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THE HORUS HERESY

THE SHADOW WARS

v2.5 | Find the latest version at Crusade & Heresy: The Shadow Wars
CREDITS

Writing & design by…………………………….……………….. Thomas Pardoe


Alex ‘Lex’ Head
Edd Wilson
Reuben Smith
Matt Swift
Pete Rees

Additional contributions and playtesting by……………………… Steve Perring


Michael Finney
James Brown
Michael Row
Marty Race
Joshua Bullock
Michael Murray
Mike Jones
Felix Wischermann
Adam Baldwin
Jack Millard
James Pottinger
Josh Tansley
Dafydd Williams
Florian 'Lleman' Garreau-Bretin

IN MEMORY OF ALAN BLIGH


VICIOUS CONFLICT IN THE SHADOW WARS
A SHADOW WAR: ARMAGEDDON EXPANSION

This is the Age of Darkness. The long period civil war in the Imperium where brother fought against brother and the Galaxy burned. Whilst Horus
marched toward Terra worlds were shattered and the works of the Great Crusade were put to ruin. During this time, specialist cadres of fighters were
sent out from all of the Legions; despatched by their Primarchs to hunt down and eliminate any who would stand against the Emperor or oppose the
Warmaster; to source supplies for their Legion and to sow discord behind enemy lines.

This Shadow War was a bloody and desperate affair with death more certain than survival. Each of the kill teams dispatched knew their chances of
returning home were slim and yet, driven by honourous duty or murderous glee - they stepped into the cauldron of war. Each victory for the Imperium
delayed the Warmaster's march on the Sol system a little longer; every defeat of the Emperor's lackeys one less defender upon the Palace's walls.

NARRATIVE AND SETTING can be highly rewarding add a lot of flavour to your games. For example,
The Shadow Wars were fought across the length and breadth of the if you have access to a Zone Mortalis board such as that available from
galaxy, from the ghost stars to the galactic core, forgotten outposts to Forge World, you could set the entire campaign inside a crippled battle
ancient Terra itself. The possibilities for where to set your games and cruiser, re-naming 'Promethium Caches' to something more appropriate
campaigns are near-limitless. You may choose to simply play a game with such as 'Emergency Supplies' or 'Plasma Fuel Rods', as your kill teams
your Legion's rules and the terrain you have at hand, but with very little desperately try to reactivate the vessel or its escape pods. Having an idea
effort, you can turn a series of random games and missions into a of where battles will be fought can help direct you when recruiting a kill
campaign to battle over salvage in the titan graveyards of Beta-Garmon, team. A Raven Guard sniper team are a deadly opponent upon many
attempt to flee the surface of Isstvan V or infiltrate the death world of battlefields, but in the bowels of a space vessel, a mob of Night Lords
Khymerax to recover a cursed relic. armed for close-quarters are definitely going to have an advantage. It may
be that you will be playing against many opponents in a multi-player
You don't need to write a complex story for a campaign. The standard event across many different gaming tables. In which case, taking a
Shadow Wars Campaigns section of Shadow Wars: Armageddon is more balanced kill team is going to ensure they can hold their own in any
than adequate, but taking time to flesh out the setting for your campaign situation.
CREATING A SHADOW WARS KILL TEAM
CREATING A KILL TEAM VETERAN WARGEAR
Unless otherwise noted here, use the standard rules on page 70 of the Only the mightiest warriors; those who have proven themselves time and
Shadow War: Armageddon rulebook for choosing and recruiting again in battle may have the honour of bearing the most advanced, exotic
your kill team. or rare items of wargear available to their organisations.

A fighter must have completed at least three Mission Completed marks


CHOOSING A KILL TEAM on the roster and have received at least one Advance before they may take
You have 1,200 points to spend on recruiting and arming your kill team, any veteran weapons or equipment. The leader of a kill team may carry
within the following guidelines: up to two such items. Specialists and Troopers may only possess one, if
any are available to them. New Recruits may never possess veteran
Minimum of Three Fighters: A kill team must have at least three wargear. Veteran wargear may never be transferred to another fighter and
models. is always lost if its owner dies or leaves the kill team.

Maximum Number of Fighters: A kill team can have up to 10 models. GIANT KILLERS
There are occasions when a newly formed kill team may encounter foes
Leader: Your kill team must have one leader. Not more. Not less! more experienced and better equipped than themselves. Undertaking
such a dangerous mission should be rewarded, and to win against the
Troopers: You can include as many troopers as you can afford. odds may bring great renown.

New Recruits: No more than half of the kill team can be made up of It is important that both players enjoy their games of Age of Darkness:
new recruits. The Shadow Wars. Being mercilessly crushed by a more powerful
opponent is not a good experience, and most players would agree that
Specialists: A kill team may take up to two specialists. bringing such destruction down upon a weaker foe brings little
enjoyment or honour. Therefore, it is suggested that players calculate
their team ratings, and use the following table to modify their games to
SHADOW WAR CAMPAIGNS favour the giant killer:
Unless otherwise noted here, use the standard rules on page 98 of the
Shadow War: Armageddon rulebook for playing campaigns. The Team Rating: Calculate your kill teams rating by adding up each fighters
rules for hazardous environments described later in this expansion cost, their equipment and any skills and/or characteristic increases they
may be used in addition to, or instead of the subplot table.
may have received. Each skill is considered to be worth 25 points, and
each characteristic increase, 15 points:

RECRUITING AND RE-ARMING IN A CAMPAIGN Fighter Rating = Fighter cost + Equipment cost
The standard 100 points available for kill teams to recruit and re-arm in + Skills (25pts) + Statistic increases (15pts)
a campaign may not enough to add new members to your kill team, or to
purchase certain high value items of wargear & equipment. Even The team rating includes all fighters that are part of the team, including
expending a Prometheum Cache will not meet the cost of the highest those who may not be taking part in a mission for any reason, including
value items. Supplementary income sources such as the Scavenger skill or due to rolls on the serious injury or subplot tables.
mission-specific bonuses, where applicable must be used in these cases.
Alternatively, you can gamble on the power of some of these mighty Giant Killer Benefits: Compare opposing team ratings with your
weapons and take them in your starting team. Don’t leave yourself short- opponent before deployment and calculate the difference. The team with
handed, however! the lower score gains the benefits shown in the table below (the benefits
are not cumulative!):

PROMOTIONS Rating Difference Giant Killer Benefit


Rather than just tracking completed missions for recruits, in Age of 000-199 Nothing
Darkness: The Shadow Wars, this is done for all fighters. Certain 200-399 Select an additional fighter for an advance after
equipment options and upgrades may only become accessible for the mission and claim 1 additional
experienced fighters. In the case of New Recruits, once receiving their Prometheum Cache if you win.
third Mission Completed mark, they are promoted to full fighters as 400-599 One Special Operative joins your team for this
normal, but their Mission Completed progress is then reset to zero, to be mission at no cost. Further, select an additional
tracked anew. fighter for an advance after the mission and
claim 1 additional Prometheum Cache whether
you win or lose.
DEATH OF A LEADER 600-799 Two Special Operatives join your team for this
If your leader has been slain, follow the normal rules for replacing them mission at no cost. Further, select an additional
with another member of your kill team. If the fighter who is to become fighter for an advance after the mission and
the new leader possesses any weapons or equipment not normally claim D3 additional Prometheum Cache
available to a leader of their kill team (such as special or heavy weapons), whether you win or lose.
they must either be transferred to a specialist with capacity to carry them, 800+ Three Special Operatives join your team for
or discarded and removed from the team roster. this mission at no cost. Further, select two
additional fighters for an advance after the
mission and claim D3 additional Prometheum
Cache whether you win or lose.
LEGIONES ASTARTES KILL TEAMS
The Legiones Astartes are beyond LEGIONES ASTARTES SERGEANT Kill Team Leader Cost to recruit: 225 points
humanity, surpassing an un-augmented M WS BS S T W I A Ld
human in every conceivable way. They are 4” 4 4 4 4 1 4 2 9
designed for war and they excel at it.
Although most commonly found in vast Every Legiones Astartes kill team is led by a veteran sergeant. A Space Marine sergeant may have
numbers capable of bringing worlds to heel decades or even centuries of experience, making them exceptional warriors and leaders.
within hours, there are occasions where
small, specialist teams are more suited to Wargear: A Legiones Astartes Sergeant has a combat blade and power armour. In addition, a Legiones
achieving victory than an army of Astartes Sergeant can be armed with items chosen from the Legiones Astartes Hand-to-Hand
thousands. Other times, a small group of Weapons, Pistols, Basic Weapons, Ammunition, Grenades, Armour, Miscellaneous and Veteran
Astartes may be forced to band together for Equipment lists.
survival, to bring victory or vengeance to a
hated foe.
LEGIONES ASTARTES SPACE MARINE Trooper Cost to recruit: 120 points
USING A LEGIONES ASTARTES M WS BS S T W I A Ld
KILL TEAM 4” 4 4 4 4 1 4 1 8
• A Legiones Astartes Kill Team uses all the
normal rules for creating a Shadow Wars Legiones Astartes space marines form the backbone of Legiones Astartes kill teams. Trained in a wide
Kill Team. range of combat roles, such as recon, tactical, breacher and assault.
• Legiones Astartes Kill Teams do not have
New Recruits.

LEGIONES ASTARTES SPECIAL RULES Wargear: A Legiones Astartes Space Marine has a combat blade and power armour. In addition, a
The following special rules apply to all of Legiones Astartes Space Marine can be armed with items chosen from the Legiones Astartes Hand-to-
the members of a Legiones Astartes kill Hand Weapons, Pistols, Basic Weapons, Ammunition, Grenades, Armour, Miscellaneous and Veteran
team. Equipment lists.

Legiones Astartes: A Legiones Astartes kill


team does not have to take a bottle test LEGIONES ASTARTES SUPPORT MARINE Specialist Cost to recruit: 130 points
until half (50%) of their number is down M WS BS S T W I A Ld
or out of action at the start of their turn, 4” 4 4 4 4 1 4 1 8
rounding up.
Legiones Astartes support marine may take many forms, each fulfilling any one of many battlefield
Legiones Astartes fighters may always roles in concert with their Legions’ line troops.
attempt to escape pinning and do not
require another fighter from their Kill Wargear: A Legiones Astartes support marine has a combat blade and power armour. In addition, a
Team to be within 2” to do so. Legiones Astartes support marine can be armed with items chosen from the Legiones Astartes Hand-
to-Hand Weapons, Pistols, Basic Weapons, Special Weapons, Heavy Weapons, Ammunition,
Each kill team should also be assigned a Grenades, Armour, Miscellaneous and Veteran Equipment lists.
parent Legion during its creation. Members
of the kill team will gain further special
rules, abilities and wargear specific to their
Legion.

Recon Armour: Any member of a


Legiones Astartes kill team may be
recruited with recon armour instead of
power armour. A fighter recruited with
recon armour has their cost reduced by
20 points (for example, a Legiones
Astartes Sergeant would cost 205 points
instead of 225 points if they were
recruited in recon armour). A model
wearing recon armour may not carry a
heavy weapon or a shield of any kind.

After the initial recruitment of a fighter,


further armour changes should use the
costs outlined in the Legiones Astartes
Weapon and Equipment List.
LEGIONES ASTARTES WEAPON AND EQUIPMENT LIST
Ammunition Pistols
Manstopper shells*……………………………………….. 10 points Bolt pistol……………………………………………….. 25 points
Toxic rounds**…………………………………………… 20 points Volkite serpenta*………………………………………... 35 points
* Can be purchased for shotguns only Plasma pistol*…………………………………………… 50 points
** Can be purchased for sniper rifles only * Legiones Astartes Leader only

Grenades Basic Weapons


Shroud bombs……………………………………………. 10 points Shotgun…………………………………………………. 20 points
Frag grenades…………………………………………….. 20 points Boltgun…………………………………………………. 35 points
Photon flash flares………………………………………... 20 points … combi-flamer* **…………………………………….. +20 points
Melta bombs*…………………………………………….. 30 points … combi-grenade launcher (frag)* **…………………… +20 points
Krak grenades…………………………………………….. 40 points … combi-grenade launcher (krak)* **………………….. +30 points
* Legiones Astartes Leader only … combi-volkite charger* **……………………………. +20 points
… combi-plasma* **……………………………………. +35 points
Miscellaneous … combi-meltagun* **…………………………………. +35 points
Camo gear……………………………………………….. 10 points Combi-bolter*…………………………………………... 40 points
Clip harness……………………………………………… 10 points Sniper rifle………………………………………………. 40 points
Condensors………………………………………………. 10 points Volkite charger………………………………………….. 40 points
Photo-contacts/Photo-visor………………………………. 15 points * Legiones Astartes Leader only
Telescopic sight* (basic & special weapons only)……………. 20 points ** Only one combi-weapon may be attached to a boltgun
Red-dot laser sight (pistol, basic & special weapons only)……. 30 points
Infra-goggles……………………………………………… 30 points Special Weapons
Infra-red sight (basic & special weapons only)……………….. 35 points Flamer…………………………………………………... 40 points
Legion Vexilla**………………………………………….. 40 points Lascutter………………………………………………… 45 points
Augury-scanner…………………………………………... 45 points Plasma gun……………………………………………… 80 points
Mono-sight (basic, special & heavy weapons only) …………... 50 points Meltagun………………………………………………... 95 points
Weapon reload………………………... Half cost of weapon in points
Bionics***………………………………………………... D6 roll Heavy Weapons
… eye…………………………………………………….. 1-2 Rotor cannon……………………………………………. 60 points
… arm…………………………………………………… 3-4 Volkite caliver………………………………………….... 60 points
… leg…………………………………………………….. 5-6 Heavy flamer……………………………………………. 100 points
* Cannot be fitted to shotguns or meltaguns Missile launcher*………………………………………... 140 points
**Legiones Astartes Troopers only … frag missiles………………………………………….. +35 points
*** Bionics may only be purchased for a member of a kill team that suffers a … super krak missiles…………………………………… +50 points
'Painful Recovery' result on the injury table. A maximum of one fighter may Heavy bolter…………………………………………….. 180 points
receive bionics after each mission and doing so requires the team to forfeit one Multi-melta……………………………………………... 190 points
prometheum cache. Roll a dice to determine which bionics were required. The Autocannon……………………………………………... 200 points
fighter may return to fight in the next mission instead of spending it recovering. Volkite culverin…………………………………………. 210 points
Plasma cannon…………………………………………... 235 points
Hand-to-Hand Weapons Lascannon………………………………………………. 250 points
Combat blade (knife)…………………………………….. 5 points * At least one type of missiles must also be purchased
Assault blade (sword)…………………………………….. 15 points
Chainsword………………………………………………. 25 points Armour
Chainaxe*………………………………………………... 25 points Exchange power armour for recon armour1…………….. Free
Power maul*……………………………………………... 35 points Exchange recon armour for power armour1…………….. 20 points
Power axe*……………………………………………….. 35 points Upgrade to hardened armour**………………………… +10 points
Lightning claw*…………………………………………... 45 points Combat shield* **……………………………………… 50 points
Power sword*…………………………………………….. 50 points Boarding shield**………………………………………... 65 points
Heavy chainsword*………………………………………. 85 points * Legiones Astartes Leader only
Power fist*………………………………………………... 85 points ** May not be taken by a model wearing recon armour. If a
Thunder hammer*……………………………………... 100 points model equipped with void hardened armour replaces their
* Legiones Astartes Leader only armour with another type, the void hardened upgrade is lost.
** Legiones Astartres Specialists only

Veteran Wargear
Archaeotech pistol*……………………………………... 60 points
Exchange power armour for artificer armour1 *……....... 65 points
Stalker pattern boltgun………………………………….. 35 points
Suspensors**……………………………. Half cost of weapon in points
* Legiones Astartes Leader only
** Legiones Astartres Specialists only

1
The armour being exchanged is not retained by the kill team
LEGIONES ASTARTES SPECIAL OPERATIVES
LEGIONES ASTARTES APOTHECARY
M WS BS S T W I A Ld
Apothecary 4” 4 4 4 4 1 4 2 8

A Legion Apothecary bears a sacred burden - to care for the fallen and ensure the Legion's future. For those wounded on the battlefield the apothecary
will provide aid, and for those beyond help, a merciful bolt round to end their suffering. The highest duty an Apothecary holds is to recover the gene-
seed from these fallen warriors, to ensure future generations of Space Marines may be created.

Wargear: A Legiones Astartes Apothecary is equipped with a bolt pistol, chainsword, frag & krak grenades and power armour. The Legiones Astartes
Apothecary may also:
Exchange their chainsword for an augury scanner, volkite charger or a combi-weapon of any variety.

Field Medic: Fighters within 3” of a friendly Apothecary subtract 2 from their recovery phase Injury roles to a minimum of 1 (including injuries
caused by toxic weapons or toxic rounds). In addition, if the Apothecary has not gone out of action at the end of the battle, you can choose to re-roll
any Serious Injury rolls.

LEGIONES ASTARTES SEEKER


M WS BS S T W I A Ld
Seeker 4” 4 4 4 4 1 4 1 8

The Seekers are a specialised force of Space Marines, tasked with the targeting and elimination of key elements of enemy formations. Seekers are
typically exceptionally well trained and equipped, with a range of special issue ammunition and targeting equipment, to ensure they are capable of
answering any threat. Some Legions do not favour the methods of the Seeker, but their effectiveness is undeniable.

Wargear: A Legiones Astartes Seeker is equipped with a bolter with a red-dot sight and kraken, scorpius and tempest rounds in addition to standard
bolt rounds, a bolt pistol, frag & krak grenades and power armour. The Legiones Astartes Seeker may also:
Exchange their bolter with a red-dot sight and kraken, scorpius and tempest rounds for a combi-weapon with the same upgrades.

Marksman: The Legiones Astartes Seeker can re-roll To Hit rolls when making shooting attacks.

Crack Shot: When rolling for an injury caused by a shooting attack, the Legiones Astartes Seeker can re-roll the dice. Note that this only applies for
the shooting attack. Injury rolls made during the recover phase follow all of the normal rules instead.

LEGIONES ASTARTES TERMINATOR


M WS BS S T W I A Ld
Terminator 4” 4 4 4 4 1 4 2 8

Veteran warriors in their own rights, a Terminator is equipped with the most fearsome personal armour available within the Imperium. Many varieties
of this suit were being tested across the Legions, including some developed within particular Legions in isolation. Whatever form they take, a
Terminator represents an apex threat on the battlefield, and are rightly feared and respected in equal measure.

Wargear: A Legiones Astartes Terminator is equipped with a power sword, combi-bolter and Indomitus pattern terminator armour. The Legiones
Astartes Terminator may also:
Exchange their power sword for a power axe, power maul, power fist or single lightning claw.
Exchange their combi-bolter for a volkite charger or a combi-weapon of any variety.
Exchange both their power sword and combi-bolter for a pair of lightning claws.
Exchange their Indomitus pattern terminator armour for either Cataphractii or Tartaros pattern terminator armour.

Killer Reputation: Legiones Astartes Terminators cause fear.

Bounty: If a Legiones Astartes Terminator is down or out of action at the end of a mission, the enemy kill team secures an additional promethium
cache.
I: THE DARK ANGELS
• When fighting with a sword-like weapon WATCHER Special Operative
(including but not limited to: assault M WS BS S T W I A Ld
blade (sword), chainsword, power sword, 4” 5 4 4 4 1 4 1 9
calibanite war blade, terrainic greatsword
and heavy chainsword) against an Similar to a Legion Moritat, a Watcher is a lone warrior, but rather than working outside their
opponent with an equal or lower weapon Legion’s command structure, a Watcher is explicitly part of it. Sent to observe and where necessary,
skill, Dark Angels fighters gain +1 attack. intervene to ensure a task is complete to Legion command’s exacting standards, a Watcher remains a
• At the end of the game, if the Dark silent shadow until casting off his falsehood to turn the tide of battle.
Angels player has fewer models
remaining active on the board (ie that are Wargear: The Watcher is equipped with Calibanite war blade, volkite serpenta, rad and krak grenades
not down or out of action) than their and artificer armour.
opponent, their enemy receives an extra
50 points to spend when resupplying. The Lion’s Eyes: Instead of deploying normally, The Watcher is deployed at the end of the Dark
• Calibanite war blades are a unique hand Angels players first turn. He is placed anywhere on the board, at least 8" away from enemy models.
to hand weapon for the leader of a
Dark Angels kill team, costing 75 points. Loner: No more than one of this type of special operative may join the kill team at a time.
• Dark Angels specialists have access to
several unique items of wargear: plasma
repeaters as special weapons for 140
points, stasis missiles for 45 points and
molecular acid shells for their heavy
bolters at 90 points.

Dark Angels Veteran Wargear


Terranic Greatsword*……… 95 points
* Legiones Astartes Leader only

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
III: THE EMPEROR’S CHILDREN
• An Emperor’s Children sergeants’ starting KAKOPHONI CHORA Special Operative
Weapons Skill is 5 and all Emperor’s M WS BS S T W I A Ld
Children cannot fumble in close combat. 4” 4 4 4 4 1 4 1 8
Rolls of a 1 do not add to the enemies
combat score. Soon after the treachery at Isstavan III, a terrible force took hold of the Emperor's Children and for
• Emperor’s Children fighters cannot gain many the fall was swift and terrible to behold. The Kakophoni are individuals who have subjected
bonuses to their attacks and combat score themselves to surgeries and experiments beyond the pale for any rational person and who wield the
for outnumbering the enemy in a experimental psycho-sonic weapons known as the cacophony.
multiple combat.
• All members of an Emperor’s Children Wargear: A Chora is equipped with the cacophony, sonic shriekers, bolt pistol, frag & krak grenades
kill team gain +1 Initative on the turn and power armour.
they charge into close combat.
• In missions which feature reinforcements, Iron Will: The fighter can re-roll any failed Leadership tests – break tests, fear tests and so on. If the
the Emperor’s Children may re-roll the fighter’s Leadership is being used for a bottle test then you can re-roll it if it is failed.
to see how many models arrive as
reinforcements and which table edge they
arrive from.
• The leader of an Emperor’s Children kill
team may purchase a phoenix spear for
75 points.
• A charnabal sabre may be purchased by
any model in an Emperor’s Children kill
team who is weapon skill 5 or greater for
35 points. This includes the sergeant
when the team is first recruited.

Emperor’s Children Veteran Wargear


Sonic shriekers*……………. 30 points
* Legiones Astartes Leader only

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
IV: THE IRON WARRIORS
• An Iron Warrior firing at a target which is IRON HAVOC Special Operative
within 6" of a friendly model gains +1 to M WS BS S T W I A Ld
hit. This does not prevent a shot hitting a 4” 4 4 4 4 1 4 1 8
friendly model in close combat.
• Members of an Iron Warriors kill team do In most Legions, veteran warriors naturally gravitate to particular formations and units, but only
not suffer the -1 combat score modifier amongst the Iron Warriors do these take the form of elite heavy support squads. Renowned for their
for charging an enemy behind an obstacle. accuracy and deadly skill at eliminating enemy armour and fortifications in an assault, an Iron Havoc
• Iron Warriors may re-roll failed tests to will clear a path for their fellow infantry to advance to their objective.
escape pinning.
• After voluntarily bottling, an Iron Wargear: An Iron Havoc is equipped with a heavy bolter with shrapnel bolts and mono-sight, bolt
Warriors kill team must continue fighting pistol, frag & krak grenades and power armour. The Iron Havoc may also:
until the beginning of their next turn, at Exchange their heavy bolter with shrapnel bolts and mono-sight for an autocannon with a mono-
which time they bottle and the game sight or a lascannon with a mono-sight.
ends. If during the intervening enemy
turn their opponents fail a bottle test, the Deadly Aim: While stationary, an Iron Havoc may reduce the penalty applied for shooting at an
Iron Warriors no longer count as having enemy in cover by -1. So, partial cover is ignored and full cover counts as -1 To Hit rather than -2.
bottled themselves.
• Shrapnel Bolts may be purchased as an
additional ammo type for heavy bolters
in an Iron Warrior kill team for 20
points.

Iron Warriors Veteran Wargear


Cognis-signum*……………. 60 points
* Legiones Astartes Leader only

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
V: THE WHITE SCARS
• In missions where players roll off to DACHAN ZUHN Special Operative
determine who has the first turn, the M WS BS S T W I A Ld
White Scars kill team adds +1 to this roll. 4” 5 4 4 4 1 4 2 8
• A White Scars fighter that finishes the
movement phase at least 3" from their To laugh at death is the White Scars way to express their joy in battle, to sink into the rush of combat
starting position may re-roll any to and emerge jubilant and victorious. The Dachan Zuhn courts death more intimately; to dance with
wound rolls of a 1 that turn. the blades of the enemy and learn their strengths and weakness' to be shared with their brothers.
• If a White Scars fighter runs and is at When not at war, the Dachan Zuhn will be found sparring, often alone, reliving battles fought and are
least 6" from its starting position at the only to happy to teach their dances to a willing soul.
end of the movement phase, shots fired
at them suffer a further -1 to hit in Wargear: The Dachan Zuhn is equipped with a power glaive, bolt pistol, and power armour. They
addition to any other modifiers. may also:
• White Scars fighters have an invulnerable Exchange their power glaive for a master crafted power sword.
save of 4+ against hits suffered when Exchange their power glaive and bolt pistol for two charnabal sabres.
falling back from close combat.
• A White Scars fighter may voluntarily fall Blademaster: The Dachan Zuhn has the Combat Master and Feint skills.
back from combat at the end of the
opposing player's close combat phase. Laugh with Death: If wielding a weapon one handed, the Dachan Zuhn gains +1 Initiative. When
This follows all the normal rules for using a weapon with both hands, their opponents are at -1 Weapon Skill while in close combat
falling back from combat on page 45 of with the Dachan Zuhn.
the Shadow Wars: Armageddon rulebook,
except that the fighter automatically
recovers their nerve at the beginning of
their turn.
• The leader of a White Scars kill team
may purchase a power glaive for
65 points.

White Scars Veteran Wargear


Cyber hawk*………………. 60 points
* Legiones Astartes Leader only

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
VI: THE SPACE WOLVES
• A Space Wolf fighter who is not already DEATHSWORN Special Operative
engaged in hand-to-hand combat that is M WS BS S T W I A Ld
charged by an enemy fighter also counts 4” 4 4 4 4 1 4 2 9
as having charged, for the purposes of
combat resolution and skills. If the Space All Legions have veterans who experienced the darkest terrors uncovered during the Great Crusade,
Wolf fighter themselves charged, they also and many such warriors are permanently marked by such experiences. Some of these shadowed
get +1 Weapon Skill in addition to any warriors, either through choice or design, become outcasts within their Legions, but not so in the
other effects. Vlka Fenrika. Here their violent tendancies are sought out, and they are gathered together into
• All Space Wolves models gain +1" when fearless packs, marked with wolf-skull helms and allowed to sate their savage souls.
running (typically this will be 8" + 1",
giving a 9" run move). Wargear: The Deathsworn is equipped with a power axe, bolt pistol, frag & krak grenades, yimira
• A Space Wolf must use their follow-up class stasis bombs and artificer armour.
move to engage an enemy model if
possible and must use it to move closer to Dreams of the Death Wolf: The Deathsworn is immune to Fear and, whilst in close combat does not
the nearest enemy they are aware of. have to take a break tests.
They may not use a follow-up moves to
get behind cover or to move away from The Bite of Morkai: If the Deathsworn is wounded and goes down in close combat, they immediately
all enemies. make a single automatic hit against the enemy that inflicted the injury. If the enemy goes down or
• Space Wolves count as having +2 to their out of action as a result of this hit, the Deathsworn remains downed on the board as well. If the
Initiative when spotting hidden models. enemy survives, the Deathsworn goes out of action as normal unless the enemy is still engaged
Additionally, if for any reason vision is against a further Space Wolf fighter as per the multiple combat rules.
restricted due to darkness, Space Wolves
ignore this effect. This has no effect
against shroud bombs and other visual
limiting effects.
• Space Wolves specialists may only take
Special and Heavy Weapons costing 100
points or less. Instead of a special or
heavy weapon, they may be armed with
Hand-to-Hand weapons from the
Legiones Astartes Weapon and
Equipment List costing 90 points or less,
that would normally be restricted to
leaders only.
• The leader of a Space Wolves kill team
may purchase a frost sword for 75 points,
frost axe for 50 points or a frost claw for Space Wolves Veteran Wargear
70 points. They may only wield a single Great frostblade*…………... 100 points
frost weapon at any one time, with the Fenrisian wolf*…………….. 60 points
exception of a frost claw which can be * Legiones Astartes Leader only
bought as a pair.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
VII: THE IMPERIAL FISTS
• Any Imperial Fists fighter gets +1 to hit TEMPLAR BRETHREN Special Operative
when firing a bolter-type weapon, or the M WS BS S T W I A Ld
bolter component of a combi-weapon. 4” 5 4 4 4 1 4 2 8
• Members of an Imperial Fists kill team
may re-roll failed tests to recover from Sworn to guard the Temple of Oaths aboard the Imperial Fist flagship, Phalanx, Templar Brethren
pinning whilst behind cover and may are nevertheless found throughout the Legion's fleets, carrying the Emperor's crusade to the darkest
always re-roll failed break tests. corners of the galaxy. A Templar Brethren is a zealous warrior, selected only from the finest Imperial
• An Imperial Fists kill team leader may Fist warriors and further pushed through gruelling training regimes to become the pride of the Legion.
re-roll 1’s on their attack dice in close
combat when fighting against a single Wargear: The Templar Brethren is equipped with a power sword, bolt pistol, frag & krak grenades,
opponent, but must accept the second combat shield and artificer armour.
result.
• After voluntarily bottling, an Imperial Furious Charge: The Templar Brethren counts as having the Crushing Blow and Berserk Charge
Fists kill team must continue fighting special rules.
until the beginning of their next turn, at
which time they bottle and the game
ends. If during the intervening enemy
turn their opponents fail a bottle test, the
Imperial Fists no longer count as having
bottled themselves.
• A Legion Terminator recruited as a
Special Operative in an Imperial Fists kill
team may exchange their combi-bolter
for a storm shield.

Imperial Fists Veteran Wargear


Solarite gauntlet*…………... 100 points
Storm shield*………………. 85 points
* Legiones Astartes Leader only

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
VIII: THE NIGHT LORDS
• If a Night Lords fighter is involved in a HUNTER RAPTOR Special Operative
multiple combat where they outnumber M WS BS S T W I A Ld
the enemy (models with a jump pack or 8” 5 4 4 4 1 4 1 9
wearing terminator armour count as two
models), their fighters gain an additional Whilst many unique formations within particular Legions are made up of elite warriors or veterans,
attack dice and +1 to their combat the Night Raptors are more akin to a band of murderers with a penchant for brutality. Night Raptors
resolution, in addition to any bonuses for soar above a battlefield, hunting for prey, draped in trophies taken from their earlier victims. They
fighting multiple combats. gain a perverse satisfaction in the moment that their sport realise their death is upon them.
• Firing a weapon at its long range at a
Night Lords model incurs an additional Wargear: The Night Raptor is equipped with a chainsword, bolt pistol, frag & krak grenades, power
-1 to hit. armour and a jump pack.
• If for any reason vision is restricted due
to darkness, Night Lords ignore this Onslaught: The Raptor gains +D3 attacks when it charges, in addition to any other bonuses normally
effect. This has no effect against shroud gained for charging into close combat.
bombs and other visual limiting effects.
• If the leader of a Night Lords’ kill team
goes down, friendly models within 8"
and with line of sight must take a break
test. In addition, any bottle tests taken
after the Night Lords kill team leader is
taken out of action are made on 3 dice,
discarding the dice with the lowest
number.
• The leader of a Night Lords kill team
may be armed with a Nostraman
chainglaive for 55 points.

Night Lords Veteran Wargear


Trophies of judgement*……. 65 points
* Legiones Astartes Leader only

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
IX: THE BLOOD ANGELS
• If a Blood Angel charges into close FULMINATOR ASSAULT MARINE Special Operative
combat, they gain +1 Strength for the M WS BS S T W I A Ld
duration of the combat, and also gain +1 8” 4 4 4 4 1 4 1 9
Initiative until the end of the first round
of combat. Upon wings of fire, a Fulminator assault marine decends to the battlefield to deliver the judgement of
• Blood Angels space marines may not the Angel to his enemies. They are the heralds of the coming assault, first to swing the blades of
voluntarily hide. retribution and scorch the earth clean of the taint of the alien and the traitor.
• A Blood Angel must use their follow-up
move to engage an enemy model if Wargear: The Fulminator assault marine is equipped with a power axe, hand flamer, frag & krak
possible and must use it to move closer grenades, power armour and a jump pack. They may also:
to the nearest enemy they are aware of. Exchange their hand flamer for a bolt pistol.
They may not use a follow-up moves to Exchange their power axe for a power sword.
get behind cover or to move away from
all enemies. Death from Above: At the end of the movement phase in which the Fulminator assault marine has
• The leader of a Blood Angels kill team run or charged, you may place the large blast marker over the model. This area is heavily obscured
may take Hand flamers at 25 points and by dust from the Fulminator's meteoric descent and shots fired through, into or out of this area are
Inferno pistols at 40 points. at -2 to hit. The cloud is considered to be 2" high. At the end of the opposing player's turn, the
cloud dissipates automatically.

