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Shadow War: Heresy

An Unofficial Shadow Wars: Armageddon Supplement set in 31st Millennium


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Welcome to Shadow War: Heresy! The purpose of Shadow War: Heresy (or SW:H) is to
allow games of Shadow Wars: Armageddon to be played during the height of the Horus
Heresy.

GENERAL NOTES

When playing SW:H, please use the Shadow Wars: Armageddon ruleset as the as this
supplement was designed around it. However, all Wargear from SW:A should be
replaced by the Wargear page in this supplement. In addition, there are several other
rules added to the game to generate and replicate the same Horus Heresy feel
represented by game played in the Age of Darkness.

In addition, Shadow War: Heresy is a standalone game and is not balanced to armed
from the 41st millennium.

Rule of Cool: If at any point, you and your opponent come across a snag in the rules,
formulate and agree upon a solution that would most appropriately make sense within
the current state of the game. Remember, battles during the Horus Heresy are all about
the cinematics and storytelling, EVEN IF PLAYING IN AN EVENT! Rule of cool should
always take precedence.

For the Love of The Game: The Battles in the Age of Darkness (Warhammer 30k),
have a reputation of being a game based upon fun with the intent of recreating the
thematic and exciting battles of the Horus Heresy. There is an unspoken code of
honesty and fair play that is strongly rooted within the community worldwide. This
unofficial code also applies to Shadow War: Heresy: be honest when rolling for psychic
powers, skills, and other effects that affect your roster. Keep in mind that, while there is
an overwhelming sense of joy to be had when you win, the story created around each
encounter and Kill Team should be basis of the Shadow War: Heresy experience.
NEW RULES
Battlefield Roles
Battlefield Roles are a new element to the ruleset. During Kill Team recruitment, a
player may purchase a Battlefield Role for Legion Sergeants, Tactical Marines, or
Tactical Support Marines. When a Legion Tactical Marine is promoted after surviving 3
games he may upgrade into a Battlefield Role without paying the Battlefield Role cost,
but must adhere to the gear requirements of that Battlefield Role. If the player wants to
hold off on taking a role for the Tactical Marine he may do so until a later time.
Regardless of the choice when a Tactical Marine is promoted it is changed from a
Recruit to a Trooper.

Upgrading and Promoting into a Battlefield Role


When a Tactical Marine is promoted and takes a Battlefield Role, he must sell
back all equipment that is not available to his new role. He may also sell back
any other equipment he has unless it is a wargear requirement for that Role. The
refunded points must be used to finish adhering to Battlefield Role gear
requirements. There is a limit of 3 specialists per kill team.

If a Legion Tactical Support decides to take on a Battlefield Role in a re-arm


phase, he must sell back all equipment that is not available to his new role and
any legal equipment unless it is a gear requirement. He must use his refunded
points to finish adhering to Battlefield Role gear requirements as well as the cost
of taking on the new role.

If a Legion Sergeant decides to take on a Battlefield Role, he gains all the


benefits of the new role in addition to any upgrades he could take before at no
additional cost; the Battlefield Role is free. A Legion Sergeant who takes on a
Battlefield Role must still adhere to the roles requirements as usual.

In certain situations, it may be impossible for a model who trades in his former
wargear to adhere to the new Battlefield Role gear requirements. If this is the
case, you may trade in Promethium for Wargear points at a ratio of 1 Promethium
Cache to 100 wargear points. Once all Battlefield Role Requirements have been
made, any excess points may be spent as he sees fit or given to a friendly model
in the kill team. In addition, a model may only ever have one Battlefield Role and
once purchased may never change it.
Standard Game Size
The standard game size in Shadow War: Heresy is 1500 pts.

Deep Strike
When a model deep strikes on the table place the model where you would like it to land
and roll 2d6 and a scatter die. On the roll of a 2 the model has had an accident as it
attempted to deep strike. It is automatically out of action. On a hit on the scatter die the
model remains where it is. Otherwise move the model the direction the arrow points on
the scatter die a number of inches equal to the 2d6. If this would put the model in
impassible terrain, inside terrain, or on top of a model move the model the shortest
amount required to keep this from happening. Models deep striking in base to base
contact of an enemy model count as charging but do not gain a bonus to the combat
total for charging.

Psychic-Powers
Psychic Powers operate a little differently in Shadow War: Heresy. To cast a Psychic
Power, roll 2d6. If you meet or beat the casting value of the power, the power is
successfully cast. However, if you fail to cast the power you must take a Ld test with a -
1 penalty. If passed, all is well. If failed, the casting model is immediately pinned until
the casting players next game turn as the model suffers a psychic seizure. If a double 6
is rolled, the power is cast and the model is immediately pinned until the players next
game turn with no test as the psychic overload is too much. If this power is used to
move the model then they are pinned after they make this move. If this were part of a
declared charge move it fails, the model is pinned instead.

Mastercrafted
Ranged weapons with the Mastercrafted Special Rule may reroll the first failed Ammo
Check roll they make. Melee weapons with the Mastercrafted Special Rule allow the
wielder to reroll one fumble dice in Hand to Hand.
Space Marine Legion Kill Team
Base Units:

Space Marine Legion Sergeant Kill Team Leader (1) Cost to Recruit: 225pts
M WS BS S T W I A Ld
Space Marine Legion Sergeant 4 4 4 4 4 1 4 1 91

Wargear: A Space Marine Legion Sergeant has a combat blade and power armour. In addition, a Space
Marine Legion Sergeant may be armed with weapons and equipment from the Legion Hand to Hand
Weapons, Pistols, Basic Weapons, Ammunition, Grenades, Armour, Miscellaneous Equipment, and
Special Equipment lists.

