HORUS HERESY BOOK 6, RETRIBUTION BY FALSEHOOD CLOAKED FACTION KEYWORDS OATH OF MOMENT SPECIAL RULES MODEL AVAILABILITY

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HORUS HERESY BOOK 6, RETRIBUTION This team list uses the FW Blackbook, Book 6 Retribution. All rules not listed here will be drawn from there, mainly weapons profiles. If a rule differs from the Codex, it will be clearly stated. FACTION All models in this list have the Imperium, Legiones Astartes. OATH OF MOMENT At the beginning of the game, before rolling for turn, an Oath of Moment must be secretly noted down. The note is revealed at the end of the game when Victory points are being tallied. Each Oath of Moment represents an objective that must be achieved, chosen from the list below. Each of the secret objectives has an associated Victory points score if the objective is achieved, earn the indicated number of bonus Victory points in addition to any claimed as part of the mission. If the secret objective is not achieved, may not claim a victory in the battle, regardless of any other factors. Crusader (1 Victory point): KE must end the game within the enemy s deployment zone in order to earn the Oath of Moment Victory points. Protector (2 Victory points): Note the identity of another Independent Character in the army. This model must survive the game to earn the Oath of Moment Victory points. Hand of the Sigillite (2/3 Victory points): If objective markers are in play, KE must control one of the objective markers at the end of the game to earn the Oath of Moment Victory points. If the marker is in the enemy deployment zone, this Oath of Moment is worth 3 Victory points instead. Headsman (3 Victory points): KE must slay the enemy Warlord in a Challenge in order to earn the Oath of Moment Victory points. BY FALSEHOOD CLOAKED The Knight Errant may deploy via deep strike, and when doing so the do not roll for scatter. On the controlling players turn that they deploy, and throughout the opposing players following turn, any shots made against the Knight Errant that has deployed in this manner are made as Snap Shots. In addition, any charges made against them during this time count as Disordered. SPECIAL Legiones Astartes: All models may reroll their leadership to regroup and for nerve tests. Wrought by War: Each Blackshield kill team may if its owning player wishes, select one of the Wrought by War special rules detailed later. Strike only from a position of strength: Blackshield kill teams add may +1 to the dice to see who takes the first turn. Outcasts: For the purposes of campaigns a Blackshield force may belong to either Loyalists or Traitors but must be declared before the beginning of the game MODEL AVAILABILITY You must adhere to the following model requirements when building your Kill Team: 1 Team Leader model 1-30 Core models 0-5 Special models

Wrought By War Special Rules A Blackshield kill team may select one of the following groups to belong to, conferring their own special rules and limitations to the kill team for no additional cost. DEATH SEEKERS Inured to Pain: Models in this Kill team gains the Feel no Pain(6+) special rule, and does not need to take nerve or moral checks as a result of taking casualty s from shooting attacks. The Lure of the Battle: Models in this Kill team may not voluntarily fail a moral check and must pass a leadership test in order to end the movement further from any visible enemy model that it was at the beginning of the phase. If this test is failed, the unit moves D6 towards the closest enemy target instead, stopping 1 away from enemy models. Units inside buildings, fortifications and transports are not subject to this involuntary movement. Non-Character models: When within 2 coherency of at least 5 friendly models from a Blackshield kill team gain +1 leadership and can reroll all failed to Hit rolls of a 1 during the shooting and assault phase. They may not however benefit from the leadership value of other models, and if they fail a moral check in the assault phase, D3 models from the assault are removed as casualty s in addition to other effects. Void Reavers: Before the game begins, up to half of the kill teams infantry models may be given the Deep strike special rule and enter play via reserve. However should a deep strike mishap be suffered, -1 to the roll. ORPHANS OF WAR Character models: Gain preroll failed rolls To Wound against enemy models with the (*****) keyword. OUTLANDERS Unsanctioned Weaponry: Any model with this special rule with access to a combi-bolter as an upgrade or option may instead take a xenos deathlock for +3 pts. Any character model that does not already do so, has access to rad grenades as an option for +10 pts. CHYMERIAE No gods No Masters: May not include Warden- Chaplains in their Kill team The Shadow of Oblivion: This kill team takes a -1 to Rout tests. Chymeriae Attributes: At the start of the game before set-up, the kill teams owning player must declare one of the following combination of bonuses and penalties for all models in the kill team: - option 1: +1 Strength, +1 Toughness, -1 Charge and run distance, may not make sweeping advances. - option 2: +1 WS, +1 BS, -2 LD. - option 3: The unit gains the Fear, Fleet and +1 A, -1 BS, must always make sweeping advances if able to.

