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Horus Heresy 30K news for modelers, gamers and geeks. Warhammer 40,000, Forgeworld, Games Workshop

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    War Without End is here!

    And Graham McNeil, one of the authors, dropped this image on Facebook.  He is right, this book IS a beast!

    11 stories and 544-pages. 

    $15.99 ebook
    $27.00 hardcover
    $49.99 MP3

    Buy it on the Black Library website.


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    Forge World has released an Alpha Legion Headhunter Kill Team Upgrade Set.

    Pretty cool.

    From Forge World:

    The histories of the Great Crusade record that it was the Alpha Legion that conceived of the deployment of Legion Seeker squads. Whilst this unit configuration spread to other Legions, the Alpha Legion further refined the concept to create Headhunter Kill Teams. These supremely skilled infiltrators specialise in creating conditions of all-consuming chaos among the enemy’s ranks, sowing confusion by eliminating key officers, positions and assets.

    Headhunter Kill Teams are made up of the most skilled infiltrators and assassins in the Alpha Legion. They have access to some of the most prized wargear their Legion can provide, including special ammunition conceived specifically to penetrate armour up to and including Legiones Astartes battle plate. In the ranks of a Legion already renowned for its ability to infiltrate, misdirect and assassinate, the Headhunter Kill Teams are nigh unsurpassed.

    This multi-part resin upgrade kit includes; five highly wrought torsos; five unique heads; five combi-bolters; ten ornate shoulder pads, five of which feature the hydra sigil of the Alpha Legion; and five hip plates. Several components feature venom spheres and power daggers, so all five squad members can be equipped appropriately.

    This set is compatible with both resin and plastic Space Marine armour. 

    They are available on the Forge World website.  They cost £25 or $35.60.


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  • 02/01/16--19:28: Space Wolves Coming From GW

  • Space Wolves are coming!

    There is always cause for Heresy players to look to what their 40K counterparts are up to!  Thanks to BoLS for this.

    New Space Wolves Releases
    • Long Fangs (rebox)
    • Grey Hunters (rebox)
    • StormWolf Gunship (rebox)
    • Wulfen$60
    • Warzone Fenris: Mark of the Wulfen Campaign Book $74
    • Warzone Fenris: Mark of the Wulfen Campaign Book Collectors Edition $190
    • Space Wolf Art Book $50
    • Space Wolf Hard Cover Short Story Collection $27
    • Space Wolf Decal Sheet $20
    Images via Scanner 2-1-2016

    Space Wolf Art Book $50

     Space Wolf Hard Cover Short Story Collection $27

     New Space Wolves Decal Sheet $20

    So check it out you Space Puppy players!


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    The schedule is out for the seminars for the Horus Heresy Weekender.

    And they give some good insight on what is to come.

    Follow Heresy30K as we bring you photos from our forum members!


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    And the Black Shields are coming!

    Thanks @ HaSY from B&C and Matt Farmer for the pictures :)

    Lucius pattern Princeps, thanks @ BFeeder

    More in the AM!


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    It has begun!

    And the photos roll in.  These courtesy of Battle Bunnies:


    Cataphractii Legion Specific Shoulder Pad Upgrades


    These courtesy of Imperial Truth:



    And from around the Interwebs (Basiclaly I have no clue whose photos these are!)

    More coming so stay tuned!

    Up next: Stormbird!


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    The Stormbird is coming!

    It's big, and its ugly!  (And a lot of coin)

    And these from Battle Bunnies:


    Well, there you go!  Start saving!


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    Hours Heresy Heavy Weapons

    Images courtesy of Battle Bunnies:

    Stay tuned for more.


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    The Horus Heresy Book 6 - Retribution

    Photos and text courtesy Battle Bunnies

    The Book contains new Shadow Wars missions, rules for Shattered Legions and Armies of Dark Compliance, Knight Errants, Black Shields, new units for Mechanicum and Legions, and a lot of new special characters!

    The Nemean Reaver (a Special Character for Black Shields) is not Saul Tarvitz but he is a mystery that they will not be revealed yet.

    Endryd Haar pretends to be another character at the beginning. World Eater.

    Autilon Skor has new rules. Alpha Legion.

    Gahlan Surlak is another World Eater which is a traitor Apothecary.

    Tybalt Marr is the person who convinces Horus to take the Shattered Legion seriously.

    Shadrak Meduson. Can count as a Salamander, Iron Hand or Raven Guard.

    Cassias Dracos Reborn. He comes back after Isstvan 5 (buried there). Salamanders had visions that they would find Vulkan under Isstvan 5 but found him instead.

    Nârik Dreygur has got some rules now. Has a part in the Shadow Wars now.

    Kheron Ophion is a Night Lord Character of the Kyroptera. 
    Xiaphas Jurr. Salamander. The Prophet of fire "which may be hearing Vulkan's voice".

    Anacharis Scoria. First Dark Mechanicum Lord and has a Scorpion body.

    They voted in the room which 4 would be made. Drake lead the vote for Ophion (and was laughed down).

    There is a Decal sheet for the Blackshields 2 months away.
    Cortus will be available / more versions of the Contemptor in 6 months.

    More Knight Errants will likely be coming. End of the seminar.

    Thanks to the amazing guys at Battle Bunnies for this!


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    The Forge World New Model Seminar.

    All photos and text courrtesy of our battle brothers over at Battle Bunnies!

    Legion specific pads

    Mechanicum Domitar Automata

    Contains updated rules and Legion Traits.
    Red book for Auxila, Cults and Questoris Knights inc the new Knights.
    New Heavies designed by Rob. Essentially alternative Heavy Weapons and compatible with all armour Marks. Backpack is Weapon specific not armour specific.

