40K 8e Codex Horus Heresy Battles in The Age of Darkness Fandex
40K 8e Codex Horus Heresy Battles in The Age of Darkness Fandex
40K 8e Codex Horus Heresy Battles in The Age of Darkness Fandex
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Contents
Battles in the Age of Darkness Crusade Reserves
Battles in the Age of Darkness Rules ............................................. 4 Crusade Reserves Detachments .......................................................... 14
Point Cost Lists ......................................................................................... 14
Civil War Missions
Blood Feud ..................................................................................... ....... 5 Flyers
Onslaught .................................................................................. ........... 6 Crusade Thunderbolt Heavy Fighter ................................................. 15
Shatter Strike......................................................................................... 7
Dominion .............................................................................................. 8
Lords of War
Tide of Carnage .................................................................................... 9
Crusade Marauder Bomber ................................................................... 16
War of Lies ............................................................................................. 10
Crusade Marauder Destroyer ............................................................... 17
Crusade Macharius Heavy Tank .......................................................... 18
Crusade Macharius Omega ................................................................... 19
Crusade Macharius Vanquisher ........................................................... 20
Crusade Macharius Vulcan ................................................................... 21
Crusade Minotaur Artillery Tank ........................................................ 22
Crusade Crassus Artillery Tank ............................................................ 23
Crusade Praetor Assault Launcher ...................................................... 24
Crusade Baneblade Super-heavy Tank ............................................... 25
Crusade Banesword Super-heavy Tank .............................................. 26
Crusade Shadowsword Super-heavy Tank ........................................ 27
Crusade Stormlord Super-heavy Tank ............................................... 28
Crusade Stormsword Super-heavy Tank ........................................... 29
2
Battles in the Age of Darkness
3
Playing Games in the Age of Darkness Keywords
In games set in the Age of Darkness, we recommend that armies be <Fealty>
Battle-forged and that you use the Matched Play rules as described In games set in the Age of Darkness, your army will either fight on
on page 215 of the Warhammer 40,000 rulebook and summarised the side of the loyalists or the traitors. When you build your army,
below. Armies may be built using any combination of detachments pick which you wish it to be. If you pick loyalist, then all units with
avaliable in the main rulebook, though we recommend sticking to the <Fealty> keyword have this keyword changed to Loyalist. If
the maximum detachment numbers in the table below depending you pick traitor, then all units with the <Fealty> keyword have this
on the size of game. keyword changed to Traitor.
Psychic focus: With the exception of Smite, each psychic powr All units in your army must have the same allegiance. Some unique
may be attempted only once per turn. characters or specific units can already have Traitor or Loyalist
printed on their datasheet, in which case they can only be taken in
Strategic Discipline: The same Stratagem cannot be used by the armies with the matching allegiance.
same player more than once during any single phase.
Support
Tactical Reserves: When setting up your army, at least half the A unit with this keyword cannot be taken as a compulsory choice for
total number of units in your army must be set up on the battlefield, the category of the Force Organisation chart that it is in.
even if they may be set up as reinforcements. Any unit that does
not arrive on the battlefield by the end of the third battle round is Abilities
destroyed.
Objective Secured
If your army is Battle-forged, all Troops units in your army gain this
Sudden Death: If, at the end of any battle round, one player has no
ability. Such a unit that is within range of an objective marker (as
models left on the battlefield, the game ends immediately and that
specified in the mission) controls the objective marker even if there
player loses. Fortifications do not count for the purposes of this rule.
are more enemy models within range of that objective marker. If an
enemy unit within range of the same objective marker has a similar
Warlords ability, then the objective marker is controlled by the player who has
Your army must include a Warlord, which can be any model. If the the most models within range of it as normal.
warlord is a Character, you can pick a warlord trait from the list in the
respective army book.
Missions
Matched play games use missions. Matched play missions come
Stratagems in sets of six, and any of the missions in the Warhammer 40,000
The standard three Stratagems from the rulebook are available for rulebook are available to play. In addition, the six standard Horus
any army to use, in addition to any found in their army book. Heresy missions are availble below.
