MECHFACE Posted August 20, 2021 Share Posted August 20, 2021 This forum topic and download links below contain all of the rules and additional datasheets that you will need in order to fight battles as the space marines of the RED HUNTERS Chapter. This is intended to serve as an UNOFFICIAL FAN-MADE CODEX SUPPLEMENTUM to compliment those rules and datasheets contained within the 9th Edition WH40K Codex: Space Marines. Where such overlap occurs those parent rules & datasheets will be found in that parent volume instead of being republished here, except in those circumstances where such reproduction is of benefit to the completeness of the Supplementum. In such instances the rules common to those described below are referenced in Codex: Space Marines as well as in any of the unique datasheets presented here. Please see the below forum posts for the Red Hunters Codex Astartes Supplementum text, directly download, or you can access the full codex from the following external platform links provided. Direct Download - Red Hunters Codex Astartes Supplementum PDF Alternate Site - The Campaign Repo Alternate Site - Reddit Homebrew Codices LET THE RED HUNT BEGIN Gamiel 1 Back to top Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/ Share on other sites More sharing options...
MECHFACE Posted August 20, 2021 Author Share Posted August 20, 2021 The RED HUNTERS are a Loyalist Space Marine Chapter of shrouded origins, that has strong ties to the Holy Ordos of the God-Emperor’s Inquisition. What little is known about the Red Hunters Chapter suggests that it may have been founded immediately following the Horus Heresy, in the period known as ‘the Great Scouring’, and was intended to hunt down and eliminate the Traitor Legions, as well as the wider threats to the Imperium of Mankind. As such the Red Hunters have a long history of putting itself at the service of the Imperial Inquisition, and the entire Chapter has been known to serve under the command of an Inquisitor Lord on certain occasions. In fact, so strong are the links between this ancient Chapter and the three great Inquisitorial Ordos that many rumours abound that it was founded at the request of the first Inquisitorial Representative on Terra. Since their founding there has existed an oathbound pact of duty and honour between the Inquisition and the Red Hunters for mutual support and the undertaking of joint Imperial Task Force operations. CODEX ASTARTES PROFILE RED HUNTERS CHAPTERCHAPTER FOUNDING: SECOND FOUNDING The Second Founding of space marine chapters occurred seven years after the Horus Heresy civil conflict. The remaining loyalist legions after Horus Heresy, sometimes referred to as the ‘Progenitor Legions’, were divided into smaller chapters that became known as the ‘Second Founding Chapters’. Each Second Founding Chapter initially shared their parent Legion's gene-seed, and subsequently each chapter's gene-seed was isolated, forming new genetic lines and forged their own histories and traditions distinct from their Progenitors, while still remaining proud of their roots and Primarch’s lineage. It is unknown how many successor chapters were created at this time, from exactly how many chapters were founded and from which Legions is unclear. The ‘Apocrypha of Davio’ attempted to categorize them all but was never completed and those copies that remain are often riddled with inaccuracies and conflicting information. Some of these chapters survive to this day, the proud inheritors of their Legion’s histories and the traditions of their Primarch. Others were formed in secret and the evidence of their founding hidden behind ‘Inquisitorial Seal’, cypher-keys of immensely intricate design, and have never been fully disclosed as Second Founding Chapters. The precise origins of such chapters remain unknown except only to a limited few Imperial organizations or individuals, and many of those having now become defunct or died millennia ago. However, records and memoirs written by Imperial scholars charting the documented appearances and evidence of astartes chapters have continued to be penned, and as often redacted, by the Imperial Inquisition. These various works indicate where such chapters may originate, and to which Founding and Progenitor they hail. The Red Hunters are one such unrecorded chapter originating in the early days of the Imperium, and likely founded immediately following the Horus Heresy. It was likely founded to hunt down and eliminate the astartes of the Legions turned traitor. This is further corroborated by the strong links between this chapter and the Holy Ordos of the Inquisition. Rumours abound that they were founded at the request of the first Inquisitorial Representative on Terra, and that there has been a secret pact between the Inquisition and the chapter from its very beginnings for mutual support. The Red Hunters chapter is therefore tied to the Inquisition by ancient oaths of honour and duty. It is often called upon to face the servants of the ruinous powers and other fell enemies of mankind. Commonly this service entails fighting within Inquisitorial Task Forces, assignment of dedicated Strike Teams to undertake Inquisition focused operations, and providing honour guards for the most senior Inquisitor Lords. As such the Red Hunters often confront numerous horrors no mortals can face and be allowed to live should they survive, lest they taint others with that lasting corruption. THE HOLY ORDOS OF THE INQUISITION AND THE CHAMBERS MILITANT The Inquisition, formally called the ‘Holy Orders of the Emperor's Inquisition’, is a secret organisation that exists outside the standard administrative hierarchy of the Imperium of Mankind. The Inquisition acts as the secret police force of the Imperium, hunting down any and all of the myriad threats to the stability of the God-Emperor's realm, from the corruption caused by the forces of Chaos, heretics, mutants and rebels, to assaults from vicious alien species like the Tyranids, Greenskin Orks or Drukhari. It should come as no surprise that the Inquisition’s past is shrouded in secrecy. Even the Inquisitors themselves have only the haziest of understandings as to how their organisation was founded, and must rely on hundreds of disparate and contradictory legends for guidance. Indeed, the Inquisition’s infamous sigil was derived from the personal heraldry of Malcador the Sigillite, the Regent of Terra during the Great Crusade and Horus Heresy eras, and the second most powerful psyker in the Imperium of Man after the Emperor of Mankind himself. It was Malcador who first created the secret organisation that would later become the varied Ordos of the Inquisition at the start of the Heresy on the orders of the God-Emperor. The Inquisition s divided into three major orders or "Ordos Majoris" in High Gothic and many other minor ones, or "Ordos Minoris," each dedicated to confronting a very specific threat to the continued survival of the Imperium and Humanity. It is a rare Imperial citizen who does not dread drawing an Inquisitor's steely gaze, or does not experience the starkest terror in their presence. Every Imperial citizen, from the poorest underhive scum to the highest wealthiest of nobles, has heard the tales of death and destruction, the all-seeing eye that condemns or absolves with impunity. Those who have crossed an Inquisitor's path and - survived are seldom eager to - invite their attention again. Inquisitors are as varied in appearance and manner as the myriad threats they face. They range in age from fiery young zealots to hoary old veterans who have fought in the darkness for Terran centuries. Some wear ostentatious robes and symbols of their allegiance, whilst others shun the trappings of status. Inquisitors commonly carry a wide range of weapons and wargear, so as to be prepared for any threat they might face. Some Inquisitors use outlandish weaponry, taken from defeated foes; exotic hardware, alien guns and daemon-possessed weapons. Inquisitors themselves care little for morality, and nothing at all for the Imperium's many laws and procedures, except when they choose to make use of them. They are the Emperor’s left hand as the Adeptus Terra is his right, and stand in judgement over all the Imperium’s organisations and citizens. Indeed, an Inquisitor is apart from the rest of mankind in every way that matters. By ancient tradition their authority comes directly from the Emperor himself; there is no hierarchy to which they must answer, and they are beholden only to their fellows. More than this, a bearer of the Inquisitorial Seal can requisition any servant in the Imperium to assist in their mission, from the lowliest of clerks to entire space marine chapters and Imperial navy battlefleets. Daemons clamour beyond the Emperor's light, waiting for the hour in which the darkness drowns all. Aliens crowd close, subverting and destroying whole worlds. And all the while, the wilful, the foolish, the misguided and the arrogant within humanity's own ranks unknowingly work towards their own destruction. All of these threats must be opposed and contained, by whatever means are necessary, and only Inquisitors have the breadth of vision and authority to do so. Where a planetary governor or Imperial military commander might perceive only an insurrection to be crushed, an Inquisitor will recognise the heresy of which that rebellion is but a symptom. They will have the contacts and resources to root out alien conspiracies, bureaucratic corruption, and even the gene-seed deviances festering within hitherto blameless space marine chapters. If perspicacious enough, an Inquisitor will be able to detect incipient disaster through analysis or instinct, excising the cancer before it takes root, whether in person or through the scalpel of the Officio Assassinorum. Too often, however, their efforts are expended on a cataclysm already begun, one which can only be ended by the sledgehammer of the Astra Militarum or the horror of Exterminatus. In the 32nd Millennium, following the ‘War of the Beast’ and the near-destruction of Terra by the Orks in service to the Warlord known as ‘The Beast’, the Inquisition was formally divided into two major orders or "Ordos", the Ordo Malleus that continued the Inquisition's original mission of combating the forces of Chaos, and the newly formed Ordo Xenos, which dedicated itself to protecting humanity from assault by alien species. The Ordo Xenos received the Deathwatch, an alliance of space marines drawn from many different chapters also originally created to fight the Orks, as its Chamber Militant, while the Grey Knights continued to serve the Ordo Malleus. A third major Ordo, the Ordo Hereticus, was created within the Inquisition after the terrible events of the Age of Apostasy in the 36th Millennium to prevent a future ‘Reign of Blood’ and ‘Plague of Unbelief’. It was assigned the Orders Militant of the Adepta Sororitas as its Chamber Militant and tasked with searching out all enemies of the God-Emperor who existed within the Imperium's own political, religious and economic structures, including rogue psykers, mutants and other renegades. It is for this reason that the members of the Ordo Hereticus are often called "witch hunters". CHAPTER HOMEWORLD: MONTSEGNUR (FORTRESS WORLD), SEGMENTUM TEMPESTUS Since the chapter’s inception and the aid of the nascent Inquisition after the fallout of the Horus Heresy, the barren dead world of Montsegnur has been the central base of operations for the Red Hunters and their Ordo advisors. Located in an unnamed and undisclosed sector of the Segmentum Tempestus, Fortress Montsegnur is a world synonymous with division, secrets, and conflicting agendas as much as it is a testament to combined strength of purpose and faith in the Imperium of the Mankind. If records are to be trusted Montsegnur was once an empty lifeless world without any signs of previous habitation, by either human or xenos breed alike. This world would be a blank slate on which to build a new type of astartes force under the careful instruction of the Emperor’s own Holy Ordos. It is here that the Fortress of Montsegnur was fashioned, a near planet-wide facility of bastions, defensive batteries, armouries, research stations, and enormous sealed training hab-domes to reflect many differing operational environments. Outside of the primary chapter domain of the true Fortress Monastery, the many Ordos of the Inquisition have a near countless number of fortress bunkers, conclave chambers, cabal meeting halls, faction houses, holding cells, storm trooper barracks and exercise yards, as well as extensive laboratories and libraries. All of the main Inquisition Ordos of Xenos, Hereticus, and Malleus have holdings across Montsegnur for their many Puritanical as well as Radical factions and sects. Between these can also be found many smaller Ordo Minoris holdings, representing a range of areas of concern for the Inquisition. So many Inquisitors and their factions, cabals, and cells can lead as much to internecine conflict as it can to acting in the collective best of the Imperium. Therefore, it is role of the Red Hunters under the supreme command of their Chapter Master Daemar, the ‘Chatelain’ of Fortress Montsegnur, to both serve the interests of whilst enforcing the continued peace for the variously aligned and opposing agendas of the Inquisition. This unusual high level of authority which Daemar holds over the Holy Ordos, whilst they are present on Montsegnur and its surrounding system, results from the ancient Inquisitorial Seal known as the ‘Ordo in Nomine Solo’ or the ‘Order of One’. This seal of special condition grants Daemar the acting title of High Lord Inquisitor over the occupants of Montsegnur, as well as over the entire Red Hunters chapter. Such an extreme condition is very rarely established for certain sectors or galactic segments. This status therefore shows both the high esteem placed on the Chapter Master and oathbound ties between the Red Hunters and the Holy Ordos. As such Daemar, or his nominated brother representatives, often adjudicate over many Inquisition Conclaves held on the planet, as well as the ultimate right to revoke any Ordo, sect, faction or cell’s invitation to Montsegnur. This includes their forceful removal, or obliteration, of their holdings and personnel. CHAPTER TRADITIONS: MIND CLEANSING and the RITES OF CONSOLAMENTUM‘Mind Cleansing’ is the process often utilised by the Inquisition in order to remove things too dangerous to know, or memories too dangerous to bear, even for the strongest mind. In most of these cases, the answer as far as the Inquisition is concerned is simple: Death, be it a well-deserved execution or the blessing of the Emperor's Peace. But for a small number a different solution is found, mind cleansing, a laborious and involved process sometimes known as "mind-scrubbing" or the "death of self". Through a combination of psycho-viral, mnemonic and telepathic intervention, the subject's memories are selectively erased and thought patterns altered. The resulting individual is then something of a blank slate to be rewritten, and in extreme cases entire new personalities and skills are imprinted directly into the mind. The mind-cleansed are effectively reborn and remade in the image of the Inquisition's desire, complete with whatever implanted skills or personality traits are required, perhaps along with a reconditioned physique and a new face to go with it. They may also, completely unbeknownst to them, be programmed with implanted memories of events and people that never were, or with deep-rooted mental commands they have no choice but to obey when the time comes. Since the chapter’s inception the Red Hunters, with the aid of their close Inquisition allies, have made wide-spread use of such mind cleansing as a means of maintaining the longevity of the chapter’s battle-line warriors in the face of the horrors from ‘Within, Without and Beyond’ in the name of the God-Emperor and his Holy Inquisition. Over time this process, overseen by the chapter’s skilled psycho-surgeon Apothecaries, has become a highly ritualized and important cultural facet of the Red Hunters chapter. Known as the ‘Rites of Consolamentum’ they represent the ending of one part of the space marines service and the dawning or rebirth of their service once more, being freed of past burdens to be oathed anew into the righteous service of the Emperor of Mankind and his Imperium. FORTRESS MONASTERY: FORTRESS MONTSEGNUR The chapter Fortress Monastery of the Red Hunters is synonymous with the barren Fortress World on which it has stood for over 10,000 years. The Fortress Montsegnur, or ‘Montsegnur Primus’, has been the central base of operations for the Red Hunters since their Founding. It is recorded that this continentally sized facility was built anew on a lifeless world without any signs of previous human or xenos habitation. However, the extreme age and design of the fortress’s central sanctums appear to date back even further than the era of the Great Crusade, to a time perhaps before the coming of Old Night. Fortress Montsegnur remains to this day a near planet-wide facility of bastions, defensive batteries, armouries, research stations, and enormous vac-sealed training domes to reflect many differing operational environments. Of particular importance are the experimental Mnemonic Conditioning Chapels, maintained by the Red Hunters Apothecaries, which give the chapters battle-brothers their ‘Rites of Consolamentum’. This highly ritualized and extensive form of memory-wiping allows an astartes to continue their future service, having witnessed the extreme horrors they are forced to face whilst defending the Imperium under the guidance of the Holy Ordos of the Emperor’s Inquisition. Such redaction comes hand in hand with the gift of new memories, experiences and skills, as well as unexpected personality changes. As a Red Hunters brother is elevated in rank within the greater command structure of the chapter, their understanding of the chapter’s history and workings are revealed to them. However, so tightly are the secrets of the chapter held back from its battle-brothers, it is thought that perhaps the only member of the Red Hunters to truly know all of its secrets and history is that of its Chapter Master Daemar, so named since the founding of the Chapter. CHAPTER MASTER: CHATELAIN DAEMAR The present Red Hunters Chapter Master, Daemar, is the only member of the Red Hunters astartes that has remained constant throughout the chapter’s long history. A Chapter Master of the same name has always led the Red Hunters, and many have theorized the name ‘Daemar’ to be more a rank than a true name. The Chapter Master also holds the title of ‘Chatelain’ of the Red Hunters Homeworld Fortress of Montsegnur, and enforces the peace between the various Inquisition factions invited to hold Conclaves and house Ordo Bastions on Montsegnur. This status is empowered by ancient Inquisitorial seal known as the ‘Ordo in Nomine Solo’ or the ‘Order of One’. The astartes known as Daemar has never shown his face to any outside the chapter except perhaps for his closet allies within the cadre of Inquisitional Representatives based on Montsegnur. If in fact this said same Daemar has led the Chapter since it’s shadowed founding, Daemar is therefore likely to be of immense age. This would make him venerable beyond measure for one outside of the confinement of a dreadnought’s life-sustaining sarcophagus. Or, as theorized by scholarly Inquisitors and their savants, the cognomen ‘Daemar’ is merely a rank for the holder of the present position. This individual astartes is likely the only member of the chapter’s hierarchy to know all its secrets and history that has been obscured by the mnemonic redaction practices, or ‘mind-wiping’, known as the ‘Rites of Consolamentum’. The astartes known as Daemar always appears in the same suit of ancient Mark VII power armour, of an early artisan-wrought prototype design. They are always equipped with the same relics of the bygone era of humanity’s Great Crusade. When the Red Hunters are deployed in their entirety, as is sometimes requested by the highest-ranking Lords of the Inquisition, Daemar is almost exclusively at the head of the Strike Force Group. From there he directs the elite teams of the chapter’s veteran Red Hunters and specialist Strike Teams. CHAPTER RECRUITMENT: SCHOLA PROGENIUM and INQUISITORIAL STORM TROOPERS Most space marine chapters draw their recruits from their Homeworld or, if they are often fleet-based, from a variety of affiliated chapter Recruitment Worlds with promising populations. However, the astartes of the Red