The Horus Heresy: Burning of Prospero
The Horus Heresy: Burning of Prospero Rulebook
Table of Contents
Table of Contents
- Miniatures
- Squad Assembly
- Setup
- Core Principles
- The Game
- Numeration Phase
- Using Psychic Powers
- Cults of the Thousand Sons
- Movement Phase
- Attack Phase
- Line of Sight
- Making an Attack
- Damage Dealt
- Consolidation Phase
- Scenarios
- Scenario 1: Defence Shattered
- Scenario 2: Pride of the Custodians
- Scenario 3: The Hunter Becomes the Hunted
- Scenario 4: Mental Fortress
- Scenario 5: The Portal Maze
- Scenario 6: Will of the Primarchs
- Playing the Scenarios as a Campaign
- Reference
- Card Reference
Miniatures
Various miniatures are used in "The Horus Heresy: Burning of Prospero". The player designated the "Traitor Player" commands warriors of the Thousand Sons Legion, who disobeyed the will of the Emperor and continued studying sorcery. His opponent, the "Loyalist Player", commands warriors of the Space Wolves Legion, who wield deadly weapons granted to them by the Emperor himself.
- Legion Veteran: Hardened in galactic battles during the Great Crusade, veteran warriors of the Legiones Astartes are quite good both at range and in close combat.
- Silent Sisterhood (Sisters of Silence): These deadly warrior maidens are ruthless witch hunters. Immune to psychic influence, their very presence suppresses the abilities of psykers. Their order is a formidable threat to the sorcerers of the Thousand Sons.
- Tartaros Terminator: Elite warriors even among their battle-brothers, heavily equipped Legion fighters who can move across the battlefield in nearly invulnerable Terminator armour of the Tartaros pattern.
- Custodian Guard: As bodyguards of the Emperor of Mankind, the mighty guardsmen of the Custodian Guard have no equal. Their presence on Prospero is a reminder of the might and authority of the Emperor.
- Ahzek Ahriman: Ahzek Ahriman is not only the Chief Librarian of the Thousand Sons but also the most gifted individual in his Legion, second in sorcerous power only to Magnus the Red. To meet him on the battlefield is to feel the full fury of the Warp.
- Geigor Fell-Hand: A mighty fighter of the Space Wolves Legion, Geigor Fell-Hand is known for a hatred of sorcery that makes him the ideal instrument against the threat posed by the most powerful warlocks of the Thousand Sons Legion.
Squad Assembly
Before the game you must group your miniatures and form them into squads (except Ahzek Ahriman and Geigor Fell-Hand). Please use the information in the tables when building your forces. This page gives you a reference describing which miniatures, and in what numbers, may form each squad, and what weapons they may be equipped with.
Legion Veteran Tactical Squad
Force allocation: The Loyalist force includes one Legion Veteran Tactical Squad. The Traitor force includes two Legion Veteran Tactical Squads.
Squad structure: A Legion Veteran Tactical Squad consists of 1 Veteran Sergeant and 9 Veterans. Each model in the squad is equipped with MKIII "Iron" power armour and armed with a bolter and a chainsword.
Additional options:
- 1 Veteran per squad may instead be equipped with a heavy bolter and a chainsword.
- Another 1 Veteran per squad may instead be equipped with a meltagun or a plasma gun and a chainsword.
- The Veteran Sergeant may instead be equipped with a chainsword and a pistol (either a bolt pistol or a plasma pistol) and a special close combat weapon: a lightning claw, power fist, power sword, thunder hammer, or a second chainsword.
- 1 Veteran per squad may also be equipped as a Legion Vexilla in addition to his equipment.
Silent Sisterhood Squad
Force allocation: The Loyalist force includes one Silent Sisterhood squad.
Squad structure: A Silent Sisterhood squad consists of 1 Sister Sergeant and 4 Sisters of Silence. All models in the squad wear power armour and are either armed with a large two-handed sword (if specialising in close combat) or equipped with more tactically versatile weapons: a combat knife and a choice of a bolter or a flamer.
Tartaros Terminator Squad
Force allocation: The Traitor force includes one Tartaros Terminator squad.
Squad structure: A Tartaros Terminator squad consists of 1 Tartaros Terminator Sergeant and 4 Tartaros Terminators. Each model in the squad wears Terminator armour and is equipped either with two lightning claws for close combat, or with more tactically versatile weapons: a combat bolter and a choice of a power fist or a chainfist.
Additional options:
- 1 Tartaros Terminator may instead be equipped with a heavy bolter or a Reaper autocannon, or a power fist or chainfist.
- The Tartaros Terminator Sergeant may be equipped with more powerful weapons: a ranged weapon in one hand (a combat bolter, a plasma blaster or a volkite charger) and a close combat weapon in the other (a power sword, power fist or chainfist), or instead he may concentrate on close combat and be armed with two lightning claws.
- 1 Tartaros Terminator may be equipped with a grenade harness in addition to his main equipment.
Legio Custodes Squad
Force allocation: The Loyalist force includes one Legio Custodes squad.
Squad structure: A Legio Custodes squad consists of 1 Shield-Captain and 4 Custodians. Each model in the squad wears powered armour and is equipped either with a guardian spear, or with a sentinel blade and a storm shield.
Additional options:
- 1 Custodian may instead be equipped with a ceremonial dagger, a storm shield and a Custodes Vexilla.
- The Shield-Captain may instead be equipped with a sentinel blade and a ceremonial dagger.
Translator's note: the Russian text names weapons and options as given above; where the source gave English names ("heavy bolter", "combat bolter", "grenade harness", "volkite changer" [sic, charger], "Custodes Vexilla", "Legion Vexilla", "sentinel blade", "ceremonial dagger"), they are kept. Other weapon names are my back-translation from Russian and may differ slightly from the official English names.
Setup
Once you have grouped your miniatures you are almost ready to begin. Below is how to prepare the game board and what is needed to start.
Choosing a scenario. 6 different scenarios are provided (pp. 20-31), each recreating the most important moments of the battle of Prospero. If you are just starting out, Scenario 1: Defence Shattered ("Оборона вдребезги") is recommended.
Laying out the tabletop tiles. Each scenario has its own map showing which tiles to use and in what order to lay them out. Lay the tiles on a flat surface according to the map, which depicts a specific region of Tizca in which the battle of that scenario takes place. All obstacles cluttering the battlefield are also marked on the map; place the necessary obstacles according to the tiles.
Choosing sides. Decide which forces each player will command. Each player must keep the Profile Sheet of his force at hand. There are two Profile Sheets, one describing the Loyalist player's models and the other the Traitor player's. Profile Sheets are necessary for commanding your warriors in the heat of battle: they list the abilities of each warrior, as well as the effectiveness of the weapons and the toughness of the armour they are equipped with.
