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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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Text of SKIRMISH WARFARE IN THE AGE OF DARKNESS...THE HORUS HERESY Primarch Horus was the finest military...

  • AGE OF DARKNESSSKIRMISH WARFARE IN THE

  • 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

  • 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

  • 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

  • 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 kil