. These can be used on any dice roll but may not themselves be used to re-roll a re-roll.

If your Kill Team is formed from the Sons of Horus Legion your faction Keyword changes to LEGIONES ASTARTES (SONS OF HORUS). In addition the following special rules apply:

THE 16TH LEGIONThe combat doctrines of the Sons of Horus were those of the application of overwhelming force directed to where the foe was weakest. These shattering blows were used to utterly destroy enemy command cadres. vital strategic support structures and wreak terrible slaughter on the pride of an enemy's forces, often turning the tide of an entire conflict with a single, well-placed and savage attack. Even on a personal level, the Sons of Horus took this merciless doctrine to heart and, like the wolves they were once named for, were swift to exploit a foe's weakness, surrounding and brutally tearing apart an outnumbered or exposed enemy before they could recover from the shock of an assault.

Sones of Horus Legion Icon, The Eye of Horus

Assault Legionnaire in Mk IV 'Maximus' armour with early model Sol-Harrier type Jump pack

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SONS OF HORUS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (SONS OF HORUS) Faction keyword, you can use Sons Of Horus Tactics.

I CAN NOT SAY

Sons Of Horus TacticUse this Tactic at the start of your turn in the Morale phase. Pick a model from your kill team that is required to take a Nerve test. Roll a D3 for that model rather than a D6 when taking the test.

2 COMMAND POINTS

HAND ON THE SHIP

Sons Of Horus TacticUse this Tactic when a model from your kill team is taken out of action; that model summons the strength for one final attack, and can immediately either shoot as if it were your turn in the Shooting phase, or fight as if it were your turn in the Fight phase.

2 COMMAND POINTS

TAKE THE HEAD...

Sons Of Horus TacticUse this Tactic when a model from your kill team is chosen to attack in the Shooting or Fight phase. Until the end of the phase, re-roll failed wound rolls for that model that target an enemy Leader or specialist.

TIP OF THE SPEAR

Sons Of Horus TacticPick a model from your kill team. That model can shoot even if it Advanced in the previous Movement phase.

1 COMMAND POINT

1 COMMAND POINT

HORUS LUPERCALHorus is the Primarch of the Sons of Horus and the greatest of his superhuman kind. A tactical genius and charismatic battle leader Horus proved himself over the course of the great crusade as a warlord second only to the Emperor whom he served and called father. So it was that when the Emperor stood apart from the burden of the command of the Great Crusade, it was Horus that he named as Warmaster to act in his stead. But ambition and pride festered within the Warmaster’s heart and at Davin he fell, and the lies and corruptions of the warp infected his soul. From then on he plotted with dark forces to usurp the Emperor’s throne and become the master of mankind, throwing the galaxy into a bloody civil war.

SIRE OF THE SONS OF HORUS

Sons Of Horus Primarch TacticUse this Tactic at the start of the Initiative phase. Any Sons of Horus model adds +1 to all to hit rolls in either the Shooting OR Fight phases for this battle round. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

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WORD BEARERSTrue Believers: A Word Bearer may roll 2 dice for Nerve Test and pick the lowest one. The Primordial Truth: When a Word bearer has taken a flesh wound they may choose one of the following.

Desire: The model counts as 2 models when seizing or holding objectives.Despair: The model may discard shaken counters on a roll of 4+Rage: In the next movement phase the model must charge the nearest enemy gaining +1 strength if they are successful.Hope: This model gives an additional -1 modifier to all Word Bearers who take a nerve test within 6”

Fanatical: A battle-forged Word Bearers kill team may include more than one Zealot specialist.

If your Kill Team is formed from the Word Bearers Legion your faction Keyword changes to LEGIONES ASTARTES (WORD BEARERS). In addition the following special rules apply:

THE 17TH LEGIONWhere once the XVIIth Legion brought the light of the Emperor to benighted humanity, now the Word Bearers bring the blinding darkness of Old Night. No longer driven by duty and honour, but by the thirst for forbidden lore and undeserved power, they seek to bind the Warp itself and to enslave its denizens to their will. After it came to the worship of older and more nightmarish gods, parts of the Legion took to enacting horrific rites on the eve of battle to curry favour from the Warp. When the Word Bearers march to war, the fabric of reality is distorted and the dread things of the Abyss march at their side. To stand against the Word Bearers is to invite insanity, death and, unknown to most yet the worst fate of all, the damnation of the eternal soul.

Word Bearers Legion Icon wth Colchisian script

Recon Legionnaire MklV 'Maximus' armour. The wearer will have inscribed the plates with passages from the Book of Lorgar himself

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WORD BEARERS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (WORD BEARERS) Faction keyword, you can use Word Bearers Tactics.

FAVOURED

Word Bearers Tactic Use this Tactic when a model from your kill team suffers a mortal wound in the Psychic phase. Roll a D6 for that mortal wound, and each other mortal wound suffered by that model until the end of the phase. On a roll of 5+ that wound is ignored and has no effect.

2 COMMAND POINTS

DIVINE PAIRING

Word Bearers TacticUse this Tactic at the start of the first battle round. Pick a model from your kill team and roll a D6. On a 1 that model is found unworthy and suffers D3 mortal wounds. On a 2+ add 1 to hit and wound rolls for the model until the end of the battle. You can only use this Tactic twice per battle.

2 COMMAND POINTS

MONARCHIA!

Word Bearers TacticFor Monarchia! Use this Tactic when you choose a model from your kill team to fight in the Fight phase. Until the end of that phase, each time you make a hit roll of 6+ for that model and the target is an ULTRAMARINE model, you can immediately make an extra attack against the same model. These attacks cannot generate any further attacks.

HERETICS

Word Bearers TacticUse this Tactic when a model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target LOYALIST models until the end of the phase.

1 COMMAND POINT

2 COMMAND POINTS

LORGAR AURELIANThe Golden Son as many called him, who alone amongst his brothers wielded the raw power of devotion as his preferred weapon, was the lord of the Word Bearers Legion. In his earliest days he swayed an entire world with his powerful oratory and the sheer force of his charisma, leading Colchis, his adopted home world, through the fires of civil war to the veneration of the Emperor, whose coming he had foreseen in dreams. Reunited with his father, and at the head of the Word Bearers Legion, Lorgar conquered, not simply through stratagem, overmatching power or simple brute violence, but by the subtle craft of exaltation, liberation and example. But in his literal interpretation of the meaning of the Great Crusade upon which he was embarked, he and his Legion strayed from the path that had been set out for them

SIRE OF THE WORD BEARERS

Word Bearers TacticUse this tactic at the start of the Initiative phase. Remove all shaken counters from Word Bearer models. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

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SALAMANDERSStrength of Will: Re-roll failed Broken tests. Promethean Gift: All hand flamers, flamers and heavy flamers used by models with this special rule gain +1 Strength to their listed profile. In addition, all enemy flamer type attacks are at -1 Strength when used against models with this rule.Nocturne Born: Nocturne Born: All Salamanders models reduce their randomly Advance and Charge distances bv -I" to a minimum of 1".Forgemasters: Any specialist may have a mastercrafted ranged weapon for +2pts. This weapon re-rolls missed hit rolls of 1 OR failed wound rolls of 1.

If your Kill Team is formed from the Salamanderss Legion your faction Keyword changes to LEGIONES ASTARTES (SALAMANDERS). In addition the following special rules apply:

THE 18TH LEGIONThe Salamanders are the exemplars of forge-wrought duty, masters of artifice and possessed of a fearsome and uncompromising sense of honour. They stand for roil and sacrifice, bearing arms and armour forged to the highest possible standards and often by the hands of the legionaries who bear them in battle. The Legion wields the tools of the smith as weapons of war, bringing heat, iron and raw strength of arms to strike down all those who would deny the Imperial Truth or attempt to undermine the Imperium of Man.Under the tutelage and spiritual leadership of their Primarch Vulkan, the Salamanders have become a Legion of warrior mystics; slow to anger deliberate in action and supremely disciplined. But when their fury is unleashed, it is a terrible thing to behold.

Salamanders Legion Icon, common armourial use

Tactical Sergeant in a heavily modified MkIII armour. The drake scale skins denote an initiate within the Promethean Cult

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SALAMANDERS TACTICSIf every model in your kill team has the LEGIONES ASTARTES (SALAMANDERS) Faction keyword, you can use Salamanders Tactics.

HEAT OF THE FORGE

Salamanders TacticUse this Tactic when you choose a model from your kill team to shoot in the Shooting phase. You can re-roll failed wound rolls for that model until the end of the phase.

SPIRIT OF THE DRAKE

Salamanders TacticUse this Tactic at the end of the Movement phase. Pick a model from your kill team within 6" of your Leader that is not shaken. Add 2 to that model’s Toughness characteristic until the end of the battle round.

2 COMMAND POINTS

SUBPHONIC GRENADE

Salamanders TacticUse this Tactic when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound suffered by that model for the rest of the phase; on a 5+ the mortal wound is ignored and has no effect

ARTIFICER ARMOUR

Salamanders TacticReduce the AP characteristics of attacks targeting this model by 1. e.g. -2 becomes -1, -1 becomes zero.

1 COMMAND POINT

2 COMMAND POINTS

1 COMMAND POINT

SIRE OF THE SALAMANDERS

Salamanders Primarch TacticPlay at the start of the Initiative phase. All salamanders gain +1 Leadership for the rest of this battle round. In addition if the Salamanders kill team is broken it ignores any negative modifiers for being broken for the rest of this battle round. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

VULKANAn indomitable warrior whose strength in battle was tempered by the depth of his wisdom, Vulkan was sire to the Salamanders Legion and its paragon. In war, his fury was a match for any of his brothers, and yet was ever mastered by a keen understanding for the destruction he caused and the power and dread responsibility he and his Legion carried as Angels of Death. In all his undertakings Vulkan ever sought to limit needless and wanton destruction, seeing in that a path to ruin and desolation of the soul, shouldering whatever hardship this might bring him or his sons without compliant and absorbing the wisdom such suffering brought, allowing it to forge him into an ever better protector for the growing Imperium. But like the fires of the deep earth, that wellspring of savage power slept but was never extinguished, to be called on when needed.

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RAVENGUARDUnstoppable Warriors: Ravenguard infantry pay a maximum penalty of 2” for moving through difficult terrain. In addition they automatically pass all dangerous terrain tests. From the Shadows: Ravenguard models are classed as being obscured in the first round of the game, even in open ground.Battlefield Mastery: During the Scouting phase the Ravenguard Player may pick 2 strategies instead of 1.

If your Kill Team is formed from the Ravenguard Legion your faction Keyword changes to LEGIONES ASTARTES (RAVENGUARD). In addition the following special rules apply:

THE XIXTH LEGIONThe Raven Guard are equal parts light and dark- quick to exact justice and retribution upon the tyrant and the oppressor by striking from the shadows with lightning speed and shocking strength. The annals of the Great Crusade tell relatively few tales of the numerous great deeds the Legion has enacted, for it has ever shunned the glare of adulation. Though the master of the full specrrum of war, the Raven Guard Legion favours the tactics of patience, guile and subtlety. It is adept at reconnaissance and infiltration, of identifying its foe's weakest point and then rapidly striking at that point with precisely applied force.

