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KILL TEAM

The Horus Heresy

Version 1.1
By Steffan Mensikov & Scott Anderson

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Acknowledgments
Feedback, proofreading & PLaytesting

James Gallagher
David Patterson

CHANGE LOG
Changes from 1.0 (11/03/19):
Corrected Typos in Cults and Militia
Changes from 0.95 (11/03/19):
Added Cults and Militia
Added Legio Custodes
Lots of Fixes and Typos
Changes from 0.9 (27/01/19):
Added Silent Sisterhood Faction Rules
Changes from 0.8 (14/09/18):
Added Mechanicum Faction Rules
Corrected SA Leadership Values & Pts
Added contents page (with clickable links)
Changes from 0.7 (06/08/18):
Added Blackshields Rules
Added Solar Auxilia
Changes from 0.6 (03/08/18):
Added Shattered Legions rules
Changes from 0.5 (02/08/18)
Breacher Shields now give Obscured.
Reduced Breacher movement by 1.
Points bump for Seekers
New Tactics for Breachers and Recon Marines
Fixed Tactical Marine additional CC weapons being free.
Added Legion Rules for XVIII, XIX & XX Legions
Changes from 0.4 (31/07/18)
Added Legion Rules for XVII & XVIII Legions

In Memory of
ALAN BLIGH

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Contents
Legiones Astartes Kill Teams ........................................................................................................................................... 4
Weapon Profiles and Points ................................................................................................................................................7
Legiones Astartes Tactics ................................................................................................................................................. 10
Loyalist Tactics .................................................................................................................................................................. 11
Traitor Tactics .................................................................................................................................................................... 11
Legions in the Age of Darkness ...................................................................................................................................... 12
LEGIO I: Dark Angels ......................................................................................................................................................... 12
LEGIO III: Emperors Children ............................................................................................................................................ 14
LEGIO IV: Iron Warriors ..................................................................................................................................................... 15
LEGIO V: White Scars ........................................................................................................................................................ 16
LEGIO VI: Space Wolves .................................................................................................................................................... 17
LEGIO VII: Imperial Fists.................................................................................................................................................... 19
LEGIO VIII: Night Lords ...................................................................................................................................................... 20
LEGIO IX: Blood Angels ..................................................................................................................................................... 21
LEGIO X: Iron Hands .......................................................................................................................................................... 22
LEGIO XII: World Eaters ..................................................................................................................................................... 23
LEGIO XIII: Ultramarines.................................................................................................................................................... 24
LEGIO XIV: Death Guard.................................................................................................................................................... 25
LEGIO XV: Thousand Sons ................................................................................................................................................ 27
LEGIO XVI: Sons of Horus.................................................................................................................................................. 29
LEGIO XVII: Word Bearers ................................................................................................................................................. 30
LEGIO XVIII: Salamanders ................................................................................................................................................. 31
LEGIO XIX: Raven Guard ................................................................................................................................................... 32
LEGIO XX: Alpha Legion..................................................................................................................................................... 33
The Shattered Legions ...................................................................................................................................................... 34
Black Shields ..................................................................................................................................................................... 35
Solar Auxilia Kill Teams .................................................................................................................................................. 38
Weapon Profiles and Points ............................................................................................................................................. 39
Solar Auxilia Tactics .......................................................................................................................................................... 41
Mechanicum Kill Teams ................................................................................................................................................. 42
Weapon Profiles and Points ............................................................................................................................................. 45
Mechanicum Tactics ......................................................................................................................................................... 48
Silent Sisterhood Kill Teams .......................................................................................................................................... 50
Weapon Profiles and Points ............................................................................................................................................. 50
Silent Sisterhood Tactics .................................................................................................................................................. 52
Militia and Cult Kill Teams ............................................................................................................................................. 53
Weapon Profiles and Points ............................................................................................................................................. 55
Militia & Cult Tactics ......................................................................................................................................................... 58
Muster of Worlds ............................................................................................................................................................... 58
Legio Custodes Kill Teams ............................................................................................................................................. 63
Legio Custodes Tactics ..................................................................................................................................................... 64

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Legiones Astartes Kill Teams

Crafted to bring war to the galaxy in the name of the In Matched Play every member of a Legiones Astartes
Emperor, the Legiones Astartes have now turned their kill team must share the same chosen <Legion>
fury upon each other and their former allies. Across Keyword and the same chosen <Allegiance> keyword
countless battlefields the full strength of the Legions as well as the <Legiones Astartes> Keyword.
clash in battles so vast that they threaten to shatter
the very ground they are fought on. The <Allegiance> Keyword must be chosen from the
following list: Loyalist, Traitor
But in the wake of such a great conflict there are
countless small-scale actions that are no less critical. The <Legion> Keyword must be chosen from the
From the desperate delaying tactics of the shattered following list: Dark Angels, Emperors Children, Iron
legions, to the enforcer teams of the “Dark Warriors, White Scars, Space Wolves, Imperial Fists,
Compliance”, small groups of Astartes engage in Night Lords, Blood Angels, Iron Hands, World Eaters,
warfare that makes up in fury what it lacks in scale. Ultramarines, Death Guard, Thousand Sons, Sons of
Many heroes and champions of both sides will fall Horus, Word Bearers, Salamanders, Raven Guard,
forgotten, their heroism or infamy hidden in this new Alpha Legion, Shattered Legions (), Black Shields
age of darkness.
These Keywords may grant additional rules,
PICKING YOUR KILL TEAM stratagems and options. Some (like the Shattered
Legiones Astartes Kill teams are selected using the Legions and Black Shields keywords) may have
normal rules for selecting kill teams, as laid out in the additional choices. See the Legions in the Age of
kill team core rules. Darkness section for more details

Keywords
The <Allegiance> and <Legion> faction keywords are
special keywords, that can be selected by the player
from a list rather than being pre-set.

LEGION TACTICAL MARINE


NAME M WS BS S T W A Ld Sv Max
Tactical Marine 6” 3+ 3+ 4 4 1 1 7 3+ -
Tactical Support Marine 6” 3+ 3+ 4 4 1 1 7 3+ 2
Tactical Sergeant 6” 3+ 3+ 4 4 1 2 8 3+ 1
This model is armed with a bolter, bolt pistol, frag and krak grenades.
Up to two Tactical Marines can be Tactical Support Marines and one Tactical Marine can be a Tactical Sergeant.
WARGEAR OPTIONS • Any model may take an additional chainsword or combat blade, or
replace his bolter with a chainsword or combat blade.
• One model may take a nuncio-vox.
• One model may take a legion vexilla.
• A Tactical Support Marine may replace his bolter with a weapon from the
Special Weapons List or the Combat Weapons List.
• One Tactical Support Marine may replace his bolter with a weapon from
the Heavy Weapons List.
• A Tactical Sergeant may replace his bolter, bolt pistol, combat blade
and/or chainsword with weapons from the Combat Weapons List or
Sergeant Weapons List.
• A Tactical Sergeant can replace his power armour with artificer armour.
ABILITIES Legiones Astartes: You can re-roll
failed Nerve test for this model.

Transhuman Physiology: Ignore the


penalty to this model’s hit rolls from
one Flesh Wound it has suffered.
SPECIALISTS Leader (Sergeant only), Heavy (Support only), Combat, Comms (Model with
Nuncio-Vox Only), Veteran, Medic
FACTION KEYWORDS Legiones Astartes, <Allegiance>, <Legion>
KEYWORDS Infantry, Tactical Marine, Astartes

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LEGION BREACHER MARINE
NAME M WS BS S T W A Ld Sv Max
Breacher Marine 5” 3+ 3+ 4 4 1 1 7 3+ -
Breacher Gunner 5” 3+ 3+ 4 4 1 1 7 3+ 2
Breacher Sergeant 5” 3+ 3+ 4 4 1 2 8 3+ 1
This model is armed with a bolter, boarding shield, hardened armour, bolt pistol, frag and krak grenades.
Up to two Breacher Marines can be Breacher Gunners and one Breacher Marine can be a Breacher Sergeant.
WARGEAR OPTIONS • Any model may take a melta bomb.
• One model may take a nuncio-vox.
• One model may take a legion vexilla.
• A Breacher Gunner may replace his bolter with a weapon from the
Special Weapons List.
• A Breacher Sergeant may take an additional chainsword/combat blade
• A Breacher Sergeant may replace his bolter, bolt pistol, combat blade
and/or chainsword with weapons from the Combat Weapons List or
Sergeant Weapons List.
• A Breacher Sergeant can replace his power armour with artificer armour.
• A Breacher Sergeant may take a breaching charge.
ABILITIES Transhuman Physiology: Ignore the Hardened Armour: When a model
penalty to this model’s hit rolls from wearing hardened armour is targeted by
one Flesh Wound it has suffered. weapon with has a random number of
shots (such as Heavy D6), you may
Boarding shield: A model equipped choose to force your opponent to reroll
with a boarding shield has a 5+ their first roll.
invulnerable save. In addition, a model
with a boarding shield always counts Legiones Astartes: You can re-roll failed
as obscured. Nerve test for this model.
SPECIALISTS Leader (Sergeant only), Demolitions (Gunner only), Combat, Comms (Model with
Nuncio-Vox Only), Veteran
FACTION KEYWORDS Legiones Astartes, <Allegiance>, <Legion>
KEYWORDS Infantry, Breacher, Astartes

LEGION Reconnaissance MARINE


NAME M WS BS S T W A Ld Sv Max
Recon Marine 6” 3+ 3+ 4 4 1 1 7 3+ -
Recon Sergeant 6” 3+ 3+ 4 4 1 2 8 3+ 1
This model is armed with a bolter, bolt pistol, shroud bombs, frag and krak grenades.
One Recon Marine can be a Recon Sergeant.
WARGEAR OPTIONS • Any model may replace their bolter with a sniper rifle, astartes shotgun,
chainsword or combat blade
• Any model may take a melta bomb, cameleoline and/or recon armour.
• One model may take a nuncio-vox.
• A Recon Sergeant may take an additional chainsword/combat blade
• A Recon Sergeant may replace his Bolter, Bolt Pistol and/or Chainsword
with weapons from the Combat Weapons List or Sergeant Weapons List.
• A Recon Sergeant that has not taken recon armour can replace his
power armour with artificer armour.
ABILITIES Transhuman Physiology: Ignore the Legiones Astartes: You can re-roll failed
penalty to this model’s hit rolls from Nerve test for this model.
one Flesh Wound it has suffered.
Cameleoline: When an opponent makes
Recon Armour: A model with recon hit roll for a shooting attack that targets
armour reduces his save to 4+ but a model equipped with Cameleoline and
increases his movement to 7”. that model is obscured, that hit roll
suffers an additional -1 hit modifier.
SPECIALISTS Leader (Sergeant only), Combat, Comms (Model with Nuncio-Vox Only), Veteran,
Sniper, Scout
FACTION KEYWORDS Legiones Astartes, <Allegiance>, <Legion>
KEYWORDS Infantry, Recon Marine, Astartes

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LEGION SEEKER MARINE
NAME M WS BS S T W A Ld Sv Max
Seeker Marine 6” 3+ 3+ 4 4 1 1 7 3+ -
Seeker Sergeant 6” 3+ 3+ 4 4 1 2 8 3+ 1
This model is armed with a bolter with special issue ammunition, bolt pistol, frag and krak grenades.
One Seeker Marine can be a Seeker Sergeant.
WARGEAR OPTIONS • Any model may replace their bolter with a combi weapon
• One model may take a nuncio-vox.
• A Seeker Sergeant may take an additional chainsword/combat blade
• A Seeker Sergeant may replace his Bolter, Bolt Pistol and/or Chainsword
with weapons from the Combat Weapons List or Sergeant Weapons List.
• A Seeker Sergeant can replace his power armour with artificer armour
ABILITIES Legiones Astartes: You can re-roll Special Issue Ammunition: Seeker
failed Nerve test for this model. Marines are equipped with Kraken,
Scorpius and Tempest bolt shells for
Transhuman Physiology: Ignore the their bolters or combi-weapon and may
penalty to this model’s hit rolls from choose which to fire each turn.
one Flesh Wound it has suffered.
SPECIALISTS Leader (Sergeant only), Combat, Comms (Model with Nuncio-Vox Only), Veteran,
Sniper
FACTION KEYWORDS Legiones Astartes, <Allegiance>, <Legion>
KEYWORDS Infantry, Seeker, Astartes

Special Weapons List HEAVY Weapons List


• Flamer • Heavy Bolter
• Rotor Cannon • Heavy Flamer
• Volkite Charger • Autocannon
• Volkite Caliver • Missile Launcher
• Plasma Gun • Multi-melta
• Meltagun • Plasma Cannon
• Graviton Gun1 • Volkite Culverin
• Lascutter1 • Lascannon
1 Breacher Gunner Only

COMBAT Weapons List Sergeant Weapons List


• Power Weapon • Plasma Pistol
• Heavy Chainsword • Volkite Serpenta
• Power Fist • Combi Weapon
• Lighting Claw • Hand Flamer1
• Thunder Hammer1 1 Recon Sergeant only
1 Breacher Sergeant only

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Weapon Profiles and Points
Special Equipment Rules
Nuncio-Vox: You can add 1 to the LD of all friendly Legiones Astartes whilst a friendly model with a Nuncio-Vox is on the
table.
Legion Vexilla: Legiones Astartes models automatically pass nerve checks if they are within 6” of model with a Legion
Vexilla
Artificer Armour: A model with artificer armour increases his save to 2+.
Combi-Weapon: A model with an option to take a combi-weapon may choose one from the following list: Combi-Flamer,
Combi-Melta, Combi-Plasma, Combi-Grenade Launcher, Combi-Volkite Charger
Power Weapon: A model with an option to take a power weapon may choose one from the following list: Power Axe,
Power Maul, Power Sword, Power Lance.
Special Issue Ammunition: When a model with Special Ammunition fires a Boltgun, Combi-weapon (boltgun profile only)
or bolt pistol, it can choose one of the ammunition types it is equipped with and apply the modifiers below.