Lords of War Having picked the set of missions you wish to use, you can either
Your armies may include detachments of Lords of War as normal, select one of the six missions, or roll randomly to select one by using
but the total points value/power rating of Lords of War in your army the appropriate table.
may not be more that 25% the total army points value/power rating,
rounding up.
Civil War Table
For example, in a 2000pt game, your army may include up to 500pts D6 Roll Result
of Lords of War. In a 150 PR game, your army may include up to 38
1 Blood Feud
PR of Lords of War.
2 Shatter Strike
3 Onslaught
4 Dominion
5 Tide of Carnage
6 War of Lies
Game Size (Pts) Game Size (Power) Maximum Detachments Game Length Board Size
4
Civil War
Blood Feud
The betrayal of the Horus Heresy scattered forces across the galaxy, and for many of these forces, stranded and unaware of the wider war, there was only one
goal - find your enemy, crush them utterly and move on to the next.
Battle Length
This battle lasts for six battle rounds.
5
Civil War
Onslaught
Legion warfare often utilised a ’speartip’ assault directly into the heart of the enemy formations, a precise and overwhelming applicatio of force. But with both
sides attempting rip the heart from the enemy, success required splitting of the armies into offensive and defensive forces.
First Turn
The player who finished setting up their
army first can choose to go first or second.
Battle Length
This battle lasts for six battle rounds.
6
Civil War
Shatter Strike
As the war progressed, fronts and choke points developed which needed to be broken through to allow the scattered battlegroups to co-ordinate with each other.
Fast moving elements were tasked with smashing the enemy aside and moving on, deep into enemy territory.
Battle Length
At the end of battle round 5, the player who
had the first turn rolls a D6. On a roll of 4+, a
sixth and final battle round is played.
7
Civil War
Dominion
The Great Crusade was a war of conquest, and this hard-won territory had to be held during the Heresy period, both for vital supplies and as a matter of
honour. Sites of tactical import must be made secure and defneded from the enemy.
First Turn
The player who finished setting up their
army first can choose to go first or second.
Battle Length
At the end of battle round 5, the player who
had the first turn rolls a D6. On a roll of 4+, a
sixth and final battle round is played.
8
Civil War
Tide of Carnage
The large massed battles of the Heresy era were greater than anything known today - vast forces of heavy units sweep through an area, destorying anything in
order to push through no-man’s land and swamp the enemy lines.
Whichever player goes second may choose The Price of Failure: At the end of the
to sieze the initiative, and rolls a D6; on a game, each player scores 1 victory point
result of a 6, they go first instead! for each enemy Lord of War unit that is
destroyed
Battle Length
This battle lasts for five battle rounds. Slay the Warlord: If the enemy warlord
has been slain during the battle, you score 1
victory point.
9
Civil War
War of Lies
After the scattering of forces at the outset of the Heresy, information was often garbled and contradisctory. Force elements would be sent in search of technologies
or supplies that never existed, or were elsewhere entirely. The only option was to attempt control the entire theatre.
First Turn
The player who finished setting up their
army first can choose to go first or second.
Battle Length
This battle lasts for six battle rounds.
10
11
Crusade Reserves
12
Crusade Reserve Detachments
There are a number of units which are common to many armies in These units are represented by crusade reserves. You may include
the Age of Darkness, even if they are not part of the official order units of Crusade Reserve models in your army, in either Super-
of battle of any of them. The Great Crusade absorbed a number of heavy, Super-heavy Auxiliary or Orbital Strike Wing detachments.
smaller formations as it grew, and various specialist vehicles may
have been assigned to Legions for specific missions. If a detachment contains a Crusade Reserve model, all models in
that detachment must be Crusade Reserve models using the same
In addition, forge worlds rediscovered by particular Legions may datasheet.
make their own patterns of combat vehicle, and formations drawn
from newly-compliant worlds may come with their own indigenous The datasheets and points costs for crusade reserves are included in
designs. In the Heresy, some of these vehicles are still available to this document.
your army.
