Contents | ||
| Book | Kind | Edition | Version | Last update |
The Siege of Cthonia | ||||
The Siege of Cthonia | Campaign | 2 | 1.0 | August 2023 |
| ADVANCED REACTION: EMPYREAL SHIFT Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description. Empyreal Shift – This Advanced Reaction may be made either in the Movement phase whenever an enemy unit ends its move within 12" of a unit that is composed entirely of models with the Abomination Unit Sub-type, in the Shooting phase whenever an enemy unit targets a unit that is composed entirely of models with the Abomination Unit Sub-type with a Shooting Attack, or in the Assault phase whenever an enemy unit declares a Charge against a unit that is composed entirely of models with the Abomination Unit Sub-type. The controlling player of the Reacting unit must make a Leadership test using the Leadership Characteristic of the Reacting model. If the Leadership test is passed, the Reacting unit may immediately move up to 12". This move may be made in any direction and ignores all terrain or other effects that would limit or modify the distance moved (including allowing models in the Reacting unit to move across Impassable Terrain), as long as the final position of all models in the Reacting unit are at least 1" away from any enemy model and not within an area of Impassable Terrain. If, after moving, any models in the Reacting unit are positioned out of range or line of sight of the unit that caused the Reaction, that unit may not select another target for the Shooting Attack or Charge that triggered the Reaction and no dice are rolled and no Surge moves are made (weapons with the Gets Hot special rule do not need to roll to see if the weapon Gets Hot and weapons with the One Use special rule are not considered to have been expended). If the Leadership test is failed, both the unit making the Reaction and the unit that triggered the Reaction suffer D6 Wounds with no Armour Saves, Invulnerable Saves or Damage Mitigation rolls allowed. | ||
Unaware and uncaring of their own provenance, some beings stalk the galaxy with only a singular desire to satisfy an ingrained desire to kill. Heedless of any sensations beyond those associated with the extermination of life and driven by a murderous instinct, they take no joy in companionship or even camaraderie, spending their existence in a perpetual cycle of stalking, hunting and killing those they are drawn to destroy.
In the latter years of the Horus Heresy, isolated reports, collated by Imperial scribes from war zones throughout the galaxy, began to describe a horrifying new threat to Loyalist forces. The fragmentary reports, teased from incoherent, nearinsane individuals, survivors wracked and broken by the horrors of what they had witnessed, told of an apparition that haunted the fields of battle – a being of sheer terror. Blacker than the deepest void but with a form that shifted and rebuilt as it prowled, the abomination was unaffected by the physical restraints of reality and seemed to hunt with an extrasensory perception of its prey and surroundings. It would dissolve and reform into the very thing that those it hunted feared most, spawning armaments of nightmarish aspect to tear its victims apart in a tailored agony. Such a being – a weapon given animus – was originally suspected to have been a product of the clandestine temples of the Officio Assassinorum, but even investigation at the highest level of access priority yielded no information of a clade of killers of this form.
| LD | CL | WP | IN | |||||||||||
| M | WS | BS | S | T | W | I | A | LD | CL | WP | IN | SAV | INV | |
| Infernus (⌀32mm) | 10 | - | - | - | ||||||||||
| Infernus (⌀32mm) | 7 | 5 | 4 | 4 | 4 | 3 | 5 | 4 | 10 | - | - | - | 4+ | - |
To look upon an Infernus Abomination is to observe a thing of utter darkness, less simply black and more the absolute antithesis of light itself. Even at rest, the Infernus is said to be of a constantly shifting form, both growing and contracting like the ceaseless billowing of a thunderhead before the breaking of a storm; its skin visibly crawling with a barely-restrained yearning to butcher and flay all living things. The tools with which it indulges its base desires can seemingly be conjured at will, its human-like limbs transmuting in a horrifying contortion of bone and sinew to form savagely barbed blades, viscous flailing tentacles or fans of razor talons dripping with poisons, in the blink of an eye.
Before any To Hit rolls are made during the Assault phase, the controlling player must select which weapon profile to use.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Transmutative armaments | |||||||
| Transmutative armaments | |||||||
| - Transmutative armaments | |||||||
| - Transmutative armaments | - | - | |||||
| - (Hammerblade) | |||||||
| - (Hammerblade) | - | 8 | 2 | Melee, Murderous Strike (6+), Brutal (2), Two-handed | - | ||
| - (Spinelash) | |||||||
| - (Spinelash) | - | 5 | 4 | Melee, Reach (2), Breaching (6+), Two-handed | - | ||
| - (Talon-rakes) | |||||||
| - (Talon-rakes) | - | 4 | 5 | Melee, Shred, Rending (6+), Rampage (2), Specialist Weapon | - | ||
Unlike the synthetic suits used by operatives of the Assassin Clades that wraithskin appears to mimic, it is not a closely guarded technological treasure. They are an abhorrent fusion of forbidden craft networked with a psy-conductive matrix that draws power from the negative emotions of its wearer, selectively amplifying and concentrating them. Instead of working in harmony with the anatomy of the wearer to enhance their capabilities, a wraithskin effectively overrides the neural impulses controlling motor functions. The resulting effect is continuous agony as tendons are ripped, muscles are torn and bones fractured as the body is pushed beyond the thresholds of its normal capabilities. For the Infernus Abomination, this vicious cycle of self-destruction and regeneration must be sustained by continuous hunting and killing.