SPECAIL ISSUE AMMUNITION


AMMUNITION MODIFIER
Kraken Bolts Add 3” to the range of this weapon if it is a pistol – or 6” otherwise – and improve the
AP of the by 1 (so AP 0 becomes AP -1)
Scorpius Subtract 3” to the range of this weapon if it is a pistol – or 6” otherwise– and improve
the AP of the by 2 (so AP 0 becomes AP -2)
Tempest Change weapon type to Rapid Fire D3, reduce strength by 1

RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Astartes Shotgun 12” Assault 2 4 0 1 If the target is within half range, add 1
to this weapons strength
Autocannon 48” Heavy 2 7 -1 2
Bolt Pistol 12” Pistol 1 4 0 1 -
Boltgun 24” Rapid Fire 1 4 0 1 -
Combi-Flamer When attacking with this weapon, choose one or both of the profiles below. If you choose
both, subtract 1 from all hit rolls made with this weapon.
• Boltgun 24” Rapid Fire 1 4 0 1 -
• Flamer 8” Assault D6 4 0 1 This weapon automatically hits its
target.
Combi-Grenade When attacking with this weapon, choose one profile or the Boltgun and one of the other
Launcher profiles below. If you choose to fire the boltgun and another profile, subtract 1 from all hit
rolls made with this weapon.
• Boltgun 24” Rapid Fire 1 4 0 1 -
• Grenade 24” Assault D6 3 0 1 -
Launcher (frag)
• Grenade 24” Assault 1 6 -1 D3 -
Launcher (krak)
Combi-Melta When attacking with this weapon, choose one or both of the profiles below. If you choose
both, subtract 1 from all hit rolls made with this weapon.
• Boltgun 24” Rapid Fire 1 4 0 1 -
• Melta-gun 12” Assault 1 8 -4 D6 See Meltagun
Combi-Plasma When attacking with this weapon, choose one or both of the profiles below. If you choose
both, subtract 1 from all hit rolls made with this weapon.
• Boltgun 24” Rapid Fire 1 4 0 1 -
• Plasma-Gun 24” Rapid Fire 1 7 -3 1 See Plasma Gun
Combi-Volkite When attacking with this weapon, choose one or both of the profiles below. If you choose
Charger both, subtract 1 from all hit rolls made with this weapon.
• Boltgun 24” Rapid Fire 1 4 0 1 -
• Volkite Charger 15” Assault 2 5 0 2
Flamer 8” Assault D6 4 0 1 This weapon automatically hits its
target.

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RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Frag Grenade 6” Grenade D6 3 0 1 -
Graviton Gun 18 Assault 2 5 -3 1 If the Target has a save characteristic of
3+ or better, this weapon increases its
Damage to D3
Hand Flamer 6” Pistol D3 3 0 1 This weapon automatically hits its
target.
Heavy Bolter 36” Heavy 3 5 -1 1 -
Heavy Flamer 8” Assault D6 5 -1 1 This weapon automatically hits its
target.
Krak Grenades 6” Grenade 1 6 -1 D3 -
Lascannon 48” Heavy 1 9 -3 D6 -
Melta Bomb 4” Grenade 1 8 -4 D6 Roll two dice when inflicting damage
with this weapon and pick the highest.
Meltagun 12” Assault 1 8 -4 D6 If the target is within half range of this
weapon, roll two dice when inflicting
damage with it, and pick the highest.
Missile Launcher When attacking with this weapon, choose one of the profiles below.
• Frag Missile 48” Heavy D6 4 0 1 -
• Krak Missile 48” Heavy 1 8 -2 D6 -
Multi-melta 24” Heavy 1 8 -4 D6 If the target is within half range of this
weapon, roll two dice when inflicting
damage with it, and pick the highest.
Plasma Cannon When attacking with this weapon, choose one of the profiles below.
• Standard 36” Heavy D3 7 -3 1
• Supercharge 36” Heavy D3 8 -3 2 On an unmodified hit roll of a 1, the
bearer is taken out of action after all of
this weapons shots have been resolved.
Plasma Gun When attacking with this weapon, choose one of the profiles below.
• Standard 24” Rapid Fire 1 7 -3 1
• Supercharge 24” Rapid Fire 1 8 -3 2 On an unmodified hit roll of a 1, the
bearer is taken out of action after all of
this weapons shots have been resolved.
Plasma Pistol When attacking with this weapon, choose one of the profiles below.
• Standard 12” Pistol 1 7 -3 1
• Supercharge 12” Pistol 1 8 -3 2 On an unmodified hit roll of a 1, the
bearer is taken out of action.
Rotor Cannon 30” Rapid Fire 3 3 0 1
Shroud bombs 12” Grenade D6 - - - This weapon does not inflict any
damage. Your opponent suffers an
additional -1 hit modifier when shooting,
if they are within 6” of a model hit by
this weapon, until the end of the turn.
Sniper rifle 36” Heavy 1 4 0 1 A model firing a sniper rifle does not
suffer the penalty to hit rolls for the
target being at long range. If you roll a
wound roll of a 6+ for this weapon, it
inflicts a mortal wound in addition to its
normal damage.
Volkite Caliver 30” Heavy 2 6 0 2
Volkite Charger 15” Assault 2 5 0 2
Volkite Culverin 45” Heavy 4 6 0 2
Volkite Serpenta 10” Pistol 1 5 0 2

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MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Chainsword Melee Melee User 0 1 Each time the bearer fights, they can make 1
additional attack with this weapon.
Combat blade Melee Melee User 0 1 Each time the bearer fights, they can make 1
additional attack with this weapon.
Heavy Chainsword Melee Melee U+2 0 1
Lascutter Melee Melee 9 -3 D3 When attacking with this weapon a model may only
ever make one attack.
Lighting Claw Melee Melee User -2 1 You can re-roll failed wound rolls with this weapon.
If a model is armed with two lightning claws, each
time it fights it can make one additional attack with
them.
Power Axe Melee Melee U+1 -2 1 -
Power Fist Melee Melee Ux2 -3 D3 When attacking with this weapon, you must subtract
1 from the hit roll.
Power Maul Melee Melee U+2 -1 1 -
Power Lance Melee Melee U+2 -1 1 -
Power Sword Melee Melee User -3 1 -
Thunder Hammer Melee Melee Ux2 -3 3 When attacking with this weapon, you must subtract
1 from the hit roll.

KILL TEAM RANGED WEAPONS


MODEL PTS Per MODEL WEAPON PTS PER WEAPON
Tactical Marine 12 Graviton Gun 2
• Tactical Support Marine 13 Hand Flamer 2
• Tactical Sergeant 13 Heavy Bolter 3
Breacher Marine 14 Heavy Flamer 3
• Breacher Gunner 15 Krak Grenades 0
• Breacher Sergeant 15 Lascannon 5
Recon Marine 13 Melta Bomb 1
• Recon Sergeant 14 Meltagun 3
Seeker Marine 16 Missile Launcher 5
• Seeker Sergeant 17 Multi-melta 5
Plasma Cannon 5
Plasma Gun 3
RANGED WEAPONS
WEAPON PTS PER WEAPON Plasma Pistol 1
Astartes Shotgun 0 Rotor Cannon 2
Autocannon 4 Shroud bombs 0
Bolt Pistol 0 Sniper rifle 1
Boltgun 0 Volkite Caliver 3
Combi-Flamer 3 Volkite Charger 3
Combi-Melta 3 Volkite Culverin 5
Combi-Plasma 3 Volkite Serpenta 2
Combi-Grenade Launcher 3
Combi-Volkite Charger 3
Flamer 3
Frag Grenade 0

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MELEE Weapons EQUIPTMENT
WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Additional Chainsword / Combat 1 Artificer Armour 2
Blade
Chainsword / Combat Blade 0 Boarding Shield 0
Heavy Chainsword 1 Cameleoline 2
Lascutter 2 Hardened Armour 0
Lighting Claw 2 Legion Vexilla 2
Power Axe 1 Nuncio-Vox 2
Power Fist 3 Recon Armour 0
Power Maul 1 Special Issue 0
Ammunition
Power Lance 1
Power Sword 2
Thunder Hammer 4

Legiones Astartes Tactics


Any Legiones Astartes kill team may use these tactics.

FURY OF THE LEGION MARKED FOR DEATH


Legiones Astartes Tactic Legiones Astartes Tactic
Use this tactic at the end of a Shooting Phase. Pick Use this tactic when a Seeker Marine from your kill
a Tactical Marine from your kill team. That model team is chosen to attack in the shooting phase.
may fire a bolter, bolt pistol or the bolter part of a Until the end of the phase, re-roll failed wound rolls
combi-weapon a second time. for that model that target an enemy Leader

1 Command Point 1 Command Point

Forlorn Hope Flanking Manoeuvres

Legiones Astartes Tactic


Legiones Astartes Tactic
Use this tactic when a Breacher Marine from your kill
Use this tactic at the beginning of the first battle
team is chosen to attack in the shooting phase. Until
round. Pick a Recon Marine model from your kill
the end of the phase, you may triple instead of
team and set it up again, anywhere in your
doubling the number of attacks from bolters, when
deployment zone.
all your targets are within half range.

1 Command Point 2 Command Points

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Loyalist Tactics
Legiones Astartes kill teams may use these tactics if they have the Loyalist faction keyword.

For the emperor The burden of loyalty


Loyalist Legiones Astartes Tactic
Loyalist Legiones Astartes Tactic Use this Tactic when a model from your kill team
Use this tactic when a member of your kill team suffers a mortal wound. Roll a D6 for that mortal
takes an enemy Leader out of action in the fight wound and each other mortal wound suffered by
phase. Gain D3 command points. that model for the rest of the phase. On a 3+ the
mortal wound is ignored and has no effect.

1 Command Point 1 Command Points

Traitor Tactics
Legiones Astartes kill teams may use these tactics if they have the Traitor faction keyword.

DEATH TO THE FALSE Emperor DARK PACT

Loyalist Legiones Astartes Tactic


Traitor Legiones Astartes Tactic
This Tactic is used at the end of the Movement
Use this tactic at the end of a fight phase. Pick a
phase. Pick a model within 1” of your Leader and
model from your kill team. That model can
roll a D6. On a 4+ that enemy model suffers 1
immediately fight an additional time.
mortal wound.

2 Command Points 2 Command Points

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Legions in the Age of Darkness

LEGIO I: Dark Angels


Legiones Astartes kill teams that have the Dark Angels faction keyword have access to the following additional
equipment and tactics.

Special Weapons List HEAVY Weapons List


• Plasma Repeater • Heavy Bolter (Acid Shells)
• Missile Launcher (Stasis Missiles)

COMBAT Weapons List Sergeant Weapons List


• Calibanite war blade • Terranic Greatsword

MASTERY OF THE BLADE Weapons of Old Night


Dark Angels Legiones Astartes Tactic
Dark Angel Legiones Astartes Tactic
Use this tactic at the beginning of a fight phase. All
Use this tactic when a model fires a ranged weapon
friendly Dark Angel models attacking with a
that has a random number of shots (e.g. Heavy D6),
Chainsword, Combat Blade, Power Sword, Calibanite
until the end of the phase you may roll 2 dice to
war blade or Terranic Greatsword gain a +1 hit
determine the number of shots and pick the
modifier this phase.
highest.

2 Command Points 1 Command Point

RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Missile Launcher When attacking with this weapon, choose one of the profiles below.
(Stasis Missiles)
• Frag Missile 48” Heavy D6 4 0 1 -
• Krak Missile 48” Heavy 1 8 -2 D6 -
• Stasis 24” Heavy D3 4 0 1 If an enemy Infantry model is hit by any Stasis
Missile Missiles, it is stunned until the end of the next battle
round. That model cannot fire Overwatch or be
Readied, and your opponent must subtract 1 from hit
rolls made for the model.
Heavy Bolter (Acid When attacking with this weapon, choose one of the profiles below.
Shells)
• Standard 36” Heavy 3 5 -1 1 -
• Acid Shells 36” Heavy 3 2 -2 1 If you roll a wound roll of a 6+ for this weapon, it
inflicts a mortal wound in addition to its normal
damage.
Plasma Repeater
• Standard 12” Assault 3 7 -3 1 -
• Supercharge 12” Assault 3 8 -3 2 On an unmodified hit roll of a 1, the bearer is taken
out of action after all of this weapons shots have been
resolved.

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MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Calibanite war blade Melee Melee U+1 -3 1 -

Terranic Greatsword Melee Melee U+2 -3 2 If you roll a wound roll of a 6+ for this weapon, it
inflicts a mortal wound in addition to its normal
damage

RANGE Weapons MELEE Weapons


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Missile Launcher (Stasis Missile) 5 Calibanite war blade 3

Heavy Bolter (Acid Shells) 3 Terranic Greatsword 4

Plasma Repeater 3

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LEGIO III: Emperors Children
Legiones Astartes kill teams that have the Emperors Children faction keyword have access to the following additional
equipment and tactics.

HEAVY Weapons List Sergeant Weapons List


• Cacophony1 • Sonic Shriekers1
1 Models with the Traitor faction keyword only • Phoenix Power Spear
1 This item does not replace a weapon.

Flawless Execution Exemplars of war

Emperors Children Legiones Astartes Tactic


Use this tactic at the beginning of a fight phase. Pick
Emperors Children Legiones Astartes Tactic
two models from your kill team that are eligible to
Use this tactic at the beginning of a movement
fight. In whichever order you choose fight with those
phase. All friendly Emperors Children models gain
models before any other models. If another player
+1 movement till the end of the phase.
also uses this tactic or similar tactic, roll off to
determine who goes first.

2 Command Points 2 Command Points

Special Equipment Rules


Sonic Shriekers: In the fight phase, all models attempting to hit a model equipped with Sonic Shriekers suffer an
additional -1 hit modifier.

RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Cacophony 36” Heavy 2 5 -1 1 If an enemy Infantry model is hit by a Cacophony it
must take a nerve check in the morale phase,
regardless of whether they are flesh wounded. In
addition, all nerve checks made by the model that
turn have an additional +1 modifier.

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Phoenix Power Spear This weapon has two stat lines, use the first in a fight phase where the model has
charged in the previous movement phase, in the second in all other fights.
• On charge Melee Melee U+1 -4 1 -
• Other Melee Melee User -3 1 -

RANGE Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Cacophony 5 Sonic Shriekers 2

Melee Weapons
WEAPON PTS Per WEAPON
Phoenix Power Spear 2

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LEGIO IV: Iron Warriors
Legiones Astartes kill teams that have the Iron Warriors faction keyword have access to the following additional
equipment and tactics.

HEAVY Weapons List Sergeant Weapons List


• Heavy Bolter (Shrapnel Bolts) • Servo-arm1
1 This item does not replace a weapon.

The Bitter end Shatter defences

Iron Warrior Legiones Astartes Tactic


Iron Warrior Legiones Astartes Tactic Use this tactic at the beginning of a shooting phase,
Use this tactic at the beginning of a morale phase, pick a terrain piece within the opponent’s
all friendly Iron Warrior models automatically pass deployment zone, all models within that terrain
Nerve Checks until the end of the phase. piece no longer count as obscured until the end of
the phase.

2 Command Points 2 Command Points

RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Heavy Bolter When attacking with this weapon, choose one of the profiles below.
(Shrapnel Bolts)

• Standard 36” Heavy 3 5 -1 1 -


• Shrapnel 36” Heavy 3 5 - 1 If an enemy Infantry model is hit by any Shrapnel
Bolts Bolts, it is stunned until the end of the next battle
round. That model cannot fire Overwatch or be
Readied, and your opponent must subtract 1 from hit
rolls made for the model.

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Servo Arm Melee Melee Ux2 -2 3 Each servo arm can be used to make one
additional attack each time the bearer fights.
When attacking with this weapon, you must
subtract 1 from the hit roll.