Points Costs
13
Crusade Thunderbolt Heavy Fighter 15
Power
NAME M WS BS S T W A Ld Sv
20-45” 3+ 7-15
Thunderbolt 20-30” 6+ 4+ 7 7 4-6 3 7 3+
20” 5+ 1-3
A Thunderbolt Heavy Fighter is a single model equipped with a twin lascannon and two twin autocannon.
WEAPON RANGE TYPE S AP D ABILITIES
Twin lascannon 48” Heavy 2 9 -3 D6 -
Twin autocannon 48” Heavy 4 7 -1 2 -
Kinetic piercer Add 1 to all hit rolls made for this weapon against targets that can Fly. Subtract 1
60” Heavy 1 7 -2 D3 from all hit rolls made for this weapon against other targets.
missile
Roll two dice when inflicting damage with this weapon and discard the lowest
Hellstrike missile 72” Heavy 1 8 -2 D6 result.
Sunfury missile 36” Heavy D6 6 -2 1 -
WARGEAR • This model may take one of the following options: four sunfury missiles, four hellstrike missiles, four kinetic
OPTIONS piercer missiles.
• This model can take ground-tracking auguries.
• This model can take a ramjet diffraction grid.
ABILITIES Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it
crashes and explodes, and each unit within 6” suffers D3 mortal wounds.
Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far
the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice.
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Battle servitor control: A model with Battle Servitor Control increases by one the Strength of any ranged
weapons that target a Vehicle unit.
Ground-tracking auguries: A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting
a unit that does not have the Fly keyword.
Ramjet diffraction grid: This model has a 5+ invulnerable save against ranged weapons.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Fly, Thunderbolt
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Crusade Marauder Bomber 22
Power
NAME M WS BS S T W A Ld Sv
20-45” 4+ 11-20
Marauder Bomber 20-30” 6+ 5+ 7 7 5-10 3 7 3+
20” 5+ 1-4
A Marauder Bomber is a single model equipped with a twin lascannon two twin heavy bolters and a cluster of heavy bombs.
WARGEAR • This model can replace its cluster of heavy bombs for a cluster of hellstorm bombs.
OPTIONS • This model can take battle-servitor control.
ABILITIES Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it
crashes and explodes, and each unit within 6” suffers D3 mortal wounds.
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Heavy Bombs*: On three separate turns during the battle, a Marauder Bomber with heavy bombs can drop them
as it flies over enemy units in its Movement phase. After the Marauder Bomber has moved, pick one enemy unit that
it flew over. Then roll a D6 for each model in the unit, up to a maximum of 12 dice (roll 3 dice for each Vehicle or
Monster in the unit). For each roll of a 4+, the unit being bombed suffers a mortal wound.
Hellstorm Bombs*: On three separate turns during the battle, a Marauder Bomber with heavy bombs can drop
them as it flies over enemy units in its Movement phase. After the Marauder Bomber has moved, pick one enemy
unit that it flew over. Then roll a D6 for each model in the unit, up to a maximum of 10 dice (roll 2 dice for each
Vehicle or Monster in the unit). For each roll of a 3+, the unit being bombed suffers a mortal wound.
* Note that a Marauder Bomber will only have one of these abilities, which should be noted before the game begins.
Sky-Fortress: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved.
Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far
the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Fly, Marauder, Marauder Bomber
15
Crusade Marauder Destroyer 22
Power
NAME M WS BS S T W A Ld Sv
20-45” 4+ 11-20
Marauder Destroyer 20-30” 6+ 5+ 7 7 5-10 3 7 3+
20” 5+ 1-4
A Marauder Destroyer is a single model equipped with three twin autocannon, a twin heavy rotor cannon, a twin heavy bolter and a cluster
of heavy bombs.
ABILITIES Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it
crashes and explodes, and each unit within 6” suffers D3 mortal wounds.
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Heavy Bombs*: Once per battle, a Marauder Destroyer with heavy bombs can drop them as it flies over enemy
units in its Movement phase. After the Marauder Destroyer has moved, pick one enemy unit that it flew over. Then
roll a D6 for each model in the unit, up to a maximum of 12 dice (roll 3 dice for each Vehicle or Monster in the
unit). For each roll of a 4+, the unit being bombed suffers a mortal wound.