Battlefield Role: When recruited a Space Marine Legion Sergeant may choose any Battlefield Role
which gives certain abilities and access to specific gear in addition to his previous wargear options.

Legion Tactical Marine Recruit (0+) Cost to Recruit: 100pts


M WS BS S T W I A Ld
Legion Tactical Marine 4 4 4 4 4 1 4 1 71

Wargear: A Legion Tactical Marine has a combat blade and power armour. In addition, a Tactical Space
Marine may be armed with a Bolter, Bolt Pistol, Assault Blade, Chainsword, and Frag Grenades.

Battlefield Role: When recruited, a Legion Tactical Marine may choose a Battlefield Role which gives
certain abilities and access to specific gear. If taken, this changes the Legion Tactical Marine from a
Recruit to a Trooper. After surviving 3 missions a Tactical Space Marine may choose one of the
available Battlefield Roles. Legion Tactical Marines have access to the Legion Veteran Tactical
Marine, Legion Breacher, Legion Assault Marine, and Legion Recon Marine Battlefield Roles.

Tactical Support Marine Specialist (0-3) Cost to Recruit: 110pts


M WS BS S T W I A Ld
Tactical Support Marine 4 4 4 4 4 1 4 1 71

Wargear: A Tactical Support Marine has a combat blade and power armour. In addition, a Tactical
Support Marine may be armed with an Assault Blade, Chainsword, Krak Grenades, Frag Grenades
and Pistols, Basic Weapons, Special Weapons, Grenades, Armour, and Miscellaneous Equipment.

Battlefield Role: When recruited a Tactical Support Marine may choose a Battlefield Role which gives
certain abilities and access to specific gear.
Upgraded Trooper and Specialist Units (Battlefield Role Cost Included)

Legion Veteran Tactical Marine Trooper (0+) Cost to Recruit: 120pts


M WS BS S T W I A Ld
Legion Veteran Tactical Marine 4 4 4 4 4 1 4 2 81

Wargear: A Legion Veteran Tactical Marine has a combat blade and power armour. In addition, a Legion
Veteran Tactical Marine may be armed with a Bolter, a Suspensor Web, Void Hardened Armour, and a
Combat Shield as well as weapons and equipment from Hand to Hand Weapons, Grenades, Misc.,
Pistols, and Special Weapons.

Destined for Greatness: A Legion Veteran Tactical Marine has the Destined for Greatness Skill.

Legion Breacher Trooper (0+) Cost to Recruit: 110pts


M WS BS S T W I A Ld
Legion Breacher 4 4 4 4 4 1 4 1 81

Wargear: A Legion Breacher has a combat blade and power armour. In addition, a Legion Breacher may
also be equipped with Meltabombs, Breacher Charge, Misc. Equipment, and a Shotgun.

Gear Requirements: Bolter, Boarding Shield.

Block: A Legion Breacher has the Block Skill.

Legion Assault Marine Trooper (0+) Cost to Recruit: 110 pts


M WS BS S T W I A Ld
Legion Assault Marine 4 4 4 4 4 1 4 1 81

Wargear: A Legion Assault Marine is armed with a combat blade and power armour. In addition, the
Legion Assault Marine may take Combat Shields and Wargear from the Pistols list.

Gear Requirements: Jump Pack, a Pistol.

Legion Recon Marine Trooper (0+) Cost to Recruit: 100pts


M WS BS S T W I A Ld
Legion Recon Marine 4 4 4 4 4 1 4 1 81

Wargear: A Legion Recon Marine is armed with a combat blade and power armour. In addition, the
Legion Recon Marine has access to Legion Recon armour, camo gear, shroud bombs, frag grenades,
krak grenades, melta bombs, bolter, bolt pistol, sniper rifle, and legion shotgun wargear.

Stealth: A Legion Recon Marine has the Sneak Up skill.


Legion Seeker Specialist (0-3) Cost to Recruit: 130pts
M WS BS S T W I A Ld
Legion Seeker 4 4 5 4 4 1 4 1 8

Wargear: A Legion Seeker is armed with a combat blade and power armour. In addition, a Legion Seeker
has access to the following Wargear: Miscellaneous, Grenades, Combi-weapons, Kraken Bolt Shells,
Tempest Round, and Scorpius Bolt Shells.

Gear Requirements: Bolter, Red Dot Laser Sight.

Legion Destroyer Specialist (0-3) Cost to Recruit: 120pts


M WS BS S T W I A Ld
Legion Destroyer 4 4 4 4 4 1 4 1 81

Wargear: A Legion Destroyer is armed with a combat blade and power armour. In addition, a Legion
Destroyer may purchase equipment from: Grenades, Miscellaneous, and Pistols.

Gear Requirements: Two Pistols, Rad Grenades.

Gunfighter: A Legion destroyer has the Gunfighter Skill.

Legion Outrider Specialist (0-3) Cost to Recruit: 130 pts


M WS BS S T W I A Ld
Legion Outrider 4 4 4 4 4 1 4 1 81

Wargear: A Legion Outrider is armed is armed with a combat blade and power armour. In addition, the
Outrider may purchase equipment from: Grenades, Miscellaneous, and Pistols.

Gear Requirements: Space Marine Bike.

Dodge: While on a Space Marine Bike an Outrider has the Dodge Skill.

Legion Heavy Support Specialist (0-3) Cost to Recruit: 110pts


M WS BS S T W I A Ld
Legion Heavy Support 4 4 4 4 4 1 4 1 81

Wargear: A Legion Heavy Support is armed is armed with a combat blade, power armour. In addition, the
Legion Support may purchase equipment from: Grenades, Miscellaneous, Ammunition, and Pistols.
Furthermore, a Legion Heavy Support may purchase Hardened Armour.