RANGE Weapons Melee Weapons


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Heavy Bolter (Shrapnel Bolts) 4 Servo Arm 2

15
LEGIO V: White Scars
Legiones Astartes kill teams that have the White Scars faction keyword have access to the following additional
equipment and tactics.

Combat Weapons List Sergeant Weapons List


• Power Glaive • Cyber-Hawk1
1 This item does not replace a weapon.

Swift Action Lightning Strike

White Scars Legiones Astartes Tactic


White Scars Legiones Astartes Tactic
Use this tactic at the beginning of a movement
Use this tactic at the beginning of a movement
phase, all friendly White Scars models that end their
phase, select a White Scars model. That model gets
turn at least 6” from their starting position gain an
+2” movement and may reroll charge distances
additional -1 hit modifier when models target them
until the end of the phase.
in the subsequent shooting phase.

2 Command Points 1 Command Points

Special Equipment Rules


Cyber-Hawk: A model with a Cyber-Hawk may re-roll 1s to hit in the fight phase.

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Power Glaive When attacking with this weapon, choose one of the profiles below.
• One Handed Melee Melee User -3 1 -
• Two-Handed Melee Melee Ux2 -3 2 When attacking with this weapon, you must
subtract 1 from the hit roll.

MELEE Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Power Glaive 4 Cyber-Hawk 2

16
LEGIO VI: Space Wolves
Legiones Astartes kill teams that have the Space Wolves faction keyword have access to the following additional
equipment, units and tactics.

Additional unit options


Any Legion Tactical Marine with the Space Wolves faction keyword may replace their bolter with one of the following
options:
• Heavy Chainsword
• Combat Shield
• Power Weapon

Fenrisian Wolf
NAME M WS BS S T W A Ld Sv Max
Fenrisian Wolf 9” 3+ 6+ 4 4 1 1 5 6+ 2
This model is armed with sharp teeth
WARGEAR OPTIONS • Any model may be upgraded to a cyber wolf
ABILITIES Bestial Nature: A Fenrisian wolf can Cyber-wolf: A model with this upgrade
never be a specialist or gain gains +1 Toughness
experience.

Leap: Whenever this model piles in, or


consolidates, it can move up to 6”
FACTION KEYWORDS Legiones Astartes, <Allegiance>, Space Wolves
KEYWORDS Infantry, Wolf

COMBAT Weapons List Sergeant Weapons List


• Hand Flamer1 • Ǽther-runes
• Plasma Pistol1 • Great Frost Blade
• Frost Blade
• Frost Axe
• Frost Claw
1 On
a Tactical Support Marine, these options replace the
models Bolt Pistol instead of his bolter.

Bestial Savagery Howl of the Death Wolf

Space Wolves Legiones Astartes Tactic


Space Wolves Legiones Astartes Tactic
Use this tactic at the beginning of a fight phase, all
Use this tactic at the beginning of a movement
friendly Space Wolf models that charged in the
phase, all friendly Space Wolf models may add +1
previous movement phase gain a +1 hit modifier till
to their charge rolls, until the end of the phase.
then end of that phase.

1 Command Point 2 Command Points

Special Equipment Rules


Ǽther-runes: A model with Ǽther-runes may attempt to deny the witch as if they were a psyker but suffer a -1 modifier
on the dice roll.

Combat Shield: A model with a Combat Shield gains a 6+ invulnerable save in the shooting phase. This is increased to
5+ in the fight phase.

17
MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Sharp Teeth Melee Melee User - 1 -
Frost Blade Melee Melee U+1 -3 1 -
Frost Axe Melee Melee U+2 -2 1 -
Frost Claw Melee Melee U+1 -2 1 You can re-roll failed wound rolls with this
weapon. If a model is armed with two frost
claws, each time it fights it can make one
additional attack with them.
Great Frost Blade Melee Melee Ux2 -3 1 When attacking with this weapon, you must
subtract 1 from the hit roll. In the fight phase
you may make one additional attack for each
enemy model after the first that you are in
base to base contact with (so 2 models gives
+1 attack), up to a maximum of 3 extra
attacks.

MELEE Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Frost Blade 3 Ǽther-runes 2
Frost Axe 2 Combat Shield 1
Frost Claw 3 Cyber Wolf 2
Great Frost Blade 4
Sharp Teeth 0

KILL TEAM
MODEL PTS Per MODEL
Fenrisian Wolf 8

18
LEGIO VII: Imperial Fists
Legiones Astartes kill teams that have the Imperial Fists faction keyword have access to the following additional
equipment and tactics.

Combat Weapons List


• Solarite Power Gauntlet

Disciplined FIRE Resolve of Stone

Imperial Fists Legiones Astartes Tactic Imperial Fists Legiones Astartes Tactic
Use this tactic at the beginning of a shooting phase, Use this tactic at the beginning of a shooting or fight
all friendly Imperial Fist models that fire a bolter, bolt phase. All Imperial Fist models equipped with a
pistol, heavy bolter or the bolter part of a combi- boarding shield, that are within 3” of a friendly
weapon, gain a +1 hit modifier until the end of the model that is also equipped with a boarding shield,
phase. gain +1 Toughness until the end of that phase.

2 Command Points 1 Command Points

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Solarite Power Melee Melee Ux2 -4 D3+1 When attacking with this weapon, you must
Gauntlet subtract 1 from the hit roll.

MELEE Weapons
WEAPON PTS Per WEAPON
Solarite Power Gauntlet 3

19
LEGIO VIII: Night Lords
Legiones Astartes kill teams that have the Night Lords faction keyword have access to the following additional
equipment and tactics.

Combat Weapons List Sergeant Weapons List


• Nostraman Chainglaive • Trophies of Judgement1
1 This item does not replace a weapon.

From the Shadows Nostraman Blood

Night Lords Legiones Astartes Tactic


Night Lords Legiones Astartes Tactic Use this tactic when a Night Lords model in your kill
Use this tactic at the start of a shooting phase, all team chooses to retreat as a charge reaction. That
friendly Night Lords models count as obscured if model may retreat up to 4” instead of 3” and may
they are not already, until the end of the phase. still chose to shoot in the subsequent shooting
phase.

2 Command Points 1 Command Points

Special Equipment Rules


Trophies of Judgement: When a model with Trophies of Judgement is charged, the charging model suffers a -1 modifier
to their charge rolls.

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Nostraman Chainglaive Melee Melee U+1 -1 1 You can re-roll failed wound rolls with this
weapon.

MELEE Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Nostraman Chainglaive 2 Trophies of Judgement 1

20
LEGIO IX: Blood Angels
Legiones Astartes kill teams that have the Blood Angels faction keyword have access to the following additional
equipment and tactics.

HEAVY Weapons List Combat Weapons List


• Hand Flamer1
• Iliastus Assault Cannon 1 On a Tactical Support Marine, this option replaces the models bolt
pistol instead of his bolter.

Sergeant Weapons List


• Inferno Pistol

Encarmine Fury Without remorse

Blood Angels Legiones Astartes Tactic


Blood Angels Legiones Astartes Tactic
Use this tactic at the beginning of a fight phase, all
Use this tactic when a Blood Angels model in your
friendly Blood Angels models that charged in the
kill team consolidates at the end of a fight phase,
previous movement phase gain a +1 strength till the
that model may consolidate up to 6”.
end of that phase.

2 Command Points 1 Command Point

Ranged WEAPONS
NAME RANGE TYPE S AP D Abilities
Inferno Pistol 6” Pistol 1 8 -4 D6 If the target is within half range of this weapon,
roll two dice when inflicting damage with it, and
pick the highest.
Iliastus Assault Cannon 24” Heavy 4 6 -2 1 If you roll 3 unmodified hit rolls of a 1 when firing
this weapon, the weapon may not be used for
the rest of the game.

RANGED Weapons
WEAPON PTS Per WEAPON
Iliastus Assault Cannon 4
Inferno Pistol 2

21
LEGIO X: Iron Hands
Legiones Astartes kill teams that have the Iron Hands faction keyword have access to the following additional
equipment and tactics.

Additional unit options


Any Astartes Model with the Iron Hands faction keyword may take the following options:
• Any model may take Bionics

Special Weapons List Sergeant Weapons List


• Graviton Gun1 • Servo-arm
1 This option is no longer restricted to Breacher Gunners Only • Cyber-familiar1
1 This item does not replace a weapon.

Chosen Ground Gun them Down

Iron Hands Legiones Astartes Tactic


Iron Hands Legiones Astartes Tactic
Use this tactic at when a friendly Iron Hands model
Use this tactic at the beginning of a morale phase,
fails a charge against a model that used retreat as a
all friendly Iron Hands models in your deployment
charge reaction against him. That Iron Hand model
zone automatically pass Nerve Checks until the end
may make an immediate shooting attack against
of the phase.
the model he tried to charge.

2 Command Points 1 Command Point

Special Equipment Rules


Bionics: A model with Bionics may ignore the penalty to this model’s hit rolls from one Flesh Wound it has suffered, this
stacks with Transhuman Physiology allowing you to ignore two flesh wounds.

Cyber-familiar: A model with a Cyber-familiar may, once per game, re-roll one failed armour save.

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Servo Arm Melee Melee Ux2 -2 3 Each servo arm can be used to make one
additional attack each time the bearer fights.
When attacking with this weapon, you must
subtract 1 from the hit roll.

Melee Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Servo Arm 2 Cyber-familiar 1
Bionics 0

22
LEGIO XII: World Eaters
Legiones Astartes kill teams that have the World Eaters faction keyword have access to the following additional
equipment and tactics.

Additional unit options


Any Legion Tactical Marine with the World Eaters faction keyword may take the following options:
• Exchange bolter for a Chainaxe instead of a Chainsword or Combat Blade
• Take a Chainaxe instead of a Chainsword or Combat Blade

Any Legion Reconnaissance Marine with the World Eaters faction keyword may take the following options:
• Exchange bolter for a Chainaxe instead of a Chainsword or Combat Blade

Any Breacher Sergeant or Seeker Sergeant with the World Eaters faction keyword may take the following options:
• Take a Chainaxe instead of a Chainsword or Combat Blade

Combat Weapons List


• Meteor Hammer
• Excoriator Chainaxe
• Twin Falax Blades
• Barb-hook lash

Incarnate violence Berserk Charge

World Eaters Legiones Astartes Tactic World Eaters Legiones Astartes Tactic
Use this tactic at the beginning of a fight phase, all Use this tactic at the beginning of a movement
friendly World Eaters models that charged in the phase, all friendly World Eaters models may re-roll
previous movement phase may reroll any unmodified their charge and advance rolls if they chose, until
wound rolls of a 1 till the end of that phase. the end of the phase.

1 Command Point 1 Command Point

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Chainaxe Melee Melee U+1 -1 1 Each time the bearer fights, they can make 1
additional attack with this weapon.
Barb-hook lash Melee Melee User -1 1 You can re-roll failed wound rolls with this
weapon.
Excoriator Chainaxe Melee Melee U+3 -2 1 When attacking with this weapon, you must
subtract 1 from the hit roll.
Meteor Hammer Melee Melee U+2 -2 2 You can re-roll failed to hit rolls with this weapon.

Melee Weapons
WEAPON PTS Per WEAPON
Chainaxe 1
Barb-hook lash 1
Excoriator Chainaxe 2
Meteor Hammer 2

23
LEGIO XIII: Ultramarines
Legiones Astartes kill teams that have the Ultramarines faction keyword have access to the following additional
equipment and tactics.

Combat Weapons List


• Legatine Axe

Interlocking Tactics Strength in Numbers

Ultramarines Legiones Astartes Tactic Ultramarines Legiones Astartes Tactic


Use this tactic after an Ultramarines model from your Use this tactic when an Ultramarines model from
kill team has successfully hit an enemy model with a your kill team fails a charge against a model that is
shooting attack. Until the end of the phase all already in combat with a friendly Ultramarines
friendly Ultramarine models may re-roll failed wound model, you may re-roll the charge distance and add
rolls against that model. +1.

1 Command Point 1 Command Point

Certainty and Resolve

Ultramarines Legiones Astartes Tactic


Use this tactic at the beginning of a morale phase, all
friendly Ultramarine models gain +1 Leadership till
the end of the phase.

1 Command Point

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Legatine Axe Melee Melee User -2 1 If you roll a wound roll of a 6+ for this weapon, it
inflicts a mortal wound in addition to its normal
damage.

Melee Weapons
WEAPON PTS Per WEAPON
Legatine Axe 2

24
LEGIO XIV: Death Guard
Legiones Astartes kill teams that have the Death Guard faction keyword have access to the following additional
equipment and tactics.

Any Legion Tactical Marine or Legion Breacher Marines with the Death Guard faction keyword may take the following
options:
• Any model may take Rad Grenades

Special Weapons List HEAVY Weapons List


• Chem-Flamer • Heavy Chem-Flamer

COMBAT Weapons List Sergeant Weapons List


• Power Scythe • Hand Chem-Flamer1
1 Recon Sergeant only

Sons of Barbarus remorseless

Death Guard Legiones Astartes Tactic


Death Guard Legiones Astartes Tactic
Use this tactic at the beginning of a shooting or fight
Use this tactic at the beginning of a morale phase,
phase. Your opponent must reroll all successful
you may choose to re-roll all nerve tests for friendly
wound rolls against friendly Death Guard models
Death Guard models until the end of the phase.
until the end of the phase.

2 Command Points 2 Command Points

Special Equipment Rules


Combi-Weapon: In addition to the normal list Death Guard models with access to a Combi-weapon may choose to take
a Combi-Chem Flamer

RANGED WEAPONS
NAME RANGE TYPE S AP DAbilities
Chem-Flamer 8” Assault D6 4 0 1This weapon automatically hits its target.
You can re-roll failed wound rolls with
this weapon.
Combi-Chem Flamer When attacking with this weapon, choose one or both of the profiles below. If you choose
both, subtract 1 from all hit rolls made with this weapon.
• Boltgun 24” Rapid Fire 1 4 0 1 -
• Chem Flamer 8” Assault D6 4 0 1 This weapon automatically hits its target.
Hand Chem-Flamer 6” Pistol D3 3 0 1 This weapon automatically hits its target.
You can re-roll failed wound rolls with
this weapon.
Heavy Chem-Flamer 8” Assault D6 5 -1 1 This weapon automatically hits its target.
You can re-roll failed wound rolls with
this weapon.
Rad Grenade 6” Grenade D6 3 0 1 If you roll a wound roll of a 6+ for this
weapon, it inflicts a mortal wound in
addition to its normal damage.

25
MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Power Scythe Melee Melee Ux2 -3 1 When attacking with this weapon, you must
subtract 1 from the hit roll. In the fight phase you
may make one additional attack for each enemy
model after the first that you are in base to base
contact with (so 2 models gives +1 attack), up to
a maximum of 3 extra attacks.