Sky-Fortress: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved.
Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far
the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Fly, Marauder, Marauder Destroyer
16
Crusade Macharius Heavy Tank 22
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 11-22 3
Macharius 7” 5+ 5+ 8 8 6-10 D3 8 3+
4” 6+ 1-5 1
A Macharius is a single model equipped with a Macharius battle cannon, a twin heavy stubber and two heavy stubbers.
Hunter-killer missile 48” Heavy 1 8 -2 D6 Each hunter-killer missile can only be fired once per battle.
Macharius battle
72” Heavy 2d6 8 -2 D6 -.
cannon
Twin heavy stubber 36” Heavy 6 4 0 1 -
Twin heavy flamer 8” Heavy 2D6 5 -1 1 This weapon automatically hits its target.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s heavy bolters and heavy
flamers can target units within 1” of it - other guns must target other units). In addition, this model only gains a bonus
to its save in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Macharius, Macharius Heavy Tank, Tank
17
Crusade Macharius Omega 22
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 11-22 3
Macharius 7” 5+ 5+ 8 8 6-10 D3 8 3+
4” 6+ 1-5 1
A Macharius Omega is a single model equipped with an Omega-pattern plasma blastgun.
Hunter-killer missile 48” Heavy 1 8 -2 D6 Each hunter-killer missile can only be fired once per battle.
Omega-pattern
When attacking with this weapon, choose one of the profiles below:
plasma blastgun
- Pulsed bolts 60” Heavy 2D6 8 -3 2 -
For each hit roll of 1, the bearer suffers a mortal wound after all this weapon’s
- Maximal bolts 60” Heavy 2D6 9 -3 3 shots have been resolved.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s heavy bolters and heavy
flamers can target units within 1” of it - other guns must target other units). In addition, this model only gains a bonus
to its save in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Macharius, Macharius Omega, Tank
18
Crusade Macharius Vanquisher 22
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 11-22 3
Macharius 7” 5+ 5+ 8 8 6-10 D3 8 3+
4” 6+ 1-5 1
A Macharius Vanquisher is a single model equipped with a Macharius vanquisher cannon, a twin heavy stubber and two heavy stubbers.
Hunter-killer missile 48” Heavy 1 8 -2 D6 Each hunter-killer missile can only be fired once per battle.
Macharius
When attacking with this weapon, choose one of the profiles below:
vanquisher cannon
- Blast shells 72” Heavy 2D6 8 -2 D3 -
Roll two dice whn inflicting damage with this weapon and discard the lowest
- AP shells 72” Heavy 2 9 -3 D6 result.
Twin heavy stubber 36” Heavy 6 4 0 1 -
Twin heavy flamer 8” Heavy 2D6 5 -1 1 This weapon automatically hits its target.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s heavy bolters and heavy
flamers can target units within 1” of it - other guns must target other units). In addition, this model only gains a bonus
to its save in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Macharius, Macharius Vanquisher, Tank
19
Crusade Macharius Vulcan 24
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 11-22 3
Macharius 7” 5+ 5+ 8 8 6-10 D3 8 3+
4” 6+ 1-5 1
A Macharius Vulcan is a single model equipped with a Macharius vulcan mega-bolter, a twin heavy stubber and two heavy stubbers.
Hunter-killer missile 48” Heavy 1 8 -2 D6 Each hunter-killer missile can only be fired once per battle.
Macharius vulcan If the model does not move during the Movement phase, change this weapon’s
60” Heavy 15 6 -2 2 type to Heavy 30 until the end of the turn.
mega-bolter
Twin heavy stubber 36” Heavy 6 4 0 1 -
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s heavy bolters and heavy
flamers can target units within 1” of it - other guns must target other units). In addition, this model only gains a bonus
to its save in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Macharius, Macharius Vulcan, Tank
20
Crusade Minotaur Artillery Tank 18
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 11-22 3
Minotaur 7” 5+ 5+ 8 8 6-10 D3 8 3+
4” 6+ 1-5 1
A Minotaur Artillery Tank is a single model equipped with a twin earthshaker cannon and two heavy bolters.