Gear Requirements: Heavy Weapon


ARMOURY
Hand to Hand Weapons: Special Weapon: Armour:
Assault blade 15pts Combi-Flamer 50pts Artificer Armour 100pts
Blade of Perdition 80pts Combi-Meltagun 60pts Boarding Shield 40pts
Calabanite Warblade 65pts Combi-Plasmagun 65pts Combat Shield 30pts
Chain Axe 30pts Flamer 40pts Recon Armour 0pts
Chainsword 25pts Graviton Gun 100pts Storm Shield 80pts
Combat blade 5pts Meltagun 80pts Void Hardened Armour 10pts
Frost Axe 80pts Plasmagun 90pts
Frost Claw 85pts Volkite Charger 70pts Special Equipment:
Frost Sword 65pts Jump Pack 100pts
Lightning Claw 65pts Ammunition: Master-Craft 15pts
Nostroman Chainglaive 70pts Banestrike Ammo 20pts Medkit (Narthecium)100pts
Phoenix Spear 65pts Chem Munitions 10pts Servo Arm 100pts
Power Axe 70pts Kraken Bolt Shells 20pts Sonic Shrieker 10pts
Power Dagger 20pts Molecular Acid Shells 30pts Space Marine Bike 150pts
Power Fist 85pts Scorpius Bolt Shells 45pts Suspensor Web 30pts
Power Glaive 65pts Shrapnel Bolts 10pts
Power Maul 50pts Tempest Rounds 20pts Miscellaneous
Power Scythe 75pts Equipment:
Power Sword 50pts Heavy Weapon: Camo Gear 5pts
Ravens Claws 90pts Clip Harness 10pts
Sacrificial Dagger 15pts Autocannon 150pts Photovisor 25pts
Solanite Powerfist 95pts Heavy Bolter 180pts Red dot sight 20pts
Terranic Greatsword 80pts Heavy Flamer 150pts Telescopic Sight 20pts
Thunder Hammer 100pts Lascannon 250pts Weapon Reload [ Weapon
Missile Launcher (Both) Cost]
Pistols: 225pts
Bolt Pistol 25pts Missile Launcher (Frag)
Hand Flamer 30pts 175pts
Inferno Pistol 60pts Missile Launcher (Krak)
Plasma Pistol 50pts 190pts
Volkite Serpenta 45pts Multi-melta 260pts
Plasma Cannon 250pts
Basic Weapons: Rotor Cannon 120pts
Bolter 35pts Volkite Culverin 270pts
Shotgun 20pts
Sniper Rifle 40pts Grenades:
Breacher Charge 50pts
Frag Grenades 25pts
Krak Grenades 40pts
Melta Bombs 35pts
Phosphex Bomb 45pts
Rad Grenades 35pts
Shroud Bomb 30pts
Venom Spheres 30pts
Ammo Description
Banestrike Ammo Banestrike ammo reduces a Bolter or Combi-bolters (Bolter side only) short and long
range by 3" (0-9" and 9-18"). It does not affect the range of a Heavy Bolter. On a roll
to wound of 6 the save modifier is increased from -1 to -3. Bolters, Bolt Pistols, Combi-
Bolters, and Heavy Bolters only.
Chem Munitions The model's Flamer, Combi-flamer (flamer side only), and Heavy Flamer may reroll to
wound but are Unreliable.
Kraken Bolt Shells Kraken Bolt Shells increase a Bolter or Combi-bolters (Bolter side only) short and long
range by 3" (0-15" and 15-30"). In addition, the save modifier is increased from -1 to -
2.
Molecular Acid Shells A Heavy Bolter firing Molecular Acid Shells has a save modifier of d6. Roll each
instance you fire the Heavy Bolter but not for each shot generated by the sustained
fire dice. Molecular Acid Rounds always wound on a 3+, unless a better save would
be required.
Scorpius Bolt Shells Scorpius Bolt Shells increase a Bolter or Combi-Bolters (Bolter side only) Strength to
5, save modifier to -3, and are Move or Fire.

Shrapnel Bolts Heavy Bolters with Shrapnel Bolts cause a Flesh-wound on a result of 1-3 on the
injury table and their save modifier is reduced from -2 to -1. Heavy Bolters only.
Tempest Bolt Shells Tempest Bolt Shells decrease the range of a Bolter or Combi-bolters (Bolter side only)
short and long range by 3" (0-9" and 9-18") when firing this round. In addition, the
save modifier is decreased from -1 to -. The small blast is used to resolve Tempest
Bolt Shells.

Armour Description
Artificer Armour 2+ armour save.

Boarding Shield A Boarding shield provides a 6+ invulnerable save and a 5+ invulnerable save in close
combat. Enemy models do not gain the +1 benefit in Hand to Hand for charging. If you
charge you inflict an automatic S3 hit on your opponent which resolves before combat.
Cataphractii Terminator 3+ armour save on 2d6. 4+ Invulnerable save. When models in Cataphractii Terminator
Armour Armour run, or charge, their Movement is reduced by one (i.e. they charge or run at 6" on
open ground and 3" through terrain). A model in Cataphractii Terminator Armour may not
automatically hit enemy models who run from a Hand to Hand combat they are involved in.
Models in Cataphractii Terminator Armour cannot be pinned. A model in Cataphractii Pattern
Terminator Armour ignores the Move or Shoot special rule.