RANGE Weapons Melee Weapons


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Chem-Flamer 4 Power Scythe 4
Combi-Chem Flamer 4
Hand Chem-Flamer 3
Heavy Chem-Flamer 4
Rad Grenades 1

26
LEGIO XV: Thousand Sons
Legiones Astartes kill teams that have the Thousand Sons faction keyword have access to the following additional
equipment and tactics.

Additional unit options


Any Astartes Model with the Thousand Sons faction keyword may take the following options:
• Any model may take the Cult Arcana upgrade

Special Weapons List HEAVY Weapons List


• Rotor Cannon (Asphyx Shells) • Ǽther-fire Cannon

Sergeant Weapons List


• Arcane Litanies1
• Asphyx Shells1
1 These items do not replace a weapon.

Astral Warfare

Thousand Sons Legiones Astartes Tactic


Use this tactic at the beginning of a psychic phase,
all friendly Thousand Sons models gain a +1
modifier to all psychic tests, till the end of the phase.

2 Command Points

Special Equipment Rules


Cult Arcana: A model with the Cult Arcana upgrade is a psyker and can attempt to manifest one psychic power and
attempt to deny one psychic power each turn. They know one of the following powers: Quickblood, Kine Shields,
Precognitive Strike, Mental Fortitude or Ashen Blow. This should be noted on your roster. They do not know the Psybolt
power. If any model with the Cult Arcana upgrade suffers a Perils of the Warp attack, all other models in the same kill
team with the Cult Arcana rule must take a nerve check in the next morale phase.

Arcane Litanies: A model with Arcane Litanties may, once per game, ignore one Perils of the Warp result.

Asphyx Shells: When a model with Asphyx Shells fires a Boltgun, Combi-weapon (boltgun profile only) or bolt pistol, it
can choose to re-roll any failed to wound rolls with that weapon

RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Ǽther-fire Cannon When attacking with this weapon, choose one of the profiles below.
• Standard 36” Heavy 2 7 -3 1 If you roll a wound roll of a 6+ for this
weapon, it inflicts a mortal wound in
addition to its normal damage.
• Supercharge 36” Heavy 2 8 -3 2 On an unmodified hit roll of a 1, the
bearer is taken out of action after all of
this weapons shots have been resolved.
If you roll a wound roll of a 6+ for this
weapon, it inflicts a mortal wound in
addition to its normal damage.
Rotor Cannon 30” Rapid Fire 3 3 0 1 You can re-roll failed wound rolls with
(Asphyx Shells) this weapon.

27
Quickblood Kine Shields
Quickblood has a warp charge value of 5. If Kine Shields has a warp charge value of 6. If
manifested, the casting model gains +2 to its Charge manifested, the casting model gains a 6+ invulnerable
and Advance rolls in the next movement phase. save until the beginning of the next psychic phase

Precognitive Strike Mental Fortitude


Precognitive Strike has a warp charge value of 6. If Mental Fortitude has a warp charge value of 5. If
manifested, the casting model may re-roll hit rolls of manifested, the casting model automatically passes all
a 1 in the subsequent shooting phase. nerve checks in the subsequent morale phase.

Ashen Blow
Ashen Blow has a warp charge value of 6. If
manifested, the casting model gains +1 Strength in
the subsequent fight phase.

Ranged Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Rotor Cannon (Asphyx Shells) 3 Cult Arcana 5
Ǽther-fire Cannon 5 Arcane Litanies: 1
Asphyx Shells 1

28
LEGIO XVI: Sons of Horus
Legiones Astartes kill teams that have the Sons of Horus faction keyword have access to the following additional
equipment and tactics.

Additional unit options


Any Legion Seeker Marine Model with the Sons of Horus faction keyword may take the following options:
• Any model may replace their Scorpios bolt shells with Banestrike Rounds

Merciless Fighters Death Dealers

Sons of Horus Legiones Astartes Tactic Sons of Horus Legiones Astartes Tactic
Use this tactic at the end of a fight phase. Pick three Use this tactic at the beginning of a shooting phase,
Sons of Horus models from your kill team. In which all Sons of Horus models targeting a model within
ever order you choose, those models can 12” with Pistol, Assault or Rapid Fire Weapons gain
immediately fight an additional time. a +1 hit modifier till the end of the phase.

2 Command Points 1 Command Point

Special Equipment Rules


Banestrike Rounds: These are an additional type of Special Ammunition. When a model with Special Ammunition fires
a Boltgun, Combi-weapon (boltgun profile only) or bolt pistol, it can choose to fire Banestrike Rounds instead of one of
the normal types.

SPECAIL ISSUE AMMUNITION


AMMUNITION MODIFIER
Banestrike Rounds Subtract 3” to the range of this weapon if it is a pistol – or 6” otherwise– and improve
the AP of the by 2 (so AP 0 becomes AP -2). If you roll a 6 to wound when using this
ammunition, instead improve the AP by 4.

Equipment
WEAPON PTS Per WEAPON
Banestrike Rounds 0

29
LEGIO XVII: Word Bearers
Legiones Astartes kill teams that have the Word Bearers AND Traitor faction keyword have access to the following
additional equipment and tactics. All Word Bearer models may select the Zealot specialism instead of one of their
normal options.

Combat Weapons List Sergeant Weapons List


• Tainted Weapon • Dark Incantations1
1 This item does not replace a weapon.

Dark Blessing True Believers

Word Bearers Legiones Astartes Tactic


Word Bearers Legiones Astartes Tactic
Use this tactic at the beginning of a morale phase,
Use this tactic at the end of a movement phase. Pick
you may choose to re-roll all nerve tests for friendly
a friendly Word Bearer model, it gains Dark
Word Bearer models until the end of the phase,
Channelling.
provided that your Leader is still alive.

2 Command Points 1 Command Point

Special Equipment Rules


Dark Incantations: A model with the Dark Incantations upgrade is a psyker and can attempt to manifest one psychic
power and attempt to deny one psychic power each turn. They know the Dark Incantations power. They do not know
the Psybolt power.

Dark Channelling: When a model is given Dark Channelling they get -1 LD, then roll on the table below. The model
gains that benefit for the remaindered of the game. A model may only have one instance Dark Channelling, any
subsequent Dark Channellings have no effect.

D6 Result
1-3 The model gains +1 to hit in the fight phase.
4-5 The model gains +1 Strength
6 The model gains a 5+ invulnerable save and the Daemon keyword

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Tainted Weapon Melee Melee U+1 -2 1 You may only make a single attack with this
weapon. If you roll a wound roll of a 6+ for this
weapon, it inflicts a mortal wound in addition to
its normal damage.

Dark Incantations
Dark Incantations has a warp charge value of 6. If
manifested, pick a friendly model within 6” of the
caster (this may be the caster), they gain Dark
Channelling.

MELEE Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Tainted Weapon 1 Dark Incantations 10

30
LEGIO XVIII: Salamanders
Legiones Astartes kill teams that have the Salamanders faction keyword have access to the following additional
equipment and tactics.

Sergeant Weapons List


• Dragonscale Storm Shield
• Master Crafted Weapon1
• Inferno Pistol
1 This item does not replace a weapon.

Promethean Gift Nocturne Born

Salamanders Legiones Astartes Tactic


Salamanders Legiones Astartes Tactic
Use this tactic when a friendly Salamanders model
Use this tactic at the beginning of a shooting phase,
is targeted by a model in the shooting phase with a
all friendly Salamanders models that fire a Flamer,
Flamer, Heavy Flamer, Hand Flamer or the Flamer
Heavy Flamer, Hand Flamer or the Flamer part of a
part of a Combi-weapon. You may force your
Combi-weapon, they gain a +1 wound modifier until
opponent to re-roll successful wound rolls during
the end of the phase.
that attack.

2 Command Points 1 Command Point

Special Equipment Rules


Dragonscale Storm Shield: A model with a Dragonscale Storm Shield gains a 3+ invulnerable save.

Master Crafted Weapon: When you select the Master Crafted Weapon upgrade you must select one weapon carried by
the model with the upgrade. This should be noted on your roster. That weapon may re-roll hot rolls of a 1. You may
select the Master Crafted Weapon option multiple times.

Ranged WEAPONS
NAME RANGE TYPE S AP D Abilities
Inferno Pistol 6” Pistol 1 8 -4 D6 If the target is within half range of this weapon,
roll two dice when inflicting damage with it, and
pick the highest.

Ranged Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Inferno Pistol 2 Dragonscale Storm Shield 6
Master Crafted Weapon 1

31
LEGIO XIX: Raven Guard
Legiones Astartes kill teams that have the Raven Guard faction keyword have access to the following additional
equipment and tactics.

Combat Weapons List Sergeant Weapons List


• Raven’s Talon • Cameleoline12
• Infravisor2
1 May not be taken by a Breacher Sergeant
2 These items do not replace a weapon.

By Wing & Talon For whom the bell tolls

Raven Guard Legiones Astartes Tactic


Raven Guard Legiones Astartes Tactic
Use this tactic at the start of the shooting or combat
Use this tactic at the beginning of a movement
phase. Until the end of the phase, friendly Raven
phase, all Raven Guard models get +2” movement
Guard models may re-roll failed wound rolls that
and may reroll advance rolls until the end of the
target an enemy Leader
phase.

2 Command Points 1 Command Point

Special Equipment Rules


Cameleoline: See page 5.

Infravisor: A model with an Infravisor gains a +1 hit modifier in the shooting phase if his target is obscured.

Melee WEAPONS
NAME RANGE TYPE S AP D Abilities
Raven’s Talon Melee Melee U+1 -2 1 You can re-roll failed wound rolls with this
weapon. If a model is armed with two Raven’s
Talons, each time it fights it can make one
additional attack with them.

MELEE Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Raven’s Talon 2 Cameleoline 2
Infravisor 1

32
LEGIO XX: Alpha Legion
Legiones Astartes kill teams that have the Alpha Legion faction keyword have access to the following additional
equipment and tactics.

Additional unit options


Any Legion Seeker Marine Model with the Alpha Legion faction keyword may take the following options:
• Any model may replace their Scorpios bolt shells with Banestrike Rounds

Any Astartes Model with the Alpha Legion faction keyword may take the following options:
• Replace their Frag Grenades with Venom Spheres

Combat Weapons List


• Power Dagger

Subterfuge Mutable Tactics

Alpha Legiones Astartes Tactic


Alpha Legiones Astartes Tactic Use this tactic during the Scouting Phase, when
Use this tactic at the beginning of an Initiative picking strategies, you may pick two options and
Phase, you may roll 3D6 when determining initiative choose between them after both players have
and pick any 2D6. revealed their dice.

2 Command Points 2 Command Points

Special Equipment Rules


Banestrike Rounds: See page 29

Melee WEAPONS
NAME RANGE TYPE S AP D Abilities
Power Dagger Melee Melee User -3 2 You may only make a single attack with this
weapon.

Ranged WEAPONS
NAME RANGE TYPE S AP D Abilities
Venom Spheres 6” Grenade 3 0 1 You can re-roll failed wound rolls with this
D6 weapon.

MELEE Weapons Ranged WEAPONS


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Power Dagger 1 Venom Spheres 1

Equipment
WEAPON PTS Per WEAPON
Banestrike Rounds 0

33
The Shattered Legions
The Shattered Legions () faction keyword is a special kind of keyword that consists of two elements. The first is the
Shattered Legions keyword, this is a normal faction keyword and all members of a Shattered Legions Matched Play
Kill Team must have it. However, each model with the Shattered Legions keyword must select a second part of the
keyword which goes in the brackets, representing their parent legion. This may be different for each model in the kill
team. This may be selected from the following list: Dark Angels, Emperors Children, Iron Warriors, White Scars, Space
Wolves, Imperial Fists, Night Lords, Blood Angels, Iron Hands, World Eaters, Ultramarines, Death Guard, Thousand
Sons, Sons of Horus, Word Bearers, Salamanders, Raven Guard, Alpha Legion.

A model can access equipment as if they were from their parent legion. However Shattered Legions kill-teams do not
have access to the Legion specific tactics, instead getting the Shattered Legions tactics below.

Example: You select a Tactical Support Marine and give him the Shattered Legions (Dark Angels) keyword. As he is
from the Dark Angels he can take a Plasma Repeater, but you do not have access to the Mastery of the Blade and
Weapons of Old Night tactics.

Rival Legions Blood Price

Shattered Legions Astartes Tactic


Use this Tactic when a model from your kill team is Shattered Legions Astartes Tactic
chosen to attack in the Shooting or Fight phase Use this tactic when you take an enemy model out
whilst there is another model from your kill team of action. Roll a D6, on a 1-3 gain 1 Command
who has a different legion tag within 2”. Until the Point, on a 4-6 gain 2.
end of the phase, re-roll hit rolls of a 1 for both
models.

2 Command Points 1 Command Point

34
Black Shields
Legiones Astartes kill teams that have the Blackshields faction keyword have access to the following additional
equipment and tactics.

Origin
Legiones Astartes kill teams that have the Blackshields faction keyword, gain an additional <Origin> faction keyword.
Like the Legion keyword it must be selected from the following list: Death Seekers, Orphans of War, Outlanders,
Chymerae. This must be the same for every member of the kill team. The chosen origin keyword gives additional
options and rules as outlined below.

Limited Supply
Legiones Astartes kill teams that have the Blackshields faction keyword use, where listed, the points values in this
section rather than those on page 9 & 10. This increases the cost of some weapon options.

Additional unit options


Any Astartes Model with the Blackshields faction keyword may take the following options:
• Any model that is not equipped with Recon or Artificer Armour may take Pariah Power Armour

Any Legion Tactical Marine Model with the Blackshields faction keyword may take the following options:
• Any model may replace their bolter with one of the following:
• Laslock
• Autogun
• Astartes Shotgun
• Pariah Bolter

Special Weapons List


• Xenos Deathlock
• Pariah Flamer

Strike only from strength

Blackshields Astartes Tactic


Use this tactic at the beginning of an Initiative Phase.
Gain +1 to your initiative roll

1 Command Point

Special Equipment Rules


Pariah Power Armour: Models with Pariah Power Armour reduce their save to a 5+ against weapons of Strength 5 or
more. However, they may fire in the shooting phase even if they have advanced, so long as they are not firing heavy
weapons. If they do this they suffer a -1 hit modifier unless they are firing Assault Weapons.

Corrupted Gene-seed: A model with the Corrupted Gene-seed option may select one of the following sets of stat
changes and rules. Every model in the Kill team must take the same upgrade.
• Option 1: +1 Strength, +1 Toughness, -1 Initiative, -1 Movement, may not make
Advance moves, -2 to all charge rolls, Consolidate and Pile-in moves are at -1”.
• Option 2: +1 Hit modifier, -2 Leadership.
• Option 3: +2 Movement, +1 Hit modifier with melee weapons, +1 Strength if charged
that turn, -1 hit modifier with ranged weapons most always charge if possible in the
movement phase.