Gather dice. Dice are used mainly to determine the outcome of any attack made during the game, though they may also be used to settle other situations described in the rules of each scenario. The Loyalist player uses a set of grey dice, while the Traitor player uses a set of red dice.
Preparing Psychic Power cards. The Traitor player prepares his combination of Psychic Power cards. This power is the sorcerous arsenal available to the cults of the Thousand Sons, and this arsenal is a huge source of power. In Scenario 1, draw 3 Pavoni Psychic Power cards. Then shuffle the deck and draw 2 more cards at random.
Preparing and shuffling decks. To cast sorcery or to prevent it, each player uses a unique deck of cards. The Loyalist player uses the Willpower deck, while the Traitor player uses the Warp Energy deck. Shuffle your own deck yourself and keep it face down beside you.
Roll call. The scenario specifies the number of models under each player's command. Surplus models must be set aside: they will not be used in the chosen scenario. The models used are placed on the board according to the scenario rules.
Preparing for war. Done! If you are playing for the first time, all that remains is to learn the rules of the game, after which you will be ready to begin the war.
Core Principles
This page lists the basic terms used in this book and outlines some key concepts that form the basis of nearly any game.
D6, D8, D10 and D12. These are abbreviations for dice with specially numbered sides. For example, if you need to roll two D6 and one D10, roll two six-sided dice and one ten-sided die.
Re-rolls. Some abilities, special equipment or psychic powers allow players to re-roll dice.
Casualties/Slain. Miniatures of slain models are removed from the battlefield immediately.
Zoning/Zones. The game board is divided into several zones through which models move and fight one another. The borders of each zone are marked by thick black lines. Some zones on the board surface represent dangerous precipices, while others depict deadly lava; models cannot move across or through these zones, but they can be shot through.
Obstacles. Obstacles are elements that block movement or shooting, for example a pile of rubble or a statue. The map of each scenario shows the obstacles used and their locations. Models cannot move into a zone containing an obstacle, nor shoot through such a zone.
Adjacent zones. Two zones are considered adjacent if they share a border, not counting corners (see example below).
Occupied zones. A zone is considered occupied if at least one model or obstacle is in it.
Range. According to special rules, and for some weapons and psychic powers to be used, the target must be within range. To check this, mentally draw a line from the zone with the attacking unit to the zone with the target unit: it must not pass through more than the stated number of adjacent zones.
Example: The two zones under marker (A) are "adjacent zones" because they share a border. The flamer is one type of weapon that requires the target to be within 3 zones of the attacking unit. Since the line between the Sister of Silence (Loyalist player) armed with a flamer and the target, in this case two hostile Legion Veterans, passes through exactly 3 zones, the target is within range and can therefore be attacked.
The Game
This part explains all the rules needed to play the scenarios described later, and shows how to move, shoot, launch merciless assaults, ambush your enemy or confound him with mighty sorcery. These core rules may be changed by information in the Profile Sheets and by the psychic powers used in the game, allowing your models to take additional actions.
A scenario is divided into several rounds, each consisting of four set phases: the Numeration phase, the Movement phase, the Attack phase and the Consolidation phase. These phases are completed in order in each round, and when all phases are done a new round begins.
Numeration phase. During the Numeration phase the Traitor player may use the Warp Energy deck and try to draw 3 Psychic Power cards. The Loyalist player may try to prevent the effect of psychic powers using the Willpower deck.
Movement phase. Each player rolls dice to determine whose turn comes first this round. The winner of the right to go first may move all of his models, then his opponent does the same. At the end of this phase the models in each zone form a "combat squad" and fight as one until the end of the round.
Attack phase. Starting with the player who won the right to go first, the players alternately choose which combat squad will attack. Each squad can attack only once. If one of the players has used all his squads and has nothing left to attack with, his opponent continues attacking with his remaining squads. The phase ends as soon as all combat squads on the game board have made their attacks.
Consolidation phase. At the end of each round all cards of the Warp Energy and Willpower decks must be returned to their decks and shuffled. Wound counters are removed, and a new round begins.
Numeration Phase
The Thousand Sons and their giant Primarch were among the most gifted psykers of Mankind, though their endless thirst for forbidden knowledge would nevertheless lead to their damnation and subsequent destruction at the hands of Leman Russ and his Space Wolves. In this phase the sorcerers of Prospero mentally prepare to use their sorcerous abilities, while the Loyalist forces sent to destroy them must withstand this magical fury.
Psychic Power Cards
In every round of The Horus Heresy: Burning of Prospero the Traitor player will have 5 Psychic Power cards with which he commands the mysterious energies of the Warp. Each scenario specifies the particular powers with which the Traitor force begins the game; they are determined by the sorcerous specialisation of the Thousand Sons cult defending the Tizca territory where the battle takes place, so before the scenario begins the Traitor player must first determine which of the available cards are open to his force. The other cards must be drawn at random from the remaining Psychic Power cards.
Warp Energy Cards
In addition to the main deck of Psychic Power cards, the Traitor player receives a deck of 18 Warp Energy cards. These cards are used to fuel the psychic powers the Traitor player wishes to use. At the start of the game the Traitor player takes all 18 Warp Energy cards, shuffles them thoroughly and places them face down beside the game board.
Willpower Cards
The Loyalist player has a deck of 18 Willpower cards. They are used to resist the psychic powers the Traitor player attempts to use. At the start of the game the Loyalist player takes all 18 Willpower cards, shuffles them thoroughly and places them face down beside the game board.
Card Information
Each Psychic Power card shows the following:
- the name and emblem of the Thousand Sons cult that usually uses this kind of psychic power;
- the name of this psychic power and its description;
- the effect the power has when successfully used in the scenario.
Each Warp Energy card shows the following:
- the number of Warp Energy points the card generates;
- if the card has any further instructions, they are described in detail. They apply when the card is drawn, before any further cards are turned over.
Each Willpower card shows the following:
- the number of Willpower points the card generates;
- if the card has any further instructions, they are described in detail. They must be carried out before any other cards are drawn.
Using Psychic Powers
To sustain their psychic powers, the sorcerers of the Thousand Sons must attune themselves to the dangerous and unpredictable energy of the Warp. However, for Magnus the Red and his Legion the ends always justified the means. Lacking psykers of their own who could contest the esoteric power of the Traitors, the Loyalists must trust in their unbridled willpower and physical might to give a worthy rebuff to the sorcery of their enemies.
The Traitor player may attempt to use three psychic powers in each Numeration phase. However, the same power may not be used more than once per round.
To use a power, the Traitor player must first choose one of his combat squads (p. 13) as the Coven that will cast, then decide which psychic power will be used. After that he must choose a suitable target zone (or zones) for the magical attack; potential target zones are described on the Psychic Power card in use. The effects of psychic powers may affect a single model in the target zone, a whole combat squad, or the zone itself. The effects themselves are set out on the Psychic Power card.