Blood Angels Veteran Wargear


Panoply of the Destroyer….. 60 points
* The Panoply of the Destroyer includes a Death
Mask and a supply of Rad grenades.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
X: THE IRON HANDS
• All members of an Iron Hands kill team GORGON TERMINATOR Special Operative
ignore the first -1 save modifier from M WS BS S T W I A Ld
shooting attacks, except from high-impact 4” 4 4 4 4 1 3 2 8
weapons.
• At the beginning of each of your turns, Ever the inventor, striving to achieve perfection in his artifice, Ferrus Manus was continually
take a leadership test on the kill team developing and improving existing and bespoke wargear for his Legion. Regrettably, Ferrus would
leader’s leadership value (or the highest never be able to refine the Gorgon pattern of Terminator armour to its full potential, but it
available if they are not on the nevertheless remains in service amongst some of the Iron Hands survivors. The advanced conversion
battlefield). If the test is failed, no fields built into the armour convert incoming kinetic and electromagnetic energy into blinding flashes
members of the Iron Hands kill team of light, which are capable of incapacitating an unwary foe.
may run this turn. Charge moves are
unaffected. Wargear: A Gorgon Terminator has a power axe, combi-bolter and gorgon pattern terminator
• Iron Hands fighters may not voluntarily armour. The Gorgon Terminator may also:
hide. Exchange their power axe for a power fist or single lightning claw.
• Up to one of each type of bionic may be Exchange their combi-bolter for a combi-weapon of any variety.
purchased for an Iron Hands leader Exchange both their power axe and combi -bolter for a pair of lightning claws.
when first recruiting the kill team at a
cost of: Bionic eyes (50 points), arms (60 Killer Reputation: Gorgon Terminators cause fear.
points) and legs (80 points). In addition,
Iron Hands kill teams also have access to Feel No Pain: If a fighter with Feel No Pain goes down, they will recover with a flesh wound on the
graviton guns as special weapons for 50 roll of a 1 or a 2 in the recovey phase.
points each.
Gorgon Pattern Terminator Armour: Gorgon pattern terminator armour is treated exactly as
Indomitus pattern Terminator armour, but at the end of any phase in which it has passed at least
Iron Hands Veteran Wargear one armour or invulnerable save, roll a D6. On a 4+, each model within a radius equal to the
Cyber-familiar*…………….. 60 points strength of the attack in inches and with line of sight to the gorgon are struck as though by a
* Legiones Astartes Leader only photon flash flare. Fighters from the same kill team as the Gorgon Terminator may re-roll the first
failed result of this test.

Bounty: If a Gorgon Terminator is down or out of action at the end of a mission, the enemy kill
team secures an additional promethium cache.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
XII: THE WORLD EATERS
• All World Eaters fighters get +1 attack on RED BUTCHER Special Operative
the turn they charge into close combat M WS BS S T W I A Ld
and must use their follow-up moves to 4” 5 2 4 4 2 4 2 8
engage an enemy model if possible.
Otherwise they must use it to move closer Encased in a customised cataphractii terminator suit capable of restraining them, a Red Butcher does
to the nearest enemy they are aware of. not enter battle, they are unleashed. The Nails that are implanted in so many of the Legion gradually
They may not use a follow-up move to reduce a Legionary to only feel sensation from butchery. A Red Butcher has reached the end of that
get behind cover or move away from all path, no longer capable of anything but mindless slaughter and brutal savagery.
enemies.
• A World Eaters sergeant may be fitted Wargear: A Red Butcher is equipped with a power axe, combi-bolter and cataphractii pattern
with the butchers nails when recruited terminator armour. The Red Butcher may also:
for 25 points. If a World Eaters fighter Exchange their combi-bolter for a second power axe.
suffers a head wound on the serious injury Exchange one power axe for a power fist.
table, they may receive the Butchers Nails Exchange both their combi-bolter and power axe for a pair of lightning claws.
for 50 points. The fighter does not miss
the next game. A fighter can only have the Killer Reputation: The Red Butcher causes fear.
Nails fitted once.
• Any member of World Eaters kill team Ravening Madman: In close combat, neither the Red Butcher, nor opponents of a Red Butcher gain
may purchase a chainaxe for 25 points. bonuses to their combat score from fumbles made by either side. The Red Butchers wild attacks are
• World Eaters kill team leaders and simply too unpredictably dangerous.
Specialists may each purchase one of the
following Caedere weapons: A Red Butcher cannot carry loot, free captives, or otherwise interact with an object, other than to
- Barb-hook lash for 55 points. cut it to pieces. They can also never hide.
- Twin Falax blades for 70 points.
- Excoriator chainaxe for 75 points Unstoppable Charge: The Red Butcher does not suffer the -1 combat score modifier for charging an
- Meteor hammer for 85 points. enemy behind an obstacle, nor does he suffer any movement penalty for moving through difficult or
Specialists who are equipped with one of dangerous ground when charging. Impassable terrain remains impassable.
the Caedere weapons may not also carry
special or heavy weapon. Noisy: The Red Butcher is simply incapable of stealth and subterfuge. At the end of every movement
phase, in missions such as The Raid, they must test to see if the alarm is raised. Roll 2D6 and add
the distance moved (including 0" if they remained stationary). If the result is 10 or more then the
World Eaters Veteran Wargear alarm is sounded.
-
Bounty: If a Red Butcher is down or out of action at the end of a mission, the enemy kill team
secures an additional promethium cache.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
XIII: THE ULTRAMARINES
• At the start of each Ultramarines turn, INVICTARUS SUZERAIN Special Operative
you may select one of the following M WS BS S T W I A Ld
combat doctrines to be in effect for that 4” 5 4 4 4 1 4 2 10
turn:
- Tactical: When selecting a fighter to
shoot with and a target, any number of Mighty warriors and leaders of men, drawn from the ranks of the Ultramarines and destined for
further fighters in an Ultramarines kill greatness in the Legion, an Invictarus Suzerain is an embodiment of the Primarch's rule of law.
team eligible to fire at the same target Wearing the trappings representative of their high station, bearing the finest armour and wargear, they
may do so at the same time. An enemy serve as a symbol to warriors nearby, a bulwark against anarchy and beacon of the Primarch's wisdom.
fighter fired at in this way is not
pinned until the entire group has Wargear: The Invictarus Suzerain is equipped with a legatine axe, bolt pistol, frag & krak grenades,
finished firing. Resolve each shooting boarding shield and artificer armour. The Invictarus Suzerain may also:
attack separately, each model firing Exchange their bolt pistol for a plasma pistol.
after the first may re-roll 1's to hit.
- Assault: An Ultramarine that charges Mag-lock shield: A pistol weapon may be used in the same hand as the boarding shield wielded by
a model already in base contact with the Invictarus Suzerain. This means unlike most users of boarding shields, they may count as being
another friendly fighter gains +1 armed with two weapons in close combat.
attack, even if the other model also
charged this turn. Lord of Ultramar: While the Invictarus Suzerain is not down, out of action and is not broken, all
- Command: All currently broken friendly fighters may use his Leadership value for their own break tests and the kill team uses his
fighters automatically recover their Leadership value for bottle tests.
nerve.
• Ultramarines count as having a
leadership value of 10 for the purposes of
Fear & Terror tests, and if rolling to
recover their nerve.
• If the Ultramarines kill team leader goes
out of action at any time, the
Ultramarines kill team must immediately
make a leadership test on the next
highest leadership in the kill team with a
-1 penalty. If the test is failed, all
members of the kill team halve their
weapon skill, ballistic skill and initiative
(rounding up). The test is taken at the
end of each Ultramarine turn until it is Ultramarines Veteran Wargear
passed, after which point the kill team's Legatine axe*………………. 65 points
statistics return to normal and the test is * Legiones Astartes Leader only
no longer taken this game.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
XIV: THE DEATH GUARD
• Death Guard kill team members DEATHSHROUD TERMINATOR Special Operative
automatically pass any Fear test they are M WS BS S T W I A Ld
required to take. 4” 4 4 4 4 2 4 2 10
• Death Guard may re-roll failed tests to
escape pinning. Few know the identity of a warrior of the Deathshroud, for when they are selected for the
• All Death Guard fighters count terrain as Deathshroud by Mortarion, they will never again speak or remove their helmet before a fellow warrior
one level of difficulty less than normal. of the legion. Listed as Killed in Action, prospective members are selected from units wiped out to a
For example, when moving through man. The Deathshroud are famed for their endurance and and unshakeable courage, and at least two
difficult ground it is counted as open of their number are said to remain within 49 paces of their Primarch at any time.
ground. Impassable ground is still
impassable however. Wargear: The Deathshroud is equipped with a power scythe, hand flamer with chem-munitions,
• Successful rolls to wound caused by rad melta bombs and tartaros pattern terminator armour.
weaponry must be re-rolled against a
Death Guard fighter, and toxin weapons Killer Reputation: Deathshroud Terminators cause fear.
use the standard injury table instead of
the special toxin round injury table. Bounty: If a Deathshroud Terminator is down or out of action at the end of a mission, the enemy
• Rad Grenades are unique grenades kill team secures an additional promethium cache.
available to Death Guard kill teams,
costing 35 points. Chem munitions may
be purchased for flamers and heavy
flamers for 25 points. This replaces the
standard ammunition rather than being
in addition to it.
• The leader of a Death Guard kill team
may purchase a power scythe for 65
points.

Death Guard Veteran Wargear


A single Phosphex Bomb*…. 60 points
* Legiones Astartes Leader only. The fighter
only possesses one bomb, so it is considered to
have automatically run out of ammo after it is
thrown. Their supply is replenished between
missions.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
XV: THE THOUSAND SONS
• Each member of a the Thousand Sons kill SEKHMET TERMINATOR Special Operative
team, including special operations M WS BS S T W I A Ld
fighters have the Psyker special rule and is 4” 4 4 4 4 2 4 2 8
assigned membership to one of the five
cult arcana: Athanean, Corvidae, Pavoni, Known as the Scarab Occult outside the Legion, the Sekhmet Terminators are the elite of the Legion,
Pyrae and Raptora. A kill team must have bodyguard to Magnus himself. Set apart from their Legion brethren, and marked with a jade scarab,
a fighter representing each different cult the Sekhmet are high initiates of the Prosperine Mysteries, whose minds operate almost upon another
before it may add a second user of a plane, making them appear detached, almost as automata.
particular cult. The team may never
contain more than two fighters with Wargear: The Sekhmet Terminator is equipped with a combi-bolter with asphyx shells, a force
membership of the same cult. weapon and Cataphractii pattern Terminator armour. They may also:
• If a member of the kill team suffers perils Exchange their force weapon for a lightning claw or power fist.
of the warp, the entire team immediately Exchange their Cataphractii pattern Terminator armour for Tartaros pattern Terminator armour.
becomes pinned.
• If the leader of a Thousand Sons kill Killer Reputation: Sekhmet Terminators cause fear.
team goes out of action, all remaining
members of the kill team suffer -1 Cult Arcana: As with any other member or Special Operations fighter part of a Thousand Sons kill
leadership for the next game turn. team, the Sekhmet Terminator should be assigned membership to one of the Cult Arcana, and are
• All Thousand Sons make use of their considered to have been upgraded with a single psychic power. In addition, if they are a member of
cults’ cantrip, but in addition any the Pyrae or Raptora cults, they may roll twice for their psychic power, and you may choose which
Thousand Sons fighter may be upgraded roll to keep. Re-roll identical results.
with a single psychic power for +65
points. No member of the team may be Bounty: If a Sekhmet Terminator is down or out of action at the end of a mission, the enemy kill
so upgraded unless the leader also is. team secures an additional promethium cache.
• The leader of a Thousand Sons kill team
who has at least one psychic power may
purchase one of either a force sword for
75 points, force axe for 50 points or force
staff (maul) for 50 points. Once
purchased, a force weapon cannot be
transferred to another fighter, nor
replaced with a different type of force
weapon.
• Asphyx Shells are an ammo type available
for bolt pistols, bolters and the bolter
part of a combi-weapon at +25 points,
and for rotor cannon at +45 points.

Thousand Sons Veteran Wargear


Arcane Litanies*…………… 45 points
* Legiones Astartes Leader only

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
XVI: THE SONS OF HORUS
• If a Sons of Horus fighter is involved in a REAVER Special Operative
multiple combat where they outnumber M WS BS S T W I A Ld
the enemy (models with a jump pack or 4 4 4 4 4 1 4 1 8
wearing terminator armour count as two
models), their fighters gain +1 to their The Reavers of the Sons of Horus are a vicious and adaptable formation, capable of operating in many
weapon skill. battlefield roles, from boarding actions to shock assaults and cleans & burn operations. They excel at
• When firing pistol, basic or special lightning raids, forming the tip of the spear, to strike at the weakest element of the foe, spreading fear
weapons within the short range of the and confusion. Each unit of Reavers is a self-contained force, with its own identity and appearance,
weapon, Sons of Horus fighters may re- and strives to compete against their counterparts for dominance, much as the tribe-gangs of Cthonia.
roll 1’s to hit. from which they descend.
• Whilst a Sons of Horus fighter is within
2" of a friendly model, they must re-roll Wargear: The Reaver is equipped with a bolt pistol, chainsword, frag & krak grenades and power
successful tests to escape pinning. armour. They may also:
• Any member of Sons of Horus kill team Exchange their chainsword for a chainaxe,
may purchase a chainaxe for 25 points. Be equipped with a bolter with banestrike bolts & standard bolt rounds or a volkite charger.
• A Legion Seeker recruited as Special Be equipped with a jump pack.
Operative in a Sons of Horus kill team
may exchange their Scorpius bolts for Assassins Eye: The player controlling the Reaver may choose any model as a target within range and
Banestrike bolts for no additional cost. line of sight with the Reavers shooting attacks. It does not have to be the nearest model.

Sons of Horus Veteran Wargear


Banestrike bolts*…………… 30 points
* Legiones Astartes Leader only. May be
purchased for a standard boltgun or the bolter
component of a combi-weapon.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
XVII: THE WORD BEARERS
• Word Bearers space marines roll 3D6 for INCENDIARY Special Operative
all break and bottle tests, and must choose M WS BS S T W I A Ld
the lowest two results. 8” 5 4 4 4 1 4 1 8
• A Word Bearer must use their follow-up
move to engage an enemy model if Not only a unique type of warrior, but an entire formation unlike that in any other Legion; whose sole
possible and must use it to move closer purpose of the Ashen Circle was to destroy the culture and erase the history of an enemy in cleansing
to the nearest enemy they are aware of. fire. On the battlefield, they would seek out those amongst the enemy who brought their warriors
They may not use a follow-up moves to hope and courage and drag them down with their hooked blades, demoralising and breaking the spirit
get behind cover or to move away from of their foes.
all enemies.
• After setting up terrain, but before Wargear: The Incendiary is equipped with a hand flamer, axe-rake, frag & krak grenades, power
deployment, roll on the Commune with armour and a jump pack. They may also:
the Neverborn table. Exchange their axe-rake for a power axe.
• A World Bearer kill team leader may take
a Tainted Weapon for 35 points. Scorched Earth: At the end of the movement phase in which the Incendiary has run or charged, they
may use their hand flamer and jump pack to incinerate the ground beneath them before landing. All
models within 2" of the Incendiary after at the end of the movement phase are hit automatically by
Word Bearers Veteran Wargear a hand flamer. No roll to hit is required, but make an ammo roll for the Incendiaries hand flamer
Burning Lore*……………... 60 points after the attack.
* Legiones Astartes Leader only
Commune with the Neverborn
D6 Effect
1 All members of the enemy kill team cause Fear to Word Bearer fighters for the
duration of this game.
2-3 All Word Bearers fighters gain Hatred for the opposing kill team for the duration of
this game.
4-5 Once during the game at the start of any of their turns, the Word Bearers leader
may choose to cause Terror until beginning of their next turn.
6 A bound lesser daemon accompanies the team in this mission (see Appendix I). It is
entirely under the control of the Word Bearers team, unless their leader goes out of
action. In which case the daemon reverts to shared control. The daemon is not
included when working out how many fighters must be down or out of action for
bottle tests.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
XVIII: THE SALAMANDERS
• Inferno pistols, meltaguns and multi- FIREDRAKE Special Operative
meltas's in a Salamanders Kill Team count M WS BS S T W I A Ld
as master-crafted weapons at no additional 4 5 4 4 4 2 4 2 9
cost.
• Hand flamers, Flamers and Heavy flamers To be a Firedrake is to be an exemplar of the Promethean Cult, demonstrating mental resilience,
used by Salamanders have +1 strength. discipline and self-sacrifice. Their willpower is legendary, and focus in battle, the stuff of legend.
• Salamanders kill team members When taking to battle within a suit of Terminator armour, and armed with the mightiest weapons
automatically pass any Fear test they are available to a Legionary, the Firedrakes make unmatched shock troops and linebreakers.
required to take.
• All Salamanders fighters count terrain as Wargear: The Firedrake is equipped with a combi-bolter, power maul and cataphractii pattern
one level of difficulty less than normal. For terminator armour. The Firedrake may also:
example, when moving through difficult Exchange their combi-bolter for a combi-flamer, combi-melta or storm shield.
ground it is counted as open ground. Exchange their power maul for a power sword, power axe, power fist or thunder hammer.
Impassable ground is still impassable
however. Killer Reputation: Firedrakes cause fear.
• A Salamander must subtract -1” from
any Run and Follow-Up moves they Bounty: If a Firedrake is down or out of action at the end of a mission, the enemy kill team secures an
make. additional promethium cache.
• The leader of a Salamander kill team may
take Hand flamers at 25 points and
Inferno pistols at 40 points.
• The leader of a Salamanders kill team
may also have a single weapon they wield
upgraded to a master-crafted weapon for
+50% of the weapon’s cost. If you wish to
change the master-crafted weapon he is
armed with, the previous one is returned
to the Legion armoury and is removed
from his roster.

Salamanders Veteran Wargear


Drakescale cloak*………….. 55 points
Storm shield*………………. 85 points
* Legiones Astartes Leader only

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
XIX: THE RAVEN GUARD
• At the beginning of the game, after both MOR DEYTHAN Special Operative
sides have been set up, but before the M WS BS S T W I A Ld
first turn begins, the entire Raven Guard 4” 4 5 4 4 1 4 1 8
kill team may make a single run move.
This movement is added to any benefits The few Mor Deythan active following the Dropsite Massacre at Isstvan V are veteran warriors,
gained from Recon armour, the Infiltrate wielding a wide range of weapons and exotic equipment to prosecute a war unseen in the shadows of
skill or any other effect. the Traitor forces. It is rumoured that these master-infiltrators possess more than just training and
• If a member of a Raven Guard kill team experience in their ability to remain concealed from view, but this is not often long on the minds of
remains stationary in their turn, shooting those who recieve the attentions of a Mor Deythan.
attacks targeting them suffer an
additional -1 to hit. Wargear: The Mor Deythan is equipped with a sniper rifle with a telescopic sight and mono-sight,
• A Raven Guard fighter may hide after bolt pistol, combat blade, frag & krak grenades, shroud bombs, power armour and camo gear. The
making a follow-up move, but must still Mor Deythan may also:
meet the other requirements on page 27 Exchange their sniper rifle for a combi-weapon or shotgun.
of the Shadow Wars: Armageddon Exchange the telescopic sight on their sniper rifle for an infra-red sight.
rulebook to do so. Exchange their combat blade for a chainsword.
• The raven’s talons are a unique hand to
hand weapon available to Raven Guard Infiltrate: Once both kill teams have been set up, but before a mission begins, the Mor Deythan may
kill team leader, costing 65 points per make two free run moves. He may not do anything during these moves except run, and may not
claw. move within 8” of an enemy. This move is in addition to the move granted for as part of the
Legiones Astartes Raven Guard special rule.

Raven Guard Veteran Wargear Stealth: Fighters targeting a Mor Deythan at long range suffer an -1 to hit in addition to any other
Chameleoline cloak………... 50 points modifiers.

Fatal Strike: The Mor Deythan counts as having the Crack Shot and Marksman special rules.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
XX: THE ALPHA LEGION
• The Alpha Legion kill team may choose HEADHUNTER Special Operative
to re-roll the dice to determine who M WS BS S T W I A Ld
deploys first, where applicable. If they do 4” 4 4 4 4 1 4 1 8
not, or cannot choose to do this, they may
go on to re-roll the dice for starting the A progression of the Seeker squad unique to the Alpha Legion, the Headhunter Kill Teams specialise
game, if applicable. If this re-roll is not in infiltration and surgical elimination strikes, targeting key positions and personal, with the sole
used, it is lost. purpose of throwing the enemy into utter dissaray. To aid them in their task, they are equipped with
• After rolling to determine who deploys the finest wargear and equipment available, including access to special ammunition types desiged
first, but before placing models, the specifically to kill their fellow Astartes.
Alpha Legion kill team must select one of
the following special rules to be in effect Wargear: A Headhunter is equipped with a combi-bolter with a mono-sight and banestrike bolts
this game: & standard bolt rounds, bolt pistol, power dagger, frag & krak grenades, venom spheres and
- Misdirection power armour. In addition, the Headhunter may also:
- Booby Trapped Exchange their combi-bolter with mono-sight and banestrike bolts for a combi-weapon of any
- Deception variety with a mono-sight and banestrike bolts for its bolter component.
• At the end of the game, if the Alpha
Legion player has fewer models Infiltrate: Once both kill teams have been set up, but before a mission begins, the Headhunter may
remaining active on the board (ie that are make two free run moves. He may not do anything during these moves except run, and may not
not down or out of action) than their move within 8” of an enemy.
opponent, their enemy receives an extra
50 points to spend when resupplying. Precision Shot: The player controlling the Headhunter may choose any model as a target within
• Power daggers are a unique hand to hand range and line of sight with a shooting attack. It does not have to be the nearest model.
weapon available to Alpha Legion kill
teams for +20 points each and venom
spheres are a unique grenade available to Misdirection: After both sides have deployed, you may choose an enemy model. Roll the
Alpha Legion kill teams for +35 points. scatter dice and reposition the model 2D6" away in that direction. This can move the
• A Legion Seeker recruited as Special model outside its normal deployment zone. If this would place the model on another
Operative in an Alpha Legion kill team level, move it up or down with no further effect. If the model would be moved off the
may exchange their Scorpius bolts for board or into impassable terrain, the model's controlling player may redeploy the model
Banestrike bolts at no additional cost. anywhere in their deployment zone.

Booby Trapped: After deployment, secretly mark down terrain feature (such as a wood,
Alpha Legion Veteran Wargear or building) that does not begin the game with enemy models deployed on or within it.
Banestrike bolts…………….. 30 points At the end of an enemy movement phase where one or more of their fighters has moved
Special dispensation**……… 100 points on or through this piece of terrain, reveal that it was booby trapped. The booby traps
* May only be purchased for a standard inflict a single strength 5 hit causing 1 damage and with a -2 save modifier on each enemy
boltgun or the bolter component of a combi- model within this terrain. Once set off, the booby trap has no further effect. Booby Traps
weapon. may not if the Alpha Legion are the Attacker in the Raid or Rescue missions.
** Legiones Astartes Leader only
Deception: After both sides have deployed, you may redeploy D3 members of your kill
team up to 8" away from their original positions. This may move a fighter outside of their
deployment zone.

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
THE SHATTERED LEGIONS
A Shattered Legions kill team represents members of several Legions fighting as a single organisation, through either disaster or design. A force of this
type is held together more by the force of a single will, creating a dominating presence to band around. Without this presence, it is likely this banding
of Legions will fracture, unless a new leader rises to the fore.

The most well known groups of Shattered Legions are those formed in the aftermath of the Isstvan V dropsite massacre from the pitiful remains of the
Legions brought to ruin there. Less infamous are those warriors from across the galaxy brought together either through lesser betrayals, plots, defeats or
scheming.

SHATTERED LEGIONS KILL TEAMS Unique Wargear2: Equipment unique to specific Legions may only be
A Shattered Legions kill team is recruited and played using the normal taken by members of that Legion who would normally be able to take
rules for a Legiones Astartes kill team with the following modifications: that particular item of wargear

Shattered Legions: The kill team is made up of fighters from at least two Veteran Wargear: Shattered Legions fighters may only take veteran
different Legions, but no more than three. When a fighter is recruited, wargear from the Legiones Astartes Weapon and Equipment list and not
declare which is their parent Legion. When the team is first formed, at that available to specific Legions.
least 30% (rounded up) of the fighters in the team must come from the
same Legion as the leader. Dwindling supplies: Without the support infrastructure of a Legion to
ensure they are well-equipped, supplies can become scarce and
Legion Special Rules1: A Legion special rule which directly affects their ammunition precious. Add +1 to the ammo roll for all weapons in a
fighters is always used by members of a Shattered Legion kill team Shattered Legions kill team.
originating from that Legion. Rules which affect the behaviour of the
entire kill team are only used by the dominant Legion.

DOMINANCE If the challenger was defeated, the existing leader maintains their
The Legion from which the kill team leader originates is known as the control for now. If the existing team leader is defeated in the challenge,
Dominant Legion. Fighters not from the Dominant Legion reduce roll again on the following table:
their Leadership characteristic by -1. It is possible for the Dominant
Legion to change over time through casualties and challenges for D6 Result
leadership. 1 The former leader leaves kill team, never to be seen
again, taking all their equipment with them.
Maintaining Dominance: After each battle in which the Shattered 2-6 The former leader steps aside and will never
Legions kill team lost the mission, between the Promote and Resupply question the new fighters right to command. Mark
steps of the Rewards of Battle, note the number of surviving fighters in on the former leader's roster 'Sworn to <name>’.
the kill team from each different Legion. If there are fewer fighters The Dominant Legion becomes that of the new
from the Dominant Legion than there are of any other of the Legions leader. The former leader retains their wargear, but
present in the Kill Team, there is a chance that the current leader may their role becomes 'Trooper' and they may no
be challenged. longer purchase items unavailable to a trooper.
Their leadership is permanently reduced by -1, and
Choose a fighter from amongst the Legion represented in the kill team the new leaders increased by +1. The new leader’s
with the greatest number of fighters. If two Legions have the same role becomes ‘Leader’. If the new leader was a
number, choose a fighter from either Legion. This fighter will specialist, any special or heavy weapons must be
challenge the current leader for control of the kill team. Roll a D6 on transferred to another specialist with the capacity to
the following table: carry them, or be discarded.

D6 Result After the challenge for leadership of the team is resolved, the team may
1-4 The two fighters settle their dispute in the practice continue to resupply as normal.
cages. No armour is worn, and both fighters may
wield a single combat blade only. The first fighter to
go down or out of action loses.
Shattered Legions rules examples:
1
Do not roll for serious injuries, unless one of the An Iron Warrior fighter would benefit from their Legion rule granting +1 to
fighters was a World Eater with the Butchers Nails hit for firing within 6" of a friendly fighter, regardless of which Legion that
(Treat captured as Full Recovery and ignore the fighter is from, but a Salamander in the same kill team would not get that +1 to
hit, even if they were firing at a model near an Iron Warrior.
‘Hatred’ component of Painful Recovery).
5-6 The challenger remains loyal to the existing A Shattered Legions kill team consisting of Ultramarines and Imperial Fists
leaderand brings his followers into line. The existing would only suffer from the Imperial Fists Legion rule preventing the team from
Leader takes a leadership test. If it is passed, mark voluntarily bottling out if the dominant Legion was Imperial Fists.
on the challenging fighter's roster 'Sworn to
2
<name>'. This particular challenger will never An Iron Hands specialist may be equipped with a Graviton gun, but a
question this leaders' right to command again. Salamanders specialist may not, even if part of a kill team led by an Iron Hand.
SOLAR AUXILIA KILL TEAMS
Well armed and equipped, the Solar Auxilia VELETARII PRIME Kill Team Leader Cost to recruit: 140 points
stand out from the the diversity of Imperial M WS BS S T W I A Ld
forces by their uniformity. A pattern so 4” 4 4 3 3 1 3 2 9
successful, hundreds of worlds have
replicated the force, which has become the The Prime of a Veletarii unit may have achieved their position through skill and experience, or may in
backbone of Imperial forces across the fact be a minor family member of a noble house in their own right. Neverthless, they are capable of
fledgling Imperium. The discipline of the leading their men into the most gruelling of battlefields with courage and discipline.
Solar Auxilia is renowned, able to stand as
one on hostile worlds and prevail where Wargear: A Veletarii Prime has a combat blade and reinforced void armour. In addition, a Veletarii
none but the Legions might otherwise. The Prime can be armed with items chosen from the Solar Auxilia Hand-to-Hand Weapons, Pistols,
key to their success is rigourous and harsly Basic Weapons, Ammunition, Grenades, Miscellaneous and Veteran Wargear Equipment lists.
enforced doctrine, unleashing volley after
volley of accurate, withering firepower.
VELETARII Trooper Cost to recruit: 80 points
USING A SOLAR AUXILIA KILL TEAM M WS BS S T W I A Ld
• A Solar Auxilia Kill Team consists of 3-15 4” 3 4 3 3 1 3 1 8
models.
• Solar Auxilia Kill Teams may have up to 3 Shock troops of the Solar Auxilia, the Veletarii are disciplined, highly skilled and have access to exotic
specialists. and powerful weaponry normally only seen in Legion forces.
• In any missions that allow Ork Boyz kill
teams to field additional models (such as Wargear: A Veletarii has a combat blade and reinforced void armour. In addition, a Veletarii can be
the Raid or Hit and Run), add 2 to the armed with items chosen from the Solar Auxilia Hand-to-Hand Weapons, Pistols, Basic Weapons,
random number of models that take part Ammunition, Grenades and Miscellaneous Equipment lists.
in the mission for a Solar Auxilia kill
team.
AUXILIARY New Recruit Cost to recruit: 60 points
SOLAR AUXILIA SPECIAL RULES M WS BS S T W I A Ld
The following special rules apply to all of 4” 3 3 3 3 1 3 1 7
the members of a Solar Auxilia kill team.
Normally seen in serried ranks on the battlefield, Auxiliaries are equally well placed in loose formation
Solar Auxilia: Solar Auxilia fighters ignore in close environs such as aboard ships or in urban environments.
the -1 to hit penalty for firing on overwatch.
Wargear: An Auxiliary has a combat blade and void armour. In addition, an Auxiliary can be armed
Each member of a Solar Auxilia kill team with items chosen from the Solar Auxilia Hand-to-Hand Weapons, Pistols, Basic Weapons,
involved in a close combat within 2" of one Ammunition, Grenades, Armour and Miscellaneous Equipment lists.
or more other fighters from the same kill
team also in close combat (even if it is not
against the same opponent), all such fighters SUPPORT AUXILIARY Specialist Cost to recruit: 70 points
gain +1 weapon skill. There is no cumulative M WS BS S T W I A Ld
effect. 4” 3 3 3 3 1 3 1 7

If a Solar Auxilia fighter is able to test to Particularly promising auxiliaries may receive additional training to handle specialist weaponry, in
escape pinning because another fighter from order to support their fellow line-troopers against the most deadly of opposition.
their kill team is within 2", they may
subtract 1 from the result of the dice. Wargear: A Support Auxiliary has a combat blade and void armour. In addition, a Support Auxiliary
can be armed with items chosen from the Solar Auxiliary Hand-to-Hand Weapons, Pistols, Basic
Weapons, Special Weapons, Ammunition, Grenades, Armour, Miscellaneous and Prestige
Equipment lists.
SOLAR AUXILIA WEAPON AND EQUIPMENT LIST
Ammunition Pistols
Collimator*………………………………………………. 10 points Laspistol……………………………………………….... 15 points
Blast Charger*……………………………………………. 10 points Blast pistol………………………………………………. 25 points
Manstopper shells**……………………………………… 10 points Hand flamer*……………………………………………. 25 points
* Can be purchased for Auxilia Lasrifles only Needle pistol*…………………………………………… 50 points
** Can be purchased for shotguns only Plasma pistol*…………………………………………… 50 points
* Veletarii Prime only
Grenades
Shroud bombs……………………………………………. 10 points Basic weapons
Frag grenades…………………………………………….. 20 points Shotgun…………………………………………………. 20 points
Photon flash flares………………………………………... 20 points Auxilia Lasrifle…………………………………………... 30 points
Melta bombs*…………………………………………….. 30 points Volkite charger*…………………………………………. 40 points
Krak grenades…………………………………………….. 40 points * Veletarii Prime and Veletarii only.
* Veletarii Prime only
Special Weapons
Miscellaneous Sniper rifle………………………………………………. 40 points
Clip harness………………………………………………. 10 points Flamer…………………………………………………... 40 points
Photo-visor……………………………………………….. 15 points Breaching charge………………………………………... 50 points
Red-dot laser sight (pistol, basic & special weapons only)……. 30 points Grenade launcher……………………………………….. 65 points
Telescopic sight* (basic & special weapons only)……………. 20 points … shroud bombs………………………………………... +20 points
Infra-goggles……………………………………………… 30 points … frag grenades…………………………………………. +35 points
Infra-red sight (basic & special weapons only)……………….. 35 points … kinetic grenades……………………………………… +40 points
Augury-scanner…………………………………………... 50 points … tempest grenades……………………………………... +40 points
Weapon reload………………………… Half cost of weapon in points … krak shells……………………………………………. +50 points
Bionics**…………………………………………………. D6 roll Lascutter………………………………………………… 45 points
… eye…………………………………………………….. 1-2 Plasma gun……………………………………………… 80 points
… arm……………………………………………………. 3-4 Meltagun………………………………………………... 95 points
… leg…………………………………………………….. 5-6
* Cannot be fitted to shotguns, grenade launchers or meltaguns Armour
** Bionics may only be purchased for a Veletarii Prime that suffers a 'Painful Upgrade Void armour to Reinforced void armour………. +10 points
Recovery' result on the injury table. Fitting bionics requires the team to forfeit
one prometheum cache. Roll a dice to determine which bionics were required. Veteran Wargear
The Prime may return to fight in the next mission instead of spending it Refractor field*………………………………………….. 55 points
recovering. * Veletarii Prime only

Hand-to-Hand weapons
Combat blade (knife)…………………………………….. 5 points
Assault blade (sword)…………………………………….. 15 points
Chainsword………………………………………………. 25 points
Power maul*……………………………………………… 35 points
Power axe**………………………………………………. 35 points
Power sword*…………………………………………….. 50 points
Charnabal sabre*…………………………………………. 35 points
Power fist*………………………………………………... 85 points
* Veletarii Prime only
** Veletarii Prime and Veletarii only
SOLAR AUXILIA SKILLS
The skill tables are used to determine what skills your fighters gain as different skills that reflect their different roles to those of troopers in a
they advance. Your fighters are restricted to specific skill tables kill team. New recruits, meanwhile, are still too green to pick up
depending upon their faction and whether they are a trooper, specialist anything but the basics they need to fight alongside the other members
or kill team leader. of their kill team. New recruits cannot gain skills.