BLACKSHIELD REAVER CAPTAIN Legionnaire 6 2+ 3+ 4 4 3 3 10 3+ - Chainsword or Combat Blade - Inspiring Presence - May replace his Bolt Pistol/Chainsword/Combat Blade for one of the following: Volkite Serpenta 5 pts Plasma Pistol 15 pts Archeotech Pistol 20 pts Heavy Chainsword 10 pts Charnabal Sabre 10 pts Power Weapon 15 pts Power Fist 20 pts Thunder Hammer 25 pts Halo Blade 25 pts - May upgrade a single weapon to become: Master-crafted Free - May replace his power armour with one of the following: Pariah Power Armour Free Artificer Armour 10 pts Bolter or Pariah Bolter 2 pts Volkite Charger 10 pts Xenos Deathlock 8 pts Melta Bombs 5 pts Digital Lasers 15 pts Cyber Familiar 10 pts Rad Grenades 10 pts Refractor Field 10 pts 45 KNIGHT ERRANT Legionnaire 6 2+ 2+ 4 4 2 2 10 2+ - Master-crafted Bolt Pistol - Master-crafted Power Sword - Paragon Bolter - Iron Halo - Artificer Armour - Inspiring Presence, May reroll failed To Wound rolls against enemy models from Traitor Factions (30k and 40k Chaos/Legionses Astartes Traitors), By Falsehood Cloaked, Oath of Moment - May replace his Bolt Pistol with one of the following: Master-crafted Volkite Serpenta 5 pts Master-crafted Plasma Pistol 15 pts - May replace his Paragon Bolter with one of the following: Combi-weapon Free Sniper Rifle Free - May replace his power sword with one of the following: Master-crafted power fist 5 pts Single Master-crafted lightning claw 5 pts Narthecium 15 pts Melta Bombs 5 pts Jump Pack 20 pts - May be upgraded to a Librarian for: Mastery Level 1 20pts 55

MARAUDER CHIEF Legionnaire 6 2+ 3+ 4 4 2 2 9 3+ - Chainsword, Chain Axe, or Combat Blade - Inspiring Presence 25 If a Marauder Chief is chosen as your leader, Marauder s may be selected as core as well as Special. - May exchange Chainsword/Chain axe/combat Blade for one of the following: Single Lightning Claw 15 pts Power fist 15 pts Thunder Hammer 20 pts - May take melta bombs 5 pts - May take Combi weapon 10 pts Plasma Pistol 10 pts - May exchange power armor for Pariah power Armor for: free Lascarbine or autogun free Astartes Shotgun 1 pt Laslock 2 pts A second bolt pistol 2 pts Bolter or Pariah bolter 2 pts Heavy Chainsword 5 pts Lascutter 10 pts BLACKSHIELD LEXICANIUM Legionnaire 6 3+ 3+ 4 4 2 2 9 3+ - Power armour - Force Weapon - Krak and frag grenades - Inspiring Presence, Psyker (Smite) 45 Psychic Powers: Before the battle the Lexicanium may choose a single Psychic Power from the following list in addition to knowing Smite: - Flame Breath (Pyromancy) - Assail (Telekinesis) - Psychic Shriek (Telepathy) - Prescience (Divination). - May replace any weapon with any of the following: Combi-weapon 10 pts Plasma pistol 15 pts Volkite Serpenta 5 pts Power weapon 15 pts Charnabal Sabre 5 pts Power fist or lightning claw 15 pts Artficer armour 10 pts, Psyker - May Take Terminator or Cataphractii Armour with: Force weapon 25 pts - If Terminator Armour [of any type] is not chosen, may take one of the following: Jump pack 5 pts Space Marine Bike 20 pts Legion Jetbike 35 pts - May take any of the following: Melta bomb 5 pts Digital lasers 10 pts

BLACKSHIELD TACTICAL MARINE Legionnaire 6 3+ 3+ 4 4 2 2 9 3+ - Bolter - May fire with your bolter or bolt pistol twice if you did not move, deep strike, or disembark from a transport that turn - May take Chainsword 2 pts - May replace bolter with Chainsword Free 12 BLACKSHIELD ASSAULT MARINE Legionnaire 6 3+ 3+ 4 4 2 2 9 3+ - Chainsword - Jump Pack - May take combat shield 3pts - May take melta bomb 5pts - One in every five Legion Assault Marines may modify his weapons in following way: exchange chainsword for Power weapon 10 pts exchange bolt pistol for hand flamer 15 pts exchange bolt pistol for plasma pistol 15 pts, Fly 15

BLACKSHIELD TACTICAL SUPPORT MARINE Legionnaire 6 3+ 3+ 4 4 2 2 9 3+ - Flamer - May take a Support Marine for every two Tac or Assault Marines - May take melta bomb 5pts - May replace his flamer with: [all tactical support marines in kill team must have the same weapon]: Volkite Caliver 5 pts Rotor cannon 5 pts Meltagun 15 pts Plasma gun 15 pts 15