    Dice Sets! Pretty cool :)
    Wanted to add a victim (hence why not released yet). Lol. Ironically is a dental division / gynaecologists.
    Sokar pattern Stormbird weighs 5 kilos!

    The new Robots will be not just bodyguard for Perturabo, but can be used to "watch" junior commanders. Elite choice! They are based on the Domitar.
    Might not get weapon variants for Iron Circle. Circa £30 per model.

    No name for the drone yet, but it's an automata

    And a grumpy Knight! Awesome!

    Once again, thanks to my friends over at Battle Bunnies, a blog any Horus Heresy fan must follow!

    Missing all my HHW friends this year.   Carry on!


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    The Horus Heresy Book VII: Inferno is coming!

    Photos and text courtesy of Battle Bunnies!

    Space Wolves.
    Thousand Sons.
    Very early Leman Russ! Not his head - will come with his wolves!

    New stories from Black Library soon for Space Wolves. 

    Gav Thorpe is working on audio called The 13th Wolf. Different side of Prospero Burns this time.

    Chris Wraight working on book on Leman Russ and Space Wolves during the Heresy. Involving one or maybe more Primarchs. Including some hes not got on with......

    Graham McNeill is nearly done with Crimson King! Also working on more Magnus based stories.

    Russ will get an axe and a sword.

    Custodians are their own elite force, not like Space Marines 2.0! The Emperor saved the Custodes the best toys so look forward to heavy master weaponry. It's a highly lethal mobile force. They were designed to kill Space Marines if something goes wrong. 100% loyal to the Emperor, even beyond free will.

    Playtest - 5 Custodians against 20 Tactical Marines, none of the Tacs were alive to fight back in combat!!! Not the full rules im sure - again, it's still playtesting.

    Custodes will not have Rhinos and Land Raiders they will have their own vehicle types though and no heavy support but they will have an equivalent

    Rules will come for Spireguard, possibly not models though. Might be a variant to the Solar Auxilia models.

    Space Wolf Characters unconfirmed apart from Leman Russ, Freki and Geri.

    Thousand Sons have a plan in their playstyle, not fully confirmed, still playtesting, be less of them, not usually in attritional warfare. Possibility of picking your option for Psyker-yness, that may improve equipment/weapons.

    Tutilaries/Familiars will have above listing type (equipment/weapons).

    Sisters of Silence will be a small allies list - not a "full force".

    Sisters of Silence almost like Assassins hunting down all psykers.

    During Heresy there will be limitation on unit types (they did not have access to certain things around this time) for Space Wolves, as their way of war gives them limitation to certain things. BUT! Space Wolves will have their own bespoke consuls and unit types!

    Possible stories furthering the Thousand Sons that weren't on Prospero.

    Space Wolves attack Arkhadia (Mechanicum world) - part of the campaigns in Inferno. This Mechanicum planet is targeted as he is associating with Magnus.

    Arkhadine Mechanicum will have their own unique weapon and unit types,thanks to the help from Thousand Sons. This Cybernetica based Forgeworld will have its own Titan legion and it will have technology encouraged by the psychic aspects of the thousand sons. Which is why there will be multiple Titan Legion rules as there will be Legions sent to deal with them in Inferno.

    Legio Mortis and a new type of Titan Legio (for Arcadia) but thats secret for now.

    The seminar is over - what do you guys think so far about Inferno? Write in the comments below! :)

    Thanks again to our friends at Battle Bunnies.


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  • 02/09/16--22:47: Horus Heresy Book 6 Notes

  • All the info on what is in The Horus Heresy Book 6!

    Thanks to Garro on the Heresy30K Forums for this!


    Full Contents List
    • new campaign rules with several story missions
    • new additional 'basic missions' cluster based around the shadow wars
    • 11 generic rites of war for all legions
    • each existing legion gets a single new rite of war
    • shattered legion rules and two unique rites of war for them.
    • rules for 'dark compliance' armies, (think tyrants legion list from badab)
    • garro, rubio and knight errants
    • blackshields with unique units and a named character
    • 3 consuls (praevain, delegatus and herald)
    • leviathan and cortus pattern dreads
    • quad launchers as seperate unit with special ammo
    • updated vindicator rules (now in squadrons)
    • mastodon
    • 9 named characters for various existing legions
    • legiones astartes, wargear and 2 rites of war for blood angels, dark angels and white scars
    • new arlatax battle automata (jump monstrous creature)
    • new dark magos character
    Generic Rites of War
    • rite representing traitors from loyalist legions, gives boosts against loyalist marines, especially from the same legion 
    • rite making jetbikes troops, all units must be skimmers, jetbike or flyers 
    • rite representing loyalists from traitor legions, similar to other rite but different boosts
    • rite making contemptor and regular dreadnought talons troops not elites, must take forge lord and primius medicea as additional HQs.
    • rite making predator squadrons troops, sicarans (regular only) elites and allowing a single predator or sicaran as a HQ choice, all non-vehicle units must have transports
    • rite making the primarch a HQ choice not LoW (still has the price of failure) allowing him under the 2k limit, no LoW slot. but he dies, all scoring units cease to be scoring, only denial
    • rite allowing any battle-automata (castellax, vorax, domitar) as their respective FoC slots in a legion army (non-complusory), must include 1+ cortex controller, a forge lord must be taken, and only more forge lords or praevain may be taken as consuls
    • rite allowing assault squads to deep strike turn 1, on the turn they arrive, they can only be snap fired at, and gain hit and run from turn 2 onwards, all units in the army must be able to deep strike or be transported in flyers
    • rite removing 'support squad' rule from recons marines, all units deployed with scout or infiltate (actively used) gain shrouded during turn 1, no terminator units may be taken
    • zone mortalis rite, terminators are troops, 1 unit of terminators may be given deep strike for free, breachers when all in base contact gain +1 to invuln saves
    • rite of war for traitor legions only, must take an allied detachment of militia/cults. detachment gains stubborn in their deployment zone, and do not yeild victory points for being killed. primary detachment all gains outflank, must hold whole primary in reserves and can't deep strike