Combat Shield A Combat Shield provides a 6+ invulnerable save. In addition, you may parry, even if your
weapon does not allow you to. If your weapon may already parry, you may enact a second
parry on a turn that you were charged.

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Gorgon Pattern Terminator 3+ armour save on 2d6. 5+ Invulnerable save. A model in Gorgon Pattern Terminator Armour
Armour cannot be pinned except by high impact weapons. Whenever a model in Gorgon Pattern
Terminator Armour makes an armour save any enemy model w/in 6" must make an Initiative
check. If it is failed their WS and BS are -1 until the next turn of whichever players turns it
currently is. A model in Gorgon Pattern Terminator Armour ignores the Move or Shoot
special rule.

Hardened Armour A model in Hardened Armour may re-roll failed armour saves against shooting attacks made
from Template weapons.

Recon Armour 4+ armour save. Wearer gains the Infiltrate skill.


Storm Shield A Storm Shield grants the user a 3+ invulnerable save and grants the Block skill. In addition,
a model using a Storm Shield may not use a two-handed weapon.

Tartaros Terminator Armour 3+ armour save on 2d6. 5+ Invulnerable save. A model in Tartaros Terminator Armour
cannot be pinned except by high impact weapons. A model in Tartatos Pattern Terminator
Armour ignores the Move or Shoot special rule.
Void Hardened Armour A model in Hardened Armour may re-roll failed armour saves against shooting attacks made
from Template weapons. In addition, models in Void Hardened Armour are affected by Zone
Mortalis Environmental Effects.

Sv
Grenade Strength Damage Modifier Description
Breacher Charge Demolition. Small blast.
You may choose to use a breacher charge in Hand to Hand. Place a
small blast marker in base to base with the model equipped with the
7 d6 -4 Breacher Charge. If it wins combat leave the marker where it is and
resolve it as a template ranged attack normally would using the
Breacher Charge stats. If the model loses Hand to Hand, before the
model is struck by the enemy, scatter the template d6" and resolve.
Frag Grenade 3 1 - Large Blast.
Krak Grenade 6 d6 -3 Demolition. Unwieldy.
Meltabombs 8 2d6 -5 Demolition.
Phosphex Bombs Small Blast. Poisonous (Phosphex bombs wound any model on a 3+
regardless of toughness). A Phosphex bomb may be thrown at a point
within range. Leave the template after the grenade is thrown to indicate
the radiation zone. Any model entering the area or beginning their turn
Special 1 -3
inside of it suffers a hit as if hit by the grenade. At the start of the
controlling player's turn roll a D6: D6: 1 Cloud remains where it is but
disperses at the end of the player turn. 2-4 Cloud remains where it is. 5-
6 Cloud moves d6" towards the nearest model.
Rad Grenade Small Blast. A Rad Grenade may be thrown at a point within range.
Leave the template after the grenade is thrown to indicate the radiation
d6+d3 1 -3
zone. Any model entering the area or beginning their turn inside of it
suffers a hit as if hit by the grenade. At the start of the controlling

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player's turn roll a D6: 1 Zone dissipates. 2-3 Zone remains where it is
but dissipates at the end of the player turn. 4-6 Zone remains where it
is.
Shroud Bombs Small Blast. A Shroud Bomb may be thrown at a point within range. If
the model centers the blast on themselves then don't roll to hit or
scatter. Leave the template after the grenade is thrown to indicate the
cloud. No troops may draw line of sight through, into, or out of a Blind
n/a n/a n/a cloud. Models in Hand to Hand inside a blind cloud may fight but halve
their WS rounding up. At the start of the controlling player's turn roll a
D6: 1 Cloud remains where it is but disperses at the end of the player
turn. 2-4 Cloud remains where it is. 5-6 Cloud scatters d6" away. On a
roll of a hit it moves the direction indicated by the arrow.
Venom Spheres Large Blast. Venom Spheres always wound on a 4+, regardless of
1 1 -1
Toughness.
Yimira Class Small Blast.
Stasis Bomb Determine where the grenade hits as normal. Everything within the area
is trapped within the Stasis Bomb. Models whose bases are only
partially within the area are trapped on a 4+. If they are not trapped,
move these models to the outside edge of the blast template. As long as
the stasis is active, no model inside may activate. In addition, no model
may shoot or charge a model inside the stasis. It is not possible to shoot
Special Special Special
through the stasis area but you can see through it. At the beginning of
the owners turn, roll a die. On the result of a 3+ the stasis continues.
On the roll of a 1 or 2, the stasis dissipates.
Furthermore, for each enemy still trapped in Stasis at the end of the
game, roll a d6. On the roll of a 4+, that model is considered Captured.
Treat this as a roll of a 4+ described under the "Dead...or Worse"
Serious Injury result.

Sv
Hand to Hand Strength Damage Modifier Description
Assault Blade User 1 - Parry
Axe Rake In lieu of making a Follow Up move, a model with an Axe Rake may
pull an enemy model into base to base. To do this, make a shooting
User+1 1 -2 attack at the enemy model with your ballistic skill. If the shot hits, move
the enemy model into base to base with the model with an Axe Rake.
Axe Rake has a range of 5.
Barb-hook lash Hits from a Barb-hook lash always wound on a 4+ regardless of the
User 1 -1 enemy's Toughness unless a better roll would use (i.e. The enemy has
a Toughness of 3 so a 3+ is rolled if the use has a Strength of 4).
Blade of Perdition User+1 2 -3 Parry
Calabanite Parry. Master-Crafted.
User+2 1 -3
Warblade
Chain Axe User+1 1 -2 Noisy.

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Chain Fist 8 d3 -7 Noisy.

Chain Sword 4 1 -2 Parry. Noisy.