Ravenguard Legion Icon, paired here with a tactical squad marking

Recon legionnaire in MKVI ‘Corvus’ armour. The white faceplate is believed to be an informal identifier for squad sergeant.

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RAVENGUARD TACTICSIf every model in your kill team has the LEGIONES ASTARTES (RAVENGUARD) Faction keyword, you can use Ravenguard Tactics.

HIT-AND-RUN

Ravenguard TacticUse this Tactic after a model from your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 6" as if it were the Movement phase.

2 COMMAND POINTS

SHADOWSTRIKE

Ravenguard TacticUse this Tactic when you declare a model from your kill team will attempt to charge. Before any Overwatch attacks are made, make a single shooting attack using this model’s frag grenades against a target of the charge. If the hit roll is successful, that target may not fire Overwatch this phase in addition to the grenade's normal effects.

2 COMMAND POINTS

DELIVERENCE

Ravenguard TacticUse this Tactic in the Movement phase. Pick a model from your kill team that has not yet moved. That model may not move this phase, but for the rest of the battle round, if this model is obscured, shooting attacks that target this model suffer an additional -1 modifier to their hit rolls.

SHROUDED SIGHT

Ravenguard TacticUse this Tactic when you choose a model in your kill team to shoot in the Shooting phase. Add 1 to hit rolls for that model against targets which are obscured.

1 COMMAND POINT

1 COMMAND POINT

SIRE OF THE RAVENGUARDS

Ravenguard Primarch TacticUse this Tactic at the start of the Initiative phase. All Ravenguard models counts as obscured and the to hit penaly for being obscured is doubled to -2 for the rest of this battle round. This tactic can only be used once per game.

2 COMMAND POINTS

THE PRIMARCH'S STRATEGY

CORVUS CORAXLord Corax presents a striking countenance, at least when he wishes to be seen. His skin is alabaster white and his shoulder length hair as black as the feathers of his namesake, the raven. Most remarkable and unsettling are his eyes, which are entirely black shards of solid shadow. His sable armour is edged with fine, golden filigree and upon his back is mounted a jet pack formed into a pair of articulated pinions that he wields as a murderous, bloody-edged cutting weapon. Like most of the Primarchs, Corax is blessed of an extensive armoury of artifice-wrought weapons but those he most often bears to war are a pair of metre-long lightning claws and a coiled whip at his belt. Though few even amongst his sons know of it, Corax is blessed with the ability to pass unnoticed should he will it, this preternatural ability allowing him to slip from the perception of his enemies.

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ALPHA LEGIONI am Alpharius: If your leader is taken out of action select another member of your kill team. This model is revealed to have been your leader all along. Remove the selected model and replace it with your leader, who has the same number of flesh wounds as the model it replaces. Mutable Tactics: At the start of the game the Alpha Legion player may select one rule for the whole team.

Scout: During the Scouting phase the Alpha Legion Player may pick two strategies instead of 1 Infiltrate: Set up one model so that it is obscured outside of your opponents deployment zone.Counter attack: Roll a dice after your opponent has completed their Melee attacks. On a 6+ the Legionnaire immediately makes a single free attack. Move through cover: Ignore difficult terrainAdamantium will: Do not include friendly models who are out of action when performing Nerve tests.

If your Kill Team is formed from the Alpha Legion your faction Keyword changes to LEGIONES ASTARTES (ALPHA LEGION). In addition the following special rules apply:

THE 20TH LEGIONThere is no other Legion like the XX. Of all the mighty forces the Imperium commanded during the Great Crusade, there were none so wound about with falsehood, supposition and paradox than they. The annals of the Great Crusade make mention of the Legion, but invariably each entry contradicts some other. All that is known is that the warriors of the Alpha Legion are the unsurpassed masters of misdirection and guile. Most foes have no inkling they are even fighting before the Alpha Legion's masterful stratagems cause their defences to collapse beneath them, torn apart from within so that when the final overwhelming attack finally comes, the enemy's defeat is total.

Alpha Legion heraldic symbol, provenance unknown

Assault Legionnaire in MK IV 'Maximus' armour with jump pack. Note legion specific customisation and markings of the Hydra

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ALPHA LEGION TACTICSIf every model in your kill team has the LEGIONES ASTARTES (ALPHA LEGION) Faction keyword, you can use Alpha Legion Tactics.

HIDDEN COILS

Alpha Legion TacticUse this Tactic at the beginning of the first battle round. Pick a model from your kill team and set it up again, anywhere in your deployment zone.

2 COMMAND POINTS

MNEMOIC CONTITIONING

Alpha Legion TacticUse this Tactic at the start of the Shooting phase. Pick an enemy model within 6" of a model fromyour kill team and roll 2D6. If the result is higher than the enemy model’s Leadership haracteristic, you can immediately make a shooting attack with one of that model’s ranged weapons as if it were a model from your kill team.

2 COMMAND POINTS

SCALES OF THE HYRDA

Alpha Legion TacticUse this Tactic in your opponent’s turn in theShooting phase when they choose a model from your kill team as a target, and your model is obscured. Attacks that target that model in this phase suffer an additional -1 penalty to theirhit rolls.

DRAW THEM IN

Alpha Legion TacticUse this Tactic after a model from your kill team Falls Back. That model can still shoot this battle round

1 COMMAND POINT

1 COMMAND POINT

2 COMMAND POINTS

SIRE OF THE ALPHA LEGION

Alpha Legion Primarch TacticUse this Tactic at the start of the Initiative phase. Any Alpha Legion model adds +1 to all wound rolls in Shooting and Fight phases for the rest of the battle round. This tactic can only be used once per game.

THE PRIMARCHS' STRATEGY

ALPHARIUSThe Primarch of the Alpha Legion shrouds himself in mystery, often moving unseen even amongst the ranks of his own Legion. However, when the time comes to cast off the cloak of misdirection, Alpharius is as awe-inspiring a being as any of the Primarchs of the Legiones Astartes. Clad in armour forged in the manner of some terrifying beast ancient terran myth and armed with a fearsome panoply of weapons of unknown provenance, Alpharius bestrides the battlefield like a figure from legend. Like the hydra he and his Legion take as their symbol, in battle Alpharius fights by repeated attacks from multiple and unexpected quarters. None can predict where or how the Primarch will strike, what weapons he will bring to bear or which of his many different forces will fight at his side. In many cases, the enemy are not even aware they are fighting until the very moment battle is joined.

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SHATTERED LEGIONS

55

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SHATTERED LEGIONSBorn upon the blood-soaked sands of the Urgall Depression, the Shattered Legions were the consequence of betrayal and fratricide. At the Isstvan V Dropsite Massacre, three entire Legions were rendered all but destroyed, all cut down by the treachery of their supposed brothers when the forces that constituted the second wave of the assault revealed their allegiance to the Warmaster.

All the models in your Shattered Legions kill team must have the same keyword, either LOYALIST or TRAITOR. It may however be comprised of different legions. In addition models gain the LEGIONES ASTARTES (SHATTERED LEGIONS) keyword. Limited manpower: For each assault, recon or siege marine from a legion the team must also include a tactical marine from the same legion. Heroic Brotherhood: A Shattered Legion Kill team may include 4 specialists instead of 3. However no more than 2 may be given to models with the same legion keywordA player may mix generic, legion and shattered legion Tactics as they see fit but legion specific tactics may only be played on models with that legion’s keyword.In addition Primarch Tactics may not be used by a Shattered Legion Kill Team.With the exception of ‘Alternate Formation’ all Legion specific rules apply to those with the associated legion keyword.You may not include any model with the BLACKSHIELD keywordShadow War: Instead of using the limited manpower rule a kill team may use one of the following:

Warriors of Meduson: A LOYALIST kill team must include 2 Iron Hand models for those from any other legion.

Hunters of Marr: A TRAITOR kill team must include 2 Sons of Horus models for those from any other legion.Your Shattered Legion kill team cannot cost more than 120 points.

Battle-forged Kill Teams In addition to the rules laid out on KTCM-pg62, you must also adhere to the following restrictions/alterations for Shattered Legions kill teams:

In the days and weeks following the Dropsite Massacre, elements of the Iron Hands, Salamanders and Raven Guard were scattered far and wide across the northern Imperium having been forced to make hastily plotted warp jumps to escape the Traitors' ambush. While some scattered alone, it was also the case that vessels of all three Legions came together in small clusters in the darkness, wounded and distrustful of one another following the massacre, and violently shorn from their Legion's chains of command. Often, once damage was repaired and wounds bound, these clustered forces split apart again to seek their own paths, often cast wide by the burgeoning warp storms that would slowly erupt into the great Ruinstorm, in order to find their way back to their homes or reliable commands, but in other instances, these ragged squadrons remained together, seeking better odds of survival in a galaxy at war in the company of allies who had borne the same savage trial they had, and so were the Shattered Legions born.

Because Legion ranks were invariably kept intact, it was not uncommon for Shattered Legion forces to feature an uneven proportion of officers and Legionaries from different Legions. Other Shattered Legion groups were heavily dominated by a single faction, but had far smaller contingents from several other Legions in their ranks.

As the Horus Heresy progressed, it became evident that the Traitors had their own Shattered Legion forces, though often brought into being under somewhat different circumstances. Many were simply forces cut off from their own Legions and pursuing existing orders for fear of censure or worse. Some Traitor forces appear to have come into being as some manner of punishment, cast into exile and instructed not to return until some grave task was completed, often the execution of scattered Loyalist survivors. Thus Shattered Legion formations made of mixed Legiones Astartes forces orphaned from their parent Legions were to be found on both sides of Mankind's galactic civil war, engaging in ceaseless, unseen and bitter shadow wars throughout the Age of Darkness and beyond.

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FORGE A PATH

Shattered Legions Tactic Use this Tactic in the Movement phase when a model from your kill team Advances. Add 6" to the model's Move characteristic for that Movement phase instead of rolling a dice. Ignore all movement penalties when using this tactic.

1 COMMAND POINT

BLADE OF COLD HATREDShattered Legions TacticUse this tactic at the start of the Initiative phase. Pick a model in combat and increase the AP characteristic of all its melee weapons by 1 for the rest of the battle round e.g. - becomes -1, -1 becomes -2.

1 COMMAND POINT

SON OF A MISSING FATHER

Shattered Legions TacticUse this Tactic at the start of the Initiative phase. Pick a Salamanders model, this model removes any Flesh wound tokens it has and subtracts -1 from any injury roll it is required to make for the rest of this battle round. In addition this model may re-roll failed Save rolls in the fight phases.