The different characters of the factions mean that they each have When a fighter gains a skill, pick a skill type that is available to them,
contrasting areas of strength and weakness. For example, usually roll two dice and consult the relevant table. You can choose one of the
expecting to be outnumbered or outclassed, the Solar Auxilia favour an skills that correspond to the numbers rolled – your fighter gains that
active defence drawing the enemy into enfilading fire, while the skill. If you roll the same number, re-roll one dice until you get another
Legiones Astartes are highly skilled at both ranged and close combat. number. A fighter cannot gain the same skill twice – if the only skills
you roll are skills they already have, re-roll the dice.
Similarly, a fighter’s role counts for a great deal in terms of what skills
they are able to learn. Kill team leaders and specialists have access to

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Geurilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
SOLAR AUXILIA SPECIAL OPERATIVES
TWO AUXILIA MEDICAE ORDERLIES
M WS BS S T W I A Ld
Orderly 4” 3 4 3 3 2 3 2 8

The primary role of a Solar Auxilia medicae orderly is to ensure their regiment remains in a fit state to fight; a galaxy’s worth of alien diseases and
toxins which are harmless to the Legiones Astartes could stop a human-lead compliance in its tracks. Orderlies also accompany forces in the field, to
manage battlefield injuries and keep the force operational, or to administer a final mercy to those too wounded to continue.

Wargear: An Auxilia Medicae Orderly is equipped with a laspistol, and void armour. The Auxilia Medicae Orderly may also:
Exchange their laspistol for a needle pistol.

Field Medic: Fighters within 3” of a friendly Medicae Orderly subtract 2 from their recovery phase Injury roles to a minimum of 1 (including injuries
caused by toxic weapons or toxic rounds). In addition, if at least one Medicae Orderly has not gone out of action at the end of the battle, you can
choose to re-roll any Serious Injury rolls.

AUXILIA OGRYN CHARONITE


M WS BS S T W I A Ld
Ogryn Charonite 6” 4 3 5 5 3 2 3 6

An Ogryn Charonite has been biochemically and cybernetically enhanced to become a living weapon. Utterly lethal and a threat to even Legiones
Astartes and similarly formidable foes, Ogryn Charonites are highly valued as shock troops, but the frenzied behaviour their enhancements and combat
drugs induce require remote control systems to manage them on the battlefield.

Wargear: An Auxilia Ogryn Charonite is equipped with two charonite claws and void armour.

Fear: An Ogryn Charonite causes Fear.

Dead-man’s switch: If an Ogryn Charonite fails a break test and the kill team leader is not down or out of action, they may choose to activate the
switch. If they do, the failed break test is ignored and the Ogryn Charonite does not flee.

Mind Slave: An Ogryn Charonite cannot hide, nor may they pick up loot. The Ogryn Charonite cannot benefit from the Solar Auxilia kill team
special rules.

Brutal Fighters: An Ogryn Charonite must make use their follow up move to engage an enemy model if possible. Otherwise they must use it to move
closer to the closest enemy. They may not use a follow up move to get behind cover or move away from all enemies.

Bounty: If an Auxilia Charonite Ogryn is down or out of action at the end of a mission, the enemy kill team secures an additional promethium
cache.

ENGINSEER ADEPT
M WS BS S T W I A Ld
Enginseer Adept 4” 3 3 3 3 1 3 1 8

Accompanying the Solar Auxilia on specific missions where their technical prowess is of most value, an enginseer adept can also bring an exotic array of
potent weaponry to the field. Their skill at maintaining a kill teams wargear is priceless for those normally isolated from the supply chain for extended
periods of time.

Wargear: A Tech-Priest Enginseer has a laspistol, power axe, servo-arm, melta bombs, augury scanner and power armour. They may also take any one
of the following:
Exchange their augury scanner for a volkite charger or graviton gun.

Soothe Machine Spirit: You can choose to re-roll any failed Ammo rolls for friendly fighters within 6" of a Tech-Priest Enginseer.

Cult Mechanicus: The Enginseer Adept fights alongside the Solar Aucilia, but is not a part of their organisation and therefore does inherit or
contribute to any effects from the Solar Auxilia special rule.
RAPIER CARRIER
M WS BS S T W I A Ld
Auxiliary 4” - - - 7 2 - - -

The Solar Auxilia do not field any significant man-portable heavy weapons systems. Instead, they make extensive use of support equipment such as
the tracked rapier carriers. These versatile platforms can mount a wide array of battlefield ordnance, but the most common variant features a quad
multi-laser. A team able to requisition a rapier carrier even temporarily will enhance its firepower exponentially.

Wargear: The Rapier Carrier is equipped with a quad-linked multi-laser and armour plating, which gives it a 3+ save.

Crewed Artillery: The Rapier Carrier must be crewed by a Support Auxiliary (specialist) from the Solar Auxilia Kill Team. The Support Auxiliary
assigned to the Rapier must begin the game mounted on the carrier and may not choose to dismount during the game unless the Rapier’s armament
runs out of ammunition, the carrier is destroyed, they are charged or they fails a break test. If the crewman is killed, another Support Auxiliary from
the team may crew the Rapier. Whilst mounted on the Rapier Carrier, a Support Auxiliary cannot benefit from the Solar Auxilia kill team special
rules, nor any Shooting skills they may possess.

Weapon System: If the Support Auxilia crewing the Rapier Carrier has been mounted on it since the beginning of their turn, they may
fire the mounted weapon system. The quad multi-lasers are linked together to fire in sequence. Roll all four weapons’ sustained fire dice at once to
calculate the total quantity of shots available this turn. Rather than rolling one dice at a time, roll four at once (or part thereof if there is a
remainder), and make any ammo rolls after each group of dice. If a test is failed, no further groups may be rolled.

Motorised Carriage: When crewed, the Rapier Carrier may move up to 4” in the movement phase, but may not make run or charge moves. The
Rapier’s crew may fire its armament even after moving, but suffers -1 to hit while doing so and may not go on overwatch. The carrier may not climb
ladders or stairs, but may be traverse levels vertically using lifts or ramps. Penalties for moving through difficult or very difficult ground affect the
Rapier as normal.

Shooting at the Rapier: Enemy fighters may choose to target the Rapier Carrier itself, or a mounted Support Auxilia. The crewman counts as being in
cover (-2 to hit) unless being fired at from the rear 90 degree arc. If a shot targeted at the crewman misses, roll a further D6. On a 6, it hits the
carriage instead. The crewman is pinned by enemy fire as normal, but the Rapier ignores pinning when hit. When the Rapier Carrier loses its last
wound it is destroyed. Roll a D6. On a 4+ it explodes and all models within D6" take a Str 4 hit with no save modifier. Do not roll for injury as
though it were a fighter.

Bounty: If the Rapier Carrier is destroyed at the end of a mission, the enemy kill team secures an additional promethium cache.
TECH-PRIEST AUXILIA KILL TEAMS
Specialised teams of Tech-priest adepts led MAGOS AUXILIA Kill Team Leader Cost to recruit: 175 points
by a lesser Magos are often dispatched to M WS BS S T W I A Ld
fulfil particular tasks by their feudal 4” 3 4 3 4 2 3 2 9
Mechanicum lords. The Magos in command
of the team is selected for their aptitude, be A Magos of a lesser rank, the Magos Auxilia is given overall command of a coven of adepts and access
they Macrotek enginseers and focussed on to personal defence automata and thralls to ensure their task is completed.
the maintenance of their masters great
works, Lachrimallus whose skills in fleshcraft Wargear: A Magos Auxilia has a combat blade and power armour. In addition, a Magos Auxilia can
fuel the forges or Reductor and focussed on be armed with items chosen from the Tech-priest Auxilia Hand-to-Hand Weapons, Pistols, Special
the destruction of the enemy above all else. Weapons, Grenades, Miscellaneous and Veteran Wargear Equipment lists.
Whatever their craft, the Magos is given
limited freedom in assembling their ADEPT Trooper Cost to recruit: 90 points
covenant, so long as valuable resources are M WS BS S T W I A Ld
not squandered. 4” 3 3 3 3 1 3 1 8

USING A TECH-PRIEST AUXILIA Even the lowliest tech adept has knowledge of and access to technologies and enhancements far
KILL TEAM beyond the common mortals of the Imperium.
• A Tech-priest Auxilia Kill Team consists
of 3-15 models. Wargear: An Adept has a combat blade and power armour. In addition, an Adept can be armed with
• Tech-priest Auxilia Kill Teams may have items chosen from the Tech-priest Auxilia Hand-to-Hand Weapons, Pistols, Special Weapons,
up to 4 specialists. Grenades and Miscellaneous Equipment lists.
• In any missions that allow Ork Boyz kill
teams to field additional models (such as TECH-THRALL New Recuit Cost to recruit: 45 points
the Raid or Hit and Run), add 2 to the M WS BS S T W I A Ld
random number of models that take part 4” 2 2 4 3 1 2 1 7
in the mission for a Tech-priest Auxilia
kill team. The Mechanicum spares little thought for the humanity of their subjects, subjecting them to brutal
cyber-enhancement for the slightest infraction, or simply to meet the needs of war and industry,
TECH-PRIEST AUXILIA SPECIAL RULES
The following special rules apply to the Wargear: A Tech-thrall has a combat blade and flak armour. In addition, a Tech-thrall can be armed
Tech-priest Auxilia kill team: with items chosen from the Tech-priest Auxilia Hand-to-Hand Weapons, Basic Weapons,
Ammunition, Grenades, Armour and Miscellaneous Equipment lists.
Techno-Arcana
Select one of the following Techno-Arcana Feel No Pain: If a fighter with Feel No Pain goes down, they will recover with a flesh wound on the
for the kill team when it is first recruited roll of a 1 or a 2 in the recovery phase.
and record it on their roster sheet:
SERVO-AUTOMATA Specialist Cost to recruit: 70 points
Macrotek: The Magos Auxilia and Adepts M WS BS S T W I A Ld
may purchase a servo-arm from the Hand- 4” 3 3 4 5 1 1 1 6
to-Hand Equipment List. Failed ammo rolls
for friendly models within 6” of the Magos Lower even than a thrall, Servitude is often the punishment for serious crimes. Lobotomised and
or an Adept may be re-rolled. mutilated for a specific task, a servo-automata will fulfil their role until destroyed or their biological
components eventually fail.
Lachrimallus: The Magos Auxilia and
Adepts will recover with a flesh wound on a Wargear: A Servo-automata has a combat blade and flak armour. In addition, a Servo-automata can
roll of a 1 or a 2 in the recovery phase. Any be armed with items chosen from the Tech-priest Auxilia Hand-to-Hand Weapons, Special Weapons,
Tech-thralls within 6” of the Magos Auxilia Heavy Weapons and Armour Equipment lists.
or an Adept will recover with a flesh wound
on a roll of 1 2 or 3.
Mono-tasked: Tech thralls and Servo-automata get +1 to hit when firing at the same
Reductor: All models in the Tech-priest target as a Magos Auxilia or Adept that is within 6" of them. Servo-automata Servo-
auxilia kill team may attempt to recover automata greater than 6" away from a Magos Auxilia or Adept at the end of their
from pinning without a friendly fighter being movement phase may only perform one of two functions that turn:
within 2”. Additionally, models in the team • Fire at the nearest visible enemy fighter within 18” regardless of intervening cover.
count terrain as one level of difficulty less • Charge an enemy fighter within the Servo-automata’s charge range.
than normal. For example, when moving
through difficult ground it is counted as Servitude: Tech thralls and Servo-automata do not gain Mission Complete marks and can
open ground. Impassable ground is still never gain skills of their own from any source.
impassable however.
Fleshspare: Instead of subtracting 1 from the Weapons Skill and Ballistic Skill of Tech
Cybernetica: The range of the Mono-tasked thralls and Servo-automata when they receive a flesh wound, instead subtract 1 from their
Team is increased to 12". Movement and Strength. If a fighter with Movement or Strength 1 suffers a flesh wound
then they critically damaged and are taken out of action.
TECH-PRIEST AUXILIA WEAPON AND EQUIPMENT LIST
Ammunition Pistols
Induction charger*……………………………………… 10 points Laspistol………………………………………………… 15 points
* Can be purchased for Las-locks and Mitra-locks only Bolt pistol……………………………………………….. 25 points
Volkite serpenta………………………………………..... 35 points
Grenades Lucifex*………………………………………………..... 45 points
Frag grenades…………………………………………….. 20 points Plasma pistol*…………………………………………… 50 points
Photon flash flares*………………………………………. 20 points Archaeotech pistol*……………………………………… 60 points
Melta bombs**…………………………………………… 30 points *Magos Auxilia only
Rad grenades**…………………………………………… 35 points
Krak grenades*…………………………………………… 40 points Basic weapons
*Magos Auxilia and Adepts only Las-lock…………………………………………………. 25 points
**Magos Auxilia only Mitra-lock………………………………………………. 25 points

Miscellaneous Special Weapons


Rite of Pure Thought***…………………………………. 5 points Flamer***……………………………………………….. 40 points
Revenant Alchemistry***…………………………………. 10 points Volkite charger………………………………………...... 40 points
Photo-visor……………………………………………….. 15 points Graviton gun**………………………………………….. 65 points
Infra-goggles……………………………………………… 30 points Maxima bolter…………………………………………... 50 points
Infra red sight…………………………………………….. 30 points Irad-cleanser*……………………………………………. 110 points
Augury-scanner…………………………………………... 50 points *Magos Auxilia only
Refractor field*…………………………………………… 55 points **Magos Auxilia and Adepts only
Cyber-familiar*…………………………………………... 60 points ***Servo-automata only
Mono sight……………………………………………….. 60 points
Bionics**…………………………………………………. D6 roll Heavy Weapons
… eye…………………………………………………….. 1-2 Rotor cannon………………………………………….... 75 points
… arm……………………………………………………. 3-4 Phased plasma fusil……………………………………… 120 points
… leg…………………………………………………….. 5-6 Heavy bolter…………………………………………….. 180 points
*Magos Auxilia only Multi-melta……………………………………………... 190 points
**Bionics may only be purchased for a Magos Auxilia or Adept that suffers a
'Painful Recovery' result on the injury table. A maximum of one fighter may Armour
receive bionics after each mission and doing so requires the team to forfeit one Exchange Flak armour with Carapace armour…………… 20 points
prometheum cache. Roll a dice to determine which bionics were required. The The armour being exchanged is not retained by the kill team.
fighter may return to fight in the next mission instead of spending it
recovering. Veteran Wargear
*** Tech-thralls only. If one or both of these upgrades are purchased for a Machinator array1*……………………………………… 90 points
fighter, all fighters of the same type in the kill team must purchase the same Mechanicum protectiva*………………………………… 75 points
upgrade(s) simultaneously. Further fighters of this type must be purchased this Conversion beam projector1*……………………………. 220 points
upgrade when first recruited to the kill team. These upgrades may not be *Magos Auxilia only
removed, lost, transferred in any way once purchased.

Hand-to-Hand weapons
Power axe (Magos Auxilia and Adepts only)…………………. 35 points
Servo-arm1 (Servo-automata only)…………………………... 40 points
Corposant Stave (Magos Auxilia only)……………………… 45 points
Heavy chainsword (Tech-thralls only) ………………….….. 85 points

1
A fighter may only be equipped with one of these items of equipment at any time
TECH-PRIEST AUXILIA SKILLS
The skill tables are used to determine what skills your fighters gain as different skills that reflect their different roles to those of troopers in a
they advance. Your fighters are restricted to specific skill tables kill team. The Tech-priest auxilia is unusual in that a number of the
depending upon their faction and whether they are a trooper, specialist members of the team may never gain skills of any kind. The table
or kill team leader. below is therefore more brief than seen in other teams

The different characters of the factions mean that they each have When a fighter gains a skill, pick a skill type that is available to them,
contrasting areas of strength and weakness. For example, Tech=priests roll two dice and consult the relevant table. You can choose one of the
typically favour displays of intellegience and technical aptitude over skills that correspond to the numbers rolled – your fighter gains that
brawling combat techniques. However, their extensive augmetics do skill. If you roll the same number, re-roll one dice until you get another
lend them a (un)natural strength over their unaugmented counterparts. number. A fighter cannot gain the same skill twice – if the only skills
you roll are skills they already have, re-roll the dice.
Similarly, a fighter’s role counts for a great deal in terms of what skills
they are able to learn. Kill team leaders and specialists have access to

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Geurilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
TECH-PRIEST AUXILIA SPECIAL OPERATIVES
THALLAX
M WS BS S T W I A Ld
Thallax 6” 3 4 5 5 3 2 2 8

Shock troops of the Ordo Reductor, Thallax are hulking cybernetic monstrosities who exhibit a shocking level of enhancement of the original
biological host. Only the most vital organs and nervous system remain, encased within the Lorica Thallax. The bearer is in such agony through this
procedure that all pain and emotion must be surgically removed. Thallaxi still retain some independent thought however, so are far superior to thralls
and other servo=automata.

Wargear: A Thallax is equipped with a lightning gun, jet pack and lorica thallax.

Fear: A Thallax causes Fear.

Iron Will: The fighter can re-roll any failed Leadership tests – break tests, fear tests and so on. If the fighter’s Leadership is being used for a bottle test
then you can re-roll it if it is failed.

Nerves of Steel: The fighter can always test to recover early from pinning, even if there is no friendly fighter within 2".

Sturdy Frame: A fighter with this rule is only pinned by weapons with strength of 4 or higher.

Djinn Sight: The Thallax reduces the penalty applied for shooting at an enemy in cover by -2. So unless additional bonuses apply, both partial and full
cover will be ignored. Additionally, when playing in a mission using Sentries, where the Thallax is in the defending team, it counts its initiative as 5
for the purposes of spotting raiders.

Sacrilege: If a Thallax is out of action at the end of a mission, the tech-priest auxilia team may only exchange a Prometheum Cache for 50 points after
the battle.

URSORAX
M WS BS S T W I A Ld
Ursorax 8” 4 3 5 5 3 2 2 8

One of many variations of Thallax, the Ursorax are unusual in that they were not developed by the Ordo Reductor. Explorator Magos Enabrin Falkan
modified the Thallax template using his own designs to create heavy close assault thralls, capable of crossing a battlefield rapidly. As with the Thallax,
Ursorax exhibit independent thought and tactical expertise, making them a deadly proposition to engage.

Wargear: An Ursorax is equipped with a two lighning claws, volkite incinerator, frag and krak grenades, jump pack and lorica thallax.

Fear: An Ursorax causes Fear.

Iron Will: The fighter can re-roll any failed Leadership tests – break tests, fear tests and so on. If the fighter’s Leadership is being used for a bottle test
then you can re-roll it if it is failed.

Nerves of Steel: The fighter can always test to recover early from pinning, even if there is no friendly fighter within 2".

Sturdy Frame: A fighter with this rule is only pinned by weapons with strength of 4 or higher.

Sacrilege: If a Ursorax is out of action at the end of a mission, the tech-priest auxilia team may only exchange a Prometheum Cache for 50 points after
the battle.
MYRMIDON SECUTOR
M WS BS S T W I A Ld
Myrmidon 4” 4 5 4 5 2 2 2 9

Themselves ordained priests of the Mechanicum, Myrmidons have dedicated themselves solely to the art of destruction. They modify and enhance
themselves for this purpose alone, leaving little in the way or organic components intact. Myrmidons seek out war, drawn to new challenges and
enemies to test themselves against.

Wargear: A Myrmidon Secutor has two maxima bolters, power axe, frag and krak grenades, infra-goggles, power armour and refractor field. They
may also take any one of the following:
Exchange one or both of their maxima bolters for any combination of volkite charger, graviton gun, irad-cleanser or phased plasma fusil.

Fear: A Myrmidon Secutor causes Fear.

Iron Will: The fighter can re-roll any failed Leadership tests – break tests, fear tests and so on. If the fighter’s Leadership is being used for a bottle test
then you can re-roll it if it is failed.

Nerves of Steel: The fighter can always test to recover early from pinning, even if there is no friendly fighter within 2".

Sturdy Frame: A fighter with this rule is only pinned by weapons with strength of 4 or higher.

Fusillade Attack: A fighter with this rule may fire two weapons in the shooting phase, but they must both be targeted at the same model, or initial
model in the case of a weapon with sustained fire.

Lumbering Advance: A fighter with this rule cannot run, nor can they make a follow-up move after close combat.

Bounty: If a Myrmidon Secutor is down or out of action at the end of a mission, the enemy kill team secures an additional D3 promethium caches.

SCYLLAX GUARDIAN-AUTOMATA
M WS BS S T W I A Ld
Scyllax 5” 3 4 4 5 2 3 2 7

Crossing the line of battle and servo-automata, a Scyllax is an advanced personal defence guardian-automata with elements of both biological and
technological intelligences contained within. They tread the line of techno-blasphemy carefully, causing some elements of the Mechanicum to reject
their use. Typically found only amongst the retinues of high-ranking magos, they may be seconded to their lesser Adepts either as a reward, or to
ensure a vital task is completed satisfactorily.

Wargear: A Scyllax guardian-automata has a scyllax bolter, mechadendrite combat array, rad furnace and carapace armour. They may also take any one
of the following:
Exchange their scyllax bolter for an enhanced combat array, rotor cannon, flamer or volkite charger.

Fear: A Scyllax Guardian-automata causes Fear.

Guardian-Servitor Protocols: If the Scyllax guardia-automata is within 12” of a Magos-auxilia or Adept, it is immune to Fear and automatically passes
any break tests it would be required to take. If it is further than 12” away from the Magos-auxilia or another Adept and is not already involved in a
close combat, then it must take a leadership test at the start of the Tech-priest Auxilia movement phase. If the test is failed the Scyllax may take no
action except to make shooting attacks this turn.

Sturdy Frame: A fighter with this rule is only pinned by weapons with strength of 4 or higher.

Nerves of Steel: The fighter can always test to recover early from pinning, even if there is no friendly fighter within 2”.

Sacrilege: If a Scyllax is out of action at the end of a mission, the tech-priest auxilia team may only exchange a Prometheum Cache for 50 points after
the battle.
SISTERS OF SILENCE INTERCESSION CADRE KILL TEAMS
Known by the few that are aware of their SISTERS OF SILENCE MISTRESS Kill Team Leader Cost to recruit: 205 points
existence as the Silent Sisterhood, the Order M WS BS S T W I A Ld
is comprised entirely of female warriors 5” 4 4 3 3 1 4 2 9
possessing the rare ‘Pariah’ gene. This
mutation renders them highly resistant to The most experienced of the Order lead their cadres on hunts to apprehend rogue psykers and capture
psychic energy and nearby psykers will or destroy them as required. Their duty is extremely hazardous, and any sign of age is highly respected.
experience extreme discomfort in their
presence. It is common for a small Wargear: A Sisters of Silence Mistress has a combat blade and vratine armour. In addition, a Sisters of
detachment of Sisters of Silence to be Silence Mistress can be armed with items chosen from the Sisters of Silence Hand-to-Hand Weapons,
dispatched to retrieve particularly powerful Pistols, Basic Weapons, Grenades, Armour and Miscellaneous and Veteran Wargear Equipment lists.
or threatening psykers. In doing so, they will
be fearless, relentless and utterly remorseless.
SISTER OF SILENCE Trooper Cost to recruit: 110 points
USING A SISTERS OF SILENCE M WS BS S T W I A Ld
INTERCESSION CADRE KILL TEAM 5” 4 4 3 3 1 4 1 8
• A Sisters of Silence Intercession Cadre
Kill Team uses all the normal rules for A Sister of Silence is a highly trained warrior, more than a match for most human foes. Moreso, they
creating a Shadow Wars Kill Team. are also skilled investigators, trackers and hunters with unparreled dedication and willpower
• Sisters of Silence Intercession Cadre Kill
Teams do not have New Recruits. Wargear: A Sister of Silence has a combat blade and vratine armour. In addition, a Sister of Silence
can be armed with items chosen from the Sisters of Silence Hand-to-Hand Weapons, Pistols, Basic
SISTERS OF SILENCE SPECIAL RULES Weapons, Grenades, Armour and Miscellaneous Equipment lists.
The following special rules apply to all of
the members of a Sisters of Silence
Intercession Cadre kill team. SISTERS OF SILENCE SEEKER Specialist Cost to recruit: 120 points
M WS BS S T W I A Ld
Psychic Anathema: All fighters within 5” 4 4 3 3 1 4 1 8
12” of a fighter with this rule suffer -1 to
their Leadership, increasing to -2 if they are Principly tasked with protecting the flanks and cutting off the escape of their cadre’s quarry, a Seeker
a psyker. Fighters which automatically pass is still more than capable of bringing their firepower to bear in a more direct manner when required.
fear tests are unaffected.
Wargear: A Sisters of Silence Specialist has a combat blade and vratine armour. In addition, a Sisters
Psykers attempting to cast a power within of Silence Specialist can be armed with items chosen from the Sisters of Silence Hand-to-Hand
12” of a fighter with this rule roll 3 dice Weapons, Pistols, Basic Weapons, Special Weapons, Grenades and Miscellaneous Equipment lists.
and choose the two highest results. A
Psyker in base contact with a model with
this rule rolls 4 dice and choose the two
highest results. Cadre Tactics:
Select one of the following benefits for the kill team when it is first recruited and record it
Psychic powers that require the psyker to on their roster sheet:
select an enemy fighter as target may not be
cast upon a fighter with this rule. Psychic Infiltrate: At the beginning of the game, after both sides have been set up, but before the
shooting attacks and powers that affect first turn begins, each Sister of Silence may make a single run move. This movement is
enemy fighters in a specified radius have no cumulative with other similar effects.
effect on a fighter with this rule.
Crusader: All Sisters of Silence fighters add +1” to their Run, Charge and Follow-up moves.
Daemons within 12” of a fighter with this
rule also suffer -1 to their Toughness. Stealth: Shots fired at a Sisters of Silence fighter at long range suffer an -1 to hit in addition
to any other modifiers.
Fanatic Discipline: Fighters in the
Intercession Cadre are immune to fear, Overawe: All Sisters of Silence fighters have the Berserk Charge skill when recruited.
and break tests. Failed bottle tests must be
re-rolled, and in order to voluntarily bottle,
the kill team must take a Leadership test
on 3D6 and discard the highest result.

Sisters of Silence Intercession Cadre fighters


may always attempt to escape pinning and
do not require another fighter from their
Kill Team to be within 2” to do so.
SISTERS OF SILENCE WEAPON AND EQUIPMENT LIST
Ammunition Pistols
Inferno bolts*…………………………………………….. 20 points Bolt pistol……………………………………………….. 25 points
* Can be purchased for boltguns only Hand flamer…………………………………………….. 25 points
Needle pistol*…………………………………………… 50 points
Grenades Plasma pistol*…………………………………………… 50 points
Shroud bombs……………………………………………. 10 points * Sisters of Silence Leader only
Frag grenades…………………………………………….. 20 points
Photon flash flares………………………………………... 20 points Basic weapons
Psyk-out grenades………………………………………… 20 points Boltgun…………………………………………………. 35 points
Krak grenades…………………………………………….. 40 points Assault needler…………………………………………... 40 points
Stake crossbow*…………………………………………. 50 points
Miscellaneous * Sisters of Silence Leader only
Clip harness……………………………………………… 10 points
Photo-contacts/Photo-visor………………………………. 15 points Special Weapons
Telescopic sight (basic & special weapons only)……………... 20 points Breaching charge*……………………………………….. 50 points
Red-dot laser sight (pistol, basic & special weapons only)……. 30 points Flamer with compression tanks…………………………. 60 points
Infra-goggles……………………………………………… 30 points Grenade launcher……………………………………….. 65 points
Infra-red sight (basic & special weapons only)……………….. 35 points … shroud bombs………………………………………... +20 points
Augury-scanner…………………………………………... 45 points … frag grenades…………………………………………. +35 points
Weapon reload………………………... Half cost of weapon in points … psyk-out grenades……………………………………. +35 points
… krak shells……………………………………………. +50 points
Hand-to-Hand weapons Snare gun……………………………………………….. 100 points
Combat blade (knife)…………………………………….. 5 points Adrathic destructor*…………………………………….. 140 points
Assault blade (sword)…………………………………….. 15 points * Maximum of one per kill team.
Execution blade…………………………………………... 35 points
Charnabal sabre………………………………………….. 35 points Veteran Wargear
Lucerite hammer…………………………………………. 35 points Spectra-vestments1………………………………………. 50 points
Power maul*……………………………………………... 35 points Voidsheen cloak1………………………………………... 50 points
Power axe………………………………………………… 35 points Archaeotech pistol*…………………………………….... 60 points
Power sword*…………………………………………….. 50 points Cyber-jackal*……………………………………………. 60 points
Proteus neuro-lash*………………………………………. 50 points Exchange vratine armour for artificer armour*………...... 65 points
Power fist*………………………………………………... 85 points Enhanced voidsheen cloak1*…………………………….. 80 points
* Sisters of Silence Leader only * Sisters of Silence Leader only

1
A fighter may only be equipped with one of these items of equipment at any time
SISTERS OF SILENCE INTERCESSION CADRE SKILLS
The skill tables are used to determine what skills your fighters gain as different skills that reflect their different roles to those of troopers in a
they advance. Your fighters are restricted to specific skill tables kill team. New recruits, meanwhile, are still too green to pick up
depending upon their faction and whether they are a trooper, specialist anything but the basics they need to fight alongside the other members
or kill team leader. of their kill team. New recruits cannot gain skills.

The different characters of the factions mean that they each have When a fighter gains a skill, pick a skill type that is available to them,
contrasting areas of strength and weakness. For example, usually roll two dice and consult the relevant table. You can choose one of the
expecting to be outnumbered or outclassed, the Solar Auxilia favour an skills that correspond to the numbers rolled – your fighter gains that
active defence drawing the enemy into enfilading fire, while the skill. If you roll the same number, re-roll one dice until you get another
Legiones Astartes are highly skilled at both ranged and close combat. number. A fighter cannot gain the same skill twice – if the only skills
you roll are skills they already have, re-roll the dice.
Similarly, a fighter’s role counts for a great deal in terms of what skills
they are able to learn. Kill team leaders and specialists have access to

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Geurilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
SISTERS OF SILENCE INTERCESSION CADRE SPECIAL OPERATIVES
SISTERS OF SILENCE SILENT JUDGE
M WS BS S T W I A Ld
Silent Judge 5” 4 4 3 3 2 4 2 9

A Silent Judge is both investigator and interrogator. In the interrogation chamber, they are capable of sifting through their subject’s lies for the truth
within, achieved using all manner of exotic tools if required. Equally suited to the battlefield, they sense psychic phenomena and are dedicated to
bringing swift justice to the foes of the Imperium.

Wargear: A Sisters of Silence Silent Judge is equipped with a two bionic eyes, bolt pistol, needle pistol, power sword, frag, krak & psyk-out grenades,
spectra-vestements, a refractor field and vratine armour. The Sisters of Silence Silent Judge may also choose any of the following:
Exchange their power sword for a power fist.
Exchange their bolt pistol for a hand flamer.

Hatred: A Silent Judge hates psykers and daemons.

Instruments of Torment: Unless outnumbered, the Silent Judge uses the toxic round Injury Table (see page 68 of the Shadow War: Armageddon
rulebook) when fighting in hand to hand combat. If an enemy fighter wounded this way becomes captured due to a roll on the Serious Injury table,
the Sisters of Silence Intercession Cadre immediately recieve an additional Prometheum Cache. The enemy team may then attempt to rescue or pay
a ransom the fighter as normal.

