Forces of the Emperor – Silent Fury
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HQ

The Silent Furies are pursuit and strike experts, dispatched by the Chamber of Judgement to aid in the operations for the capture of rogue psykers that try to escape the Great Tithe. They take to the field piloting sophisticated Erinyes jetbikes that enable them to cover ground far quicker than infantry and go where heavier vehicles cannot. Silent Furies often accompany their sisters of the Subjugator Cadres in their hunt and acquisition missions, aiding in the capture or destruction of their fleeing quarries with the wide array of their esoteric weaponry.

On the rare occasion where they are deployed in the field of war, the Silent Furies lead scouting missions as well as rapid encirclement and hit-andrun attacks behind enemy lines. Their duty is not to simply confront the enemy in a frontal assault, but to direct the Subjugator Cadres and other forces of the Silent Sisterhood precisely where and when they are needed the most.

  • Silent Fury 65 pts
M WS BS S T W I A Ld Sv Base
Silent Fury (base: No official base size)
Silent Fury 18 5 5 3 3 3 5 3 9 2+ No official base size
Unit Composition
  • 1 Silent Fury
Wargear
  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Distort field
  • Erinyes jetbike
  • Artificer armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Relentless
  • Hatred (Psykers, Daemons, Corrupted)
  • Precision Strikes (6+)
  • Precision Shots (6+)
  • Deep Strike
  • Outflank
  • Loyalist
  • Independent Character
Options
  • A Silent Fury may exchange her close combat weapon for one of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Proteus neuro-lash
    +5 points
  • A Silent Fury may exchange her bolt pistol for one of the following:
  • - Hand flamer
    Free
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points
  • - Archaeotech pistol
    +10 points
  • A Silent Fury may replace her Erinyes jetbike’s snare cannon with:
  • - Needle cannon
    +5 points
  • - Adrathic destructor
    +10 points
  • A Silent Fury may upgrade any one weapon to have the Master-crafted special rule
    +10 points
Locked in Combat
If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat. The unit is considered to be locked in combat as soon as an enemy model is moved into base contact with any model in that unit and remains locked in combat until there are no enemy models remaining in base contact with any model that is part of that unit. Units that are locked in combat must attack and be attacked in the next Fight sub-phase, resolving the combat as per the standard rules. Units are no longer locked in combat if, at the end of any Phase, they no longer have any models in base contact with an enemy model.

Units that are locked in combat cannot move in any other Phase or make Shooting Attacks for any reason. Similarly, models cannot choose to target units locked in combat with Shooting Attacks for any reason. Blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, but they may end up there after scattering and will then cause Hits on any units or models they contact as normal.

Units that are locked in combat do not take Morale checks or Pinning tests caused by Shooting Attacks, and cannot be Pinned.
Melee Type
Weapons with the Melee type can only be used in close combat.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Instant Death

Some blows can slay an enemy outright, no matter how hardy they may be.

If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Armourbane (X)

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
Army List
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Two-handed

This weapon is particularly heavy and requires both hands to wield.

A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Fearless

Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.

Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Master-crafted

Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Archaeotech pistol

Range
Str
AP
Archaeotech pistol
12"
6
4
Pistol 1, Rending (3+), Master-crafted

Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Adrathic destructor

Range
Str
AP
Adrathic destructor
12"
5
3
Assault 1, Instant Death, Armourbane (Ranged), Gets Hot

Deep Strike

Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.

A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.
Outflank

Some units make use of their inherent speed, stealth or other capabilities to launch a surprise assault on the foe from an unexpected direction.

A unit made up entirely of models with this special rule may perform a Flanking Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special rule.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this profile.
Range
Str
AP
Type
Power sword
-
User
3
Melee, Rending (6+)
Power axe
-
+1
2
Melee, Unwieldy
Power maul
-
+2
3
Melee
Power lance
-
+1
3
Melee, Reach (1)
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Duellist’s Edge (X)

Some weapons have such a fine balance that they leap and spin in their wielder’s hands like living things, eager to spill the blood of the foe.

When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Psyk-out Grenades

Psyk-out grenades are produced using an extremely rare substance of uncertain origin. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area, stunning and disorienting those sensitive to energies of the aetheric domain.

When a unit that includes at least one model with psykout grenades makes a successful Charge targeting a unit that includes one or more models with the Psyker Unit Sub-type or Daemon Unit Type, no Reaction may be declared against the Charge.
Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
Scout

Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.

After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Infiltrate

Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.