1 COMMAND POINT

SLAY THEIR CHAMPIONS

Shattered Legions Tactic Use this tactic at the start of the Initiative phase. Select a Blackshield model. This model gains +1 to hit modifiers against the enemy Leader or Specialists in the Shoot and Fight phases

1 COMMAND POINT

SON OF A DEAD FATHER

Shattered Legions TacticUse this Tactic at the start of the Initiative phase. Pick an Iron Hand model, this model removes any Shaken Tokens it has and automatically passes Nerve tests for the rest of this battle round. In addition this model may re-roll failed to wound rolls in both the shooting and fight phases.

1 COMMAND POINT

SON OF A SHADOWED FATHER

Shattered Legions Tactic Use this Tactic at the start of the Initiative phase. Pick a Ravenguard model, this model may not be targetted in the shooting phase unless it is 6" or less to teh attacker. In addition this model may re-roll failed hit rolls in the fight phases.

1 COMMAND POINT

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BLACKSHIELDS

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BLACKSHIELDSThe term 'Blackshield' refers not to a single military body or even a class of warriors as such, but to a phenomenon that came into being in the early to middle years of the Age of Darkness. A warrior might, for any one of a myriad reasons, choose or be forced to cast off or conceal his allegiance. Covering his armour with cloth or painting over it entirely.

Your Blackshield kill team cannot cost more than 150 points.

Battle-forged Blackshield Kill Teams Inaddition to the rules laid out on KTCM-pg62, you must adhere to the following restrictions/alterations for Blackshield kill teams:

All the members of your kill team must have the LEGIONES ASTARTES (BLACKSHIELDS) faction keyword. All the members of your kill team may be given the LOYALIST or TRAITOR keywords. Your kill team must consist of at least six models. There is no maximum size for legiones kill teams.

With the exception of Bolt weapons, chainswords, combat blades, Frag and Krak grenades, and jump packs a Blackshield kill team may not include duplicates of any weapon or piece of equipment..

It cannot be known when the first Blackshields appeared upon the battlefields of the Age of Darkness, and in truth the definition is so broad that some may not have been noted as such at the time. Certainly, a small force of Legiones Astartes warriors clad in black and bearing the Terran Aquila in the stead of any Legion icon was sighted at the climax of the Liberation of Numinal during the war for the Coronid Deeps in early 008.M30. As the veil of Dark Compliance fell across the northern lmperium and beleaguered Loyalist armies fell back en masse before the Traitors' inexorable advance towards distant Terra, Blackshields similarly clad were counted amongst the defenders who mustered upon the walls of Fort Stranivar, giving their lives for the Loyalist cause alongside so many other dutiful and stoic servants of the Emperor.

It is a truth that sits ill with many who are party to such knowledge that not all Blackshields were the sons of Traitor Primarchs. The warrior lodges had spread their pernicious philosophies far and wide in the y ears prior to lsstvan, and few indeed were the Legions entirely unaffected by their hidden workings. Indeed, it is notable that in some bands ofBlackshields, adherence to the tenets of the various warrior lodges remained strong and some were even accompanied by small covens of Davinite lodge priests. How many Blackshield bands were in fact renegade elements of otherwise loyal Legions, or how many individual Blackshield warriors in the ranks of a Marauder squad were secretly turncoat sons of loyal Primarchs

While the term 'Blackshield' is fitting, it was not always a literal description of the warriors in question. Some groups were observed clad in highly idiosyncratic, personalised heraldry, no two Legionaries bearing the same colours. Some applied camouflage patterns to their armour, a practice onlyrarely observed amongst the Legions. At least one group was observed to wear composite battle plate, each part scavenged from other Legions and mixed together with no rhyme or reason, a sea green vambrace taken from a slain Legionary of the Sons of Horus worn alongside a bone white gorget torn from the corpse of a defeated World Eater, for example.

Despite their rejection of visible Legion heritage, most Blackshields remained nonetheless recognisable as Space Marines. A small number however stretched such a definition to a point where onlookers may not have taken them for the product of the Emperor's vision at all. Throughout the Age of Darkness and beyond, accounts of Legionaries fallen to physical mutation persisted, hinting at a creeping instability in gene-seed purity, corruption of the implantation process, exposure to certain influences or even deliberate tampering with the Legiones Astartes genetic template.

At first sight these warriors might appear blessed of superior strength, speed or resilience, but invariably they proved unstable in other ways. Some were prone to physical or mental collapse in the heat of battle, while others experienced spontaneous and uncontrolled mutation under stress, their limbs distending into horrific forms as bones re-knit and muscles distorted, battle plate splitting apart in the process. Some were indistinguishable in appearance from any other Legionary, yet possessed of such an unnatural mien or aura that others could not stand their presence, and with prolonged exposure would be driven by an inexplicable urge to strike them down.

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BLACKSHIELD MARAUDERSNAME M WS BS S T W A Ld Sv Max

Marauder 6" 3+ 3+ 4 4 1 1 7 3+ -

Marauder Gunner 6" 3+ 3+ 4 4 1 1 7 3+ 2

Marauder Fighter 6" 3+ 3+ 4 4 1 2 7 3+ 2

Marauder Chieftain 6" 3+ 3+ 4 4 1 2 8 3+ 1

This model is armed with a bolt pistol, chainsword, frag grenades and krak grenades.Up to two Marauders in your kill team can be Marauder Gunners, up to two Marauders in your kill team can be Marauder Fighters, and one Marauder in your kill team can be a Marauder Chieftain.

WARGEAR OPTIONS • A Marauder may take one of the following; lascarbine/autogun, Astartes shotgun, laslock, boltgun, pariahboltgun, a second bolt pistol, heavy chainsword or a lascutter.

• A Marauder may replace their power armour with pariah power armour or take a Jump Pack

ABILITIES And They Shall Know No Fear, Transhuman Physiology: Rules found on page 84 of the Kill Team Rulebook

SPECIALISTS Leader (Chieftain only), Comms, Combat (Fighter Only), Demolitions, Heavy (Gunner only), Herald, Medic, Scout, Siege Breaker, Sniper, Veteran, Zealot (Fighter Only) LEGIONES ASTARTES (BLACKSHIELD)FACTION

KEYWORD BLACKSHIELD, INFANTRY, MARAUDER

A Marauder Gunner must take one of the following; flamer, pariah flamer, meltagun, plasma gun, sniperrifle, grenade launcher, rotor cannon, heavy bolter, autocannon, missile launcher or xenos deathlock.

A Marauder Fighter may replace their bolt pistol and/or chainsword with a plasma pistol, hand flamer orpower weapon.

A Marauder Chieftain may take a combi-weapon of any type or a plasma pistol. Additionaly they mayreplace their chainsword for a power fist, thunder hammer or a single lightning claw.

Astartes-Vox: You can re-roll failed Suppression tests for LEGIONES ASTARES models while a friendly model with an Astartes-Vox is on the battlefield and not shaken.

Pariah Power Armour: Pariah armour provides a Sv of 3+ unless the attacking weapon has a strength of 5 or more; then it provides a Sv of 5+. Pistol and Rapid Fire weapons carried by a MARAUDER in pariah armour also gains the Assault type.

• One Marauder may take an Astartes-Vox

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Having seen betrayal, atrocity and unthinkable carnage at the behest of distant and uncaring masters, these warriors are hardened veterans who have survived against all odds and now trust only in the man next to them in the line of battle.For brothers they will fight and die and strive to see another dawn, but for great cause or Primarch, and the lies and whispers of lords and potentates alike, they have nothing but scorn.

The most difficult class of Blackshield to define or identify with any certainty were those who were constituted en masse from the ranks of a parent Legion having refused to align themselves with the declared allegiance of their Primarch. Though their true numbers remain unknown, they cannothave been great for most of the Traitor Primarchs proved horrifyingly willing and able to purge their Legions of those sons they suspected would not stand alongside them against the Emperor.

What trauma such warriors experienced upon learning of their masters' treachery can only be imagined

BLACKSHIELD TACTICSIf every model in your kill team has the LEGIONES ASTARTES (BLACKSHIELD) Faction keyword, you can use Blackshield Tactics.

ORPHANS OF WAR

A SON'S RAGE

Blackshields TacticUse this Tactic at the start of the Fight phase. Pick a Model with a Fleshwound that is in combat Add D3 to the models attack characteristics for this fight phase. If the model survives the combat it must make an Injury roll at the end of this battle round

2 COMMAND POINTS

NEO-ICONOCLASTS

Blackshields TacticUse this tactic at the start of the Initiative phase. Select a Blackshield model. This model gains +1 to hit modifiers against the enemy Leader or Specialists in the Shoot and Fight phases

2 COMMAND POINTS

ALCHYMERIC STRENGTH

BlackshieldsTacticUse this Tactic at the start of the Fight phase. Pick a Blackshield model that is in combat. Increase that models Strength by 2 for this round. If the model survives to the end of the battle round roll a D6, on a 4+ it is shaken.

1 COMMAND POINT

MEMORIES OF THE VOID

Blackshields TacticUse this tactic at the start of the Initiative phase. Select a model with at least 1 Shaken token. discard all shaken counters from this model. In addition it will automatically pass all Nerve checks this battle round.

1 COMMAND POINT

BROTHERHOOD

BlackshieldsTacticUse this Tactic when a model from your kill team takes a flesh wound. One friendly model within 6" may immediatley make a move of up to 6" in the direction of the wounded model. This may bring the model within 1" of an enemy model.

1 COMMAND POINT

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BLACKSHIELDS

Death Seekers: These Blackshields may never be shaken and ignore any negative modifiers when checking if their kill team has been broken. Orphans of War: When Targeting an opponents leaders or specialist in both the shooting or fight phase these models gain +1 to hit and +1 to Wound.Outlanders: Models equiped with jump packs may arrive as reinforcements in any Movement phase within 6" of the kill team's leader and 3" away from any enemy model. In addition Outlanders may have more that one Xenos Deathlock in the kill team.Chymeriae: Roll on the Combat Drugs table on KTCM-pg142 for each model in your kill team. In addition this kill team can only take Leaders, Medic, Veteran, and Zealot specialists.

If your Kill Team is formed from Blackshields your faction Keyword changes to LEGIONES ASTARTES (BLACKSHIELDS). In addition the Player must pick one of the following special formations to apply to All Models in your Kill Team.

These Blackshields are motivated by an all-consuming drive to offer up their own lives upon the altars of war. Psychologically unstable, either as a result of what they have witnessed or endured or through brutally enforced and accelerated psycho-indoctrination, death has become the centre of their being, either as a blessed release, sought-for atonement or programmed obsession, but they will not meet death vainly and without taking as many of the foe with them as they can. Through sheer force of will or other more malign influence, such as prohibited gene-seed experimentation, they are able to shrug off otherwise debilitating injury as they abandon themselves to the anarchy of battle.

They aim to sell their lives dearly and are consumed by hatred for a galaxy in which they no longer have a place.