    Legion Exclusive Rites of War
    • Sons of horus gain relentless while in their own deployment zone, fleet in no mans land, and crusader while in the enemy deployment zone, may also re roll all rolls of 1 to hit in the first turn. legion terminators are troops
    • death guard gain a cover save of 5+ while in the open as long as no enemy models are within 12", also rolls a D6 for each woodland terrain piece on the board, on a 4+, the piece has -1 to its cover save and is dangerous terrain to all non-DG units, all frag grenades and missiles are str5, must include siege breaker
    • world eaters gain FNP while in enemy deployment zone, ICs also gain IWND as well, enemy team gains +1 VP if WE player doesn't achieve 'attrition' or 'linebreaker' secondary objectives
    • emperor's children gain kakophoni squads as troops and they gain relentless, any infantry model in power armour or artificer armour may take sonic shriekers for cost
    • word bearers gain gal vorbak as troops, they may take drop pods and dreadclaws as DT. any unit that can take a rhino can instead take a drop pod, any enemy unit within the drop pods final landing spot (post scatter) takes a pinning test. all infantry units must deploy by deep strike
    • night lords gain night raptors as troops, any unit can take trophies of judgement for a fixed cost, any unit of 10 or more men, may take kharybdis assault claws as DT. must always charge if in range.
    • iron warriors: barrage weapons fired within 12" of friendly iron warriors only scatter D6, counters are left in the center of barrage attacks, if more barrage attacks are made within 18" of a counter and within 6" of friendly IWs do not scatter. also any IWs within 6" of a counter is fearless
    • alpha legion gain head hunters as troops, reroll who goes first, and any enemy unit shooting at an alpha legion unit must pass a leadership test first, unless they have already been shot at by alpha legion. enemy gains D3 VP if AL do not kill their warlord, all vehicles are held in reserves
    • imperial fists get phalanx warders as troops, any infantry unit can buy teleport arrays for a cost, units gain shrouded the turn they arrive via teleport array, plus enemy units with LoS and within 12" of the teleporting unit, must take a blind test at the of the phase
    • ultramarines must take a milita allies detachment with gene-crafted and warrior disciplines provenances, all infantry units in allied detachment gain infiltrator and implacable advance. recon marines lose 'support squad' rule.
    • iron hands gain medusan immortals as troops which are stubborn while in enemy deployment zone, also gain 'hatred(traitors)' rule across the whole army, no allies and no ferrus manus
    • raven guard for one turn only (of their choice) entire army gains zealot, gains D3 VPs for slay the warlord, allied militia are fearless while within 6" of raven guard infantry
    • salamanders cause fear, may chose to play additional game turn if random length in is use (instead of rolling) librarians gain special psychic power, which is a replacement 'pyromancy' primus power. str5 ap1 beam 18" range, and units that take casualties from it must take a morale check regardless of the 25% rule, with a negative modifier equal to the number of unsaved wounds caused.
    Shattered Legions
    • must use legiones crusade army list
    • must contain at least two different legions or more
    • to take legion exclusive units, you must take a HQ choice from that legion
    • can't take primarchs or legiones(black shield) units
    • must declare if traitors or loyalists before game starts
    • while the warlord is alive, all legions in the force treat each other as sworn brothers, once the warlord dies, all legions treat each other as distrusted allies
    • no shattered legion units are denial
    • can use any generic rite of war, and has 3 rites of war for shattered legions, may also use the legion exclusive rites of the legion the warlord belongs to
    • certain legiones astartes rules are completely ignored (due to rules issues). list is proved in the rules. not going to bother repeating it here.
    • certain legiones astartes rules carry over to all friendly shattered legion units in the same detachment, list proved in rules
    • one rite of war is isstvan 5 survivors which makes tactical veterans troops, all marines gain hatred(traitor legions) and slay the warlord confers D3 VP rather than one. however must take 3 HQs, 1 iron hands, 1 raven guard and a salamander
    • other is for the traitors that hunted them down, recon squads are regular troops and seeker squads become non-compulsory troops, wiping out enemy units confer additional VP to regular mission objectives, D3 VPs if wiped out through a sweeping advance. also when rolling a 6 to outflank, you may choose any side, not just left or right.
    • the third rite of war, is actually one of the white scars which shattered legions can use as their own. will cover that one when i do the new legions.
    Army of Dark Compliance
    • primary detachment is made up of any units from legion crusade or the militia/cult army list
    • must contain at least a single praetor or centurion (including consuls) and they are the warlord
    • must be traitors
    • may not use rites of war
    • legiones astartes rules do not carry over to militia
    • units are counted as being from the same army list, so may share transports benefit from warlord traits .etc
    • may not have more unit choices from legions than militia.
    • may not take a discipline cadre (that's what the marines are for)
    • legion astartes gain +1 to cover saves if shot at through a militia unit, however said unit takes D3 wounds with no AP value
    • any militia unit may take the 'disposable' rule for free (don't confer victory points for being killed) but are no longer scoring.
    Black Shields
    • is a new version of the legiones astartes rule, and uses the standard legion crusade army list
    • adds +1 to the roll to see who goes first
    • are 'by the emperors/horus's command' allies to legions, and fellow warriors to non-legion army lists
    • may not take praetors, command squads, tactical squads, drop pods, dreadnought drop pods or deathstorm drop pods
    • can't use rites of war, but can use the alternative FoCs.
    • may only take a single consul of any kind
    • must have more vehicles than infantry units
    may take one or none of the following collections of rules
    • gain FNP(6+) but must pass a leadership test to end the movement phase further away from a visible enemy unit then they started. if test is failed they move D6" towards the closest enemy unit they can see
    • gain +1 leadership and rerolls 1s to hit while within 6" of another friendly blackshield unit, however they may not use the leadership value of other models and suffer D3 casualties if they fail a leadership test in the assault phase in addition to other effects. characters gain preferred enemy instead and can not take chaplains nor ally with other astartes
    • up to half of the  infantry units without a dedicated transport gains deep strike but suffers D3 casualties if mishaps in addition to other effects, may take additional wargear options, characters may take rad grenades, after half of the blackshield units have been killed, each turn after, each unit must pass a leadership test or be removed from play
    • may choose one of the following options but may not take allies
      option 1: +1 str, +1 toughness, -1I, -1" to charge range, may not sweeping advance
      option 2: +1ws, +1bs, -2ld
      option 3: gains fear, fleet and rage, -1bs 
    • black shields may take a range of replacement wargear options called 'pariah' each confers a bonus over the original wargear, but has a negative attachment as well. won't list them here.
    • may take a blackshield reaver lord, basically a speical praetor with different wargear options, all the basics are there, plus the pariah gear and some others, while some 'fancy' praetor gear isn't.
    • black shields have a named character called 'nemean reaver' who is believed to be a former dark angel, may also be taken as a knight errant and replaces his blackshield special rules for the knight errant rules for a price.
    • main basic squad is the 'marauders' 5-20 basic marines with lots of basic options and 1in5 can take special/heavy weapons
    ​Knights Errant
    • nathaniel garro is as his pdf, only for note, the knights errant can be taken by any loyalist army, not just legiones astartes.
    • tylos rubio is pretty much a librarian consul with the knights errant wargear and special rules, (mastery level 2). takes his powers from deviation and telekinesis, may re-roll failed psychic tests when rolling for divi powers. also has an ability, where any left over warp charge in your pool, gives him +1str for each warp charge to a maximum of str10. warp charge don't carry over between turns.
    • build a knight is here, mostly basic options but everything is mastercrafted by default. may upgrade to a libby for usual consul price, may also take a selection of extra gear like narthecium, nuncio-vox or servo arm (gains battlesmith at the same time). has all the same rules as garro and rubio (by falsehood cloaked, oaths of moment, etc)
    Blood Angels