35
Melee WEAPONS
NAME RANGE TYPE S AP D Abilities
Autogun 24” Rapid Fire 1 3 0 1
Laslock 18” Assault 1 4 0 1
Pariah Bolter 16” Assault 2 4 - 1
Pariah Flamer When attacking with this weapon, choose one of the profiles below.
- Standard 8” Assault D6 3 0 1 This weapon automatically hits its target.
- Overpressure 8” Assault 2D6 3 0 1 This weapon automatically hits its target. If you
roll two 1s when determining the number of
shots for this weapon the bearer is taken out
of action after all of this weapons shots have
been resolved.
Rad Grenade 6” Grenade D6 3 0 1 If you roll a wound roll of a 6+ for this weapon,
it inflicts a mortal wound in addition to its
normal damage.
Xenos Deathlock 18” Assault 2 5 0 2 On an unmodified hit roll of a 1, the bearer is
taken out of action after all of this weapons
shots have been resolved.

MELEE Weapons Equipment


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Autogun 0 Pariah Power Armour 1
Bolter 1 Corrupted Gene-seed 2
Laslock 0 Special Issue Ammunition 1
Pariah Bolter 1
Pariah Flamer 3
Rad Grenade 1
Xenos Deathlock 2

Death Seekers
Legiones Astartes kill teams that have the Death Seekers faction keyword have access to the following additional
tactics.

Inured to Pain
Blackshields Death Seekers Astartes Tactic
Use this tactic at the beginning of a movement
phase. For the remainder of the turn, each time a
friendly Blackshields Death Seekers model suffers a
wound you can ignore it on a 6+ and they
automatically pass all nerve checks. However, all
friendly Blackshields Death Seekers must end the
movement phase closer to the nearest hostile model
than they started.

2 Command Points

36
Orphans of War
Legiones Astartes kill teams that have the Orphans of War faction keyword have access to the following additional
tactics.

The Man Next to Them

Blackshields Orphans of War Astartes Tactic


Use this tactic at the beginning of a movement
phase. For the remainder of the turn, all friendly
Blackshields Orphans of War models gain +1 LD for
each friendly model within 6” and they may re-roll 1s
on all hit rolls if there is at least one friendly model
within 6”.

2 Command Points

Outlanders
Legiones Astartes kill teams that have the Outlanders faction keyword have access to the following additional options
and tactics.

Additional unit options


Any Legion Seeker Marine Model with the Outlanders faction keyword may take the following options:
• Any model may replace their bolter with Xenos Deathlock

Sergeant Weapons List


• Xenos Deathlock
• Rad Grenades

Void Reavers

Blackshields Outlanders Legiones Astartes Tactic


Use this tactic at the beginning of the first battle
round. Select a friendly Outlanders model that model
may make and Advance roll and move it as if it was
the movement phase. This move has no effect on
subsequent movement, shooting or fight phases.

2 Command Points

Chymeriae
Legiones Astartes kill teams that have the Chymeriae faction keyword have access to the following additional options.

Additional unit options


Every Astartes Model with the Chymeriae faction keyword must take the following option:
• Corrupted Gene-seed upgrade

37
Solar Auxilia Kill Teams

The Solar Auxilia are amongst the most elite, well PICKING YOUR KILL TEAM
equipped and widespread of the diverse forces of the Solar Auxilia Kill teams are selected using the normal
Imperialis Auxilia. Widely considered to be second only rules for selecting kill teams, as laid out in the kill
to the Astartes in effectiveness, as the backbone of team core rules.
the great crusade, they served the length and breadth
of the galaxy. Keywords
The <Allegiance> Keyword must be chosen from the
With their trans-human overlords now set against each following list: Loyalist, Traitor
other in the madness of the Horus Heresy, Solar
Auxilia Regiments find themselves fighting on both All Models in a Solar Auxilia Kill Team must share the
sides of this conflict. While some would be sent to the same <Allegiance> Keyword and the Solar Auxilia
slaughter on battlefields of unfathomable scale by keyword.
uncaring or unknowing masters, others fought smaller,
but no less desperate actions in the shadows of main
conflicts. Though merely human, through courage and
tenacity they may make their mark in this new age of
war.

Infantry Tercio
NAME M WS BS S T W A Ld Sv Max
Auxiliary 6” 4+ 4+ 3 3 1 1 6 4+ -
Sergeant 6” 4+ 4+ 3 3 1 2 7 4+ 1
Auxiliary Gunner 6” 4+ 4+ 3 3 1 1 6 4+ 2
This model is armed with an Auxilia Lasrifle, Collimator, Combat Blade Frag & Krak Grenades
Up to 1 Auxiliary can be a Sergeant and up to 2 Auxiliaries can be Gunners
WARGEAR OPTIONS • Any model may take a Blast Charger
• One model may take a Nuncio-Vox
• One model may take a Troop Vexilla
• Any Gunner may exchange their Lasrifle with a Flamer
• A Sergeant may replace his Lasrifle with up to 2 choices from the
Sergeant Weapons list
ABILITIES Disciplined Fire: Models with this rule Hardened Armour: When a model
hit on a 5+ on overwatch when using a wearing hardened armour is targeted by
Pistol, Assault or Rapid-fire weapon. weapon with has a random number of
shots (such as Heavy D6), you may
Close formation fighting: As long as choose to force your opponent to reroll
two or more models with this rule are their first roll.
Base to base they gain +1 to Hit with
melee weapons in the fight phase.

SPECIALISTS Leader (Sergeant only), Heavy (Gunner only), Comms (Model with Nuncio-Vox
Only), Sniper, Veteran.
FACTION KEYWORDS Solar Auxilia, <Allegiance>
KEYWORDS Infantry, Infantry Tercio

38
Veletaris Storm Section
NAME M WS BS S T W A Ld Sv Max
Prime 6” 3+ 3+ 3 3 1 2 7 4+ 1
Velitarii 6” 4+ 3+ 3 3 1 1 6 4+ -
This model is armed with a Volkite Charger, Laspistol, Combat Blade, Frag & Krak Grenades
Up to 1 Velitarii can be a Prime
WARGEAR OPTIONS • Any model may exchange their Volkite Charger for a Rotor Cannon or
Power Axe
• One model may take a Nuncio-Vox
• A Sergeant may replace his Volkite Charger with up to 2 choices from the
Sergeant Weapons list
ABILITIES Disciplined Fire: Models with this rule Hardened Armour: When a model
hit on a 5+ on overwatch when using a wearing hardened armour is targeted by
Pistol, Assault or Rapid-fire weapon. weapon with has a random number of
shots (such as Heavy D6), you may
Close formation fighting: As long as choose to force your opponent to reroll
two or more models with this rule are their first roll.
Base to base they gain +1 to Hit with
melee weapons in the fight phase.

SPECIALISTS Leader (Sergeant only), Combat, Heavy, Comms (Model with Nuncio-Vox Only),
Scout, Veteran.
FACTION KEYWORDS Solar Auxilia, <Allegiance>
KEYWORDS Infantry, Veletaris Storm Section

Sergeant Weapon List:


• Laspistol
• Blast Pistol
• Charnabal Sabre
• Needle Pistol
• Hand Flamer
• Plasma Pistol
• Power Weapon
• Power Fist

Weapon Profiles and Points


Special Equipment Rules
Nuncio-Vox: You add 1 Leadership to all friendly Solar Auxilia whilst a friendly model with a Nuncio-Vox is on the table.
Troop Vexilla: Solar Auxilia models automatically pass nerve checks if they are within 6" of a model with a Troop Vexilla.
Auxilia Lasrifle: The Auxilia Lasrifle may be fired using its regular profile or the modified Collimator Lasrifle profile. If the
model is equipped with a Blast Charger it may alternatively use that profile instead. The choice of profile must be
declared before rolling any dice.
Power Weapon: A Model with the option to take a Power Weapon may choose one of the following: Power Axe, Power
Maul, Power Sword, Power Lance.

39
RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Auxilia Lasrifle When attacking with this weapon, choose one of the profiles below. See Auxilia Lasrifle
above.
- Regular 30" Rapid fire 3 0 1 Firing Modes (See Above)

- Collimator 36" Heavy 2 3 0 1 -

- Blast- Charger 18" Heavy 1 6 -1 2 On an unmodified hit roll of a 1 the


bearer suffers a flesh wound.
Blast Pistol 6" Pistol 2 5 0 2 On an Unmodified hit roll of a 1 the
bearer is taken out of action
Flamer 8” Assault D6 4 0 1 This weapon automatically hits its
target.
Frag Grenade 6" Grenade D6 3 0 1 -

Hand Flamer 6” Pistol D3 3 0 1 This weapon automatically hits its


target.
Krak Grenade 6" Grenade 1 6 -1 D3 -

Laspistol 12" Pistol 1 3 0 1 -

Needle Pistol 12" Pistol 1 * -1 0 This Weapon wounds on a 4+

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

Standard 12” Pistol 1 7 -3 1 -

Supercharge 12” Pistol 1 8 -3 2 On an unmodified hit roll of a 1, the


bearer is taken out of action.
Rotor Cannon 30" Rapid Fire 3 3 0 1

Volkite Charger 15" Assault 2 5 0 2

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Charnabal Sabre Melee Melee User -1 2 Each time the bearer fights, they can make 1
additional attack with this weapon.
Combat blade Melee Melee User 0 1 Each time the bearer fights, they can make 1
additional attack with this weapon.
Power Axe Melee Melee U+1 -2 1

Power Fist Melee Melee Ux2 -3 D3 When attacking with this weapon, you must subtract
1 from the hit roll.
Power Maul Melee Melee U+2 -1 1 -

Power Lance Melee Melee U+2 -1 1 -

Power Sword Melee Melee User -3 1 -

40
KILL TEAM RANGED WEAPONS
MODEL PTS Per MODEL WEAPON PTS PER WEAPON
Infantry Tercio 8 Auxilia Lasrifle 0
• Sergeant 9 Blast Pistol 2
• Gunner 9 Flamer 3
Veletaris Storm Section 10 Frag Grenade 0
• Prime 11 Hand Flamer 2
• Gunner 11 Krak Grenade 0

Laspistol 0

MELEE Weapons Needle Pistol 0


WEAPON PTS Per WEAPON Plasma Pistol 1
Charnabal Sabre 1 Rotor Cannon 2
Combat Blade 0 Volkite Charger 1
Power Fist 2
Power Maul 1
Power Lance 1
Power Sword 1

EQUIPTMENT
WEAPON PTS PER WEAPON
Collimator 0
Blast Charger 1
Nuncio Vox 1
Troop Vexilla 1

Solar Auxilia Tactics


Any Solar Auxilia kill team may use these tactics.

The Courage of Men Careful aim!


Solar Auxilia Tactic Solar Auxilia Tactic
Use this tactic at the start of a Morale Phase. Pick a Use this tactic when a Solar Auxilia model from your
model from your Kill team that is required to make a Kill team is chosen to attack during the shooting
Nerve test. Roll a D3 for that Model rather than a D6 phase. Add 1 to all wound rolls the model makes
when taking the test. until the end of the Phase.

1 Command Point 2 Command Points


.

Concentrate Fire! By Land, by Air, By Void


Solar Auxilia Tactic
Solar Auxilia Tactic
Use this tactic when a Veletaris Storm Section
Use this tactic when a Solar Auxilia model from your
model has been selected to move in the movement
Kill team is chosen to attack during the shooting
phase. Until the end of the phase the model has the
phase. All Ready Solar Auxilia models base to base
FLY keyword.
with them may also fire at the same target.

1 Command Point 2 Command Points

41
Mechanicum Kill Teams

The military forces of the Mechanicum are as diverse PICKING YOUR KILL TEAM
as the forge-worlds they hail from. From the foot Mechanicum Kill teams are selected using the normal
soldiers of the Skitarii Tech Guard to the siege-trains rules for selecting kill teams, as laid out in the kill
of the Ordo Reductor each represents a singular team core rules.
investment of the ancient tech-lore of the cult of Mars.
The new technologies discovered during the great In addition to the units below, you can also select the
crusade have added to this diversity, and the feudal following units from the Adeptus Mechanicus section
structure of the cult means that no two deployments of the Kill Team – Core Manual: Skitarii Ranger,
of their forces are likely to ever be the same. Foes may Skitarii Vanguard, Sicarian Ruststalker, Sicarian
be confronted by hordes of brain-washed tech-thralls Infiltrator.
as likely as the elite and terrible automata of the Legio
Cybernetica. These models replace their Adeptus Mechanicus
Faction Keyword with the Mechanicum, Skitarii and
At the outbreak of the Heresy the Mechanicum split <Allegiance> faction keywords.
along many fault lines in to factions that favoured the
Warmaster and those who remained loyal to the Keywords
Emperor. Whilst their primary forces were deployed on The <Allegiance> Keyword must be chosen from the
the front lines across all fronts and saw action in some following list: Loyalist, Traitor
of the most terrible conflicts of that age, smaller
groups were also deployed by both sides, whether All Models in a Mechanicum Kill Team must share the
serving the wills of their ultimate masters or the more same <Allegiance> Keyword and the Mechanicum
esoteric designs of the Tech-Priests themselves. faction keyword.

In addition, you will gain access to additional Tactic


Cards if every member of you Kill Team shares ONE of
the following faction keywords: Skitarii, Ordo Reductor,
Secutarii. See below for details.