Dark Brotherhood pauldron adorned with Lodge Medals

Blackshield Marauder wearing battle plate constituted fromdifferent armour marks, including some elements of Mark V and VI

DEATH SEEKERS

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CHYMERIAEAs the Age of Darkness progressed so

there came into being Legiones Astartes who simply should not have existed. Some were the by-blows of failed rapid implantation and psycho-indoctrination programs, others the product of prohibited experimentation on gene-seed stock or the influence of malign forces from beyond. Most often the cause for such 'Chymeriae' creation was to create a breakthrough that would see their faction, Loyalist or Traitor, gain a decisive edge in the war; a goal which for some any taboo or stricture was worth breaking. All, be they Primarch or master apothecary, who attempted this soon learned the folly of their error. Such warriors were at best invariably unstable or unpredictable when compared to those Legiones Astartes brought into being by conventional means, while others succumbed to irreparable madness or cancerous mutation as terrifying to behold as it was ultimately fatal.

At first sight these warriors might appear blessed of superior strength, speed or resilience, but were invariably unstable in other, darker, ways.

OUTLANDERSThese Space Marines have seen the

depths to which both sides in Mankind's civil war will sink to in order to destroy the other, and they have washed their hands of either side and are now pursuing their own goals, having turned towards the path of the marauder and void corsair to determine their fate. For some who have previously served in the nomad-predation fleets and the flotillas of the Rogue Traders at the forefront of the Great Crusade's darkest frontiers, this may be merely a reversion to a path well-travelled in the past, although with themselves as master, while others will have been forced into exile by the wroth of enemy and one-time ally alike.Many of those warriors who escaped the betrayal of their kin fled into the darkness and were never seen again, while others embarked upon short-lived campaigns of bloody vengeance, determining to sell their lives dearly and consumed by hatred for a galaxy in which they no longer had a place

Blackshield Marauder of the Gerasene Host clad in A mix of MkV 'Heresy' armour. The tribal markings of this Chymreiae warband armour are of unknown provenance

Blackshield Fighter of the Third Covenant in MkII 'Crusade' armour. This warband is thought to be comprised of Traitor Legionnaires due to the heraldy beneath the chipped black paint

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p p

RANGE TYPE S AP D ABILITIES

" Rapid ire 1 3 0 1

hen attac ing ith this eapon choose one or oth of the profiles elo If ou choose oth su tract 1 from all hit rolls made for this eapon

1 " Assault 1 4 0 11 " Assault 4 0 1

" Assault -1 10" ea 0 1

Autogun Lascar ine Lasloc Pariah oltgun Pariah lamer Rotor Cannon

enos eathloc 18" Assault -2 1

RANGE TYPE S AP DMelee Melee 1

ABILITIEShen attac ing ith this eapon ou must su tract 1

from the hit roll+2 -

MELEE WEAPONS WEAPON

KILL TEAM

MODEL POINTS PER MODEL(Does not include wargear)

1111

lac shield Marauder - lac shield unner - lac shield ighter - lac shield Chieftain

POINTS PER WEAPON000

1

RANGED WEAPONS WEAPON Autogun Lascar ine Lasloc Pariah oltgun Pariah lamer Rotor Cannon

enos eathloc

MELEE WEAPONSPOINTS PER WEAPON

1WEAPON

ea Chainsword

POINTS PER ITEM 3

OTHER WARGEAR ITEM ump Pac

Astartes-Vo 1

Combi- renade Launcher

- Boltgun 24" Rapid Fire 1 4 0 1 -- renade launcher - rag grenade - Kra grenade

Combi- ol ite When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.

- Boltgun 24" Rapid Fire 1 4 0 1

- Vol ite Charger 1 " Assault 5 -1 1

24" -1 -24" Assault 0 1 -

When attacking with this weapon, choose one of the profiles below.

-ach time ou ma e a ound roll of for this eapon

the target suffers an additional mortal ound -

--This eapon automaticall hits its target

Target ta es L test if failed the ta e its

Melee Melee -

ea Chains ord

Lascutter This eapon hits infantr on

Lascutter

-

Assault 1

RANGE WEAPONSWEAPON

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MECHANICUM TAGHMATA KILL TEAMS

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MECHANICUM TAGHMATADuring the cataclysm of the Horus Heresy, the Taghmata was called upon on every Forge World and outpost as war and the threat of attack was constant. Soon, the Mechanicum was engaged in a battle for survival both against outside enemies and against rival factions of their own kind.

All the models in your Mechanicum Taghmata kill team must have the MECHANICUM keyword. If the player wishes they may add (LOYALIST) or (TRAITOR) to their faction keywordYour kill team must consist of at least six models If the Magos Auxillia is selected then that model must be your Leader.Your Mechanicum Taghmata kill team cannot cost more than 150 points.

Battle-forged Kill Teams In addition to the rules laid out on KTRB-pg62, you must also adhere to the following restrictions/alterations for Mechanicum Taghmata kill teams:

At the time of the outbreak of the Horus Heresy, the Taghmata Omnissiah was the principal type of operational military force of the trans-Martian Mechanicum and also the most numerous. To those outside the arcane secrets and strange mysteries of the Mechanicum, the Taghmata was a difficult thing to grasp, seeming at once a purely descriptive term applied to a bewildering tapestry of Magos, machineworks and indentured manpower, and also a rigid and labyrinthine hierarchical structure, the equal of any in the lmperium's armed forces in complexity. Its name, however, translated from the lingua-technis into the Terran-Gothic of the Imperial Court betrays its fundamental nature; Taghmata Omnissiah being related then as 'That which is divinely ordered for war' - being the military reflection of a Forge World's essentially feudal power structure mustered for battle.

AUTOMATA RULESAt the start of a battle models with the Automata keyword are assigned to Tech-Priests and must remain wholly within 6” of that model for the rest of the battle. While within this “control range” Automata models automatically pass any nerve check they are required to make. If out of control range it takes a shaken counter and may only move until within 6” of the assigned Tech Priest. If in combat when out of range it may fight as normal.

If during a battle the tech-priest to which it is assigned is removed from the table this model takes a shaken counter and must move within 2” of another tech priest. It is now assigned to that tech priest but no longer automatically passes Nerve checks.

A Tech-Priest may be assigned a maximum of 4 models with the AUTOMATA keyword

SKITARII REGIMENTSTo play a battle-forged Mechanicum Skitarii kill team use the Adeptus Mechanicus rules found on pages 104-111 of the Kill Team core manual with the following alterations.

Change the ADEPTUS MECHANICUS Keyword for all units to MECHANICUM. If the player wishes they may add (LOYALIST) or (TRAITOR) to their faction keywordUnit Alphas and Princeps may take a Cyber-FamiliarThallax units can be taken and have the Canticles of the Omnissiah abilityYour Mechanicum Skitarii kill team cannot cost more than 150 points.

Alongside the elite Skitarii regiments, whose allegiance and command was owed ultimately to Mars, and the Collegia Titanica which comprised the planet-shattering Titan Legions, both of which organisations operated separate military traditions of their own, the Taghmata formed the great trinity, the 'Triad-Magna', of the Mechanicum's power during the Great Crusade. Besides these three there stood the 'lesser' independent and allied divisions of

the Mechanicum such as the Knight Houses, the Ordo Reductor, the .Explorators and the Legio Cybernetica, among others. Each was a great power in its own right, but all were dwarfed both in scale and reach by the great three.

During the Horus Heresy when, just as the lmperium was riven by the treachery of the Warmaster, so was the Mechanicum, already rife with internal discord and disharmony, all too readily riven alongside it, turning on itself as well as siding unequally for the warring parties of Traitor or Loyalist, with Forge Worlds and domains siding along longheld fealties and feudal obligations as much as they did for Emperor or Warmaster.

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S

Blessed Hive: This model may be assigned 2 more Automata than it is currently allowed.

Repair Protocol: Roll a D6 when an Automata within 3" of this model suffers a wound, as long as this model is not shaken; on a 6 that wound is not lost.

Repair Specialist: When an Injury roll is made for a Automata within 6" of

this model, as long as this model is not shaken,

roll an additional dice and use the lowest result.

Phase-Array: Onceper Shooting phase,when you pick an

Automata from your kill team to shoot a heavy

weapon, if this model is not shaken, you can re-

roll the dice when determining the number of attacks that model can

make.

Reanimator: If this model is in yourkill team and not outof action at the end ofa battle, and you roll a

Dead result when making a Casualty roll (pg 204)

for a Automata from your kill team, you can roll a D6. On a 4+ apply the

Full Recovery result for that model instead.

Pulse-Tether: You can re-roll any failed

charge rolls you make for one Automata under this models control per turn.

Mechandrites: Re-roll wound rolls of 1 for this model in the Fight phase.

BATTLESMITH SPECIALISTSThe Battlesmiths of the Legio Cybernetica are charged with the creation and maintenance of the blessed Battle Automata of the Mechanicum Taghmata. These 'lesser and righteous works' of synthetic life, deemed sacred by the Crimson accords or Mars, we to be protected in battle allowing them to bring destruction to the enemies of man. In war the Battlesmiths can be found at the centre of massed Servo-Automata repairing some even as they commanded other to bring ruin to their foes.During the Horus Heresy whole cohorts of mechanoids fought alongside both Loyalist and traitor forces. Those traitorous Battlesmiths laid the seed for the dreaded Dark Mechanicum that would plague the Imperium for millennium to come.

ABLATIVE MECHANDRITES

Level 2 Battlesmith TacticUse this Tactic at the start of the Shooting phase.Pick a Battlesmith specialist of Level 2 or higherfrom your kill team. Roll a D6 each time thatmodel loses a wound in this phase; on a 5+ thatwound is not lost.

2 COMMAND POINTS

OMNISSIAH'S BLESSING

Level 3 Battlesmith TacticUse this Tactic when a Battlesmith specialist of Level 3 or higher from your kill team that is not shaken is within 3" of an Automata model from your kill team that suffers an Out of Action Injury roll result. That model suffers a Flesh Wound result instead.

2 COMMAND POINTS

CYBER-RAGE ENGRAMS

Level 1 Battlesmith TacticUse this Tactic at the start of the Movement phase. Pick an Automata model from your kill team within 2" of a friendly Battlesmith specialist that is not shaken. You can add 1 to Advance rolls and charge rolls for that model, and add 1 to that model’s Attacks characteristic until the end of the battle round.

1 COMMAND POINT

BATTLESMITH LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

OR

OR

OR

Choose any ability from this ability tree that you have not yet chosen for this model.

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TECH-PRIEST AUXILLIANAME M WS BS S T W A Ld Sv Max

WARGEAR OPTIONS • This model may take any of the following: Nuncio Vox, Auspex, Volkite Charger, Cortex Controller,Graviton gun

• This model may take a Cyber-Familiar

ABILITIES Auspex: Rules found on page 84 of the Kill Team Rulebook

SPECIALISTS Leader (Magos Auxillia only). See Tech Arcana above for other models.