    legiones astartes rule
    • when in combat and using a melee weapon BA require 1 less to wound than normal (1 less, not +1str, but same effect, so it stacks with weapon boosts)
    • may not go to ground
    • excluding dedicated transports BA may not have more vehicles than units with the legiones astartes rules, this may block certain rites
    • any model who can take a volkite serpenta may instead take a hand flamer for price
    • any model who can take a plasma pistol may take an inferno pistol for a price
    • praetor, centurion or consul may take a new sword if they can take a power fist, AP2, master crafted, twohanded and each wound caused (before saves) counts as two, rolling saves separate. pretty damn nasty
    • may take assault cannons same as imperial fists
    rites of war
    • two rites, one offensive, one defensive
    • offensive rite:
      all jump infantry units, must be held in reserves, and must deep strike in on turn one, no rolls needed, all deep striking units (not just jump infantry) gain a +5 cover save on the game turn they arrive, and all shooting attacks from deep striking infantry and jump infantry units gain pinning on the turn they deep strike in. all blood angels gain +1 initiative on the charge, characters must always accept challenges if issued.
      compulsory choices for this rite must have jump packs, must take a compulsory fast attack choice, which must have deep strike or be a flyer. can't take fortifications, sentry guns or any LoWs that aren't flyers or sanguinius himself.
    • defensive rite:
      immune to pinning, and stubborn while within 3" of an objective which is in their own deployment zone. enemy units suffer -1 to their sweeping advance rolls when their running away. units that are below 50% of their starting number of models, gains FNP(5+) but counts as destroyed at the end of the game for VPs and are no longer scoring. Characters must issue and accept challenges,  
    White Scars

    legiones astartes rule
    • units which move their full distance in their movement phase, gain +1 to cover saves or a 6+ if none, and also rerolls 1s to wound with shooting and combat attacks until the start of your next turn.
    • gains +1 to the roll to see who goes first, seize the initiative, and to the 1st reserves roll each turn
    • must take a single fast attack slot before taking any heavy support choices, does not apply to zone mortalis missions.
    • skilled rider (as if this was a surprise to anyone)
    • power glaive, two profiles, either a power sword if used one handed or a power axe without unwieldy if used two handed. may be taken by any character (including sergeants and the like)
    • cyber-hawk is a wargear option for any WS praetor. basically, it can be placed anywhere on the board, and WSs get to reroll 1s to hit when shooting against any enemy units within 6" and may reroll charge range against said units, the cyber-hawk can not be charged or shot at, and doesn't count a an actual model, only a counter.
    rites of war
    • first rite
      skyhunters and outrider squads are troops and scoring units, they must also be taken as the compulsory units. units with the bike or jetbike type gain hit and run. infantry without transports start in reserve. infantry units gain outflank, and they also gain hit and run, if the unit doesn't have any heavy, salvo or ordinance weapon in it. the warlord must be on a bike or a jetbike. may not have more heavy support choices than fast attack
    • second rite (may only be taken as part of a shattered legions force)
      units do not conceded VPs for being destroyed on a 4-5, on a 6, you score a point. all models are fearless on the first round of a combat.must be loyalists, must have more infantry than vehicles.
    Dark Angels