Now the Traitor player reveals the top card of his Warp Energy deck. If the card contains instructions, they are carried out before further cards are revealed. Then the Loyalist player reveals the top card of his Willpower deck, carrying out the instructions on the card (if any). Both players continue revealing cards in this way until each has revealed three cards (not counting those revealed because of instructions on cards), or until the process is ended by instructions on a card.
Then the Traitor player adds up the Warp Energy points on the cards he revealed, and the Loyalist player adds up his Willpower points. If the amount of Warp Energy equals or exceeds the amount of Willpower, the psychic power is used, with all the consequences described on the card. Some actions require attacking a target (p. 17).
If the amount of Willpower equals or exceeds the amount of Warp Energy, the psychic power is repelled and has no effect. (Note: the source states both "equals or exceeds" conditions; as printed, a tie satisfies both.) In either case, all cards that were used are set aside and cannot be used again this round.
The Traitor player may twice more attempt a different magical action, until three attempts have been made (however, the same magical action cannot be made twice in one round), or until the Numeration phase is ended by an instruction on a card. The player may also simply decline to attempt psychic attacks this round. The Numeration phase is then complete.
Cults of the Thousand Sons
There are 5 cults in all, and every Space Marine of the Thousand Sons Legion belongs to one of them. They are the Corvidae, the Pavoni, the Athenaean, the Pyrae and the Raptora, and each cult specialises in a particular supernatural discipline: divination, biomancy, telepathy, pyromancy and telekinesis respectively. Although the Emperor forbade the Legiones Astartes to use supernatural abilities in the Edict of Nikaea, the Thousand Sons had long since mastered dark sorcery fuelled by the Warp, and will use it against the Space Wolves during the invasion of Prospero.
Movement Phase
A prerequisite of any invasion is an attacker and a defender. However, in the case of the interplanetary assault on Prospero these roles proved rather unstable. Although the Thousand Sons often relied on their sorcerous skills in battle, they were above all Space Marines, and given a favourable opportunity they would themselves have attacked the Space Wolves without hesitation.
Claiming Priority
At the start of the Movement phase the players must determine whose turn comes first by rolling a D6. The player who rolls the highest result goes first, or cedes this right to his opponent. The Loyalist player is in any case at an advantage, since it is his force that is invading Prospero, and strategically the Traitors lag behind. (Source text as translated; tie handling is not stated.)
The player who gained the right to go first moves his models first, and chooses the combat squad that will attack during the Attack phase (p. 14). Not all models must move; at the player's wish some may remain stationary. When a player finishes his turn, the other player begins moving some or all of his models.
Crossing Zones
Models may move freely into any adjacent unoccupied zone. You cannot move into zones in which there are enemy models or obstacles, or into zones where movement is forbidden. Nor may models be removed from the game board unless the scenario rules say so.
Models may move into an occupied zone only if it is occupied by friendly forces, and the total number of models must not exceed the allowed value (see below).
Each model may be moved into an adjacent zone in this way twice in each Movement phase, thus advancing two zones from its starting point.
Zone Capacity
One zone can hold a maximum of four models. Each Custodian Guard and Tartaros Terminator counts as two because of its size.
Locked Models
Warriors who at the start of the Movement phase are in a zone adjacent to enemy-occupied zones are considered locked and cannot move unless their force moves first this round. If it does, locked models may move into one adjacent zone. Models may move freely through zones adjacent to enemy ones if at the start of the Movement phase they were not in them.
Forming Combat Squads
At the end of the Movement phase the models in each zone form combat squads, which until the end of the round will fight as one, combining their firepower and close combat fighting.
Obstacles
Obstacles are barriers and barricades that clutter the battlefield. They can take many forms, from ruined columns and royal statues to broken transports and similar wreckage.
Models can under no circumstances enter a zone containing an obstacle. Zones with obstacles also block line of sight (p. 16).
Example 1: Because of the enemy model in the adjacent zone, the Custodian Guard (1) is locked. If the Loyalist player has the right to go first, he can be moved into an adjacent free zone. Otherwise he cannot be moved. The Legion Veterans on the Loyalist player's side have no enemy models adjacent, so they can be moved into an adjacent zone twice per Movement phase, and can even be moved through the zone in which the Custodian Guard is locked.
Example 2: Because of the large size of the two Tartaros Terminators (1), the maximum capacity of this zone has been reached, so the Legion Veterans in the adjacent zone (2) cannot move through this zone unless the Traitor player first moves at least one of the Tartaros Terminators elsewhere.
Attack Phase
When Leman Russ hurled his Space Wolves into battle on Prospero, the ferocity of the invasion was destined to become legend. Street by street, the battle blazed across the capital, the city of Tizca. Brother killed brother, and neither side would have spared the other after victory.
During the Attack phase models may attack one another in a straight line, exchanging fire or engaging in close combat. This phase therefore combines ranged and close combat attacks.
Making Attacks
Starting with the player who goes first this round, the players take turns making attacks with combat squads. First one player attacks with a combat squad, then the other, and so on until all attacks are complete. Unless there are exceptions, each combat squad may attack only once per Attack phase, and a player may also decline to attack. If one of the players has finished making his attacks before his opponent, the latter may make all his remaining attacks one after another.
To make an attack, the player first determines which of his combat squads will be the "attacking unit". Then a single enemy combat squad is chosen to be the "target unit". The attacking unit may make a shooting attack or a close combat attack according to the data in the Profile Sheets. Close combat attacks are made against target units in adjacent zones, and shooting attacks against target units that are not in adjacent zones.
Shooting Attacks
Shooting attacks can be made if enemy models are far from the attacking unit. The player may choose any target on the board, but it must be in the attacker's line of sight (p. 16). Remember that some weapons have limited range and cannot be used if the target is too far away.
Close Combat Attacks
If the attacker is in a zone adjacent to an enemy combat squad, a close combat attack must be made. The player chooses a target next to the attacker. If a model has no ranged weapon (see Profile Sheets), it can only make close combat attacks.
Example 1: A Tartaros Terminator (1) is able to shoot at one of the Loyalist player's combat squads (2 and 3), even though the Legion Veterans and Geigor Fell-Hand (3) are in a zone adjacent to a friendly combat squad.
Example 2: The Traitor player's second combat squad (4) can make only a close combat attack in this Attack phase, because it is in a zone adjacent to an enemy combat squad (3). Since this enemy combat squad, consisting of Legion Veterans and Geigor Fell-Hand (3), is the only one nearby, it is the only one that can be chosen as a target for the close combat attack.
Line of Sight
To open fire on the enemy in battle, you must see him clearly. Although the super-warriors of the Legiones Astartes train to communicate rationally and react correctly in order to create an optimal line of fire in the heat of battle, terrain features and the movement of enemy models can get in the way.