Hunters chapter are drawn from the same recruitment pool as a select number of Imperial organizations, including the Commissariat, the Tempestus Scions, and the very Inquisition itself. It is from the Schola Progenium, which houses the young orphaned sons and daughters of the Imperial Nobility, do the Inquisitors with connections to Montsegnur draw a steady supply of recruits for indoctrination and training. Many of these children taken by the Inquisition to Montsegnur are not instantly suitable for initiation and the undergoing of an astartes chapter’s trials. Instead, they are raised across the suite of Ordo Bastion facilities and training halls for many differing duties to the Holy Ordos that includes administrative, research, interrogator, and combat positions. In particular, the training of the large garrisons of Inquisitorial storm troopers based on Montsegnur see a steady supply and intensive training of these Imperial orphans, to a standard of excellence on par with the Militarum Tempestus. Even the astartes of the Red Hunters can show their respect for such elite soldiers in the service of the God-Emperor. The selection of aspirants for testing and initiation into the chapter falls under the responsibility of the 10th Company Captain, known under the cognomen of ‘Frater Aetos’ and secondary title of ‘Master of Recruits and Reconnaissance’ who, with his company command echelon, tours the various Ordo facilities for those showing promise. Once selected the young orphans are relocated to the Fortress Montsegnur Primus facilities for testing and the exhaustive training necessary to become one of the Adeptus Astartes. In addition, to any memories that a neophyte might lose whilst undergoing the extensive geno-therapy and medical-surgery performed on all astartes, they must also undergo their first and most traumatic mind-wipe event known as the ‘Abyssum Invocatii’. It is here that they must first endure the initial ‘Rites of Consolamentum’. Though most chapter initiates survive these intense psycho-indoctrination procedures, when faced with the endless void of their cleansed minds before the admission of new Mnemonic Protocols and False Engrammatic implantation, some recruits can enter extreme cognitive-shock. Those who survive such cognitive-shock in body will become nothing more but gene-bulked parts for inquisitorial research and servitor creation; their minds completely silenced beyond saving from the inside out by the Abyssum Invocatii. However, these mind-wiped lost souls may also be transferred to the Red Hunters Librarium, situated in the almost separate facility of the ‘Fortress Anathema’, for experimental psionic reconditioning practices and soul-transference rituals. Many Imperial scholars, of the very few who could possibly know of the chapter’s existence, have debated how the Red Hunters can maintain such a prolonged chapter strength whilst inflicting such additional lethal practices on their recruits. Combined with the standard brutal trials that further effect recruitment rates and the survival of astartes initiates, it is apparent that even in the face of steady combat attrition or great losses from massed engagements, the Red Hunters can return to full chapter strength of ten companies in remarkably short order. In particular, the Chapter sustained heavy losses across the various system-wide engagements of the First War of Armageddon, followed by even further casualties whilst besieging the Space Wolves chapter Homeworld of Fenris during the ‘Months of Shame’ campaign under the request of a Lord Inquisitor. However, even before the great conflict of the Siege of Vraks 200 years later, that would again require the deployment of many astartes chapters, the Red Hunters arrived with not only a full three companies of marines, vehicles and supporting fleet but also many squads of highly trained astartes veterans. Savants and scholars even within the Inquisition further question how such resupply is possible, whilst the great Space Wolves and Grey Knights chapters were still recovering from the losses sustained during the early internecine conflict between them after the First War for Armageddon. Some propose that the sheer quantity of recruits from the storm trooper training schools of Montsegnur allow for fast replenishment, whilst the wealth of the supporting Ordo Bastions allow enormous sources of funds for resupply. However, others debate the possibility of other secret practices within the Red Hunters chapter, drawing upon numbers potentially exceeding a standard codex chapter’s size. Those other marines being either held in deep-stasis containment or deployed elsewhere masquerading as other space marine chapters until they are required to return back for re-initiation into the Red Hunters through renewed ‘Rites of Consolamentum’. CHAPTER APPEARANCE: RED, GOLD, WHITE and PLATINUM The battle-brothers of the Red Hunters chapter follow the dictates of the Codex Astartes in most regards. The Red Hunters power armour is painted red with golden trim on the shoulder plates, a platinum Aquila on the breastplate, whilst the eye lenses of a Red Hunter's helm are sea green. The Red Hunters chapter icon is unique amongst chapters of the Adeptus Astartes, as it bears the symbol of the Inquisition’s “I” prominently on the chapter's heraldry - a large white skull - indicating the formalized bonds between the two Imperial bodies. This skull is centered on a field of red the same as the main armour plate. It is notable that the chapter does not display company-specific colours on their pauldrons, and all companies sport only a golden trim instead. The white- or yellow-coloured squad specialty symbol for Battle-Line, Close Support, Fire Support, Veteran or Command Squad markings, is indicated on the right shoulder guard. The black Low Gothic numeral centered on the squad specialty symbol designates squad number. The High Gothic numeral on the left knee guard indicates company number. In the main Battle Companies (2nd to 5th), a golden helm stripe denotes a squad's sergeant, whilst this is different for the Reserve Companies (6th to 9th) who have a white helm stripe. Instead, the High Gothic numeral identifying company number on the left knee guard, this is painted gold to demonstrate the battle-brother's veteran status. The vanguard brothers and scout initiates in the 10th Reconnaissance Company have specialized grey and black accented stealth coloured armour, differentiating them from the rest of the chapter. With a red, gold or platinum helmet and the left shoulder plate trim determining brother, veteran, or command, with sergeants and lieutenants sporting a helmet stripe denoting their station in the Battle-Line and Veteran squads. Often certain brothers will openly display a golden or platinum sigil on the front of their helm, usually a stylized Inquisitorial "I". These marks denote those brothers who have undertaken direct orders for an Imperial Inquisitor. These astartes may or may not be aware of that previous mission’s or operation’s nature, due to the likely ‘Rites of Consolamentum’ that might have redacted their memories. The elite brethren of the 1st Company will often sport white or golden helm stripes, while veteran sergeants often include a heraldic platinum stripe or render the entire helm the colour platinum. The chapter's iconography is prominently displayed on the left shoulder guard. In the case of the 1st company terminators, the Crux Terminatus is born on the left shoulder guard, while the chapter's iconography is born on the right. No squad number is depicted on veteran brothers in terminator armour. The company and chapter command squads will always display their helms and pauldron trim in accented gold or platinum, with other honorifics such as embossed laurels and iron halo motifs in burnished gold. Finally, chapter specialists from the Librarius, Chaplaincy, Forges, and Apothecarion will always maintain their plate in the full colours of that rank (i.e., blue, black, reddened metallic martian gold, and white) with gold or platinum trim dependent upon their rank within each specialized brotherhood. CHAPTER STRENGTH: SUSPECTED 10 COMPANIES, TOTAL MARINES AT FULL STRENGTH UNKNOWN The Red Hunters operate an apparently standard compliant codex chapter structure, with the usual 10 Companies comprising 1st Veteran, 2nd - 5th Battle Line, 6th - 9th Reserve, and 10th Reconnaissance Companies, as well as the chapter and company command staff, chapter specialists, fleet and vehicle pool. However, like other chapters and astartes chambers militant closely affiliated with the Holy Ordos of the Inquisition, the Red Hunters also maintain a number of non-codex compliant squad formations. These include the standing ‘Strike Veteran’ squads who are drawn from what would normally be the company’s vanguard veterans. In addition, though not a standing formation, the Red Hunters will sequester individual veterans and specialists from across the chapter to form ad hoc ‘Strike Teams’ to undertake specialist missions and operations at the request of the Imperial Inquisition Representatives stationed on Montsegnur. These function in a similar manner to the alien hunting Kill-Teams of the Ordo Xenos Deathwatch Chamber Militant but often operate under other special inquisitorial conditions specific to the missions they are chosen for and assigned. At times of great urgency or when greater force is required, the Red Hunters Chapter Master will initiate protocols for the formation of standing Strike Forces, formed from multiple Strike Teams assigned to a specific mission or Inquisitional Task Force operations. The Red Hunters have in the past formed many such Strike Forces of varying notoriety, such as Strike Forces’ Exodus, Zarathustra, and Garuda, which can be reassembled as required from eligible veterans and specialist brothers. Whether or not the creation of such irregular Strike Force and Strike Team formations increases the number of battle ready astartes within the chapter is unknown. Perhaps only a few select individuals and high-ranking Lord Inquisitors are aware of the full truth. CHAPTER BATTLE CRY: “FOR THE GOD-EMPEROR” and “HE WHO LIES BENEATH” Whereas other more bellicose astartes chapters bark and yell their catechisms and war cries into the faces of their enemies, the battle-brothers of the Red Hunters keep their Vox communications and verbal orders to an absolute minimum. Most brothers are completely briefed in advance of their operations on all objectives, tactics and contingencies, as well as unconscious mnemonic command-cyphers which can kick into function at but a word or a set of visual-doctrinal cues. Most Chaplains initiate any catechisms or litanies before operations, with only abbreviated lita-sign forms or engram-isms issued during battle. However, what has been documented and shared to wider sources is that they will often issue the greeting or response “For the God-Emperor”, whilst other brother astartes who have remained silent will often respond with the whispered “He who lies beneath”. Though the exact meaning of these words and practices are not fully understood, many believe this refers to the position of the Imperial Throne Room, located deep below the Imperial Palace, a top the flattened Himalazian mountain ranges on Terra. CHAPTER WARFARE AND COMBAT DOCTRINES: STRIKE FORCES AND INQUISITIONAL OPERATIONS Although still a chapter of space marines that looks to the Codex Astartes for its organisation and guidance, the Red Hunters chapter makes its entire fighting force and squads available for rapid responses to Inquisitorial calls for assistance. Often, this includes Red Hunters squads acting as direct honour guards on the frontlines of the Imperium’s offensive actions to provide personal protection to high-ranking Inquisitor Lords. These squads will usually operate in conjunction with the Inquisition Task Forces they are dispatched to support. Where flexibility to meet the threats from the within, without and beyond, the chapter will often form short-standing Strike Forces chosen from across the Red Hunters standing companies, as well as singular Strike Teams, individual squads of veterans of Inquisition service. Each Strike Team is led by a specialist Strike Commander or by one of the Emperor’s own Holy Inquisitors. Their missions range from those undertaken alone and without support to accomplish their goals with minimal combat engagement, to outright massed assaults and sieges while re-enforcing allied Imperial forces like the Astra Militarum, Adeptus Astartes, Adeptus Sororitas, and Inquisition warbands against the God-Emperor’s enemies. The vastly perilous and highly shadowed nature of their Inquisitorial missions mean that the Red Hunters are often mnemonically indoctrinated with combat protocols that match the Inquisitors they accompany, and have access to advanced wargear and specialist ammunition caches, from bio-mutagenic acid Hellfire shells or the high-powered Banestrike penetrator bolts. The veteran Strike Teams of the chapter often utilise rapid means of insertion, such as teleportation, high altitude grav-chute drops and massed drop-pod assaults directly into the heart of enemy strongholds. Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733089 Share on other sites More sharing options...
Minigiant Posted August 21, 2021 Share Posted August 21, 2021 (edited) Direct Download - Red Hunters Codex Astartes Supplementum PDF It really does look great. What program do you use to create it? I have been playing around with Publisher and I cannot get anything to look like that Who did all your artwork? Edited August 21, 2021 by Minigiant Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733129 Share on other sites More sharing options...
MECHFACE Posted August 21, 2021 Author Share Posted August 21, 2021 NOTABLE ACTIONS AND CAMPAIGNSTHE RED HUNT’S BEGINNINGS Creating an absolute record of the chapter’s activities since its foundations were lain during the tumultuous periods of the ‘Great Scouring’ and the ‘Second Founding’ has proven very difficult. Due to the chapter's mnemonic purgation rites and the influence of the secretive and often necessarily brutal Inquisition in the creation of the Red Hunters has ensured that such records are often lost, classified, or indeed deliberately destroyed. What glories go unrecorded, having been expunged from the minds of the chapter's brethren, as well as redacted from such rolls of honour that adorn the armoured flanks of their vehicles and assault craft, must remain unknown forevermore for the sake of the Imperium and those who shelter within it. Many of the vehicles within the chapter armouries appear to have served in many Inquisition-led operations, for their hulls are often etched with countless battle honours. Yet, key honours are often deliberately removed while others are unknown to the Red Hunters chapter archivists and brothers. However, certain records and events have been made available to outside scrutiny or found through the actions of other Imperial Agencies, including other branches of the Inquisition itself. THE RED HUNT BEGINS (UNKNOWN. SUSPECTED EARLY.M31) So began the time known in the histories of the Imperium as ‘the Scouring’. It was a period of monumental violence, confusion and darkness. Though the newly founded Imperium fought to root out corruption and expose wrong-doers to the cold light of Imperial justice, the galaxy's scope and it’s dark shadowed reaches worked against them. With new betrayals and cries for vengeance emerging daily, a great many bloody-handed deeds went unseen. The ravaged space marine Legions were no exception to this, with many striving to cover up their own misdemeanors or extract their pound of flesh from those who wronged them. Changes swept both the military and the offices of government. The space marine Legions, the vast fighting formations so instrumental in mankind's victories during the Great Crusade, were broken down into many smaller chapters comprised of 1,000 astartes. Overseen by Roboute Guilliman, the Primarch of the Ultramarines Legion, as he penned his magnum opus the ‘Codex Astartes’ - a great and sacred tome which covered every conceivable topic of military organisation, strategy and tactics. The original First Founding space marine Legions were divided into smaller Successor Chapters - one chapter maintained their parent Legion's original name, badge and colours, while the remaining chapters took new names and heraldry. These original chapters are known as the ‘Second Founding’ chapters, which occurred in the early 31st Millennium, coinciding with the beginning of what was known as the ‘Reformation of the Imperium’. At this time many of the founding Legion chapters including the Dark Angels, Space Wolves, Iron Hands, and even the Ultramarines, all followed their own agendas as the wars of the Great Scouring gathered pace. Fighting continued for another seven standard years after the Heresy had ended with Horus's death on the bridge of his great flagship, the Vengeful Spirit, before the traitor forces were wholly destroyed or exiled into the Eye of Terror. Many Chaos-corrupted star systems therefore needed to be cleansed and placed under the watch of the Emperor’s newborn Inquisition. Into this time of upheaval, under Inquisitional scrutiny, was born a new type of astartes force, founded immediately following the Horus Heresy at the request of the first Inquisitorial Representative on Terra. The first Red Hunters, as they came to be known, were selected from those astartes of great skill and capability, and held by their renewed oaths of duty and honour to the Emperor’s Inquisition. Many of these founding astartes would undergo voluntary ‘Mind-Cleansing’, a tool used by the nascent Inquisition to control and grant merciful retroactive continuity to many servants of the Imperium; to forget their past allegiances or broken oaths. Freed of the knowledge and past burdens accrued during the Heresy, these reforged crimson warriors would go forth to hunt down and eliminate what remained of the traitor Legions. Records of the actions of the first joint Inquisition and astartes task forces during the Scouring are scant, hidden behind vast degrees of censorship, data-encryption seals, and layers of bureaucratic noise of the Adminisatrum archives. In addition, competing factions within the Inquisition itself from amongst the Ordos Scriptorum, Originatus, and Redactus has ensured that many such records are either destroyed, incorrectly archived or re-written. Such actions have led to a suite of different and often contradictory narratives concerning the actions of these first ‘Red Hunts’ by the newly created astartes Strike Teams in service to the Inquisition. What records that are available appear to describe how the reformed chapters, under the guidance of the surviving Primarchs and the first Lord Commander of the Imperium, would take their war fleets straight into the systems claimed by traitor forces to smash apart all resistance. With absolute driving force these ‘Crusades’ would push all traitor elements out of the Imperium, into the fringes and savage warp storms of the galaxy. By contrast, smaller Inquisition led Task Groups would dispatch astartes Strike Forces within their service to hunt down all remnant traitor and renegade forces missed by the main Crusade Fleets. In rare cases they would further dispatch mysterious crimson clad space marines bearing the Inquisition's distinctive ‘I’ heraldry, scrawled upon a traitor’s skull, to investigate the likely whereabouts of heretic holdfasts and hidden fortifications, in order to direct the Crusade Fleet actions towards greater success. THE ECHOING VAULT (UNKNOWN.M32) In M32 the artefact known as the ‘Echoing Vault’ was uncovered by a Mechanicus Explorator fleet deep within the Halo Stars. Its origin is unknown, but it quickly unleashed a wave of horrors never seen before by the Imperium. These xenoforms were dubbed "The Harrowing" and violated the laws of physics, causing those even within their proximity to die or be driven insane. They ravaged all in their path for several years, creating unprecedented losses for the newly established Adeptus Astartes chapters and Holy Ordos of the Inquisition, as well as other Xenos factions. Ultimately, it is said that an Inquisition faction created to confront such horrors found that the creatures could be contained with a fusion of Dark Age Archeotech and Sorcerous Psy-arcana. The Inquisition Task Force, including notable strike formations of the Red Hunters chapter, defeated the fell creatures who fled back to the Echoing Vault. The Mechanicus then