FACTION

KEYWORD IMPERIUM, INFANTRY, MECHANICUM, TECH-PRIEST

Nuncio-Vox: You can re-roll failed Nerve tests for MECHANICUM models while a friendly model with a Nuncio-Vox is on the battlefield and not shaken.

Tech Arcana: You must select a tech arcana for each Tech-Priest in your kill Team.• Lachrimallus: Medic or Scout Specialist. Thismodel may re-roll wound rolls of 1• Malagra: Combat or Veteran specialist. Thismodel may re-roll combat hit rolls of 1• Myrmidax: Sniper or Zealot specialist. Thismodel may +1 to weapon ability rolls• Macrotek: Communications or Battlesmithspecialist. This model is equipped with a mechandrite combat array• Ordinator: Demolitions or Heavy specialists –This model may be armed with a conversion beamer, volkite culverin or rad cleanser

• Each Tech-Priest must select a Tech Arcana.

Tech-priest Adept 6" 4+ 4+ 3 3 1 1 8 3+ 3

Magos Auxillia 6" 4+ 3+ 3 4 2 2 9 3+ 1

This model is armed with a laspistol and power axe One Tech-priest Auxillia Adept in your kill team can be a Magos Auxillia

Cortex Controller: This model may either; - Increase the number of Automata models it be assigned from 4 to 6 - Increase the control range of AUTOMATA models from 6” to 12”

Cyber-Familiar: Models with a Cyber Familiar increase their invulnerable save from 6+ to 5+. This must be suitably visible on the model.

MECHANICUM

SERVO-AUTOMATAM WS BS S T W A Ld Sv MaxNAME

Servo-Automata 6" 4+ 4+ 4 5 1 1 6 5+ -

This model is armed with a close combat weapon

WARGEAR OPTIONS • This model may replace its close combat weapon for a Las-lock, Servo Arm, Flamer, Maxima Bolter, RotorCannon, Heavy Bolter or Multi-melta

ABILITIES

SPECIALISTS

FACTION KEYWORD

KEYWORDS

Automata: See rules on page xx of this supplement

None

MECHANICUMIMPERIUM, INFANTRY, MECHANICUM, SERVITOR, AUTOMATA

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ADSECULARIS TECH-THRALLM WS BS S T W A Ld Sv MaxNAME

Tech-Thrall 6" 5+ 5+ 4 3 1 1 7 5+ -

This model is armed with a las-lock and a close combat weapon

WARGEAR OPTIONS •••

This model may change their las-lock for a mitralock or a heavy chainbladeThis model may be equipped with frag grenades, induction charger or carapace armourThis model may select one of the following: Revenant Alchemistry, The Rite of Pure Thought

ABILITIES Bionics: This model has a 6+ invunerable save The Rite of Pure Thought: This model may re-roll

failed Nerve checks but may no longer make Advance moves.

SPECIALISTS

FACTION KEYWORD

KEYWORDS

Revenant Alchemistry: This model may re-roll failed wound rolls of 1 in both combat and shooting. In additon its Bionics save is increased to 5+ but they must treat open ground as difficult terrain.

Induction Charger: Las-lock and Mitralock carried by this model are now Assault 2

Carapace Armour This models save is now 4+ instead of 5+

IMPERIUM, INFANTRY, MECHANICUM, ADSECULARIS, TECH-THRALLMECHANICUMNone

THALLAXNAME M WS BS S T W A Ld Sv Max

Thallax 6" 4+ 3+ 5 5 3 2 8 4+ 3

Thallax Gunner 43+ 3+ 5 5 3 2 8 4+ 16"

This model is armed with a Lightening gun, close combat weapon, and frag grenades.One Thallax in your kill team can be a Thallax Gunner.WARGEAR OPTIONS • This model may replace their close combat weapon with a heavy chainblade

• A Thallax Gunner may replace their lightning gun with one of the following weapons: Multi-laser, PhasePlasma-Fusil, Irad-cleanser, Multi-Melta or Photon thrusters.

ABILITIES Lorica Thallax: This model may re-roll failed armour rolls of 1 but may not make advance moves.

SPECIALISTS

FACTION KEYWORD

KEYWORDS

NoneMECHANICUMIMPERIUM, INFANTRY, MECHANICUM, THALLAX

Djinn-Sight: Models targeted by this models attacks never gain the benefit of being obscured.

Bionics: This model has a 6+ invunerable saveJump Pack: This model can move across othermodels and open terrain as if they were not there. If the terrain feature is enclosed this model must remain within that terrain feature.

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SCYLLAX GUARDIAN-AUTOMATANAME M WS BS S T W A Ld Sv Max

Scyllax Guardian 6" 4+ 3+ 4 5 2 2 7 4+ 3

Scyllax Guardian Gunner 6" 4+ 3+ 4 5 2 2 7 4+ 1

This model is armed with a scyllax bolter, mechandrite combat array and a rad furnace One scyllax guardian in your kill team can be a scyllax guardian gunner

WARGEAR OPTIONS • This model may replace its scyllax bolter with one of the following: enhanced array, rotor cannon, flamer orvolkite charger

ABILITIES

SPECIALISTS

FACTION KEYWORD

None

MECHANICUMKEYWORDS IMPERIUM, MECHANICUM, SCYLLAX, AUTOMATA, INFANTRY

• The guardian gunner may replace its scyllax bolter with a meltagun, graviton gun, rad-cleanser orplasma gun.

• This model may take frag grenades.

Rad Furnace: Enemy models in base to base contact with this model have their toughness reduced by -1 until they are no longer in contact.

Enhanced Array: Models with an enhanced array gain +1 to their number of attacks.

Guardian Protocols: This model must be assigned to a Tech Priest with either the Leader or Battlesmith Specialism. While within control range the assigned Tech-Priest counts as Obscured even in open terrain.

REDUCTOR PROTOCOL

Mechanicum TacticUse this Tactic when a model from your kill team is about to shoot in the shooting phase. Increase the Range characteristic of all Rapid Fire or Heavy weapons this model is armed with by 6".

1 COMMAND POINT

THE OMNISSIAH PROTECTS

Mechanicum TacticUse this tactic at the start of the Initiative phase. Select a MECHANICUM model. This model gains +1 to hit modifiers against the enemy Leader or Specialists in the Shoot and Fight phases

2 COMMAND POINTS

TARGET COMMAND NEXUS

Mechanicum TacticUse this Tactic when an enemy model declares a charge targeting a Tech-Priest. An Automata model wholly within 6" of that Tech-Priest may be moved up to 3” and place themselves between the charging model and its target. If the charging model comes within 1” of the Automata the charge will fail.

2 COMMAND POINT

ASTATIC CO-PROCESSOR

Mechanicum TacticUse this Tactic after a model from your kill team Falls Back. That model can still shoot this battle round

1 COMMAND POINT

MECHANICUM TACTICSIf every model in your kill team has the MECHANICUM Faction keyword, you can use Mechanicum Tactics. In addition to those noted below a Mechanicum Kill team has access to the 6 generic tactics found on KTCM-pg65.

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RANGED WEAPONSWEAPON RANGE TYPE S AP D ABILITIES

Conversion Beamer 42" Heavy D3 6 0 1Attacks from a conversion beamer that target enemies atover half its range are resolved at Strength 8, AP -1 andDamage 2

Irad/Rad Cleansers Assault D6 2 0 1

Las-Lock 18" Assault 1 4 0 1

This weapon automatically hits its target and wounds on a 3+. Targets wounded by this weapon reduce T by -1 -

Mitralock 8" Assault D3 4 0 1

Lightening gun 12" Heavy 1 7 -1 1

Maxima Bolter 12" Assault 3 4 0 1

Photon Thruster 48" Heavy 2 6 -3 1

36" Heavy 3 6 0 1Multilaser

24" Heavy 3 6 -3 1

Rotor Cannon 12" Heavy 4 3 0 1

30" Rapid Fire 1 4 -1 1Scyllax Bolter

Re-roll failed wound rolls of 1Re-roll failed wound rolls of 1. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.

8"

-

-

On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved. Targets hit by this weapon must pass a nerve check or take a shaken token

Phased Plasma-Fusil -

-

Each time you make a wound roll of 6+ for this weapon, the target suffers and additional mortal wound.

Volkite Charger 15" Assault 2 5 -1 1

Volkite Culvern 45" Heavy 4 6 -2 1

Each time you make a wound roll of 6+ for this weapon, the target suffers and additional mortal wound.

-

Mechandrite Combat Array When attacking with this weapon, choose one of the profiles below.- Maelstrom User 0 1

- Dismemberment +3 -3 2

Make one additional attack when using this weapon

MELEE WEAPONSWEAPON RANGE TYPE S AP D ABILITIESHeavy Chain Blade Melee Melee +2 0 1

Melee Melee

Melee Melee -

You must subtract 1 from the hit roll for this weapon.

KILL TEAM

MODEL POINTS PER MODEL(Does not include wargear)

Tech-Priest Adept

Servo-AutomataAdsecularis Tech-ThrallThallax- Thallax GunnerScyllax Guardian-Automata- Scyllax Gunner-Automata

- Magos Auxillia

Conversion Beamer

Las-LockMitralockLightening GunMaxima BolterPhoton ThrusterMultilaser

Irad/Rad Cleanser

Phased Plasma-FusilRotor CannonScyllax BolterVolkite ChargerVolkite Culvern

Heavy Chain BladeMechandrite Combat Array

ITEMCarapace Armour Cortex Controller Cyber-Familiar Enhanced ArrayInduction Charger Rad Furnace Revenant Alchemistry Rite of Pure Thought

12

43

30312526

16

6

010263

4

53225

23

1

2

1022

3

OTHER ITEMSPOINTS PER ITEM

MELEE WEAPONSPOINTS PER WEAPONWEAPON

RANGED WEAPONSPOINTS PER WEAPONWEAPON

EXISTING WEAPON PROFILES FOUND AT:Kill Team Pg 86-87 (ADEPTUS ASTARTES)- Flamer, Frag Grenade, Graviton/Grav-Gun, Heavy Bolter, Laspistol, Multi-Melta, Meltagun, Plasmagun, - Close Combat Weapons (use Combat knife), Power Axe (use power sword), Servo Arm (use Power fist)- Auspex

2

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SOLAR AUXILIAKILL TEAMS

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SOLAR AUXILIAOf the myriad regiments of the Imperialis Auxilia, more commonly referred to as the 'Imperial Army', the Solar Auxilia are among the most elite, disciplined and well-equipped fighting forces, widely considered by many second only to the superhuman Legiones Astartes in their military effectiveness.

All the models in your Solar Auxilia kill team must have the SOLAR AUXILIA keyword. If the player wishes they may add (LOYALIST) or (TRAITOR) to their faction keywordYour kill team must consist of at least six models If the Auxilia Troop Maser is selected then that model must be your Leader.