An enemy combat squad can be chosen as a target only if it is in the attacker's line of sight. The attacking combat squad can see its target if a straight line can be drawn between the zone it occupies and the zone the target occupies.
Blocked Line of Sight
The attacker's line of sight is blocked if the imaginary line passes through any part (including a corner or border) of a zone lying between them that is either occupied by enemy models or contains an obstacle.
Example: The Loyalist player's Legion Veterans (1) face 3 enemy combat squads (2, 3 and 4). The obstacle between them removes combat squad 2 from the attacker's line of sight. Combat squad 3 is clearly in the attacking squad's line of sight, but combat squad 3 itself blocks the attacker's line of sight to combat squad 4. Consequently, the attacking squad can shoot only at combat squad 3.
Making an Attack
Blows are dealt left and right in close combat, and warriors fall, struck down by fearsome weapons. From the very start of the Great Crusade the Emperor's finest warriors were clad in the most advanced armour at Mankind's disposal, ready to withstand even deadly attacks. Only a carefully placed blow could breach such formidable protection.
Close combat attacks and shooting attacks, as well as psychic attacks, are made in the same way.
The Attack Roll
To make an attack, the player controlling the attacking unit prepares to roll attack dice: 1 D6 for each model in the attacking unit. For example, a combat squad of 3 models will have 3 dice in total. Remember that some weapons can be used only if the target unit is within a certain range.
Some weapons or psychic powers allow the attacking player to upgrade one or more attack dice to D8, D10 or even D12, and make incredibly powerful attacks. Check the weapon a model is armed with against the corresponding profile on the Profile Sheet. For each weapon of each model in the attacking unit that has a weapon characteristic of D8 or higher, one D6 can be upgraded accordingly (to D8). Then the player rolls his dice and makes the attack.
The Armour Roll
The player controlling the target unit prepares his set of armour dice. This set will contain as many dice as there were attack dice, regardless of the number of models in the target unit: one D6 for each attack die. For example, if the attacking player's set had 3 dice, the target player will also have 3, even if the target unit consists of one model.
Higher-quality equipment provides increased protection, and allows the player to upgrade one or more armour dice to D8 or D10. For the armour of each model in the target unit that has a characteristic of D8 or higher, one D6 can be upgraded accordingly. (The source text says "in the attacking unit" here, which appears to be an error for the target unit; the example below confirms the target unit's models upgrade armour dice.) Then the player rolls his dice and makes the armour roll.
Re-rolls
If a player has the ability to re-roll dice, he may do so after the opponent's attack or armour roll. If both players have this ability, the Traitor player makes his re-rolls before the Loyalist player does.
Example: Here we see a well-equipped Thousand Sons combat squad (1) making a ranged attack. Two models are equipped with boltguns, another carries a heavy bolter and the fourth member of the squad is armed with a plasma pistol. According to the weapon characteristics in each model's profile, the attacking player can upgrade two dice, thus forming a powerful attack combination of 2 D6, one D8 and one D10. The target unit's (2) dice consist of four D6. But the target unit includes a Custodian, who allows the player to upgrade one of the four D6 to a D8.
Damage Dealt
The genetic alterations of the Legiones Astartes not only endowed each warrior with exceptional physical strength, but also gave them an incredible ability to recover quickly from wounds. But even these gods of war can fall in battle, and as the tragic events of the Horus Heresy show, few are better suited to destroying Space Marines than Space Marines themselves.
The outcome of an attack is determined as follows:
- Compare the results of the dice the players rolled. If an attack die has a higher value than an armour die, the target unit is considered hit and suffers 1 point of damage. If the armour die value equals or exceeds the attack die value, the attack causes no damage.
- If both players rolled more than one die, compare dice in adjacent pairs until all attack and armour dice have been paired.
- In the target unit, damage is dealt to one model in the unit, one point of damage at a time.
- If the amount of damage dealt equals or exceeds the model's life level (vitality) given on its Profile Sheet, the model is considered slain. The player then chooses another model in that zone, and the remaining damage goes to it. This continues until all damage has been allocated or until all models in the unit are slain.
- Any damage dealt to a model that is not enough to kill it is recorded with an equivalent number of Wound counters placed next to it.
Any subsequent damage dealt by another attacking unit is taken first by the wounded model, if there is one.
Example: Continuing the previous example, the Traitor player's attack roll is 7, 5, 4 and 3, while the Loyalist player's armour roll is 8, 3, 3 and 1. The Traitor's highest roll is beaten by the Loyalist's, and that attack deals no damage. However, all the remaining Traitor rolls in order beat the adjacent Loyalist rolls (5 beats 3, 4 beats 3 and 3 beats 1), dealing 3 points of damage. The Loyalist chooses a Veteran to take the damage, and since his life level is 2 he is slain, and the Loyalist decides to give the remaining point of damage to another Veteran and places a Wound counter next to him.
Critical Damage
Thanks to the skill of its wielder, or by a cruel chance, sometimes a weapon deals catastrophic damage to the target. A well-aimed meltagun blast can turn even Terminator armour into twisted scraps, and a combat knife can deal a mortal wound if it penetrates a vulnerable neck area or a gap in the helmet. Critical damage is caused by an attack roll of 6 or higher, only if it does not tie with, or is not beaten by, its paired armour die. Critical damage deals 2 points of damage instead of one.
Press the Attack
When warriors carve a path through the enemy, they can keep up the tempo of the advance and push deeper into the enemy ranks.
If the attacking unit destroyed the target unit, the player of the attacking unit may move his models into the vacated space.
Example: In an alternative outcome of the example given earlier, the Traitor player's attack roll is 8, 6, 5 and 4, against the Loyalist's armour roll of 6, 6, 4 and 3. The attacker rolled critical damage twice, but the identical armour roll softly nullifies one of those deadly blows. After adding the critical damage (from the 8) to two points of ordinary damage (from the 5 and 4), the target unit as a whole suffers 4 points of damage, enough to slay two Legion Veterans outright.
Consolidation Phase
After a period of furious and frenzied firefights, psychic attacks and brutal close combat scuffles, warriors on both sides are given the chance to reload, bind their wounds and prepare, mentally and physically, for an even bloodier battle.
At the end of the round the players must prepare before a new round begins:
- All used Willpower and Warp Energy cards must be returned to their respective decks and shuffled;
- Wound counters placed next to models must be removed from the board;
- Any other instructions given on Psychic Power cards or in the scenario rules must be carried out.
When the Consolidation phase is complete, a new round can begin. Note, however, that some scenarios have a "sudden death" victory condition or simply last a set number of rounds. In that case the game ends as soon as the victory condition is met or the round limit is reached.