SISTERS OF SILENCE PURSUER & CYBER-JACKAL


M WS BS S T W I A Ld
Pursuer 5” 4 4 3 3 1 4 1 8
Cyber-jackal 7” 4 2 4 4 1 4 2 5

Pursuers and their charges are often deployed in dense environments such as sprawling streets and alleyways, where they can track and flush out their
quarry, as well as scout for other hidden dangers. The sight and hearing of a cyber-jackal is accessible to the Pursuer, who is able to prioritise threats
and direct their comrades.

Wargear: A Sister of Silence Pursuer is equipped with a bolt pistol, combat blade, frag, krak & psyk-out grenades and vratine armour. Her Cyber-
jackal has a built-in flamer.
LEGIO CUSTODES CUSTODIAN
M WS BS S T W I A Ld
Custodian 5” 5 5 5 5 2 5 2 9

Superior even to the Legiones Astartes, with greater physical and mental capabilities, a Custodian is second only to the greatest champions of the
Imperium of Man. Where the Astartes operate in great numbers to prosecute war, the Custodes learn to fight singular battles against a greater number
of foes. A single Custodian is capable of defeating vast swathes of foes in a blur of gold and light, cutting down assassins, champions and traitors alike.

Wargear: A Legio Custodes Custodian is equipped with a guardian spear with integral guardian bolter, plasma & krak grenades, a refractor field
and custodian armour.

Loner: The Custodian does not possess the Sisters of Silence Intercession Cadre special rules.

Intervention: Custodians are not deployed at the start of the game. At the end of each Sisters of Silence Intercession Cadre turn, roll a D6 and add the
number of fighters in the Cadre that are currently down or out of action. On the roll of a 7+, all Custodians are immediately deployed anywhere on the
board, at least 8” from enemy fighters. If there is more than one Custodian accompanying the Sisters of Silence Intercession Cadre kill team, place one
Custodian first, then all others within 4” of this Custodian, whilst still at least 8” from any enemy fighters.

Superlative Opponent: A Custodian gains +1 Initiative when fighting close combat against an opponent with a lower weapon skill than theirs. They
may also make a 3” follow-up move.

Preternatural Skill: A Custodian knows all the ‘Combat’ skills, but may only implement one at a time. Before fighting in hand to hand combat each
turn, the Custodian may select which skill to use. They may choose the same or a different one in each round of combat, including against each
opponent in a multiple combat.

Inviolable Psyche: Custodians automatically pass any Fear or Break tests they would be required to take. They may always attempt to escape
pinning and do not require another fighter from their Kill Team to be within 2” to do so.

Killer Reputation: A Legio Custodes Custodian causes fear.

Bounty: If a Legio Custodes Custodian is down or out of action at the end of a mission, the enemy kill team secures an additional D3 promethium
caches.
IMPERIALIS MILITIA KILL TEAMS - EXPERIMENTAL RULES
Each world brought into compliance by the GRENADIER SERGEANT Kill Team Leader Cost to recruit: 120 points
Crusade hosts must raise their own militia M WS BS S T W I A Ld
force in order to maintain their defence once 4” 3 4 3 3 1 3 2 8
the host departs. Indepedenent from the
command of the Imperialis Excertus, the Either attaining their position through family connections, skill or brute force, the leader of an
composition of such forces vary wildly Imperialis Militia kill team is an experienced warrior capable of leading their men into dire situations
depending on the history, culture and and bringing them out alive.
technological level of the host world. Some
may have access to advanced las weapons Wargear: A Grenadier Sergeant has a combat blade and flak armour. In addition, a Grenadier
wielded by gen-hanced veterans, whereas Sergeant can be armed with items chosen from the Imperialis Miltia Hand-to-Hand Weapons, Pistols,
another may be little more than indentured Basic Weapons, Ammunition, Grenades, Armour, Miscellaneous and Veteran Wargear Equipment
abhumans forced into battle with combat lists.
drugs or discipline collars. As the chaos of the
Horus Heresy spread, many worlds found
their defence forces drafted into battle off- GRENADIER Trooper Cost to recruit: 60 points
world by both sides. M WS BS S T W I A Ld
4” 3 4 3 3 1 3 1 7
USING AN IMPERIALIS MILITIA
KILL TEAM The term Grenadier is taken from the Principa Belicosa to describe the greater professionalism and
• An Imperialis Militia Kill Team consists generally higher quality equipment wielded over other auxiliaries. In actuality, such warriors may have
of 3-20 models. many different names from their homeworlds: Huscarl, Life Guards or Blood Brothers for example.
• Imperialis Militia Kill Teams may have
up to 3 specialists. Wargear: A Grenadier has a combat blade and flak armour. In addition, a Grenadier can be armed
• In any missions that allow Ork Boyz kill with items chosen from the Imperialis Miltia Hand-to-Hand Weapons, Pistols, Basic Weapons,
teams to field additional models (such as Ammunition, Grenades, Armour and Miscellaneous Equipment lists.
the Raid or Hit and Run), Imperialis
Militia kill teams also field this many
additional models. MILITIA AUXILIARY New Recruit Cost to recruit: 50 points
M WS BS S T W I A Ld
IMPERIALIS MILITIA SPECIAL RULES 4” 3 3 3 3 1 3 1 7
The following special rules apply to all of
the members of an Imperialis Militia kill Drafted into the more experienced kill team, an auxiliary may be a conscripted prisoner, former hive-
team. ganger or fur-clad barbarian. In any case, they will need time to integrate with their new warband and
earn their fellows’ respect and brotherhood.
Provenances of War: When an Imperialis
Militia kill team is first recruited, it may be Wargear: A Militia Auxiliary has a combat blade and flak armour. In addition, a Militia Auxiliary can
assigned up to two Provenances of War. A be armed with items chosen from the Imperialist Militia Hand-to-Hand Weapons, Pistols, Basic
Provenance of War may modify the Weapons, Ammunition, Grenades and Miscellaneous Equipment lists.
characteristics of the fighters that comprise
the team, bestow additional rules or even
modify their available equipment. Once SPECIAL WEAPONS GRENADIER Specialist Cost to recruit: 70 points
chosen, Provenances of War cannot be M WS BS S T W I A Ld
altered in any way over the course of a 4” 3 4 3 3 1 3 1 7
campaign, and any additional costs must be
payed each time a fighter is recruited or item Some grenadiers are equipped with more rare, but powerful weapons to support their unit against
of equipment requisitioned. These powerful threats or achieve objectives by bringing specialist equipment.
additional costs are included when
calculating the team rating. Wargear: A Special Weapons Grenadier has a combat blade and flak armour. In addition, a Special
Weapons Grenadier can be armed with items chosen from the Imperialis Militia Hand-to-Hand
After selecting Provenances of War, the kill Weapons, Pistols, Basic Weapons, Special Weapons, Heavy weapons, Ammunition, Grenades,
team must also be assigned one of the three Armour and Miscellaneous Equipment lists.
Imperialis Militia skill tables: Corpus,
Bellicosa and Clandestine. Certain
Provenances may restrict which skill tables Fire Support Teams: Heavy weapons costing 100 points or greater in an Imperialis
are available to a kill team. This table Militia kill team must be manned by two fighters: a Specialist who operates the weapon
chosen, as with Provenances of War, may (the Gunner) and a Trooper laden with ammunition reloads (the Loader). These form a
not be altered for any reason. Fire Support Team.

Some special operatives are integral parts of Make a note on the Kill Team roster which role each fighter has and which team they
Imperialis Militia regiments. Unless stated are part of. Gunners and Loaders may not carry additional basic or special weapons.
otherwise, a special operative is affected by
the same Provenances as the Imperialis As long as the Loader is within 3” of the Gunner from the same fire support team, and
Militia kill team, and if the team is so is not down or out of action, the heavy weapon may re-roll the first failed ammo roll
upgraded, receives any associated equipment each turn.
at no additional cost.
IMPERIALIS MILITIA WEAPON AND EQUIPMENT LIST
Ammunition Basic weapons
Manstopper shells*……………………………………….. 10 points Auxilia rifle……………………………………………… 15 points
Toxic rounds**…………………………………………… 20 points Autogun………………………………………………… 20 points
* Can be purchased for shotguns only Shotgun…………………………………………………. 20 points
** Can be purchased for sniper rifles only Las-rifle…………………………………………………. 25 points
Las-lock…………………………………………………. 25 points
Grenades Lascarbine……………………………………………….. 25 points
Shroud bombs……………………………………………. 10 points Boltgun…………………………………………………. 35 points
Frag grenades…………………………………………….. 20 points Sniper rifle………………………………………………. 40 points
Melta bombs*…………………………………………….. 30 points
Krak grenades…………………………………………….. 40 points Special Weapons
* Imperialis Militia Leader only Flamer…………………………………………………... 40 points
Breaching charge………………………………………... 50 points
Miscellaneous Grenade launcher*………………………………………. 65 points
Camo gear ……………………………………………….. 10 points … shroud bombs………………………………………... +20 points
Clip harness……………………………………………… 10 points … frag grenades…………………………………………. +35 points
Photo-visor……………………………………………….. 15 points … fireburst grenades…………………………………….. +35 points
Red-dot laser sight (pistol, basic & special weapons only)……. 30 points … gas grenades………………………………………….. +40 points
Telescopic sight* (basic & special weapons only)……………. 20 points … krak shells……………………………………………. +50 points
Infra-goggles……………………………………………… 30 points Lascutter………………………………………………… 45 points
Vexilla**…………………………………………………. 40 points Plasma gun……………………………………………… 80 points
Weapon reload***……………………... Half cost of weapon in points Meltagun………………………………………………... 95 points
* Cannot be fitted to grenade launchers or meltaguns * At least one type of grenade must also be purchased
** Imperialis Militia Troopers only
*** May not be purchased for heavy weapons Heavy Weapons
Rotor cannon……………………………………………. 60 points
Hand-to-Hand weapons Heavy stubber…………………………………………… 60 points
Combat blade (knife)…………………………………….. 5 points Heavy flamer……………………………………………. 100 points
Assault blade (sword)……………………………………... 15 points Twin-linked heavy stubber……………………………… 110 points
Augmented weapon………………………………………. 20 points Missile launcher*………………………………………... 140 points
Chainsword………………………………………………. 25 points … frag missiles………………………………………….. +35 points
Power axe*……………………………………………….. 35 points … super krak missiles…………………………………… +50 points
Power maul*……………………………………………... 35 points Multi-laser………………………………………………. 170 points
Power sword*…………………………………………….. 50 points Heavy bolter…………………………………………….. 180 points
* Imperialis Militia Leader only Autocannon……………………………………………... 200 points
Lascannon………………………………………………. 250 points
Pistols * At least one type of missile must also be purchased
Auxilia pistol……………………………………………... 10 points
Autopistol………………………………………………... 15 points Armour
Laspistol………………………………………………...... 15 points Carapace armour………………………………………... +20 points
Blast pistol*……………………………………………..... 25 points
Bolt pistol*……………………………………………….. 25 points Veteran Wargear
Hand flamer*…………………………………………….. 25 points Refractor field*………………………………………….. 55 points
* Imperialis Militia Leader only Power fist*………………………………………………. 85 points
* Imperialis Militia Leader only
IMPERIALIS MILITIA SKILLS
The skill tables are used to determine what skills your fighters gain as When a fighter gains a skill, pick a skill type that is available to them,
they advance. Your fighters are restricted to specific skill tables roll two dice and consult the relevant table. You can choose one of the
depending upon their faction and whether they are a trooper, specialist skills that correspond to the numbers rolled – your fighter gains that
or kill team leader. skill. If you roll the same number, re-roll one dice until you get another
number. A fighter cannot gain the same skill twice – if the only skills
The different characters of the factions mean that they each have you roll are skills they already have, re-roll the dice.
contrasting areas of strength and weakness. For example, usually
expecting to be outnumbered or outclassed, the Solar Auxilia favour an The Imperialis Militia are one of the most gargantuan and diverse
active defence drawing the enemy into enfilading fire, while the organisations in the history of mankind. Countless worlds raise
Legiones Astartes are highly skilled at both ranged and close combat. regiments in support of the Great Crusade and in their own defense,
each bringing with them their unique cultures and histories. As such,
Similarly, a fighter’s role counts for a great deal in terms of what skills the provenances you select for your team will influence the types of
they are able to learn. Kill team leaders and specialists have access to skills available to your team.
different skills that reflect their different roles to those of troopers in a
kill team. New recruits, meanwhile, are still too green to pick up
anything but the basics they need to fight alongside the other members
of their kill team. New recruits cannot gain skills.

SKILL TYPES AVAILABLE

PROVENANCES ROLE Combat Ferocity Geurilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓
CORPUS

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓

Trooper ✓ ✓ ✓
BELLICOSA

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓

Trooper ✓ ✓ ✓
CLANDESTINE

Specialist ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
IMPERIALIS MILITIA SPECIAL OPERATIVES
ENGINSEER ADEPT
M WS BS S T W I A Ld
Enginseer Adept 4” 3 3 3 3 1 3 1 8

Accompanying the Imperialis Militia on specific missions where their technical prowess is of most value, an enginseer adept can also bring an exotic
array of potent weaponry to the field. Their skill at maintaining a kill teams wargear is priceless for those normally isolated from the supply chain for
extended periods of time.

Wargear: A Tech-Priest Enginseer has a laspistol, power axe, servo-arm, melta bombs, augury scanner and power armour. They may also take any one
of the following:
Exchange their augury scanner for a volkite charger or graviton gun.

Soothe Machine Spirit: You can choose to re-roll any failed Ammo rolls for friendly fighters within 6" of a Tech-Priest Enginseer.

Outsider: The Enginseer Adept fights alongside the Imperialis Militia, but is not a part of their organisation and therefore does not inherit any effects
from the kill teams provenances.

TWO IMPERIALIS AUXILIA MEDICAE ORDERLIES


M WS BS S T W I A Ld
Orderly 4” 3 4 3 3 2 3 2 8

The primary role of an Imperialis Auxilia Medicae Orderly is to ensure their regiment remains in a fit state to fight; a galaxy’s worth of alien diseases
and toxins which are harmless to the Legiones Astartes could stop a human-lead compliance in its tracks. Orderlies also accompany forces in the field,
to manage battlefield injuries and keep the force operational, or to administer a final mercy to those too wounded to continue.

Wargear: An Imperialis Auxilia Medicae Orderly is equipped with a laspistol, and flak armour.

Field Medic: Fighters within 3” of a friendly Medicae Orderly subtract 2 from their recovery phase Injury roles to a minimum of 1 (including injuries
caused by toxic weapons or toxic rounds). In addition, if at least one Medicae Orderly has not gone out of action at the end of the battle, you can
choose to re-roll any Serious Injury rolls.

OGRYN BRUTE
M WS BS S T W I A Ld
Ogryn Brute 6” 4 2 5 5 3 2 3 6

The Ogryn Brute describes a multitude of possible local variations of vat-forged or bio-servo constructs in addition to the more common abhumans
known as Ogryns. An Ogryn is a slow-witted, but powerful variant of the standard human form, sometimes found on high-gravity worlds, or perhaps
engineered before Old Night. They make excellent manual labourers as well as hardy, if unimaginative warriors.

Wargear: An Ogryn Brute is equipped with a combat blade, frag grenades and flak armour. The Ogryn Brute may also:
Exchange their flak armour for carapace armour.
Take one of: a power maul, ripper gun, lascutter, combat shield or boarding shield.

Fear: An Ogryn Brute causes Fear.

Prodigious Power: Generate a Muscle skill (pg 106 of the Shadow War: Armageddon rule book) for an Ogryn Brute when you muster your kill team.

Bounty: If an Auxilia Ogryn Brute is down or out of action at the end of a mission, the enemy kill team secures an additional promethium cache.
ROGUE PSYKER (KILL TEAMS WITH CULT HORDE OR TAINTED FLESH ONLY)
M WS BS S T W I A Ld
Rogue Psyker 4” 2 2 2 3 2 3 1 8

Miltia forces in the service of the Warmaster frequently became corrupted by the powers of the warp. Some became host to powerful individuals
capable of wielding these powers to great effect on the battlefield. The dangers posed by uncontrolled psykers, recklessly channeling such destructive
energy is one few survivors life to tell of.

Wargear: A Rogue Psyker is equipped with a Tainted Weapon. (They do not have an additional combat blade)

Psyker: Generate a single psychic power from any one discipline for a Rogue Psyker when you muster your kill team. The Rogue Psyker does not
know the associated cantrip.

Possessed: If the Rogue Psyker loses their last wound to Perils of the Warp, do not roll on the injury table. Instead, replace the Rogue Psyker model
with a Lesser Daemon. This model is not under control of either player, and instead the Daemon makes the following actions in both player turns.
The Daemon cannot run, but moves directly towards the nearest fighter of either side, charging if possible.

Outsider: The Rogue Psyker does inherit any effects from the kill team’s provenances.

MUTANT SPAWN (KILL TEAMS WITH CULT HORDE OR TAINTED FLESH ONLY)
M WS BS S T W I A Ld
Mutant Spawn 2D6” 3 0 5 5 3 2 D6+1 10

Many militia forces aligned with the Traitor forces began to exhibit mutation and corruption amongst their masses. The most extreme of these would
become little more than bestial monstrosities of tentacles, teeth and claws. Worse still, were those cults that through ritual and pacts invited such
abominations upon the ‘worthy’ amongst them.

Wargear: A Mutant Spawn has no equipment.

Fear: A Mutant Spawn causes Fear.

Twisted Mutant: Some of the mutant spawn’s characteristics are randomly generated each turn. At the beginning of the movement phase, roll 2D6” to
determine how far it is able to do move that turn. It cannot run and does not double this value when charging. Additionally, if the Mutant Spawn is
engaged in hand to hand combat roll D6+1 to determine how many attacks it is able to make this turn.

Blind Aggression: If after rolling for a Mutant Spawn’s random movement, it has sufficient movement to reach an enemy fighter, it must charge and
engage them in hand-to-hand combat. If more than one fighter can be reached, you may choose which to charge. A Mutant Spawn must use its
follow-up moves to engage an enemy model if possible. Otherwise they must use it to move closer to the nearest enemy they are aware of. They may
not use a follow-up move to get behind cover or move away from all enemies.

Immune to Pain: A Mutant Spawn is not pinned except by High Impact weapons, and suffers a flesh wound on a roll of a 1 or 2 on the injury chart.

Noisy: A Mutant Spawn is simply incapable of stealth and subterfuge. At the end of every movement phase, in missions such as The Raid, they must
test to see if the alarm is raised. Roll 2D6 and add the distance moved (including 0" if they remained stationary). If the result is 10 or more then the
alarm is sounded.

Bounty: If a Mutant Spawn is down or out of action at the end of a mission, the enemy kill team secures an additional promethium cache.

Outsider: The Mutant Spawn does inherit any effects from the kill team’s provenances.
PROVENANCES OF WAR
When the Imperialis Militia kill team is first recruited, you may select up to two Provenances of War to represent how their history has shaped the
fighters hailing from their world. Note that this may increase the points of each fighter in the team, and modifier their statistics. For example, in a kill
team that are ‘Warrior Elite’ and ‘Alchem-jackers’, all fighters will cost an additional +10 points in total to recruit, and the entire team may be further
‘upgraded’ with Frenzon Injectors. This upgrade will mean all fighters cost another +10 points to recruit, for a total of +20 points. When selecting the
teams skill table, ‘Alchem-jackers’ prevents the use of the Clandestine table.

WARRIOR ELITE…………………………………….. No additional cost SURVIVORS OF THE DARK AGE ……………… +15 points per fighter
• Fighters with this provenance have +1 Leadership. • The save provided by any type of armour worn by a fighter in this
• The kill team may be assigned any skill table, unless restricted from team is improved by +1. The armour retains its name and any rules
doing so by another provenance. associated with the armour still apply.
• The entire kill team may be upgraded to have access to Advanced
GENE-CRAFTED………………………………… +10 points per fighter Weapons at the costs shown below.
• Fighters with this provenance have +1 Strength and +1 Initiative. • This provenance may not be combined with Cult Horde or Tainted
• Gene-crafted fighters cannot benefit from a Medicae Ordelies ‘Field Flesh.
Medic’ special rule. • The kill team may be assigned any skill table, unless restricted from
• The kill team may be assigned any skill table, unless restricted from doing so by another provenance.
doing so by another provenance.

Advanced Weapons
CYBER-AUGMETICS………………………………. +5 points per fighter The following weapons have their strength & ammo roll increased by
• Fighters with this provenance may re-roll failed Initiative tests. +1 (note that this makes the ammo roll worse) at an increased cost per
• Fighters with this provenance subtract -1” from their Run and weapon shown in brackets:
Consolidate moves. - Laspistols (20 points)
• Bionics may be purchased for a member of the kill team who suffers a - Las-locks (30 points)
- Lascarbines (30 points),
'Painful Recovery' result on the injury table. Fitting bionics costs
100pts. Roll a dice to determine which bionics were required. A roll of - Lasrifles (30 points)
1-2 is an eye, 3-4 is an arm and 5-6 is a leg. The fighter may return to - Rotor cannon (85 points)
fight in the next mission instead of spending it recovering.
• This Provenance may not be combined with Gene-Crafted.
• The kill team may be assigned any skill table, unless restricted from
doing so by another provenance.
FERAL WARRIORS…………………………………. +5 points per fighter
• Fighters with this provenance have +1 Weapon Skill.
• Ogryn Brute special operatives also gain +1 Attack.
ALCHEM-JACKERS…………………………………… No additional cost • The entire kill team may purchase +1 Attack for its fighters at a cost of
• Fighters with this provenance may re-roll failed Break tests. +10 points per fighter. Ogryn Brute special operatives always have
this upgrade for no additional cost.
• The entire kill team may be upgraded to have Frenzon Injectors for
+10 points per fighter. • The kill team must be assigned the Corpus skill table.
• A kill team with the Alchem-jackers provenance may not be assigned
the Clandestine skill table.
ABHUMAN HELOTS …………………………………. No additional cost
• Fighters with this provenance have +1 Toughness.
Frenzon Injectors • Fighters with this provenance are at -1 to their Initiative or Movement.
At the start of their turn, a fighter may either self-administer a dose All fighters in the team have the same characteristic reduced.
of frenzon, or the team leader may trigger a dose to be administered • The entire kill team may be fitted with Discipline Collars for
in any friendly fighter they can draw line of sight to, within 18”. +5 points per fighter.
The second and each subsequent time a frenzon dose is administered • The kill team may be assigned any skill table, unless restricted from
to a particular fighter, they must roll a D6. On a 1, they take a doing so by another provenance.
wound, but do not become pinned.

A fighter under the influence of frenzon will immediately recover Discipline Collars
their nerve if broken and gains the Frenzy special rule for the rest of A kill team fitted with Discipline Collars may re-roll failed break
the turn. If already Frenzied (for example, due to a prior serious and bottle tests as long as the leader is not out of action. If a re-
injury), they gain Hatred in addition to this. The fighter cannot rolled bottle test is failed, a randomly selected fighter on the team
attempt to regain control whilst under the influence of Frenzon. The (not including the leader) immediately goes Out of Action.
effects of the drug last until the beginning of the fighters next turn.
CULT HORDE (TRAITORS ONLY)……………. +10 points per fighter TAINTED FLESH (TRAITORS ONLY)………….. +15 points per fighter
• Fighters with this provenance automatically pass any break tests they • Fighters with this provenance cause Fear.
are required to take, and must re-roll failed bottle tests. • Rolls of a 1 and 2 count as a flesh wound when rolling on the injury
• The leader of a kill team with this provenance must pass a leadership table for fighters with this provenance.
test on 3D6, discarding the lowest result, if they wish to bottle out • Attacks made with a combat blade by a fighter with this provenance
voluntarily. If the leader is out of action, use the next-highest have a save modifier of -4 on wounds caused with a roll of a 6.
leadership value. • A kill team with this provenance may not include specialists.
• Fighters with this provenance must always charge if they are aware of • This provenance may not be combined with Survivors of the Dark
an enemy fighter within their charge range. Age, Gene-crafted orAlchem-jackers.
• Fighters with this provenance have -1 Ballistic skill, but by may shoot • The kill team must be assigned the Corpus skill table.
even after running. If they do so, they suffer a -1 to hit modifier.
• Fighters with this provenance may not hide.
• Carapace armour may not be purchased for fighters in a kill team with
this provenance.
• This provenance may not be combined with Survivors of the Dark
Age.
• The kill team must be assigned the Corpus skill table.
BLACKSHIELDS KILL TEAMS - EXPERIMENTAL RULES
Not every Legionary fell in line with their MARAUDER CHIEF Kill Team Leader Cost to recruit: 255 points
Lords when lines of Loyalty and Treachery M WS BS S T W I A Ld
were formed in the early days of the Horus 4” 5 4 4 4 1 4 3 9
Heresy. Warriors of both sides found that
they no longer had a place amongst their Cast out, or having abandoned their former lives, Blackshields no longer follow their former masters.
Legion. Such warriors scratched out former Their motivations are many and varied, often not consistent within a single warband. It requires a
symbols of allegiance or took on new powerfully charismatic warrior to hold such disparate individuals into a cohesive force.
markings of unorthodox design. Such
forces acted independently and followed Wargear: A Marauder Chief has a combat blade and power armour. In addition, a Marauder Chief
their own agenda’s outside of Imperial can be armed with items chosen from the Blackshields Hand-to-Hand Weapons, Pistols, Basic
space, others showed their loyalty through Weapons, Ammunition, Grenades, Armour, Miscellaneous and Veteran Equipment lists.
deed, aiding the defenders or casting them
down, though never within established lines
of command. MARAUDER Trooper Cost to recruit: 135 points
M WS BS S T W I A Ld
USING A BLACKSHIELDS KILL TEAM 4” 4 4 4 4 1 4 2 8
• A Blackshields Kill Team uses all the
normal rules for creating a Shadow Wars The warriors of a Blackshield kill team are fiercly individualistic, held together by common cause or
Kill Team. some perversion of a warrior code. They may wield an eclectic array of non-standard wargear to suit
their own tastes, and may even go so far as to carry out modifications that would bring sanction under
BLACKSHIELDS SPECIAL RULES normal circumstances.
The following special rules apply to all of
the members of a Blackshields Kill Team: Wargear: A Marauder has a combat blade and power armour. In addition, a Marauder can be armed
with items chosen from the Blackshields Hand-to-Hand Weapons, Pistols, Basic Weapons,
Legiones Astartes: A Blackshields Kill Ammunition, Grenades, Armour, Miscellaneous and Veteran Equipment lists.
Team does not have to take a bottle test
until half (50%) of their number is down
or out of action at the start of their turn, NEWBLOOD New Recruit Cost to recruit: 110 points
rounding up. M WS BS S T W I A Ld
4” 4 4 4 4 1 4 1 7
Blackshields fighters may always attempt
to escape pinning and do not require Although uncommon, some Blackshield warbands grew through recruiting individuals encountered
another fighter from their Kill Team to be who had also rejected their parent Legions. Such legionaries require time to become accustomed to
within 2” to do so. and be trusted by their new comrades.

Strike only from a Position of Strength: Wargear: A Newblood has a combat blade and power armour. In addition, a Newblood can be armed
In missions where players roll off to with items chosen from the Blackshields Hand-to-Hand Weapons, Pistols, Basic Weapons,
determine who has the first turn, a Ammunition, Grenades, Armour and Miscellaneous lists.
Blackshields Kill Team adds +1 to this roll.

Limited Resources: Blackshields do not MARAUDER CHAMPION Specialist Cost to recruit: 145 points
have the support structure of a full Legion M WS BS S T W I A Ld
to ensure they are well armed and 4” 4 4 4 4 1 4 2 8
equipped. This is reflected in their available
weapon options, and all Blackshields must A Marauder Chief may select particularly trustworthy individuals within their warband to wield
add +1 to their ammo rolls. powerful weapons and act as enforcers amongst their men.

Wrought by War: When a Blackshields Wargear: A Marauder Champion has a combat blade and power armour. In addition, a Marauder
Kill Team is first recruited, it may be Champion can be armed with items chosen from the Blackshields Hand-to-Hand Weapons, Pistols,
assigned a Wrought by War trait. A Basic Weapons, Special Weapons, Heavy Weapons, Ammunition, Grenades, Armour, Miscellaneous
Wrought by War trait may modify the and Veteran Equipment lists.
characteristics of the fighters that comprise
the team, bestow additional rules or even Champions Regalia: Instead of a special or heavy weapon, a Marauder Champion may be armed
modify their available equipment. Once with Hand-to-Hand weapons from the Blackshields Weapon and Equipment List costing 50 points
chosen, Wrought by War traits cannot be or less, that would normally be restricted to leaders only.
altered in any way over the course of a
campaign.

Special Operatives: Blackshields may


recruit Apothecaries, Seekers and
Terminators as Special Operatives. See
Legiones Astartes Kill Teams.
BLACKSHIELDS WEAPON AND EQUIPMENT LIST
Ammunition Basic Weapons
Manstopper shells*……………………………………….. 10 points Autogun………………………………………………… 20 points
Toxic rounds**…………………………………………… 20 points Shotgun…………………………………………………. 20 points
* Can be purchased for shotguns only Las-rifle…………………………………………………. 25 points
** Can be purchased for sniper rifles only Las-lock…………………………………………………. 25 points
Lascarbine……………………………………………….. 25 points
Grenades Boltgun…………………………………………………. 35 points
Shroud bombs……………………………………………. 10 points … combi-flamer* **…………………………………….. +20 points
Frag grenades…………………………………………….. 20 points … combi-grenade launcher (frag)* **…………………… +20 points
Photon flash flares………………………………………... 20 points … combi-grenade launcher (krak)* **………………….. +30 points
Melta bombs*…………………………………………….. 30 points … combi-volkite charger* **……………………………. +20 points
Krak grenades…………………………………………….. 40 points … combi-plasma* **……………………………………. +35 points
* Blackshields Leader only … combi-meltagun* **…………………………………. +35 points
Pariah bolter…………………………………………….. 35 points
Miscellaneous Combi-bolter*…………………………………………... 40 points
Camo gear……………………………………………….. 10 points Sniper rifle………………………………………………. 40 points
Clip harness……………………………………………… 10 points Volkite charger*…………………………………………. 40 points
Photo-contacts/Photo-visor………………………………. 15 points * Blackshields Leader only
Telescopic sight* (basic & special weapons only)……………. 20 points ** Only one combi-weapon may be attached to a boltgun
Red-dot laser sight (pistol, basic & special weapons only)……. 30 points
Infra-goggles……………………………………………… 30 points Special Weapons
Infra-red sight (basic & special weapons only)……………….. 35 points Flamer…………………………………………………... 40 points
Augury-scanner…………………………………………... 45 points Pariah flamer……………………………………………. 40 points
Mono-sight (basic, special & heavy weapons only) …………... 50 points Lascutter………………………………………………… 45 points
Weapon reload………………………... Half cost of weapon in points Xenos deathlock……………………………………….... 60 points
* Cannot be fitted to shotguns or meltaguns Grenade launcher*………………………………………. 65 points
… shroud bombs………………………………………... +20 points
Hand-to-Hand Weapons … frag grenades…………………………………………. +35 points
Combat blade (knife)…………………………………….. 5 points … krak shells……………………………………………. +50 points
Assault blade (sword)…………………………………….. 15 points Plasma gun……………………………………………… 80 points
Chainsword………………………………………………. 25 points Meltagun………………………………………………... 95 points
Chainaxe……………………………………………….... 25 points
Power maul*……………………………………………... 35 points Heavy Weapons
Power axe*……………………………………………….. 35 points Rotor cannon……………………………………………. 60 points
Lightning claw*…………………………………………... 45 points Heavy flamer……………………………………………. 100 points
Power sword*…………………………………………….. 50 points Missile launcher*………………………………………... 140 points
Heavy chainsword………………………………………... 85 points … frag missiles………………………………………….. +35 points
Power fist*………………………………………………... 85 points … super krak missiles…………………………………… +50 points
Thunder hammer*……………………………………... 100 points Heavy bolter…………………………………………….. 180 points
* Blackshields Leader only Multi-melta……………………………………………... 190 points
Autocannon……………………………………………... 200 points
Pistols * At least one type of missiles must also be purchased
Bolt pistol………………………………………………... 25 points
Volkite serpenta*……………………………………….... 35 points Armour
Plasma pistol*……………………………………………. 50 points Exchange power armour for pariah armour*…………….. Free
* Blackshields Leader only Exchange pariah armour for power armour*…………….. 20 points
Upgrade to hardened armour**………………………….. +10 points
* The armour being exchanged is not retained by the kill team.
** May not be taken by a model wearing pariah armour. If a
model equipped with void hardened armour replaces their
armour with another type, the void hardened upgrade is lost.

Veteran Wargear
Refractor field*………………………………………….. 55 points
Archaeotech pistol*……………………………………... 60 points
Suspensors**……………………………. Half cost of weapon in points
* Blackshields Leader only
** Blackshields Specialists only
BLACKSHIELDS SKILLS
The skill tables are used to determine what skills your fighters gain as different skills that reflect their different roles to those of troopers in a
they advance. Your fighters are restricted to specific skill tables kill team. New recruits, meanwhile, are still too green to pick up
depending upon their faction and whether they are a trooper, specialist anything but the basics they need to fight alongside the other members
or kill team leader. of their kill team. New recruits cannot gain skills.