used a Dark Age era forbidden weapon to seal the breach the Echoing Vault device created. The Echoing Vault was so terrible a device, and its method of defeat so heretical, that in the aftermath of the conflict all records of it were purged from Imperial history. Nonetheless the Vault is a subject of fascination for several Radical Inquisition factions, such as the Phaenonites, whilst the same ancient nameless Ordo established to defeat this trans-material threat maintains a careful secret vigil over the Echoing Vault. THE OBSCURAN HUNT (LATE.M34) The Sons of Vengeance and the Silver Guards space marine chapters fought for the Imperium of Mankind during the first part of the Obscuran Uprisings. However, after the vicious fighting against the Free Council on Hannedra II, they became drunk with power. They crushed the rebellion in the name of the Emperor but proceeded to loot and slaughter indiscriminately. They further took their campaign to the neighbouring system of Laskaria. By the time the Lords of Terra responded, the Sons and the Silver Guards had fractured into over a dozen warbands and threatened fourteen systems. In collaboration with the Imperial Task Force under Lord Inquisitor Jordyn Macar, the Red Hunters were requested to undertake ‘Red Hunts’ against both Renegade chapters to determine their status and opportunities for censure. Only after a brief period of scrutiny was it evident that both chapters, once loyal, had descended into full Chaos worship and fractured into dozens of infighting warbands. Though a portion of these warbands would eventually escape reprisal by the Imperium, Red Hunters Strike formations were critical to the Task Force success in the decimation of the original Silver Guards and Sons of Vengeance chapter strengths. In particular this included the destruction of the Sons of Vengeance's piratical holdfast on Dustholm, which was successfully assaulted by Red Hunters Strike Teams in a massed drop-pod assault on the warbands fortifications. THE EDICT OF OBLITERATION OF SAINT BASILLIUS (112-213.M38) In the wake of the tragedy known as the ‘Abyssal Crusade’, where the corrupt Saint Basillius's actions would damn the purity of over 30 astartes chapters to the influence of Chaos, the Red Hunters chapter would be called to serve the Holy Ordos by an Edict of Obliteration. Upon the return of those surviving chapters and the testimony of Konvak Lann, Chapter Master of the Vorpal Swords chapter, confirmed the Inquisition’s investigations of the Saint’s corruption, by sending innocents into the jaws of damnation in the service of the Dark Gods. After extensive testing and interrogation by the Inquisition and a supporting Red Hunters strike force the Vorpal Swords led the other survivors, blazing with righteous anger, to penetrate the defences of Basillius's palace. Upon finding the unaccountably ancient Saint they and the tailing Red Hunters Strike Force finally revealed Basillius' true nature as an apostle of Chaos. In less than a standard year, every known sepulchre and shrine dedicated to the false saint was destroyed. After his execution by the Holy Ordos of the God-Emperor’s Inquisition, an Edict of Obliteration was bestowed upon the Red Hunters chapter to undertake. The heretic Saint's bones, along with countless relics, books of doctrine, and thousands of living worshippers were placed onto a derelict bulk-freighter and launched directly into a nearby star, purging all taint of Saint Basillius as if he had never existed. In addition, to further deduce the loyalty of those surviving chapters of the Abyssal Crusade, including the mauled Vorpal Swords, three Red Hunters companies would be commanded to undertake a new ‘Red Hunt’ to shadow those chapters for a century of uncorrupted and loyal service. 2ND ABONIAN GENOCIDE (688-698.M40) Inquisitor Halan Jentz of the Ordo Hereticus declared the entire population of the Abonian Sub-sector ‘Diabolos Inculcatus’ and gathered together an Imperial Crusade army that included elements of the Red Hunters, War Bearers and Subjugators chapters, as well as the Order of the Blue Robe and the Order of the Black Sepulchre of battle sisters. The Crusade raged for a standard decade before the Inquisitor declared the sub-sector's crimes had been washed away in the tide of blood. THE MONTHS OF SHAME (441-451.M41) The ‘Months of Shame’ was the unofficial name given to a secret and shameful part in Imperial history. It refers to the purges carried out by the Inquisition that followed the First War for Armageddon in 444.M41, and the related months-long confrontation between the Inquisition's Armageddon Containment task force, including elements of the Grey Knights, against the forces of the Space Wolves space marines. This disagreement threatened to erupt into a full-fledged Imperial civil war between that chapter of the Adeptus Astartes and the Inquisition, including the support of the entirety of the Red Hunters chapter strength in the blockage of the Space Wolves Homeworld of Fenris. The internecine hostilities ceased in early 451.M41, following an uneasy truce; however, the larger institutional dispute between the Space Wolves chapter and the Inquisition remained unresolved. DAMOCLES CRUSADE (742 -745.M41) The ‘Damocles Gulf Crusade’, also called the Damocles Crusade, was the first military conflict fought between the Imperium of Man and the rapidly expanding T'au Empire in the Lithesh Sector of the galaxy's Eastern Fringes. Alarmed by the threat of alien contamination, the Administratum readied a suitable response and called forth the Damocles Crusade. Imperial elements across the Inquisition, Astra Militarum and the Adeptus Astartes Ultramarines, White Scars, Raven Guard and Red Hunters chapters smashed into T'au space, destroying several outlying settlements, pushing deep into the T'au Empire. When the Imperial fleet reached the T'au Sept World of Dal'yth Prime, however, the crusade ground to a bloody stalemate as the formidable numbers and high technology of the T'au and their Kroot allies thwarted every attempt to capture the world or its star system. Many solar months of terrible fighting ensued with nothing gained on either side. SIEGE OF VRAKS (812-830.M41) The ‘Siege of Vraks’ saw the deployment of a significant force of Red Hunters, centered around the 3rd company, to aid the Imperial Guard regiments deployed there to retake that Armoury World from the Forces of Chaos led by the heretical Cardinal Xaphan. The entire Red Hunters force was never deployed as a single unit and were often divided amongst Ordo Malleus Inquisitors to act as an elite cadre of shock troops for their operations. Hence, squads and vehicles could be found just about anywhere along the front, with Red Hunters being present in small numbers at most major battles until the end of the campaign. The Red Hunters saw extensive action during the final stages of the Siege of Vraks, mainly in offensive actions against the final renegade stronghold, ‘the Citadel’. A particularly dark day for the chapter saw roughly 150 brothers of the chapter perform an ill-fated drop pod assault on the Armoury Gate, which led to the Citadel's Undercroft. Unfortunately, they were beset by a Chaos Reaver battle titan of the Legio Vulcanum and hordes of archenemy soldiers. Despite attempts by the 269th Death Korps Siege Regiment's efforts to breach the gate and provide an escape route for the Red Hunters trapped in the "Death Pit", the entire force was destroyed to a man. The Red Hunters saw action once again alongside Lord Inquisitor Hector Rex, brother astartes of the Grey Knights chapter, and Krieg Grenadiers of the 158th and 150th regiments. This engagement would be more successful than the assault on the Armoury Gate and see the Cardinal Gate breached as the Bloodthirster An'ggrath, summoned by the Apostate Cardinal Xaphan, was banished back to the warp. Squad Zokura, 3rd terminator squad, 1st company was attached to various Inquisitors for those missions it participated in during the final battles for the Citadel of Vraks during the Siege of Vraks campaign. It was held in reserve during the assault on the Cardinal Gate and stood down before being deployed, therefore becoming one of the few units assigned to that battle to survive it. The final engagements also saw the deployment of Red Hunters terminator squads. They were critical in aiding the Death Korps Engineers' efforts to clear the Undercroft. During this action Squad Zokura fought alongside the retinue of Ordo Malleus Inquisitor Verily Wroth, earning her commendation when they saved her from certain death during a daemonic incursion. During this highly dangerous tunnel clearing operation in the Undercroft, Squad Zokura achieved a kill ratio of 97:1. WOEBETIDE CLEANSING (829.M41) After receiving a distorted astropathic communication from a Deathwatch investigation team sent to the Woebetide system, an Imperial Task Force was dispatched by the Ordo Xenos to determine the fate of the Imperial mining colony there. Combining elements from the Inquisition, Astra Militarum and the White Scars, Celestial Lions and Red Hunters astartes chapters, Task Force Krönannburg was assembled to subdue a suspected Genestealer Cult uprising, as indicated from the information salvaged from the original Deathwatch communicae. However, when arriving to Woebetide’s Third Moon, the full truth of the Enslaver Plague incursion became instantly evident. To the dismay of the Adeptus Astartes chapter elements present, the Cadian Guard regiments deployed into the action were similarly enslaved, as the systems inhabitants were, by the foul warp-horrors of the Enslavers. Eventually they watched as ten thousand mind-slaved meat puppets, each formally a stoically loyal trooper, were compelled by their alien-masters to cross a minefield a hundred kilometres deep into the combined fire of the White Scars, Red Hunters and Celestial Lions chapters. Through the efforts of the stalwart astartes, and the Ordo Xenos containment force led by Inquisitor Ranulph Barnabás, the mining colony was sterilized, followed by the tragic loss of the remaining Imperial Guard regiments from Cadia. Once freed from the Enslavers influence these once loyal troopers were understandably given the Emperors’ Peace before the Task Force moved on to cleanse the other worlds of Woebetide of any suspected taint of Enslaver corruption. THE MARTYRDOM OF SAINT SLADKOZLOVA (889.M41) News of a traitorous Word Bearers contrived cultist uprising on the world of Oksana II reaches the Ordo Hereticus Bastion on Montsegnur, resulting in the immediate holding of an Inquisitorial Conclave. The conclusion of these talks is the immediate dispatch of an Imperial Task Force to break the Word Bearers blockade of the important Hive World, drawing upon the Imperial Navy assets of Battle Group Melchior and three full companies of the Red Hunters chapter. Upon reaching the planet of Oksana II the Task Force finds the whole system erupting into an armed conflict as a chaos uprising triggers a civil war of faith amongst the civilian populace. In the midst of the uprising a young sister hospitaller of the Order of the White Heart is burned alive by heretical daemon worshiping cultists, whilst Word Bearer diabolists oversee the sacrifice to their dark gods. As the young sister is engulfed in the flames, ashes blowing from the sacrificial pyre glow with a golden radiance that burns the flesh and souls of those chaos-tainted cultists present, and their traitorous masters. The Ministorum Priests of the Ecclesiarchy Holdfast on Oksana II immediately name Sister Amina Sladkozlova an Imperial Saint through this miracle of the Emperor's providence. In response a Strike Team of Red Hunters veterans, accompanied by Ordo Hereticus Inquisitor Constance Dor, are sent on a mission to the benighted planets surface to reclaim the ashes of Saint Sladkozlova as a powerful weapon and symbol to rally the embattled Imperial forces defending the system. After connecting with the surviving battle sisters of the White Heart, the warband of Inquisitor Dor find the sanctified ground on which the Saint was martyred. The golden ashes being locked within an archeotech 'stasis' reliquary chamber to allow their transportation to the fortified Holdfast Bastion. After the Inquisitor, Red Hunters and surviving Sororitas arrive within the inner sanctum reaches of the Holdfast Bastion, the outer defences of the massive cathedral are breached by the Chaos forces now swollen by deranged cultists, daemon hosts, and foul warp-spawn. The remaining elements of Constance Dor’s surviving forces and ministorum militia must then stage a last stand of the Ecclesiarchy Holdfast to ensure a safe ingress point is maintained for the Imperial relief forces massing in orbit. All appears lost when the Dark Apostle Vhol Tenaebron summons the greater daemon Vrezgas Vro'rais the Voidbringer, a towering immaterial mass of winged darkness, into the inner sanctum after sacrificing the lives of countless millions across Oksana II. Inquisitor Dor, left with no option, uses the sacred ashes of the Saint in a last ditched attempt to banish the daemon. Bursting forth from the ashes stored within the ancient ‘stasis’ device the Living Saint of Sister Amina burns the daemonic darkness from the inner sanctum before exploding outwards in a supernova of bright etheric light. With the defeat of Vrezgas Vro'rais the Chaos forces are routed and the blockade broken, the Red Hunters fleet chasing the surviving traitor fleet elements out of the system. THE PENITENTS HUNT (915-999.M41) By order of the Inquisitorial Representative on Terra, and as ratified in council by the Senatorum Imperialis, three task forces drawn from the Red Hunters Chapter, along with elements of the Officio Assassinorum, the Inquisition and other Adeptus Astartes units, were withdrawn from current deployments and ordered to shadow the Penitent Crusades of the three rebel chapters - the Executioners, Lamenters and Mantis Warriors - that sided with the Astral Claws during the recent Badab War. The Task Force assigned to track the remaining Mantis Warriors survivors vanished traversing the lost moons of Lomea. It is thought that an entire company of the Red Hunters chapter formed part of this Task Force, as well as several high-ranking Inquisitors and their own retinues. Whatever fate befell the Task Force was not shared by the Mantis Warriors and the results of all subsequent investigation were sealed by the highest possible authority. Later, when the Lamenters chapter engaged Hive Fleet Kraken they sustained terrible losses. The Red Hunters chapter suffered losses too, for the Task Force assigned to track the Lamenters on their century-long Penitent Crusade also had to make a stand against the Hive Fleet. THE REAPERS AT BAY (999.M41) A reclamator fleet of the renegade Night Reapers chapter, thought destroyed earlier in history, was cornered by Inquisitor Celaeno of the Ordo Malleus in the bleak expanse of the Caligulan Nebula. With a full company of the Red Hunters chapter at his command, spearheaded by the Fellblade ‘Tellum Veritatis’, Celaeno forced a confrontation on one of the many barren worlds of the nebula and was met by the warp-tainted armoured vehicles of the Night Reapers. As the Tellum Veritatis dueled with the daemon-touched Typhon Siege Tank ‘Nidhoggr’ amid a plain strewn with the broken remains of battle tanks, Celaeno was slain by an errant shell and the Red Hunters retreated, carving oaths of vengeance into the armoured flanks of Tellum Veritatis. STRIKE GROUP IMPERIOUS (001-099.M42) Preceding the black tide that would split the galaxy asunder due to the formation of the Great Rift, Chapter Master Daemar decrees the whole scale re-organisation of the Red Hunters chapter, with support of four high ranking Lords of the Inquisition of the Montsegnur Conclaves. The chapters companies would be divided in two, with the first half remaining on Montsegnur to rebuild the chapter to its full strength and remain under the auspice of Daemar’s command. The second half of each Red Hunters company would be reorganised into five long-standing Strike Forces, dubbed ‘Strike Group Imperious’, each to be governed by select Strike Commanders and a Conclave of Ordo Inquisitors. The Strike Group would venture to the Galactic Northeast, into the region of the Ghoul Stars and then proceed to operate under special Strike Condition Protocols until recalled back to Montsegnur. Then, as soon as much of the Imperium was cut off from Terra by the formation of the Great Rift, as consequence of the actions of the 13th Black Crusade, Strike Group Imperious became isolated in the newly named ‘Imperium Nihilus’. With astropathic communication and warp travel rendered nigh-impossible, the elements of the Red Hunters Strike Forces Exodus, Tyrus, Aquitain, Garuda, and Chulainn would be led by the Strike Commanders and Inquisitor advisors under their newly established special operation status. As the Indomatus Crusade fleets began to retake and quell the chaos which had ensued across the galaxy, under the command of the Ultramarines Primarch and Lord Regent Roboute Guilliman, these Red Hunters would continue to execute their given imperatives to maintain the Imperium’s safety against the threats of traitors, xenos, and the immaterial creatures of the warp. Though much of the current actions of the Red Hunters chapter or their roving Strike Forces coordinated under the auspice of the Red Hunters Strike Group Imperious have been sealed by the Ordos, notable actions have been documented or escaped systematic purge. Within Imperium Nihilus, Red Hunters Strike Force elements assisted in the successful defence of the Death Spectres chapter Homeworld of Occuldus in the Ghoul Star Marches. Assailed by the awoken forces of a slumbering xenos empire, the combined lore and expertise of the Death Spectres and the Ordo Xenos Inquisitors assigned to Strike Force Tyrus were able to discover a strategic flaw in the encroaching xenos armada. This intelligence allowed Red Hunters and Death Spectres elite assault forces to sever the command hierarchy of the aliens ‘Annihilation Host’, forcing a retreat out of the sector back to their benighted realm. Of particular note are the harrowing operations undertaken by Red Hunters Strike Forces Exodus and Aquitain, made against the T’au 5th Sphere of Expansion and the Nem’yar Atoll Colonies deep in the Ultima Segmentum. The Ordo Xenos learned a great deal of tactical knowledge on the operations of the T’au military and political body during the Damocles Crusade action. Therefore, the combined Red Hunters Strike Team assaults under the inspired strategic command of Inquisitor Magot Ruslan and Strike Commander Zakir ensured that the great rimward expansion of the T’au 5th Sphere was slowed whilst fraught Imperial defences were secretly strengthened along the Natera Front. With supply lines greatly impacted by the chaos of the Cicatrix Maledictum, great strain was placed upon the Iron Lords’ Quarantine Fortress ‘Holdfast Karaashi’ by a splinter of Hive Fleet Kraken. The Iron Lords, locked in a desperate war for the Aberrus System with the forces of the Hive Mind, required emergency aid to ensure that this critical fortress facility did not fall, breaking the quarantine of the Grendl Stars. Such a loss may directly allow the Hive Fleet access to the savage diversity of the hyper-violent xenos species known as the Barghesi. It was the arrival of the Red Hunters Strike Force Garuda which broke the momentum of the Hive Fleets final assault upon the Quarantine Fortress of the Iron Lords, utilising long-proscribed Dark Age technology salvaged from the equally quarantined Narasima Straits. In a dark chapter of the newly recorded history of Imperium Nihilus, Red Hunters Strike Force Chulainn answered a call for aid made by the authorities of the Khemier Sub-Sector. Upon arriving the Red Hunters discovered that the region had experienced enormous warp-storm activity, turning its population into psychically potent but hideously mutated beings, each world filled with numerous warp-cults. These fought each other in an apocalyptic series of ‘Prophet Wars’ to win the favour of a manifested daemonic entity proclaiming itself as the ‘Kairic Emperor’. Little records of the extensive ‘Cleansing of the Khemier’ undertaken by the Red Hunters and the Ordo Hereticus have escaped Inquisitorial redaction but recent Rogue Trader expeditionary reports have found that the sub-sector is now ultimately lifeless, even on the microbial level. Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733229 Share on other sites More sharing options...
