Epic Battles In The Age Of Darkness

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Heresy Tournament Scenario

Heresy Tournament Scenario

Heresy Tournament Game Rules

The heresy tournament game rules are designed to be used in conjunction with the Epic heresy supplement army lists. They will allow two players to fight an evenly balanced battle with little or no preparation. They are ideal for pick-up games at clubs or shows, and provide an evenly balanced contest in tournaments. In many ways, tournament games represent the most “basic” form of game play, and are designed to be as easy and accessible as possible in order to allow Epic players to play games with the minimum of fuss. Because of this, the tournament rules require little or no preparation other than picking forces from the army lists. Many scenarios will use conventions described in this section of the battles in the age of darkness.

Forces

Both players pick armies of 4,000 points using the heresy supplement army lists. It is possible to play games using the tournament rules for larger or smaller games than this, but please note that the army lists have been balanced assuming that armies will fall within this range, and this means that larger or smaller games may be slightly unbalanced.

Set-Up

Set up the terrain for the game in any mutually agreeable manner. If one player sets up the terrain then his opponent may choose where to deploy. If you set up the terrain as a joint effort or it was set up by a tournament organiser then the player with the higher strategy rating may choose the table edge he sets up on. If both players have the same strategy rating, then dice to see who gets the choice of table edge. You can pick a long edge, or a corner (half way up each long and short edge). The opponent sets up on the opposite edge or corner. The tournament game rules have been designed to be played on tables that are 90–150cm wide by 150–240cm long (that’s 3–5 feet by 5–8 feet for you non-metric types!) The ideal size is round-about 120cm by 180cm (4 feet by 6 feet). It is possible to play games on tables that are wider or longer than this, but this may favour certain armies and could lead to an unbalanced game.

The Five Minute Warm-Up

Tabletop miniatures wargaming is not an exact science. One person’s line of sight is another’s blocked line of fire, some people love pre-measuring, others hate it, and so on. Because of this after you have set up the terrain for a game you should spend five minutes going through things like how the line of fire rules will work, how the terrain features used will work, and so on. Here are some of the things you may want to discuss:

5 minute warm up topics

• The“Counts As” Rule (see 6.2.1).
• Lines of Sight and Lines Of Fire.
• Fire Arcs on units.
• Pre-measuring.
• Templates and if units are “in or out”.
• Terrain features—what do they count as on the terrain chart, when are units “in” terrain.
• How you will show if a formation is broken, in overwatch or has marched this turn.
• Should you dice for each ability used at the start of the turn?
• Are transported units considered to be in specific transporting units of their formation?
• When disembarking, are transported units placed completely within 5cm of the transport unit or just so one part of the transported unit is within 5cm of the transport unit?
• When does a unit count as being in cover?
• How many units can claim cover from a armoured vehicle, war engine, or terrain feature?
• Does the charging formation need to get within 15cm of the original target or can it get within 15cm of any intermingled formation?
• How are attacks with special abilities like ignore cover and lance allocated in an assault?
• Is it possible to air assault into a formation which is completely covered by the zone of control of another formation?
• Where should measurements for capturing/contesting an objective be made from?
• What house rules do you normally play with?
• Are you using the “counts as” rule?
• What is your army capable of (units, weapons and special rules)?
• Anything else you can think of!

Place Objective Markers

Take it in turns, starting with the player with the higher strategy rating, to place one objective marker on the table. If both players have the same strategy rating then dice to see who places the first objective marker. The first objective a player sets up must be placed on their own table edge. The remaining two objectives must be set up in their opponent’s half of the table, at least 30cm away from the opponent’s table edge and 30cm away from any other objectives that have already been placed. Keep placing objectives until six objective markers have been placed on the table in total. You can use anything as an objective marker but we would suggest using terrain pieces to represent them if you can. In our games, we’ve found that battling over an actual bunker or fuel dump is far more appealing than having your forces sell their lives for a cardboard counter! You capture an objective if you have a unit within 15cms of it in the end phase and your opponent does not. An objective is contested if both sides have a unit within 15cms of it in the end phase. Units from broken formations or from formations that have rallied that end phase can not capture or contest objectives. Aircraft which have landed may not capture an objective on the same turn that it lands. However, a landed aircraft may immediately contest an objective. Check at the end of each turn to see how many objectives you control. Objectives do not have a “memory” and you will lose control of any you have captured if there are no friendly units within 15cms of them at the end of any subsequent turn.