The different characters of the factions mean that they each have When a fighter gains a skill, pick a skill type that is available to them,
contrasting areas of strength and weakness. For example, usually roll two dice and consult the relevant table. You can choose one of the
expecting to be outnumbered or outclassed, the Solar Auxilia favour an skills that correspond to the numbers rolled – your fighter gains that
active defence drawing the enemy into enfilading fire, while the skill. If you roll the same number, re-roll one dice until you get another
Legiones Astartes are highly skilled at both ranged and close combat. number. A fighter cannot gain the same skill twice – if the only skills
you roll are skills they already have, re-roll the dice.
Similarly, a fighter’s role counts for a great deal in terms of what skills
they are able to learn. Kill team leaders and specialists have access to

SKILL TYPES AVAILABLE

ROLE Combat Ferocity Geurilla Agility Muscle Shooting Stealth

Trooper ✓ ✓ ✓ ✓

Specialist ✓ ✓ ✓ ✓ ✓

Leader ✓ ✓ ✓ ✓ ✓ ✓
WROUGHT BY WAR
When a Blackshields kill team is first recruited, you may select Wrought by War trait to represent how circumstance or design has turned these
Legionaries into something quite different from their original formations.

DEATH SEEKERS CHYMERIAE


• A Death Seeker recovers with a flesh wound on a roll of 1 or 2 in the • Choose one of the following permanent attributes for your kill team:
recovery phase. - Option 1: Fighters have +1 Strength, +1 Toughness, -1 Initiative,
• Death Seekers may re-roll failed tests to escape pinning. reduce their run and charge moves by 1” and may not make follow-
• A fighter who is a Death Seeker may not hide. up moves.
• A Death Seeker must pass a Leadership test if they wish to end the - Option 2: Fighters have +1 Weapon Skill, +1 Ballistic Skill and
movement phase further away from an enemy they are aware of. If -2 Leadership.
this test is failed, they must move D6” towards the nearest enemy - Option 3: Fighters cause Fear, gain +2 to their combat score
fighter instead. when charging instead of +1, add +1” to their run moves and have
-2 Ballistic Skill. They must use their follow-up move to engage
an enemy model if possible and must use it to move closer to the
ORPHANS OF WAR nearest enemy they are aware of. They may not use a follow-up
• As long as at least half (50%) of the Orphans of War Kill Team are moves to get behind cover or to move away from all enemies.
not down or out of action, the following rules apply: • A Chymeriae Kill Team is assumed to represent a stable, if non-
- All fighters have +1 Leadership. standard modification of the Legiones Astartes template. Alternatively,
- Any fighter may re-roll all to hit rolls of a 1 when shooting, you may wish to field an unstable, perhaps volatile geneseed mutation.
and all attack rolls of a 1 in close combat. In which case, mark the team as ‘Unstable Chymeriae’ on their roster
• An Orphan of War fighter that loses a round of close combat and sheet. Before deploying kill teams in each game, roll a D3 to determine
survives, they must take a break test with a leadership penalty equal to which Chymeriae option is in effect.
the number of hits they recieved.

OUTLANDERS
• If all enemy fighters taking part in the game are down or out of action.
when it ends, the Outlanders Kill Team gain an additional
prometheum cache, regardless of whether they won or lost the mission.
• Xenos Deathloks (60 points) and rad grenades (35 points) are available
to the leader of an Outlanders Kill Team.
• Outlanders Kill Teams take bottle tests when a quarter (25%) of their
number are down or out of action.
HAND-TO-HAND COMBAT WEAPONS
ASSAULT BLADE CAEDERE WEAPONS
See page 54 of the Shadow War: Armageddon rulebook. Based upon the ritual weapons of the cyber-augmetic gladiators of the
savage world on which their bloodyhanded Primarch was once cast, it
was Angron himself who revived the use of the Caedere among his
AUGMENTED WEAPON Legion’s ranks. Brutal and difficult to master, the weapons of the Caedere
This catch-all term describes a multitudinous range of advanced remain largely the preserve of the Rampagers-World Eaters who have
weapons from across the expanding Imperium, including exotic vibro- responded best to the addition of the cranial berserker implants which are
blades, thermo-headed axes and crystalline fractal bayonets. the hallmark of the Legion and its champions.

Range Strength Damage Save Mod.


Close Combat +1 1 - Barb-hook Lash
Range Strength Damage Save Mod.
Parry: A fighter with an augmented weapon modelled as a sword is able Close Combat As user 1 -1
to parry.
Flexible: Opposing fighters may not parry against a fighter armed with a
Dual-handed: A fighter with an augmented weapon modelled as an axe barb hook lash.
may choose to wield the weapon with both hands, in which case it
confers a further +1 bonus to their Strength. Rend Flesh: A fighter with a barb hook lash can re-roll To Wound rolls
in the hand-to-hand phase.

AXE RAKE
Whilst un-powered, this axe weapon is heavily reinforced and used to Falax Blades
drag down enemy fighters and pull down false idols & symbols to be Range Strength Damage Save Mod.
put to the flame. Close Combat As user 1 -1

Range Strength Damage Save Mod. Paired: If a fighter is wielding two Falax blades, they can re-roll to
Close Combat +1 1 - wound rolls in the hand-to-hand phase.

Grapple: This vicious blade is used to drag down victims and topple Parry: A fighter with a Falax blade is able to parry; a fighter with a pair of
graven idols and false icons. Opponents in close combat against a model Falax blades can make two parries.
fighting with an axe rake fumble on rolls of a 1 and 2.

Disarm: A fighter wielding an axe rake counts as if having the disarm Excoriator Chainaxe
skill. Range Strength Damage Save Mod.
Close Combat As user +2 D3 -3

CALIBANITE WAR BLADE Two-handed: It requires two hands to swing a massive weapon, so it can
Developed from the ancient blades wielded by the knights of Caliban, never be used together with another weapon.
which were themselves produced on ancient template designs, calibanite
war blades further enhanced with power generators and field emitters to Noisy: This weapon emits a loud and distinctive sound, so must test to
produce some of the finest arms a Legionary might bear. see if the alarm is raised when used during missions such as The Raid.

Range Strength Damage Save Mod.


Close Combat +2 1 -3 Meteor Hammer
Range Strength Damage Save Mod.
Parry: A fighter with a calibanite war blade is able to parry. Close Combat As user +3 D3 -1

Two-handed: It requires two hands to swing a massive weapon, so it can


CHAINSWORD never be used together with another weapon.
See page 54 of the Shadow War: Armageddon rulebook.
Concussive: A fighter who goes down as a result of an Injury roll made
for this weapon is automatically taken out of action, even if the wielder is
fighting other opponents.
CHARNABAL SABRE CORPOSANT STAVE
Legion weapons are brutal things, mass produced for lethality and The shock chargers mounted into this stave deliver a powerful
durability. A Charnabal Sabre is a more graceful weapon, each hand- electromagnetic pulse on impact, crushing bone and tearing flesh.
made by a master swordsmith of Terra in a unique manner. Typically Against machines and mechanical foes, it can scramble electrics and
preferred for duelling rather than warfare, nevertheless, some find their completely disable their ability to function.
way into the hands of Legionaries who hold this form of combat in
high esteem, preferring them for their elegance over more clumsy Range Strength Damage Save Mod.
weapons. Close Combat +1 1 -2

Range Strength Damage Save Mod. Two-handed: Both hands are required to wield the stave, so it can never
Close Combat As user 1 -1 be used together with another weapon.

Parry: A fighter with a charnabal sabre is able to parry. Electro-pulse: A fighter with a 3+ or greater armour save struck by this
weapon suffers -1 Movement and -1 Initiative until the end of their next
Rending: When rolling to wound with this weapon, any roll of a 6 turn.
increases the save modifier of the weapon, for that wound to -4.

Duellists Edge: When fighting in close combat against a single EXECUTION BLADE
opponent, a fighter wielding one or more charnabal sabres gains a +1 Each Execution blade is a finely crafted and unique two-handed weapon,
bonus to their Initiative score. edged edged in diamond-hard silica glass and is comparable in quality
and cutting edge to a Charnabal sabre. The favoured method of
execution of the Sisters of Silence begins with decapitation, whether of
CHARONITE CLAW a bound witch, or an armoured foe on the field of battle.
Brutal augmetic implants designed primarily for combat aboard the
confines of ships and other zone mortalis environments, an Ogryn Range Strength Damage Save Mod.
implanted with these is capable of rending almost any opponent into Close Combat +1 1 -
dismembered hunks.
Parry: A fighter with an execution blade is able to parry.
Range Strength Damage Save Mod.
Close Combat +1 - -3 Two-handed: This massive blade requires two hands to wield effectively,
so it may never be used together with another weapon.
Flesh Ripper: Any wound caused in close combat by a charonite claw
takes the victim out of action. Do not roll on the injury table. Piercing Cut: When rolling to wound with this weapon, any roll of a 5
or a 6 increases the save modifier of the weapon, for that wound to -4.
Rending: When rolling to wound with this weapon, any roll of a 6
increases the save modifier of the weapon, for that wound to -4. Duellists Edge: When fighting in close combat against a single
opponent, a fighter wielding an execution blade gains a +1 bonus to their
Unwieldy: A fighter cannot claim the additional attack for using two Initiative score.
close combat weapons if one of those weapons is a charonite claw.

Noisy: This weapon emits a loud and distinctive sound, so must test to FROST WEAPONS
see if the alarm is raised when used during missions such as The Raid. Each frost weapon is a unique work of art, produced within the Fang by
the weaponsmiths of the Rout, using exotic minerals spat forth from
Fenris during the Season of Fire or teeth pulled from the maws of
CHAIN-AXE monstrous kraken. Typically, most will take the form of a sword of axe,
A chain-axe comprises of a reinforced steel axe incorporating a powered but some more exotic examples may be created as claws or even spears.
chainsaw edge. The biting action of the whirling row of monomolecular
teeth means these weapons can easily hack through limbs and armour, A frost weapon uses the same rules as a power weapon of the same type,
leaving terrible wounds. but has a further -1 to the weapon's save modifier.

Range Strength Damage Save Mod.


Close Combat 5 1 -2

Noisy: This weapon emits a loud and distinctive sound, so must test to
see if the alarm is raised when used during missions such as The Raid.

COMBAT BLADE
See page 54 of the Shadow War: Armageddon rulebook.
GREAT FROSTBLADE HEAVY CHAINSWORD
Ulmost unwieldy in size, the destructive potential of a great frostblade These massive chainblades have a terrifying reputation for the damage
outstrips that of even the eviscerating damage done by a heavy they can inflict on even the most heavily armoured target.
chainsword. Only the strongest and most skilled of the Rout can wield
such a weapon with any skill. Range Strength Damage Save Mod.
Close Combat As user +3 D3 -3
Range Strength Damage Save Mod.
Close Combat As user +2 D3 -4 Two-handed: It requires two hands to swing a massive weapon, so it can
never be used together with another weapon.
Two-handed: It requires two hands to swing a massive weapon, so it can
never be used together with another weapon. Mighty Blow: The sheer mass of a massive weapon combined with the
momentum of a charge makes it difficult to retaliate against such an
Reaping Blow: At the beginning of close combat, the wielder of a great onslaught. If the wielder charged into combat this turn then their
frostblade gains +1 attack for each enemy the are facing beyond the first. opponent rolls one less Attack dice for the duration of the turn (to a
So if they are facing three opponents, they gain +2 attacks. The user also minimum of 1).
fights at -1 Initiative.
Draws: Due to the ponderous lurching swing required to wield this
Draws: Due to the ponderous lurching swing required to wield this weapon, the wielder’s opponent is likely to catch them on the upswing.
weapon, the wielder’s opponent is likely to catch them on the upswing. If the combat ends in a draw then the wielder’s Initiative is halved when
If the combat ends in a draw then the wielder’s Initiative is halved when working out which fighter wins.
working out which fighter wins.
Noisy: This weapon emits a loud and distinctive sound, so must test to
Master-Crafted: When rolling attack dice in close combat when using see if the alarm is raised when used during missions such as The Raid.
a great frostblade, you may choose to re-roll a single result before
parries are made, but must accept the second roll. This dice cannot be
further re-rolled by a parry. LEGATINE AXE
These axes were once carried by the heralds of the battle-kings of
Macragge and now serve both as symbols of office and weapons of war.
GUARDIAN SPEAR Those that would defy the will of Roboute Guilliman are likey to soon
The signature Guardian spear is widely recognised and very much the feel the edge of a Legatine Axe.
symbol of office for the Legio Custodes. Incorporating an elegant
powered blade and an integral ranged weapon, it is versatile and utterly Range Strength Damage Save Mod.
lethal in the hands of a Custodian. Close Combat +3 1 -1

If the wielder has charged: Cutting Strike: Add +1 to the injury rolls caused by a Legatine Axe.
Range Strength Damage Save Mod.
Close Combat As user +1 D3 -3
LIGHTNING CLAW
All other times: See page 55 of the Shadow War: Armageddon rulebook.
Range Strength Damage Save Mod.
Close Combat As user 1 -3
LUCERITE HAMMER
Two-handed: It requires two hands to effectively wield a guardian spear, A multi-pronged head and a spike on the reverse face make the Lucerite
so it can never be used together with another weapon. hammer a versatile weapon and ideal for piercing armour and dragging
down powerful foes. Lighter than a thunder hammer, it is nevertheless
Tip of the Spear: Use the first profile in the first round of combat if the capable of shattering ceramite as well as skulls.
user charged. Use the second if the wielder has not charged.
Range Strength Damage Save Mod.
Close Combat +1 1 -2

Two-handed: The long haft of this hammer requires two hands to swing,
so it may never be used together with another weapon.

Concussive: A fighter who goes down as a result of an Injury roll made


for this weapon is automatically taken out of action, even if the wielder is
fighting other opponents.
MECHADENDRITE COMBAT ARRAY POWER GLAIVE (GUAN DO)
Usually equipped with micro-tools and other mundane devices, the When the White Scars Legion reclaimed their master from Mundus
mechadendrites of a combat array are adapted for far more lethal Planus, one of the many cultural aspects that were adopted by the Legion
purposes. was the Guan Do, or Rising Moon Blade. Some examples of this weapon
are in fact the original blades borne by the warriors of the plains,
Range Strength Damage Save Mod. enhanced with field emitters and power generators. To bear such a
Close Combat As user 1 -1 weapon is a mark of status amongst the Legion.

Maelstrom: A fighter using a mechadendrite combat array scores critical Range Strength Damage Save Mod.
hits on rolls of 5 or 6 instead of 6. Close Combat As user +1 1 -2

Enhanced Array: With an enhanced array the fighter counts as havng Dual-handed: A fighter wielding a power glaive must choose to use it
two close combat weapons and therefore gains an additional attack. either one or two handed in the hand-to-hand phase. The weapon profile
remains unchanged, however the wielder benefits from one of the
following effects:
NOSTRAMAN CHAINGLAIVE
More powerful than a chainsword, the Nostraman chainglaive is a One-handed: A fighter wielding a power glaive one-handed is able to
favoured weapon amongst the Night Lords for its brutality and gruesome parry.
effect on their unfortunate victims.
Two-handed: If the weapon is wielded two-handed, the fighters
Range Strength Damage Save Mod. opponent has one less attack dice than normal, to a minimum of one.
Close Combat As user +2 1 -2

Two-handed: It requires two hands to effectively wield a Nostraman POWER MAUL


chainglaive, so it can never be used together with another weapon. See page 56 of the Shadow War: Armageddon rulebook.

Rending: When rolling to wound with this weapon, any roll of a 6


increases the save modifier for that wound to -4. PHOENIX POWER SPEAR
While Phoenix power spears may not equal the mighty halberds wielded
by the warriors of the Legio Custodes which they pay homage in
POWER AXE appearance, they are nevertheless exceptional weapons available to a select
See page 55 of the Shadow War: Armageddon rulebook. few Legiones Astartes. Phoenix power spears require both hands to use
effectively, but a skilled warrior is able to make a devastating swing when
they charge into the enemy.
POWER DAGGER
A miniaturised power blade suitable more for brawling, than open If the wielder has charged:
combat. In the right hands a power dagger is nevertheless a deadly Range Strength Damage Save Mod.
weapon. Close Combat As user +2 D3 -3

Range Strength Damage Save Mod. All other times:


Close Combat 4 1 -2 Range Strength Damage Save Mod.
Close Combat As user +1 1 -3
Whispering Strike: A fighter armed with a power dagger may ignore the
first re-roll they are forced to make due to a parry. Two-handed: It requires two hands to effectively wield a Phoenix power
spear, so it can never be used together with another weapon.

POWER FIST Tip of the Spear: Use the first profile in the first round of combat if the
See page 55 of the Shadow War: Armageddon rulebook. user charged. Use the second if the wielder has not charged.

POWER SCYTHE
One of the more exotic forms of powered blades employed by the
Imperium, and used exclusively by the Death Guard Legion in honour of
Mortarion's favoured weapon.

Range Strength Damage Save Mod.


Close Combat As user +1 D3 -3

Reaping Blow: At the beginning of close combat, the wielder of a power


scythe gains +1 attack for each enemy the are facing beyond the first. So
if they are facing three opponents, they gain +2 attacks. The user also
fights at -1 Initiative.

Two-handed: A Power scyhthe must be wielded in two hands so it can


never be used together with another weapon.
POWER SWORD SOLARITE GAUNTLET
See page 56 of the Shadow War: Armageddon rulebook. Produced not by the arts of the Mechanicum but by artificers within the
Phalanx itself in imitation of ancient relics of Terra. It is a prestigious
honour to wield a Solarite Gauntlet in battle, and to crush the enemies of
PROTEUS NEURO-LASH the Emperor with the very symbol of the Legion.
Relics of the Age of Strife and used by only the most skilled warriors
amongst the Sisters of Silence, a Proteus Neuro-lash enables the user to Range Strength Damage Save Mod.
engage several combatants at once. An opponent merely caressed by the Close Combat As user +3 D3 -5
phase-conducted shock field experiences intense agony, overloading their
nervous system and rendering them helpless. Master-Crafted: When rolling attack dice in close combat when using
the solarite gauntlet, you may choose to re-roll a single result before
Range Strength Damage Save Mod. parries are made, but must accept the second roll. This dice cannot be
Close Combat +1 2 - further re-rolled by a parry.

Two-handed: Even the most skilled warriors must use both hands when
wielding the proteus neuro-lash. It may never be used together with TAINTED WEAPON
another weapon. A Tainted weapon may take many forms: rune-encrusted blades, lashing
whips dripping in poison, decaying warp-cursed daggers or even
Flail: Parries cannot be made against this weapon. venemous bone talons to name but a few. However they have been
created, these weapons do not merely cause a physical wound and their
Electro-arc: A fighter wounded by this weapon will go out of action on a merest touch can bring agony and the burn the souls of its victims.
roll of 5 or 6 on the Injury table rather than the normal 6. This only
applies to the initial roll, not subsequent rolls in the fighters' recovery Range Strength Damage Save Mod.
phase. Close Combat As user 1 -

Sweeping Strikes: The bearer gains +1 attack for each opponent beyond Warp-touched: Unsaved wounds dealt by a tainted weapon cause a
the first in a multiple combat. wounded fighter to automatically go out of action, rather than making an
injury roll, regardless of how many remaining wounds the victim has.

RAVEN’S TALONS
Each set of raven's talons is a unique work of art, a masterpiece TERRANIC GREATSWORD
variant of the lightning claw produced solely by the artificers of the The use of this ancient style of Terran blade has persisted only amongst
Raven Guard. the First Legion. It is a mighty and powerful blade, requiring exceptional
skill to wield effectively. Those able to do so are amongst the most deadly
Range Strength Damage Save Mod. swordsmen in the galaxy.
Close Combat As user +1 1 -3
Range Strength Damage Save Mod.
Master-crafted: When rolling attack dice in close combat, the fighter can Close Combat As user +3 D3 -4
re-roll a single result but must accept the second roll.
Two-handed: It requires two hands to swing a massive weapon, so it can
Rending: When rolling to wound with this weapon, any roll of a 6 never be used together with another weapon.
increases the save modifier for that wound to -4.
Mighty Blow: The sheer mass of a massive weapon combined with the
Claw: A fighter armed with a raven's talon cannot carry anything else momentum of a charge makes it difficult to retaliate against such an
in that hand. If the fighter has two Raven's Talons, they can re-roll to onslaught. If the wielder charged into combat this turn then their
wound rolls in the hand-to-hand phase. opponent rolls one less Attack dice for the duration of the turn (to a
minimum of 1).

SERVO ARM Draws: Due to the ponderous lurching swing required to wield this
See page 56 of the Shadow War: Armageddon rulebook. weapon, the wielder’s opponent is likely to catch them on the upswing.
If the combat ends in a draw then the wielder’s Initiative is halved when
working out which fighter wins.

THUNDER HAMMER
See page 57 of the Shadow War: Armageddon rulebook.
PISTOLS
ARCHAEOTECH PISTOL BOLT PISTOL
A great many relics of the technologically advanced Dark Age are lost to See page 58 of the Shadow War: Armageddon rulebook.
time and war. A relatively common example however are so-called
archaeotech pistols, which are still priceless relics in their own right. The
form and function of one may be entirely different from the next; firing HAND FLAMER
miniaturised gravitic charges, crackling energy rays or bolts of obliterating A compact version of the flamer, this weapon is nonetheless terrifyingly
nothingness. Only the most prestigious warriors are likely to obtain such effective against lightly armoured enemies.
a weapon.
Range To Hit Save Ammo
Range To Hit Save Ammo Short Long Short Long Str. Dam. Mod Roll
Short Long Short Long Str. Dam. Mod Roll 0-2” 2-4” +3 +2 3 1 -1 5+
0-6” 6-12” +1 - 6 1 -3 7+
Ammo Roll: The hand flamer is required to take an Ammo roll each and
Rare Ammunition: The exotic rounds used by the archaeotech pistol are every time it fires or is used in hand-to-hand combat.
only available in a limited supply. It may not use a weapon reload.

Master-Crafted: A single missed To Hit roll made with the archaeotech INFERNO PISTOL
pistol may be re-rolled in the shooting phase. An Inferno pistol is essentially a miniaturised meltagun, though the
already short range of this family of weapons is reduced again, making
the Inferno pistol a dedicated close-quarters weapon. Nevertheless, the
AUTOPISTOL effect it can have on both flesh and armour is still utterly devastating.
An extremely common sidearm for lower ranking Imperial Officers to
carry. Whilst not rated highly for its stopping power, its abundant Range To Hit Save Ammo
availability and reliability make it a very popular weapon of choice. Short Long Short Long Str. Dam. Mod Roll
0-4” 4-8” - +1 8 D6 -5 5+
Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll
0-8” 8-16” +2 - 3 1 - 4+ LASPISTOL
See page 58 of the Shadow War: Armageddon rulebook.

AUXILIA PISTOL
A great many of the newfound worlds of the Imperium have degraded LUCIFEX
technologically since their colonisation before Old Night. Many out of Most compact of the irradiation projection weapons systems, the lucifex
tradition or necessity continue to wield their local arms as they travel out is a horrific weapon whose victims are boiled alive from within. Rad
with the Crusade fleets. weapons project a multi-spectrum radiation wave from a dish-like
projector. Even those well protected by armour or intervening barriers
Range To Hit Save Ammo may suffer horrific burns or die from the effects of intense radiation
Short Long Short Long Str. Dam. Mod Roll exposure within hours or days.
0-4” 4-8” +2 - 3 1 - 4+
Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll
BLAST PISTOL 0-3” 2-6” +3 +2 2 1 -1 7+
A Blast pistol is an artisan-crafted las weapon and most commonly found
in the hands of officers and nobility. Akin to an archaic stubber with Ammo Roll: The lucifex is required to take an Ammo roll each and
man-stopper rounds, the power of a blast pistol is prodigious for its size, every time it fires or is used in hand-to-hand combat.
albeit with a very low shot capacity.
Bane of Flesh: Against organic targets, that is targets that do not have the
Range To Hit Save Ammo Cybernetica Cortex or Daemon special rules and are not a terrain feature,
Short Long Short Long Str. Dam. Mod Roll this weapon counts as having three times its listed strength.
0-3” 3-6” +2 - 5 1 - 6+
Rad Sickness: Each time a fighter suffers an unsaved wound from a
Sustained fire: 1 dice. lucifex but is not taken out of action, subtract 1 from their Toughness
(to a minimum of 1) for the rest of the game.
Master-Crafted: A blast pistol is considered to be master-crafted and so
the firer may re-roll a single To Hit roll with the weapon in the shooting
phase, and one of the dice when making an ammo roll if a double 1 is
rolled.

Overcharged: A blast pistol fires a much more powerful shot than a


standard laspistol, but are known to be temperamental and may explode
(see page 48 of the Shadow Wars: Armageddon rulebook).
NEEDLE PISTOL VOLKITE SERPENTA
An elegant weapon, the needle pistol, like it’s larger cousin the needle Once common amongst the Legions, Volkite weaponry is difficult to
rifle, fires a narrow laser to pierce light armour and flesh, before a fine manufacture, and proved too difficult to produce in quantities to sustain
barb of crystalised toxin is launched into the target. The needle is the rapidly expanding Legions. Still found in small numbers in
sometimes so fine that the target is not always aware they have been specialised units, they are weapons of considerable stopping power and
wounded until it is too late. are highly valued by members of the early Crusade.

Range To Hit Save Ammo Volkite weapons have a devastating effect on organic matter, explosively
Short Long Short Long Str. Dam. Mod Roll burning flesh into ash and jetting fire.
0-8” 8-16” +2 - 3 1 -1 9+
Range To Hit Save Ammo
Silent: This weapon emits no noise, so doesn’t need to test to see if the Short Long Short Long Str. Dam. Mod Roll
alarm is raised when used during missions such as The Raid. 0-5” 5-10” +1 - 5 1 -1 6+

Toxic Rounds: The darts fired by the needle pistol are toxic. See page 68 Deflagrate: If a model hit by a weapon with this rule goes down or is
of the Shadow Wars: Armageddon rule book. taken out of action, the nearest other fighter within 2” suffers a single hit
with the same strength and save modifier as the weapon that caused the
initial wound, causing 1 damage. The fighter is also pinned.
PLASMA PISTOL
Plasma weapons fire torrents of bright glowing plasma-matter in a
superheated, energised state. When a plasmalast strikes its target there is a
tremendous release of energy and the target blows apart in an almighty
explosion. Though bulky by the standards of most handguns, plasma
pistols are still light enough to be wielded in one hand, and their
destructive capacity more than makes up for the danger they present to
their wielder if fired at maximum capacity.

Do not use the rules for plasma pistols from the Shadow War:
Armageddon rule book. instead, the following rules apply:

Firing on low energy:

Range To Hit Save Ammo


Short Long Short Long Str. Dam. Mod Roll
0-6” 6-12” +1 - 4 1 -1 7+

Firing on maximum power:

Range To Hit Save Ammo


Short Long Short Long Str. Dam. Mod Roll
0-6” 6-12” +1 - 7 1 -3 7+

Energy Levels: You can choose to shoot the plasma pistol on a low
energy setting or maximum power. The profiles for the settings are
different. A plasma pistol fired on maximum power is unreliable and
may explode (see page 48 of the Shadow Wars: Armageddon rulebook).
If you shoot the weapon on maximum power then you cannot shoot
again or use the pistol in close combat until it has recharged. It takes the
firer's entire following turn for the weapon to recharge itself. These
restrictions do not apply on the low energy setting.
BASIC WEAPONS
ASSAULT NEEDLER COMBI-BOLTER
The assault needler utilises a high-energy laser beam to pierce enemy A brute force weapon only slightly more advanced than fastening two
armour before guiding a volley of crystallised needles of toxins and bolters together, the combi-bolter is nevertheless a dependable and
narcotics to their target. Even the most resilient of foes can be brought tactically flexible weapon. Fielded in a variety of forms including the
low as the toxins dissolve instantly into their blood. ubiquitous Phobos and Tigrus pattern combi-bolters utilised by Legion
Terminators the galaxy over, as well as rarer, more compact ‘vertex’ sub-
Range To Hit Save Ammo patterns developed on the same forge worlds.
Short Long Short Long Str. Dam. Mod Roll
0-9” 9-18” +1 - 2 1 -1 5+ Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll
Sustained Fire: 1 dice. 0-12” 12-24” +1 - 4 1 -1 5+

Silent: This weapon emits no noise, so doesn’t need to test to see if the Sustained Fire: 1 dice.
alarm is raised when used during missions such as The Raid.

Poisoned: This weapon will always wound enemy fighters on a 4+, COMBI WEAPONS
regardless of their Toughness. A combi-weapon consists of a primary weapon, typically a bolter,
supplemented by a secondary single-shot unit of a more exotic or
specialist type. Such weapons are not available widely, but sergeants and
AUTOGUN some specialist units are able to requisition these to suit their mission.
Amongst the most common weapons in the galaxy, autoguns are carried
by many regiments of Imperialis Militia. There are many thousands of A combi-weapon can be fired either as a boltgun or as its secondary
localised variants with differing firing rates and calibres, meaning whilst weapon, but this secondary weapon can only be fired once per game. If
ammunition is plentiful the weapon is often second preference to more an Ammo roll is failed for the combi-weapons bolter component before
standardised las-rifles. the secondary weapon is fired, then the secondary weapon may still be
used once, but the boltgun can no longer be fired. Weapon reloads only
Range To Hit Save Ammo apply to the boltgun, and cannot be purchased for the secondary weapon.
Short Long Short Long Str. Dam. Mod Roll Sights purchased for a combi-weapin only apply when firing it as a
0-12” 12-24” +1 - 3 1 - 4+ boltgun.

GUARDIAN BOLTER
AUXILIA LASRIFLE More advanced than the mass-produced patterns of bolt weapon utilised
There are innumerable patterns of las weaponry in use throughout the by the Legiones Astartes, the Guardian bolter boasts not just exquisite
fledgling Imperium. The Solar Auxilia have access to some of the most craftsmanship but improved rates of fire and enhanced armour
advanced types available, as well as a range of accompanying penetration.
modifications designed to alter the battlefield role of this sturdy firearm.
Range To Hit Save Ammo
Range To Hit Save Ammo Short Long Short Long Str. Dam. Mod Roll
Short Long Short Long Str. Dam. Mod Roll 0-9” 9-18” +1 - 4 1 -2 6+
0-15” 15-30” +1 - 3 1 - 4+
Sustained Fire: 1 dice.

AUXILIA RIFLE
A local variant of the common autogun, auxilia rifles are generally lower LASCARBINE
quality than their Imperial-produced counterparts. This stripped down variant often features a lighter casing and folding
stock. Wielding it at range is more difficult than the standard lasrifle, but
Range To Hit Save Ammo it makes for an excellent assault weapon.
Short Long Short Long Str. Dam. Mod Roll
0-9” 9-18” +1 - 3 1 - 4+ Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll
0-9” 9-18” - - 3 1 - 3+
BOLTGUN
See page 60 of the Shadow War: Armageddon rulebook. Stripped: A lascarbine does not prevent its wielder gaining an extra
attack when fighting with two weapons in close combat. Note that it
does not itself count as a pistol!
LAS-LOCK SHOTGUN
Cheap and mass-producable, the las-lock is the standard armament of the A shotgun is a simple low-velocity weapon. Some are pumpaction guns,
lowly tech-thralls of the Mechanicum. Each forge may have their own fed from a tubular magazine slung under the barrel, others have box
designs, but typically the weapon boasts impressive stopping power, magazines or long ammo belts.
ammunition capacity and a modest range.
Do not use the rules for shotguns from the Shadow War: Armageddon
Range To Hit Save Ammo rule book. instead, the following rules apply:
Short Long Short Long Str. Dam. Mod Roll
0-9” 9-18” - - 4 1 - 4+ Solid Slug
This is the standard type of solid ammunition. It takes the form of a
heavy shell that is fairly inaccurate but quite powerful.
LAS-RIFLE Range To Hit Save Ammo
Arguably the most common weapon in the Imperium and perhaps the Short Long Short Long Str. Dam. Mod Roll
most-produced weapon in the history of mankind. Wielded in untold 0-4” 4-18” +1 -1 4 1 -1 5+
millions by the armies of the Crusade, it is considered one of the most
reliable and trustworthy weapons ever designed. Knock-back: A fighter pinned by a Solid slug suffers a -1 penalty to their
initiative when testing to avoid falling of an edge.
Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll Scatter Shot
0-18” 18-24” +1 - 3 1 - 3+ A blastshot cartridge is filled with lots of small pellets. Although it’s not
as powerful as other types of ammunition it is very useful for taking
down groups of enemies, or for hitting targets that are in cover.
MITRA-LOCK
A Mitra-lock is a simple weapon, whose blast is much like that of a Range To Hit Save Ammo
shotgun, albeit quickly dispersing after a short distance. The blast is nigh- Short Long Short Long Str. Dam. Mod Roll
impossible to miss with, however. 0-4” 4-18” +1 -1 3 1 - 5+

Range To Hit Save Ammo Small Blast: If you hit the target with a blastshot, place a small blast
Short Long Short Long Str. Dam. Mod Roll template with its centre directly over the target model. The target is hit,
0-4” 4-8” +2 +1 4 1 - 4+ and any other model that lies wholly under the template is hit too. If a
model lies partially under the template then it is hit on a further D6 roll
Shred: You may re-roll failed To Wound with this weapon. of 4-6. Roll for wounds and injuries on each model that is hit following
the usual rules. Note that blastshot cartridge attacks will not scatter – if
they miss, they have no effect.
PARIAH BOLTER
By removing much of the outer casing, and extraneous fittings, a bolter In addition, blastshot attacks disregard any cover modifiers. The target is
becomes an excellent weapon to wield in the chaos of a Zone Mortalis attacked as if it were in the open.
engagement or in close assaults. To those inducted by Mars, this offence
to the weapon’s machine spirit is most agreivous.
SNIPER RIFLE
Range To Hit Save Ammo See page 61 of the Shadow War: Armageddon rulebook.
Short Long Short Long Str. Dam. Mod Roll
0-9” 9-18” - - 4 1 -1 5+
STAKE CROSSBOW
Stripped: A pariah bolter does not prevent its wielder gaining an extra The Stake ‘crossbow’ is in fact a magnetic accelerator, launching silver
attack when fighting with two weapons in close combat. Note that it stakes permeated with a lethal concoction of anti-psychic and incendiary
does not itself count as a pistol! toxins. Deadly to any target, a psyker struck by such a projectile may find
themselves immolated by their own ruinous powers.