Combat Blade User 1 -
Excoriator Noisy. Two handed. Reroll to wound rolls in combat.
5 1 -4
Chainaxe
Force (Sword, The Force Sword, Force Maul, and Force Axe have the same profile as
Maul, Axe) a Power Sword, Power Maul, and Power Axe.
If equipped by a Librarian/Thousand Sons Legion Sergeant they may
Special Special Special
make a Ld test at the beginning of combat. If passed the Damage
profile is increased by 1 (i.e. a Force Sword increases to 2, a Force
Maul to d3+1).
Force Staff If equipped by a Librarian/Thousand Sons Legion Sergeant they may
User+2 D3 -1 make a Ld test at the beginning of combat. If passed the Damage
profile is increased by 1.
Frost Axe A Frost Axe can be wielded in one hand. Alternatively, a fighter can
User+4 1 - wield a power axe with both hands, in which case it confers a further
+1 to their Strength.
Frost Blade User+2 1 -3 Parry
Frost Claw A fighter armed with a frost claw cannot carry anything else in that
User+2 1 -3 hand. If the fighter has two frost claws, they can reroll to wound rolls in
the Hand to Hand phase.
Legatine Axe Parry. A Legatine Axe can be wielded in one hand. Alternatively, a
User+3 1 - fighter can wield a Legatine Axe with both hands, in which case it
confers a further +1 to their Strength.
Lightning Claw A fighter armed with a lightning claw cannot carry anything else in that
User+1 1 -3 hand. If the fighter has two lightning claws, they can reroll to wound
rolls in the Hand to Hand phase.
Meteor Hammer Two handed. Wielder is +1 Initiative in Hand to Hand. Enemy fumbles
User+2 1 -1
are worth +2 to your total.
Nostroman Two handed. Noisy. Rolls to wound of 6 with a Chainglaive increase
5 1 -3
Chainglaive the Save modifier to -4.
Phoenix Spear Two handed. Confers a further +1 S to wielder on a round that they
User+2 1 -3
charge.
Power Axe A Power Axe can be wielded in one hand. Alternatively, a fighter can
User+3 1 - wield a power axe with both hands, in which case it confers a further
+1 to their Strength.
Power Dagger Rolls to wound of a 6 with a power dagger increase the Save Modifier
User -1 1 -2
to -4.
Power Fist User+3 d3 -3

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Power Glaive A Power Glaive can be wielded in one hand. Alternatively, a fighter can
wield a Power Glaive with both hands, in which case it confers a further
User+1 1 -3
+1 to their Strength.

Power Maul User+2 d3 -


Power Scythe The wielder of this weapon is -1 initiative. In addition, this model
User+1 2 -3 receives an additional +1 attack for each enemy model within 1.
Power Scythes cannot be parried
Power Sword User+1 1 -3 Parry.

Raven's Talons A fighter armed with a Raven's Talon cannot carry anything else in that
hand. If the fighter has two Raven's Talons, they can reroll to wound
User+1 1 -3
rolls in the Hand to Hand phase. On rolls to wound of 6 the Sv Modifier
is increased from -3 to -5.
Sacrificial Dagger User 1 - A roll to wound of 6 does d3+1 damage.
Solanite Power Mastercrafted.
User+3 d3 -3
Gauntlet
Terranic Two-handed. Rolls to wound of a 6 add +1 to the Injury Table.
Greatsword User+2 2 -3

Thunder Hammer A fighter who goes down as a result of an Injury roll made from this
User+4 d3 - weapon is automatically taken out of action, even if the wielder is
fighting other opponents.
Twin-Falax Blades Two-handed. User rolls an additional attack die in combat. Rolls to
User 1 -1 wound of 6 with Twin-Falax blades increase the Save Modifier from -1
to -3.

Range To Hit

Sv Ammo
Pistols Short Long Short Long Strength Damage Modifier Check Description
Bolt Pistol 0-8" 8-16" +2 - 4 1 -1 5+
Hand Flamer Flame template. A hand flamer
requires an ammo roll each
Template - - 3 1 - 5+
and every time it is fired or
used in Hand to Hand.
Inferno Pistol 0-3" 3-6" +2 - 8 d6 -5 7+
Plasma Pistol (Low) 0-6" 6-12" +1 - 4 1 -1 7+
Plasma Pistol (Max) 0-6" 6-18" +1 - 7 1 -3 7+ Unreliable.
Volkite Serpenta 0-5" 5-10" +2 - 5 1 -1 7+ High Impact.

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Range To Hit
Basic Short Long Short Long Strength Damage
Sv Ammo
Modifier Check Description
Bolter 0-12" 12-24" +1 - 4 1 -1 5+
Shotgun (Blastshot) Small Blast.
Blastshot attacks
disregard any cover
0-4" 4-18" +1 -1 3 1 - 5+
modifiers. The target is
attacked as if it were in the
open.
Shotgun (Solid) 0-4" 4-18" +1 -1 4 1 -1 5+
Sniper Rifle Move or Shoot. Silent.
0-18" 18-36" -1 - 4 1 -1 7+

Range To Hit
Special Strengt Sv Ammo
Short Long Short Long Damage
Weapons h Modifier Check Description

Assault Grenade
Launcher (Krak) 0-9" 9-18" - - 6 d3 -3 7+

Assault Grenade Small Blast.


Launcher (Toxin) Ignores modifiers due
0-9" 9-18" - - Special 1 -2 7+ cover. Poison: Wounds
on a 3+ regardless of
toughness.
Combi-Weapon A combi-weapon can be
fired either as a boltgun
or the special weapon,
but can only be fired as
the special weapon
once per game.
If an Ammo roll is failed
for a combi-flamer
before the flamer is
Special Special Special Special Special Special Special Special
fired, then the flamer
can be used once, but
the boltgun can no
longer be fired.
Weapon reloads only
apply to the boltgun,
and cannot be
purchased for the
special weapon.