Setup Spacecraft & Garrisons

If either player is using spacecraft then they are set up now before any other units (see rulebook 4.3). Units entering play via planetfall should be placed to one side at this time too (see rulebook 4.4). On-table garrison units are set up after spacecraft have been set up. The following types of formations may be set up on the table as “garrisons” at the start of the game:
• Formations where half or more of the units (rounding up) are scouts OR
• Formations where no more than one of the units has a move greater than 15cms, and where none of the units are war engines OR
• Any formations that include units with a speed of 0 (zero).
Players take it in turns to set up one garrison at a time, starting with the player with the higher strategy rating. Garrisons must be set up so that they have at least one unit within 15cm of an objective in the player’s own half of the table. No units may be set up in the opponent’s half of the table or in impassable terrain. Units may be set up in dangerous terrain (it’s assumed that they took their time getting into position in order to do so safely!) Each player may start up to two of their garrisoned formations on Overwatch. These formations represent sentries deployed as a trip wire and to provide security at the objectives. They are assumed to have gone on Overwatch in their previous Action phase. That Overwatch is “carried over” into the first turn.

Setup Remaining Formations

All of the remaining formations in the players’ armies must be set up within 15cms of their own side’s table edge or be kept back “in reserve”. The players take it in turn to set up these formations one at a time, starting with the player with the higher strategy rating. Units kept in reserve must either be aircraft, or be going to enter play in a transport aircraft or by teleportation. Reserve formations entering play in aircraft or by teleportation should be placed aside with units that will enter play via planetfall. These formations are not “secret” and your opponent may inspect them at any time. Units being transported must start the game already loaded into the transport vehicle that will bring them into play (i.e., an aircraft or unit with the planetfall ability). Formations entering play in aircraft or from spacecraft can do so on any turn, following the rules for transport aircraft and planetfall (see rulebook 4.2.5 and 4.4). Formations that are in reserve may not carry out any game functions or use special abilities they may have.

Victory Conditions

You must check to see if either player has won at the end of the third and fourth game turns. If neither player has won at the end of the fourth turn then the “tiebreaker” rule is used to determine the winner. Each player is trying to achieve five things known as goals. You win if you have achieved two of these goals in the end phase of turns three or four, and you have achieved more goals than your opponent. The five goals are:
Blitzkrieg, Break Their Spirit, Defend The Flag, Take And Hold, and They Shall Not Pass.

Blitzkrieg: You achieve this goal by capturing the objective that was set up on the opponent’s table edge at the start of the game (i.e., the first objective each player set up).
Break Their Spirit: You achieve this goal by destroying (not breaking) the formation worth the most points in the opposing army. If several formations are tied for the most points, you achieve this goal by destroying any one of them.
Defend The Flag: You achieve this goal if you control all three objectives in your half of the table.
Take And Hold: You achieve this goal by capturing a total of two objectives in your opponent’s half of the table.
They Shall Not Pass: You achieve this goal if there are no unbroken enemy formations in your half of the table.

If neither player has won at the end of the fourth or any subsequent turn then both players roll a D6 to see if the game carries on another turn or ends in a tiebreak. If both players roll the same number then the game carries on for another turn and the players must roll again at the end of the next turn to see if the game ends or carries on another turn, and so on. If the players roll different numbers then the game ends in a tiebreak. Each player scores a number of victory points equal to the full points value of any enemy formations that have been completely destroyed, plus the full points value of any enemy formations that are broken and have been reduced to half strength or less, plus half the value of any formation reduced to half strength or less but is not broken, plus half the value of any formation that is broken but is above half strength. Whoever has the higher points score is the winner. For the purpose of this rule, a formation’s “strength” is equal to the number of units in the formation plus the (remaining) damage capacity of any war engines.