SCYLLAX BOLTER Range To Hit Save Ammo


The Scyllax bolter is a specifically designed for integration with the Short Long Short Long Str. Dam. Mod Roll
Scyllax Guardian-automata. It features an unusually long range and high 0-12” 12-24” +2 - 5 1 -1 4+
stopping power for a relatively light firearm, likely down to custom recoil
suppresion and bespoke ammunition. Psi-shock: A fighter wounded but not taken out of action by a hit from a
stake crossbow halves their Initiative and suffers -2 Leadership until the
Range To Hit Save Ammo end of their next turn. Fighters with the Psychic Anathema special rule
Short Long Short Long Str. Dam. Mod Roll or possessing a Cybernetica-cortex are unaffected by Psi-shock.
0-15” 15-30” +1 - 4 1 -2 6+
STALKER PATTERN BOLTER VOLKITE CHARGER
A stalker bolter comprises both a silenced bolter and unique ammunition, Once common amongst the Legions, Volkite weaponry is difficult to
which replaces the standard propellant and mass-reactive charge with a manufacture, and proved too difficult to produce in quantities to sustain
gas charge and solidified mercury slug. The result does affect the the rapidly expanding Legions. Still found in small numbers in
maximum range of the weapon, but enables the Legiones Astartes to specialised units, they are weapons of considerable stopping power and
operate more covertly when required. are highly valued by members of the early Crusade.

Range To Hit Save Ammo Volkite weapons have a devastating effect on organic matter, explosively
Short Long Short Long Str. Dam. Mod Roll burning flesh into ash and jetting fire.
0-9” 9-18” +1 - 4 1 -1 6+
Range To Hit Save Ammo
Silent: This weapon emits no noise so when fired doesn’t test to sound Short Long Short Long Str. Dam. Mod Roll
the alarm during missions such as The Raid. 0-5” 5-15” +1 - 5 1 -1 6+

Sustained Fire: 1 dice.

Deflagrate: If a model hit by a weapon with this rule goes down or is


taken out of action, the nearest other fighter within 2” suffers a single hit
with the same strength and save modifier as the weapon that caused the
initial wound, causing 1 damage. The fighter is also pinned.
SPECIAL WEAPONS
ADRATHIC DESTRUCTOR projector. Even those well protected by armour or intervening barriers
Dating back to the Dark Age of Technology and once held semi- may suffer horrific burns or die from the effects of intense radiation
legendary by the techno-barbarians of Terra, Adrathic weaponry uses exposure within hours or days.
highly powerful, but unstable beams of energy that dissolve the bonds of
matter at a sub-molecular level leaving nothing but a glowing after-image Range To Hit Save Ammo
of anything in their path. As the Emperor came to power, all such devices Short Long Short Long Str. Dam. Mod Roll
were claimed by Him alone, on pain of death on an almost genocidal Template - - 2 1 -2 7+
scale.
Ammo Roll: The Irad-cleanser is required to take an Ammo roll each
Range To Hit Save Ammo and every time it fires.
Short Long Short Long Str. Dam. Mod Roll
0-6” 6-12” +1 - 5 * -4 7+ Bane of Flesh: Against organic targets, that is targets that do not have the
Cybernetica Cortex or Daemon special rules and are not a terrain feature,
Disintegration: An unsaved wound caused by an Adrathic Destructor this weapon counts as having three times its listed strength.
will automatically cause an enemy fighter to go out of action, rather than
making an injury roll, regardless of how many remaining wounds the Rad Sickness: Each time a fighter suffers an unsaved wound from a
victim has. lucifex but is not taken out of action, subtract 1 from their Toughness
(to a minimum of 1) for the rest of the game.
Unstable: Adrathic Destructors are powered by barely contained Dark
Age technology and may explode (see page 48 of the Shadow Wars:
Armageddon rulebook). LASCUTTER
A short-ranged cutting tool used primarily during boarding actions and
when attacking a fixed position, a lascutter fires a short-ranged but highly
FLAMER focussed laser cutting beam. Capable of sheering through armoured
See page 62 of the Shadow War: Armageddon rulebook. bulkheads, it can make a mockery of all but the toughest armour.

Compression Tanks: A flamer fitted with compression tanks may be Range To Hit Save Ammo
fired with an increased strength of 6, but will automatically run out of Short Long Short Long Str. Dam. Mod Roll
ammo after doing so. 0-4” 4-8” - -1 9 D3 -5 4+

Short Focus: The strength of the lascutter is reduced by one for each
GRAVITON GUN full or partial inch the target is away from the shooter.
Little understood even by the Tech-priests of Mars, the term 'graviton
gun. refers to a group of gravity projector devices whose sophistication Cutting Beam: Sights may not be fitted to a lascutter.
is such that the few that now remain are relics of a lost age. Such
weapons prove extremely useful when fighting on a starship or in a
null gravity environment. The power of the graviton gun's highest LIGHTNING GUN
settings is sufficient to rupture organs and crack bones even inside This exotic-looking weapon is directly connected to a reactor core rather
armour, but its primary use is to impede the enemy and damage than a limited magazine, allowing for extended operation. The weapon
machinery without the risks of secondary explosions. projects a tight-beamed laser which ionises the matter between the gun
and target. This is followed by the discharge of a high-energy
Range To Hit Save Ammo electromagnetic blast, which chases down the ionising beam, giving the
Short Long Short Long Str. Dam. Mod Roll gun its distinctive name.
0-8” 8-16” +1 - - 1 - 7+ Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll
Large Blast: The graviton gun affects a wide area and makes use of the 0-9” 9-18” - - 7 1 -2 5+
large blast template.
Shred: You may re-roll failed To Wound rolls with this weapon.
Graviton Pulse: Instead of rolling to wound normally with this weapon,
any model caught in its blast must instead roll equal to or under their Rending: When rolling to wound with this weapon, any roll of a 6
Strength on a D6 or suffer a wound (a roll of ‘6’ always counts as a increases the save modifier of the weapon, for that wound to -4.
failure). After the Graviton Pulse weapon has been fired, leave the Blast
marker in place. This area now counts as Difficult Ground until the
beginning of of the firing models next turn. MAXIMA BOLTER
One of a seemingly endless variety of bolt weapons used by the
Imperium, the Maxima bolter is favoured by the Mechanicum. It is a
GRENADE LAUNCHER bulky, rotary-barreled bolt weapon with a high rate of fire, but with a
See page 62 of the Shadow War: Armageddon rulebook. limited effective range.

Range To Hit Save Ammo


IRAD-CLEANSER Short Long Short Long Str. Dam. Mod Roll
The irad-cleanser is equally adept at stripping unwanted biological matter 0-6” 6-12” +1 - 4 1 -1 5+
from outflow pipes of a temple-forge as it is at sterilising the battlefield.
Rad weapons project a multi-spectrum radiation wave from a dish-like Sustained Fire: 2 dice
MELTAGUN PLASMA REPEATER
See page 63 of the Shadow War: Armageddon rulebook. The Dark Angels maintain an arsenal of weapons not developed by the
Mechanicum, but by the weapon-wrights of Ancient Terra, often using
technology since proscribed and incredibly difficult to replicate. The
PARIAH FLAMER plasma repeater is no more stable than any standardised Imperial plasma
By somewhat recklessly widening the valves and removing safety weapon, but capable of an impressive rate of fire within a limited range.
mechanisms of a flamer, the weapon can be made all the more deadly.
This does not come without risk to the user, however. Firing on low energy:

Range To Hit Save Ammo Range To Hit Save Ammo


Short Long Short Long Str. Dam. Mod Roll Short Long Short Long Str. Dam. Mod Roll
Template - - 4 1 -2 5+ 0-4” 4-9” - - 4 1 -1 7+

Flamer: The pariah flamer’s shot is represented by the teardrop shaped Sustained Fire: 2 dice.
flamer template. This is used as described in the Shooting section (see
pg 39 of the Shadow Wars: Armageddon rulebook). Firing on maximum power:

Ammo Roll: The flamer is required to take an Ammo roll each and every Range To Hit Save Ammo
time it fires. Short Long Short Long Str. Dam. Mod Roll
0-9” 9-18” - - 6 1 -2 7+
Torrent: Instead of firing as normal, the flamer’s valves may be fully
opened, unleashing a torrent of burning promethium, heedless of the Sustained Fire: 3 dice.
additional stress this places on the device. When firing as a torrent, the
strength of the pariah flamer is increased to 4. Energy Levels: You can choose to shoot the plasma repeater on a low
energy setting or maximum power. The profiles for the settings are
After placing the template as normal, roll an artillery dice. Move the different. A plasma repeater fired on maximum power is unreliable and
template in a straight line away from the firing model a distance equal to may explode (see page 48 of the Shadow Wars: Armageddon rulebook).
the result rolled. If a Misfire is rolled, the overpressure has ruptured If you shoot the weapon on maximum power then you cannot shoot
something vital and the weapon explodes immediately after firing (see again until it has recharged. It takes the firer's entire following turn for
page 48 of the Shadow War: Armageddon rulebook)! Any models under the weapon to recharge itself. This restriction does not apply on the low
the template are still hit, but it is not moved. energy setting.

Ferocious Recoil: A plasma repeater may only be fired on maximum


PLASMA GUN power if the fighter equipped with it has not moved in their previous
Plasma guns are extremely effective and very dangerous, but they are also movement phase.
highly unstable, difficult to maintain and frequently malfunction. The
user can mitigate this by firing as short a blast as possible with slightly
reduced effectiveness. SNARE GUN
Where their quarry will not come willingly but is required still alive, the
Do not use the rules for plasma guns from the Shadow War: Armageddon fibro-plastic nets of the snare gun are invaluable. The sticky web
rule book. instead, the following rules apply: constricts in response to movement, restricting breathing and snapping
bone if the detainee overly struggles.
Firing on low energy:
Range To Hit Save Ammo
Range To Hit Save Ammo Short Long Short Long Str. Dam. Mod Roll
Short Long Short Long Str. Dam. Mod Roll 0-6” 6-12” - -1 * * * 4+
0-6” 6-24” +1 - 4 1 -1 7+
Snare: If a snare gun hits its target, the victim is automatically snared -
Firing on maximum power: no rolls are made for wounds or injuries and no saving roll is allowed for
armour. A webbed target can attempt to struggle free at the start of each
Range To Hit Save Ammo of their turns. To do so, roll a D6 and add the model’s Strength; if the
Short Long Short Long Str. Dam. Mod Roll total is 8 or more, the victim frees itself and may act normally that turn.
0-6” 6-24” +1 - 7 1 -3 7+ If the total is less than 8 then the victim remains trapped and
immediately suffers 1 wound (though armour saves may be taken as
Sustained Fire: When fired on maximum power, a plasma gun has normal against this wound). Snared targets can do nothing other than
1 sustained fire dice. fight if they are engaged in hand-to-hand combat, and if they do, they.
can only ever roll one Attack dice and always count as encumbered.
Energy Levels: You can choose to shoot the plasma gun on a low
energy setting or maximum power. The profiles for the settings are
different. A plasma gun fired on maximum power is unreliable and
may explode (see page 48 of the Shadow Wars: Armageddon rulebook).
If you shoot the weapon on maximum power then you cannot shoot
again until it has recharged. It takes the firer's entire following turn for
the weapon to recharge itself. This restriction does not apply on the low
energy setting.
XENOS DEATHLOCK
There are many terrible and powerful technologies in the galaxy, wisely
prohibited by Imperial law. The most desperate, or perhaps practical of
the various blackshield forces at large in the galaxy have begun to take up
weapons of Xenos origin against their enemies. The effects these can have
on their wielders are sometimes little less terrible than on their victims.

Range To Hit Save Ammo


Short Long Short Long Str. Dam. Mod Roll
0-9” 9-18” +1 - 5 1 -1 4+

Sustained Fire: 1 dice

Deathlock: If a fighter hit by a Xenos Deathlock goes out of action, all


enemy fighters within 6” and having line of sight to that model must
take a break test at the end of the shooting phase. Each wound inflicted
upon that model by all xenos deathlocks fired at them adds -1 to the
leadership modifier for this roll. Rather than taking multiple leadership
tests if several models are taken out of action, instead add up all
wounding hits and combine them into one modifier.

For example: Two fighters are taken out of action by a volley of deathlock
fire. One took two wounds, the other just one. A fighter witnessing both kills
within 6” of them would take a break test with a -3 leadership modifier.

Lethal Exposure: A xenos deathlock may explode (see page 48 of the


Shadow War: Armageddon rulebook). It is particularly unstable however,
and explodes on the roll of any double rather than just double 1.
HEAVY WEAPONS
AUTOCANNON HEAVY BOLTER
Heavy automatic cannons that fire shells the size of a man’s forearm, See page 65 of the Shadow War: Armageddon rulebook.
autocannons are designed to rip apart light vehicles. Against infantry,
their effect is catastrophic.
HEAVY FLAMER
Range To Hit Save Ammo Heavy flamers fire an intense sheet of flame over a short distance, which
Short Long Short Long Str. Dam. Mod Roll curls around obstructions and leaves its victims nowhere to hide. It is
0-20” 20-40” - - 7 D3 -3 4+ expected to only have a few bursts in a single pressurised tank, but
thankfully it is near impossible to miss with one.
Sustained Fire: 1 dice.
Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll
THE CACOPHONY Template - - 5 D3 -3 5+
First used in battle during the Dropsite Massacre on Isstvan V, these
weapons were unleashed by member of the Emperor’s Children who had Template: The heavy flamer’s shot is represented by the teardrop-shaped
already begun to degenerate and mutilate themselves. These unstable flamer template.
devices are able to unleash blasts of screaming, discordant energy that can
rupture flesh and incinerate metal. Their most terrifying ability, however, Ammo Roll: The heavy flamer is required to take an Ammo roll each and
is to open up the minds of those they touch to the manifold and fatal every time it fires.
horrors of the Warp.
Recoil Suppression: A heavy flamer, whilst large and unwieldy, may be
Range To Hit Save Ammo fired after moving, despite being a heavy weapon.
Short Long Short Long Str. Dam. Mod Roll
0-12” 20-36” +2 - 6 1 -1 3+
HEAVY STUBBER
Sustained Fire: 1 dice. Much like its smaller counterparts, heavy stubbers are manufactured
across the Imperium in vast quantities. Most commonly found amongst
Psychic Bio-shock: If a model hit by the cacophony goes down or out of Militia’s and mounted on light vehicles, these weapons are somewhat
action, then all models (friend and foe) that are within 2" and are not crude by Imperial standards, but nevertheless make effective anti-infantry
immune to fear must take a leadership test at -1 or else go down. weapons.

Volatile: The Cacophony is an unstable weapon at the best of times and Range To Hit Save Ammo
may explode (see page 48 of the Shadow Wars: Armageddon rulebook). Short Long Short Long Str. Dam. Mod Roll
0-20” 20-40” - - 4 1 -1 4+

CONVERSION BEAM PROJECTOR Sustained Fire: 2 dice


The Conversion beam projector or 'C-beamer' projects a high-intensity
energy beam which causes matter in the target to be converted into
energy. This is a highly destructive process, completely disregarding the LASCANNON
effectiveness of armour as it is itself converted to explosive light. If the The lascannon fires a concentrated stream of laser energy that can punch
weapon has any disadvantage, it is that the beam requires time to build through a battle-tank. Fighters hit by such a weapon stand little chance
up, meaning agile targets may escape its attention. of survival.

Range To Hit Save Ammo Range To Hit Save Ammo


Short Long Short Long Str. Dam. Mod Roll Short Long Short Long Str. Dam. Mod Roll
0-20” 20-40” - -1 * D6 * 8+ 0-24” 20-48” - - 9 D6 -6 5+

Delayed Fire: The beam of energy takes a short time to reach full power,
giving fast-moving targets an opportunity to avoid obliteration. Firing at MISSILE LAUNCHER
a target that moved in their turn incurs a -1 to hit penalty. A target that See page 65 of the Shadow War: Armageddon rulebook.
ran or charged in their turn incurs a -2 to hit penalty. The weapon may
never be fired after moving, regardless of any other special rules or skills.

Beam Dispersion: The conversion beam spreads out, affecting a broader


area the further it impacts from the weapon. When firing at short range,
the conversion beamer uses the small blast marker. When firing at long
range, it uses the large blast marker.

Matter Conversion: A targets mass determines the destructive power of


the conversion beamer. The conversion beamer always wounds on a 3+
and ignores all armour saves, but not invulnerable saves.
MULTI-MELTA PLASMA CANNON
The weapon is essentially a more powereful version of the standard The heavy plasma gun, or plasma cannon fires energy shells of
meltgun. It works by means of sub-molecular agitation, literally cooking, superheated energised matter. When a plasma shell strikes its target, this
and eventually vaporising, the target and can melt through even the energy is released creating an almighty explosion. Plasma weapons are
heaviest armour. extremely effective and very dangerous, however they can also be highly
unstable. The user can mitigate this by firing the weapon on a lower
The multi-melta makes no noise when fired, but the superheating of the power setting, albeit at a slightly reduced effectiveness.
air produces a distinctive hiss which becomes a roaring blast when a
living target is hit and its body moisture vaporises explosively. Firing on low energy:

Firing with focussed beam: Range To Hit Save Ammo


Range To Hit Save Ammo Short Long Short Long Str. Dam. Mod Roll
Short Long Short Long Str. Dam. Mod Roll 0-20” 20-40” - - 5 1 -2 7+
0-12” 12-24” - - 8 D6 -5 5+
Firing on maximum power:
Firing with dispersed beam:
Range To Hit Save Ammo Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll Short Long Short Long Str. Dam. Mod Roll
0-12” 12-24” - - 5 1 -3 5+ 0-20” 20-40” - - 7 D6 -4 7+

Aperture Control: You may choose shoot a multi-melta either with a Energy Levels: You can choose to shoot the plasma cannon on a low
Focussed and Dispersed beam. The profiles for the settings are different, energy setting or maximum power. The profiles for the settings are
and it should be made clear which is being used before rolling to hit. different. A plasma cannon fired on maximum power is unreliable and
may explode (see page 48 of the Shadow Wars: Armageddon rulebook).
Small Blast: When fired with a dispersed beam, the thermic effect of the If you shoot the weapon on maximum power then you cannot shoot
multi-melta affects a wide area, and so uses the small blast template. again until it has recharged. It takes the firer's entire following turn for
the weapon to recharge itself. This restriction does not apply on the low
MULTI-LASER energy setting.
A highly reliable weapon capable of being mounted on a range of
platforms. Most commonly as a secondary weapon on vehicles, but also Small Blast: The ball of plasma fired by the plasma cannon rapidly
as a main armament on scout walkers and even in a linked-system on expands on impact and so uses the small blast template when fired on
rapier carriers. The multi-laser fires a fully-automatic volley as opposed to both low and maximum energy.
the collimated beam of a lascannon.

Range To Hit Save Ammo ROTOR CANNON


Short Long Short Long Str. Dam. Mod Roll Rotor cannons are multi-barrelled stubbers, using elecrric motors to
0-20” 20-40” +1 - 6 1 -1 5+ maintain an extraordinary rate of fire from their spinning barrels. The
simple, medium calibre solid slug projectiles they fire lack the power of
Sustained fire: 3 dice. bolt shells, but the hail of shot they unleash can be panicularly useful
against unarmoured hordes of foes and fleshy xenoforms.

PHASED PLASMA-FUSIL Range To Hit Save Ammo


Sacrificing the power of an overcharged plasma weapon, the phased Short Long Short Long Str. Dam. Mod Roll
plasma-fusil is capable of unleashing a volley of nevertheless deadly 0-15” 15-30” +1 -1 3 1 - 5+
plasma bolts, incinerating all but the most resilient targets.
Sustained Fire: 3 dice.
Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll Recoil Suppression: A rotor cannon, whilst large and unwieldy, may be
0-12” 12-24” - -1 6 1 -2 7+ fired after moving, despite being a heavy weapon. Theses suppression
systems are less effective when the weapon is moved, so it suffers an
Sustained Fire: 2 dice. additional -1 to hit at all ranges.

Recoil Suppression: A phased plasma fusil, whilst large and unwieldy, TWIN-LINKED HEAVY STUBBER
may be fired after moving, despite being a heavy weapon. Theses Whilst a single heavy stubber is more or less a man-portable weapon,
suppression systems are less effective when the weapon is moved, so it some Militia regiments mount pairs of these weapons on carriages hauled
suffers an additional -1 to hit at all ranges. into battle by two-man fire teams.

Range To Hit Save Ammo


Short Long Short Long Str. Dam. Mod Roll
0-20” 20-40” - - 4 1 -1 4+

Sustained Fire: 4 dice

Linked Fire: Instead of rolling to hit one dice at a time, group and roll
two shots at a time. If one of these shots causes and fails an ammo roll,
finish resolving any other hits from that group, but roll no further
groups.
VOLKITE CALIVER VOLKITE CULVERIN
Once common amongst the Legions, Volkite weaponry is difficult to The Culvering represents the largest man-portable volkite weapon. It’s
manufacture, and proved too difficult to produce in quantities to sustain searing beam cutting a swathe across the battlefield, incinerating flesh
the rapidly expanding Legions. Still found in small numbers in and rendering enemy warriors to ash.
specialised units, they are weapons of considerable stopping power and
are highly valued by members of the early Crusade. Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll
Volkite weapons have a devastating effect on organic matter, explosively 0-20” 20-40” - - 6 D3 -1 6+
burning flesh into ash and jetting fire.
Sustained Fire: 3 dice.
Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll Deflagrate: If a model hit by a weapon with this rule goes down or is
0-10” 10-30” +1 - 6 1 -1 6+ taken out of action, the nearest other fighter within 2” suffers a single hit
with the same strength and save modifier as the weapon that caused the
Sustained Fire: 1 dice. initial wound, causing 1 damage. The fighter is also pinned.

Deflagrate: If a model hit by a weapon with this rule goes down or is


taken out of action, the nearest other fighter within 2” suffers a single hit
with the same strength and save modifier as the weapon that caused the
initial wound, causing 1 damage. The fighter is also pinned.
GRENADES
BREACHING CHARGE PHOSPHEX BOMB
See ‘Demollition Charge’ on page 66 of the Shadow War: Armageddon Phosphex is amongst the most horrific and nightmarish weapons
rulebook. available in the arsenal of the Legiones Astartes. It’s effect on the
environment is more prolonged and extensive than even rad weaponry,
which themselves are often only used as a last-resort. Phosphex is not
FIREBURST GRENADE only corrosive, highly toxic and incendiary in nature, it is also actively
Packed with an oxy-phosphur gel, fireburst grenades immolate their drawn to movement. The sinister burning mist eats through metal and
targets in a conflagration of sticky, burning promethium. consumes flesh, with a fire than cannot be extinguished by almost any
means barring a vacuum.
Str. Dam. Save Mod
3 1 - Strength Damage Save Mod.
5 D3 -4
Small Blast: The fireburst grenade sprays burning prometheum on
nearby fighters and so uses the small blast template. Small Blast: A phosphex bomb disperses its lethal contents over a broad
area, and so uses the small blast template.
Conflagration: A model struck by a fireburst grenade’s blast, must re-roll
the first successful test that they make to escape pinning. Unwieldy: Phosphex bombs may only be thrown a distance equal to
twice the fighters strength.
Shell: Fireburst grenades are only produced to be fired from a grenade
launcher, and therefore cannot be thrown. Crawling Fire: After placing the blast marker, whether or not it hit its
target or scattered, you may move the blast marker D3” in any direction,
so long as it covers more fighters than it would otherwise. If the grenade
FRAG GRENADES scattered and covers no fighters, the distance moved must be in the
See page 66 of the Shadow War: Armageddon rulebook. direction of the nearest fighter from either side. Continue to roll at the
beginning of the shooting phase of the throwing fighters’ turn and move
the template as described.
GAS GRENADE
In place of an explosive charge, gas grenades contain a toxic chemical Lingering Death: The phosphex bomb blast marker remains in play for
capable of incapacitating or killing targets over a wide area, without the duration of the game. Any fighter within the cloud at the end of
destroying infrastructure. Sometimes used in crowd control operations, their turn must take a toughness test and an unmodified armour save or
but usually in a non-lethal capacity. suffer a wound. The area affected is considered to be 2” high. Shots fired
into or through the cloud suffer -1 to hit.
Str. Dam. Save Mod
- - -
PLASMA GRENADES
Large Blast: The gas grenade affects a wide area and so uses the large Utilising the nature of containment failure that makes plasma weapons
blast template. such a risky proposition, plasma grenades explode in a furious spectacle
of light and energy akin to a miniature sun.
Gas: The gas released by the grenade is toxic. See page 68 of the Shadow
Wars:Armageddon rule book. Str. Dam. Save Mod
5 1 -2
Shell: Gas grenades are only produced to be fired from a grenade
launcher, and therefore cannot be thrown. Using Plasma Grenades: Throw the grenade as normal and when you
have established where it lands place a small blast template on the spot.
Work out damage on the targets within the plasma ball in the usual way.
KINETIC GRENADE Once casualties have been determined do not remove the marker as you
The kinetic grenade is a less common but more powerful variant of the normally would but leave it in place. The area indicated is undergoing a
frag grenade, and developed solely for use in man-portable launchers matter/energy transformation and is glowing like a small sun.
rather than as a personal armament.
A plasma ball can persist for several turns, or slowly disperse or drift away
Str. Dam. Save Mod altogether. Test at the beginning of each player’s turn. At the start of each
3 1 -2 turn roll a D6.

Large Blast: The kinetic grenade affects a wide area and so uses the large D6 Effect
blast template. The plasma ball collapses in upon itself and disappears
1-3
causing no further damage.
Shell: Kinetic grenades are only produced to be fired from a grenade 2-4 The plasma ball remains in place.
launcher, and therefore cannot be thrown. The plasma ball drifts D6" in a random direction established
using a Scatter dice and disappears at the end of the turn.
KRAK GRENADES 5
Any models enveloped by the moving plasma ball are hit and
See page 66 of the Shadow War: Armageddon rulebook. may suffer damage as a result.

MELTA BOMBS Because of the nature of the burning ball of plasma, it is not possible to
See page 66 of the Shadow War: Armageddon rulebook. see through it or to shoot weapons through it.
PHOTON FLASH FLARES PSYK-OUT GRENADES
Photon flares explode with a tremendously powerful flash of light, In place of a high-explosive charge, these grenades contain an ash-like
enough to blind or dazzle any troops whose eyes are not protected in substance of unknown provenance. This ash has intensely anti-psychic
some way. Even troops wearing protective visors or goggles may be properties when brought into contact such a mind, and even non-psykers
blinded temporarily, and light-sensitive equipment will be destroyed. experience significant discomfort when exposed.

Warriors of the Legiones Astartes are equipped with auto-senses in their Strength Damage Save Mod.
power armour helmets, meaning they are relatively well protected from 2 1 -
the effects of photon flares, but many human warriors of the crusade
armies have little or no protection against such attacks. Large Blast: The psychically-charged ash contained in the grenade is
throw over a wide area, and so use the large blast template.
Strength Damage Save Mod.
- - - Psi-shock: All fighters within or having moved through the cloud for any
reason halve their Initiative and suffer -2 Leadership until the end of their
Large Blast: The flash of the photon flare affects targets in a wide area next turn. Fighters with the Psychic Anathema special rule or possessing
and so uses the large blast template. a Cybernetica-cortex are unaffected by Psi-shock.

Flash Effect: Throw the grenade and place the template as normal. Particulate Cloud: The glittering particles of ash remain in the air and
Models hit by the flash may be affected as described below. Note, settle on anyone beneath them, but don't obscure visibility.
however, that fighters hit by a flash are not pinned as a result. In other
words, although ‘hit’ the targets are not actually struck or hurt so the hit The cloud can linger for several turns before slowly dispersing. Test at the
does not count the same as a regular weapon hit. Each model must take beginning of each player's turn. At the start of the turn roll a D6:
an Initiative test. Consult the following table to see what effect this has
on them: D6 Effect
The cloud remains where it is until the end of the testing
1
Passed Failed player's turn and then dissipates with no further effect.
Imperialis Milita, 2-4 The cloud remains where it is.
Solar Auxilia, The cloud reduces in size. If it is currently represented with a
Sisters of Silence, large blast template, replace it with a small blast template. If
Legiones Astartes in 5
Dazzled Blinded it is represented with a small blast template, the cloud
recon armour, vanishes.
Secutarii,
Servo-automata,
Tech-thralls RAD GRENADES
Legiones Astartes, Rad grenades detonate in a shower of tiny contaminated fragments.
Legio Custodes, Enemies that survive the grenade’s initial explosion will feel its
Magos & Adepts, debilitating influence for some time afterwards.
Thallax & Ursorax, Unaffected Dazzled
Myrmidons, Strength Damage Save Mod.
Guardian-automata, 3 * -
Battle-automata
Large Blast: A rad grenade is designed to sow its irradiated payload over
A model which is dazzled counting its WS and BS as 1 for the remainder a wide area, and hence uses the large blast template.
of that turn. Otherwise the fighter is fine.
Rad Sickness: Instead of rolling on the injury table, a wounded fighter
Any model that is blinded cannot move properly or shoot. If they decide subtracts 1 from their Toughness (to a minimum of 1) for the rest of the
to move, they do so at half speed in a random direction. If engaged in game. Armour saves may be taken as normal. A fighter cannot be affected
hand-to-hand combat they can fight but their WS is reduced to 1. by rad sickness more than once each turn, no matter the source.

A model who is blinded remains blinded throughout his following turn,


but may test at the start of each of his subsequent turns to recover his

sight. Roll a D6. On a 5+ the model regains its sight and can see and act
normally once more.

Any model hit which carries a weapon fitted with a mono-sight or infra-
red sight, roll a D6. On a roll of a 6 the sight is permanently damaged
beyond repair and is useless. Remove it from the kill team members
equipment.
SHROUD BOMBS VENOM SPHERES
Using Shroud Bombs: A smoke grenade or shroud bomb releases a An offshoot of a traditional fragmentation grenade, the venom sphere
cloud of oily smoke that is impossible to see through without special inflicts debilitating wounds with splinters of toxin-infused crystal of
visual devices such as a photovisor. questionable origin rather than traditional explosive force.

When you throw a shroud bomb you must aim at a specific point of Strength Damage Save Mod.
ground - this counts as a small target at -1 to hit. Work out where the 3 1 -1
grenade lands and place the large blast template to show the extent of the
smoke cloud. The height of the cloud is assumed to be 2". Large Blast: The crystalline splinters of a venom sphere are thrown over
a wide area, and so use the large blast template.
Smoke blocks all visibility and may not be fired into or through. Fighters
may choose to move into or through smoke, but do so at half their Poisonous: Venom spheres always wound fighters on a 4+, regardless of
normal movement and may not run or charge whilst doing so. their Toughness, unless a lower result would be required.

Fighters halve their weapon skill when in smoke, or fighting close combat
against an opponent in smoke. YIMIRA CLASS STASIS BOMBS
Unlike the stable gravity fields generated by other Imperial weaponry,
A smoke cloud can last for several turns, slowly disperse or drift away the Yimira class stasis bomb is a far more deadly and temperamental
altogether. Test at the beginning of each player's turn. At the start of the technology. Merely being near the blast radius risks being torn about or
turn roll a D6: shattered amid violently fluctuating temporal fields.

D6 Effect Strength Damage Save Mod.