13
Flamer Flame Template. A
flamer is required to
Template - - 4 1 -2 5+ make an ammo roll
each and every time it
fires.
Graviton Gun A model hit by this
weapon must make a
strength check or is
automatically downed.
0-8" 8"-16" - -1 Special Special -
Against terrain this
weapon does d6
damage automatically if
hit.
Meltagun 0-6" 6-12" +1 - 8 d6 -5 5+
Plasma Sustained Fire: 2 Die.
0-9" 9-18" - - 7 1 -3 7+
Repeater Unreliable.
Plasmagun
0-6" 6-24" +1 - 4 1 -1 7+
(Low)
Plasmagun Sustained Fire: 1 Die.
0-6" 6-24" +1 - 7 1 -3 7+
(Max) Unreliable.
Pyroclast Flamer Flame Template
Projector Template - - 5 1 -2 6+
(Dispersed)
Pyroclast Flamer
Projector 0-3" 3-6" +2 - 6 d3 -4 6+
(Focused)

Volkite Charger 0-5" 5-15" +1 - 5 1 -2 7+ High Impact.

Range To Hit
Heavy Weapons Short Long Short Long Strength Damage
Sv Ammo
Modifier Check Description
Autocannon Move or Shoot.
0-20" 20-40" - - 7 d3 -3 4+
Sustained Fire: 1 Die.
Cyclone Missile Launcher Move or Shoot.
(Frag) Large blast. May be fired
twice but becomes
0-20" 20-72" - - 4 1 -2 7+
Unreliable but blows up
on a roll of 2 or 12
instead.

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Cyclone Missile Launcher Move or Shoot.
(Krak) May be fired twice,
0-20" 20-72" - - 8 d6 -5 7+ becomes Unreliable but
blows up on a roll of 2 or
12 instead.
Heavy Bolter Sustained Fire 2 Dice
0-20" 20-40" - - 5 d3 -2 5+

Heavy Flamer Flame Template.

A Heavy Flamer is
Template - - 5 d3 -3 5+
required to take an ammo
roll each and every time it
fires.
Illiastus Assault Cannon Move or Shoot.
0-12" 12-32" +1 - 4 1 -2 6+ Unreliable.
Sustained Fire: 2 Dice.
Lascannon 0-24" 24-48" - - 9 d6 -6 5+ Move or Shoot.
Missile Launcher (Frag) Move or Shoot.
0-20" 20-72" - - 4 1 -2 7+
Large Blast.
Missile Launcher (Krak) 0-20" 20-72" - - 8 d6 -5 7+ Move or Shoot.
Multimelta Move or Shoot.
0-12" 12-24" - - 8 2d6 -5 5+
Small Blast.
Plasmacannon (Low) Move or Shoot.
0-20" 20-40" - - 7 1 -3 7+
Sustained Fire:1 die
Plasmacannon (Max) Move or Shoot.
0-20" 20-72" - - 9 d3 -6 7+ Unreliable.
Small Blast.
Rotorcannon Move or Shoot.
0-12" 12"-32" +1 - 3 1 - 6+
Sustained Fire: 2 dice
The Cacophony Move or Shoot.
Unreliable. Sustained
fire: 1 Die. Before making
an injury roll due to The
Cacophony the model
0-12" 12-36" +1 - 6 1 -2 6+ that has been shot
makes a Ld check. If
failed it is automatically
out of action. If passed
roll normally to see what
happens.
Volkite Culverin Move or Shoot.
0-15" 15-45" - - 6 1 -2 7+ Sustained Fire: 2 Dice.
High Impact.

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Special Equipment Description
Jump Pack Instead of making a normal move the model equipped with a Jump Pack may make a
move up to 18" away. Roll a scatter die after the model is placed. On an arrow the
model scatters 1d3" in that direction. If declaring a charge a model may move up to
4" after landing to engage in Hand to Hand. If landing in an area higher than the
model started, reduce the distance of the possible jump for every 6" increment up to a
minimum of 12' up and 6" forward.
Medkit (Narthecium) A model equipped with a Medkit in base to base contact with another model may do
one of the following instead of firing a weapon in the shooting phase: Remove a flesh
wound from that model, move it from downed to pinned, restore a wound to a model
up to their starting wounds characteristic on a roll of a 5+. A Kill Team with a model
equipped with a Medkit may reroll major injury results for models that were out of
action at the end of a game.
Servo Arm A model equipped with a Servo Arm receives an additional attack and is not at -1 in
Hand to Hand due to being encumbered. Additionally, before every game they may
"master craft" d3 of the weapons equipped by the Kill Team. This upgrade only lasts
for the duration of that game.
Sonic Shrieker When a model equipped with the Sonic Shrieker charges, the target may not fire
Overwatch.

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Space Marine Bike A model on a bike may move 16" in the movement phase but may not run, double
their move when making a charge, or climb ladders. Their movement is halved if
moving through terrain.

A Space Marine Bike is equipped with two bolters. Instead of firing a weapon in the
shooting phase a model on a bike may fire both bike mounted bolters at the same
target. If an ammo check is failed with one, both guns are considered to be out of
ammo.

When a model on a Space Marine bike is hit with a shooting attack roll a D3:
1 The rider is hit resolve the hit against the rider. If the rider is downed place them
next to the bike (or not if taken out of action) and then resolve as a "Bike Flip" result
below.
2-3 The hit is resolved against the bike. Consult the chart below.