Battle-forged Kill Teams In addition to the rules laid out on KTRB-pg62, you must also adhere to the following restrictions/alterations for Mechanicum Taghmata kill teams:

As their name might suggest, the origins of the Solar Auxilia lie in the Sol System and on Terra in the earliest days of the Great Crusade. No doubt from the very beginning, the Emperor realised that while his Legiones Astartes would be his foremost agency of war and conquest, the sheer scope of the undertaking of the Great Crusade -no less than the liberation of the entire galaxy would require far more manpower, spread over a wider area, than even hundreds of thousands of Space Marines could hope to achieve, simply because they could not be everywhere at once, nor would they be best served by undertaking roles ably filled by ordinary humanity.

By the second century of the Great Crusade, Solar Auxilia pattern forces formed perhaps 20%-25% of the overall human strength of the Imperialis Auxilia's void faring first line armies, with numbers ranging into the tens of millions. By the time of the Horus Heresy, in terms of deployment this force was split, with about two thirds of the Solar Auxilia Cohorts stationed permanently within the Imperium’s boundaries divided into taskforce and garrison commands, and the other third separated our into various Expeditionary Fleets, Rogue Trader detachments and deep-range pathfinder ships on the ever-expanding and increasingly remote frontier. As they were particularly suited and organised so that they had few ties to home and could easily operate as detached commands, it became common for many smaller-scale Expeditionary fleets which did not feature any substantial Legiones Astartes presence to be led by a core of Solar Auxilia under the particular authority of a Lord Marshal.

The coherence and discipline of the Solar Auxilia is key to their principal tactics; dose order formations both in open field warfare and in the confines of a Zone Mortalis, concentration of firepower and stubborn defence. Strategies of 'aggressive defence' are common both at the small unit and field level. This can be typified by aggressively seizing superior defensive grow1d (or manufacturing it with prefabricated defence lines, etc) and inviting enemy attack on preferred terms, feigned retreat in order to drag opponents into pre-prepared fire zones and slow 'rolling' advances under cover of dose armoured and air support, and protected by mechanised transportation. Also

common are asymmetric 'lightning' assaults which commit massed forces against a divided portion of an enemy line in order to achieve localised victory while minimising loss. These strategies are enabled by the Solar Auxilia Cohorts' discipline and the sophistication of their armaments, and born primarily from the Solar Auxilia Cohorts' use as long range pathfinder units for Explorator and Expeditionary forces, as well as rapid response forces; in such roles the Solar Auxilia can often expect to fight alone and outnumbered, and face unknown terrain as well as potentially unknown enemies. The famed discipline and ability to 'hold the line' of the Solar Auxilia in such circumstances can be seen not simply as a matter of martial ability, bur as a simple survival trait; on an alien world or within the hull of an enemy warship, breaking and fleeing is pointless where there is no safe haven to flee to, and doing so dooms one's self as surely as it does one's comrades.

You can include 1 AUXILIARY SUPPORT for every 2 AUXILIARY models in your kill team

• Your Solar Auxilia kill team cannot cost more than 150 points.

• The Solar Auxilia kill team uses the Voice of Command special rule and the ASTRA MILITARUM tactics found on KT-CM pg 100

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KK

A ILIARNAME M WS BS S T W A Ld Sv Max

T p 1 1 -

g 1 1

T p M

1

This model is armed ith an au ilia lasrifle collimator com at nife frag and ra grenadesOne Au iliar Trooper ma e an Au ilia Sergeant or Au ilia Troop Master

WARGEAR OPTIONS This model ma ta e last-chargers if armed ith an au ilia lasrifleOne model ma ta e a uncio VoAn Au ilia Sergeant or Au ilia Troop Master ma ta e up to t o of the follo ing laspistol last pistolcharna al sa re needle pistol hand flamer plasma pistol po er eapon po er fist

ELETARIINAME M WS BS S T W A Ld Sv Max

1 1 -

1 1

This model is armed ith a ol ite charger laspistol com at nife frag and ra grenadesOne Veletarii in our ill team can e a Veletarii PrimeWARGEAR OPTIONS This model ma replace their ol ite charger ith either a rotor cannon or a po er a e

This model ma ta e Shroud om sOne model ma ta e a uncio VoThe Veletarii Prime ma ta e an of the follo ing last pistol charna al sa re needle pistol hand flamerplasma pistol po er eapon po er fist

ABILITIES

This model ma re-roll failed sa es against eapons that automaticall hit

In a turn here this model is charged the enem models suffer -1 to their hit roll in the fight phase If the are not the Kill Team

Leader a Veletarii Prime ma issue an order to a V L TARII once per round

SPECIALISTS Prime onl C Veletarii ith uncio-Vo onl M p

FACTION KEYWORDKEYWORDS M M T T

SPECIALISTS Sergeant onl C Au iliar ith uncio-Vo onl p

FACTION KEYWORDKEYWORDS M M T

C KT-CM pg 100

ABILITIES C A model e uipped ith a collimator ma use the collimator profile of the au ilia lasrifle

-C g A model e uipped ith a last-charger ma use the last-charger profile of the au ilia lasrifle

C KT-CM pg 100

- ou can re-roll failed er e tests for SOLAR AU ILIA models hile a friendl model ith a

uncio-Vo is on the attlefield and not sha en

- Re-roll failed er e tests for SOLAR AU ILIA models hile a friendl model ith a

uncio-Vo is on the attlefield and not sha en

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AUXILIARY SUPPORTNAME M WS BS S T W A Ld Sv Max

Auxiliary Support 6" 4+ 4+ 3 3 1 1 7 4+ *

Auxiliary Support Sergeant 6" 4+ 3+ 3 3 1 2 8 4+ 1

This model is armed with a flamer, laspistol, frag and krak grenades One Auxiliary Support in your kill team can be an Auxiliary Support Sergeant

WARGEAR OPTIONS • The Auxiliary Support Sergeant may take any of the following: blast pistol, charnabal sabre, needle pistol,hand flamer, plasma pistol, power weapon, power fist

ABILITIES * A Solar Auxilia kill team may include up to 1AUXILIARY SUPPORT model for every 2 AUXILIARY models

SPECIALISTS Leader (Sergeant only), Demolitions, Scout, Veteran

SOLAR AUXILIAFACTION KEYWORDKEYWORDS IMPERIUM, INFANTRY, AUXILIARY SUPPORT

Voice of Command: (KT-CM pg 100)

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RANGE TYPE S AP D ABILITIES

30" Heavy 4 3 0 1

When attacking with this weapon, choose one of the profiles below. The model must be equipped with the appropriate upgrade to use the Collimator and/or Blast-Charger profilesAuxilia Lasrifle

30" Rapid Fire 1 3 0 1 -- Auxilia Lasrifle- with Collimator

- with Blast-Charger 18" 6 0 1

36" Heavy 2 3 0 1 The bearer must have remained stationary during the movement phase

Heavy 1

-Each time you make a wound roll of 6+ for this weapon, the target suffers an additional mortal wound.

Rotor Cannon

Volkite Charger -1 115" Assault 2 5

RANGED WEAPONS WEAPON

RANGE TYPE S AP D

MELEE WEAPONS WEAPON ABILITIES

On a hit roll of 1, the bearer may not use this option for the rest of the battle

Needle Pistol 12" Pistol 1 2 0 1 This weapon always wounds on a roll of 2+.

Blast Pistol 6" Pistol 1 5 0 1 You can re-roll failed hit rolls for this weapon. On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.

Melee Melee 10 0Charnabal Sabre Each time the bearer fights, it can make 1 additional attack with this weapon. On a hit roll of 6+ this weapon it causes a mortal wound instead of normal damage.

Melee Melee 1+1 -2Power Axe -

KILL TEAM

MODEL POINTS PER MODEL(Does not include wargear)

78149

1078

Auxiliary- Auxiliary Sergeant- Auxiliary Troop MasterVeletarii- Veletarii PrimeAuxiliary Support- Auxiliary Support Sergeant

0011330

Auxilia Lasrifle- Collimator- Blast-ChargerBlast PistolNeedle PistolRotor CannonVolkite Charger

WEAPON Charnabal SabrePower Axe

22

MELEE WEAPONSPOINTS PER WEAPON

WEAPON RANGED WEAPONS

POINTS PER WEAPON

WEAPON OTHER ITEMS

POINTS PER WEAPONNuncio-Vox 1

EXISTING WEAPON PROFILES AND POINTS FOUND AT: KT-CM Pg 87 (ADEPTUS ASTARTES)- Combat KnifeKT-CM Pg 102-103 (ASTRA MILITARUM)- Flamer, Frag Grenades, Krak Grenades, Laspistol, Plasma Pistol- Combat Knife, Power Sword, Power fistKT-CM Pg 188 (GENESTEALER CULTS)- Hand Flamer

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109

AUXILIARY L51944 204th Solar Auxilia Cohort

(the 'Spears of Minos')

The 204th was one of many Cohorts deployed at Manachea that fought in the eleven-day Battle of Hive Ilium. Anticipating the need to conduct Expeditionary warfare against xenos remnants across the region, these units were founded according to the Solar template and were granted the right to bear the blue and yellow livery of the Ultima Segmentum Armada Imperialis. The variant of the winged icon of the Excertus lmperialis spectf1c to the Solar Aux11ia IS worn on the chest and left shoulder, with indvidual sub-unit markings on the right shoulder

VELETARII GD-601 1522nd Solar Auxilia Cohort(the 'Lord Marshalls Own')

The elite of the Lord Marshal's Own, the most senior ranked of the Veletaris Tercios, formed a newly constituted guard to Lord MaSade and his command staff. The 108th Tercio deployed to Numinal and provided close security to MaSade's headquarters, repelling three attempted infiltrations by Vorax Attack-automata cohorts of the Traitor Draykavac's Cyclothrathine Taghmata. Later in the battle, the remnants of the Tercio amalgamated with three other war-ravaged units to join the pursuit and destruction of Taghmata after Archmagos Draykavac evacuated

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ELITEKILL TEAMS

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LEGIO CUSTODESKILL TEAMS

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LEGIO CUSTODESThe Legio Custodes are the bodyguards and sworn protectors of the Emperor and His chosen emissaries, and should the need arise, His most deadly executioners. Warriors of unswerving loyalty and unshakable purpose, their might and skill-at-arms is greater even than the Space Marines of the Legiones Astartes.

All the models in your Legio Custodes kill team must have the LEGIO CUSTODES keyword. Your kill team must consist of at least three models All models in a Legio Custodes kill team may be SpecialistsAll models have their invulnerable save improved by 1 (to a maximum of 3+)Your kill team may use the Adeptus Custodes tactics found on KT-ELT pg56 (pretend it says Legio Custodes...)Your Legio Custodes kill team cannot cost more than 150 points.