    legiones astartes rules
    • when fighting in combat with a 'blade weapon' (list provided but not repeated here) and fighting an enemy unit with the same WS, you hit on 3's rather than 4's. 
    • if at the end of the game the enemy player has more units left than the dark angels player (including allies on both sides) then they get +d3 victory points, fleeing units don't count as usual.
    • lots. this is where DA get their real toys. 3 new weapons, and 3 extra ammo types for existing weapons
    • any character who can take a power sword can instead take a calibanite war blade, which is a power sword with +1str for the same price
    • new plasma gun variant, anyone who can take a plasma gun may instead take a plasma repeater for a few points extra, 12" str6 ap2, salvo2/3 twinlinked and gets hot
    • any DA praetor, consul or centurion that can take a power fist, can instead take a terranic greatsword, str +2 ap3, two handed, instant death.
    • acid rounds for heavy bolters on infantry or dreadnoughts, poisoned(2+) and ap value of D6 (roll each time its fired)
    • stasis shells for grenade launchers and missile launchers on models with LA(DA) rule. small blast, str3/4 depending on type, and any unit hit by it, suffers -1ws and initiative until the end of the turn.
    rites of war
    • first rite
      proto-ravenwing, jetbikes and outriders are the only troops choices allowed. ICs re-roll to wound against targets with toughness 5 or higher in close combat, also stubborn while in combat. jetbike and skimmer type units can leave the board and go into ongoing reserves, gain outflank when this is done, may reroll all sweeping advance rolls. characters may take rad grenade. all vehicles must be skimmers or flyers. infantry must have skimmer or flyer transports or can't be taken. can't get leadership bonuses from allies.
    • second rite
      ironwing, all vehicle squadrons of two or more vehicles are BS5. infantry gain +1 to wound when shooting at an enemy unit within 12" with pistol, rapidfire, or salvo weapons with str5 or less. all vehicles ignore their first failed dangerous terrain test (of the game) and add +1 to flat out moves. all dreadnoughts of any type gain fear and tank hunter. all infantry must have transports, at least half the total number of units in the army must be vehicles with the 'tank' type. should all the tanks be destroyed then the enemy gains an additional VP as if they'd achieved a secondary objective. no fortifications.
    General legion crusade updates and additions.
    • legion praevian and delegatus are now published, no different than rules in faq
    • new consul type called the 'herald; gains 'rite of command', support officer and a banner. the banner's rules changes depending on if you're a loyalist, traitor or blackshield. each has their own rules, the blackshields banner confers fear and +1ld to friendly units within 12". the loyalist banner confers +1ws to all legion astartes within 12" to a max of ws5. the traitor banner confers +1" to charge and run distances and may reroll 1's to hit in assaults to units within 12".
    • leviathan seige talon is in, same as pdf rules but with the added cyclonic melta lance 18"str9 ap1 heavy3, melta
    • contemptor-cortus is here. basically a contemptor with lower strength and side/back armour, has fleet and move through cover. gains a flat 5+ invuln. it had all the usual dreadnought weapons and has an 'atomatic overcharge' which allows it to pick a bonus from a list but at the end of the turn, must roll a 2+ or lose a hull point. cheapest of the FW dreadnought classes and is an elites choice.
    • rapier quad-launchers are now their own unit. initially the same as before, but has only frag shells, and can then buy shatter, incendiar or splinter shells (anti-armour, anti cover, lower str but rending). if the army has a siege breaker, the unit can upgrade to carry phosphex canister shells which are exactly what you think.
    • the vindicator has its updated rules for the laser destroyer array, and is now a a tank squadron of 1-3. 
    • mastodon is a beast, 14 all round with 10 hull points and 2 void shields. all the melta weapons on the front are actually a single weapon rules wise. 12" range, str 9 ap1, heavy4, blast (3") melta and each pen against a building or fortification becomes D3 pens. holds 40 models. it can also carry up to 2 regular dreads or contemptors (not dreados or levis). they count as 10 models each and count towards the 40 models limit.
    Named characters for the legions 
    • Endryd Harr: loyalist world eater who 'missed the memo' about turning against the emperor. rather pissed. he's a agent of the emperor as the rest of his regiment have all died. he has an unique verison of the legiones astartes rule, reflecting he's not been part of the legion during their downfall. praetor statline with archeotech pistol and power fist
    • Autilon Skorr: the alpha legion event character appears here, with additional rule,if the game runs 'random length' then he may choose to auto-pass the dice roll for turns 6&7, and gains FNP(3+) and fearless for those turns
    • Gahlan Surlak: worlds eaters version of 'fabulous' bile, a lovely gent who's basically gone "fuck it instead of helping the injured, i'm going to make the 'nails' even worse. he can 'augment' any tactical squad, giving them +1 str and FNP (6+) but they also have -1BS and are no longer scoring (still denial). in addition those units don't confer VP for being killed. he also has another rule for any unit he joins, in any assault phase the entire unit can have +1 attack, but at the end of the phase, each surviving model must roll a 2+ or be removed from play. doesn't effect minis with the 'character' rule.
      This last rule is also applied to all WE primus medicae and apothecaries.
    • Tybalt Marr the 'either': praetor grade character with special sword and a a warlord trait that means any enemy unit deployed within 24" of him (after scout and infiltrate) must take a pinning test at the start of the game.
    • Shadrak Meduson: tough guy, praetor grade statline, and some special wargear. counts as a ironhand, raven guard and salamander for the purpose of which rites of war he's army can take when part of a shattered legion army. his warlord traitor gives IH, RG and sallies furious charge, hatred and crusader for a single turn of their choosing.
    • Cassian dracos reborn: gets recovered from isstvan 5. now living-ish machine god. all existing rules, but much lower side and back armour. gains cybertheurgy and a unique rite which allows him to posses enemy automata and shoot with them if he wins a roll-off.
    • Narik Dreygur: iron warriors event character. may be used as a traitor in a IW army, or a loyalist in an army with cassian reborn or Xiaphas jurr, as he survives an AL assassination attempt in this book and joins a shattered legion element taking his battle-automata with him.
    • Xiaphas jurr: salamander chaplain who is a also a level 1 psyker.
    • Kheron ophion of the Kyroptera: Night lords character who gets improvded FNP as he gets injured.
    New Mechanicum units and rules
    • new dark archmagos dominus named character, f**k ton of special rules giving minor boosts to automatabut the highlight is his melee weapon with is AP2 and each sucessful hit, auto-wounds D3 times. no FNP allowed and can't regain the wounds with IWND.
    • Arlatax-class battle-automata: roughly the same stats as a castellax but is a JUMP PACK MONSTROUS CREATURE! has a plasma blaster and two power claws (+2str ap2, shred) which have built in mini-assault cannons (24" str6 ap4 heavy3). may upgrade one of the claws to a arc scourge, which is conferes rampage and armourbane (must choose which weapon is being used)
    • the marcocadid explorator, ordinatus, knight-atrapos and updated cybertheugy rules from the mechanicum red book are printed here as well.