Battles of Isstvan III

Isstvaan III campaign- Betrayal

The Istvaan III Atrocity, also known as the Battle of Istvaan III, began when Baron Vardus Praal, the Imperial Planetary Governor of Istvaan III and the rest of the Istvaan System, had risen in revolt against the Imperium of Man after being corrupted by the servants of Slaanesh, who had long maintained a presence amongst the people of the Istvaan System. The Emperor and the Council of Terra, ignorant of the change in Horus, charged the Imperial Warmaster with crushing this rebellion. Under his command were four Space Marine Legions and their Primarchs; his own Sons of Horus, the Emperor's Children of Fulgrim, Mortarion and his Death Guard, and the World Eaters led by Angron. Horus and these Primarchs had already fallen to Chaos and took this opportunity to purge all the remaining suspected Loyalists from their Legions.
All of the suspected Loyalists in the Traitor Legions were deployed with Drop Pods upon Khry Vanak, the planetary capital of Istvaan III. Not allowing the Loyalists to use the traditional Stormbirds, and cutting their communication lines to the fleet after their deployment, Horus tried to ensure that none of the Loyalists would survive. After the landing, as the battle still raged, Horus ordered a massive virus bombardment upon the planet. However, Captain Saul Tarvitz of the Emperor's Children, working on a terrible hunch, had managed to remain in the fleet. To his horror, he discovered the planned bombardment and managed to seize a Thunderhawk and make his way to the planet's surface to save his betrayed brethren. The virus bombardment caused 8 billion deaths among the inhabitants of Istvaan III, and every Loyalist Space Marine who could not reach shelter in time also fell to the virus, which utterly consumed all organic matter upon the planet. Thanks to Tarvitz's warning, a few hundred Loyalist Space Marines managed to survive the bombardment inside airtight bunkers, buildings and bomb shelters. As the putrid methane gases resulting from the rapidly decaying organic matter filled the world's atmosphere, Horus' battle barge fired upon the world and ignited a firestorm on the planet which melted its hives and razed the cities to the ground.
Despite this massive destruction, many Loyalists of the four Traitor Legions managed to survive the global inferno, and an enraged Angron, acting against Horus' orders, led his Legion to the surface to slaughter the survivors. Horus, trying to salvage the situation, sent detachments of all his Traitor Legions to slay the Loyalists rather than unleash an orbital bombardment that would kill the World Eaters and make a lasting enemy of Angron. The Loyalists, fighting tenaciously, turned the planned slaughter into a full-scale battle that lasted for over two standard months.

Betrayal In Istvaan III.jpg

Betrayal- The Aftermath

The Aftermath

The Warmaster has shown his true colours, orchestrating the slaughter of those legionnaires loyal to the Emperor on Isstvan III. The virus bombing of the planet’s surface has forced the remaining survivors to go to ground, spread across the planet, the remnants of the loyalist forces are attempting to regroup and escape the planet. Their traitorous brethren, however, have other ideas.


Belligerents

This mission should be played with forces of 1,000-1,500 points, This represents small search and reconnaissance teams for the Traitors and the devastated nature of the Loyalist forces post the Dropsite Massacre. Neither player may use formations from the Allies and Lords of War section of their Army lists.
Loyalists/Defenders:
The Loyalist force cannot take Spacecraft, Aircraft, Assault Claws, Assault Rams, or Teleport upgrades.
Traitors/Attackers The Traitor must divide his forces into three group by points (rounded down and as equal as possible). For example, 3 separate groups of 500 points each.
Traitors can take Spacecraft, Aircraft, Drop Pods, Assault Claws, Assault Ram, Dread Claws or Teleport upgrades, however, if a formation takes one of these upgrades, they can only deploy from the start of turn 2 as part of the reserve force (this then limits them to the third 500 points.)


Battlefield
Isstvan1.jpg

The table should be set up as shown above on a smaller 135cm x95cm table. The table represents a priority target enemy facitility, so should have a central base or buildings.
The Traitor deploys his Blitzkrieg objective, while the Loyalist deploys the remaining two objectives in the Traitors half of the table. No objectives are placed in the Loyalists half of the board.
After objectives have been placed, deployment of forces should be conducted utilising a screen between the players to prevent either side from seeing the force composition and deployment locations of their opponents forces. Alternative methods for hidden set up can be employed.
The Traitor must deploy two groups of his forces on to the board during deployment phase. One group in each deployment zone. The third group of their force is held in reserve. The reserve force is available from the Strategy phase of Turn 2. A formation in the reserve force activates as normal. If ground based, an order that includes movement must be taken. The reserve formation may enter anywhere along the Traitors board edge.
The Loyalist can deploy his forces any where in their deployment zone.