The bike has a Toughness value of 6. If the bike is wounded roll a D6:

1-2 Shaken: The model may not shoot any of its ranged weapons during their next
turn.
3 Stunned: The model may only move up to 8" in their next movement phase and
may not shoot any of its ranged weapons during their next turn.
4 Bike Flips: The model is taken out of action and the bike lands d6" away in a
random direction. Any model underneath is takes d3 S6 hits with a -2 save modifier.
5 Engine Explodes: The model is taken out of action and the bike comes to a halt.
6 Bike Explodes: The model is taken out of action and the bike explodes doing d3
S8 hits with a -3 save modifier to anyone within 3". If the model equipped with the
space marine bike survives a result of 4-6 they may not use their bike in the following
game. If the team has a model equipped with a servo arm then the model may use
the bike in the following game on the roll of a 2+. This roll is made during post-game.
Suspensor Web A model equipped may move and shoot with a weapon with the "Move or Shoot" rule
but halves (rounded up) both the short and long range if they do so.

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BATTLEFIELD EFFECTS
You and your opponent may want to play in a more dangerous environment. If so, roll a D6 and
consult the chart below. During Campaign Play, using Battlefield Effects allows the winner to roll
2d3 and pick the highest when rolling for Promethium Cache points. Battlefield Effects are
always optional unless the mission requires a specific setting or random effect.

BATTLEFIELD EFFECTS (D6):

1 Drowning Swamp - No models may run. Space Marine Bikes cannot move more than
8. Before moving roll a d6. On a 1 the model is pinned. Models with Jump Packs must make
this test when landing as well.

2 Endless Fog - Any units in the open are considered to be in partial cover. Models in
partial cover are considered to be in cover and models in cover are at -3 when shot at.

3 Irradiated Zone - At the beginning of every players turn make a Toughness test for any
model not equipped with Void Hardened Armour (Hardened Void Armour), Void Armour, or
Terminator Armour. If failed that model suffers a wound with no saves allowed.

4 Night Eternal - All , Fear, Terror, and bottle tests are taken at -1 ld. Night Lords and
Raven Guard are unaffected by this rule.

5 Frozen Plain - Before movement every model must make a toughness test. If failed the
model must reduce its Weapon Skill, Ballistic Skill, and all moves (A normal move, run moves,
jumping moves, charges etc) by -1. Weapons ignore the first result of two ones rolled as a
result of an Unreliable roll.

6 Volcanic Flats - When setting up this table place at least 2d3 portions of lava using
water effects such as rivers or lakes. This represents lava or superheated liquids. Any model
that moves within or begins their turn in the lava takes an automatic S8 hit with a -5 sv
modifier. If a model goes down or is pinned while inside of the lava they are automatically out
of action. Any model w/in 6 of the outer edge of lava is at -1 to their WS and BS.

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MISSIONS
Scorched Earth
Intelligence shows the enemy have placed a strategic supply depot deep in the conflict zone.
Find it and burn it to the ground
Terrain - Determine who is the attacker and the defender. Take turns placing the terrain starting
with the defender. After set up the defender places 3 storage depot pieces of terrain. These may
not be more than 8 from another depot and not w/in 12 from a board edge. The defending
player deploys their entire force anywhere within 8 of the depots. The attacker assigns a 1-4 to
the table edges. Roll

The Mission - The attackers must destroy the three storage depots. Each has a toughness of 6
and has 3 wounds. When the last wound is lost they are considered destroyed. The depots are
filled with vital supplies (fuel, food, ammunition etc) and as such can be wounded by a sustained
source of heat. Flamers and Heavy Flamers wound the depots on a 3+ regardless their
Strength.

Kill Team Deployment - The defenders deploy

Starting the Game - Both players roll a dice to see who goes first.

Ending the Game - If the attackers fail or choose to fail a bottle test and the storage depots
haven't been destroyed then they lose the mission and the defenders win instead.

SPECIAL
Efficient: If the attackers destroyed all of the supply depots within the first two game turns of
the game they receive an additional Promethium Cache.

Give No Ground: If the attackers destroyed none of the depots before the game ended then
the defender receives and additional Promethium Cache.

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Server Climb
Records have been found placing the location of a cogitator holding vital warfront data. Be the
first to retrieve the data and kill anyone in your way.

Terrain - Set up a stack of terrain at least two levels high in the center of the board. A marker
representing the cogitator is placed on the top. Then players take turns placing terrain.

Kill Team Deployment - Roll to see which team will set up first. The player who wins deploys
his entire team w/in 8 of the board edge of their choice. The other player deploys their entire
team w/in 8 of the opposite board edge.

The Mission - Each team is trying to retrieve the data first. To do this a model must end their
move in base contact with the Cogitator. If they are not pinned, downed, or taken out of action
before their next movement phase then they have retrieved the data.

Starting the Game - Both players roll a dice to determine who goes first.

Ending the Game - The first team to retrieve the data and then escape off of their board edge
or bottle out wins. If one team bottles out before the data has been retrieved then the other team
has won.

SPECIAL
Breach & Clear: If the team escapes off their board edge instead of bottling out then they
receive D3 Caches instead of 1 for winning.

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Package Retrieval
A drop pod has crashed deep in no mans land. It's occupants have all been killed but still
contained within is an artifact of unparalleled importance that could turn the tide of the war.
Secure the objective and await for extraction.

Terrain - Players take turns placing terrain. Leave a circle in the center of the table 8 in
diameter. Place a drop pod or wreckage marker representing the artifact. The team with the
most models in base to base contact with the drop pod or artifact marker are said to be in
control of it.