Tech-Priest Auxillia
NAME M WS BS S T W A Ld Sv Max
Adept 6” 4+ 4+ 3 3 1 1 6 3+ -
Magos Auxillia 6” 4+ 3+ 3 3 2 2 7 3+ 1
This model is armed with a Laspistol and Power-Axe
Up to 1 Adept can be a Magos Auxillia
WARGEAR OPTIONS • Any model may take a nuncio-vox, augury scanner and/or cyber familiar
• Any model may take a volkite charger or graviton gun
• Any model may take melta bombs and/or a servo-arm
• Any model may take the Reductor upgrade
• Any model without either a servo arm or the Reductor upgrade the may
take the Lacyraemarta upgrade
• A Magos Auxillia may take a weapon from the Magos Weapons List.
ABILITIES Lacyraemarta: Each time a model with Reductor: Servo-Automata within 6” of a
this upgrade loses a wound, roll a D6; model with this upgrade gain +1 to
on a 5+ the model does not lose that wound. A model with this rule also gains
wound. Tech-thralls within 6” of a the Ordo Reductor faction keyword.
model with this rule gain +1 when
rolling for their Cyborg special rule. Canticles of the Omnissiah: See pg. 48
SPECIALISTS Leader (Magos Auxillia), Sniper, Combat, Heavy, Comms (Model with Nuncio-Vox
Only), Demolitions (Model with Reductor upgrade Only), Medic (Model with
Lacyraemarta upgrade Only).
FACTION KEYWORDS Mechanicum, <Allegiance>,
KEYWORDS Infantry, Adept, Tech-Priest

42
Adsecularis Covenant
NAME M WS BS S T W A Ld Sv Max
Tech Thrall 6” 5+ 5+ 4 3 1 1 4 5+ -
This model is armed with a Las-lock.
WARGEAR OPTIONS • Any model may replace their Las-lock with a Mitralock or a Heavy
Chainblade.
• Any model may take frag grenades
• Any model may take Induction Chargers.
• Any model may take the Rite of Pure Thought Upgrade
• Any model may take the Revenant Alchemistry Upgrade
ABILITIES Cyborg: Each time a model with this Revenant Alchemistry: A model with this
ability loses a wound, roll a D6; on a upgrade gains +1 when rolling for the
6+ the model does not lose that Cyborg rule, and +1 strength on any turn
wound. In addition, a model with this it successfully charges. However, it’s
rule may never be a specialist. movement is reduced to 4”

Rite of Pure Thought: A model with this Induction Chargers: All Las-locks and
upgrade automatically passes any Mitralocks for a model with this rule are
nerve check it is required to make, changed to Assault 2
however it can no longer make charge
reactions. Models with this rule can Canticles of the Omnissiah: See pg. 48
never gain experience.
FACTION KEYWORDS Mechanicum, <Allegiance>
KEYWORDS Infantry, Tech Thrall

Servo-Automata
NAME M WS BS S T W A Ld Sv Max
Servo-automata 4” 4+ 4+ 4 5 1 1 5 5+ -
This model is armed with basic tools
WARGEAR OPTIONS • Any model may take a weapon from the Servitor Weapons List
ABILITIES Cybernetica: A model with this rule Canticles of the Omnissiah: See pg. 48
must take a Nerve Check in every
Morale phase, unless they are within
6” of an Adept. In addition, a model
with this rule may never be a specialist
or gain experience.
FACTION KEYWORDS Mechanicum, <Allegiance>, Ordo Reductor
KEYWORDS Infantry, Servo-automata

Thallax Cohort
NAME M WS BS S T W A Ld Sv Max
Thallax 6” 3+ 4+ 5 5 3 2 7 4+ -
Thallax Gunner 6” 3+ 4+ 5 5 3 2 7 4+ 1
This model is armed with a lightning gun, and frag grenades.
Up to 1 Thallax may be a Thallax Gunner
WARGEAR OPTIONS • Any model may take a heavy Chainblade and /or melta bombs
• Any Thallax Gunner may replace their lightning gun with a weapon from
the Thallax Weapon List.
ABILITIES Djinn-Sight: A model with this rule Lorica Thallax: Each time a model with
gains a +1 hit modifier when a this ability loses a wound, roll a D6; on a
shooting attack targets a model that is 6+ the model does not lose that wound.
obscured. However, a model with this rule may
never make a consolidate move.
Canticles of the Omnissiah: See pg. 48
SPECIALISTS Leader , Combat, Heavy, Demolitions, Veteran, Zealot
FACTION KEYWORDS Mechanicum, <Allegiance>, Ordo Reductor
KEYWORDS Infantry, Fly, Thallax

43
Secutarii Hoplites
NAME M WS BS S T W A Ld Sv Max
Secutarii Hoplite 6” 3+ 3+ 3 3 1 2 6 4+ -
Hoplite Alpha 6” 3+ 3+ 3 3 1 3 7 4+ 1
This model is armed with an arc lance, a mag-inverter shield and a Kyropatris Field Generator:
Up to 1 Secutarii Hoplite may be a Hoplite Alpha
WARGEAR OPTIONS • A Hoplite Alpha may replace its arc lance and/or its Mag-inverter with
weapons from the Secutarii Weapon List.
• A Hoplite Alpha may replace its Mag-inverter shield with an Enhanced
data-tether or an Omnispex
ABILITIES Kyropatris Field Generator: Models Enhanced Data-tether: You can re-roll
equipped with this have a 5+ failed Nerve tests for Skitarii models
invulnerable save. while a friendly model with an enhanced
data-tether is on the battlefield and not
Mag-inverter Shield: Models with a shaken.
mag-inverter shield have a 4+
invulnerable save against attacks Omnispex: At the start of each Shooting
made with melee weapons. In phase, you can choose another Skitarii
addition, each time you make an model within 3" of a friendly model
unmodified saving throw of 6 for a equipped with an omnispex that is not
model with a mag-inverter shield shaken. That model does not suffer
against an attack made with a melee penalties to their hit or injury rolls due to
weapon, the attacking unit suffers 1 their target being obscured.
mortal wound after it has made all of
its attacks. Canticles of the Omnissiah: See pg. 48
SPECIALISTS Leader (Alpha Only), Combat, Heavy, Demolitions, Veteran, Zealot
FACTION KEYWORDS Mechanicum, <Allegiance>, Skitarii, Secutarii
KEYWORDS Infantry, Secutarii Hoplites

Secutarii Hoplites
NAME M WS BS S T W A Ld Sv Max
Secutarii Peltast 6” 4+ 3+ 3 3 1 1 6 4+ -
Peltast Alpha 6” 4+ 3+ 3 3 1 2 7 4+ 1
This model is armed with a galvanic caster and a Kyropatris Field Generator:
Up to 1 Secutarii Hoplite may be a Hoplite Alpha
WARGEAR OPTIONS • A Peltast Alpha may replace its galvanic caster with weapon from the
Secutarii Weapon List.
• A Peltast Alpha may take an Enhanced data-tether or an Omnispex
ABILITIES Canticles of the Omnissiah: See pg. 48 Kyropatris Field Generator: Models
equipped with this have a 5+
Enhanced Data-tether: You can re-roll invulnerable save.
failed Nerve tests for Skitarii models
while a friendly model with an Omnispex: At the start of each Shooting
enhanced data-tether is on the phase, you can choose another Skitarii
battlefield and not shaken. model within 3" of a friendly model
equipped with an omnispex that is not
shaken. That model does not suffer
penalties to their hit or injury rolls due to
their target being obscured.

SPECIALISTS Leader (Alpha Only), Combat, Heavy, Demolitions, Veteran, Zealot


FACTION KEYWORDS Mechanicum, <Allegiance>, Skitarii, Secutarii
KEYWORDS Infantry, Secutarii Peltasts

44
Magos Weapons List Servitor Weapons List
• Volkite Serpenta • Las-Lock
• Plasma Pistol • Servo-arm
• Machinator Array • Flamer
• Refractor Field • Maxima Bolter
• Rotor Cannon
• Heavy Bolter
• Multi-Melta

Thallax Weapon List Secutarii Weapon List


• Multi-laser • Arc Pistol
• Phase Plasma-fusil • Phosphor Blast Pistol
• Irad-cleanser • Radium Pistol
• Multi-melta • Arc Maul
• Proton Thruster • Power Weapon
• Taser Goad

Weapon Profiles and Points


Special Equipment Rules
Augury scanner: At the start of the Shooting phase, you can choose another Mechanicum model within 3" of a friendly
model equipped with an Augury scanner that is not shaken. That model does not suffer penalties to their hit or injury
rolls due to their target being obscured.
Cyber familiar: A model with a Cyber-familiar may, once per game, re-roll one failed armour save.
Machinator Array: A model with Machinator Array gains +1 Toughness and come equipped with a Flamer, a Plasma
Pistol and two Servo-arms, a model equipped with a Machinator Array can use the mounted weapons in addition to any
weapons they are carrying in both the shooting (flamer and plasma pistol) and combat phase (Servo-arms).
Nuncio-vox: You can add 1 to the LD of all friendly Mechanicum whilst a friendly model with a Nuncio-Vox is on the
table.
Power Weapon: A model with an option to take a power weapon may choose one from the following list: Power Axe,
Power Maul, Power Sword, Power Lance.
Refractor Field: A model with a Refractor Field gains a 5+ Invulnerable Save.

RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Arc Lance This weapon may be used as both a ranged and melee weapon.
- Ranged 12” Assault 1 6 -1 1 -
- Melee Melee Melee +3 -1 1 -
Arc Pistol 12” Pistol 1 6 -1 1 -
Flamer 8” Assault D6 4 0 1 This weapon automatically hits its
target.
Frag Grenades 6” Grenade D6 3 0 1 -
Galvanic Caster When attacking with this weapon choose one of the profiles below.
- Flechette 24” Rapid Fire 2 3 0 1 -
- Ignis 18” Assault D3 3 0 1 +1 hit modifier if target is obscured
- Kinetic 30” Heavy 1 4 -2 1 -
Graviton gun 18 Assault 2 5 -3 1 If the Target has a save characteristic
of 3+ or better, this weapon
increases its Damage to D3
Heavy Bolter 36” Heavy 3 5 -1 1 -

RANGED WEAPONS

45
NAME RANGE TYPE S AP D Abilities
Irad-cleanser 8” Assault D6 2 -1 1 This weapon automatically hits its
target. +1 to injury rolls for all
wounds caused by this weapon.
Las-Lock 18” Assault 1 4 0 1 -
Laspistol 12" Pistol 1 3 0 1 -
Lightning Gun 18” Heavy 1 7 -1 1 You can re-roll failed wound rolls with
this weapon.
Maxima Bolter 12 Assault 3 4 0 1 -
Melta Bomb 4” Grenade 1 8 -4 D6 Roll two dice when inflicting damage
with this weapon and pick the
highest.
Mitralock 8” Assault 1 4 0 1 You can re-roll failed wound rolls with
this weapon.
Multi-laser 36” Heavy 3 6 0 2 -
Multi-Melta 24” Heavy 1 8 -4 D6 If the target is within half range of
this weapon, roll two dice when
inflicting damage with it, and pick the
highest.
Phase Plasma-fusil 24” Rapid Fire 2 7 -3 1 -
Phosphor Blast Pistol 12” Pistol 1 5 -1 1 +1 hit modifier if target is obscured
Plasma Pistol When attacking with this weapon, choose one of the profiles below.
• Standard 12” Pistol 1 7 -3 1 -
• Supercharge 12” Pistol 1 8 -3 2 On an unmodified hit roll of a 1, the
bearer is taken out of action.
Proton Thruster 48” Heavy 2 6 -3 D6 Your opponent suffers an additional
-1 hit modifier when shooting, if they
are within 6” of a model hit by this
weapon, until the end of the turn.
Radium Pistol 12” Pistol 1 3 0 1 Each time you make a wound roll of
6+ with this weapon that hit inflicts 2
damage instead of 1.
Rotor Cannon 30” Rapid Fire 3 3 0 1 -
Volkite Charger 15” Assault 2 5 0 2 -
Volkite Serpenta 10” Pistol 1 5 0 2 -

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Arc Maul Melee Melee +2 -1 1
Basic Tools Melee Melee User - 1 -
Heavy Chain-Blade Melee Melee U+2 0 1
Power Axe Melee Melee U+1 -2 1 -
Power Maul Melee Melee U+2 -1 1 -
Power Lance Melee Melee U+2 -1 1 -
Power Sword Melee Melee User -3 1 -
Servo-Arm Melee Melee Ux2 -2 3 Each servo arm can be used to make one additional
attack each time the bearer fights. When attacking
with this weapon, you must subtract 1 from the hit
roll.
Taser Goad Melee Melee +2 0 1 Each time you make a hit roll of 6+ with this weapon
that causes 3 hits instead of 1.

46
KILL TEAM RANGED WEAPONS
MODEL PTS Per MODEL WEAPON PTS PER WEAPON
Adept 10 Arc Lance 0
• Magos Auxilia 11 Arc Pistol 0
Tech Thrall 3 Flamer 3
Servo-automata 7 Frag Grenades 1
Thallax 23 Galvanic Caster 0
• Thallax Gunner 24 Graviton gun 2
Secutarii Hoplite 11 Heavy Bolter 3
• Hoplite Alpha 12 Irad-cleanser 3
Secutarii Peltast 11 Las-Lock 0
• Peltast Alpha 12 Laspistol 0
Lightning Gun 0

Melee WEAPONS Maxima Bolter 1


WEAPON PTS PER WEAPON Melta Bomb 1
Arc Maul 1 Mitralock 0
Basic Tools 0 Multi-laser 4
Heavy Chain-Blade 1 Multi-Melta 5
Power Lance 1 Phase Plasma-fusil 4
Power Maul 1 Phosphor Blast Pistol 0
Power Sword 2 Plasma Pistol 1
Power-Axe 1 Proton Thruster 5
Servo-Arm 2 Radium Pistol 0
Taser Goad 1 Rotor Cannon 2
Volkite Charger 3
Volkite Serpenta 2

EQUIPTMENT EQUIPTMENT
WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Augury scanner 1 Mag-inverter shield 0
Cyber familiar 1 Nuncio-vox 2
Enhanced Data-tether 5 Omnispex 1
Induction Chargers 1 Reductor 2
Kyropatris Field Generator 0 Refractor Field 2
Lacyraemarta 2 Revenant Alchemistry 1
Machinator Array 5 Rite of Pure Thought 3

47
Mechanicum Tactics
Any Mechanicum kill team may use these tactics and abilities:

Canticles of the Omnissiah: At the start Canticles of the Omnissiah Table


of each battle round, pick which
D6 Canticle
Canticle of the Omnissiah from the 1 Incantation of the Iron Soul: You can reroll failed nerve tests for models in
table opposite is in effect until the end your kill team
of the battle round. The same Canticle 2 Litany of the Electromancer: Roll a D6 for each enemy model within 1” of
may not be picked twice during the any models in you kill team at the start of the fight phase. On a 6 that
same battle. model suffers 1 mortal wound.
3 Chant of the Remorseless Fist: Re-roll hit rolls of 1 for models in your kill
Alternatively, you can randomly team in the fight phase.
determine which Canticle of the 4 Shroudpsalm: When an enemy player makes a hit roll for a shooting attack
Omnissiah is in effect by rolling a D6 that targets a model from your kill team, and that model is obscured, that
roll suffers an additional -1 hit modifier.
and consulting the table opposite. Note
5 Invocation of Machine Might: Add 1 to the strength characteristic of models
that if randomly determine a Canticle it in your kill team.
tables effect even if it has been in 6 Benediction of the Omnissiah: Reroll hit rolls of a 1 for models in your kill
effect earlier in the battle. team in the shooting phase.

Dunestrider Gloria Mechanicum


Mechanicum Tactic
Mechanicum Tactic
Use this tactic after determining which Canticle of
Use this tactic in the Movement phase when a model
the Omnissiah is in effect this round. Randomly
from your kill team advances. Roll two dice and pick
determine a Canticle of the Omnissiah – that
which one to use when making the advance roll.
Canticle is in effect instead.

1 Command Point 1 Command Points


.

Skitarii
Mechanicum kill teams that contain only models with Skitarii faction keyword have access to the following additional
tactics.