Victory Conditions

Loyalist - Regroup
You lead a group of survivors attempting to break through the traitors containment lines and find a way off world. You have remained undetected thus far, however, as your forces grow larger it is becoming increasingly difficult to remain so. Communications intercepts have provided you with the coordinates of a possible traitor supply dump. The opportunity to rearm and equip yourselves is to good to pass up. You must find a way past the traitors defensive lines and gain access to that supply dump if you are to survive the next few days.. let alone make it back to Earth to warn the Emperor of Horus’ betrayal.

The Loyalist has the following Victory Goals available:
Break Their Spirit
Take And Hold
Blitzkrieg

Traitor - Search and Destroy
The blind followers of the false Emperor have been all but obliterated. Small pockets of resistance remain on the planet. You have been tasked with their ultimate destruction. The Warmaster expects nothing less than the complete domination of your assigned area. The loyalists must not be permitted to warn the emperor. You have deployed your forces in a wide net to increase your chances of locating any remaining loyalists. Once their location is identified, you must crush the ignorant fools to dust.

The Traitor has the following Victory Goals available:
They Shall Not Pass
Defend The Flag
Blitzkrieg

Goals are calculated at the end of turns three and four. A player wins if he has secured at least two goals, and one more goal than his opponent. If neither player has won at the end of the fourth or any subsequent turn then both players roll a D6 to see if the game carries on another turn or ends in a tiebreak. If both players roll the same number, then the game carries on for another turn and the players must roll again at the end of the next turn to see if the game ends or carries on another turn, and so on. If the players roll different numbers, then the game ends in a tiebreak. In the event that a tie break victory must be calculated, the following conditions apply:
Loyalists gain full points for any of their units that are unbroken and above or equal to half strength, they gain half points for any of their own broken or below half strength units.
Traitors only gain full points for units completely destroyed and no points for units broken or below half strength.

The winning player of The Aftermath scenario will determine which scenario is played next in the campaign. If the Loyalist player won, then proceed to the Spoils Of War scenario. If the Traitor player won, proceed to The Hunt Continues scenario.


Betrayal- Spoils Of War

Spoils Of War

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Belligerents

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Battlefield
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Victory Conditions

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Betrayal- The Hunt Continues

The Hunt Continues

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Belligerents

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Battlefield
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Victory Conditions

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Betrayal- The Encounter

The Encounter

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Belligerents

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Battlefield
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Victory Conditions

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Battles of Calth

The Re-Taking of the Zetsun Verid Yard

The Re-Taking of the Zetsun Verid Yard

This battle represents a void battle with the Ultramarines' re-taking of the Zetsun Verid Yard orbital platform from the clutches of the treacherous Word Bearers. This action took place at the very height of the Battle of Calth and, in concert with the ground assault on the Lanshear Guildhall, allowed the Ultramarines to regain control of Calth's · mighty defence grid and finally turn the tide of war in their favour.


Belligerents

This mission should be played with forces of 1,500-3,000 points, with the below suggestions:
Traitors/Defenders:
The defending force should consist or a primary army of Word Bearers with an allied force of Mechanicum Taghmata. The Defending force must take a Lord Commander unit (Kor Phaeron), who gains the Exploratory Augury Web Special rule.
Loyalists/Attackers
The attacking force should be a primary army of Ultramarines, and must include Roboute Guilliman, Master of Ultramar.
No War Engine units may be selected (Unless they are aircraft) and no AV units may be selected unless they have the Skimmer special rule or the Walker special rule (and represent an actual walking unit.)
Alternative Forces
This battle may be played with other forces as players see fit with the above restriction and so long as they are void capable- sorry, Militia! Alternative forces must take a Supreme Commander unit to replace the role of the Ultramarines Primarch or the Word Bearers Kor Phaeron. Attacking Players may want to use void capable craft such as ceastus assault rams or Kharybdis Assault Claws as transports and the defending player may want to bring some air (space?) support and defence units.


Battlefield

Yard -Converted-.jpg

The table should be set up as shown above on a smaller 120cmx120cm table. The table represents an orbital space station, so should include lots of areas of techy buildings or ruins, with a built up dock area toward the centre of the table, with the Command Deck at a higher point.
The Command Deck is represented in game using the rules for a Legio Astartes Castellum Stronghold placed in the centre of the table. The attacking player places the first objective in the defenders deployment zone, not within 30cm of the Command Deck. The defending player then places their first objective in one of the no-man's land areas between deployment zones, 15cm away from the attackers zone and 30cm away from any other objective. The attacking player then places his last objective in the defenders deployment zone, further than 30cm away from another objective. Finally, the defending player places their last objective in the opposite no-man's land area, 15cm away from the attackers zone and 30cm away from any other objective.
The attacking player may not garrisson, otherwise forces are deployed in the same fashion as the Heresy Tournament Scenario, beginning with the attacking player. The attacking player may set up units in either attackers deployment zone.
The attacking player is automatically granted first activation for turn one.