MECHFACE Posted August 21, 2021 Author Share Posted August 21, 2021 WEAPON DEFINITIONS OF THE ADEPTUS ASTARTES Some rules refer to ‘BOLT’, ‘FLAME’, ‘MELTA’, ‘PLASMA’, ‘FORCE’, ‘VOLKITE’, and ‘DISINTEGRATION’ weapons. The definitions of these weapons for the purposes of such rules can be found below:BOLT WEAPONS A ‘BOLT’ weapon is any weapon whose profile includes the word ‘bolt’ (bolt rifle, storm bolter etc.), and any Relic that replaces a bolt weapon (e.g., Imperator boltgun - Relic). Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons. If a bolt weapon has a shooting and melee profile, rules that apply to bolt weapons only apply to the shooting profile of that weapon. FLAME WEAPONS A ‘FLAME’ weapon is any weapon whose profile includes the word ‘flame’ (flamer, heavy flamer etc.), any Relic that replaces a flame weapon, and any weapons with the ‘incinerator’ or ‘incendium’ words. Rules that apply to flame weapons only apply to the flamer profile of combi-flamers, and the flamer profile of Relics that replace combi-flamers. If a flame weapon has a shooting and melee profile, rules that apply to flame weapons only apply to the shooting profile of that weapon. MELTA WEAPONS A ‘MELTA’ weapon is any weapon whose profile includes the word ‘melta’ (meltagun, multi-melta etc.), any Relic that replaces a melta weapon, and any inferno pistols. Rules that apply to melta weapons only apply to the meltagun profile of combi-meltas, and the meltagun profile of Relics that replace combi-meltas. FORCE WEAPONS A ‘FORCE’ weapon is any weapon whose profile includes the word ‘force’ (force axe, force sword etc.), and any Relic that replaces a force weapon, as well as any Psycannons, Psybolts, Psyk-Out grenades. PLASMA WEAPONS A ‘PLASMA’ weapon is any weapon whose profile includes the word ‘plasma’ (plasma gun, plasma pistol etc.), and any Relic that replaces a plasma weapon. Rules that apply to plasma weapons only apply to the plasma gun profile of combi-plasmas, and the plasma gun profile of Relics that replace combi-plasmas. The Red Hunters chapter is rare amongst the many chapters of the astartes in that they house a large repository of ancient Great Crusade Era weapons within their Chapter Armorium on Fortress Montsegnur. This includes specialized plasma ‘Burner’ and ‘Liquidator’ weapons, a dangerous offshoot of more common plasma technologies. These weapons vent plasma gas through a magnetic bottle in high-speed jets. Any enemy caught in the path of such a jet is quickly reduced to liquified molten slag, annihilated by pressurized torrents of raw plasma, whilst leaving no trace of its presence. However, the magnetic fields that keep the super-heated gas contained are fragile and emit an intense field of radiation which can affect a marine’s survivability. The rules for PLASMA BURNER and PLASMA LIQUIDATOR weapons are repeated below for ease of reference: DISINTEGRATION WEAPONS A ‘DISINTEGRATION’ weapon is any weapon whose profile includes the word ‘disintegration’ (disintegration gun, disintegration pistol etc.), and any Relic that replaces a disintegration weapon (i.e., Eradicator - Relic). The Red Hunters chapter is rare amongst the many chapters of the astartes in that they house a large repository of ancient Great Crusade Era weapons within their Chapter Armorium on Fortress Montsegnur. Disintegration Weapons are a type of human archeotech, an Imperial term given to ancient finds of technical artefacts found throughout the Galaxy. Relics from the Dark Age of Technology, these weapons can reduce a target to atoms in the blink of an eye. Though highly dangerous, few remain in Imperial use and the ones that do are revered beyond measure. The rules are repeated below for ease reference: VOLKITE WEAPONS A ‘VOLKITE’ weapon is any weapon whose profile includes the word ‘volkite’ (Volkite Charger, Neo-Volkite Pistol etc.), and any Relic that replaces a Volkite Weapon (i.e., ‘Redactor’ – Daemar Relic). The Red Hunters chapter is rare amongst the many chapters of the astartes in that they house a large repository of ancient Great Crusade Era weapons within their Chapter Armorium on Fortress Montsegnur. The rules are therefore repeated below for ease reference: Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733235 Share on other sites More sharing options...
MECHFACE Posted August 21, 2021 Author Share Posted August 21, 2021 RED HUNTERS CHAPTER TACTICS Each chapter has its own combat philosophy suited to the unique skills of its battle-brothers and gene-seed lineage. All ADEPTUS ASTARTES units (other than SERVITOR and BEAST units) with this ability, and all the models within them, gain a Chapter Tactic so long as every unit in their Detachment is from the same chapter. In this case any RED HUNTERS units with the Chapter Tactics ability gains the Inquisitorial Indoctrination tactic. INQUISITORIAL INDOCTRINATION The indoctrination process to ensure loyalty and faith in the Holy Ordos of the Imperial Inquisition begins even before a Red Hunters astartes induction into the chapter. As most recruits are sourced from potential commissar, storm trooper, or even inquisitor candidates from the Schola Progenium, these children are raised to see the actions of the Ordos as but an extension of the Holy Emperor’s own righteous hand. Therefore, when inducted into the chapter as a battle-brother, this deep indoctrination remains and further catalyses around the doctrinal mnemonic protocols that the Red Hunters endure through the Rites of Consolamentum. Therefore, the Red Hunters only truly become open to their fullest potential when in the commanding presence of one of the Emperor of Mankind’s Holy Inquisitors. Units with this tactic may re-roll any failed Moral Tests they are required to take, and should that unit be within 6” of a friendly model with the INQUISITOR keyword then that unit automatically passes any Moral Tests they are required to take. In addition, should the unit with this tactic be within 6” of a friendly model with the INQUISITOR keyword then they may re-roll any hit rolls of 1 and any wound rolls of 1 during the Shooting and Fight Phases against enemy units with that match that Inquisitors ‘Ordo Quarry’ special rules using one following ORDO <ORDO> specific keywords: ORDO MALLEUS: When resolving an attack made by a model in this unit against a CHAOS or DAEMON unit, you can re-roll a hit roll of 1 and you can re-roll a wound of roll of 1. ORDO HERETICUS: When resolving an attack made by a model in this unit against a CHAOS or PSYKER unit, you can re-roll a hit roll of 1 and you can re-roll a wound of roll of 1. ORDO XENOS: When resolving an attack made by a model in this unit against a unit that does not have the CHAOS or IMPERIUM keyword, you can re-roll a hit roll of 1 and you can re-roll a wound of roll of 1. ORDO MINORIS: When resolving an attack made by a model in this unit against enemy units with the CHARACTER keyword, you can re-roll a hit roll of 1 and you can re-roll a wound of roll of 1. Please note that any unit with the Inquisition Indoctrination tactic may only be affected by up to one Inquisitor’s ‘Ordo Quarry’ rules per battle round, and should the unit be within range of two or more differing INQUISITOR units then they must select which of these units they adopt the specific ORDO QUARRY rules from. This case is further applied to any non-Inquisitor units gaining such Ordo abilities from Warlord Traits, Stratagems or Relics (Bequeathed Blade of the Ordo, Ordo Sacristan Bolt Pistol, Ordo Induction Protocols etc.). RED HUNTERS DETACHMENT RULES In this section you’ll find rules for Battle-forged armies that include RED HUNTERS Detachments – that is, Detachments that only include RED HUNTERS units. ABILITIESIf your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Doctrinal Mnemonic Protocols and Inquisitorial Assignment abilities so long as, with the exception of UNALIGNED units, every unit from your army is an RED HUNTERS unit (see Inquisitorial Assignment rules below for the noted exceptions to this rule). DOCTRINAL MNEMONIC PROTOCOLS A key facet of the chapter cult practices of the Red Hunters astartes is their extensive use of mind-wiping and memory manipulation. Such practices are practically implemented to ensure that battle-brothers are not weighed down by the memories of the horrors faced by them in their capacity as space marines operating in close proximity to Inquisitors. However, more than simple mind-wiping is the cult practice known as the ‘Rites of Consolamentum’. This extensive mnemonic redaction and reconditioning allow the embedding of new memories, so training and experiences can be implanted into battle-brothers in advance of future conflicts and operations. This provides the Red Hunters with a great tactical flexibility to react most effectively to most situations, planned for or as contingency against, through the activation of deeply encoded Doctrinal Mnemonic Protocols. The Red Hunters with the assistance of their Inquisition allies and astartes progenitors, have extensively studied the chapter tactics and combat doctrines of many other astartes chapters, founding legions, and even traitor warbands. This ensures they can enact as necessary the greatest range of tactical abilities locked within their conditioning and transhuman physiology. Unlike other astartes chapters the RED HUNTERS do not follow a standardized combat doctrine specialization that is implemented during a particular battle round. Instead, due to their ritualized mnemonic redaction and engrammatic activation practices, RED HUNTERS units can instead select a doctrinal specialization drawn from the Mnemonic Protocols list. However, this follows the below sequence of standard activation protocols: During the First battle round, up to one unit with the RED HUNTERS keyword may select up to one Mnemonic Protocol for activation for the duration of that first battle round. The unit selected for this may not be selected again for the Doctrinal Mnemonic Protocol rules for the rest of the battle. During the Second battle round, up to two units with the RED HUNTERS keyword may select up to one Mnemonic Protocol for activation for the duration of that second battle round (note that this doctrine must be identical for all units activating the same Mnemonic Protocol selected for that round). The units selected for this may not be selected again for the Doctrinal Mnemonic Protocol rules for the rest of the battle. At the start of the Third battle round, up to three units with the RED HUNTERS keyword may select up to one Mnemonic Protocol for activation for the duration of that third battle round (note that this doctrine must be identical for all units activating the same Mnemonic Protocol selected for that round). The units selected for this may not be selected again for the Doctrinal Mnemonic Protocol rules for the rest of the battle. During the fourth and subsequent battle rounds, up to four units per battle round with the RED HUNTERS keyword may select up to one Mnemonic Protocol for activation for the duration of that or any following battle rounds (note that this doctrine must be identical for all units activating the same Mnemonic Protocol selected for that round). The units selected for this may not be selected again for the Doctrinal Mnemonic Protocol rules for the rest of the battle. INQUISITORIAL ASSIGNMENT Unlike other Codex Astartes chapters, who operate almost wholly independently of many other Imperial institutions, the Red Hunters are without question oathbound and interwoven into the labyrinthine workings of the Emperor’s Holy Inquisition. This is particularly so, for their allies are invited to hold Ordo Bastions and Conclaves on Fortress Montsegnur. Therefore, Ordo Agents, Acolytes, Interrogators and Inquisitors themselves will often accompany Red Hunters Strike Forces, as well as folding these elite astartes and squads into their own Task Forces as honour guards and trusted lethal assets. Unless stated otherwise, a Codex Astartes forces must have an ‘HQ’ unit with their <CHAPTER> keyword (commonly a <CHAPTER> CAPTAIN) to serve as their Warlord to maintain their Battle-forged status. In exception to this rule a unit with the INQUISITOR keyword can lead a RED HUNTERS army instead. However, these INQUISITOR units may not use any RED HUNTERS Wargear Lists, Warlord Traits, Chapter Relics, Stratagems or Psychic Powers that require the unit to have the RED HUNTERS keyword. In addition, for the purposes of the Combat Doctrines ability, the following statement overrides that found in that section:Inquisitorial Assignment: If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM, INQUISITOR, ACOLYTE, DAEMONHOST, JOKAERO WEAPONSMITH and UNALIGNED units), this unit gains a bonus depending on which Combat Doctrine is active for your army (see Combat Doctrines rules section). RED HUNTERS DOCTRINAL MNEMONIC PROTOCOLS A key facet of the chapter cult practices of the Red Hunters astartes is their extensive use of memory manipulation and reconditioning. Such practices are practically implemented to ensure that battle-brothers are not weighed down by the memories of the horrors faced by them in their capacity as space marines operating in close proximity to Inquisitors. However more so than this is that such practices as the ‘Rites of Consolamentum’ allow the embedding of new memories, allowing training and stolen experiences to be implanted into battle-brothers in advance of future conflicts and operations. This provides the Red Hunters with a great tactical flexibility to react most effectively to the evolving situation presented, planned for or as contingency against, through the activation of deeply encoded Doctrinal Mnemonic Protocols. The Red Hunters with the assistance of their Inquisition allies and progenitors, have greatly studied the warcraft, tactics and combat doctrines of many other astartes chapters, founding legions, and even traitor warbands, to ensure they can as necessarily react with the greatest range of tactical abilities locked within their transhuman physiology and gene-seed. In many Codex: Space Marines Supplements you will find a detachment ability that confers additional bonuses via the ‘Combat Doctrines’ ability while a particular doctrine is active for your army (Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc.). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g., the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability. However, unlike these other ‘codex compliant’ or ‘divergent chapters’, the RED HUNTERS do not have a fixed doctrine specialization. Instead, they draw upon a wealth of mnemonically encoded protocols, which are selectively redacted and reactivated when needed by a particular squad or formation (see RED HUNTERS Detachment Rules section). Please select any activated Mnemonic Protocols from the following list: ALPHA PROTOCOL: Whilst the Tactical Doctrine is active for your army, INFANTRY models from your army can make attacks with Rapid Fire and Assault weapons (excluding Blast weapons) while within Engagement Range of enemy units, but must target an enemy unit that is within Engagement Range of its own unit when they do so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit, and while it is making such an attack, it has a Ballistic Skill characteristic of 5+. DELTA PROTOCOL: Whilst the Tactical Doctrine is active, when resolving an attack made with a ‘FLAME’ or ‘MELTA’ weapon by a model in a unit with this Mnemonic Protocol activated, add +1 to the wound roll. KAPPA PROTOCOL: Whilst the Assault Doctrine is active, when resolving an attack made with a melee weapon by a model with this Mnemonic Protocol activated in a unit that made a charge move or performed a Heroic Intervention this turn, add +1 to the Damage characteristic of any melee weapons used for that attack. LAMBDA PROTOCOL: Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this Mnemonic Protocol activated, that attack scores +1 additional hit on the target unit. OMEGA PROTOCOL: Whilst the Tactical Doctrine is active for units with this Mnemonic Protocol, when resolving an attack made by a model with this ability against a CHARACTER unit, you can add +1 to all hit rolls and +1 to all wound rolls. OMICRON PROTOCOL: Whilst the Devastator Doctrine is active, models with this Mnemonic Protocol activated do not suffer the penalty for moving and firing Heavy weapons. In addition, whilst the Devastator Doctrine is active, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll a hit roll of 1. SIGMA PROTOCOL: Whilst the Tactical Doctrine is active, models with this Mnemonic Protocol that moved in your Movement phase, but did not Advance or Fall Back, can make attacks with Ranged Weapons in the following Shooting phase as if their unit had remained stationary during the Movement Phase. THETA PROTOCOL: Whilst the Devastator Doctrine is active, each time a model with this Mnemonic Protocol activated makes an attack with a Heavy weapon against a VEHICLE or BUILDING unit, if that attack has a Strength characteristic of 7 or more, add +1 to the Damage characteristic of that attack. ZETA PROTOCOL: Whilst the Assault Doctrine is active, if a unit with this Mnemonic Protocol activated makes a charge move, is charged or performs a Heroic Intervention, add +1 to the Attacks characteristic of models in that unit until the end of the turn. Note that this is cumulative with the bonus these models receive from the Shock Assault ability. Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733256 Share on other sites More sharing options...
MECHFACE Posted August 21, 2021 Author Share Posted August 21, 2021 Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733257 Share on other sites More sharing options...