Hunter-killer missile 48” Heavy 1 8 -2 D6 Each hunter-killer missile can only be fired once per battle.
Twin earthshaker Roll 4 dice for the number of attacks when firing this weapon and discard the
240” Heavy 2D6 9 -2 D3 lowest two results. This weapon can target units not visible to the bearer.
cannon
Heavy Armoured Front: This model has a 5+ invulnerable save against shooting attacks.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s heavy bolters can target
units within 1” of it - other guns must target other units). In addition, this model only gains a bonus to its save in
cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Minotaur Artillery Tank, Tank
21
Crusade Crassus Assault Vehicle 17
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 10-20 3
Crassus 7” 5+ 5+ 8 8 5-9 D3 8 3+
4” 6+ 1-4 1
A Crassus Assault Vehicle is a single model equipped with four heavy bolters.
Hunter-killer missile 48” Heavy 1 8 -2 D6 Each hunter-killer missile can only be fired once per battle.
Lascannon 48” Heavy 1 9 -3 D6 -
Overdrive: This model may still fire all its weapons in the Shooting phase if it Advanced in the previous Movement
phase.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s heavy bolters and heavy
flamers can target units within 1” of it - other guns must target other units). In addition, this model only gains a bonus
to its save in cover if at least half of the model is obscured from the bearer.
TRANSPORT This model can transport 35 Infantry models. Each Militia Fireteam takes up the space of two other models and
each Militia Brute or Ogryn Charonite takes up the space of three other models. Each Jump Pack, Terminator or
Primarch model takes up the space of two other models
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Transport, Crassus Assault Vehicle, Tank
22
Crusade Praetor Assault Launcher 19
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 10-20 3
Praetor 7” 5+ 5+ 8 8 5-9 D3 8 3+
4” 6+ 1-4 1
A Praetor Assault Launcher is a single model equipped with a praetor launcher and two heavy bolters.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s heavy bolters and heavy
flamers can target units within 1” of it - other guns must target other units). In addition, this model only gains a bonus
to its save in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Praetor Assault Launcher, Tank
23
Crusade Dominus Siege Bombard 19
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 10-20 3
Dominus 7” 5+ 5+ 8 8 5-9 D3 8 3+
4” 6+ 1-4 1
A Dominus Siege Bombard is a single model equipped with a dominus triple bombard and two heavy bolters.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s heavy bolters and heavy
flamers can target units within 1” of it - other guns must target other units). In addition, this model only gains a bonus
to its save in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Dominus Siege Bombard, Tank
24
Crusade Baneblade Super-heavy Tank 30
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 14-26 9
Baneblade 7” 5+ 5+ 9 8 7-13 6 8 3+
4” 6+ 1-6 3
A Baneblade is a single model equipped with an autocannon, a Baneblade cannon, a demolisher cannon, a twin heavy bolter and adamantium
tracks.
WEAPON RANGE TYPE S AP D ABILITIES
Adamantium tracks Melee Melee User -2 D3 -
Baneblade cannon 72” Heavy 3D6 9 -3 3 -
When attacking units with 5 or more models, change this weapon’s Type to
Demolisher cannon 24” Heavy D3 10 -3 D6 Heavy D6.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s twin heavy bolters and
twin heavy flamers can target units within 1” of it - other guns must target other units). In addition, this model only
gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Baneblade, Tank
25
Crusade Banesword Super-heavy Tank 25
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 14-26 9
Banesword 7” 5+ 5+ 9 8 7-13 6 8 3+
4” 6+ 1-6 3
A Banesword is a single model equipped with a quake cannon, a twin heavy bolter and adamantium tracks.
Quake cannon 140” Heavy 2D6 14 -4 D6 When rolling for this weapon’s damage, treat results of a 1 or 2 as 3 instead.