Victory Conditions

You must check to see if either player has won at the end of the third and fourth game turns. If neither player has won at the end of the fourth turn then the “tiebreaker” rule is used to determine the winner. Each player is trying to achieve five goals which award a point each,except for Break Their Spirit, which awards 2 points. You win if you have achieved two points, and you have achieved more points than your opponent, in the end phase of turns three or four. The five goals are:
Blitzkrieg, Break Their Spirit, Defend The Flag, Take And Hold, and They Shall Not Pass.

Blitzkrieg: You achieve this goal by capturing the Command Deck objective (even if it is destroyed).
Break Their Spirit: The attacking player acheives this goal by destroying the Command Deck, and the defending player acheives this goal by destroying Rouboute Guillimand's detachment (Break Their Spirit is worth 2 goal points).
Defend The Flag: You achieve this goal if you control the Command deck and both objectives placed by the opposing player.
Take And Hold: You achieve this goal by capturing a total of two of your own objectives, or the Command Deck and one of your own objectives.
They Shall Not Pass: You achieve this goal if there are no unbroken enemy formations in your deployment zone.

If neither player has won at the end of the fourth or any subsequent turn then both players roll a D6 to see if the game carries on another turn or ends in a tiebreak. If both players roll the same number then the game carries on for another turn and the players must roll again at the end of the next turn to see if the game ends or carries on another turn, and so on. If the players roll different numbers then the game ends in a tiebreak. Each player scores a number of victory points equal to the full points value of any enemy formations that have been completely destroyed, plus the full points value of any enemy formations that are broken and have been reduced to half strength or less, plus half the value of any formation reduced to half strength or less but is not broken, plus half the value of any formation that is broken but is above half strength. Whoever has the higher points score is the winner. For the purpose of this rule, a formation’s “strength” is equal to the number of units in the formation plus the (remaining) damage capacity of any war engines.


The Shock Of Treason

The Shock Of Treason

This battle represents the very moment that the Traitors revealed their treason and turned their guns upon their erstwhile brethren. The Ultramarines are encamped in the savannah awaiting the call to head out to their orbital transports and have no reason to suspect that the passing column of Word Bearers would intend them any harm. Even when the skies burn with the cataclysmic death of Calth Veridian Anchor, the Ultramarines cannot believe it heralds anything worse than a terrible accident. Only when the Word Bearers open fire upon the sons of Guilliman do the Ultramarines see the awful truth, at which point they are forced to return fire or perish at the hands of their brother Legiones Astartes. Bereft of orders from high command and hesitant to launch a counter-attack while the battle might still be a horrible mistake, the Ultramarines forces' primary goal is simply to endure.


Belligerents

This mission should be played with opposing forces of 1,500-4,000 points, with the below suggestions:
Loyalists/Defenders:
The defending force should consist or a primary army of Ultramarines. The defending force may not use spacecraft and may only use Fighter class aircraft. The defending player may purchase fortifications (see: Fortifications ).
Traitors/Attackers
The attacking force should be a primary army of Word Bearers.
Alternative Forces
This battle may be played with other forces as players see fit.


Battlefield

Shockofbetrayal.jpg

This mission is played across a long table edge, the attacker with a 15cm deployment zone and the defender with a 45cm deployment zone as shown above.
There is only one Blitzkrieg objective that is set up first in the centre of the defenders deployment line, and two other objectives set up 45cm either side of the Blitzkrieg objective along the defenders deployment line.

The attacking player may not garrisson, otherwise forces are deployed in the same fashion as the Heresy Tournament Scenario (the defender may garrisson units around the objectives and anywhere up to the middle line of the board, being 15cm forward of the objective line).
The attacking player is automatically granted first activation for turn one.