Scenarios
The following pages present the rules for six exciting scenarios, each of which will demand considerable courage from the players to overcome numerous difficulties or carry out special tasks to achieve victory. After you have played your first game using the rules of Scenario 1: Defence Shattered (p. 20), you may choose any of the six scenarios, or simply roll a D6 to play the corresponding scenario.
Each game takes approximately 30-60 minutes; this time depends on the complexity of the scenario and the size of the forces involved.
Scenario 1: Defence Shattered
The Space Wolves approached their assault with utmost seriousness. Stormbirds and drop pods roar through the burning clouds and land noisily on the outskirts of Tizca. Having quickly dealt with the human garrison, Primarch Leman Russ and his warriors approached their main objective, the Thousand Sons. Can the Sons of Fenris break through the defended perimeter and burst into the heart of the city?
(The source includes a story vignette, "The Wolves are close!", which is flavour fiction and is omitted here.)
Forces
The Loyalist force consists of Geigor Fell-Hand, one Legion Veteran Tactical Squad and one Sister Superior. The Traitor force consists of one Legion Veteran Tactical Squad and one Tartaros Terminator Sergeant.
Psychic Powers
The Traitor commands warriors of the Pavoni cult. In this scenario he has five psychic powers available: Bio-electric Storm, Hyper-regeneration, Surge of Swiftness, and two psychic powers chosen at random.
(Power names are translated back from the Russian: Биоэлектрический Шторм, Гипер-регенерация, Прилив Быстроты. They may differ from the card names. Setup also says to draw 3 Pavoni cards, then shuffle and draw 2 at random.)
Setup
The Traitor deploys his force first, placing models in any red zones. Then the Loyalist deploys his force, placing models in any gold zones.
Victory
The Space Wolves need to push deeper, into the heart of Tizca. During the Movement phase, Loyalist models may leave the edge of the board through the Exit Points painted green. To leave the board, treat its edge as an adjacent free zone. If the Loyalist manages to remove at least one model from the board in this way, the game ends and the Loyalist wins.
If the Traitor manages to kill all the Loyalist models, the game ends and the Traitor wins.
Scenario 2: Pride of the Custodians
The Custodian Guard have put all their unrivalled martial skill to use. Many have fought their way deep into the city to the Statue of the Emperor, leaving their allies behind. The hot-headed Pyrae of the Thousand Sons, having suffered badly at the hands of these invaders, plan a counter-attack to destroy the Custodian Guard and the Statue of the Emperor, which forms the basis of their bridgehead. Can the guardians of the Emperor hold out until their allies arrive?
(The story vignette is omitted.)
Forces
The Loyalist force consists of one Legio Custodes tactical squad. The Traitor force consists of two Legion Veteran Tactical Squads.
Psychic Powers
The Traitor commands warriors of the Pyrae cult. In this scenario he has five psychic powers available: Wall of Fire (Огневая завеса), Inferno, Flaming Wings (Пламенные крылья), and two psychic powers chosen at random.
Setup
The Loyalist deploys his force first, placing models in the gold zones. Then the Traitor deploys one of his two Legion Veteran Tactical Squads, placing at least 2 models in each red zone.
Special Rules
Closing in for the Kill: The Thousand Sons will try to overwhelm the Custodians by sheer numbers. During each Movement phase the Traitor rolls a D6 for each red zone. After each roll for a particular zone with a result of 4 or higher, he may move one of the remaining models of the second Legion Veteran Tactical Squad into that zone. If a model cannot be placed in some zone, no one will be moved into it this round.
Desecration of the Statue: The Thousand Sons seek to commit a symbolic act of vengeance upon the gilded Statue of the Emperor and destroy it. During the Attack phase any combat squad of the Traitor force located within gold zones may make a close combat assault on the Statue. The Statue's armour characteristic is D6 and its life level is 5. Remember that Wound counters placed next to the Statue are not removed during the Consolidation phase, and as soon as the Statue has taken 5 points of damage it is destroyed.
Victory
The howl carried on the wind heralds the imminent arrival of the main Space Wolves forces; if the Thousand Sons intend to topple the Statue of the Emperor, they must hurry before the invaders' reinforcements force them to retreat. The game ends after six rounds are complete. However, if all Loyalist models are killed, or the Statue is destroyed, the game ends with a Traitor victory. In any other case the Loyalist wins.
Scenario 3: The Hunter Becomes the Hunted
The Thousand Sons came face to face with their nemeses, the Sisters of Silence. Near the Sisters of Silence, the sons of Magnus discover their psychic powers have vanished. Ahriman orders his legionaries to track down these mysterious anti-psykers. Veteran Terminators picked up the trail, and the witch-hunting Sisters of Silence soon realised that they were now the ones being hunted. But allies are already hurrying to their aid...
(The story vignette is omitted.)
Forces
The Loyalist force consists of a Legion Veteran Tactical Squad and a Silent Sisterhood squad. The Traitor force consists of Ahzek Ahriman and a Tartaros Terminator squad.
Psychic Powers
The Traitor commands warriors of the Athenaean cult. In this scenario he has five psychic powers available: Merciless Illusion (Беспощадная Иллюзия), Phantom Lure (Призрачная Приманка), Veil (Пелена), and two psychic powers chosen at random.
Setup
The Loyalist deploys his force first, placing any five models on each of the three large tabletop tiles. No more than one model may be placed in each zone. Then the Traitor deploys his force, placing models on either one small tile or on both.
Special Rules
Volcano Cannon Bombardment: Charged with pyrokinetic energy, the Canis Vertex, a Warlord Titan written off into reserve that formerly guarded the cult's temple, has been given life to fight the invaders of Tizca. At the start of each round the Traitor may choose one zone as the target of a Canis Vertex bombardment. A Target token is placed on that zone. Then each player rolls a D6; if the Traitor rolls higher, the target will be attacked and the token stays in place. If the Loyalist rolls higher, he may move the token to any adjacent zone (the token cannot be removed from the board). If the rolls are equal, in this round the Canis Vertex attacks another region of Tizca, and the Target token must be moved.
At the start of the Consolidation phase, flip the Target token, revealing the Volcano Cannon token. All models in the same zone as this token are instantly killed, and combat squads in adjacent zones are also threatened. Make an attack roll with D8 against each squad in the blast zone (roll for each squad separately). After all attacks have been made, the Volcano Cannon token is removed from the board.
Victory
The Thousand Sons must eliminate the threat posed by the Sisters of Silence, while the Space Wolves must kill the enemy elite, thereby protecting the warrior maidens. The game ends after eight rounds are complete, or after either the Silent Sisterhood squad or the Tartaros Terminator squad is killed. If at the end of the game at least one warrior of the Silent Sisterhood squad is still alive, the Loyalist wins. In any other case the Traitor wins.