You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
HQ
HQ stands for Headquarters unit. A Headquarters unit might be a determined Solar Auxilia lord marshal thrust into the heart of the Horus Heresy or a mighty Space Marine praetor at the head of a Legion task force. These models are amongst the most powerful in the game and, as leaders, they have access to more special equipment than anyone else. They are not invincible, but can provide a powerful spearhead for an attacking army and a strong core for a defensive one.
Chamber of Vigilance

The largest of all the Chambers Militant, the warriors of the Chamber of Vigilance are those that garrison the Sisterhood’s watch towers, stand guard aboard the infamous Black Ships and conduct routine inspection vigils across the vast skein of the Imperium.

A unit composed entirely of models with this variant of the Silent Sisterhood (X) special rule may be given one of the following special rules before the start of the battle’s first turn, before any models are deployed: Scout or Infiltrate. When selecting an army using the Sisters of Silence Army List, a unit made up entirely of models with this variant of the Silent Sisterhood (X) special rule may be selected without restriction regardless of which HQ choices are selected for the army.

Chamber of Oblivion

The storm troops of the Silent Sisterhood, deployed to counter daemonic incursions and xenos infiltrations in brutal combat. They specialise in the use of the execution blade, a two-handed power weapon of gruesome efficiency.

All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Daemon Unit Type or Corrupted Unit Sub-type.

Chamber of Judgement

The excrutiators and secret police of the Silent Sisterhood. These warriors cultivate a grim and terrifying aspect and are most often deployed to hunt down rogue psykers and dissidents or to put down insurrection with brutal punishment.

All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Psyker Unit Sub-type.

Fleet (X)

Preternaturally agile, these warriors can cover ground more quickly than their plodding foes.

A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made.

If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
Hatred (X)

In the far future, hatred is a powerful ally.

This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit.

For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.

The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
Precision Strikes (X)

The galaxy is replete with swordsmen and blade-masters who can pick out an enemy from a crowd and land a blow on them, even amidst the swirling chaos of hand-to-hand combat.

If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike.

Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation.
Precision Shots (X)

Many of the galaxy’s marksmen are able to single out enemy leaders or soldiers with particularly powerful weapons and snipe them with unerring accuracy.

If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a Shooting Attack, that shot is a ‘Precision Shot’. For example, if a model with the Precision Shots (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Shot.

Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as the target model is in range and line of sight of the attacking model, rather than following the normal rules for Wound allocation.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
The Sisters of Silence Special Rule
The Silent Sisterhood, unlike the vast Imperial Army or the Space Marine Legions, was not a purely military force tasked with reaping glory on the open field of battle. Instead, the Sisters of Silence were an elite organisation with a specific role in maintaining the rule of the Emperor. They were tasked with the eradication of rogue psykers, dissidents and religious demagogues and the collection and processing of those psykers who complied with Imperial law. Only when the Imperium is threatened by revolt or psychic disaster do they mass in numbers to take the field, for in such times their unique skills are worth far more than the numbers of a true army. To enable players to properly represent the paramilitary nature of the Sisters of Silence in battle, the Silent Sisterhood special rule presents a number of new restrictions and options:

Silent Sisterhood (X)

The Silent Sisterhood is divided into a number of Chambers, both Militant and Civilitas, each of which is a highly specialised body dedicated to the fulfilment of a single duty within the Sisterhood. Unlike a true military it maintains no standing troops nor orders its warriors in regimented blocks, and while this grants it more flexibility in small scale actions, it limits its ability to truly excel in open battle. When the Sisters of Silence are forced to mass in numbers to take the field against some dire threat, they must draw upon the Chambers Militant available to them and hope to assemble a force capable of holding the line.

The notation in brackets that is included as part of the Silent Sisterhood (X) special rule defines which Chamber Militant the model belongs to. This Chamber Militant may grant the model some additional rules or effects and influences how it may be selected when building an army that incorporates a Detachment with the Sisters of Silence Faction.

When selecting a Detachment using the Sisters of Silence Army List, the number of units of Chambers Militant other than the Chamber of Vigilance is limited. For each HQ choice with a given Chamber Militant, the Detachment may include up to three other choices of the same Chamber Militant (except for units with the Chamber of Vigilance variant of the Silent Sisterhood (X) special rule, of which an army may include any number, limited only by available Force Organisation slots). Note that Dedicated Transports and units selected using the Retinue special rule do not count against these limits regardless of their variant of the Silent Sisterhood (X) special rule.

For example, a Sisters of Silence Detachment includes three HQ choices – two Knights Centura (Chamber of Oblivion) and a Silent Judge (Chamber of Judgement). This army may include any number of units from the Chamber of Vigilance, up to six units from the Chamber of Oblivion, and up to three units from the Chamber of Judgement.

Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these Wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Charnabal Weapons

With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them.