Kill Team Deployment - Roll to see who deploys first. The winner deploys their entire team
within 8 of the table edge of their choice. The enemy deploys within 8 of the opposite edge.

The Mission - The team in control of drop pod or artifact at the end of the game wins.

Starting the Game - Both players roll to see who goes first. The winner goes first.

Ending the Game - After five full game turns the extraction vehicles sent by both sides arrive
and the game ends. If one team fails or chooses to fail a bottle test before the five turns is up
then the other team wins.

SPECIAL
Package Safe: The winning team receives D3 Promethium Caches instead of 1.

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Search and Rescue
A team returning from patrol was ambushed just minutes from our base. Get out there and
rescue them. We can't afford to lose any men.

Terrain This mission should be played on a 2x2 square. Place a transport (ie a rhino or a drop
pod) in one corner of the table and place three injured infantry (marines or Solar Auxilia laid face
down) w/in 3 of the transport. Players then take turns
deploying terrain.

Kill Team Deployment - Draw a line from the corners of the


table to the left and right of the corner that the transport is
located. The defenders (ambushers) deploy up to 6 away
from this line and towards the transport. The attackers (rescue
team) deploy within 24 of the table corner opposite the
transport.

The Mission - The survivors of the ambush can be moved by


the attacking player up to 2 in their movement phase. If the
survivors are in base to base with a friendly model (attackers)
they may move 4 in the movement phase so long as that model moves (and stays in base to
base) only up to 4 as well. The survivors may not be assaulted or shot in any way but will begin
to succumb to their injuries. At the beginning of game turn two randomly pick one of the
survivors, that model dies and is removed from the table. If a model with a medikit
(Narthecium) comes into base to base contact with a survivor they do not need to roll to see if
they are removed from the table on the following game turns.

Starting the Game - Both players roll off to see who gets the first turn.

Ending the Game - If a survivor is w/in 4 of one of the two table edges that form the corner the
attackers deployed from they are removed and the attackers score 3 points. If the defender fails
or chooses to fail a bottle test the attacker receives 1 point for every survivor still on the table.
For every survivor that dies and is removed the defenders get 3 points. The side with the most
points wins.

SPECIAL - No Man Left Behind: If no survivors are left on the table and none were rescued by
the attackers the defenders receive an additional Promethium Cache.

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The Pit
Sensor sweeps have placed an ancient Admech tech cache in the depths of a massive crater.
Recon the area and bring back any relics you find. Be aware the sweeps revealed enemy
patrols enroute as well as something else. Something large...

Terrain - Place rocky or hilly terrain around the board edge to raise the edge at least 6. Players
then take turns placing terrain. From the center of the table scatter (2d6) d6 loot counters.
Place the beast in the center of the table.

Kill Team Deployment - Roll to see who deploys first. The winner deploys their entire team
within 8 of the table edge of their choice. The enemy deploys within 8 of the opposite edge.

The Mission - Loot counters may be picked up by any model that moves over them in the
movement phase. A model can carry any amount of loot counters without affecting their
movement, shooting, or Hand to Hand. Models who go out of action drop their counters.
Replace the model with the counters they were holding. Models may transfer counters to each
other if they are in base to base in the shooting phase but neither of them can shoot. If a model
is taken out of action in Hand to Hand the counter transfers automatically to the enemy.

The Beast - The beast is a monstrous hulk, mechanical or living. Use a model on a 60mm base
to represent the beast (A Tyranid, a close combat contemptor etc). The Beast activates at the
beginning of every player turn and will move towards or charge the closest model within 12. If a
model shoots the Beast it will move towards that model if there are no other models within 12.
The Beast is immune to pinning and checks, causes Terror, and has a 3+ save on 2d6.

The Beast
Monster .
M WS BS S T W I A Ld
The Beast 6 6 1 6 7 4 5 4 10

Starting the Game - Both players roll to see who goes first. The winner goes first.

Ending the Game - If a team fails or chooses to fail a bottle test the game ends. If The Beast is still alive
roll a D6 for every remaining, unclaimed loot counter. On a 4+ the other team claims that counter. If The
Beast is dead they automatically claim any counters left. If a model with a counter is within 8 from a table
edge at the start of their turn remove them from the table edge. Once all the counters are gone the game
ends. The team who claimed the most counters wins. Roll a d6 for each counter the winning team
claimed. On a 6 that team receives an additional promethium cache.

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SPECIAL -The Beast is slain!: The winning team receives D3 Promethium Caches.

Mission Table:
Roll a D6 to determine Mission Category. Then roll a d6 to determine a random mission

Standard Missions (1-3)


1: Kill Team Fight (SW:A book page 90)
2: Scavengers (SW:A book page 91)
3: Hit and Run (SW:A book page 92)
4: The Raid (SW:A book page 94)
5: Ambush (SW:A book page 96)
6: Roll off. The player who wins chooses and will be the attacker for missions that have an
attacker and a defender.

Heresy Missions (4-6)


1: Scorched Earth
2: Server Climb
3: Package Retrieval
4: Search and Rescue
5: The Pit
6: Roll off. The player who wins chooses and will be the attacker for missions that have an
attacker and a defender.

Coming Soon...

Shadow Wars: Heresy II: Talons of the Emperor - Sisters of Silence, Custodes, and Imperial Assassins!

Please e-mail all questions and concerns to HungryCouchGames@gmail.com

Disclaimer: This supplement is in no way officially affiliated with Games Workshop, Forgeworld,
or its other properties and entities. This is purely a fan made supplement and should NOT be
distributed for profit by any means.

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