Conqueror DoCtRinA Imperative Protector DoCtRinA Imperative


Skitarii Tactic
Skitarii Tactic
Use this tactic when you choose a model in your kill
Use this tactic when you choose a model in your kill
team to shoot in the shooting phase. Add 1 to hit
team to fight in the fight phase. Add 1 to hit rolls for
rolls for the model until the end of the phase. If the
the model until the end of the phase. If the model is
model is within 6” of a friendly model with an
within 6” of a friendly model with an enhanced data-
enhanced data-tether, you can add 2 to the hit rolls
tether, you can add 2 to the hit rolls instead.
instead.
2 Command Points 2 Command Points

48
ORDO REDUCTOR
Mechanicum kill teams that contain only models with Ordo Reductor faction keyword have access to the following
additional tactics.

Masters of Destruction FeRROX Augment

Ordo Reductor Tactic Ordo Reductor Tactic


Use this tactic at the beginning of a shooting phase. Use this tactic at the beginning of a fight phase. Pick
Pick an Adept, for the remainder of the phase, when a Thallax model, that model gains +1 to wound. In
a model within 6” of that Adept rolls to wound, you addition, any wounds inflicted by that model that
may choose to re-roll the result. phase get +1 to their injury rolls.

2 Command Points 1 Command Point

Secutarii
Mechanicum kill teams that contain only models with Secutarii faction keyword have access to the following additional
tactics.

Hazard Protocols Attuned Wavelengths


Secutarii Tactic
Secutarii Tactic
Use this tactic at the beginning of a battle round, all
Use this tactic at the beginning of a shooting phase
Secutarii models within 2” of another Secutarii
all Secutarii models within 2” of another Secutarii
model may not advance and suffer a -1 hit modifier
model gain +1 to their invulnerable saves from their
in the fight phase. However, they may choose to
Kyropatris Field Generators.
reroll all hit rolls in the shooting phase.

2 Command Points 1 Command Point

49
Silent Sisterhood Kill Teams

Much like the Legio Custodes, the Sisters of Silence feeling of unease, disquiet and fear in those who stay
are the personal elite of the Master of Mankind. in a Pariah’s proximity, and causes most to shun their
Together, the two organisations are often called the company. Only those who appreciate the very real
Talons of the Emperor, for it is they that rip the dark danger of psychic apocalypse realise that these
heart of tyranny from the body of the Imperium. It is Pariahs are in fact natural-born weapons that have
the Sisters of Silence who form the foremost defence immeasurable value in the long war against Chaos.
against the darkness that haunts Mankind’s evolution The most visionary of these far-sighted scholars was
– in many ways they are the truest and most effective the Emperor.
weapon ever created in the quest to defy the Dark
Gods. PICKING YOUR KILL TEAM
Silent sisterhood Kill teams are selected using the
The Pariah gene occurs in perhaps one in a trillion normal rules for selecting kill teams, as laid out in the
humans. It is well named indeed, for those in whom it kill team core rules.
germinates are excluded and persecuted by the vast
majority of the Imperium’s citizenry. Where a normal Keywords
mortal man or woman has a spiritual core, an ethereal All Models in a Silent Sisterhood Kill Team must share
animus that some call a soul, those with the Pariah the Sisters of Silence and Loyalist faction keywords
gene have a sucking void so powerful it casts a shroud
over the spirits of those nearby. This manifests as a

Silent Sisters
NAME M WS BS S T W A Ld Sv Max
Silent Sister 7” 3+ 3+ 3 3 1 2 8 3+ -
Sister Gunner 7” 3+ 3+ 3 3 1 2 8 3+ 4
Mistress 7” 3+ 3+ 3 3 1 3 9 3+ 1
This model is armed with a Boltgun, Bolt pistol; Frag, Krak and Psyk out Grenades.
Up to 4 Sisters can be Gunners and 1 Sister can be a Mistress
WARGEAR OPTIONS • Silent Sisters may replace their Boltgun with an Execution Blade or a
Bolt Pistol
• One Model may take a Nuncio-Vox
• Sister Gunners may replace their Boltgun with a Flamer or a Grenade
Launcher
• One model may take a Breaching Charge
• A Mistress may replace her Boltgun with a Power Weapon, Charabal
Saber or Proteus Neuro Lash
• A Mistress may replace her Bolt pistol with a Hand Flamer, Needle Pistol
or Plasma Pistol
ABILITIES Witch Hunters: Models with this rule Psychic Abominations: Models with this
may re-roll failed wounds when rule may never be the target or affected
attacking Psykers in melee. by Psychic powers. When any model
with this rule is on the table enemy
Psykers must deduct 1 from any Psychic
tests.

SPECIALISTS Leader (Mistress only), Combat, Comms (Model with Nuncio-Vox Only),
Demolitions (Gunner only), Veteran, Zealot
FACTION KEYWORDS Sisters of Silence, Loyalist
KEYWORDS Infantry, Sisters of Silence

Weapon Profiles and Points


Special Equipment Rules
Nuncio-Vox: You add 1 Ld to all friendly Silent Sisters whilst a friendly model with a Nuncio-Vox is on the table.
Power Weapon: A Model with the option to take a Power Weapon may choose one of the following: Power Axe, Power
Maul, Power Sword, Power Lance.

50
RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Bolt Pistol 12” Pistol 1 4 0 1 -
Boltgun 24” Rapid Fire 1 4 0 1 -
Breaching Charge 6" Grenade D6 8 -3 D3 A Breaching Charge is one use only
Flamer 8" Assault D6 4 0 1 This Weapon Automatically hits
Frag Grenade 6” Grenade D6 3 0 1 -
Grenade Launcher When attacking with this weapon, choose one of the profiles below.
• Frag Grenade 24” Assault D6 6 0 1 -
• Krak Grenade 24” Assault 1 4 -1 D3 -.
• Psyk-Out 24" Assault D3 2 0 1 Each time you roll a 6 to hit with this weapon
Grenade when targeting a Psyker or Daemon the target
suffers a mortal wound instead of normal
damage.
Hand Flamer 6" Pistol D3 3 0 1 This Weapon Automatically hits
Krak Grenades 6” Grenade 1 6 -1 D3 -
Needle Pistol 12" Pistol 1 * -1 1 This Weapon wounds on a 4+
Plasma Pistol
• Standard 12" Pistol 1 7 -3 1
• Supercharge 12" Pistol 1 8 -3 2 On an unmodified hit roll of a 1, the bearer is
taken out of action.
Psyk-Out Grenades 6" Grenade D3 2 0 1 On an unmodified hit roll of a 6 with this
weapon against a Psyker or Daemon causes a
mortal wound.

MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Charabal Sabre Melee Melee User -1 2 Each time the bearer fights, they can make 1
additional attack with this weapon.
Execution Blade Melee Melee +1 -3 D3 -
Proteus Neuro-Lash Melee Melee * -2 D3 This Weapon wounds on a 4+

KILL TEAM RANGED WEAPONS


MODEL PTS Per MODEL WEAPON PTS PER WEAPON
Sister of Silence 10 Charabal Sabre 1
• Sister Gunner 10 Execution Blade 1
• Mistress 11 Proteus Neuro Lash 2
Power Axe 1
Power Maul 1
RANGED WEAPONS
WEAPON PTS PER WEAPON Power Lance 1
Bolt Pistol 0 Power Sword 2
Boltgun 0
2
Breaching Charge EQUIPTMENT
Flamer 3 WEAPON PTS PER WEAPON
Frag Grenades 0 Nuncio Vox 1
Grenade Launcher 2
Hand Flamer 0
Krak Grenades 2
Needle Pistol 0
Plasma Pistol 1
Psyk-Out Grenades 0

51
Silent Sisterhood Tactics
Any Silent Sisterhood kill team may use these tactics and abilities:

Fanatic Discipline Psychic Anathema


Silent Sisterhood Tactic
Silent Sisterhood Tactic Use this tactic when you pick a Sisters of Silence
Use this tactic when one of your Sisters of Silence is model from your kill team to attack in the Shooting
taken out of action. Roll a D6. On a 4+ that model or Fight phase. They gain +1 to wound any attacks
suffers a flesh wound instead. on Psyker or Daemon models.

2 Command Point 1 Command Points

Deny the Abomination! Never Fail him

Silent Sisterhood Tactic Silent Sisterhood Tactic


Use this tactic when one of your Sisters of Silence Use this tactic at the start or the Morale phase.
does not move in the movement Phase. Enemy Sisters of Silence models from your kill team
models suffer an additional -1 to hit this model if automatically pass any Nerve tests this turn
within 12" during the shooting phase.

1 Command Point 2 Command Points

52
Militia and Cult Kill Teams

These troops are rarely a commanders first choice in <Allegiance> keyword as well as the <Provenance>
any kill team mission and yet in the desperate wars of Keywords.
the age of darkness many ordinary mortals would be
sent on such actions; some proving the equal of their The <Allegiance> Keyword must be chosen from the
transhuman enemies, most dying ignominious deaths following list: Loyalist, Traitor
in quickly forgotten battles.
Each model in the kill team will have a pair of
PICKING YOUR KILL TEAM <Provenance> keywords. The player should select a
Militia Kill teams are selected using the normal rules different <Provenance> Keyword from the following
for selecting kill teams, as laid out in the kill team core list, for each entry: Warrior Elite, Gene-Crafted, Cyber-
rules. Augmetics, Alchem-jackers, Survivors of the Dark Age,
Feral Warriors, Abhuman Helots, Cult Horde, Tainted
Keywords Flesh. You may leave one <Provenance> tag blank if
The <Allegiance> and <Provenance> faction keywords you wish.
are special keywords, that can be selected by the
player from a list rather than being pre-set. These Keywords may grant additional rules,
stratagems and options. See the Muster of Worlds
section for more details

In Matched Play every member of an Imperialis Militia


and Cults kill team must share the same chosen

Militia Infantry
NAME M WS BS S T W A Ld Sv Max
Militia Auxiliary 6” 4+ 4+ 3 3 1 1 5 5+ -
Sergeant 6” 4+ 4+ 3 3 1 2 6 5+ 1
This model is armed with an Auxilia Rifle, Auxilia Pistol, Frag Grenades and Flak Armour
Up to 1 Militia Infantry can be a Sergeant
WARGEAR OPTIONS • Any model may replace their Auxilia Rifle with a selection from the Auxilia
Rifle list.
• One Militia Auxiliary may take a Vexilla
• Any model may take Krak Grenades
• A Sergeant may take one option from the Sergeant weapon list
ABILITIES Provenance: Additional special rules
may apply to this unit based on the
Provenances chosen for the force.
SPECIALISTS Leader (Sergeant only), Medic, Scout, Sniper, Veteran
FACTION KEYWORDS Militia & Cults, <Allegiance>, < Provenance > <Provenance>
KEYWORDS Infantry, Militia Infantry, Auxilia

53
Militia Recon Squad
NAME M WS BS S T W A Ld Sv Max
Recon Auxiliary 7” 4+ 3+ 3 3 1 1 6 5+ -
Recon Sergeant 7” 4+ 3+ 3 3 1 1 7 5+ 1
This model is armed with a Lascarbine, Auxilia Pistol, Frag & Krak Grenades and Flak Armour
Up to 1 Recon Infantry can be a Sergeant.
WARGEAR OPTIONS • Any model may replace their Lascarbine with either an Autogun, Lasrifle,
Shotgun or Sniper Rifle.
• Any model may take Cameoline
• A Sergeant may take a Demolition charge.
ABILITIES Provenance: Additional special rules
may apply to this unit based on the
Provenances chosen for the force.

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


FACTION KEYWORDS Militia & Cults, <Allegiance>, < Provenance >, <Provenance>
KEYWORDS Infantry, Recon Squad, Auxilia

Militia Grenadiers
NAME M WS BS S T W A Ld Sv Max
Grenadier 6” 4+ 3+ 3 3 1 1 6 4+ -
Grenadier Gunner 6" 4+ 3+ 3 3 1 1 6 4+ 2
Grenadier Sergeant 6” 4+ 3+ 3 3 1 2 7 4+ 1
This model is armed with an Auxilia Rifle, Auxilia Pistol, Frag & Krak Grenades and Carapace Armour
Up to 1 Grenadier can be a Grenadier Sergeant whilst up to 2 Grenadiers may be Grenadier Gunners.
WARGEAR OPTIONS • Any model may replace their Auxilia Rifle with a selection from the
Grenadier or Auxilia Rifle list.
• Any Grenadier Gunner may replace their Auxilia Rifle with a choice from
the Gunner weapons list.
• One Grenadier may take a Vexilla
• Any model may take Melta Bombs
• A Sergeant may take two options from the Sergeant weapon list
ABILITIES Provenance: Additional special rules
may apply to this unit based on the
Provenances chosen for the force.
SPECIALISTS Leader (Sergeant only), Demolitions (Gunner only), Heavy (Gunner only), Medic,
Scout, Sniper, Veteran.
FACTION KEYWORDS Militia & Cults, <Allegiance>, < Provenance >, <Provenance>
KEYWORDS Infantry, Militia Grenadiers, Auxilia

54
Inducted Levy Squad
NAME M WS BS S T W A Ld Sv Max
Levy Auxiliary 7” 5+ 5+ 3 3 1 1 5 6+ -
Custodian 6” 4+ 4+ 3 3 1 2 6 5+ 1
This model is armed with an Auxilia Rifle, Auxilia Pistol, Frag Grenades and Sub-flak Armour
Up to 1 Levy Auxiliary can be a Sergeant (Equipped with Flak Armour)
WARGEAR OPTIONS • Any model may replace their Auxilia Rifle with a selection from the Auxilia
Rifle list.
• One Militia Auxiliary may take a Vexilla
• Any model may take a Discipline Collar
• A Sergeant may take one option from the Sergeant weapon list
ABILITIES Disposable: These models never count
as destroyed for Victory purposes.

Provenance: Additional special rules


may apply to this unit based on the
Provenances chosen for the force.
SPECIALISTS Leader (Sergeant only)
FACTION KEYWORDS Militia & Cults, <Allegiance>, < Provenance >, <Provenance>
KEYWORDS Infantry, Inducted Levy, Auxilia

Auxilia Rifle list Gunner Weapon List


• Combat Blade/Chainsword • Heavy Stubber
• Lascarbine/Autogun • Rotor Cannon
• Laslock • Flamer
• Shotgun1 • Melta Gun
1 May not be taken by Levy Squads • Plasma Gun
• Grenade Launcher (With Frag & Krak)
o Add Gas Grenades1
o Add Fireburst Grenades1
1 Additions to models with Grenade Launchers

Grenadier Weapon list Sergeant Weapon List


• Laspistol and Combat Blade1 • Bolt Pistol
• Lasrifle • Hand Flamer
• Augmented Weapon • Blast pistol
• Boltgun • Augmented Weapon
1 Replaces Auxilia Pistol • Power Weapon1
1 Not Levy Custodians

Weapon Profiles and Points


Special Equipment Rules
Vexilla: Auxilia models automatically pass nerve checks if they are within 6" of a model with a Vexilla.
Discipline Collar: A Model wearing a Discipline Collar ignores any penalty to Nerve tests, however if the model fails a
Nerve test on a natural roll of a 6 then roll again, if this roll is also a 6 then remove this model from play.
Cameleoline: When a model makes a hit roll for a shooting attack that targets this model and this model is obscured,
that hit roll suffers an additional -1 modifier.