The cloud remains where it is until the end of the testing - D3 -6
1
player's turn and then dissipates with no further effect.
2-4 The cloud remains where it is. Large Blast: The temporal shearing caused by the yimira class stasis
bombs affects a wide area and so uses the large blast template.
The cloud reduces in size. If it is currently represented with a
large blast template, replace it with a small blast template. If
5 Unwieldy: Yimira class stasis bombs may only be thrown a distance
it is represented with a small blast template, the cloud
equal to twice the fighters strength.
vanishes.
The cloud drifts D6" in a random direction established using Temporal Instability: Instead of rolling to wound normally, fighters
6
the scatter dice. inside the blast area when the bomb detonates must take an initiative
test. If the test is passed, move the model to any position on the edge of
the template so that they are no longer beneath it. They become pinned
TEMPEST SHELL as normal. If the test is failed, the model takes D3 wounds and the model
An exotic grenade type, the tempest shell is only manufactured to be fired is left under the template. Models inside the stasis field may not move
from a man-portable launcher. Instead of a fragmentation or concussion and must take a further initiative test at the beginning of the next
charge, the tempest emits an intense electromagnetic pulse over a wide shooting phase of the side that threw the bomb, if the template is still in
area designed to disrupt or incapactitate machinery and other electrical play.
devices. A highly effective weapon against technologically advanced foes.
Shooting attacks may not be fired into, out of or through the template.
Str. Dam. Save Mod The field is considered to be 2” in height.
1 1 -1
Dangerous Relics:, Yimira class stasis bombs handled carelessly may
Small Blast: The tempest shell emits a short-term electromagnetic pulse explode (see page 48 of the Shadow Wars: Armageddon rulebook).
over a wide area and so uses the small blast template. Additionally, instead of removing the template after resolving damage,
roll a D6. on a 4+ the template remains in play till the beginning of your
Haywire: The pulse generated by a tempest shell has next to no effect next turn. Roll a further dice at this time, on a 5+ the template remains
on organic beings, but against a technologically advanced target, the in play again, and further rolls it remains in play on a 6+. This template
blast can be devastating. Against fighters in terminator armour or is considered impassable terrain.
equipped with a cybernetica cortex, a tempest shell will cause 1 wound
with no armour save possible on a roll of 5+.

Shell: Kinetic grenades are only produced to be fired from a grenade


launcher, and therefore cannot be thrown.
ARMOUR
A fighter may only wear one type of armour and may only bear a single shield of any type.

ARTIFICER ARMOUR CUSTODIAN ARMOUR


Forged by the master craftsmen of the Mechanicum these superior A Custodian’s panoply of war is crafted from the same rare auramite alloy
variations of power armour are often highly embellished with ciphers as that of the armour of the Emperor himself. Each suit is unique to the
of strength and durability, while some of wildly differing designs are wearer and incorporates an array of proximity sensors, further enhanced
far older than the present age and owe their origins to the forgotten with the addition of a refractor field.
zenith of human technological might.
Armour Save: A fighter wearing custodian armour receives a 2+ armour
Armour Save: A fighter wearing artificer armour receives a 2+ armour save.
save.
Sensoria: A fighter wearing custodian armour will spot hidden enemies
within twice their initiative distance. The wearer also count terrain as
BOARDING SHIELD one level of difficulty less than normal. For example, when moving
Boarding shields are large, bulkier versions of the combat shield. These through difficult ground it is counted as open ground. Impassable
were favoured by Breaching teams for protection in the confined close ground is still impassable however.
quarter fighting of starship boarding actions and siege attacks.

Ablative Armour: A Boarding shield accords its user +1 to their FLAK ARMOUR
armour save (eg a 3+ armour save becomes 2+) against shooting attacks See page 67 of the Shadow War: Armageddon rulebook.
originating from their front 90 degree arc, which may increase the users
save to beyond 2+ (a roll of a 1 is always a failure). Hits from weapons
with a blast template are considered to originate from the centre of the HARDENED ARMOUR
marker. For particulary harzardous environments such as hard vacuum or
particularly toxic atmospheres, some suits of power armour may be
Bulwark: The bearer cannot be pinned by shooting attacks originating further reinforced to provide better protection to vulnerable seals and
from their front 90 degree arc, except from high-impact weapons. Hits vents.
from weapons with a blast template are considered to originate from the
centre of the marker. Friendly models may also treat the shield bearer as Void Hardened: The fighter ignores the additional effects for being hit
cover if fired upon. Additionally, if the shield-bearer is charged, turn but not wounded when using the Cold Void environmental effect.
them to face their attacker. They count as being behind an obstacle for
the purposes of calculating combat score modifiers. Reinforced Seals: A fighter equipped with hardened armour may re-roll
failed armour saves against weapons which use blast markers and
Cumbersome: The user may never claim the additional attack for being templates.
armed with two weapons in hand-to-hand combat, nor wield a hand-to-
hand combat weapon that is two-handed. A model equipped with a Cumbersome: The run and follow-up moves for a fighter equipped with
boarding shield may not carry a heavy weapon nor any item in the same hardened armour are reduced by 1" (eg a model that would run 8"
hand as the shield, where this is applicable (such as the Gunfighter skill). instead runs 7"). This is cumulative with any other effects.
Lastly, a fighter bearing a boarding shield may not hide.

LORICA THALLAX
CARAPACE ARMOUR Developed along the same lines as power armour, the Lorica Thallax
See page 67 of the Shadow War: Armageddon rulebook. requires more than mere dermal-socket integration with its wearer. A
warrior encased in a Lorica Thallax is permanently surgically bonded to
the device, with only vital organs and nervous tissue remaining. An on-
COMBAT SHIELD board reactor powers mechanical limbs and integrated weapons systems.
A combat shield is a wrist-mounted shield or buckler containing a
small field generator which enables it to withstand great amounts of Armour Save: A fighter enclosed in Lorica Thallax receives a 4+ armour
damage. Although not as powerful as the prototype Legiones Astartes save.
storm shields beginning to enter service at the time of the Heresy, the
ability to wield a small firearm whilst also using the combat shield made Feel No Pain: A fighter enclosed in Lorica Thallax will recover with a
them invaluable to close assault troops. flesh wound on the roll of a 1 or a 2 in the recovey phase.

Invulnerable Save: A combat shield provides the bearer with a 6+ Excised Instincts: The fighter may not may Follow Up moves.
invulnerable save from shooting attacks and a 5+ Invulnerable save in
hand-to-hand combat.

Buckler: A fighter using a combat shield may parry.

Vambrace-mount: A pistol may be wielded in the same hand as the


combat shield and so the user may count as being armed with two
weapons in hand-to-hand combat. A model equipped a combat shield
may not however, carry any other weapon in that hand, and may not use
hand-to-hand combat weapons that are two-handed, nor any basic,
special or heavy weapons.
PARIAH POWER ARMOUR TERMINATOR ARMOUR
Valuing speed over protection, some Blackshields have chosen to strip Terminator armour features a powerful support exoskeleton and internal
back their power armour. By removing the pauldrons, vambraces and energy supply, but pays for its unparalleled protection with bulk. A
other non-essential components, additional power may be redireceted to number of different patterns and unique designs of terminator armour
the fibre-bundle muscles in the armours legs. exist throught the Legions.

Armour Save: A fighter wearing pariah power armour receives a 3+ Armour Save: A fighter wearing terminator armour receives a 3+ armour
armour save. save. However, they take their armour saves with two dice, adding the
scores together.
Enhanced Motive Power: A fighter wearing pariah power armour gains
+1” movement. In addition, they may fire pistol, basic and special Unwavering: A fighter wearing terminator armour may not hide.
weapons even after running, but with a -1 to hit modifier.
Indomitus Pattern Terminator Armour
Stripped Back: A fighter equipped with pariah power armour must Most commonly found amongst the Imperial Fists, this pattern of
re-roll successful armour saves against weapons which use blast markers armour is nevertheless widespread throughout the Legions and valued for
and templates. Wounds caused by a hit of strength 6 or have additional it’s balance between mobility and protection.
-1 save modifier against a fighter wearing pariah power armour.
Invulnerable Save: A fighter wearing terminator armour receives a 5+
invulnerable save.
POWER ARMOUR
See page 67 of the Shadow War: Armageddon rulebook. Unshakeable: A fighter wearing Indomutus pattern terminator cannot be
pinned by shooting attacks, unless they are from high-impact weapons.
They cannot however go on overwatch, and may not make a follow-up
RECON ARMOUR move after close combat.
Recon armour is formed of light plates of specially modified carapace
armour. Less cumbersome than standard carapace armour, while still Cataphractii Pattern Terminator Armour
offering the same level of protection, recon armour is ideal for the subtle This pattern of terminator armour features additional armour plating and
infiltration work often carried out by Legiones Astartes Recon marines. field generators, enhancing it’s protection further still. This comes at a
cost of mobility, as the suits generators cannot sustain a high rate of
Armour Save: A fighter wearing recon armour receives a 4+ armour save. movement. Even the superhuman astartes appear cumbersome whilst
wearing these suits.
Scout: A Space Marine wearing recon armour gains +1” movement. They
may also make a single run move after both sides have been set up, but. Invulnerable Save: A fighter wearing cataphractii armour receives a 4+
before the mission begins. This extra move is not cumulative with the invulnerable save.
Stealth Skill: Infiltration. A model wearing recon armour may not carry a
heavy weapon or use shields of any kind. Immutable: A fighter wearing cataphractii armour cannot be pinned
by any shooting attacks of any kind. They have a maximum run move
of 6”, and cannot go on overwatch nor make follow-up moves after close
STORM SHIELD combat.
Still in experimental stages during the Horus Heresy, few examples of
storm shields were in service, and those that were often functioned on Tartaros Pattern Terminator Armour
one of several principles, from advanced materials to uniquely potent One of the latest developments of terminator armour, the Tartaros
field generators embedded within. pattern has many similarities to mark IV pattern maximus power armour,
albeit far more resilient.
A fighter wielding a storm shield may never claim the additional attack
for being armed with two weapons in the hand-to-hand phase. The user Invulnerable Save: A fighter wearing tartaros armour receives a 5+
may not carry a heavy weapon and may not carry any other item in the invulnerable save.
same hand as the shield, where this is applicable (such as the Gunfighter
skill). Durable: A fighter wearing tartaros armour may go on overwatch and
are pinned by weapons fire as a fighter wearing non-terminator armour
Invulnerable Save: A fighter bearing a storm shield receives a 3+ would.
invulnerable save in close combat and from their front 90° arc against
shooting attacks.
VOID ARMOUR VRATINE ARMOUR
Solar Auxilia regiments bear armour offering a staggering degree of The vratine armour or the ‘armour of the oath’, is gifted to a Sister-
environmental and defensive protection, almost comparable to the power aspirant once she has has taken her final oaths of duty and spoken the
armour of the Legiones Astartes, albeit without the array of autosenses final words she will ever utter aloud. Similar in many respects to both
and power enhancement such an aegis contains. Void armour enables standard power armour and Selenite void-mail, the vratine armour is
human soldiers to operate effectively in the harshest of planetary crafted to fit its wearer and designed to allow maximum reaction time
conditions and the cold of space. and freedom of movement.

Armour Save: A fighter wearing void armour receives a 4+ armour Armour Save: A fighter wearing vratine armour receives a 3+ armour
save. save.

Void Hardened: The fighter ignores the additional effects for bring hit
but not wounded, when using the Cold Void environmental effect.

Reinforced Seals: Some suits of void armour feature additional


reinforcement around vulnerable seals. A fighter equipped with
reinforced void armour may re-roll failed armour saves against weapons
which use blast markers and templates.
AMMUNITION AND GUNSIGHTS
Alternative sights and ammo are specific to an individual weapon, and should be recorded as such on a kill teams roster sheet. Each weapon may have
up to two sights attached to it, however no two sights may be combined except with a telescopic sight. A fighter may choose not to use a sight at all,
and a weapon which has an alternative ammunition type may still fire its standard ammo, unless stated otherwise. If a fighter can make multiple ranged
attacks in the same turn then it must use the same sights and/or ammunition for all the shots that are made.

ASPHYX SHELLS CHEM-MUNITIONS


Difficult to mass-produce, these shells are charged with a psycho-active Noxious: A weapon using chem munitions may re-roll 1's to wound, but
toxin of unknown origin, and are uniquely lethal in their effect. becomes extremely hazardous to use and may explode (see page 48 of the
Shadow Wars: Armageddon rule book).
This ammunition type retains the statistics of the standard rounds for the
weapon so upgraded, but increases the ammo roll to a 7+.
COLLIMATOR
Psychic Toxin: You may re-roll To Wound rolls of a 1 made with this A modification for the common auxilia lasrifle, the advanced beam
weapon. collimator increases its already prodigious range as well as enhancing the
weapons stopping power and offering an improved rate of fire.
Rare Ammunition: A fighter equipped with a weapon reload cannot
re-roll a failed Ammo roll for their asphyx shells – the re-roll only Range To Hit Save Ammo
applies to the first failed ammo roll they make for their weapon’s Short Long Short Long Str. Dam. Mod Roll
standard ammunition. 0-18” 18-36” -1 - 4 1 -2 7+

Sustained fire: 1 dice.


BANESTRIKE BOLTS
These mysterious variant bolt shells have been designed in secret within Focussed Beam: A collimator takes time to set up and use. Because of
the armouries of the Alpha Legion long before the outbreak of the this, a fighter cannot fire a collimator if they moved that turn.
Heresy, had it seems a sole purpose; to breach the ceramite power armour
of Space Marines. Their dense explosive cores and firing stresses reduced
their range and swiftly degraded the firing weapon, but their effectiveness FRAG MISSILES
against the Loyalist Legions was devastating. See page 65 of the Shadow War: Armageddon rulebook.

Range To Hit Save Ammo


Short Long Short Long Str. Dam. Mod Roll INDUCTION CHARGER
0-9” 9-18” +1 - 4 1 -2 7+ These bulky batteries enable the las-weaponry of Tech Thralls to rapid-
fire for extended periods without risk of burnout. That they can cause
Ceramite Piercing: On the roll of a 6 to hit, the save modifier of severe toxic damage to the user is of little concern to the Tech Adepts of
banestrike bolts is increased to -4. the Mechanicum.

Rare Ammunition: A fighter equipped with a weapon reload cannot Extended Fire: A weapon equipped firing with an induction charger
re-roll a failed Ammo roll for their banestrike bolts – the re-roll only gains one sustained fire dice, but at a cost of an increased ammo roll
applies to the first failed ammo roll they make for their weapon’s of 6+.
standard ammunition.

INFERNO BOLTS
BLAST CHARGER A small vial of oxy-phosphor gel replaces the explosive charge in this
Whilst jury-rigged examples exist, official forced-chamber over- specialised type of bolt round. Upon striking or penetrating the target,
compensation cells are issued under special circumstances against the the vial will shatter and ignite, burning the unfortunate victim from the
most deadly foes. The unstable energy blast fired using such a device can inside out.
cause a catastrophic overheating of the weapon’s power cell.
Range To Hit Save Ammo
Range To Hit Save Ammo Short Long Short Long Str. Dam. Mod Roll
Short Long Short Long Str. Dam. Mod Roll 0-12” 12-24” +1 - 4 1 -1 7+
0-9” 9-18” - - 6 1 -1 5+
Blaze: You may re-roll failed to wound rolls with this type of
Slow charge: The controlled overload of the lasgun when firing with a ammunition.
blast charger takes a few moments to take place. Moving during this
period is almost guaranteed to ruin the shot. Therefore, a fighter may not
use a blast charger if they moved in their turn. INFRA-RED SIGHT
An infra-red sight can be fitted to either a basic or special weapon.
Burnout: After firing a lasgun using a blast charger, the weapon may not
be fired in the fighters next turn. In addition, you must always make an Cancels Cover: A stationary fighter using an infra-red sight may reduce
ammo roll after using a blast charger. the penalty applied for shooting at an enemy in cover by -1. So, partial
cover is ignored and full cover counts as -1 To Hit rather than -2.

Single Shot: The To Hit bonus applies so long as the weapon only fires
as single shot. If the player wishes to use sustained shooting the bonus
does not apply, as clouds of hot smoke emitted obscure the sights.
MAN-STOPPER SHELLS a 90° arc to the front of the target, there is a chance the target will spot
This type of solid shot is heavier than typical shotgun ammunition, and the dot and safely duck aside. After a hit is scored, the shot is avoided on
possesses a much larger propellant charge. It is more powerful and more a d6 roll of 6+, increasing to 4+ if the target is inside smoke such as that
accurate than standard slugs, but also less common. created by a shroud bomb. This is not an armour or invulnerable save
and is not affected by save modifiers. A fighter who is pinned or down
Range To Hit Save Ammo does not receive this bonus. If the target is a sentry and spots the dot by
Short Long Short Long Str. Dam. Mod Roll rolling successfully, then the alarm will also be raised.
0-4” 4-18” +1 - 4 1 -2 6+

Knock-back: A fighter pinned by a man-stopper shell suffers a -1 penalty SEEKER SPECIAL ISSUE AMMUNITION
to their initiative when testing to avoid falling of an edge. The following ammunition types for use with bolt guns are too difficult
to produce, or too specialised for mass-distribution within the Legions,
MOLECULAR ACID SHELLS but certain elite units do make use of them.
In place of the explosive warhead of a standard bolt round, is a brittle
ceramic case containing a powerful mutagenic acid. Upon striking the Kraken Bolts
target, the case will shatter like glass, piercing them with needle-like The addition of an solid adamantium core and improved propellant
shrapnel and carrying the volatile chemicals inside the victim. If the make the kraken bolt round far superior at armour-piercing, as well as
target isn't torn apart by the ceramic shards, they will quickly be giving them an enhanced range of standard rounds.
dissolved at a molecular level by the acid coursing through their body.
Range To Hit Save Ammo
Range To Hit Save Ammo Short Long Short Long Str. Dam. Mod Roll
Short Long Short Long Str. Dam. Mod Roll 0-16” 16-32” -1 +1 4 1 -2 7+
0-20” 20-40” - - * D3 * 7+
Scorpius Bolts
Poisonous: Molecular acid shells always wound fighters on a 2+, Each Scorpius round must be hand-crafted by Legion techmarines, and
regardless of their Toughness. feature a two-stage warhead incorporating a miniature guidance system
and a tiny needle-like sabot-dart to penetrate even the toughest armour.
Molecular Corrosion: Each time this weapon is fired, roll a D6. This
roll defines the save modifier of the weapon this turn. (For example, a roll Range To Hit Save Ammo
of a 4 means the shells have a -4 save modifier). Short Long Short Long Str. Dam. Mod Roll
0-8” 8-24” +1 - 4 1 -3 9+
Rare Ammunition: A fighter equipped with a weapon reload cannot re-
roll a failed Ammo roll for their molecular acid bolts – the re-roll only Shred: You may re-roll failed to wound rolls with this type of
applies to the first failed ammo roll they make for their weapon’s ammunition.
standard ammunition.
Massive Recoil: The additional penetrating power of Scorpius bolts
comes at the cost of massively increased recoil. When firing a Scorpius
MONO-SIGHT bolt, the bolter counts as a heavy weapon and therefore cannot be fired
Worn over one eye, the mono-sight optical sensor provides high after moving.
resolution targeting information linked directly from a paired weapon.
Through this, the fighter can see a gun-eye view of where their shots will Tempest Bolts
hit, but it is of little use on the move and is typically only attached to Where a standard bolt round uses a mass-reactive shell to detonate inside
heavy weapons, though is compact enough to be attached to most a target, the Tempest round features a proximity charge and
firearms. fragmentation shell. The rounds have less penetrative force and range
than a common round, but inflict damage over a wide area and are ideal
A mono-sight can be fitted to a basic, special or heavy weapon. for groups of soft targets.

+1 To Hit: A stationary fighter using a basic, special or heavy weapon Range To Hit Save Ammo
with a mono-sight adds +1 to his rolls To Hit. Short Long Short Long Str. Dam. Mod Roll
0-9” 9-18” +1 - 3 1 - 7+

Small Blast: The Tempest round detonates shortly before impact,


RED-DOT LASER SIGHT
This sight shines a low-powered red laser beam, placing a red dot showering the target and surrounding area with deadly shrapnel and so
wherever it’s aimed. Wary fighters look out for the glint of the laser uses the small blast template
beam, taking cover if they spy the red dot.
Note that the Tempest bolts will not scatter - if they miss, they have no
Do not use the rules for red-dot laser sights from the Shadow War: effect.
Armageddon rule book. instead, the following rules apply:

A red-dot sight can be fitted to either a pistol, basic weapon or special


weapon.

+1 To Hit: weapon. A fighter using a weapon with a red-dot sight


receives a +1 to hit modifier.

Spot the Dot: A fighter hit by a weapon with a red-dot sight stands a
chance of spotting the red dot and ducking aside. If the shooter is within
SHRAPNEL BOLTS SUPER KRAK MISSILES
Designed to supress and pin the enemy into position whilst the Iron See page 65 of the Shadow War: Armageddon rulebook.
Warriors advance, shrapnel bolts lack the penetrative power of standard
rounds, but are capable of showering an enemy with razor shards of metal
as they explode shortly before impact. TELESCOPIC SIGHT
See page 68 of the Shadow War: Armageddon rulebook.
Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll
0-20” 20-40” - - 5 1 -1 5+ TOXIC ROUNDS
See page 68 of the Shadow War: Armageddon rulebook.
Sustained Fire: 2 dice.

Shrapnel: A model struck by shrapnel bolts must re-roll the first


successful test that they make to escape pinning.

STASIS MISSILES
Upon impact, the warhead of a stasis missile generates a relatively stable
temporal field in the localised area, which reduces the passage of time to a
crawl from an outside observer’s point of view. To those inside the field,
time around them will appear to have sped up to a blur of motion.

Range To Hit Save Ammo


Short Long Short Long Str. Dam. Mod Roll
0-24” 24-48” - - 4 1 - 8+

Large Blast: The stasis bubble generated by the missile affects a wide area
and so uses the large blast template.

Stasis Anomaly: Instead of removing the template after resolving the


attack, roll a D6, on a 4+ it remains in play until the beginning of your
next turn. Roll a further dice at this time, on a 5+ the template remains
in play again, and further rolls it remains in play on a 6+. This template
is considered impassable terrain to models beginning their movement
outside its area. Models inside count the area as very difficult ground.

Time Distortion: Shooting into, out of, or through the stasis anomaly
suffer a -2 to hit modifier. The field is considered to be 2” in height.
SPECIALISED EQUIPMENT
ARCANE LITANIES BURNING LORE
Through protracted study on the currents and mysteries of the Æther The books, parchments and twisted runes that hang from or are carved
comes a better understanding of manipulate the energies drawn from into the armour of this warrior tell of the dreadful knowledge gained and
this Empyreal realm, and ways to safely divest excess power should the pacts made with the neverborn beings of the Warp. Careless, or
tides of the warp threaten to overwhelm the mind. unknowing of the ultimate price to pay for such power, the warrior
nevertheless now wields powers beyond the physical world.
Empyreal Studies: Once per game, the bearer may re-roll a failed psychic
test. Psyker: Upon gaining the Burning Lore, the fighter becomes a psyker
and gains a single psychic power from either the lores of Biomancy or
Telepathy, following all the psychic power rules, including those to gain
AUGURY SCANNER further powers through advances. They do not and may not learn the
An augury scanner detects life signs within the proximity of the user. The cantrip associated with their chosen psychic discipline.
device is small, about the size of a pistol, and can be worn on a belt or
attached to a vambrace. A fighter who carries such a device improves his
chances of spotting enemy intruders. BUTCHERS NAILS
Originally used to enhance the combat abilities of gladiatorial slaves,
Hidden Enemy: A model carrying an augury scanner will spot hidden Butchers nails are cybernetic cortical implants that date back to the Dark
enemies within three times their Initiative value in inches. For example, a Age of Technology. These implants degrade the emotional centers of the
fighter with Initative 4 will spot hidden enemies within 12". brain, till the recipient is incapable of feeling anything outside of the joy
of slaughter, ultimately rendering them a nigh-uncontrollable killing
Intruders: In scenarios which involve sentries and intruders (ie Raid and machine.
Rescue), a sentry with an augury scanner multiplies the roll to calculate
the distance in which they spot intruders by three, and adds +1 to the roll Lost to the Nails: A fighter fitted with the butchers nails has the frenzy
to spot intruders in cover. special rule. When rolling to attempt to regain control, the user suffers -1
to their Leadership value for each turn they have been frenzied. In most
cases this will equal the turn number, unless they previously gained
BIONICS control for one or more turns.
Warriors of the Imperium severely wounded in combat may have access
to vat-grown replacements for damaged limbs and organs, but either a Each time a fighter fitted with the butchers nails takes an enemy out of
lack of availability, a need for expedience or even by preference they may action in close combat, they gain +1 attack for the rest of the game, or
find themselves equipped with a bionic replacement instead. until they lose Frenzy.
A fighter with the Butchers Nails may re-roll head wounds on the serious
A fighter may never have more than two of any one type of bionics. If injury table, but must accept the second result. The butchers nails may
a fighter receives bionics and rolls a type that they already possess two of, never be removed from a fighter for any reason.
re-roll until a different result is obtained. For the purposes of a fighter's
rating, one/two bionic eye is worth 50/80 points, bionic arm is worth
60/90 points and bionic leg is 80/120points. CAMO GEAR
See page 69 of the Shadow War: Armageddon rulebook.
Bionic Eye: A fighter equipped with a bionic eye gains +1 on their to hit
rolls with all shooting attacks. If they have a second eye fitted, they also
count as having photo-contacts. CAMELEOLINE CLOAK
Most commonly used by stealth specialists, chameleoline can be woven
Bionic Arm: A fighter equipped with a bionic arm gains +1 Strength into fabrics, or even coated onto armour plate. It refracts light around its
when fighting in hand to hand combat or throwing grenades. If they have surface, making the object it is concealing appear to blend in with the
a second arm fitted, they also receive +1 Initiative when fighting in hand surrounding environment.
to hand combat.
Cameleoline: Ranged weapons suffer -1 to hit when firing at the wearer,
Bionic Leg: A fighter with a bionic leg gains +1 to their Attacks in hand if the they are further than 8” away.
to hand combat. If the fighter wins combat, they may also make a special
kick attack instead of resolving their normal hits. Note that a fighter may
only make one kick attack and must give up all the hits they would CLIP HARNESS
otherwise have inflicted. A kick is resolved at +2 to the fighters Strength See page 69 of the Shadow War: Armageddon rulebook.
and inflicts D3 damage. If they have a second leg fitted, the fighter gains
+1" to their Run and Charge moves.
COGNIS-SIGNUM
Featuring advanced auspex devices cogitator-assisted targeting and INFRA-GOGGLES
communication arrays, a cognis-signum integrated into a suit of power These take the form of a pair of goggles or visor which allows a fighter to
armour enables it’s wearer to co-ordinate battlefield assets with lethal see the thermal images of enemy fighters in the Underhive. This enables
efficiency. the wearer to see any foes who are hiding or who are partially concealed
behind cover.
Target-designation: A fighter with a Cognis-signum counts as being
equipped with an augury scanner. Further, instead of firing a weapon A fighter wearing infra-goggles will spot a hidden enemy at double the
themselves, they may select an enemy fighter within 24" and their line of normal distance - ie, his Initiative x2 rather than his Initiative distance in.
sight. Fighters firing at this model gain +1 to hit this turn. inches. In scenarios which involve sentries and intruders (ie Raid and
Rescue) goggles double the distance at which sentries will spot intruders
in partial or complete cover.
CONDENSORS
Thermally shielded, these modifications are typically seen on recon teams
who seek to reduce the heat emitted from the backpacks of Astartes JET PACK
power armour. Whilst lacking the brute force of a jump pack, the multiple small rocket
motors of a jet pack allow the wearer to make swift bounds across the
Thermal Damping: In scenarios which involve sentries and intruders battlefield, whilst still maintaining a stable firing platform.
(ie Raid and Rescue), if all enemy fighters within range of a sentry's
spotting distance are equipped with condensors, subtract -1 from their A fighter with a jet pack can fire even if they run in their movement
roll to spot the intruders. phase. Additionally, instead of firing in the shooting phase, a fighter with
a jet pack may instead interrupt their movement to fire, and complete
their move after resolving any shots.
DEATH MASK
Sanguinius loathed the need for the existence of Destroyers in his Legion, A fighter with a jet pack treats all terrain as open ground for the purposes
but nevertheless saw that they were a necessity. All Blood Angels would of movement, but may not interrupt or end their move on impassable
eventually rotate through the destroyer companies, so that none of the terrain.
Sons Of Baal were free from the stains it left on the soul. Donning masks
and forsaking their identities for the duration of this service, these
warriors became the literal manifestation of Angels of Death turning the JUMP PACK
usually benevolent Blood Angels into cold, clinical killers. Some Legionaries are equipped with jump packs to leap across the
battlefield in soaring bounds. Such wargear is cumbersome, resource
Grim Duty: A fighter wearing a death mask may re-roll failed fear and intensive and whilst undoubtedly effective, unsuitable for most Kill Team
break tests. Friendly fighters within 6” who are not wearing a death mask operations.
suffer a -1 penalty to their leadership.
A fighter with a jump pack treats all terrain as open ground for the
DRAKESCALE CLOAK purposes of movement, but can’t end their move on impassable terrain.
A trophy taken by the wearer in a hunt against the deadly drakes
inhabiting Nocturne’s volcanos. The skins of such beasts are highly Hammer of Wrath: If a fighter is charged by a model with this special
resistant to the unbearable heat of their volcanic lairs, and impart this rule they must take an Initiative test. If the test is passed, they avoid the
protection to their new bearers. blow and are unaffected. If the test is failed, the charging model will gain
+1 to their combat resolution this turn. If a fighter fails this test whilst
Born in Fire: The wearer of the cloak has a 6+ Invulnerable save. Heat within 1" of an edge, they also fall.
based weapons (including but not limited to: flamer, melta, plasma and
volkite weapons) halve their strength when used against the wearer.
LEGION VEXILLA
Each squad within a Legion will have a vexilla displaying iconography
FORCE WEAPONS unitque to that unit, for the warriors fighting beneath it to identify their
Force weapons take many forms, but woven into them all is a powerful fellows and rally around. It may take the form of a ragged banner, bloody
device called a Psi-Convector, which focusses the bearers psychic powers trophy rack or gleaming symbol, but all are borne with pride and bring
and acts as a conduit between the wielder’s mind and the body of his solidarity to those beneath it.
opponent.
Squad Vexilla: Only a single Trooper in a kill team may be equipped
A force weapon uses the same profile and rules as a power weapon of with a Legion Vexilla. As long as a fighter bearing a Legion Vexilla is not
same type – ie power sword, power axe or power maul (in the form of a down or out of action, the kill team may re-roll failed bottle tests.
staff). In addition, the wielder may employ the following psychic power
instead of their own: Unwavering: A fighter bearing a Legion Vexilla may not hide.

Force: The wielder of a force weapon knows the 'Force' psychic power in
addition to any other powers they know. This power is cast at the
beginning of their movement phase. If successfully cast, unsaved wounds
dealt by the force weapon cause a wounded fighter to automatically go
out of action, rather than making an injury roll, regardless of how many
remaining wounds the victim has.

Anathema: If Force is successfully cast, failed to wound rolls against


daemons may be re-rolled.
MACHINATOR ARRAY PHOTO-CONTACTS / PHOTO-VISOR
A more advanced development of the servo-arm in use by the majority of A photo-visor is a special visor that enhances vision in poor light
Imperial organisations, the machinator array features more advanced conditions. It also incorporates a photochromatic layer that protects the
systems, a broader range of integral devices and a closer interface with the wearer against sudden bright flashes.
users nervous system.
Do not use the rules for photo-visors from the Shadow War: Armageddon
Range Strength Damage Save Mod. rule book. instead, the following rules apply:
Close Combat 5 1 -2
Flash: A fighter wearing a photo-visor may re-roll a failed Initiative test
Cybernetic Integration: The fighter gains +1 Toughness when equipped to avoid the effects of a Photon Flash flare.
with the machinator array. Once equipped however, it may never be
removed, lost or transferred in any way. Smoke: A fighter wearing photo-contacts/a photo-visor is largely
unaffected by smoke such as that produced by a shroud bomb. They may
Extra Weapon: The fighter can use the machinator array in addition to move freely through it, including running and charging, and suffer no
any other weapons they use in hand-to-hand combat. When they do so, penalties to their weapon skill if fighting a close combat against an
they roll an extra Attack dice. However, only one hit in each hand-to- opponent in smoke. If they wish to shoot into or through the smoke,
hand phase can be caused by the machinator array. they suffer a a -1 to hit penalty when doing so.

Weaponised Tools: The machinator array also includes a hand flamer


and inferno pistol. The bearer may elect to fire one of these weapons in RAD FURNACE
addition to any other they may be carrying, or fire both of these integral The fighters body contains a powerful electro-thermic reactor to drive
weapons instead of using one of their own. All such shots must be fired at their mechanical components and power their weapons. Such reactors are
the same target, unless the bearer has a skill which would enable them to known for dangerous radiation leaks, which typically pose little harm for
do otherwise. their flesh-sparse frames, but can be quite deadly to those nearby.

Rad Field: A model with a rad furnace reduces the toughness of all
MASTER-CRAFTED WEAPONS fighters in base contact with them by -1, including members of their own
Within the armouries of the legions are a vast array of weapons taken kill team.
from a myriad forges, races, and cultures. However, there are some
weapons within these arsenals that stand above their kin. These weapons Fighters also with equipped with a rad furnace are not affected by this.
are masterpieces of the art of death, forged with the finest materials and
by the hand of artisans. These rarified examples are more balanced, more Rad Resistance: Successful rolls to wound rolls caused by toxic or rad-
beautiful, and more deadly than the more mundane arms commonly based weaponry against a fighter with a rad furnace must be re-rolled.
carried by the soldiers of the Great Crusade and latterly the Heresy.