Battle-forged Kill Teams In addition to the rules laid out on KT-CM pg62, you must also adhere to the following restrictions/alterations for Legio Custodes kill teams:

The Legio Custodes are by many accounts the Emperor's true firstborn, prefiguring even the Thunder Warriors. They are His first genetically engineered, psycho-indoctrinated warriors, perfected weapons crafted by the Emperor's genius from the dread lore of the Dark Age of Technology. They are in almost every measurable way superhuman: stronger, faster, more acute of senses and more resilient even than the doomed Thunder Warriors or the Space Marines who would follow them, and so far beyond the limits of an unaugmented human as to be almost godlike in comparison. Indeed, only the Primarchs and above them the Emperor Himself exceeds them in corporeal might, and to meet them in open conflict is to court death for human or alien alike.

••

They are armed, created and trained to be the match and the death of anything they might encounter face-to-face, be that human, xenos or machine, in any circumstance of single combat, counter-attack to ambush or close range assault. Again and again has history seen the Custodian Guard stand off and defeat odds that seem beyond reason or belief It has seen them slay monsters foul enough to have been dredged up from pure nightmare, and defeat and slay assassins born of arts both dark and subtle beyond human ken. Tested again and again, be it on alien worlds before now untrodden by humanity, or within the tangled under-hives of the domains of Mankind lost to the

BLOOD GAME VETERAN

Legio Custodes TacticUse this tactic at the start of the game. Select a CUSTODIAN GUARD from your kill team, this model is now a Blood Game Veteran. This model cannot be a Specialist nor can they receive any additional upgrades, weapons or equipment. Instead of using Legio Custodes tactics this model may use Legiones Astartes tactics normally reserved for the 9 Traitor Legions, including The Primarchs Strategy. This model counts as having the required keyword for resolving those tactics.

2 COMMAND POINTS

ARAE-SHRIKESAncient devices of the Dark Age of Technology which twist and distort electromagnetic signals, these counter-intelligence devices are considered blasphemous in principle and arcane function by the Mechanicum, and persist only in the hands of the Emperor's retinue.When a model is equipped with an area-shrike;

Enemy models arriving via the teleport strike tactic within 12” of this model are shaken on a D6 roll of 4+ Mechanicum automata that start of their turn within 12” of this model are shaken on a D6 roll of 5+ Enemy models within 12” of this model do not gain the benefit of Aupspex, Nuncio-Vox or Astartes-Vox on a D6 roll of 5+

Age of Strife, or the twisted palaces of alien warlords, the Legio Custodes proved themselves warriors of terrifying ability. Their service and their mystery has seen the Legio Custodes quickly become a legend equal in wonder and terror even to those alongside whom they served and in the echoes of whispered stories in every corner of the burgeoning Imperium.

To the common soldier and planetary governor alike, the golden-armoured image of the Custodian Guard is a visible sign not only of the Emperor's direct protection and the embodiment of His will and agency, but also the omen of His unstoppable wrath, as personal and as terrifying in their way as the Angels of Death, his Space Marines, are impersonal and all conquering avatars in the minds of many of the Great Crusade itself.

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C p

C TM M T C T T

C C T

M M T T T

NAME M S S S T A L S M

C " + + + -

NAME M S S S T A L S M

" + + + -

This model is armed ith a guardian spear com at nife plasma and ra grenades

This model is armed ith a sentinel ar lade storm shield plasma and ra grenades

ARGEAR O TIONS This model ma replace its guardian spear ith an adrasite spear or p rithite spearThis model ma ta e arae-shri es

ARGEAR O TIONS This model ma replace its sentinel ar lade ith a solerite po er talon or solerite po er gauntletThis model ma ta e arae-shri es

A ILITIES g p This model has a in ulnera le sa e In addition roll a each time a model ith this a ilit suffers a mortal

ound in the Ps chic phase On a that mortal ound is ignored

p T g Ignore the penalt to this model s hit rolls from flesh ounds

A ILITIES g p This model has a in ulnera le sa e In addition roll a each time a model ith this a ilit suffers a mortal ound in the Ps chic phase On a that mortal ound is ignored

p T g Ignore the penalt to this model s hit rolls from flesh ounds

If this model is armed ith a storm shield it has a in ulnera le sa e instead of a in ulnera le sa e

This model al a s counts as o scured e en hen in the open Additionall this model ma not

e pushed ac for an reason

- See rules on page of this supplement

- See rules on page of this supplement

One of the singular features of the Legio Custodes as an organisation and the po er of its indi idual Custodians is their place in the scheme of the Imperium s la hile an accredited Imperial go ernor is effecti el t rant of their o n orld ithin the edicts and parameters of

ider Imperial la and fe ould gainsa the Legiones Astartes in an demands the ere to ma e the Legio Custodes are alone officiall afforded the po er of the Magisterium Le Ultima in the high form

hich is to sa the are e ond all la and all command sa e for the direct authorit of the mperor imself In addition to this each one is a lord of the Imperium in their o n right This fact is s m olicall represented the right to still carr the single-headed raptor and lightning olt heraldr of the Unification campaign Indeed the standards orne the Legio Custodes represent that in iola le and nigh-omnipotent authorit of the

mperor Their mere presence on the attlefield filling those lo al ith resolute eal and rac ing those ho face is rath ith fear and dread

M T M T M

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SAGGITARUM GUARD

SPECIALISTS

FACTION KEYWORD

KEYWORDS

Leader, Comms, Demolitions, Heavy, Sniper, Veteran

NAME M WS BS S T W A Ld Sv Max

Saggitarum Guard 6" 2+ 2+ 5 5 3 2 9 2+ -

This model is armed with an adrastus bolt caliver, plasma and krak grenades

WARGEAR OPTIONS • This model may take a solerite power gauntlet• This model may take arae-shrikes

ABILITIES Aegis of the Emperor: This model has a 5+ invulnerable save. In addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.

Superior Transhuman Physiology: Ignore the penalty to this model’s hit rolls from flesh wounds.

Ever Vigilant: This model ignores negative modifiers to hit obscured models. Additionally this model may target enemy models that are within 1" of friendly models.

LEGIO CUSTODESIMPERIUM, INFANTRY, SAGGITARUM GUARD, LOYALIST

Arae-Shrikes: See rules on page xx of this supplement

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RANGED WEAPONSWEAPON RANGE TYPE S AP D ABILITIES

Adrasite Spear This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.

- Ranged 12" Rapid Fire 1 5 -4 1

- Melee Melee Melee +1 -3 D3 -

Pyrithite Spear This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.

- Ranged 6" Rapid Fire 1 8 -1

- Melee Melee Melee +1 -3 D3 -

Adrastus Bolt Caliver When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.

- Bolt Volley 30" Rapid Fire 1 4 -1- Disintegration beam

MELEE WEAPONSRANGE TYPE SWEAPON AP D ABILITIES

Solerite Power Gauntlet Melee Melee x2 -3 D3 When attacking with this weapon you must subtract 1 from the hit roll. You can re-roll failed wound rolls for this weapon.

Solerite Power Talon Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon.

12" Rapid Fire 1 5 -4 1

1 -

D6

On an hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved. Models suffering an unsaved wound from this weapon are taken out of action immediately .

On an hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved. Models suffering an unsaved wound from this weapon are taken out of action immediately .

If the target is within half range roll two dice when inflicting damage with it and discard the lowest result.

33

KILL TEAM

MODEL POINTS PER MODEL (Does not include wargear)

36

Custodian GuardSaggitarum GuardSentinel Guard 33

WEAPON Solerite Power Gauntlet Solerite Power Talon

32

MELEE WEAPONSPOINTS PER WEAPON

Adrasite Spear Adrastus Bolt Caliver Pyrithite Spear

2

20

RANGED WEAPONSPOINTS PER WEAPONWEAPON

ITEMArae-Shirkes 4

OTHER ITEMSPOINTS PER ITEM

EXISTING WEAPON PROFILES AND POINTS FOUND AT:KT-CM Pg 86-87 (ADEPTUS ASTARTES)- Krak Grenade- Combat KnifeKT-CM Pg 137 (AELDARI)- Plasma GrenadesKT-ELT Pg 58-59 (ADEPTUS CUSTODES)- Guardian Spear, Sentinel Warblade- Storm Shield

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Kalanemi Velt can in many ways be viewed as a highly representative example of the Legio Custodes force despatched under Constantin Valdor as part of the Terran contingent of the Censure Force. A veteran of more than a century of warfare according to available records, the Custodian had previously served at the Emperor's side during the Urak Incursion and the Sencari Crisis, as well as seeing detached dury with the 38th Expeditionary Fleet as Imperial Emissary Militant, and serving in a Custodian strike force during the Ullanor Crusade. The famed and deadly war at Ullanor had in fact been the last time Kalanemi Velt appears to have travelled beyond Terra before the Censure Host's mission to Prospero, and in this he was also the representative of his Order, who when the Emperor withdrew to His palacelaboratories, became an increasingly rare sight abroad in the Imperium.

Kalanemi Velt as he fought at Prospera, he wears the archetypical crimson and gold panoply of the Legio Custodes. He also bears the common armorial livery of the Kykanatoi, and carries the Guardian power spear with its in built bolter.

KALANEMI VELTKYKANATOI OF THE LEGIO CUSTODES

Custodian Armour Pauldrons

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SISTER OF SILENCEKILL TEAMS

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SISTERS OF SILENCEThe warriors of the Silent Sisterhood are as remorseless, dedicated and as formidably skilled as any human fighting force of the Imperium, while the cold darkness of their minds makes them a more terrible foe than any to the witch, the rogue psyker and the Warp-touched.

All the models in your Sisters of Silence kill team must have the SISTERS OF SILENCE keyword. Your kill team must consist of at least six models Your Sisters of Silence kill team cannot cost more than 150 points.

Battle-forged Kill Teams In addition to the rules laid out on KT-CM-pg62, you must also adhere to the following restrictions/alterations for Sisters of Silence kill teams:

It is rightly said that the Sisters of Silence - to give them their most common official designation- are one of most secretive and mysterious of all the Orders of the Emperor's servants. They are a covert organisation that has served as the militant arm of the Divisio and Adeptus of the Astra Telepathica since its foundation, and within whose ranks and titles they are known, at least in formal documentation, as the 'Divisio lnvestigates'- a rather obscure phrase which covers up a shrouded world into which very few have ever had the power or the authority to look within. Though markedly different in nature and origin, they share much in common in this regard with the Legio Custodes, particularly in the reach of their legal authority, which where their duties are concerned is effectively inviolate over all the myriad powers and principalities of the wider Imperium and its hundreds of thousands of human inhabited worlds. Markedly also, the Silent Sisterhood has the right and duty to walk freely within the inner sancta of the Imperial Vaults, the sovereign and sole domain of the Emperor and His Household at the behest and licence of the Master of Mankind. It is a right they share only with the Legio Custodes.