55
RANGED WEAPONS
NAME RANGE TYPE S AP D Abilities
Auxilia Pistol 8" Pistol 1 3 0 1

Auxilia Rifle 30" Rapid fire 1 3 0 1


On an Unmodified hit roll of a 1 the bearer is
Blast Pistol 6" Pistol 2 5 0 2
taken out of action
Boltgun 24” Rapid Fire 1 4 0 1 -
This weapon automatically hits its
Flamer 8” Assault D6 4 0 1
target.
Frag Grenade 6” Grenade D6 3 0 1 -

Krak Grenade 6” Grenade 1 6 -1 D3 -

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

- Frag Grenades 24” Assault D6 3 0 1 -

- Krak Grenades 24” Assault 1 6 -1 D3 -


A model hit by this weapon is stunned until the
end of the next battle round. That model
-(Fireburst Grenades) 24” Assault D6 3 0 1 cannot fire Overwatch or be Readied, and your
opponent must subtract 1 from hit rolls made
for the model.
You can re-roll failed wound rolls with this
-(Gas Grenades) 24” Assault D6 3 0 1
weapon
Hand Flamer 6” Pistol D3 3 0 1 This weapon automatically hits its target.

Heavy Stubber 30" Heavy D3 4 0 1 -

Lascarbine/Autogun 24" Rapid Fire 1 3 0 1 -

Laslock 18” Assault 1 4 0 1 -

Laspistol 12” Pistol 1 3 0 1 -

Lasrifle 30” Rapid Fire 1 3 0 1


If the target is within half range of this
Meltagun 12” Assault 1 8 -4 D6 weapon, roll two dice when inflicting damage
with it, and pick the highest.
Rotor Cannon 30” Rapid Fire 3 3 0 1
If the target is within half range, add 1 to this
Shotgun 12” Assault 2 3 0 1
weapons strength

56
MELEE WEAPONS
NAME RANGE TYPE S AP D Abilities
Melee Melee 4 0 1 Each time the bearer fights, they can make 1
Augmented Weapon additional attack with this weapon.
Chainsword / Melee Melee User 0 1 Each time the bearer fights, they can make 1
Combat Blade additional attack with this weapon.
Power Axe Melee Melee U+1 -2 1 -

Power Maul Melee Melee U+2 -1 1 -

Power Lance Melee Melee U+2 -1 1 -

Power Sword Melee Melee User -3 1 -

KILL TEAM RANGED WEAPONS


MODEL PTS Per MODEL WEAPON PTS PER WEAPON
Militia Infantry 6 Frag or Krak Grenade 0
• Sergeant 7 Gas Grenades (GL) 1
Grenade Launcher 2
Grenadier Infantry 8 Hand Flamer 2
• Sergeant 9 Heavy Stubber 2
• Gunner 8 Lascarbine/Autogun 1
Recon Infantry 7 Laslock 1
• Sergeant 8 0
Laspistol
Levy Infantry 5 Lasrifle 1
Sergeant 6 3
Meltagun

Rotor Cannon 2
Shotgun
RANGED WEAPONS 0
WEAPON PTS PER WEAPON
Auxilia Pistol 0
Auxilia Rifle 0
Blast Pistol 1
Boltgun 2
Fireburst Grenades (GL) 1
Flamer 3

MELEE Weapons EQUIPTMENT


WEAPON PTS Per WEAPON WEAPON PTS PER WEAPON
Augmented Weapon 1 Cameleoline 1
Chainsword / Combat Blade 0 Discipline Collar 1
Power Axe 2 Vexilila 1
Power Lance 1
Power Maul 1
Power Sword 2

57
Militia & Cult Tactics
Any Militia & Cult kill team may use these tactics and abilities:

Frequently
Detonate that Collar!
Underestimated
Militia Tactic
Use this tactic at the start of a Fight Phase before Militia Tactic
fighting with Chargers. Pick any model from your kill Use this tactic during an Initiative Phase. Pick
team wearing a Discipline Collar. Remove that model another players Initiative dice and swap your
and deal a mortal wound to all models in base-to- results.
base contact.

2 Command Points 3 Command Points

The Courage of Men Jury Rigged charge packs


Militia Tactic
Militia Tactic
Use this tactic at the start of a Morale Phase. Pick a
Use this tactic during your Shooting Phase. Pick a
model from your Kill team that is required to make a
Militia from your kill team. That model add 1 to any
Nerve test. Roll a D3 for that Model rather than a D6
wound rolls this turn using any Las Weapon.
when taking the test.

1 Command Point 1 Command Point

Muster of Worlds
Providences selected for your kill team will give you access to additional options and tactics below.

Warrior Elite
Kill Teams with Warrior Elite keyword have access to the following additional options. You may not include Inducted
Levy Squads in a kill team with this keyword.

Additional unit options


Every Auxilia Model with the Warrior Elite faction keyword can and must take the following option:
• Warrior Born

Special Equipment Rules


Warrior Born: A model with this rule gains +1 LD

EQUIPTMENT
WEAPON PTS PER WEAPON
Warrior Born 1

Disciplined Fire

Militia Warrior Elite Tactic


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

2 Command Points

58
Gene Crafted
Kill Teams with Gene-Crafted keyword have access to the following additional options. You may not include any medic
specialists in a kill team with this keyword.

Additional unit options


Every Auxilia Model with the Gene-Crafted faction keyword can and must take the following option:
• Gene-forged

Special Equipment Rules


Gene-forged: A model with this rule gains +1 S

EQUIPTMENT
WEAPON PTS PER WEAPON
Gene-forged 1

From hell's heart

Militia Gene-Crafted Tactic


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

1 Command Point

Alchem-jackers
Kill Teams with Alchem-jackers keyword have access to the following additional options.

Additional unit options


Every Auxilia Model with the Alchem-jackers faction keyword can and must take the following option:
• Stims

Every Auxilia Model with the Alchem-jackers faction keyword may take the following option:
• Frenzon Dispensers

Special Equipment Rules


Stims: A model with this rule can never be shaken
Frenzon Dispensers: A model with this rule gains +1 A, however they must choose to charge if it is possible for them to
do so

EQUIPTMENT
WEAPON PTS PER WEAPON
Stims 1

Frenzon Dispensers: 2

Jacked up

Militia Alchem-jackers Tactic


Use this Tactic when a model from your kill team is
taken out of action. Roll a D6. On a 4+ that model
suffers a flesh wound instead

2 Command Points

59
Cyber-Augmetics
Kill Teams with Cyber-Augmetics keyword have access to the following additional options.

Additional unit options


Every Auxilia Model with the Cyber-Augmetics faction keyword can and must take the following option:
• Bionics

Special Equipment Rules


Bionics: A model with Bionics may ignore the penalty to this model’s hit rolls from one Flesh Wound it has suffered.
This stacks with Mutations allowing you to ignore two flesh wounds.

EQUIPTMENT
WEAPON PTS PER WEAPON
Bionics 1

Will not Stop

Militia Cyber-Augmetics Tactic


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

1 Command Point

Survivors of a Dark Age


Kill Teams with Survivors of a Dark Age keyword have access to the following additional options. May not be combined
with Feral Warriors, Cult Horde or Tainted Flesh.

Additional unit options


Every Auxilia Model with the Survivors of a Dark Age faction keyword can and must take the following option:
• Advanced Armour

Every Auxilia Model with the Survivors of a Dark Age faction keyword may take the following option:
• Advanced Weapons

Special Equipment Rules


Advanced Armour: A model with this rule gains +1 Sv

Advanced Weapons: All ranged weapons with D 1, used by a model with this rule, gain +1 D.

EQUIPTMENT
WEAPON PTS PER WEAPON
Advanced Armour 1

Advanced Weapons 2

Advanced Targeting

Militia Survivors of a Dark Age Tactic


Use this Tactic in the Shooting phase when you
choose a model from your kill team to shoot. Until
the end of that phase, you can add 1 to hit and
wound rolls for that model.

1 Command Point

60
Feral Warriors
Kill Teams with Feral Warriors keyword have access to the following additional options.

Additional unit options


Every Auxilia Model with the Feral Warriors faction keyword can and must take the following option:
• Born Survivors

Every Auxilia Model with the Feral Warriors faction keyword may take the following option:
• Additional Combat Blade

Special Equipment Rules


Born Survivors: A model with this rule gains +1 WS

EQUIPTMENT
WEAPON PTS PER WEAPON
Born Survivors 1

Additional Combat 1
Blade

Feral Pet
Militia Feral Warriors Tactic
Use this Tactic at the start of the Fight phase. Pick
an enemy model that is within 1" of any of your
models and roll a D6. On a 4+, that enemy model
suffers 1 mortal wound

2 Command Points

Abhuman Helots
Kill Teams with Abhuman Helots keyword have access to the following additional options.

Additional unit options


Every Auxilia Model with the Abhuman Helots faction keyword can and must take the following option:
• Abhuman

Every Auxilia Model with the Abhuman Helots faction keyword may take the following option if they cannot already:
• Discipline Collar

Special Equipment Rules


Abhuman: A model with this rule gains +1 T, but may not make advance moves.

EQUIPTMENT
WEAPON PTS PER WEAPON
Abhuman 1

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

2 Command Points

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Cult Horde
Kill Teams with Cult Horde keyword have access to the following additional options. This may only be taken on teams
with the Traitor Keyword. Teams with this keyword may only include 1 specialist who is not a leader or a zealot,
however any model may take the zealot specialism and you may include one additional zealot. You may not include
Grenadier Squads in a kill team with this keyword.

Additional unit options


Every Auxilia Model with the Cult Horde faction keyword can and must take the following option:
• Fanatical

Special Equipment Rules


Fanatical: A model with this rule gains is BS 6+, but automatically passes all Nerve checks

EQUIPTMENT
WEAPON PTS PER WEAPON
Fanatical 0

Human Wave Tactics


Militia Cult Horde Tactic
Use this Tactic at the start of the Shooting phase.
Pick a model from your kill team that is within 2" of a
Inducted Levy model. Until the end of the phase,
while that Inducted Levy model is on the battlefield,
any attacks which target the chosen model are
resolved against that Inducted Levy model instead

2 Command Points

Tainted Flesh
Kill Teams with Tainted Flesh keyword have access to the following additional options. This may only be taken on
teams with the Traitor Keyword. You must include more models with the Inducted Levy keyword than not.

Additional unit options


Every Auxilia Model with the Tainted Flesh faction keyword can and must take the following option:
• Mutations

Special Equipment Rules


Mutations: A model with this rule may ignore the penalty to this model’s hit rolls from one Flesh Wound it has suffered.
This stacks with Bionics allowing you to ignore two flesh wounds. In addition, any hit rolls of a 6+ in the fight phase by a
model with this rule are considered to be Ap -4.

EQUIPTMENT
WEAPON PTS PER WEAPON
Mutations 1

Rampant Mutation
Militia Gene-Crafted Tactic
Use this Tactic at the start of the first battle round.
Pick a model from your kill team and roll a D6. On a
1 that model is found unworthy and suffers D3
mortal wounds. On a 2+ add 1 to hit and wound rolls
for the model until the end of the battle. You can
only use this Tactic once per battle

2 Command Points

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Legio Custodes Kill Teams
Whilst the Astartes have had to adapt themselves to
the demands of this new age of darkness, learning PICKING YOUR KILL TEAM
harsh lessons in this new, less structured, kind of Legio Custodes Kill Teams are selected using the
warfare, the Legio Custodes have long excelled at normal rules for selecting kill teams, as laid out in the
fighting in the shadows. From the mysterious blood kill team core rules.
games to covert assassinations each Custodes is
trained and equipped to perform any mission their Keywords
master desires. With the Horus Heresy setting the In Matched Play every member of a Legio Custodes
galaxy aflame however, they will be tested now as Kill Team must share Legio Custodes Faction keyword.
never before.

CUSTODIAN GUARD
NAME M WS BS S T W A Ld Sv Max
Custodian Guard 6” 2+ 2+ 5 5 3 3 8 2+ -
This model is armed with a guardian spear.
WARGEAR OPTIONS • Any model may replace their guardian spear with a sentinel blade and
storm shield.
• Any model may replace their guardian spear with an adrastus bolt caliver
• Any model may take a misericordia.
ABILITIES Aegis of the Emperor: This model has Storm Shield: A model with a storm
a 5+ invulnerable save. In addition, shield has a 3+ invulnerable save.
roll a D6 each time this model suffers
a wound in the Psychic phase. On a 6 Beyond Value: In the moral phase, each
that wound is ignored. model with this rule that is shaken or
out of action adds +2 to nerve tests for
Worthy Target: For each of your models who also have this rule, instead
models with this rule that is on the of +1.
battlefield, your opponent will gain an
additional Command Point at the By His Hand: Ignore the penalty to this
beginning of the battle round. model’s hit rolls from one Flesh Wound
it has suffered.

SPECIALISTS Leader, Combat, Veteran, Zealot


FACTION KEYWORDS Loyalist, Legio Custodes
KEYWORDS Infantry, Custodian Guard

WEAPONS
NAME RANGE TYPE S AP D Abilities
Adrastus Bolt Caliver When attacking with this weapon, choose one of the profiles below.
Bolt Volley 30” Heavy 3 5 -2 1
Disintegration Beam 12” Assault 1 5 -3 D6
Roll two dice when inflicting damage
and pick the highest
Guardian Spear This weapon can be used as both a ranged and melee weapon
Melee Melee Melee U+1 -3 D3
Shooting 24” Rapid Fire 4 -1 2
Misericordia Melee Melee User -2 1
Each time the bearer fights, they can
make one additional attack with this
weapon unless they are also equipped
with a storm shield.
Sentinel blade This weapon can be used as both a ranged and melee weapon
Melee Melee Melee User -3 D3
Shooting 12” Pistol 2 4 0 1

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KILL TEAM WEAPONS
MODEL PTS Per MODEL WEAPON PTS PER WEAPON
Custodian Guard 33 Adrastus Bolt Caliver 0
Guardian spear 0
Misericordia 1
Sentinel Blade 0
Storm Shield 0

Legio Custodes Tactics


Any Legio Custodes kill team may use these tactics.

Falsehood Shoulder the Mantle

Legio Custodes Tactic


Use this tactic if your leader is taken Out of Action,
Legio Custodes Tactic pick another Legio Custodes model, that model
Use this Tactic at the beginning of the first battle gains the Lvl 1 Leader Ability and is considered your
round. Pick a model from your kill team and set it up leader for the remainder of the battle. If relevant for
again, anywhere in your deployment zone. objectives your leader is not considered to be killed
until the new model is slain.

2 Command Points 2 Command Points

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