MECHFACE Posted August 21, 2021 Author Share Posted August 21, 2021 (edited) RED HUNTERS CHAPTER SPECIAL RULES In many Codex: Space Marine Supplements you will find an army which comprises of detachments consisting of a single chapter will gain access to supplementary choices for Warlord Traits, Stratagems, Relics and Psychic Powers. Whenever any of these rules allows a unit to gain the bonus of a particular combat doctrine even though it is not active for the rest of your army (e.g., the Adaptive Strategy stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability. WARLORD TRAITS If your Warlord is a CHARACTER unit from the RED HUNTERS Chapter, you can also use the RED HUNTERS Chapter Warlord Trait table to determine what Warlord Traits they have. Replace the <CHAPTER> keyword in all instances in that Warlord Trait (if any) with the RED HUNTERS keyword. CHAPTER RELICS RED HUNTERS Chapter Warlords have access to the RED HUNTERS Special-Issue Wargear Relics and the Relics of Fortress Montsegnur lists. STRATAGEMS Units from RED HUNTERS chapter are considered to have the RED HUNTERS keyword for the purposes of using RED HUNTERS Stratagems. PSYCHIC POWERS LIBRARIAN units from the RED HUNTERS chapter can know psychic powers from the Librarius Discipline unless otherwise stated in the unit’s datasheet or via other Warlord Traits, Relics or Stratagems. When such a model uses one of these psychic powers, replace the <CHAPTER> keyword in all instances on that power (if any) with that of the RED HUNTERS keyword. RED HUNTERS STRATAGEMS If your army is Battle-forged and includes any RED HUNTERS Detachments (excluding Auxiliary Support Detachments) you may access to the stratagems shown here in addition to those listed in the Codex: Space Marines list of stratagems, and can spend Command Points (CPs) to use them. These reflect the unique strategies used by the RED HUNTERS chapter on the battlefield. 1. AT YOUR COMMAND INQUISITOR # 0CP RED HUNTERS - BATTLE TACTIC The Red Hunters astartes specialize in the support of Imperial Inquisitors whilst they undertake their specific Ordo business and combined Task Force missions. When instructed to do so Red Hunters can adapt their combat tactics to best match the requirement needed to attack that specific Inquisitors chosen quarry that they’re hunting. Use this Stratagem at the start of the Command Phase when the Inquisition Stratagem ‘To the Exclusion of All Else’ has been placed on an astartes unit with the RED HUNTERS keyword (excluding SERVITOR and UNALIGNED units). Until the end of the battle round each time that RED HUNTERS unit, selected for that stratagem, makes an attack at an enemy unit matching the Inquisitor’s ‘Ordo Quarry’, then that unit may re-roll all failed to hit and to wound rolls during the Shooting and Fight Phases. Please note that this Stratagem cannot be played without the Inquisition Stratagem ‘To the Exclusion of All Else’ but does not cost any CP once that Inquisition Stratagem has been played. 2. STRIKE TEAM ASSIGNMENT # 1CP – 2CPRED HUNTERS - REQUISITION In times of urgency or necessity the Red Hunters company captains, chapter command, or even high-ranking Inquisitors, will request the formation of dedicated Strike Teams. These elite specialist squads are tasked with specific duties and mission imperatives, and will often form the core of dedicated Red Hunters Strike Force formations. These teams are commonly formed from specific individuals from across the company or chapter with the exact skills and mnemonic protocols required for undertaking a specific missions’ parameters. Use this Stratagem before the start of the battle. Select up to one INFANTRY unit with either the ’Troop’, ‘Elite’, ‘Heavy Support’, or ‘Fast Attack’ Battlefield Role. This unit gains the STRIKE TEAM keyword. Until the end of the battle that unit gains the Objective Secured rules as if they were ‘Troops’, and any troop units so selected will count all models in the unit as double for the purposes of the holding of any objectives via Objective Secured rules. For units of 5 or less models this Stratagem costs 1CP. whereas for units with greater than 5 models this stratagem costs an increased 2CP to activate. 3. TELEPORTATION STRIKE # 1CPRED HUNTERS – STRATEGIC PLOY The Inquisition of the Imperium of Mankind has access to many arcane secrets of technology. These precious relics date back to the time of Humanity’s Darks Age before the coming of Old Night. One such area of knowledge they have granted to their astartes agents is that of accurate teleportation technology, allowing the Red Hunters to strike at the heart of the Imperium’s enemies in the blink of an eye. Use this Stratagem during deployment. Select one RED HUNTERS INFANTRY, RED HUNTERS DREADNOUGHT or RED HUNTERS BIKER unit from your army. All models in that unit gain the Teleportation Strike ability. You can only use this Stratagem once be battle, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times). 4. SAVIOUR PROTOCOLS ENACTED # 1CPRED HUNTERS – EPIC DEED Inquisitors will often utilise the services of the Red Hunters chapter due to the innate Saviour Protocols instilled in these battle-brothers via their Inquisitorial Indoctrination. These protocols ensure that whenever the life of an Inquisitor is in jeopardy Red Hunters battle-brothers will throw themselves into harm’s way without a second thought to ensure the protection of the Inquisitor. Use this Stratagem when an INQUISITOR unit is targeted for an attack in the Shooting or Fight Phases, whilst being within 3” of any RED HUNTERS INFANTRY unit(s). Enemy models cannot target that INQUISITOR unit with Ranged attacks during the Shooting Phase (even if the attacking unit can ignore Look Out Sir! rules), and each time the INQUISITOR unit suffers a wound in the Fight Phase, that wound is automatically transferred as a Mortal Wound to any RED HUNTERS INFANTRY unit(s) within 3” of the INQUISITOR model, instead of the INQUISITOR suffering the wound. Only until all RED HUNTERS INFANTRY units within 3” are destroyed whilst this Stratagem is active can the INQUISITOR suffer any Wounds from a Ranged or Melee attack that phase. 5. ARTIFICER BOLT CACHE # 2CP RED HUNTERS - REQUISITION The Red Hunters often deploy their forces with caches of specialized bolt ammunition, whose secrets of manufacture are guarded by the artificers of the Imperial Inquisition. Such prized bolt munitions can ensure the flexible deployments of Red Hunters Strike Forces to support the Inquisition as needed against a wide range of mankind’s enemies. Use this Stratagem before the battle. Select one RED HUNTERS unit with the INFANTRY keyword. This unit can choose to be equipped with up to one of the following Artificer Bolt Caches from the following list: Kraken Bolt Cache: Add 6" to the Range characteristic and improve the armour penetration characteristic of that attack by 1 (i.e., AP 0 becomes AP -1). This bonus is cumulative with the armour penetration bonus conferred by the Combat Doctrines ability and any other ability which increases the AP of that units Ranged attacks with BOLT weapons. Vengeance Bolt Cache: Add 1 to the Damage characteristic of that attack against the targeted enemy unit. This bonus is cumulative with any bonus or other ability which increases the Damage characteristic of that units Ranged attacks with BOLT weapons. Dragonfire Bolt Cache: When targeting an enemy unit, the range of the BOLT weapon profile is reduced to 12” but all attacks made by the attacking unit automatically hit the targeted enemy unit of the attack. Hellfire Bolt Cache: When targeting a unit without the VEHICLE or TITANIC keyword, add +1 to the wound rolls made by the unit models equipped with BOLT weapons. This bonus is cumulative with any other bonus conferred by abilities which modifies the attacking units wound roll (note that though cumulative these bonuses can never stack beyond a +1 to wound modifier). Banestrike Bolt Cache: Increase the armour penetration characteristic of that attack by 3 (i.e., AP 0 becomes AP -3). This bonus is cumulative with the armour penetration bonus conferred by the Combat Doctrines ability and any other ability which increases the AP of that units Ranged attacks with BOLT weapons. The selected cache may be used in the Shooting Phase, or when using Overwatch, instead of the standard profile of a BOLT weapon that a unit is equipped with, and any number of models in the unit may use the cache instead of their normal BOLT weapon. This Stratagem may only be used up to once for any single unit per battle, unless stated otherwise in a units Datasheet, a Warlord Trait, Relic, Stratagem, or other such ability. 6. STRIKE COMMAND VETERAN # 1CP RED HUNTERS - REQUISITION After almost countless campaigns, deployments and engagements, those battle-brothers of the Red Hunters chapter who have excelled in their performance undergo specialized Mnemonic Redaction by the ‘Rites of Consolamentum’. Such paragons of the Red Hunters are inducted into the inner circles of the chapter’s complex hierarchies and the secrets of the Imperial Inquisition. Use this Stratagem after nominating an RED HUNTERS CHARACTER model that is not a named character to be your warlord. This model gains the STRIKE COMMANDER keyword. You can generate one additional Warlord Trait for them; this must be from the RED HUNTERS Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle. 7. LIQUIDATION PROTOCOLS # 1CP - 2CPRED HUNTERS - WARGEAR The Red Hunters chapter is rare amongst other astartes chapters in that they house a large repository of ancient weapons and technology within their Chapter Armourium on Fortress Montsegnur. In particular, Strike Forces of the chapter often carry rare volatile plasma, volkite and disintegration weapons developed during Humanity’s Dark Age of Technology. The secrets of mass manufacture of these devices are lost to most worlds of the Imperium. However, the Red Hunters are highly trained in the use of such Archeotech wargear. If extensive purgation of the enemy is needed, these specialist brothers can unleash the power of these rare energetic weapons, turning most targets into little more than vapor and liquefied slag. Use this Stratagem when a RED HUNTERS INFANTRY unit equipped with ’Plasma’, ‘Volkite’ or ‘Disintegration’ weapons make an attack during the Shooting Phase, or when undertaking Overwatch. The S, AP and D of the attack in increased by +1 for all attacks made with these weapons (i.e., S +1, AP -1, D +1). This Stratagem costs 1CP to use if the unit select contains 5 or fewer models equipped with the above weapon keywords, otherwise the stratagem costs 2CP. Please note that this stratagem does not increase the number of Mortal Wounds dealt via the ‘Volkite Weapon’ special rules. 8. REACTIVE DEPLOYMENT ACTION # 1CPRED HUNTERS – STRATEGIC PLOY The battle-brothers of the Red Hunters are mnemonically conditioned to be adaptable to the many situations they are deployed into by the differing factions of the Holy Inquisition and their Ordos. Many Red Hunters squads and Strike Teams are often conditioned with back up mnemonic-cyphers which, when triggered by unexpected events, instantaneously allow a squad to activate different doctrinal actions suiting the evolving needs of the situation they’ve deployed into. Use this Stratagem when a RED HUNTERS INFANTRY, RED HUNTERS DREADNOUGHT or RED HUNTERS BIKER unit from your army is Deployed on the battlefield (either in Deployment or via any later reserve deployment actions), selecting either the Devastator, Tactical or Assault Doctrine. Until the start of your next Command Phase, that unit gains the bonus of that Combat Doctrine as well as the active Combat Doctrine. 9. ADVANCED MNEMONIC ACTIVATION # 2CPRED HUNTERS – STRATEGIC PLOY The Red Hunters chapter is often called upon to face a multitude of enemies, recidivists, and renegades who threaten the Imperium. Commonly this service entails fighting in Inquisitorial Task Forces, as well as the assignment of dedicated squads to undertake Inquisition focused operations for the most senior Inquisitor Lords. As such these squads operate differently to the main chapter force, and undergo specialized Rites of Consolamentum to allow them to operate under a specific Doctrinal Mnemonic Protocol throughout their assigned missions. Use this Stratagem before any deployment has taken place at the start of the battle. Select one RED HUNTERS INFANTRY unit from your army. This unit can choose to be deployed with a fixed Mnemonic Protocol for the whole battle, rather than use the rules presented in the RED HUNTERS Detachment section (see Doctrinal Mnemonic Protocol rules). Such units therefore cannot be affected by the battle round based Doctrinal Mnemonic Protocol but instead may select one, and only one, of the following protocols from the following Mnemonic Protocols list: Alpha Protocol; Delta Protocol; Kappa Protocol; Lambda Protocol; Omega Protocol; Omicron Protocol; Sigma Protocol; Theta Protocol; or Zeta Protocol This Doctrine ability will last for the entire battle and will be activated either during the matching Combat Doctrine selected for that battle round or activated by other means (such as Relics, Warlord Traits or Stratagems). Should the Unit be divided into two using the ‘Combat Squads’ rules then both separate units may be deployed using different Mnemonic Protocols from one another for the remainder of the battle. 10. STRIKE LEADER STATUS APPROVED # 1CPRED HUNTERS - REQUISITION Apart from acting as the Red Hunters Homeworld, the Fortress World of Montsegnur has extensive armouries of weapons gathered by the multitude of Inquisition Ordos. This access to rare and often proscribed wargear ensures all Red Hunters forces are deployed ready to face the horrors encountered on behalf of the Imperial Inquisition. In particular, such items of ancient artifice are allocated to ad hoc veteran ‘Strike Leaders’ assigned to squads on missions of great importance.Use this Stratagem before the battle. Select one RED HUNTERS model from your army that has the word ‘Sergeant’ in their profile. That model gains the STRIKE LEADER keyword and can take one of the following Special Issue Relics: Artificer-Wrought Bolt Cache, Master-Crafted Weapon, Writ of Quarry, Digital Weapon, or Artificer Armour. All of the Relics your army includes must be different and be given to different models. 11. MNEMONIC REDACTION SUSPENDED # 2CP RED HUNTERS - BATTLE TACTIC As part of their extensive indoctrination regime in the Mnemonic Chapels and training facilities of Montsegnur, Red Hunters astartes are relentlessly examined in the battle tactics of other astartes chapters. This ensures their ability to counter such transhuman opponents with that same warcraft, should the need arise. This training is then Mnemonically Redacted within each space marine until it can be activated by certain battlefield events and situations requiring enhanced doctrinal combat efficiency. The RED HUNTERS force may choose to use one and only one of the following chapters astartes Battle Tactic Stratagems, changing any reference to that parent <CHAPTER> keyword to the RED HUNTERS keyword. Unless stated otherwise, that stratagem’s effect lasts only until the start of the next Red Hunters Command Phase. Note that each alternative Stratagem listed below may only be used once per battle, and when used it may no longer be accessed by any unit with the RED HUNTERS keyword. Wrath of The Lion (Dark Angels); Red Rampage (Blood Angels); Praetorian’s Wrath (Imperial Fists); Engine Purge (Iron Hands); Ambushing Fire (Raven Guard); Rites of Vulkan (Salamanders); Go for the Throat (Space Wolves); Tactical Expertise (Ultramarines); Eternal Hunt (White Scars). 12. ENGRAMMATIC RECALL ENABLED # 2CPRED HUNTERS – STRATEGIC PLOY As part of their extensive training regime in the facilities of Montsegnur, Red Hunters astartes tirelessly study the strategies of other astartes chapters via digitized memory engrams acquired by the Inquisitions savants and psionic-archivists. This training is then Mnemonically Redacted until such a time as vital for the missions on which the Red Hunters are often deployed, least such knowledge become too influential on the chapter’s absolute loyalty to the Imperium and the Emperor’s Holy Inquisition. The RED HUNTERS army may choose to use one and only one of the following chapters astartes Strategic Ploy Stratagems, changing any reference to that parent <CHAPTER> keyword to the RED HUNTERS keyword. Unless stated otherwise, the stratagem’s effect lasts only until the start of the next RED HUNTERS Command Phase. Note that each alternative Stratagem listed below may only be used once per battle, and when used it may no longer be accessed by any units with the RED HUNTERS keyword. Secret Agenda (Dark Angels); Upon Wings of Fire (Blood Angels); Clearance Protocols (Imperial Fists); Methodical Firepower (Iron Hands); Infiltrators (Raven Guard); Immolation Protocols (Salamanders); Keen Senses (Space Wolves); Cycle of War (Ultramarines); Feinting Withdrawal (White Scars). Edited August 23, 2021 by MECHFACE Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733263 Share on other sites More sharing options...