    Thanks to Garro!


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      Forge World has releases bundle deals for the Shattered Legions.

      Nothing new here but the bundles are based on the new Horus Heresy Book 6 Retribution.

      From Forge World:


      Torn apart in the Isstvan Massacre, the Iron Hands and Salamanders Legions lost not only countless battle-brothers, but their beloved Primarchs. Shattered and devastated, the two Legions remnants threw their remaining strength at the forces of their former brothers.
      The Shattered Legion rules included in The Horus Heresy Book Six – Retribution allow you to create armies mixing your favourite elements of multiple Legions, both Loyalist and Traitor. You can even include named characters and unique units.
      This collection brings together the core of a shattered legion force; an Iron Hands Iron Father; a squad of Iron Hands Legion Gorgon Terminators; a Raven Guard Mor Deythan Strike Squad; and a Leviathan pattern Siege Dreadnought armed with a Grav-flux Bombard and Siege Claw.
      Devastated in the bloody massacre at Isstvan, the Iron Hands, Raven Guard and Salamanders Legions were greatly reduced. Limping away from the destruction levelled on them, the remnants of these once great Legions regrouped and banded together as they could to visit vengeance on their betrayers.
      The Shattered Legion rules included in The Horus Heresy Book Six – Retribution allow you to create armies mixing your favourite elements of multiple Legions, both Loyalist and Traitor. You can even include named characters and unique units.
      This collection brings together the core of a shattered legion force; Raven Guard Shadow Captain Korvydae, a fantastic model to represent a Raven Guard Legion Praetor or Centurion; an Iron Hands Legion MkIII Squad; and a Salamanders Legion Contemptor Dreadnought armed with a multi-melta and close combat fist.
      These are multi-part resin kits that build seven complete models.
      Prosecuting missions and battles with aims unknown to all but the very highest echelons of the Imperium, the Knights-Errant are an ever-expanding band of elite Legiones Astartes, each and every one an exemplar of the Emperor’s vision for the champions of humanity.
      The Shattered Legion rules included in The Horus Heresy Book Six – Retribution allow you to create armies mixing your favourite elements of multiple Legions, both Loyalist and Traitor. You can even include named characters and unique units.
      This collection brings together Nathaniel Garro – Knight-Errant – with a shattered Legion force made up of the survivors of Isstvan; a squad of Salamanders Legion Pyroclasts; a unit of Iron Hands Legion Gorgon Terminators; and a Raven Guard Legion Contemptor Dreadnought armed with a chainfist and Contemptor Autocannon.
      These are multi-part resin kits that build twelve complete models.
      Not only the remnants of loyalist legions and those of traitor legions who remained loyal to the Imperium banded together to fight in the Shadow Wars. The annals of the Age of Darkness are replete with accounts of Traitors coming together to break their loyalist brothers; such as it was on Armatura where the World Eaters and Word Bearers fought side by side to crush the Ultramarines in the wake of the Battle of Calth.
      The Shattered Legion rules included in The Horus Heresy Book Six – Retribution allow you to create armies mixing your favourite elements of multiple Legions, both Loyalist and Traitor. You can even include named characters and unique units.
      This collection brings together the core of a fighting force of World Eaters and Word Bearers; Kharn the Bloody; Zardu Layak and Blade-slaves Bodyguard; a Word Bearers Contemptor Dreadnought with two close combat fists; a World Eaters Contemptor Dreadnought with two close combat fists; and a World Eaters Legion Rampager Squad.

      So go forth and shatter them back!


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      A blog by guest author Rob Hill of From the Horus Heresy to Infinity and Beyond.

      I am going to review them as a unit that fulfills an excellent troop slot in any 30k Mechanicum army. These are some absolutely fantastic troops that have toughness, mobility and a good swiss army knife of options to tailor them for specific goals.  

      Thallax are mini monstrous creatures with an excellent strength and toughness coupled with 3 whole wounds! As a basic troop! They are pricey at 40 points each with only a 4+ save, but they also have a 6+ FNP to mitigate that somewhat as well as their base toughness making them harder to wound and multiple wounds requiring some seriously dedicated fire power to take them out. Bear in mind they will also only be insta-killed by S10 weaponry or instant death/remove from play special rules. 