Master-Crafting a Ranged Weapon: When firing the weapon, you may REFRACTOR FIELD
re-roll a single To Hit roll with the weapon in the shooting phase. If the A compact field generator often fashioned as an emblem worn across the
weapon is of a kind that may explode (see pg 48 of the SW:A rule book), bearers chest. A refractor field projects a protective energy field around
you may also re-roll one of the dice when making an ammo roll if you the user, which will attempt to disperse the energy of incoming kinetic
roll a double 1. and energy impacts over the fields total area.

Master-Crafting a Close Combat Weapon: When rolling attack dice in Invulnerable Save: A fighter equipped with a refractor field receives a 5+
close combat, you may re-roll a single result before parries are made, but invulnerable save.
must accept the second roll. This dice cannot be further re-rolled by a
parry.
REVENANT ALCHEMISTRY
Using forbidden black alchemistry or dark heretek knowledge, the dead
MECHANICUM PROTECTIVA themselves can be reclaimed into viable tech-thralls. Such beings are
A catch-all term for a wide range of protective fields and shields used and merely a shadow of their former selves, moreso even than they otherwise
often developed by a magos to protect themselves on the battlefield. would be after conversion to a tech-thrall, but it is hard to deny the
effectiveness of such soldiers.
Invulnerable Save: The Mechanicum Protective gives the bearer a 4+
invulnerable save. The fighter has Hatred for all fighters on the opposing kill team. They
may re-roll Injury rolls in the Recovery phase, but may never run greater
than 6".

RITE OF PURE THOUGHT


Invasive cranial surgery has been used to destroy the emotional and
instinctive centers of the brain. The resulting soldier is utterly
unwavering, but even more lumbering and unreactive.

The fighter automatically passes break, fear and terror tests, but may not
make follow-up moves or go on Overwatch.
SONIC SHRIEKERS VOLKITE INCINERATOR
The ever more perverse and corrupting experiments conducted on the A short-ranged but powerful volkite beam weapon, the Incinerator is
Emperors Children by their apothecaries gifted certain Legionaires with a typically built into the chests of Ursorax. Whilst capable of firing a short-
variety of unnatural abilities, and often hideous mutilations. The sonic ranged beam, it’s primary use is to vaporise those unfortunate enough to
shrieker involves the enhancement of the vocal chords and throat of the be grappled into point-blank range.
fighter such that they can unleash a barrage of nerve-shredding
soundwaves upon an unsuspecting opponent. The volkite incinerator has both a shooting and close combat profile. It
is treated as a pistol when used as a shooting attack and does not prevent
Discordance: Enemy fighters in base contact with a model with sonic the wielder gaining extra attacks from their close combat weapons. It
shriekers suffers -1 to their weapon skill. Models that are immune to fear cannot however be fired in close combat as other pistols.
are unaffected. In close combat, the wielder may elect to use the volkite incinerator
instead of their other close combat weapons. In doing so, they may also
roll only a single attack dice, but resolve any damage using the profile
SPECIAL DISPENSATION indicated:
Using their vast networks of agents and spies, as well as carefully
redirected equipment and wargear has granted the Alpha Legion access to Shooting:
doctrines and technologies normally unseen outside of other forces.
Range To Hit Save Ammo
Special Operatives: A kill team led by a fighter with special dispensation Short Long Short Long Str. Dam. Mod Roll
may select special operatives from any Legion-specific options. 0-5” 5-10” +1 - 5 1 -1 6+

Sustained Fire: 1 dice.


SPECTRA-VESTMENTS
The garb of the Silent Judge and her coterie incorporate sophisticated Deflagrate: If a model hit by a weapon with this rule goes down or is
field generators which enable the wearer to appear to blur and shift into taken out of action, the nearest other fighter within 2” suffers a single hit
their surroundings, or appear as a creature of shadow. with the same strength and save modifier as the weapon that caused the
initial wound, causing 1 damage. The fighter is also pinned.
Spectra-generator: Enemy fighters shooting at the wearer of spectra-
vestments suffer a -1 To Hit penalty. Close Combat:

Range Strength Damage Save Mod.


SUSPENSORS Close Combat 6 - -3
These sophisticated devices are miniaturised anti-gravitic engines which
can be attached to bulky objects, effectively nullifying a portion of their Prisoned: This weapon may only be used against a model with 3 or
weight. A network of several suspensors is required to equalise the effect fewer wounds,
across a volume evenly. Exceptionally rare and costly to produce, they are
typically only found amongst the wargear of veteran and elite units. Incinerated: An unsaved wound dealt by this weapon will automatically
cause an enemy fighter to automatically go out of action, rather than
Suspensor Web: Any heavy weapon may be fitted with a suspensor web. making an injury roll, regardless of how many remaining wounds the
This enables the weapon to be fired even after moving at -1 to hit at short victim has.
range, and -3 to hit at long range.

WEAPON RELOAD
TROPHIES OF JUDGEMENT See page 69 of the Shadow War: Armageddon rulebook.
Bedecked in the grisly remains of their victims, the fighter becomes a
vision of utter horror, whose enemies know full-well the fate of falling
into their merciless hands.

Horrifying: The bearer of the trophies of judgement causes Fear. If they


already cause Fear, or later gain Fear from another source, the trophies of
judgement increase this to causing Terror instead.

VOIDSHEEN CLOAK
Typically worn by Oblivion Knights, voidsheen cloaks are made from a
micro-vitreous mesh designed to diffract and absorb energy. Those worn
by higher ranking Sisters also include refractor fields to further reinforce
their defensive properties.

Invulnerable Save: A voidsheen cloak provides its wearer with a 6+


invulnerable save, increasing to 4+ against weapons which use blast
markers or templates.

Enhanced Voidsheen Cloak: An enhanced voidsheen cloak provides its


wearer with an invulnerable save of 4+, increasing to 3+ against weapons
which use blast markers or templates.
COMPANIONS AND FAMILIARS
Across the Imperium are all manner of beasts, automata and more esoteric entities that can be found in the company of notable individuals. From
benign scribe skulls and disturbing cherubim, to dangerous cyber-mastifs and utterly lethal Fenrisian wolves, these beings are almost always bonded to
their master in some way and must remain close to them on the battlefield.

Companions and Familiars are not counted towards the number of models in the kill team for the purposes of mission special rules and bottle tests.
Nor can they benefit from any special rules associated with their master's kill team or fighters that are part of it (for example, an Iron Hands cyber-
familiar does not benefit from reduced save modifers against shooting attacks, and cannot take advantage of an Apothecaries Field Medic special rule).
They are always deployed and/or arrive as reinforcements with their master. If a companion or familiar is out of action at the end of a mission, roll a
D6. On a roll of a 1 they does not survive and are removed from the kill team roster. On a 2-3 they are severely wounded and must miss the next
mission and on a 4-6, they make a full recovery.

CYBER-FAMILIAR Block: During each hand-to-hand combat the fighter can choose one of
Particularly dedicated servants of the Imperium may find their service their opponent’s Attack dice and force them to re-roll it.
continuing beyond death, finding their remains re-purposed as cyber-
familiars. Such devices serve myriad purposes including: messengers, Loose: The cyber-hawk must begin the game deployed in base contact
sensory extensions and even part of personal defense systems. with its master. From its first turn onwards, it is able to move about the
board freely. In a Raid scenario, or any other in which the cyber-hawks
M WS BS S T W I A Ld controller is a sentry, it must remain in base contact with its master until
Cyber-familiar 5” 2 2 2 3 1 2 1 8 after the alarm is raised.

Wargear: The cyber familiar is equipped with a jet pack and further
wargear as defined by the Bespoke Artifice rule. CYBER-JACKAL
Specially trained Sisters of Silence may be accompanied by a Cyber-
Servo-skull: The cyber-familiar is a small target. jackal. These creatures are guided using a wrist-mounted device and
transmit their hearing and vision back to their handler.
Nerves of Steel: The cyber-familiar can always test to recover early from
pinning, even if there is no friendly fighter within 2". M WS BS S T W I A Ld
Cyber-jackal 7” 4 2 4 4 1 4 2 5
Iron Will: The cyber-familiar can re-roll any failed Leadership tests –
break tests, fear tests and so on. If the fighter’s Leadership is being used Berserk Charge: Cyber-jackals gain a combat modifier for charging
for a bottle test then you can re-roll it if it is failed. of +2, rather than +1.

Drone: The cyber-familiar must begin and finish its movement within 4” Canis-augmentum: A Cyber-jackal recovers with a flesh wound on a roll
of its master. If at the start of the Tech-priest Auxilia turn the cyber- of 1 or 2 in the recovery phase.
familiar is greater than 4” away from its master, it must move as quickly
as possible to return to this position. Attack!: A Cyber-jackal must finish its move within 4” of their master,
unless they are within charge range of an enemy fighter. If this is the case,
Bespoke Artifice: A fighter may only possess one cyber-familiar. Select they may charge and make follow-up moves as normal. If, at the start of
one of the following configurations when a cyber-familiar is added to a their turn,they are no longer engaged, they must move as quickly as
fighters equipment. It cannot be changed. possible back to within 4” of their master.
• Gun-drone: Hand flamer and combat blade, or bolt pistol/volkite
serpenta with a red-dot sight.
• Combat-drone: Two Power knives and the ‘Block’ skill. FENRISIAN WOLF
• Augment-drone: The cyber-familiar’s master may re-roll failed This warrior has made a companion of one of the wolves of Fenris. Loyal
Initiative tests. without question, and bloodthirsty in battle.

M WS BS S T W I A Ld
CYBER-HAWK Wolf 7” 4 0 4 4 1 4 2 5
This rare cybernetic creation reimagines the falconry enjoyed by the
‘nobility’ of Chogoris into a valuable ally on the battlefield. Steel-tipped Bounding Charge: Fenrisian Wolves gain a combat modifier for
wings and energised talons enhance the killing power of hawk, whilst it charging of +2, rather than +1.
seeks out prey wherever it may try and hide.
Enhanced Senses: The Fenrisian Wolf counts as having +2 to its
M WS BS S T W I A Ld Initiative when spotting hidden models. Additionally, the Fenrisian Wolf
Cyber-hawk 8” 3 0 3 2 1 5 1 5 is unaffected by any rule that restricts vision due to darkness. This has no
effect against shroud bombs and other visual limiting effects.
Wargear: The cyber-hawk is equipped with two power knives (talons).
Attack!: Fenrisian Wolves must finish their move within 4” of the Space
Hawk: The cyber-hawk is a small target. Wolf kill team leader, unless they are within charge range of an enemy
fighter. If this is the case, they may charge and make follow-up moves as
Nerves of Steel: The cyber-hawk can always test to recover from pinning, normal. If, at the start of their turn, they are no longer engaged, they
even if there is no friendly fighter within 2". must move as quickly as possible back to within 4” of the Space Wolf kill
team leader.
PSYCHIC POWERS
The powers gifted to those rare individuals by the Immaterium are varied table means they may choose to roll for an additional power from within
and powerful, but all come with a risk. To those unable to shield their their discipline/cult list (or their first, if they did not have one to begin
souls, they are a light to the predators of the Warp and the use of these with), instead of taking the normal result. Re-roll if you roll for a power
powers can make them a conduit for the entities that reside there. The the fighter already has.
Great Crusade sought to control humanity’s development as a psychic
race through the expansion of the Imperial Truth and in the Legions CASTING POWERS AND PERILS OF THE WARP
with the Librarius Project. The Age of Darkness put an end to this; Each game turn, a figher that is also a psyker may cast a single psychic
where the veil is thin, Daemons walk the earth and those with powers power, regardless of how many they know. To cast a psychic power, a
use them openly in the Warmaster’s name; or at the behest of the fighter must pass a Leadership test. A fighter who is down may not
Sigilitte. attempt to cast a power and a fighter who is pinned adds +2 to the dice
roll. Powers that are used instead of firing a weapon may not be cast after
PSYKERS the fighter has run.
Some fighters may have the ‘Psyker’ special rule. Only fighters with this
special rule may have any psychic powers. Having the Psyker special rule If a double 6 is rolled when attempting to cast a power, the psyker suffers
does not mean the fighter automatically knows any powers to begin with. ‘Perils of the Warp’ and takes an immediate wound with no armour save
The rules giving the fighter the ‘Psyker’ special rule will explain which, if possible. Additionally, if the psyker uses a cantrip, this stops working for
any they have access to. the remainder of the game.

SELECTING PSYCHIC POWERS CANTRIPS


A fighter with the ‘Psyker’ special rule who gains a psychic power will roll Some psykers will employ a cantrip alongside their standard powers. A
for that power before being deployed in their first mission. These Cantrip is a low-level power which requires time to prepare, but is easily
power(s) are rolled for randomly on a D3 within their selected maintained by the wielder with minimal concentration. These powers
discipline/cult before deploying in their first mission and they retain this begin the game activated and remain in play for the entire game, unless
same power indefinitely. When a fighter with the psyker rule, with or stated otherwise, and do not require a psychic test to employ. If a cantrip
without powers is chosen for an advance, a roll of 2 or 12 on the advance stops working, it cannot be cast again until the next mission.

BIOMANCY - PAVONI CULT DIVINATION - CORVIDAE CULT


Cantrip: The psyker adds +1" to their Run and Follow-up moves. Cantrip: The psyker may re-roll 1's to hit if they did not move in the
movement phase.
1-2: Inflict Pain
The physical forms of their enemy may be twisted by the pavoni to 1-2: Forewarning
debilitate or kill. The prophetic powers of the psyker allow him to walk through a hail of
fire as though they could step between raindrops.
Cast at the beginning of your shooting phase instead of firing a
weapon. Cast at the beginning of your movement phase.

Select an enemy fighter within line of sight and within 24". This The psyker gains a 4+ invulnerable save against shooting attacks until
fighter must pass a toughness test or immediately suffer a flesh the beginning of their next turn.
wound and becomes pinned.

3-4: Future Sight


3-4: Healing Aura The psyker has gleaned a near perfect vision of the near future.
The Pavoni arts allow its adepts to knit flesh and mend bone.
Cast at the beginning of the shooting phase.
Cast at the beginning of your recovery phase.
The first shot fired by the psyker this turn benefits from +2 to hit.
The psyker may attempt to use this power on a friendly fighter who
is down and in base contact with them in the recovery phase. If the
psychic test is passed, the model recovers as though they had rolled a 5-6: Misfortune
flesh wound on the recovery table. If the test is failed, they may roll The strings of fate are pulled upon by the psyker, spelling doom for their
to recover as normal. unfortunate enemies.

Cast at the beginning of your shooting phase.


5-6: Warp Run
The powers of the Immaterium flow into the Psyker heightening their Select a single enemy model within line of sight and 24". All rolls to
speed to supernatural levels. hit of a 6 against that model during this turn, have an additional -2
to the weapons armour save modifier.
Cast at the beginning of your movement phase.

The Psyker may triple their movement value for running or charging
this turn and gains +1 Initiative and attack this turn.
TELEKINESIS - RAPTORA CULT PYROMANCY - PYRAE CULT
Cantrip: Any time the psyker is hit by a shooting attack, before Cantrip: The psyker has the Hammer of Wrath special rule (see
rolling to wound, they first take a leadership test, subtracting the jump pack - note they do not gain a jump pack!).
armour save modifier of the attack from their leadership vaue. If the
test is passed, the model suffers no damage. 1-2: Wall of Fire
The Psyker summons a blazing barrier of flame from the depths of the
1-2: Enhanced Kine Shield empyrean to impede their enemies.
The Psyker is able to extend their kine shield over a nearby ally.
Cast at the beginning of your shooting phase instead of firing a
Cast at the beginning of the enemy shooting phase. weapon.

Select a friendly model within 2" of the psyker. Both the Psyker and Place a marker up to 6" across and 1" deep anywhere within 12" of
the chosen model may use the telekinesis cantrip this turn. the psyker. It is placed at ground level, but it affects all levels above it
as the smoke and flames rise upwards. The template may not be
placed over any models or other templates, and may not cross
3-4: Shatterstorm through obstacles and remains in play until the beginning of the
The psyker hurls a cloud of razor sharp debris at the enemy. psykers next turn. Models shooting through the wall of fire do so at
-2 to hit, and if any should choose to move through it, they take a
Cast at the beginning of the shooting phase instead of firing a Strength 4 hit with a -1 save modifier as they pass through the
weapon. template, but do not become pinned.

The psyker makes a shoting attack using the following profile.


3-4: Fireball
Range To Hit Save Ammo Coalescing living fire in their palms and then hurling it at their enemy,
Short Long Short Long Str. Dam. Mod Roll the psyker blasts their foe to ashes.
0-9” 9-18” +1 - D3+3 1 -1 -
Cast at the beginning of the shooting phase. instead of firing a
Sustained Fire: 1 dice. weapon.

Unavoidable: Penalties to hit due to cover are ignored when rolling The psyker makes a shooting attack using the following profile:
to hit for the shatterstorm.
Range To Hit Save Ammo
Short Long Short Long Str. Dam. Mod Roll
5-6: Malediction Mechanicum 0-12” 12-24” - - 4 1 -2 -
The Psyker twists the machine spirit of the enemy’s wargear against their
bearer, causing malfunction and mayhem. Small blast: The fireball uses the small blast template.

Cast at the beginning of your movement phase.


5-6: Wreathed in Flame
Select a single enemy model within line of sight and within 24" amd The psyker bursts into ethereal fire, his body and wargear unaffected,
either one of their weapons or their armour (if it is at least a 4+ save). while anything else nearby is incinerated.
This will malfunction during their next turn. Ranged weapons are at
-2 to hit and may explode. Close combat weapons may only bestow a Cast at the beginning of your movement phase.
maximum +1 strength and -1 save modifier on its wielder and
armour seizes, counting as moving through difficult ground and This power remains in effect until the start of your next turn. The
reduces the wearers initiative by -1. fighter ignores armour save modifiers and halves the strength of
flamer and melta type weapons aimed at them. Additionally, they
gain a 4+ invulnerable save against all other attacks. In close combat,
their opponents are hit at the beginning of each round of combat by
an automatic Str4 -2 save modifier hit and if the pyromancer makes
his save in close combat, the enemy weapon is rendered unusable for
the rest of the game if it is a close combat weapon.
TELEPATHY - ATHANEAN CULT
Cantrip: The psyker causes Fear (and is therefore also immune to
Fear).

1-2: Terrify
The Psyker rips the darkest fears from the hearts of their foes and forces
them to relive them.

Cast at any time during your turn.

All enemy models within 12" of the psyker must immediately take a
Break Test. Models immune to Fear or Break Tests are unaffected.

3-4: Mind War


The Psyker hurls a psychic assault against the mind of the enemy.

Cast at the beginning of your shooting phase instead of firing a


weapon.

Select a single enemy fighter within 24". Both they and the psyker
roll 2d6 and add their. Leadership value. If the psyker wins, the
enemy suffers a single wound with no save modifier possible. If the
roll is a tie or the enemy wins, there is no effect.

5-6: Control Mind


An open mind is like a fortress with its gates unbarred and unguarded.

Cast at the beginning of the enemy turn.

Select a single enemy fighter within 24". They must pass a


Leadership test with a penalty of -1, increasing to a -2 modifier if the
casters Leadership value is higher than theirs. If the test is passed,
there is no effect. If it is failed, then they are controlled by the
psyker’s controlling player for the rest of the turn. Note that they
may not act in any way which would harm themselves (ie walk of a
ledge or into impassable terrain, etc). Note that if they shoot at a
friendly model, they do so with an additional -1 to hit.
APPENDIX I – BATTLEFIELD EFFECTS
DOORS HAZARDOUS ENVIRONMENTS
A number of environments in which opposing kill teams battle may In addition to defining a setting, you may also wish to enhance your
feature terrain features which they can interact with. One of the most game further by applying environmental conditions to it. These can add
common examples are doors. These may come in many forms: from a lot to the narrative of a game, but may bring harm to or benefit kill
simple wood or composite panelled hab-block doors which offer little or teams unevenly and so are entirely optional. Decide with your opponent
no impedence to armed fighters to meters-thick adamantium blast if you would like to use one or more environmental conditions in your
shutters. game. If you wish to theme your game to a particular environment, you
may simply agree which conditions, if any, to use and for how many
Deployment: When setting up the battlefield for a mission, the locations games. Otherwise, for each condition roll on the following table after
and type of any doors should also be determined in addition to whether setting up terrain, but before deploying:
they begin the battle opened or closed, and the means by which these
doors are controlled.
Roll 2D6 Result
Accessibility: An unsecured door may be opened or closed by moving 2 Temporal Flux
into base contact with it, or its controlling mechanism (such as a nearby 3 Daemonic Incursion
control panel). A fighter which does this cannot run, and cannot also fire 4 Lightning Storm
any weapons that turn unless they moved 2” or less to reach the door. A 5 Pitch Darkness
door which is locked can only be opened by either destroying the door, 6 Cold Void
or finding a way to force the door open – which will be described in a 7 Normal Conditions
specific scenario or should be discussed with your opponent before the 8 High Winds
game. In some missions for example, only one side may have control of 9 Treacherous Footing
locked doors. 10 Blinding Light
11 Deadly Flora
Destroying doors: The most common doors a kill team is likely to 12 Tectonic Instability
encounter on a battlefield are listed here. They are treated as a terrain
feature for the purposes of attacking them (see page 49 of the Shadow See overleaf for hazardous environment rules.
War: Armageddon rulebook):
• Reinforced door (small) – Toughness 5 with 1 Wound
• Reinforced door (large) – Toughness 5 with 3 Wounds
• Armoured blast door (small) – Toughness 8 with 2 Wounds
• Armoured blast door (large) – Toughness 8 with 3 Wounds

LESSER DAEMON

M WS BS S T W I A Ld
4” 5 - 4 5 1 5 2 7

Wargear: A lesser daemon is equipped with a tainted weapon.

Daemon: A lesser daemon has a 5+ invulnerable save and automatically


passes break tests.

Fear: Lesser daemons cause Fear.


2 - Temporal Flux 8 - High Winds
The warp tears at reality, or ancient Dark Age weaponry has ravaged Colossal storms wrack this world, or perhaps with the power down, the
space-time at this site. The universe churns and twists creating dangerous atmosphere of this vessel vents uncontrollably into space, whilst kill
vortices and pockets of unstable time. teams battle for survival.

Roll a dice at the beginning of each game turn: On a 1-2 time passes at Walking atop structures is especially hazardous in these conditions. Any
it's normal rate. On a 3-4 time slows to a near halt, causing all movement model on a gantry, walkway or the top level of a structure must roll equal
to be halved and weapons suffer -2 to hit. On a 5-6, time leaps forward to or underneath their Strength at the beginning of each of their turns. If
in sudden rushes, doubling all movement and reducing to hit penalties by they roll higher, the model becomes pinned and may fall if they are
cover by -1 (so a -2 penalty to hit to would become -1). All weapons gain within 1" of an edge.
a sustained fire dice, even when choosing to fire a single shot. A heavy
bolter for example would fire using 3 sustained fire dice or 1 dice when 9 - Treacherous Footing
firing a single shot. Blast and template weapons do not gain a sustained The toxic efluvia of this world or a sudden flooding of an area of the
fire dice, but must re-roll successful ammo rolls. facility with some vile substance has left exposed surfaces dangerously
greasy. Moving without caution could easily result in a fall.
3 - Daemonic Incursion
The veil between the warp and material universe thins at this point, or Any fighter that runs or charges in their movement phase must take an
the kill teams battle aboard a vessel with failing gellar fields. Entities Initaitive test after completing their movement. If the test is passed, then
swarm near the surface of reality, feeding on the bloodshed in an effort they suffer no ill effect. If the test is failed and the model had run in
to break through. the movement phase, they become pinned. If the test is failed and the
model had Charged, they do not gain +1 combat resolution for charging,
At the end of each turn, roll a dice and add the number of models taken and instead suffer a -1 penalty as though fighting an enemy on higher
out of action so far in the game. On the roll of 7+, an incursion occurs. ground. If a fighter fails this test whilst within 1" of an edge, they may
Starting with the player who's turn it is, take turns placing 2D3 Minor fall.
Daemons (see Appendix 1) anywhere on the board at least 8” away from
any fighter. The Daemons move in both player turns but cannot run, 10 - Blinding Light
moving directly towards the nearest fighter of either side, charging if Either on a world orbiting a blue giant sun or on a facility equipped with
possible. Do not roll whilst Daemons are on the battlefield. colossal floodlights, glaring illumination blinds from one direction.

Unstable: Once 25% of the daemonic incursion are destroyed, the Randomly determine which board edge is brightly lit. Models whose line
remainder will take bottle tests as though they were a kill team. If they of sight faces this board edge suffer an additional -1 to hit when shooting.
fail this test, remove all the chaos daemons from the table immediately.
If both players agree, you may roll to see if the light source moves during
4 - Lightning Storm the game, perhaps the battlefield is a spinning asteroid, void station or
Natural weather or warp-touched bolts of purple agony, or a massive moving platform on the surface of a planet. If this rule is used, roll a D6
static charge running through a disabled vessel. Whatever their cause, at the beginning of each game turn. On a 1-2, the light source moves
the battlefield is lashed by arcing electrical discharges, indiscriminately clockwise to the next board edge. On a 3-4 it remains where it is and on
burning those unlucky enough to be in their path. a 5-6 it moves counter-clockwise to the next board edge.

At the beginning of each turn, roll a dice. On a 1, a bolt of electrical 11 - Deadly Flora
energy burns across the battlefield. Randomly select a model from each This battlefield is overgrown with writhing vines and bloated fungal
kill team and draw a straight line between them. Any other models blooms, providing ample, if hazardous cover.
within 1/2" of this line are also struck. Models struck take D6 Strength 6
hits causing 1 damage each. Penalties to hit a target in cover are improved by -1 due to thick plant
growth covering the battlefield (so a fighter in partial cover would be at
5 - Pitch Darkness -2 to hit against shooting instead of -1). However, if a model is not in
Perhaps the kill teams battle upon the dark side of a distant world, close combat and does not move during their turn, they must take an
through a raging dust storm or in the depths of an enormous cavern. initiative test at the end of their recovery phase. If the test is passed, they
Regardless here, there is no light. avoid the advances of the deadly flora here. If the test is failed, they are
set upon and must roll on the injury table immediately.
Visibilty is reduced to 8" unless a fighter is using a photo-visor, infra-red
sight or other night-vision ability. In which case their range is unaffected. 12 - Tectonic Instability
Spotting fighters is difficult however enhanced a fighters vision may be, This entire world or structure is tearing itself apart following some great
and so no model may use the Shooting Skills: Fast Shot or Marksman. cataclysm. To linger here is death.

6 - Cold Void After deployment and again at the end of the game, roll a dice for each
Whatever cold dead rock or shattered vessel the kill teams face each other model on the board. On a 1 they are hit by falling debris or plunge into a
upon has no atmosphere. chasm opening beneath their feet. The model takes a Strength 5 hit at -3
Save Modifier causing 1 damage.
All fighters will be equipped with sealed suits or armour in order to
survive in this type of environment. Therefore, any model which would
normally have a save of 5+ or worse, counts as having a 4+ save instead.
Whenever a model suffers a hit, but isn't wounded, roll a dice. On a 1,
the model takes an automatic flesh wound as they are briefly exposed to
hard vacuum before their armour self-heals.
APPENDIX II: SPECIAL MISSIONS
This section features non-standard missions for your games of Age of Darkness: The Shadow Wars. They may be particularly deadly, rewarding, or
include more than two teams fighting at the same time. The winner of a roll-off (6 on the Mission table) may choose to play a special mission instead
of one of those from the Shadow War: Armageddon rulebook. In scenarios with more than two kill teams, use the highest team rating from amongst all
participating teams to calculate any underdog benefits each team may recieve.

RUSH
A vital objective has been uncovered in an unstable area, and word has KILL TEAM DEPLOYMENT
reached a number of active kill teams. Whoever gains control of this Each player rolls a dice. The low scorer chooses which battlefield edge
area is sure to be richly rewarded or bring much honour to their they wish to set up on, and places all of their kill team fighters within
faction – whichever is more valuable to them. 8" of that edge and at least 12" away from the adjoining sides. The
second lowest scorer then deploys in the same way on the table edge to
In the Rush mission, multiple kill teams converge on the same the left of the kill team already deployed, and so on until all players
objective simultaneously, desperate to beat their rivals to such a have deployed their kill teams.
valuable prize.
STARTING THE GAME
TERRAIN The players roll off. The highest scoring player takes the first turn. The
Each player takes it in turns to place a piece of terrain, either a second highest scoring player takes the second turn and so on until all
structure or a connecting walkway, until there is no more terrain to players are assigned a place in the turn order. In the case of a tie, those
place or the players agree that there is enough. It is suggested that the players roll off to determine their order.
terrain is set up within an area of 4' by 4', or slightly smaller, so that
the kill teams start off a reasonable distance apart. ENDING THE GAME
The fighter continues until one kill team has driven off all others and
RUSH OBJECTIVE can claim the objective for themselves.
Once you have set up terrain, the Prometheum Tank counter is placed
at the centre of the battlefield to represent the valuable objective. If If a kill team fails a bottle test, or a player volunteers to bottle out they
there is impassable terrain at the centre of the board, place the counter take no further part in the battle. When there are fighters from only
as close to the centre as possible. one kill team remaining on the battlefield, that team wins.

Fighters within 8” of this counter may re-roll failed break, fear and
terror tests and subtract 1 from result of the dice when rolling to SPECIAL
recover from pinning. Due to the value of the objective in this mission, the winning
team receives an additional three promethium caches in
DEADLY GROUND addition to the normal roll (D3+3). The losing teams each
At least one roll must be made on the Environmental Effects table in receive one additional cache on top of the normal number for a
this mission. In a campaign, players may agree to one or more specific total of two.
environmental effects instead of rolling randomly. In addition, The
Monster Roll rules from the Scavengers mission are also used.
APPENDIX IV - FAQ
Q: Is this the most recent version of the Age of Darkness: The
Shadow Wars rules? Where can I find the latest ones?
A: This expansion is a collaborative effort by the admin team and users
of the ‘Crusade & Heresy: The Shadow Wars’ Facebook group. You
can find the latest version of these rules either in the ‘Files’ of the
group, or linked to in the pinned post there.

Q: Where are the rules for ‘x' weapon or piece of equipment?


A: If an item of wargear does not have rules in this document, use the
rules from the Shadow Wars: Armageddon rulebook. Only new
equipment, or those that have modified rules or entries not in the
original Shadow Wars: Armageddon rulebook are listed here.

Q: How do I recruit a Special Operative?


A: There are no additional rules for recruiting special operatives to your
kill team. Use those on page 108 of the Shadow War: Armageddon
rule book.

Q: Why does the Seeker only have Ballistic Skill 4? He’s got BS 5 in
the Legiones Astartes Crusade Army List.
A: In The Shadow Wars, the added detail means we can use wargear to
create the same effect without resorting to stat increases. In this case,
the Seeker has a red dot sight, which has the same effect of increasing
his chance to hit by +1. In addition to this, his other skills further
enhance his prowess as a marksman.

Q: What weapons does the Apothecaries ‘Field Medic’ refer to when


it describes ‘toxic weapons’?
A: The toxic rounds from the Shadow War: Armageddon rulebook has a
special injury table, and other weapons may have unusual effects on
the injury table. This line is intended to show that all injuries, unless
specifically prevented from doing so, the Field Medic rule will affect
an injury roll.

Q: Where isn’t my favourite unique Legion unit a Spec Op fighter?


A: Certain unique Legion units aren’t suitable for the dynamic lifestyle
of a kill team. For example, Tyrant and Fulmentarus Termintors are
most effective in large units on the open battlefield, not skulking
around in corridors on secret missions. Others, such as Emperors
Children Palatine Blades and Night Lords Terror squads are, with
the right skills and equipment, able to be developed from warriors in
your own kill team. Perhaps they will be the future heroes of the
Legion?
FACTION: KILL TEAM NAME:

MISSIONS FIGHTER
NAME ROLE CHARACTERISTICS EQUIPMENT, SKILLS & NOTES
COMPLETED RATING*

M WS BS S T W I A Ld

M WS BS S T W I A Ld

M WS BS S T W I A Ld

M WS BS S T W I A Ld

M WS BS S T W I A Ld

M WS BS S T W I A Ld

M WS BS S T W I A Ld

M WS BS S T W I A Ld

M WS BS S T W I A Ld

M WS BS S T W I A Ld

*Fighter Rating: To calculate a fighters rating, add up the following:


PROMETHEUM CACHES: Fighter cost + Equipment cost + Characteristic increases + Skills TEAM RATING: 0
(Each skill is worth 25 points and each characteristic increase is worth 15 points)
RANGED WEAPONS HAND-TO-HAND COMBAT WEAPONS
Range To Hit Save Ammo Save
Weapon Short Long Short Long Str. Dam. Mod Roll Special Weapon Str. Dam. Mod Special

GRENADES
Save
Weapon Str. Dam. Mod Special

ARMOUR
Arm. Inv.
Armour Save Save Special

SKILL TYPES AVAILABLE NOTES

Role Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Trooper

Specialist

Leader

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