NAVIGATOR (You may only take one Navigator in your kill team) Navigator 4 5+ 5+ 3 3 1 1 10 6+ - Archeotech Pistol - CCW - Refractor Field - Ætherlabe staff - Fear, Navigator Powers 50 Ætherlabe Staff Should an enemy unit Deep Strike into play within 12" of the Navigator, the Navigator and their unit may make a Snap Shot shooting attack at the arriving unit at the end of that phase, subject to the normal rules for doing so. If the enemy unit enters play by way of a Conjuration psychic power, these Snap Shots are carried out at the firers normal BS rather than at BS 1. Navigator Powers Navigators have a range of powers, one of which may be attempted in the phase indicated so long as the Navigator is not engaged in an assault. These powers do not count as Psychic Powers and the Navigator does not use Warp Charge points or have access to any Psychic Disciplines. However, the Navigator does count as a Psyker for the purposes of rules that work against Psykers, such as Hatred (Psykers) or weapons that have additional rules against Psykers. In order to use a Navigator power, the Navigator must make a Leadership test. If the test is passed, the chosen power is used as described. If the test is failed, the power is not used and the Navigator and their unit is Pinned (though they do not Go to Ground). - The Lidless Stare Use in the controlling player s Shooting phase, counting as a shooting attack. Place a template as if the Navigator was shooting a template weapon. Every Infantry type model, friend or foe, under the template must pass an Initiative test. Models that fail the test suffer an automatic Instant Death wound with no Armour saves possible. - Warp Prescience Use at the beginning of the enemy s Shooting phase. Shooting attacks directed at the Navigator and their unit that player turn are made at -1 BS. - Ætheric Disruption Use at the start of the controlling player s turn. Until the beginning of their next player turn, all Psykers, friend or foe, roll three dice and discard the lowest result for the purposes of Perils of the Warp results. Cyber Familar 15 pts Digital Laser 5 pts Imperium, Astra Telepathica, Infantry, Psyker

BLACKSHIELD HEAVY SUPPORT MARINE Legionnaire 6 3+ 3+ 4 4 1 2 8 3+ - Heavy Bolter - May take melta bomb 5 pts - May replace his heavy bolter with: Heavy flamer free Autocannon 5 pts Missile launcher 5 pts Multi-melta 10 pts Plasma Cannon 15 pts Volkite Culverin 10 pts Lascannon 20 pts 20 BLACKSHIELD DESTROYER MARINE Legionnaire 6 3+ 3+ 4 4 1 1 8 3+ - Pair of Bolt Pistols - Chainsword - Rad, Frag, and Krak Grenades - This model counts as having charged if it makes a counter charge - May take jump pack 10 pts - May take melta bomb 5 pts - One Legion Destroyer Marine may replace one of his Bolt Pistols for: Missile Launcher with suspensor web and rad missiles 25 pts Plasma pistol 15 pts Volkite serpent 5 pts Hand-flamer 15 pts 20

BLACKSHIELD MARAUDER Legionnaire 6 3+ 3+ 4 4 1 2 8 3+ - - Chainsword, Chain Axe, or Combat Blade - May exchange Chainsword/Chain axe/combat Blade for one of the following: Single Lightning Claw 15 pts Power fist 15 pts Thunder Hammer 20 pts - May take melta bombs 5 pts - May take Combi weapon 10 pts Plasma Pistol 10 pts - May exchange power armor for Pariah power Armor for: free Lascarbine or autogun free Astartes Shotgun 1 pt Laslock 2 pts A second bolt pistol 2 pts Bolter or Pariah bolter 2 pts Heavy Chainsword 5 pts Lascutter 10 pts - One Maruader on your team may take the following: Xenos Deathlock 8 pts 30 BLACKSHIELD TERMINATOR Legionnaire 6 3+ 3+ 4 4 2 2 8 3+ - Combi-Bolter - Power Weapon - Terminator Armour - May replace Terminator Armour with Cataprachti pattern Terminator Armour for free - For every five terminators in your team one model may replace its combi-bolter with: Heavy flamer 10 pts Reaper autocannon 15 pts Plasma blaster 15 pts - May replace combi-bolter with: Combi-weapon 7 pts Volkite charger 7 pts - May replace power weapon with: Lightning claw or power fist 5 pts Thunder hammer 10 pts Chain fist 10 pts - May exchange power weapon and combi bolter for: Pair of lightning claws 15 pts 30

BLACKSHIELD TECHMARINE (May only take one Techmarine in your kill team) Legionnaire 6 3+ 3+ 4 4 2 2 8 2+ - - Power Axe - Servo Arm - Artificer Armour Nuncio-vox 10 pts Augury scanner 5 pts Master-crafted bolter 5 pts Combi-weapon 10 pts Volkite charger 10 pts Plasma pistol 15 pts Gravitation gun 15 pts - May take Melta bombs 5 pts - May take Rad grenades 10 pts - May replace servo-arm: Conversion beamer 35 pts - May exchange power axe for: Thunder Hammer 15 pts - May take a Cyber-familiar 15 pts - May take up to 4 forming a unit: Servo-automata 15 pts 45 SERVO-AUTOMATA (You may only take two Servo-Automata per Techmarine in your kill team) Automata 6 4+ 4+ 4 3 1 1 6 5+ - CCW - Cybernetica: You may only include Servo-automata if your team includes a Enginseer Adept, and they only count as one model towards your special model limit. If they are not within 6 of an Enginseer Adept, they must take a Pinning test at the start of each Movement phase unless they are already engaged in combat (in which case they can fight normally) - Servo-automata may take one of the following weapons: Servo-arm 5 pts Flamer 5 pts Rotor Cannon 10 pts Grenade Launcher (Kinetic, Tempest, Krak) 5 pts Heavy Bolter 15 pts Multi-Melta 15 pt 15

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