      WS  BS  S  T  W  I  A  LD  Sv
        3     4    5  5   3   2  2   8     4+
      Thallax also come with the stubborn special rule, so with a marine competent level of leadership 8 they will not often be breaking. As jet pack infantry they are also bulky, which has little pertinence unless you are considering taking them in a Triaros armoured conveyor, however I will cover this build in a separate post for the Triaros.
      Finally its worth noting that with some of the special rules and equipment upgrades available to this unit, they can be pretty decent in close combat with 2 attacks base. A base squad of 3 will put out 9 strength 5 hits on the charge which is nothing to sniff at in a pinch, even before you upgrade them. If you just add additional bodies, of which 6 can be taken, then they will do a fair number!

      Baseline equipment for the Thallax are the Lightning Gun and Djinn-sight. Djinn-sight represents their enhanced sensory system which is boosted through their augmetic helm. This beautiful piece of equipment causes -2 (2!!!!) to your opponents cover save when you shoot at them. This is absolutely fantastic and is key to how you utilise the Thallax. In terms of their basic guns, they have the following profile
      Lighting Gun - S7, AP5, Heavy 1, Shred, Rending, 18" range.
      At strength 7 you will be wounding most things on a 2 with a re-roll. Albeit this is a low rate of fire, but on a 6 you will ignore any armour. These guns don't excel at a great deal to be honest and so you will invariably want to give them some upgrades. Available to the Thallax are melta bombs (whole squad), a Photon Thruster, Phased plasma-fusil, multi-melta, multi-laser and an Irad-cleanser (1 per 3). The multi-melta and multi-laser are as standard but the other profiles are as follows:
      Phased Plasma-fusil - S6, AP3, Salvo 2/3, 24" range.
      Photon Thruster - S6, AP2, Heavy 2, Lance, Blind, Gets hot, 48" range. 
      Irad-cleanser - S2, AP5, Assault 1, fleshbane, Rad Phage, Template.
      The phased plasma-fusil is essentially 24" assault 3 due to jet pack infantry being relentless and so is an excellent troop killer with that AP3 and relatively high rate of fire. Its range is short but better than your standard guns which plus your mobility shouldn't be an issue. The Photon thruster has excellent range and a brilliant AP2 but you can ignore lance as you shouldn't be shooting at anything above AV12 and gets hot makes it a no-no for me. You can bleed wounds on a heavy 2 with only a 4+ save. Unlike battle-automata such as the Castellax with a Darkfire cannon you can't regain wounds. 
      The irad cleanser is beautiful, yes it has a low AP5 but fleshbane you will wound on 2+ and rad phage will PERMANENTLY lower S and T by -1 for the rest of the game!
      The multi laser adds a nice rate of fire to the squad but the multi melta should be skipped as melta bombs are better, with 3 attacks and circumventing armoured ceramite. You also have the option to take heavy chainblades for each thallax to increase their attacks to S7 and AP4. 
      Thallax also have the option of an augment upgrade which gives them additional rules to help specialise their role, these range from 10-25 points:
      Icarian: If stationary the Thallax gain skyfire and move to heavy support instead of troops. This doesn't sound amazing to begin with on basic troops, but even with the lightning guns you have to remember that you are putting -2 to there cover save so jinking on a 5+ at best! that will be 3 to glance the weakest vehicles and so they make a great little anti-air threat in a list low on flyers.
      Ferrox: Grants rage and rending to close combat attacks. This gives them 4 S5 rending attacks on the charge. Though they now can't upgrade their lightning guns.
      Destructor: Grants Tank Hunter special rule, brilliant when you give them melta bombs to ensure a big bang.
      Empyrite: Gains a teleportation deep strike, which plays a role in Zone Mortalis but can be ignored here really. 
      Overview - Thallax have a whole host of options and permutations open to them that allow you to really customise them as a unit. This is great but also can lead to the trap of investing to many points on a unit that only has a 4+ save.

      Personally I like to keep these squads small with 3-5 members and relatively low on upgrades. Melta bombs and Ferrox put a 3 man squad at 175 points. But they can literally threaten everything now, even charging a blob will put out 12 attacks, they can take pot shots at high toughness units and can melta bomb any vehicle into non-existence. If you have the points however, 6 man squad with plasma-fusils is a nice build. The 4 Thallax with lightning guns can still rend and take out 2+ saves and you have 6 S6 Ap3 shots pumping out of this unit. Icarian as an upgrade really does add some much needed skyfire ability to this list and any of the high rate of fire guns like the phased plasma-fusil/multilaser will help saturate flyers with their reduced jink saves. Though icarian plus melta bombs does allow you to tickle flyers as well as take out tanks. 
      Overview - Much more so than Castellax, Thallax are a pick and mix unit and I couldn't possibly cover the whole scope of builds possible with them, but I would always suggest that you keep them focused on one priority with contingency for another, melta bombs are I think the best contingency as they will always present a threat to tanks on such a mobile unit, beyond that you can choose as you like. 

      Peace out,

      Rob Hill

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      Since the near-destruction of the Iron Hands, Raven Guard and Salamanders on Isstvan V, scattered warbands from these ‘shattered Legions’ have waged a guerrilla war on Horus’ forces across the galaxy. Now, the crew of the Sisypheum are drawn into a covert assault on a hidden Alpha Legion outpost – an assault orchestrated by none other than the infamous warleader Shadrak Meduson himself. But what does Meduson really hope to make from such a bold move against the sons of Alpharius, arguably the undisputed masters of deception…?