MECHFACE Posted August 21, 2021 Author Share Posted August 21, 2021 (edited) RED HUNTERS WARLORD TRAITS The veteran brothers of the Red Hunters chapter astartes are by nature of the specialized Rites of Consolamentum masters in the use of Mnemonic Protocols in battle. A Red Hunters force is then highly adaptable to the requirements of their operational assignments on behalf the Imperial Inquisition. At the slightest command, the Red Hunters can strike with cold but brutal force, hardened by their faith in the God-Emperor and fearless through their Inquisitorial Indoctrination. If an RED HUNTERS CHARACTER is your Warlord, he can generate a Warlord Trait from the following RED HUNTERS chapter table instead of the one in the Warhammer 40,000 rulebook or Codex: Space Marines. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war. 1. STUDENT OF THE ASTARTES Particular veterans within the Red Hunters chapter are often allowed to keep various traits learned via their Inquisitorial Indoctrination Protocols via specialized Rites of Consolamentum. Such space marine agents are of great value to the Holy Ordos of the Inquisition, when guaranteed success is required in their pursuit of specific objectives. This is particularly true for those Ordos concerned with the vigilance of near-heretical astartes chapters and the sanctioning of renegade astartes warbands. Select one Warlord Trait from the below Chapter Astartes Warlord Traits for your Warlord, replacing all instances of that <CHAPTER> keyword on that Warlord Trait with the RED HUNTERS keyword. Chapter Astartes Warlord Traits: Speed of the Primarch; Brilliant Strategist; Architect of War; Adept of the Omnissiah; Echo of the Ravenspire; Anvil of Strength; Deadly Hunter; or Adept of the Codex. 2. STRIKE FORCE COMMANDER Red Hunters Strike Force Commanders are highly trained veterans of many covert engagements undertaken alongside the Holy Ordos of the Imperial Inquisition. These veterans have battled countless horrors in their pursuit to protect the Imperium of Mankind, and are often charged by Inquisitors to lead requested Strike Force assault teams in their stead. This Warlord gains the STRIKE COMMANDER Keyword. This warlord trait provides the following bonus ability depending upon the below options: • Should any RED HUNTERS Vanguard Detachment include a STRIKE COMMANDER model, all INFANTRY units with the ‘Elite’ Battlefield Role in that Detachment gain the ‘Objective Secured’ rules ability. Each of these ‘Elite’ INFANTRY units furthermore gain the STRIKE TEAM keyword. • Should any RED HUNTERS Outrider Detachment include a STRIKE COMMANDER model, all INFANTRY units with the ‘Fast Attack’ Battlefield Role in that Detachment gain the ‘Objective Secured’ rules ability. These ‘Fast Attack’ INFANTRY units furthermore gain the STRIKE TEAM keyword. • Should any RED HUNTERS Spearhead Detachment include a STRIKE COMMANDER model, all INFANTRY units with the ‘Heavy Support’ Battlefield Role in that Detachment gain the ‘Objective Secured’ rules ability. These ‘Heavy Support’ INFANTRY units furthermore gain the STRIKE TEAM keyword. 3. MNEMONIC COMMAND RETRIEVAL The Inquisition of the God-Emperor initiate those astartes, who make up the command hierarchy of the Red Hunters chapter, into the greater degrees of knowledge of the chapter’s past activities and Mnemonic Doctrines. In particular, these Red Hunters commanders and company captains are initiated into the trigger practices of Mnemonic Protocols that can be used to activate specific doctrines. These are learned via specialized Rites of Consolamentum upon their promotion to their new title and rank within the chapter. At the start of each Command Phase this Warlord gains the ability to select up to one RED HUNTERS unit within 6” as the target of their Mnemonic Command Retrieval ability. Whilst that unit is selected it may benefit from a different RED HUNTERS Doctrinal Mnemonic Protocol, including one which the same unit had previously activated for an earlier battle round. Note that this is in addition to the specified number of other units who can be selected for this battle round (see Doctrinal Mnemonic Protocol rules section). 4. SANCTIONED HEADHUNTER This Warlord has been extensively trained and undertaken specific Rites of Consolamentum based on the Mnemonic Engrams assembled from the Red Hunters chapter’s finest marksmen and headhunters. When deployed on their mission of sanction to hunt down the enemies of the Emperor’s Holy Inquisition, no target is safe in the sights of this Red Hunter. Each time you select a target for a Ranged Weapon with this Warlord you can ignore the Look Out Sir! rule for that attack. I addition, when resolving an attack made with a Ranged weapon by this Warlord, this model ignores all Ballistic Skill modifiers for hitting that target unit if it has the CHARACTER keyword. 5. LIGHTNING-STRIKE MASTER The Red Hunters chapter utilises many types of Teleportation Archeotech in their deployment of elite Strike Team units. This Warlord has through experience and intense Inquisitorial training become a Master of Teleportation Deepstrike warfare. At the start of the battle before the players’ first turn begins this Warlord can, if already deployed within a Teleportation Chamber, select up to one friendly RED HUNTERS INFANTRY unit (excluding CENTURION units) also deployed in a Teleportation Chamber. This Warlord and the selected RED HUNTERS INFANTRY unit may deploy out of Reserves during their First Battle Round (in the same unrestricted manner as a Drop-pod Transport) and can be set up anywhere on the battlefield this is more than 9" from any enemy models but must be deployed at least within 3” of one another. 6. ADAPTABLE PARADIGM RESPONSE Adaptability in the face of the threats from ‘Within, Without, and Beyond’ are critical to the warcraft of the Red Hunters chapter. Utilizing strategic mnemonic-engrams gathered from the Imperium’s finest war-savants this warlord can perform immense shifts in strategic reasoning in the face of changing battlefield conditions and enemy combat paradigms. Whilst this Warlord is on the battlefield, you can roll one D6 each time an opposing enemy force spends a Command Point to use a Stratagem; on a 5+ this Warlord may gain +1 Command Point to their army’s total number of CPs. Please note that you may only gain +1 Command Point per battle round by successfully using this Warlord Trait. RED HUNTERS RELICS OF FORTRESS MONTSEGNUR The armouries of the Red Hunters chapter Fortress Homeworld of Montsegnur, and their extensive Chapter Fleet, are filled with many ancient weapons of rare and powerful design. Much of these designs date back to the hallowed times of Mankind’s Great Crusade, when such technological marvels and inventions were more commonplace. Due to the chapter’s close allegiances with the Holy Ordos of the Imperial Inquisition, the Commanders and Strike Leaders of the chapter can draw upon a variety of powerful artefacts to combat the enemies of the God-Emperor. Be they from ‘Within, Without or Beyond’. If your army is led by a RED HUNTERS Warlord, you can give them one of the following Relics of Fortress Montsegnur to any RED HUNTERS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. NAMED CHARACTERS AND VEHICLE units cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, if you are using point values, you must still pay the cost of the weapon that is being replaced. Write down any Relics your units have on your army roster for your Order of Battle. 1. PROSCRIBED ENGRAMS OF AEONID THIEL This mnemonic data-log contains within it a doctrinal engram of the complete didactic works of the Ultramarine Aeonid Thiel, those selfsame writings led to his censure during the Great Crusade era. The results of his pre-Heresy studies, which themselves were considered treasonous, outlined the optimal methods by which an Adeptus Astartes could kill any opponent, including fellow battle-brothers of other chapters. Taken from the Ultramarines by obscure methods, the Ordo Astartes supply this proscribed knowledge to Red Hunters commanders in the form of an innocuous targeting reticule augment, to aid in their actions against heretic warbands and renegade astartes chapters when required. RED HUNTERS CHARACTER model only. When resolving an attack made by a model with this Relic is made against an enemy unit with the ADEPTUS ASTARTES or HERETIC ASTARTES keywords, add +1 to the hit roll and add +1 to the wound roll. 2. NOVA PISTOLS Based on an ancient pattern of plasma pistol found in the ruins of a long destroyed ‘pre-Strife’ era human colony world, Nova Pistols are used in a brace connected to a singular reactor core. Such a pattern allows for more controlled overcharging of the weapons dual-core plasma reactor, allowing the second pistol to vent excess heat whilst lowering the overall rate of fire. As a consequence, these ‘super-heated’ barrel vents of the Nova Pistols can be used as effective melee weapons by those skilled in their use during close quarters combat. RED HUNTERS INFANTRY model with a Plasma Pistol only. The relic replaces the models Plasma Pistol, and any other Ranged weapons that the model may be equipped with, with a brace of two Nova Pistols that have the following profile: Abilities: When the Relic makes a ranged attack using the ‘Overcharged’ profile during the Shooting Phase, and any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer suffers a Mortal Wound at the end of the Shooting Phase. However, the model may choose to overcharge the pistols but reduce the rate of output to Pistol 1 instead of Pistol 2, and ignore the effects of rolling an unmodified 1 if used in an ‘Overcharged’ state. Additionally, if the relic is used in the Fight Phase, the bearer of the weapon gains an additional +1 attack to its Melee profile with this Relic. 3. ERADICATOR A Relic prototype weapon created during the Unification Era of the nascent Imperium. It was developed by Technowrights of the Terrawatt Clan, a polity of Terra with a history stretching back to the Age of Strife. Based on Archeotech that dated back to the Dark Age of Technology, this was an attempt to incorporate enhanced Disintegration science with the initial pre-Phobos ‘Union’ pattern Boltgun. Though it and other such Disintegration weapons would not go into mass production, as the primary manufacture of the Crusade era’s arms would be taken up by the Martian Priesthood, this weapon has delivered swift judgement upon the enemies of mankind for over 10,000 years. RED HUNTERS INFANTRY model with a Combi-Disintegration Gun only. The relic replaces the models Combi-Disintegration Gun and has the following profile: 4. GENO-MNEMONIC PSYHOOD Unlike their cousin chapter astartes, the Librarius of the Red Hunters has not studied or development a discipline of its own type in the course of their shrouded activities in the Fortress Anathema. This is an almost separate structure to the chapter’s primary Fortress Monastery Complex on the world of Montsegnur, housing many visiting Inquisitorial representatives with Alpha-Grade levels of psychic ability. This relic was likely developed as an Inquisition psycho-interrogation device to plunder enemy minds of their suppressed knowledge, but has now found greater use by the Red Hunters Librarians for tapping into the Geno-Mnemonic warp practices of another astartes psychic disciplines. RED HUNTERS model with the LIBRARIAN keyword only. This model retains the ‘Psychic Hood’ ability in the Librarian Datasheet (see Codex: Space Marines). In addition, the bearer also gains the following ability: Geno-Mnemonic Psyhood: At the start of the battle, before any forces are deployed, the bearer of this relic may exchange up to one of their powers from the Librarius Discipline they are equipped with for up to one power from one of the following chapter astartes Disciplines: Geokinesis Discipline; Indomitus Discipline; Promethean Discipline; Stormspeaking Discipline; Technomancy Discipline; Tempestas Discipline; Sanguinary Discipline; Umbramancy Discipline; or Interromancy Discipline. In all cases when the power is manifested during the RED HUNTERS Psychic Phase, all past <CHAPTER> keywords originally used are replaced with the RED HUNTERS keyword. 5. ENGRAMMATICA KRANOS Within the chapter, it is the responsibility of the Red Hunters Apothecaries to oversee the maintain and operation of the numerous Mnemonic Chapels throughout the Fortress of Montsegnur Primus. However, when awaking from their Rites of Consolamentum, newly Mnemonically Indoctrinated space marines are greeted by the grim-faced helms of the Red Hunters Chaplains. Whilst observing the technical procedures of the Apothecaries, it is the Chaplains who give these newly conditioned Astartes their further ‘Rites of Awakening and Engrammatic Activation’, to ensure that any redaction of thoughts and implantation of new mnemonic triggers are successful. The Engrammatica Kranos, a Relic skull-faced helmet, dates back to the initial secret founding of the Red Hunters and is worn by select Chaplains when such rites are required away from the Mnemonic Chapels of Montsegnur. RED HUNTERS CHAPLAIN model only. During the Command Phase the bearer of this Relic may choose to undertake one of the following actions: • Recite one additional Litany from the Litanies of Battle list (see Codex: Space Marines), even if it was not previously selected for that Chaplain at the start of the battle. • Select up to one RED HUNTERS CORE or RED HUNTERS CHARACTER unit within 6” and roll a D6. On a 3+ roll, this unit may select one of the following Mnemonic Protocol to be in effect until the start of the next RED HUNTERS Command Phase: Alpha Protocol; Delta Protocol; Kappa Protocol; Lambda Protocol; Omega Protocol; Omicron Protocol; Sigma Protocol; Theta Protocol; or Zeta Protocol. Please note that the selected unit may be affected by a Mnemonic Protocol that they may previously had been activated for, and that this activation does not prevent the same unit being affected by the same Mnemonic Protocol in later Battle rounds. However, this selected unit may not benefit from the effects of two different Mnemonic Protocols in the same turn and therefore must choose which protocol is active of the two for this turn. 6. PRECOGNIA-TACTICA An astartes power armour helmet of unknown pattern and design, the Precognia-Tactica features a smoothed face-plate covering, interlaced with additional layers of multi-spectral augurs and sensor arrays. Thought to be based on =] REDACTED [= designs found by an ill-fated Inquisition exploration team in the =] REDACTED [= sector, its complex psycho-reactive circuitry uses =] REDACTED [= technologies to provide the bearer unprecedented foreknowledge of encroaching threats. RED HUNTERS INFANTRY or BIKER model only. Any enemy units that are set up on the battlefield as reinforcements (including Tactical Reserves, Outflank, Death from Above, Teleport Strike, or via similar Stratagems or Relics), or deployed at the start of the battle using Concealed Positions, cannot be set up within 12" of a unit with this Relic. In addition, the bearer of the Relic gains the following aura ability: Precognia-Tactica (AURA): all RED HUNTERS models within 9” of this Relic’s bearer gain a +1 to their BS value when undertaking any Ranged attacks, and may always hit enemy units on an unmodified 5+ roll when undertaking Overwatch. Please note that those models with a base BS of 2+ always fail on an unmodified to hit roll of 1, no matter the effects this Relic has on their BS value. RED HUNTERS SPECIAL-ISSUE WARGEAR Just as they draw upon the relics of the chapters past veteran commanders and strike leaders, the Red Hunters can further rely upon the wealth and skilled artificers of the Holy Ordos of the Inquisition. The Inquisition, through the hoarding of technology, information, and research in various fields of ancient human and xenos artefacts, can supply the battle-brothers of the Red Hunters with potent items of wargear. Such stores of rare weapons and munitions that can be found inside the chapter’s armouries of Montsegnur, are rarely imagined outside of the treasure troves of Terra and Mars. If your army is led by an RED HUNTERS Warlord, or a Warlord with the INQUISITOR keyword, you can give one of the following Special-Issue Wargear items to a RED HUNTERS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. NAMED CHARACTERS and VEHICLE units cannot be given the following Relics. Please note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, if you are using point values, you must still pay the cost of the weapon that is being replaced. Write down any Relics your units have on your army roster for your Order of Battle. 1. ADAMANTINE MANTLE These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks. When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost. 2. ARTIFICER ARMOUR Crafted by the finest artificers of the Red Hunters chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even terminator plate. All who set eyes upon the wearer know that an Honoured Champion of the Imperium stands before them. A model with this Relic has a Save characteristic of 2+ and a 5+ Invulnerable Save. 3. WRIT OF QUARRY On occasions when the Inquisition and its’ variously specialized Ordos require its agents have greater license to hunt down the myriad of the God-Emperor’s enemies, they will issue such agents with a ‘Writ of Quarry’. These exquisite data-keys are stamped by Inquisitorial special condition ident-codes, providing their bearers with enhanced authority for hunting that authorizing Inquisitor’s Ordo Quarry. A model with this Relic gains one, and only one, of the following Inquisition Ordo Quarry keywords: ORDO MALLEUS, ORDO HERETICUS, ORDO XENOS, ORDO MINORIS. This item then provides the user with the ‘Inquisitorial Indoctrination’ bonus to re-roll all hit rolls of 1 or wound rolls of 1 made against that specific Ordo Quarry type in the Shooting or Fight Phases (see Inquisitorial Indoctrination). The effect of this Writ of Quarry remains active even though the bearer of the relic is not within 6” of a model with the ORDO INQUISITOR keyword. However, should the model be within 6” of an INQUISITOR model with an ORDO keyword that matches the bearers own Writ of Quarry, then that model may re-roll any failed to hit or to wound roll against enemy units bearing that matching Ordo Quarry type without the need of the ‘To the Exclusion of All Else’ or ‘At Your Command Inquisitor’ stratagems. 4. DIGITAL WEAPONS Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted. When a model with this Relic fights, it can make 1 additional attack in the Fight Phase using the Close Combat Weapon profile (see Warhammer 40,000 Core Book). When resolving that attack, if a hit is scored the target suffers 1 Mortal Wound and the attack sequence ends. 5. ARTIFICER-WROUGHT BOLT CACHE The use of specialized bolt rounds is common amongst the Strike Teams and larger Strike Force formations of the Red Hunters chapter astartes. Usually these are supplied as limited caches for a single type of any particular bolt round. However, certain veterans are selected, by nature of their skills, mission parameters, or mnemonic doctrines, to carry multiple bolt ammunition caches as part of their wargear to ensure the success of the operations they undertake. RED HUNTERS model equipped with at least one BOLT weapon. At the start of the battle, select up to one BOLT weapon which the bearer is equipped with. Each time the bearer of the Relic is chosen to attack with that BOLT weapon during the Shooting Phase, they may choose one and only one of the following Bolt Caches to use that turn instead: Vengeance Bolt, Kraken Bolt, Hellfire Bolt, Dragonfire Bolt, Banestrike Bolt Once that attack has been resolved the model equipped with this Relic may no longer select the same Bolt Cache type for future Ranged attacks made with that selected weapon for the remainder of the battle. 6. IMPERATOR PATTERN BOLTGUN This rare complex pattern of boltgun was developed for greater tactical versatility during the later stages of the Great Crusade Era before the outbreak of the Horus Heresy. However, production was halted in favour of mass produced less-complex designs at the start of the Heresy in response to the massed astartes conflict. The Inquisition has hoarded rare examples of the Imperator Boltgun since the Ordo Machinum rediscovered this lost pattern, though the manufacture of such weapons can only be undertaken by the Inquisitions most skill artificers. Such weapons are often gifted to key veterans of the Red Hunters chapter for operations requiring unexpected adaptation if that missions’ parameters evolve. RED HUNTERS INFANTRY model equipped with a Boltgun, Bolt Rifle, Special Issue Boltgun, Marksman Bolt Carbine, Oculus Bolt Carbine, Stalker Pattern Boltgun, Instigator Bolt Carbine, Master-Crafted Auto Bolt Rifle, Master-Crafted Boltgun, Master-Crafted Instigator Bolt Carbine, Master-Crafted Oculus Bolt Carbine, or Master-Crafted Stalker Bolt Rifle only. The Weapon replaces the models Boltgun, Bolt Rifle, Special Issue Boltgun, Marksman Bolt Carbine, Oculus Bolt Carbine, Stalker Pattern Boltgun, Instigator Bolt Carbine, Master-Crafted Auto Bolt Rifle, Master- Crafted Boltgun, Master-Crafted Instigator Bolt Carbine, Master-Crafted Oculus Bolt Carbine, or Master-Crafted Stalker Bolt Rifle and instead uses the following profile and abilities: Abilities: Whilst the bearer of this Relic remains stationary during its Movement Phase the Strength, AP and Damage characteristics of the weapon are increased by 1 and the range by 6” but the Type is changed to Heavy 1 (i.e., 36” | Heavy 1 | 6 | -3 | 3). However, should the bearer of the weapon Advance during the Movement Phase, the weapon’s range is reduced by 6” and its Strength, AP and Damage are reduced by 1 but the Type is changed to Assault 3 (i.e., 24” | Assault 3 | 4 | -1 | 1). 7. MASTER-CRAFTED WEAPON Within the armouries of each Space Marine Chapter, the finest artificers seek to fashion weapons of ornate magnificence and utter lethality. Those forged upon Montsegnur with the aid of the Inquisitions artificers are examples of the weapon-smith’s art, be they potent firearms or gilt-chased blades. When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘Master-Crafted’). Add 1 to the Damage Characteristic of that weapon. That weapon is considered to be a Chapter Relic. 8. ORDO SACRISTAN BOLT PISTOL Such Sacristan bolt pistols are thought to be the basis on which the Adepta Sororitas based their own holy bolt weapons at their founding after the Age of Apostasy and the Reign of Blood. These bolt sidearms are produced exclusively by the Ordo Sacristan Artificers of the Holy Inquisition, and each example is a masterpiece of the gunsmith arts. Bearing the Holy “I” marking of the Inquisition itself, the machine spirits contained therein hunger to vent their righteous fury upon the quarry of its creator, even whilst in the hands of the Inquisition’s favoured agents. RED HUNTERS INFANTRY or BIKER model equipped with a Bolt Pistol, Heavy Bolt Pistol, Special Issue Bolt Pistol, or Absolvor Bolt Pistol only. This Relic replaces the Bolt Pistol, Heavy Bolt Pistol, Special Issue Bolt Pistol, or Absolvor Bolt Pistol with which the bearer was equipped, and has the following profile: Abilities: At the start of the battle before deployment the bearer of this Relic may select one of the following Ordo Quarry keywords: ORDO MALLEUS, ORDO HERETICUS, ORDO XENOS, ORDO MINORIS. When the bearer of this relic targets an enemy model in the Shooting Phase, or when undertaking Overwatch, that has the matching Ordo Quarry keywords that the Relic is marked with, then the bearer of the Relic may add an additional +1 to the to hit and to wound roll against that target unit. Edited August 23, 2021 by MECHFACE Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733266 Share on other sites More sharing options...