Models with wraithskin have a 4+ Armour Save and a 4+ Invulnerable Save.The horrifying, gore-soaked appendages of an Infernus Abomination morph and distend into an almost limitless number of biological forms but often take the shape of a cluster of orifices, each lined with rows of tooth-like spikes or shards of splintered bone, coated in a gloss-black bio-toxic ichor. With a sharp contraction the Abomination is able to launch these growths in a hail of shredding projectiles that cause the blood in the veins of their targets to thicken and clot in a dark spider web that rapidly spreads from the site of even the slightest puncture wound.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Boneshard Spitter | |||||||
| Boneshard Spitter | 6" | 1 | - | Assault 2D6, Fleshbane | - | ||
To an Infernus Abomination the briefest physical contact with the flesh of living, or even recently deceased, acts as if it were a narcotic substance, invigorating a powerful and overwhelming bloodlust. Simple blood or muscle cells are consumed to fuel the murder-instinct of the Infernus but of particular potency are the tissues of the brain and nervous system. With the ingestion of cerebral matter, saturated with the darkest thoughts and deepest fears of the being it once constituted, an Infernus Abomination nourishes its physical form, its sundered flesh and torn musculature knitting together anew.
At the end of the controlling player’s turn, if the Infernus Abomination has not been removed as a casualty, the controlling player rolls a D6 for every unsaved Wound inflicted on an enemy model during that turn. For each result of a 5+, the Infernus Abomination regains a lost Wound. Note that Wounds regained in this way may not increase the amount of Wounds to more than the starting amount shown on the Infernus Abomination unit profile.To look upon an Infernus Abomination is to observe a thing of utter darkness, less simply black and more the absolute antithesis of light itself. Even at rest, the Infernus is said to be of a constantly shifting form, both growing and contracting like the ceaseless billowing of a thunderhead before the breaking of a storm; its skin visibly crawling with a barely-restrained yearning to butcher and flay all living things. The tools with which it indulges its base desires can seemingly be conjured at will, its human-like limbs transmuting in a horrifying contortion of bone and sinew to form savagely barbed blades, viscous flailing tentacles or fans of razor talons dripping with poisons, in the blink of an eye.
Before any To Hit rolls are made during the Assault phase, the controlling player must select which weapon profile to use.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Transmutative armaments | |||||||
| Transmutative armaments | |||||||
| - Transmutative armaments | |||||||
| - Transmutative armaments | - | - | |||||
| - (Hammerblade) | |||||||
| - (Hammerblade) | - | 8 | 2 | Melee, Murderous Strike (6+), Brutal (2), Two-handed | - | ||
| - (Spinelash) | |||||||
| - (Spinelash) | - | 5 | 4 | Melee, Reach (2), Breaching (6+), Two-handed | - | ||
| - (Talon-rakes) | |||||||
| - (Talon-rakes) | - | 4 | 5 | Melee, Shred, Rending (6+), Rampage (2), Specialist Weapon | - | ||
Unlike the synthetic suits used by operatives of the Assassin Clades that wraithskin appears to mimic, it is not a closely guarded technological treasure. They are an abhorrent fusion of forbidden craft networked with a psy-conductive matrix that draws power from the negative emotions of its wearer, selectively amplifying and concentrating them. Instead of working in harmony with the anatomy of the wearer to enhance their capabilities, a wraithskin effectively overrides the neural impulses controlling motor functions. The resulting effect is continuous agony as tendons are ripped, muscles are torn and bones fractured as the body is pushed beyond the thresholds of its normal capabilities. For the Infernus Abomination, this vicious cycle of self-destruction and regeneration must be sustained by continuous hunting and killing.
Models with wraithskin have a 4+ Armour Save and a 4+ Invulnerable Save.The horrifying, gore-soaked appendages of an Infernus Abomination morph and distend into an almost limitless number of biological forms but often take the shape of a cluster of orifices, each lined with rows of tooth-like spikes or shards of splintered bone, coated in a gloss-black bio-toxic ichor. With a sharp contraction the Abomination is able to launch these growths in a hail of shredding projectiles that cause the blood in the veins of their targets to thicken and clot in a dark spider web that rapidly spreads from the site of even the slightest puncture wound.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Boneshard Spitter | |||||||
| Boneshard Spitter | 6" | 1 | - | Assault 2D6, Fleshbane | - | ||
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.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.To an Infernus Abomination the briefest physical contact with the flesh of living, or even recently deceased, acts as if it were a narcotic substance, invigorating a powerful and overwhelming bloodlust. Simple blood or muscle cells are consumed to fuel the murder-instinct of the Infernus but of particular potency are the tissues of the brain and nervous system. With the ingestion of cerebral matter, saturated with the darkest thoughts and deepest fears of the being it once constituted, an Infernus Abomination nourishes its physical form, its sundered flesh and torn musculature knitting together anew.
At the end of the controlling player’s turn, if the Infernus Abomination has not been removed as a casualty, the controlling player rolls a D6 for every unsaved Wound inflicted on an enemy model during that turn. For each result of a 5+, the Infernus Abomination regains a lost Wound. Note that Wounds regained in this way may not increase the amount of Wounds to more than the starting amount shown on the Infernus Abomination unit profile.