Victory Conditions

Count Victory Points at the end of turn four. A player wins if they have more Victory Points than their opponent. In this mission, Victory Points are tallied by counting destroyed and broken opposing detachments as normal, plus the following points are awarded for securing goals:
The attacking player is attempting to secure the following goals:
100 points: Take And Hold (hold any two objective markers)
100 points: Blitzkrieg (hold the central Blitzkrieg objective)
200 points: Break Their Spirit


The defending player is attempting to secure the following goals:
100 points: Defend The Flag (hold all three objective markers)
100 points: Blitzkrieg (hold the central Blitzkrieg objective)
200 points: They Shall Not Pass (no enemy units in the defenders deployment zone at the end of the game)

Victory points for fortifications are awarded to the attacking player if at the end of the game, they are destroyed or unoccupied by the defender.


Death Of Truth

Death Of Truth

Death of Truth is a mission which recreates one small part of the calamitous Battle of Ithraca, in particular, the climax of that conflict when the remnants of the Legio Praesagius determined to sell their lives dearly in the face of impossible odds rather than attempt a futile breakout.
In essence, this battle is a classic 'last charge', the Loyalists having perceived their imminent doom and resolved to earn themselves a worthy end. Aside from a glorious death however, the Loyalists have the opportunity to seal one of the many ritually prepared rifts through which the hordes of the Warp are spewing into the material universe, and though none may ever know of their deeds, earn some small measure of vengeance for the destruction wrought upon Calth.


Belligerents

This mission should be played with opposing forces of 4,000 points each plus, with the below suggestions:
Loyalists/Attackers:
The attacking force should consist or a primary army of Legio Titanicus (Legio Praesagius) with Ultramarines or Knight Household (House Vornherr) allies. The attacking force may not use aircraft or spacecraft.
Traitors/Defenders
The defending force should be a Primary army of Word Bearers, with a 40-50% Allied cotingency of Daemonic Hordes; Or a primary army of Daemonic Hordes with Traitor Militia or Solar Auxilia allies. The Defender must select a Warp Rift as part of his allied units.
Alternative Forces
If players wish to use other themed forces for this mission, it is suggested that the attacking force can be any mix of Ultramarines, Remnants of the Legio Praesagius, or Survivors of House Vornherr, whilst the Traitor player could muster an army of turncoat Solar Auxilia, cultist Militia, Word Bearers and Daemonic Hordes.
This battle may be played with other forces as players see fit. If using alternative armies, It is suggested that the attacker does not use aircraft or spacecraft, and the defender may reserve detachments comprising INF and AV units, one of which per turn may appear by ambush (teleport) within 15cm of the central Blitzkrieg objective per turn.
This battle would be well fought as a team game on a larger table, for example, between a 3,000 point Legio Titanicus army and a 3,000 point Knight Household versus a 3,000 point Daemonic Horde and a 3,000 point Word Bearers army.


Battlefield

DeathofTruthDZ2.jpg

This mission is played across a diagonal table half using corners deployment.
There is only one Blitzkrieg objective (The Warp Rift) that is set up first in the centre of the table. The players then take it in turns placing remaining objectives in the opponents half of the table beginning with the defender placing the first objective, no farther than 30cm from the centre line and no closer than 30cm from another objective or 20cm from the enemy deployment zone.

Garrisson formations are then set up alternating between players beginning with the defender- only the defender may garrisson units around the central Warp Rift. The defender then sets up all of his remaining formations, followed by the attacking player setting up all of his remaining formations.


Victory Conditions

Count victory conditions at the end of turns four and five. A player or team wins if they have at least two goals, and one more goal than their opponent(s). Holding the central Warp Rift objective counts as a goal for both players for the purpose of the Blitzkrieg and Defend The Flag, the two objective markers in the opponents half of the table are used to check the Take And Hold goal.
The attacking player is attempting to secure the following goals:
Take And Hold
Blitzkrieg
Break Their Spirit

Defend The Flag

The defending player is attempting to secure the following goals:
Defend The Flag
Blitzkrieg
Break Their Spirit

They Shall Not Pass



Main Page Legion Astartes Traitor Legions Loyalist Legions Legio Custodes Imperial Militia Legio Titanicus Mechanicum Taghmata Knight Household Solar Auxilia Daemonic Hordes
Legion Astartes Reference Sheet Traitor Legion Reference Sheet Loyalist Legion Reference List Legio Custodes Reference List Imperial Militia Reference List Legio Titanicus Reference List Mechanicum Taghmata Reference List Knight Household Reference List Solar Auxilia Reference List Daemonic Hordes Reference List