Lascannon 48” Heavy 1 9 -3 D6 -
Twin heavy bolter 36” Heavy 6 5 -1 1 -
Twin heavy flamer 8” Heavy 2D6 5 -1 1 This weapon automatically hits its target.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s twin heavy bolters and
twin heavy flamers can target units within 1” of it - other guns must target other units). In addition, this model only
gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Banesword, Tank
26
Crusade Shadowsword Super-heavy Tank 27
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 14-26 9
Shadowsword 7” 5+ 5+ 9 8 7-13 6 8 3+
4” 6+ 1-6 3
A Shadowsword is a single model equipped with a volcano cannon, a twin heavy bolter and adamantium tracks.
You can re-roll failed wound rolls when targetting Titanic units with this
Volcano cannon 120” Heavy 3D3 16 -5 2D6 weapon.
Lascannon 48” Heavy 1 9 -3 D6 -
Twin heavy bolter 36” Heavy 6 5 -1 1 -
Twin heavy flamer 8” Heavy 2D6 5 -1 1 This weapon automatically hits its target.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Shadowsword Targeters: Add 1 to any hit rolls you make for this model for attacks that target Titanic units.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s twin heavy bolters and
twin heavy flamers can target units within 1” of it - other guns must target other units). In addition, this model only
gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Shadowsword, Tank
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Crusade Stormlord Super-heavy Tank 27
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 14-26 9
Stormlord 7” 5+ 5+ 9 8 7-13 6 8 3+
4” 6+ 1-6 3
A Stormlord is a single model equipped with a vulcan mega-bolter, a twin heavy bolter, two heavy stubbers and adamantium tracks.
Extended Firing Deck: Up to 20 models being transported by a Stormlord can shoot in their shooting phase,
measuring and drawing line of sight from any point on the vehicle. Units that shoot in this manner count as having
moved if they or the Stormlord moved in the preceding movement phase.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only it’s twin heavy bolters and
twin heavy flamers can target units within 1” of it - other guns must target other units). In addition, this model only
gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
TRANSPORT This model can transport 40 Infantry models. Each Militia Fireteam takes up the space of two other models and
each Militia Brute or Ogryn Charonite takes up the space of three other models. Each Jump Pack, Terminator or
Primarch model takes up the space of two other models
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Stormlord, Tank
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Crusade Stormsword Super-heavy Tank 25
Power
NAME M WS BS S T W A Ld Sv
10” 4+ 14-26 9
Stormsword 7” 5+ 5+ 9 8 7-13 6 8 3+
4” 6+ 1-6 3
A Stormsword is a single model equipped with a Stormsword siege cannon, a twin heavy bolter and adamantium tracks.
Roll two dice for the number of attacks when firing this weapon and discard
Stormsword siege
36” Heavy 2D6 10 -4 D6 the lowest result. Units attacked by this weapon do not gain any bonus to their
cannon saving throws for being in cover. Re-roll damage rolls of 1 for this weapon.
Lascannon 48” Heavy 1 9 -3 D6 -
Twin heavy bolter 36” Heavy 6 5 -1 1 -
Twin heavy flamer 8” Heavy 2D6 5 -1 1 This weapon automatically hits its target.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use
its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
weapons that target this vehicle.
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the
controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (except for its fellblade accelerator
cannon and demolisher cannon which must target other units). In addition, this model only gains a bonus to its save
in cover if at least half of the model is obscured from the bearer.
FACTION <Fealty>, Crusade Reserve
KEYWORDS
KEYWORDS Vehicle, Titanic, Stormsword, Tank
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Weapon Profiles Summary
WEAPON RANGE TYPE S AP D ABILITIES
Adamantium tracks Melee Melee User -2 D3 -
Autocannon 48” Heavy 2 7 -1 2 -
Baneblade cannon 72” Heavy 3D6 9 -3 3 -
Combi-bolter 24” Rapid Fire 2 4 0 1 -
Demolisher cannon 24” Heavy D3 10 -3 D6 When attacking units with 5 or more models, change this weapon’s Type to Heavy
D6.
Dominus triple
When attacking with this weapon, choose one of the profiles below:
bombard
- Mobile 36” Heavy 2D6 10 -2 D3 This weapon can target units that are not visible to the bearer.