      Written by Graham McNeill

      You can order it on the Black Library website.



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      The Black Library releases the Horus Heresy Pop-Up Book.  Check it out!

      You can get it on the Black Library website!


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      The Ordinatus Sagittar is here!

      From Forge World:

      The Mechanicum Ordinatus Sagittar is a massively destructive war engine, as rare as it is potent. Similar in design to the Ordinatus Ulator, the Sagittar differs in its primary weapon being a Volcano Cannon of prodigious power.

      In the time of the Great Crusade the Ordinatus macro engines were rarer than even the Battle Titans of the Legio Titanica, and only a handful of Forge Worlds had the resources or indeed the doctrinal blessing and religious authority to produce or maintain such embodiments of the Omnissiah’s divine wrath. Such was the sacredness of these machines above all others, that an entire subcult of the Mechanicum was devoted to their worship and propitiation.

      The Ordinatus Sagittar carries a trio of Volkite Culverins as its secondary armaments, whilst its primary weapon is a Belicosa pattern Volcano Cannon, more often carried by Warlord class Battle Titans. An ancient pattern of weapon whose destructive power is comparable to many shipboard cannon and planetary defence lasers, few mobile weapons platforms are capable of mounting the Belicosa simply due to its savage power requirements. When engulfed in the cannon’s cohesive light, the strongest fortress walls may be reduced to glowing embers and the most resilient armour to molten slag and vapour.

      The Mechanicum Ordinatus Sagittar is a Lords of War choice for Mechanicum armies in Horus Heresy games. It can also be taken as a Lords of War Choice by Adeptus Mechanicus: Cult Mechanicus and Skitarii armies in games of Warhammer 40,000 using the rules found in The Horus Heresy: Mechanicum – Taghmata Army List.

      The Mechanicum Ordinatus Sagittar is a complete, multi-part resin kit that includes two automata crew models. 


      Two please!  :-)



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      Forge World has released a Contemptor for the Thousand Sons and new armor upgrades.

      From Forge World:

      No longer able to fight unaided, the still-living mortal remains of a Legions greatest warriors may be interred within a Contemptor Dreadnought to continue their service. A large number of these advanced Dreadnoughts were destroyed during the dark days of The Horus Heresy, but some survived and are still in service in the Space Marine Chapters and Chaos Space Marine warbands of the 41st Millennium.

      This Contemptor Dreadnought has been marked with the icons and insignia of the Thousand Sons Legion. It may be taken in Legiones Astartes armies in Horus Heresy games using the rules presented in The Horus Heresy Legiones Astartes: Crusade Army List.

      Contemptor Dreadnoughts can also be taken as part of a Space Marines army in standard games of Warhammer 40,000, for which the rules can be found in Imperial Armour Volume Two – War Machines of the Adeptus Astartes, Second Edition or in a Chaos Space Marines army, for which rules can be found in Imperial Armour Volume Thirteen – War Machines of the Lost and the Damned.

      The Thousand Sons Legion Contemptor Dreadnought is a complete multi-part resin kit – weapon arms shown are not included and are available to purchase separately. 

      The Contemptor costs £34 or $48 and is available here.

      Achean Pattern Armor Upgrades

      From Forge World:

      Whilst standard patterns of armour were shared across the Legiones Astartes, variations on these templates surfaced in most Legions. Achean pattern armour arose as a local variation of Mk IV ‘Maximus’ battle plate, produced for the Thousand Sons Legion by the forges local to Prospero.

      More stylised than their standard armour, Achean pattern battle plate was most often worn by Legion veterans.

      This upgrade set comprises ten ornate resin Achean pattern armour heads.

      The set cost £11.50 or $16.25 and is available here.

      This upgrade set comprises ten ornate resin Achean pattern shoulder pads, five featuring a Thousand Sons Legion symbol, and five featuring a scarab.

      The set cost £10 or $14 and is available here.

      Now give me some amazing rules!!!


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      Forge World has released legion-specific shoulder pads for Cataphracti Terminators.

      There are shoulder pads for:

      Sons of Horus
      Alpha Legion
      Death Guard
      Word Bearers
      Iron Hands
      World Eaters

      A set of 10 pads, enough to equip 5 Cataphracti Terminators, costs £10 or $14.


      So go outfit those Terminators with these awesome pads.

      And let's hope the rest of the legions are coming soon!


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      Details are being leaked on the new Primarchs editions from The Black Library

      First some photos: 

      And there is this....

      Q&A With David Annandale from The Black Library:

      BL: What can you tell us about Lord of Ultramar?

      DA: Roboute Guilliman is a brilliant strategist and tactician, and someone who thinks deeply about history, philosophy, and the ways by which civilisation can prosper. But his extraordinary mind also sets him apart somewhat even from other Space Marines. And so he may not understand human nature and its irrationalities anywhere near as well as he understands battlefield manoeuvres.

      BL: For fans of the Horus Heresy novels, what differences can we expect from this series?

      DA: Apart from the fact that the primarch himself takes centre stage, this story takes place before the events of the Horus Heresy. So this is a chance to see Guilliman at the height of Ultramar's glory, and when everything seemed possible for the Imperium. This isn't to say, of course, that there aren't warning signs of the tragedy to come.

      BL: This is just the first book in a series of 18 – is there another primarch you'd love to write about?

      DA: Oh my goodness, so many to choose from. If I settle on, say, Perturabo, I remind myself about how interesting Fulgrim is, and so on. Frankly, any of them would be a lot of fun to write. But if I absolutely had to make a choice right now, I might say Mortarion. But ask me again in 10 minutes and I might have a different answer.

      I for one am very excited about this series.  Love the Primarchs and their back stories make everything better!


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