All weapons listed here are counted as ‘Charnabal’ weapons for those rules that affect such weapons. A model that is eligible to select a Charnabal weapon may take any of the weapons included in this entry.
Range
Str
AP
Type
Charnabal sabre
-
User
-
Melee, Breaching (5+), Duellist’s Edge (1)
Charnabal tabar
-
+2
-
Melee, Breaching (6+), Duellist’s Edge (1)
Charnabal glaive
-
+1
-
Melee, Breaching (5+), Duellist’s Edge (2), Two-handed
Proteus neuro-lash

Range
Str
AP
Proteus neuro-lash
-
+3
-
Melee, Two-handed, Deflagrate

Hand flamer

Range
Str
AP
Hand flamer
Template
3
-
Pistol 1

Poisoned (X)

There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal.

If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
Needle pistol

Range
Str
AP
Needle pistol
12"
2
-
Pistol 2, Poisoned (3+), Pinning

Plasma pistol

Range
Str
AP
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

Distort Field

This sophisticated field technology cloaks the wearer, distorting both visual and auditory emissions by means of a low intensity energy field. It is amongst the most sophisticated stealth technology available to warriors of the Imperium, but lacks the defensive power of other power field units.

Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit including one or more models with a distort field is considered to be 6" further than the actual range between the two units – enemy units with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule a unit including one or more models with a distort field is always treated as though it was out of line of sight when scattering any attacks. In addition, a distort field confers a 6+ Invulnerable Save against Melee Attacks and a 5+ Invulnerable Save against Shooting Attacks.
Basic Combat Weapons
As stated in the Horus Heresy: Age of Darkness rulebook, all models are considered to have some form of basic close combat weapon – be it a knife, entrenchment tool or simply bared fists and stubborn determination. In most Imperial armies this is most often the ubiquitous combat blade, a single edged, pattern welded blade forged of several non-terrestrial alloys, whose size varies between forces. Regardless of the nature of this weapon, all basic close combat weapons share the same profile, repeated here for ease of reference:
Range
Str
AP
Type
Basic close combat weapon
-
User
-
Melee
Entangle (X)

Some weapons are designed to debilitate their targets as much as they are to kill them. Victims are left helpless once it takes effect, forcing their comrades to drag them onward or be left at the mercy of their enemies.

An attack that has this special rule does not roll to Wound using the normal rules, instead roll To Wound by comparing the Attack’s Strength to the target’s Strength Characteristic, using the Strength Characteristic in place of Toughness on the To Wound table. If any Attacks with this special rule inflict Wounds, do not make Armour Saves or Damage Mitigation rolls for those Wounds – instead for each Wound inflicted by an Attack with this special rule, reduce the Movement Characteristic of all models in the target unit by the number in brackets that is included as part of this special rule (to a minimum of 1) until the end of the controlling player’s next turn. The Wounds caused by Attacks with this special rule are then discarded and neither reduce the target model’s Wounds Characteristic nor cause any models to be removed as casualties (this does not affect Wounds inflicted by Attacks without this special rule that are part of the same Shooting Attack).

Attacks with this special rule have no effect on models with the Vehicle or Primarch Unit Type, or on any model that starts the battle with 6 or more Wounds. Do not roll To Wound if Hits from an attack with this special rule are allocated to such a model and simply discard those Hits. Similarly, models of these Types are not affected by the modifiers to Movement inflicted by the Entangle special rule, regardless of whether other models in the same unit are affected.
Snare Weapons

Snare guns discharge rapidly hardening fibro-plastic nets to capture prey and entangle and debilitate the foe. Most often used on acquisition missions to immobilise key targets prior to capture, these weapons also see occasional use on the battlefield to deny key ground to more heavily armed foes that the Silent Sisterhood is otherwise ill-equipped to counter.

Range
Str
AP
Type
Snare gun
12"
5
-
Assault 3, Entangle (1)
Snare cannon
18"
7
-
Heavy 3, Entangle (2)
Erinyes Jetbike

Smaller than other examples of Imperial jetbike technology, and stripped of armour to facilitate maximum speed and agility, the Erinyes is employed almost exclusively as a scout machine. Rarer even than other jetbikes in common use, only the Silent Sisterhood is known to field the Erinyes in any numbers.

An Erinyes jetbike has a snare cannon and sets the Unit Type of any model with an Erinyes jetbike to Cavalry (Antigrav) (The model keeps any additional Sub-types it may have). In addition, a model with an Erinyes jetbike gains the Shrouded (6+) special rule on any turn in which it has moved, or the Shrouded (5+) special rule if it has Run in that turn.
Snare cannon

Range
Str
AP
Snare cannon
18"
7
-
Heavy 3, Entangle (2)

Needle cannon

Range
Str
AP
Needle cannon
24"
2
-
Heavy 4, Poisoned (3+), Pinning

© Vyacheslav Maltsev 2013-2024