- Stationary 60” Heavy 3D6 10 -3 D6
This profile can only be chosen if the model did not move in the preceding
Movement phase. This weapon can target units that are not visible to the bearer.
Heavy bolter 36” Heavy 3 5 -1 1 -
Heavy flamer 8 Heavy D6 5 -1 1 This weapon automatically hits its target.
Heavy stubber 36” Heavy 3 4 0 1 -
Hellstrike missile 72” Heavy 1 8 -2 D6 Roll two dice when inflicting damage with this weapon and discard the lowest
result.
Hunter-killer missile 48” Heavy 1 8 -2 D6 Each hunter-killer missile can only be fired once per battle.
Lascannon 48” Heavy 1 9 -3 D6 -
Macharius battle
72” Heavy 2d6 8 -2 D6 -.
cannon
Macharius
When attacking with this weapon, choose one of the profiles below:
vanquisher cannon
- Blast shells 72” Heavy 2D6 8 -2 D3 -
- AP shells 72” Heavy 2 9 -3 D6
Roll two dice whn inflicting damage with this weapon and discard the lowest
result.
Macharius vulcan If the model does not move during the Movement phase, change this weapon’s
60” Heavy 15 6 -2 2 type to Heavy 30 until the end of the turn.
mega-bolter
Omega-pattern
When attacking with this weapon, choose one of the profiles below:
plasma blastgun
- Pulsed bolts 60” Heavy 2D6 8 -3 2 -
- Maximal bolts 60” Heavy 2D6 9 -3 3
For each hit roll of 1, the bearer suffers a mortal wound after all this weapon’s
shots have been resolved.
Praetor launcher When attacking with this weapon, choose one of the profiles below:
- Foehammer 12-120” Heavy 2D6 8 -2 D6 -
- Firestorm 12-120” Heavy 2D6 6 -2 2
Units attacked by this weapon do not get any benefits to their saving throws for
being in cover.
- Pilum 72” Heavy D6 8 -2 D6 This model may add 1 to all hit rolls when attacking a model with the Fly keyword.
Quake cannon 140” Heavy 2D6 14 -4 D6 When rolling for this weapon’s damage, treat results of a 1 or 2 as 3 instead.
Stormsword siege 36” Heavy 2D6 10 -4 D6 Roll two dice for the number of attacks when firing this weapon and discard the
lowest result. Units attacked by this weapon do not gain any bonus to their saving
cannon throws for being in cover. Re-roll damage rolls of 1 for this weapon.
Kinetic piercer 60” Heavy 1 7 -2 D3 Add 1 to all hit rolls made for this weapon against targets that can Fly. Subtract 1
from all hit rolls made for this weapon against other targets.
missile
Twin autocannon 48” Heavy 4 7 -1 2 -
Twin earthshaker Roll 4 dice for the number of attacks when firing this weapon and discard the
240” Heavy 2D6 9 -2 D3 lowest two results. This weapon can target units not visible to the bearer.
cannon
Twin heavy rotor 24” Heavy 12 6 -1 1 -
cannon
Twin heavy bolter 36” Heavy 6 5 -1 1 -
Twin heavy flamer 8” Heavy 2D6 5 -1 1 This weapon automatically hits its target.
Twin heavy stubber 36” Heavy 6 4 0 1 -
Twin lascannon 48” Heavy 2 9 -3 D6 -
Volcano cannon 120” Heavy 3D3 16 -5 2D6 You can re-roll failed wound rolls when targetting Titanic units with this weapon.
Vulcan mega-bolter 60” Heavy 20 6 -2 2 -
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WARGEAR DESCRIPTION
Autokrator Control This upgrade increases the model’s Ballistic Skill characteristic to 3+, and increases its Wounds characteristic by 1.
Battle servitor control A model with Battle Servitor Control increases by one the Strength of any ranged weapons that target a Vehicle unit.
Ground tracking
A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting a unit that does not have the Fly keyword.
auguries
Ramjet-diffraction
This model has a 5+ invulnerable save against ranged weapons.
grid
Space marine crew This upgrade increases the model’s Ballistic Skill characteristic to 3+.
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