MECHFACE Posted August 23, 2021 Author Share Posted August 23, 2021 RED HUNTERS CHAPTER APPROVED RULES If every model in your army (excluding AGENT OF THE IMPERIUM and UNALIGNED models) has the RED HUNTERS keyword, and your WARLORD has the RED HUNTERS or INQUISITOR keyword, you can, if you are playing a ‘matched play’ battle that instructs you to select secondary objectives (e.g., a mission from the Eternal War Mission Pack), you may select one of them from the RED HUNTERS secondary objectives listed below. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, and can score no more than 15 Victory Points from each secondary objective you select during the mission etc.). PURGE THE ENEMY: RED HUNTERS End Game Objective Sometimes the clandestine investigative ways of the Inquisition must be supplemented by forceful purgation protocols. For the Red Hunters under the command of their Ordo allies, such targets for elimination, known as ‘Red Hunts’ are methodically tracked and destroyed to the glory of the God-Emperor and his Holy Inquisition. If you selected this secondary objective, then after both sides have finished deploying, select up to three enemy INFANTRY units from the units in your opponent’s army. If your opponent’s army does not include at least three units with the INFANTRY keyword, select as many INFANTRY units as possible. At the end of the battle, for each INFANTRY unit that was selected, score 5 victory points if every model in that unit has been destroyed. NO MERCY, NO RESPITE: XENO PURGE End Game Objective Bound by ancient oaths of duty and honour, the Red Hunters become the embodiment of the God-Emperor’s wroth in the face of Mankind’s enemies. When the Inquisitorial representatives of the Ordo Xenos call for the targeted purge of foul aliens out width the Imperium’s borders, the Red Hunters are relentless in the completion of their assigned mission. Score 1 Victory Point at the end of the battle for each enemy TYRANID, AELDARI, ORK, NECRON, and T’AU EMPIRE unit destroyed by a RED HUNTERS unit from your army during the battle. NO MERCY, NO RESPITE: HERETIC PURGEEnd Game Objective Bound by ancient oaths of duty and honour, the Red Hunters become the embodiment of the God-Emperor’s wroth in the face of Mankind’s enemies. When the Inquisitorial representatives of the Ordo Hereticus call for the targeted purge of faithless heretics and other mutant abominations within the Imperium’s very own borders, the Red Hunters are driven by their honour for the absolute completion this holy imperative. Score 1 Victory Point at the end of the battle for each enemy HERETIC, CULTIST and PSYKER unit destroyed by a RED HUNTERS unit from your army during the battle. NO MERCY, NO RESPITE: DAEMON PURGEEnd Game Objective Bound by ancient oaths of duty and honour, the Red Hunters become the embodiment of the God-Emperor’s wroth in the face of Mankind’s enemies. When the Inquisitorial representatives of the Ordo Malleus call for the targeted purge of the warp-spawned monstrosities of the immaterium from beyond the order of the Imperium, the Red Hunters are tireless in their righteous hatreds for the completion of their glorious purpose. Score 1 Victory Point at the end of the battle for each enemy CHAOS and DAEMON unit destroyed by a RED HUNTERS unit from your army during the battle. Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733811 Share on other sites More sharing options...
MECHFACE Posted August 23, 2021 Author Share Posted August 23, 2021 (edited) RED HUNTERS CRUSADE RULES In this section you’ll find additional rules for playing Crusade Battles with the RED HUNTERS, such as Agendas, Battle Traits, and Crusade Relics that are bespoke to the RED HUNTERS Units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book. Unlike other space marine chapters, the RED HUNTERS Agendas are closely linked to their oathbound service to the Imperial Inquisition. Supporting the many requests from Inquisitors, either acting alone or when commanding full scale Imperial Task Force operations. As such when RED HUNTERS units complete their chosen Agendas, they gain a tally of Ordo Imperative Points (OIP), which can be used flexibly to enhance the army’s units through Requisitions, Battle Traits and Crusade Relics. See the table below which indicates how Ordo Imperative Points can be converted into Experience-Points (EP), Requisition-Points (RP), or carried forward as additional Command-Points (CP) for the beginning of the RED HUNTERS force’s next engagement. RED HUNTERS CRUSADE AGENDAS If your Crusade Army includes any RED HUNTERS units, you can select one Agenda from the RED HUNTERS Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas present in the Warhammer 40,000 Core Book (for example, when you select Agendas, you cannot choose more than one from each category). 1. RED HUNTERS AGENDA – THE RED HUNT BEGINS The Red Hunters astartes are often called upon by the Inquisition, and even the High Lords of Terra themselves, to shadow and when necessary, eliminate certain targets. Known as ‘Red Hunts’ these operations are used to ensure that any incursions, traitorous actions, or failed attempts at penance do not threaten the wider safety of the Imperium of Mankind. At the start of the battle, after deployment has been completed, select up to one enemy Unit present in the opposing force. That unit has a Total OIP Rating equal to its listed Power Rating + Combined Wound Value. Each Wound that the marked enemy unit loses as a result of Attacks made by a RED HUNTERS unit, add 1 OIP to that unit’s Ordo Imperative Tally. However, when a RED HUNTERS unit destroys that marked enemy unit outright, it gains 1 OIP for each wound caused + the equivalent number of OIPs to that destroyed units Power Rating value. Keep an OIP Tally earned for each unit via the ‘Red Hunt Begins’ Agenda. 2. RED HUNTERS AGENDA – INQUISITORIAL PURGE The Holy Ordos of the Imperial Inquisition stand fast against the horrors that threaten humanity from ‘Within, Without and Beyond’. Red Hunters astartes are often called upon by Inquisitors of the main Ordos Malleus, Xenos, and Hereticus when unswerving loyalty is needed to undertake cleansing ‘Purges’ of mankind’s enemies, including when those enemies are humans, both recidivist and civilian. When guided by an Inquisitor of the Holy Ordos, or one of their own number, the Red Hunters excel at undertaking such requests, even if directed towards other ‘sanctioned’ Imperial Organisations. You may only select this Agenda if the RED HUNTERS detachment includes at least one INQUISITOR model (or a RED HUNTERS unit in possession of the Writ of Quarry Special-Issue Wargear Relic or the Ordo Induction Battle Trait). At the start of the battle determine a list of Ordo Quarry keywords which are represented by those INQUISITOR units (or RED HUNTERS units with relevant Relics or Battle Traits as described above) present in your army’s Order of Battle Including: CHAOS (Malleus or Hereticus); DAEMON (Malleus); PSYKER (Hereticus); CHARACTER (Minoris); non-IMPERIUM (Xenos); non- CHAOS (Xenos); For each opposing enemy unit matching one of those Ordo Quarry keywords by a RED HUNTERS unit may add a number of OIP to the that unit’s Ordo Imperative Tally based on the following: - Ordo Quarry matching enemy units that are destroyed that started with a number of models less than 6 grants the RED HUNTERS unit +1 OIP to its Ordo Imperative Tally; - OR if starting with a number of models between 6-10 it grants the unit +2 OIP to its Ordo Imperative Tally; - OR if starting with a number of models greater than 10 grants the unit +3 OIP to its Ordo Imperative Tally Keep an OIP Tally earned for each unit via the Inquisitorial Purge Agenda. 3. RED HUNTERS AGENDA –DROP-ZONE SECURED Red Hunters Strike Teams will often form an elite vanguard for Imperial Task Forces commanded by high-ranking Inquisitors. The duties of these Strike Teams and Strike Forces are varied dependent upon the Inquisitions imperatives. Commonly Red Hunters astartes are called upon to infiltrate or assault enemy positions to secure adequate Drop-Zones for the wider Imperial Task Force, ensuring safe landing areas for drop-ships, grav-drop locations, or teleportation ingress points through deployment of homing beacons. You can only select this Agenda if your army includes any units or models with the STRIKE VETERAN, STRIKE TEAM, STRIKE MASTER, Strike Leader or STRIKE COMMANDER keywords. All RED HUNTERS units with the appropriate keywords described above may attempt to undertake the following Action: Each RED HUNTERS unit that completes the above Action within their own deployment zone add 1 OIP to the that unit’s Ordo Imperative Tally. If a RED HUNTERS unit that completes the above Action outside of any deployment zones add 2 OIP to the that unit’s Ordo Imperative Tally. Finally, should a RED HUNTERS unit complete the above Action within the enemy deployment zone add 3 OIP to the that unit’s Ordo Imperative Tally. Keep an OIP Tally earned for each unit via the Drop-Zone Secured Agenda. 4. RED HUNTERS AGENDA – BOUND BY OATHS OF DUTY AND HONOUR For those Inquisitors with strong enough ties to the Red Hunters chapter, such individuals can make requests to Montsegnur for protection squad details when undertaking dangerous Ordo activities. Many an Inquisitor has been saved a horrific fate at the hands of their enemies by the honourable actions of their Red Hunters protection details. On those rare occasions when the Red Hunters have failed their ‘Oaths of Duty and Honour’ to these living instruments of the Emperor’s Will they make deep lasting ‘Oaths of Vengeance’ against such enemies that become Mnemonically Indoctrinated into the wider Chapter. This is in case these fiends be again encountered on the battlefield. You may only select this Agenda if your Army’s Order of Battle includes at least one INQUISITOR model. At the start of the battle determine the total wound count of all units with the INQUISITOR keyword. Each wound is equal to 1 OIP, with that total Wound count equalling the total number of potential OIP available to be earned by the RED HUNTERS units present in your army. Should no units with the INQUISITOR keyword lose any wounds then RED HUNTERS force gains that maximum count of potential OIP (i.e., if the army contains 2 INQUISITOR units, with a total wound count of 10, then the army would gain 10 OIP if no wounds are lost). However, for each wound these INQUISITOR units suffer over the course of the battle, the total tally of OIP available reduces by one (i.e., if the army contains 2 INQUISITOR units, with a total wound count of 10, then the army would gain only 5 OIP if 5 wounds are collectively lost). Finally, if any units with the INQUISITOR keyword are destroyed whilst undertaking this Agenda, then no OIP are available to any RED HUNTERS units present, even if another INQUISITOR unit survives the battle with any wounds remaining. Instead, all RED HUNTERS units which were within 3” of the slain INQUISITOR gain the ‘Bitter Enmity’ rules against enemy units matching all the opponent units Faction keywords for the remainder of the Crusade. Keep an OIP Tally earned for each unit via the Bound by Oaths of Duty and Honour Agenda. At the end of the battle these points are equally divided between all eligible RED HUNTERS units within 3” of the surviving INQUISITOR units. 5. RED HUNTERS AGENDA – STRIKE FORCE ASSAULT Red Hunters Strike Teams will often form an elite vanguard for the wider Imperial Task Forces commanded by high-ranking Inquisitors. The duties of these Strike Teams and Strike Forces are varied dependent upon the Inquisitions imperatives. Highly skilled in the arts of lightning assaults, Red Hunters Strike Teams are often assigned to undertake rapid actions against opposing enemy strongholds or elites that require swift annihilation. Such Strike Teams make use of drop-pods, jump-packs, and teleportation for such fast deploying assaults. You can only select this Agenda if your army includes any units or models with the STRIKE VETERAN, STRIKE TEAM, STRIKE MASTER, Strike Leader or STRIKE COMMANDER keywords. If a RED HUNTERS STRIKE VETERAN, STRIKE TEAM, STRIKE MASTER, Strike Leader or STRIKE COMMANDER unit destroys any enemy units on the same turn as it was set up on the battlefield using either the Outflank, Drop-Pod, Death from Above, or Teleport Strike abilities, that unit gains 2 OIP. If that RED HUNTERS unit instead destroys any enemy units with the ‘HQ’ or ‘Elites’ battlefield role in the same turn they deploy then that unit instead gains 5 OIP. Keep an OIP Tally earned for each unit via the Strike Force Assault Agenda. 6. RED HUNTERS AGENDA – CEREBRAL-EXTRACTION IMPERATIVE When attempts to interrogate enemies in the midst of battle fail by direct or psychic means, the skilled Apothecaries of the Red Hunters chapter prove highly effective at sampling the cerebral matter, or equivalent xenos material, which can contain some portion of memory. When further examined by the Genetor and Xenobiologis Adepts of the Inquisition, such biological samples can garner some deeply hidden secrets that other interrogation techniques are unable to fully acquire by traditional methods. You can only select this Agenda if your army includes any units with the APOTHECARY keyword. Any RED HUNTERS APOTHECARY units may attempt the following Action whilst within 3” of any enemy CHARACTER units that were slain in the same turn: Each RED HUNTERS APOTHECARY unit that completes the above Action adds 5 OIP to the that unit’s Ordo Imperative Tally. Keep an OIP Tally earned for each unit via the Cerebral-Extraction Imperative Agenda. RED HUNTERS CRUSADE REQUISITIONS If your Crusade army includes any RED HUNTERS units, you can spend Requisition Points (RP) on any of the following Requisitions in addition to those presented in Codex: Space Marines or within the Warhammer 40,000 Core Book.STRIKE TEAM RED CADRE CLEARANCE #1 RP Strike Team status in the Red Hunters chapter is usually assigned by Strike Commanders on an engagement basis, dependent upon the unique circumstances that require Strike Team deployment. However, when mission durations are expected to last longer than a typical engagement, such teams can be allowed extended operational duration under special ‘Red Cadre’ status. Purchase this Requisition after a battle in which a RED HUNTERS CORE unit was additionally designated as a STRIKE TEAM via the Strike Team Assignment Stratagem or another ability (e.g., Strike Force Commander Warlord Trait). This unit now gains the STRIKE TEAM and RED CADRE keywords, and it no longer requires the Strike Team Assignment stratagem, or other RED HUNTERS abilities, to begin the next engagement with the STRIKE TEAM keyword. SUSTAINED BOLT CACHE LOADOUT #1 RP When tasked with the undertaking of certain Strike Force missions, or accompanying Inquisitors as part of their investigation cadres, Red Hunters squads are assigned rare caches of specialized bolt rounds. However, when greater tactical effectiveness or doctrinal efficiency is required, Red Hunters can be loaded with multiple varieties of specialized bolt caches, ensuring the likelihood of their assigned mission’s success. Purchase this Requisition after a battle in which a RED HUNTERS CORE or CHARACTER unit was provided access to a specialized bolt cache, designated via the Artificer Bolt Cache Stratagem. This unit may from this point forward always utilise the type of bolt round which they selected via the stratagem (i.e., Vengeance Bolt, Kraken Bolt, Hellfire Bolt, Dragonfire Bolt, or Banestrike Bolt) without the required Artificer Bolt Cache Stratagem. Please note that the unit may further still diversify their Bolt Cache Loadout through the use of the Artificer Bolt Cache Stratagem again at the start of their next battle without penalty. DOCTRINAL PARADIGM ENHANCEMENT #1 RP The Red Hunters chapter bases its primary warfare and organisations doctrines upon those laid down in the Codex Astartes. This tome, for the most part, forms the almost absolute pattern for nearly all astartes chapters in the Imperium. Though certain ‘compliant’ chapters see the codex as more for interpretation, many more consider this an almost ‘spiritual’ text and adhere to its tenets. However, ever adaptable in its pursuit of absolute loyalty to the Emperor of Mankind and his faithful Inquisitors, the Red Hunters can as needed take augmented Mnemonic Rites to ensure maximum efficiency at the cost of breaking Codex Doctrines. Purchase this Requisition at any time. Select one RED HUNTERS INFANTRY or RED HUNTERS INFANTRY BIKER unit from your army. This unit now gains the following ability that can augment which Combat Doctrine is active for them during any future engagements: Doctrinal Paradigm Enhancement: At the start of the Command Phase this unit may choose to either use the current Combat Doctrine active for that turn (i.e., Devastator, Tactical or Assault Doctrine) OR they may select the Combat Doctrine active in the previous or next turn. For example, if the Tactical Doctrine is active, the unit may choose to either stay in Tactical for the rest of the turn, or they may choose to instead be in the Devastator or Assault Doctrine. Likewise, should this unit be in the First turn of the game, when the Devastator Doctrine is active, they may select to be in the Tactical Doctrine instead for the rest of the turn in as opposed to the Devastator Doctrine. LIQUIDATOR TEAM CLEARANCE #1 RP When the need for increased tactical support is anticipated during the chapter’s campaigns, Company Commanders of the Red Hunters will instigate many ‘Crusade’ era squad deployment patterns of the ‘Principia Belicosa’, not favoured in the newer Codex Astartes pattern of warfare. In particular, Red Hunters Tactical Squads will be provided new armament protocols to field a greater number of specialist weapons from the secret vaults of the Armouria Montsegnur. Such Tactical Support Squads known as ‘Liquidator’ Teams can lay waste to even the toughest targets when utilizing rare Plasma, Grav, Melta, Disintegration, and Volkite technologies. Purchase this Requisition at any time. Select one RED HUNTERS TACTICAL SQUAD from your army. This unit now replaces the ‘TACTICAL SQUAD’ keywords with the ’LIQUIDATOR TEAM’ keyword instead. Before the start of the next battle, all space marines equipped with boltguns may exchange their weapon for up to 1 weapon from the Special Weapons List (note that this overrides the Datasheet’s rule for how many space marines can select items from the Special Weapon List). RED HUNTERS CRUSADE BATTLE TRAITS When a RED HUNTERS unit gains a Battle Trait, you can use one of the following tables below instead of one of the tables in Codex: Space Marines or the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one a D6 as instructed and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. If a unit gains one of these Battle Traits, replace all instances of the <CHAPTER> keyword on that Battle Trait (if any) with the RED HUNTERS Chapter keyword. All the normal rules for Battle Traits apply (e.g., a unit cannot have the same Battle Trait more than once).As with any Battle Honour, make a note on the unit’s Crusade Card when it gains a Battle Trait and increase its Crusade Points accordingly, as described in the Warhammer 40,000 Core Book. RED HUNTERS CRUSADE RELICS When a RED HUNTERS CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply. If a model from your army is given a Crusade Relic, replace all instances of the <CHAPTER> keyword on that Crusade Relic’s rules (if any) with the RED HUNTERS keyword. ARTIFICER RELICS A RED HUNTERS CHARACTER model can be given one the following Artificer Relics instead of the ones presented in the Warhammer 40,000 Core Book or Codex: Space Marines. BEQUEATHED BLADE OF THE ORDO Imperial Inquisitors often wield Master-Crafted Ordo Blades through the course of their careers pursuing the enemies of the Imperium of Mankind. With