Scenario 4: Mental Fortress
A huge and impenetrable telekinetic shield protects the inner perimeter of Tizca. To reach the surviving Thousand Sons, the invaders must find a way to get inside. No psychic power can restrain the Sisters of Silence; if they manage to get close enough to the shield, a breach will appear in it. But the Thousand Sons of the Raptora temple are near, and although the city looks quiet and serene, a hurricane of telekinetic might is already raging on the far side of the shield...
(The story vignette is omitted.)
Forces
The Loyalist force consists of Geigor Fell-Hand, a Legion Veteran Tactical Squad, a Legio Custodes squad and a Sister Superior. The Traitor force consists of two Legion Veteran Tactical Squads and a Tartaros Terminator squad.
Psychic Powers
The Traitor commands warriors of the Raptora cult. In this scenario he has five psychic powers available: Kinetic Shield (Кинетический Щит), Mind Vortex (Ментальный Вихрь), Telekinetic Bombardment (Телекинетическая Бомбардировка), and two psychic powers chosen at random.
Setup
First the Traitor places any five models from a Legion Veteran Tactical Squad, one model in each red zone. Then the Loyalist places from two to four models on the gold zones. During the first Movement phase the Loyalist may, as moves, place his remaining models on the gold zones.
Special Rules
Storming the Defences: The Thousand Sons must quickly reinforce positions where a breach may appear. At the end of each Movement phase the Traitor may, as a move, bring one of his remaining Legion Veterans onto one of the green zones. Once the Traitor has deployed all his remaining Legion Veterans, and four moves have then been made (the source adds "(of the Traitor??)" here, showing the translator was unsure whose moves), the Traitor may place one model from the Tartaros Terminator squad in any free zone during his Movement phase, bringing him into the fight. In this phase he can no longer move anywhere.
Siege of the Fortifications: While the kinetic wall holds, the Thousand Sons may freely bombard the invaders. The Traitor may attempt to use Telekinetic Bombardment up to three times in each Numeration phase instead of once. In addition, when casting this power the entire board is considered to be in the Traitors' line of sight, and they are considered to cast it as four. As soon as the Sister Sergeant creates a breach in the kinetic wall, this rule ceases to apply.
Power of Nothingness: The huge kinetic wall surrounding the centre of Tizca is so powerful that only the Sister Superior, who possesses a power that drains Warp energy, has a chance of breaching it. Across the borders of the three zones through which the kinetic wall runs, no one but the Sister Superior can pass, and no attacks can be made through these zones. However, this wall is not an obstacle to psychic powers.
As soon as the Sister Superior advances into a kinetic wall zone, a breach is formed; remove the Kinetic Wall token (see map) from that zone. If a model advances through this breach, the Sister Superior cannot move in this round. As soon as the Sister Superior leaves the kinetic wall zone or is killed, the Kinetic Wall token immediately returns to that zone.
Victory
The Loyalists must use the powers of the Sister Superior to breach the wall and begin the assault on the city. During the Movement phase the Loyalist may remove his models from the board through the green Exit Points. To leave the board, treat its edge as an adjacent free zone. If the Loyalist manages to remove at least one model from the board in this way, the game ends and the Loyalist player wins.
If the Traitor player manages to make this outcome impossible, by killing all the Loyalists or by killing the Sister Superior and trapping the remaining Loyalists on the near side of the kinetic wall, the game ends and the Traitors win.
Scenario 5: The Portal Maze
Ahriman is locked in a psychic duel with Othter Fate-Maker of the Space Wolves, and while his mind fights a life-and-death struggle, his body is idle. He is protected not only by the sorcerers of his inner circle, the foreseers of the future, but also by the network of psi-portals scattered across the inner region of Tizca. The invaders must make their way through these portals, moving from one mysterious place to another in an attempt to find the sorcerer coordinating the city's defence before he changes the course of the battle.
(The story vignette is omitted.)
Forces
The Loyalist force consists of Geigor Fell-Hand, a Legion Veteran Tactical Squad and a Legio Custodes squad. The Traitor force consists of Ahzek Ahriman, two Legion Veteran Tactical Squads and a Tartaros Terminator squad.
Psychic Powers
The Traitor commands warriors of the Corvidae cult. In this scenario he has five psychic powers available: Warp Time, Precognitive Precision, Prescience, and two psychic powers chosen at random.
Setup
The Traitor deploys his force first, placing from two to three models in each red zone at the entrance to the maze, and placing Ahzek Ahriman in the centre of the ritual circle. The remaining Traitor models form the combat reserve. The Loyalist places from two to four models in each gold zone. During the first Movement phase the Loyalist may, as moves, move his remaining models onto the gold zones.
Special Rules
Psychic Duel: Ahriman is locked in a psychic duel with Othter Fate-Maker in the Warp, and his body has been left unprotected. The Traitor player cannot make use of Ahzek Ahriman (move him, attack with him or make psychic actions with him) until he completes the psychic duel, and Traitor models also cannot move into the zone occupied by Ahzek. At the start of the game place the red D12 beside the board with the "1" side up. During the Consolidation phase the Traitor must roll a D10 and the Loyalist a D6. Each time the Traitor's result equals or exceeds the Loyalist's, increase the number shown on the red D12 by 1. When the D12 shows "9", Ahzek Ahriman wins his psychic duel and may take part in the game starting from the next round. If any combat squad attacks Ahriman before he has won the psychic duel, he dies immediately.
Into the Portals: Following the hot trail of Ahriman's magic, the Space Wolves must make their way through the Portal Maze that has been conjured to reach their intended victim. Any Loyalist model in a zone with a portal may move into it as into an adjacent free zone. A model making such a move is immediately removed from the board and placed in the zone with the paired portal on the next tabletop tile (see Map). Traitor models cannot move into zones containing portals; however, portals are not considered obstacles, so they do not hinder movement and do not block line of sight. Nevertheless, a line of sight cannot be drawn from one tile to another through a portal.
Foreseen Attack: The Corvidae are mighty seers able to predict the actions of the invaders. As Loyalist models are placed in particular zones, the Traitor determines which models he will place to defend those zones. To do this, immediately place from two to three models from the combat reserve on each red zone on the given tabletop tile (see Map). If the Traitor runs out of models in reserve, gather all previously slain Traitor models and form a new combat reserve. Use this new reserve to place the remaining models.
Victory
The game ends with a Loyalist victory as soon as Ahzek Ahriman is killed, or with a Traitor victory as soon as all models of the Loyalist force are killed.
Scenario 6: Will of the Primarchs
Unable to bear any longer to watch the veritable slaughter, Magnus the Red has descended from his tower. In a whirlwind of vengeance Geigor Fell-Hand and his brothers fought to finish off the last pockets of Thousand Sons resistance; their goal was to put to the flame the mysterious tomes of esoteric knowledge that brought their brother Legion to such a grim fate. Perhaps by destroying every source of the magic that so afflicted their brothers they could purge this planet forever with fire. Behind the Thousand Sons loom the Great Library and the Pyramid of Photep, still untouched though the rest of the city has become ruins. Here the Thousand Sons formed their last line of defence.