The duties of the Silent Sisterhood are complex and manifold, but at their core they are warrior-investigators, hunters and gaolers. Their charge is to seek out, apprehend and process psykers from the human population of the ever-expanding Imperium, and return them to the Divisio Astra Telepathica for assessment and disposition. As part of this never-ending task, their duty is also to hunt down renegade psykers and destroy those who are deemed too dangerous to live. This is a perilous task well beyond the abilities of any merely human law enforcement or military force, but it is made possible, indeed in some cases seamless, in its execution not simply by the martial prowess of the Sisterhood itself, but crucially by their fundamental nature as Psychic Nulls. The Daughters of Anathema The most singular thing about the Order is that each and every one within its ranks is an 'Untouchable', a rare sub-set of humanity who cast no shadow in the Warp, and whose minds are immune to psychic assault and an anathema to those with psychic powers. Their mere proximity is enough to cause psykers discomfort and pain, and in truth they will even sow fear in the

••

hearts of those whose minds are without the psyker's gift, no matter how strong willed they may be.

Given their particular duties, their training and tactical bias focuses on close-quarters combat, short-ranged, high-intensity warfare which often sees them fighting from a position of numeric inferiority and on unfamiliar ground, and their skill in such conditions is supreme. Fear is alien to them, their conditioning and experiences exposing them to horrors against which even a veteran of the dark frontiers of the Great Crusade could not easily endure. Glory and honour -as these things are generally understood- are of little value to the Sisters of Silence, theirs is a higher calling and only the attainment of their goals has meaning to them. Given this, stealth, covert surveillance and torture are all tried and tested weapons in their repertoire to be used when needed, and they know well the value of mystery, shock, awe and terror in their work They will readily invoke their Emperor-given authority to use and discard any intermediaries and agencies of the Imperium as they require, and 'collateral' destruction in pursuit of their targets is judged as a thing to be avoided as a matter of course, but irrelevant in cases of necessity.

WITCHSEEKER CADRES When the Sisters of Silence must leave their Black Ships they are carefully chosen to complement the military objectives of their missionA battle forged Sisters of Silence kill team may select one of the following special rules which applies to all models in the kill team.

Via Aquila: Ignore movement penalties for difficult terrain.Via Felidae: After set up all models in the kill team can make a normal move as if it were your turn in the Movement phaseVia Ophidia: Enemy models may not make ranged attacks against this kill team in the first turn.

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SPECIALISTS

FACTION KEYWORD

KEYWORDS

Leader (Mistress only), Combat, Scout, Sniper, Veteran, Zealot

SISTERS OF SILENCEIMPERIUM, INFANTRY, PROSECUTOR CADRE, LOYALIST

PROSECUTOR CADRENAME M WS BS S T W A Ld Sv MaxProsecutor 6" 3+ 3+ 3 3 1 1 8 2+ -

This model is armed with a boltgun, combat knife, frag, krak and psyk-out grenades One Prosecutor in your kill team may be a Prosecutor Mistress

WARGEAR OPTIONS • This model may replace its boltgun with 2 bolt pistols• The Prosecutor Mistress may replace their combat knife with a power sword or charnabal sabre.

They may also take one of the following: hand flamer, needle pistol, or plasma pistol

ABILITIES Fanatic Discipline: This model may re-roll failed nerve tests

Prosecutor Mistress 6" 3+ 3+ 3 3 1 2 9 2+ 1

Psychic Anathema: Enemy models suffer a + 1 to nerve tests and suppression rolls for each model with this rule within 6”. This is increased to +2 if the enemy model has the PSYKER keyword. This model is immune to the effects all psychic powers and Psykers within 12" must re-roll successful psychic tests.

SPECIALISTS

FACTION KEYWORD

KEYWORDS

Leader (Mistress only), Combat, Scout, Veteran, Zealot

SISTERS OF SILENCEIMPERIUM, INFANTRY, VIGILATOR CADRE, LOYALIST

VIGILATOR CADRENAME M WS BS S T W A Ld Sv MaxVigilator 6" 3+ 3+ 3 3 1 1 8 2+ -

This model is armed with an execution blade, bolt pistol, frag, krak and psyk-out grenades One Vigilator in your kill team may be a Vigilator Mistress

WARGEAR OPTIONS • The Vigilator Mistress may replace their execution blade with a power sword or proteus neuro-lash. Theymay also replace their bolt pistol with a hand flamer, needle pistol, or plasma pistol

ABILITIES

Death Mark: After deployment select an enemy specialist or leader. Vigilators from your kill team may re-roll failed wound rolls against them.

Vigilator Mistress 6" 3+ 3+ 3 3 1 2 9 2+ 1

Psychic Anathema: Enemy models suffer a + 1 to nerve tests and suppression rolls for each model with this rule within 6”. This is increased to +2 if the enemy model has the PSYKER keyword. This model is immune to the effects all psychic powers and Psykers within 12" must re-roll successful psychic tests.

Fanatic Discipline: This model may re-roll failed nerve tests

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SPECIALISTS

FACTION KEYWORD

KEYWORDS

Leader (Mistress only), Demolitions, Heavy (Gunner Only), Scout, Sniper, Veteran, Zealot

SISTERS OF SILENCEIMPERIUM, INFANTRY, SEEKER CADRE, LOYALIST

SEEKER CADRENAME M WS BS S T W A Ld Sv MaxSeeker 6" 3+ 3+ 3 3 1 1 8 2+ -

This model is armed with a flamer, combat knife, frag, krak and psyk-out grenades Up to two Seekers in your kill team may be Seeker Gunners. One Seeker may be a Seeker Mistress

WARGEAR OPTIONS • A Seeker Gunner may replace their flamer with a grenade launcher with frag, krak and psyk-out grenades• The Seeker Mistress may replace their combat knife with a power sword or charnabal sabre. They may also

take one of the following: hand flamer, needle pistol, or plasma pistol

ABILITIES Fanatic Discipline: This model may re-roll failed nerve tests

Seeker Gunner 6" 3+ 3+ 3 3 1 1 8 2+ 2

Psychic Anathema: Enemy models suffer a + 1 to nerve tests and suppression rolls for each model with this rule within 6”. This is increased to +2 if the enemy model has the PSYKER keyword. This model is immune to the effects all psychic powers and Psykers within 12" must re-roll successful psychic tests.

Seeker Mistress 6" 3+ 3+ 3 3 1 2 9 2+ 1

RANGE TYPE S AP D ABILITIES

Grenade Launcher When attacking with this weapon, choose one of the profiles below.

Needle Pistol 12" Pistol 1 2 0 1

RANGED WEAPONS WEAPON

RANGE TYPE S AP DMelee Melee 10 0

MELEE WEAPONS WEAPON Charnabal Sabre

ABILITIESEach time the bearer fights, it can make 1 additional attack with this weapon. On a hit roll of 6+ this weapon it causes a mortal wound instead of normal damage.

Proteus Neuro-Lash This weapon always wounds on a roll of 4+Melee Melee 2* -2

Melee Melee 1+1 -3Execution Blade Each time the bearer fights, it can make 1 additional attack with this weapon

- Frag grenade - Krak grenade- Psyk-out grenade

24" 6 -11 -D3 -

24" Assault D6 3 0Assault 1

2 0 1 Assault 1 Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.

24"

This weapon always wounds on a roll of 2+.

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EXISTING WEAPON PROFILES AND POINTS FOUND AT: KT-CM Pg 86-87 (ADEPTUS ASTARTES)- Bolt Pistol, Boltgun, Flamer, Frag Grenade, Krak Grenade, Plasma Pistol- Combat knife, Power swordKT-CM Pg 95 (GREY KNIGHTS)- Psyk-out GrenadesKT-CM Pg 188 (GENESTEALER CULTS)- Hand Flamer

WEAPON Grenade Launcher (Frag, Krak, Psyk-out) Needle Pistol

23

RANGED WEAPONSPOINTS PER WEAPON

POINTS PER WEAPONMELEE WEAPONSWEAPON Charnabal SabreExecution Blade

Proteus Neuro-Lash 2

20

KILL TEAM

MODEL POINTS PER MODEL(Does not include wargear)

10111112121213

Prosecutor- Prosecutor MistressSeeker- Seeker Gunner- Seeker MistressVigilator - Vigilator Mistress

DECAPITATING STRIKE

Sisters of Silence TacticUse this Tactic when you pick a VIGILATOR to attack in the Fight phase. Change the Damage characteristic of that model’s Execution Blade to 3, until the end of the phase.

1 COMMAND POINT

CLEANSING FLAMES

Sisters of Silence TacticUse this Tactic when you pick a SEEKER model from your kill team to shoot with a flamer. You can re-roll the dice to determine the number of attacks made by this model’s flamer, until the end of the phase.

1 COMMAND POINT

EX OBLIVIO

Sisters of Silence TacticUse this Tactic at the start of your turn. Select a SISTER OF SILENCE model from your kill team. increase the range of that model's Psychic Anathema ability by 6". In addition all models within 12" of this model may make a Deny The Witch Rolls. This lasts until the start of your next turn.

2 COMMAND POINTS

CONFOUND THE WITCH

Sisters of Silence TacticUse this Tactic when you pick a PROSECUTOR to move in the Move phase. This model may instead shoot in the move phase and move in the Shoot phase. This lasts until the start of your next turn.

1 COMMAND POINT

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EUPHEMIA KING VIGILATOR MISTRESS OF THE ARGENT LYNX

The Argent Lynx Cadre of the 83rd Dominion of the Great Tithe is a unit of which no official record can be accessed either before or after its involvement in the Battle of Tizca, as it is believed to be part of the stationed garrison of one of the Black Ships which shadowed the main Properine Censure Force. The Argent Lynx Vigilator cadre, as well as two other Prosecutor cadres, had come under heavy counter-attack while attempting to hold a second line position behind the Space Wolves advance as it tore through the 'Old City' of Tizca. For the next several hours the Voltigers held through counter-attack, psychic maelstrom and buckling reality, and despite nearly 6o% casualties maintained their position, thanks principally to the presence of the cadres and the tactical leadership of Euphemia King (left) in particular, though only she and five other Silent Sisters out of the detachment of thirty, all injured, would survive the battle.

ALMATRA CRAVARE VIGILATOR OF THE FROST SPIDER

Despatched to Prospera from Terra, Almatra Cravare (right) was a veteran of the Great Tithe, and such extant records that survive from the Somnus Citadel on Luna indicate that she had more than two decades of service in the League of Black Ships. As a Vigilator it was her task and the task of cadres like hers to close rapidly in combat with enemy psykers and dispose of them with the bloody certainty of a power blade strike, preferably one inflicting a decapitating blow. Almatra Cravare stands as a testament to this, fighting on despite bolter and shrapnel wounds which should have felled an unaugmented human being several times over, she gave up her life only after plunging her blade through the torso of Magister Gul Hadrastep of the Thousand Sons Order of Ruin, disrupting the skein of psychic energy with which he drove on the psi-automata at his command, allowing them to be overcome.

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