(The story vignette is omitted.)
Forces
In this scenario both players deploy their forces in full.
Psychic Powers
In this scenario the Traitor player has five psychic powers chosen at random.
Setup
Ahzek Ahriman is placed at his starting point. Then the Traitor player places one of the Legion Veteran Tactical Squads in any red zones. Then the Traitor player places five Legion Veterans armed with boltguns on the green zones. The rest of the Traitor models will arrive later as reinforcements.
The Loyalist player places Geigor Fell-Hand at his starting point. The Sister Superior and the Legio Custodes squad form the rearguard: place two of these models on the Rearguard Deployment zone; the remaining models of this squad will arrive later as reinforcements. Then the Loyalist player places all his models on any gold zones.
Special Rules
All or Nothing: All the forces involved are heading to the Great Library of Tizca, either to ensure its destruction or to prevent it. In any of his Movement phases the Loyalist player may move his remaining rearguard models onto the Rearguard Deployment zone, spending a move on each model. In each of his Movement phases except the first, the Traitor player may move one of his remaining Legion Veterans to one of the green zones, and place one model from the Tartaros Terminator squad in any free zone that is not on the Great Library Entrance tabletop tile (see Map), teleporting it into the battle.
Duel of the Primarchs: In the distance the Primarch of the Space Wolves, Leman Russ, meets Magnus the Red face to face in a mortal struggle. At the start of the Numeration phase each player rolls a D12. If the Traitor player's result is higher, a wave of sorcerous energy surges: reveal the top Psychic Power card in the deck. The power is cast automatically, as though the casting coven were in any zone on the board, including occupied ones. Once used, this power is discarded, and the Numeration phase then proceeds as usual. If the result is equal or higher for the Loyalist player, Leman Russ lets out a mighty howl that plunges the Thousand Sons into agony; the Traitor player must discard a Psychic Power card of the Loyalist player's choice from his cards, and a replacement can be drawn at the end of the Numeration phase. All discarded psychic powers are unavailable until the end of the battle.
Swirling Smoke: When the tormented ground splits apart, smoke rises from Prospero's molten depths. The moving player (as printed) may re-roll any armour roll of 1 for models standing on the Tormented Ground tile (see Map) that were hit by a ranged attack or a psychic action. In addition, the Traitor player must roll a D6 each time a Tartaros Terminator or Tartaros Terminator Sergeant teleports into a zone on this tile; on a result of 1 the model teleports into the lava and is slain.
Victory
If the Great Library is destroyed, the Thousand Sons will never be reborn. During the Movement phase the Loyalist player may remove any of his models from the edge of the board through one of the green Exit Points. To leave the board, its edge must be considered an adjacent free zone. If the Loyalist player manages to remove at least one of his models from the board in this way, the game ends immediately, or the game ends after six rounds are complete. If by the end of the game a Loyalist model has left the board as described above, or if any model has occupied any zone on the Great Library Entrance tile (see Map), the Loyalist player wins. In any other case the Traitor player wins.
Playing the Scenarios as a Campaign
The invasion of Prospero and the destruction of Tizca as the culmination of the attack will be infamous deeds even among the particularly tragic and important moments of the Horus Heresy. By playing the scenarios in this book in sequence as a campaign, you can recreate some of the key moments of the invasion.
In The Horus Heresy: Burning of Prospero the scenarios focus on a particular storyline that intertwines with the continuous events of the invasion of the Thousand Sons' homeworld. That is why we recommend playing the scenarios in order, with each player commanding the same side throughout the campaign. The player who scores the most victories in the campaign wins it. If both players have the same number of victories, the winner is the one who won the last scenario, Will of the Primarchs.
And then why not swap sides and play the campaign again, to see whether you are as good commanding your former enemy's force, and whether you can deploy a different set of tactics to destroy your foe? If you manage to win both campaigns, trying yourself as both Loyalist and Traitor, then you will be a truly wise and formidable commander and will earn the respect of your Primarch.
Choosing a Cult
If you have already played the campaign several times and want to vary the game, you may replay the scenarios with other Thousand Sons cults as the defenders. After all, it is quite possible that warriors of another cult might be sent to fight in some territory of Tizca where their particular kind of sorcery could be especially useful in the conflict unfolding there. To do this, simply swap the psychic powers available to the cult described in the scenario for the psychic powers of the cult you have chosen, and play the scenario with those changes.
Reference
Sequence of a Round
Each round consists of the following phases:
- Numeration phase: Psychic powers deal damage or are prevented.
- Movement phase: Players roll for the right to go first, then take turns moving their models.
- Attack phase: The players' combat squads take turns making attacks.
- Consolidation phase: Willpower cards, Warp Energy cards and wound counters are removed.
Using a Psychic Power
The Traitor player may attempt to use three different psychic powers in each Numeration phase. To do so, follow this order of actions:
- The Traitor player chooses the Coven that will cast the psychic power.
- The Traitor player chooses the psychic power.
- The Traitor player chooses the target zone.
- Starting with the Traitor player, players take turns drawing 3 cards from their decks, one at a time: the Traitor draws cards from the Warp Energy deck; the Loyalist draws cards from the Willpower deck. Before drawing the next card, all conditions on the previously drawn card must be carried out.
- When the cards have been drawn, the players total the Warp Energy and Willpower points:
- If the sum of Warp Energy points equals or exceeds the sum of Willpower points, the psychic power is cast.
- If the sum of Willpower points exceeds the sum of Warp Energy points, the psychic power is not cast.
(Note: this reference page, as translated, says Willpower must exceed Warp Energy for the power to fail, while the main text says equal or higher Willpower repels it. Both are transcribed as printed in the source.)
Making Attacks
Starting with the player who holds the initiative, players take turns choosing the combat squads they will attack with, and then choose a target for those attacks.
During close combat attacks the combat squad uses close combat weapons. The target zone is an adjacent zone.
During shooting attacks the combat squad uses ranged weapons. The target zone is a zone in the attacker's line of sight, but if an enemy combat squad is in an adjacent zone, this type of attack cannot be made.
To make an attack, follow this order of actions:
- Make the attack roll. The attacker rolls one D6 for each model in the attacking unit. Remember that some models have more powerful weapons, so use different dice (D8, D10, etc.), or the weapon may work only within a certain range.
- Make the armour roll. The player controlling the target unit rolls a D6 for each die rolled in the attack roll. Remember that some models have more advanced equipment, so use different dice.
- Make re-rolls. If players have abilities allowing re-rolls, make them at this point, starting with the Traitor player.
The outcome of the attack is determined as follows:
- Compare the highest results of the dice the players rolled. If the armour die result equals or exceeds the attack die result, no damage is dealt for that pair. If the attack die result is higher than the armour die result, the target unit suffers one point of damage.
- Compare the next two results (if any). Compare adjacent pairs of dice until all attack and armour dice have been paired.
- Allocate damage. The player controlling the target unit directs damage to one model in that unit, and that model suffers one point of damage at a time.
Casualties. If the amount of damage dealt to a model equals or exceeds its life level, the model is slain. The player controlling the unit chooses another model in that combat zone and the remaining damage is directed to it. Continue until all damage has been allocated.
Place wound counters. If the damage directed at a model did not kill it, it is shown by a number of wound counters.
Critical damage. An attack roll of 6 or higher deals critical damage, unless the armour roll equals or exceeds it. Critical damage deals two points of damage instead of one.
Press the Attack. If as a result of a close combat attack the attacking unit destroyed the target unit, the player of the attacking unit may move his models from the attacking unit into the vacated space.
Card Reference
(This final section of the source is a summary of card texts, added by a different translator; it is incomplete, and its terms differ slightly from the rules above: "Фаза Исчислений" is rendered here as Numeration phase, and "cell" ("клетка") as zone. Card names are in English as in the source.)
Warp Energy Cards
- Warp Flood: The psychic power you declare is cast automatically; do not turn over any Warp Energy or Willpower cards. After the effect of the current power is resolved, the Numeration phase ends immediately.
- Warp Tide: Immediately draw another Warp Energy card and add it to the current casting attempt.
- Warp Insights: Choose: this card generates 1 or 0 Warp Energy points. If you chose 0, you may discard one of your power cards (except the one you are attempting to cast) and randomly draw a new card from the deck of unused powers.
- Warp Siphon: Choose: this card generates 1 Warp Energy point or draws on the Warp. If you chose to draw on the Warp, the psychic power you declared is cast automatically; do not turn over Warp Energy or Willpower cards. After the effect of the current power is resolved, the Numeration phase ends immediately.
- Warp Mastery: The card generates 1 Warp Energy point, except when the casting coven includes a Terminator, a Terminator Sergeant or Ahriman, in which case it generates 2 Warp Energy points.
- Warp Vortex: Choose: this card generates 1 or 3 Warp Energy points. If you chose 3, roll a D6. On a 1, one model in the casting coven is immediately destroyed. If the last model in the coven was destroyed this way, the cast automatically fails; do not turn over Warp Energy and Willpower cards.
- Warp Channelling: This card generates a number of Warp Energy points equal to the number of models in the casting coven.
Willpower Cards
- Unbreakable Will: After the current power is cast (and its effect resolved) or cancelled, the Numeration phase ends immediately.
- Defiant Will: Immediately draw another Willpower card and add it to the current attempt to resist the spell.
- Unbending Will: Choose: this card generates 1 or 0 Willpower points. If you chose 0 and your attempt to resist the spell is successful, the Numeration phase ends immediately.
- Will of The Emperor: This card generates 1 Willpower point, except when any Custodes is on the table, in which case it generates 2 Willpower points.
- Test of Will: Choose: this card generates 1 or 3 Willpower points. If you chose 3, the Traitor player may attempt to cast an additional psychic power in the current Numeration phase.
- Will of Silence: This card generates 1 Willpower point, except when Sisters of Silence are on the table, in which case it generates 2 Willpower points. If the casting coven is adjacent to any of the zones containing Sisters of Silence, this card generates 3 Willpower points.
Psychic Power Cards
Pyrae
- Wings of Fire: The target is the casting coven's zone. One model in the target zone may immediately move to any unoccupied zone.
- Inferno: The target of Inferno is any zone in the casting coven's line of sight. If the zone is occupied by Loyalist models, immediately make an attack, rolling a D6 for each model in the target zone.
- Flamewall: The target of Flamewall is an unoccupied zone anywhere within five zones of the casting coven. Place the Flamewall template in the target zone. Models cannot move into a zone containing a Flamewall template. Remove the Flamewall template at the start of the Consolidation phase.
Corvidae
- Precognitive Precision: The target is the casting coven's zone. All models in the zone may immediately make one close combat or shooting attack.
- Warp Time: The target is the casting coven's zone and all zones adjacent to it. All Traitor models in the affected zones may immediately move one zone, except where the zone is occupied by Loyalist models.
- Prescience: The target is the zone with the casting coven. You do not make the roll for initiative; the Traitor player chooses who has the initiative this round.
Athanaean
- Cruel Illusion: The target is one zone in the casting coven's line of sight. If the target zone contains Loyalist models, you may immediately make an attack with one model of your choice in that zone. This may be a close combat or shooting attack and may be directed against any squad, even the model's own squad. A model cannot attack itself. Sisters of Silence cannot be the target of this psychic power. A model making an attack under this power uses all the special weapon rules and its abilities, but cannot Press the Attack.
- Phantom Decoy: The target is the zone with the casting coven and another zone occupied by Traitor models. Remove all models in both zones from the table and then place those models in the same zones, in any combination of your choice. When placing models this way you must place at least one model in each zone and cannot exceed zone capacity.
- Shrouding: The target is any zone in the casting coven's line of sight. Place the Shrouding template in the target zone. A zone with the Shrouding template blocks line of sight as though it were an obstacle, but does not block movement. A squad in a zone with the Shrouding template cannot be shot at, but can be attacked in close combat. Remove the Shrouding template at the start of the Consolidation phase.
Pavoni
- Surge of Rapidity: The target is the zone with the casting coven. All models in the target zone may immediately move two zones each, or 1 zone if they are in a zone adjacent to a zone occupied by Loyalists.
- Hyper-regeneration: The target is the zone with the casting coven. Choose a Traitor model that was previously destroyed in the battle and place it in the target zone. You cannot place a model if it would exceed the zone's capacity, and you cannot revive Ahriman with this power.
- Bioelectrical Storm: The target is any zone in the casting coven's line of sight. If the zone is occupied by Loyalist models, make an attack with 1D8. If adjacent zones are also occupied by Loyalist models, make an attack with 1D8 in those zones as well (roll separately for each zone).
Raptora
- Psychic Maelstrom: The target is one zone within five zones and in the line of sight of the casting coven. You may force all Loyalist models in the target zone to move into adjacent unoccupied zones of your choice.
- Telekinetic Bombardment: The target is a zone anywhere on the table in the casting coven's line of sight. If the zone is occupied by Loyalist models, roll a D6. On a 1 make an attack with a D8; on a 2-5 make an attack with 2D8; on a 6 make an attack with 3D8.
- Kine Shield: The target is either the casting coven's zone or a zone adjacent to the casting coven. Place the Kine Shield template in the target zone. You may re-roll any number of dice when making armour rolls with Traitor models in a zone with the Kine Shield template. Remove the Kine Shield template at the start of the Consolidation phase.