such service these Ordo Blades gain abilities beyond the explainable for combating that Inquisitor’s chosen quarry. When the owners of these blades finally succumb to the fates all Inquisitors eventually move towards, that Inquisitor’s Ordo often bequeath such relics to those valiant agents or allies of that blades owner whom they endured great times of peril or strife. Many Red Hunters Commanders and Veterans receive such gifts due to their close contact and operational undertakings with the Inquisitors of the Holy Ordos. These Ordo Blades can then carry on their service in the hands of the God-Emperor’s very own Angels of Death. RED HUNTERS model with a Combat Knife, Paired Combat-Blades, Chainsword, Power Sword, Master-Crafted Power Sword, or Relic Blade only. This Relic replaces the Combat Knife, Paired Combat-Blades, Chainsword, Power Sword, Master-Crafted Power Sword, or Relic Blade that model was originally equipped with an uses the following profile: Bequeathed Blade of the Ordo: At the start of the first battle when this Relic is equipped, before either side has deployed their forces, the bearer must select one of the following ORDO keywords for the Bequeathed Blade: ORDO MALLEUS, ORDO HERETICUS, ORDO XENOS, or ORDO MINORIS. Each time the bearer of that model scores an unmodified to hit roll of 6 against a target with the matching ‘Ordo Quarry’ keywords it inflicts 2 Mortal Wounds on the target and the attack sequence ends. Please note that if the bearer already has access to one or more of the above ORDO keywords (via Stratagems, Warlord Traits or other Crusade abilities), they may not select one from the list, and thus must use the keyword(s) which they already possess. INQUISITION TELEPORTATION-BEACON The use of teleportation technologies is often employed by the Red Hunters chapter astartes, in particular for the deployment of Strike Teams and Strike Veteran squads when drop-pod actions are unfavourable. These teleportation strikes are often vastly improved by ancient patterns of Teleporter Support-Trackers, of human or sanctioned xenos providence, that allow those units to materialize much closer to their intended targets than other forms of teleportation. However, those transported must begin within a relatively close proximity for this device to function optimally. RED HUNTERS INFANTRY model only. At the start of any Movement Phase, the bearer of this Relic, and up to one other RED HUNTERS INFANTRY unit within 3” of them may Teleport away from the battlefield. At the end of your next Movement Phase this model and the accompanying unit can be redeployed anywhere on the battlefield at least 6” away from any enemy units, and within 3” of each other (the bearer of the Relic and the accompanying unit). Should this not be possible then those units that cannot redeploy as specified above, or before the end of the battle, count as being destroyed. ANTIQUITY RELICS A RED HUNTERS CHARACTER model can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book or Codex: Space Marines. Add 1 to a units total Crusade Points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2. OBLITERATOR PISTOLS The Red Hunters chapter has access to a rare cache of forgotten archeotech weaponry very few other astartes chapters can access. Where they access such deadly and often proscribed technology is unknown but it is rumoured to be related to the chapter’s familial bonds with the Holy Ordos of the Imperial Inquisition. The prized Obliterator Pistols are early examples of Master-Crafted Disintegration weapons and were used by Praetor Vorkys Kaspar of the Raven Guard Legion during the legendary events of the Great Crusade. They were thought to have been lost during the tragedy of the ‘Drop Site Massacre’ on Isstvan V at the dawning of the Horus Heresy. Later discovered amongst a Renegade Ashen Claws weapons cache, by an Ordo Astartes Task Force sent to the Ghoul Stars, and brought back to Montsegnur for study. In the modern Indomitus era the designs for such ancient weapons have long been lost to the wider Imperium of Mankind. RED HUNTERS INFANTRY model with a Disintegration Pistol only. This Relic replaces the Disintegration Pistol and any other Ranged Weapons that model was originally equipped with and uses the following profile and Obliteration ability: Obliteration: when the bearer of this Relic attacks any enemy units in the Shooting Phase, whilst they are within Engagement Range of that unit, roll 2D6 for the Damage Roll. Discard the lowest scoring die for the final Damage amount inflicted. DUTYS MANTLE The Red Hunters Chapters Terminator elite have a long-held reputation for merciless efficiency when tasked with ‘Purgation’ orders from the Imperial Inquisition. This ancient suit of terminator armour, forged for one of the chapters founding members of the 1st Company, is often granted to the 1st Company terminator commanders when excising their oathbound duties to the Holy Ordo representatives on Montsegnur. Possessing an ancient machine spirit found deep within the Vaults of Moravec on Mars, the venerable damage control systems of the armour constantly check and repair incoming damage suffered by the user, as well as others equipped with terminator armour systems within close network proximity. RED HUNTERS TERMINATOR model only. The model is granted a +1 to their Toughness value and gain access to the following ability: Duty’s Mantle (AURA): all RED HUNTERS TERMINATOR units within 3” of the bearer of this Relic may reduce all incoming Damage suffered by -1, to a minimum of 1 Damage per attack inflicted. SHIELD OF PERLESVAUS This master-crafted shield was once carried aloft by the former Red Hunters 2nd Company Captain Perlesvaus. Not only providing protection though the complex system of conversion field technology laced throughout its circuitry, the shield also retains the residual psychic might of the Honoured Inquisitor Zimmon Crux of the Ordo Malleus. Though both Perlesvaus and Crux were slain in the event, the Inquisitor’s sacrifice to stem the onslaught of the Daemon Prince ‘Marbas’ on the world of Noxis has since imprinted this ancient artefact with powerful protective warding against the forces of Chaos and the Daemons of the warp. RED HUNTERS model equipped with a Storm Shield, Combat Shield or Relic Shield only. The model is granted the following ability in addition to those of the original item replaced Shield of Perlesvaus: Whenever the bearer of this relic in within Engagement Range of an enemy unit with the CHAOS or DAEMON keyword, increase the bearer’s Invulnerable Save by +1 (to a maximum of a 2+ Invulnerable Save), whilst any Invulnerable Save possessed by the opposing Unit is reduced by -1 (to a minimum of 6+ Invulnerable Save). LEGENDARY RELICS A RED HUNTERS CHARACTER model can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book or Codex: Space Marines. In order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic a it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3 Crusade points. ARCHEOTECH VOID SHIELD EMITTER A Void Shield is a special form of energy field employed by the Imperium of Mankind’s various military forces. Traditional Void Shield generators are so large that only super-heavy vehicles such as Imperial battle tanks, titans and naval battleships may carry them, or they are mounted as defensive emplacements. Void Shields use Imperial warp-based technology to both power the shields and then displace ranged attacks by subtly distorting the localised space-time around the point of impact. It remains unclear whether Void Shields neutralise the incoming projectile or directed energy beam in realspace through the manipulation of gravitic or other physical forces, transport it into the warp, or whether some other method is deployed to displace the damaging force of a physical attack upon the vehicle or vessel. Tracing their origins back to the Dark Age of Technology before the cataclysmic damages wrought by Old Night, immensely rare portable-sized versions of these Void Shield Generators can be found. Though prohibitively expensive to purchase, as well as seemingly impossible to recreate, such devices are of an enormous tactical value when wielded by the forces of the Adeptus Astartes chapters. RED HUNTERS INFANTRY or RED HUNTERS BIKER model only. This model is granted a 2+ Invulnerable Save against incoming Ranged and Melee attacks. The generator only possesses a maximum number of Shield Points equivalent to the bearers starting wound value (i.e., a model with 4 wounds begins with 4 Shield Points, whereas a model with 6 wounds begins the battle with 6 Shield Points). Each time the bearer of this Relic rolls an Unmodified 1 for their Invulnerable Save with this Relic, they lose 1 Shield Point. Once they have lost all their starting number of Shield Points, this Relic can no longer be used for the remainder of the battle. Edited August 23, 2021 by MECHFACE Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733817 Share on other sites More sharing options...
MECHFACE Posted August 23, 2021 Author Share Posted August 23, 2021 (edited) RED HUNTERS UNIQUE DATASHEETS STRIKE VETERAN SQUADS The Red Hunters chapter specializes in fast-paced strike operations and spearhead engagements, often deployed through the use of drop-pods, teleportation strikes and rapid disembarkation manoeuvres from a range of Imperial transport types. Strike Veteran battle-brothers of the Red Hunters often forego the use of rarer special issue weapons employed by other terminator, vanguard or sternguard squads in favour of focusing their skills for fast moving assaults, leaving the transport or drop-site with tremendous forward momentum. The Strike Veteran squads will often form the core around which the Red Hunters chapters specialized ‘Strike Force’ formations are formed. These squads quickly deploy to take strategic positions or pivotal drop-zones for the later mass deployment of the Red Hunters battle-line and heavy support units, as well as other Imperial elements of larger Inquisitorial Task Forces. Nearly all Red Hunters Strike Veterans display the specialized Inquisitorial “I” symbol on their helmets, as well as sometimes on elaborate shoulder mounted displays and heraldic shield devices. Such symbolic display denotes those veteran-brothers who have previously served an Inquisitor directly, often as a part of a dedicated Strike Team. However, due to the chapter’s wide-spread use of mind-cleansing procedures via the Rites of Consolamentum’s mnemonic redaction, such brothers may have no recollection of undertaking such a service. As such these cryptic markings are potentially that brothers only record of any such past services to the Holy Ordos and they have great symbolic meaning to themselves and other Red Hunters battle-brothers of the same squad they are assigned to. Strike Veteran squads have been deployed successfully across a number of crusade actions and battlefronts since the Red Hunters shadowed founding. Such rapid insertion strikes were used to great effect by the 4th Company veterans of the Chapter in their drop-assault upon the renegade Sons of Vengeance warband’s holdfast on Dustholm. The Strike Veterans assigned to the Imperial Task Force led by Inquisitor Steiermark proved critical in the re-taking of Hertz’s World from the clutches of a Genestealer Cult uprising through the swift execution of the cult’s horrific multi-limbed xeno-breed masters. See the STRIKE VETERAN SQUAD datasheet for rules to be able to use this unit within a RED HUNTERS detachment. RED HUNTERS NAMNED CHARACTERS OF THE CHAPTER CHAPTER MASTER DAEMAR, ORDER OF ONE, CHATELAIN OF FORTRESS MONTSEGNUR The Red Hunters chapter has a long if shadowed history that is known to few outside, or in fact even serving within, the chapter. This is because of the many Inquisitorial Seals, sophisticated data cypher-locks, imposed on the records of the chapter’s founding and history. Furthermore, the chapter’s specialized ‘Rites of Consolamentum’ regularly wipe the minds of battle-line brothers, used to prepare them anew for repeated actions against the enemies of the Imperium. In practice this means that the majority of the chapter’s brother astartes are not even granted full access to their own memories. As any Red Hunters astartes ascends within the hierarchy of the chapter, they are assigned new specialized Mnemonic Doctrines and Recall-Engrams to access and redact the memories and experiences amongst their lower ranked battle-brothers. It is ritual practice for Red Hunters to shed their personal identifiers and adopt new call-signifiers, as they move into a higher ranked position of the chapter. However, these facts may be unknown to individual space marines as their mnemonic-conditioning often ensures they have always been in this position and always identified themselves by the name which is borne in their current possession. The only member of the Red Hunters chapter that has remained constant throughout its’ history has been Chapter Master Daemar, the Chatelain of the chapter’s Homeworld of Fortress Montsegnur. Daemar has never shown his face to any outside the chapter, except perhaps for his closet allies within the Inquisitional Representatives of the Ordo Bastions based on Montsegnur. If he is in fact not the same Daemar, who otherwise would be of immense age unheard of for any astartes outside a dreadnought sarcophagus, then the name may merely be a rank for the current holder of the position. It is likely that the astartes named Daemar is the only member of the chapter’s hierarchy to know all its’ secrets and history, that have otherwise been obscured by the widespread use of mind-cleansing from the chapter’s Rites of Consolamentum. Chatelain Daemar, when he is seen in person, always appears as an astartes of greater than usual size, even in his suit of ancient Mark VII power armour of an early artisan-wrought prototype design. Daemar is always equipped with the same relics of a bygone era, when Humanity’s Great Crusade reached far across the galaxy to unite its kindred peoples. When swift destruction is needed his personal Archeotech Volkite Serpenta ‘Redactor’ purges those standing in his path. Meanwhile, his masterwork power blade, gifted on to him by the Lords of the Holy Ordos, slices cleanly through Heretic, Xenos and foul Warp-Spawn alike with an intense hardened zeal by which he opposes the God-Emperor’s foes. Finally, contained within his suite of prototype artificer power armour is a Teleportation Tracker of ancient Dark Age design that allows Daemar to strike lightning-fast with a cadre of his finest Strike Masters, severing the head of the enemy’s command in a ripple of ice blue warp-light. When the Red Hunters are deployed in their entirety, as is sometimes requested by the highest-ranking Lords of the Inquisition, Daemar is almost exclusively at the head of that Strike Force directing the Chapter’s Elite Red Hunters and Veteran Strike Teams. See the CHATELAIN DAEMAR datasheet for rules to be able to use this NAMED CHARACTER within a RED HUNTERS detachment. OPHIONEUS, MASTER OF RECKONINGS, COMMANDER OF STRIKE FORCE EXODUS As with many of the Red Hunters irregular strike formations assembled in response to Inquisitorial request, Strike Force Exodus has a long and sinister history. The Inquisition has heavily suppressed much of what is known of its activities, in particular through the agencies of the Ordo Redactus and Ordo Astartes. Since its first operations in the period of the Great Scouring, when the Heretic Legions fled after the Siege of Terra was broken, whenever Exodus is formed and deployed it is led by the Strike Commander known by the signifier ‘Ophioneus’. The Great Scouring, or simply ‘The Scouring’, was the Imperium of Mankind’s great counter-offensive against the Traitor Legions who had occupied much of Imperial space during the Horus Heresy. It began immediately after the end of the Heresy following the death of the Warmaster Horus and the failure of his attempt to slay the Emperor of Mankind during the Siege of Terra in 014.M31. It succeeded in driving the forces of Chaos from Imperial space into a permanent refuge in the warp rift known as the Eye of Terror. It is unknown if this shadowed Red Hunters astartes is always the same Commander Ophioneus. He could theoretically be kept in stasis between missions, or potentially be a mnemonically-activated surrogate taking on the mantle and wargear of the infamous ‘Master of Reckonings’. It is clear however that from those redacted records than can be salvaged from near-eradication by deep data-mining machine spirits, this Exodus Strike Commander is a sniper of par excellence, commanding some of the most capable covert Strike Teams active amongst the veterans of the Red Hunters. Accounts of the combat doctrines employed by Strike Force Exodus appear to follow the Red Hunters more covert tactics, as opposed to its other famous strike assault deployments using drop-pods and other such fast methods of insertion. In comparison this slow infiltration, intelligence gathering, sabotage, and assassination are the hallmark arts of warfare used by Exodus and Commander Ophioneus. It is no surprise therefore that during the modern Era Indomitus the Red Hunters make ready use of newly patterned vanguard squad formations, phobos pattern armour plate, and other stealth based wargear. When Ophioneus takes to the battlefield he is always equipped with a highly effective panoply of weapons and armour. His Master-crafted bolt rifle, of unique and sophisticated design, and Archeotech plasma-blade can make short work of the Emperor’s foes. Further personal protection is granted by the Holy Ordos in the form of a possible Xenotech inspired camouflage-field generator. See the STRIKE COMMANDER OPHIONEUS datasheet for rules to be able to use this NAMED CHARACTER within a RED HUNTERS detachment. Edited August 23, 2021 by MECHFACE Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733820 Share on other sites More sharing options...
MECHFACE Posted August 23, 2021 Author Share Posted August 23, 2021 (edited) RED HUNTERS SUPPLEMENTUM DESIGNER’S NOTES The Red Hunters chapter has a history which stretches back to a time when the nascent Imperium struggled to survive, adapt, and endure. The ‘Great Scouring’ is a very interesting time that is shrouded in myth, due to the widespread chaos following the Horus Heresy and the internment of the Emperor on the Golden Throne. It is also a time which sees the foundation of the new pattern by which the chapters of the Adeptus Astartes would be formed, from Guilliman and the creation of his Codex Astartes, as well as the break-up of the loyalist Legions to create the new successive chapters. It seems that this is a situation that the fledgling Inquisition would not miss an opportunity to take full advantage of. Especially as the Inquisition later had some experience already in order to hide the formation of the Grey Knights, the Chamber Militant of the Ordo Malleus, in amongst the confusion of the Second Founding. So many and varied were the names and foundings of that time that few noticed the addition of another space marine chapter. But why should the Inquisition have stopped with only the Grey Knights at this time. As evidenced by the formation of the Deathwatch some 1000+ years later, the Inquisition can when needed create new chambers militant to serve their objectives. I wanted to further explore the potential for the Red Hunters Chapter, the first and secret chamber militant of the Inquisition. The Red Hunters are known for being closely tied to the Holy Ordos since the same dark beginnings of the Inquisition and the time of the Second Founding. The basis of this 100% unofficial fan-made codex supplementum (for the current 9th Edition of the Codex: Space Marines) comes from the humble beginnings of the excellent 2007 Forgeworld Campaign Supplements for the Siege of Vraks, and the excellent 2012 novel ‘The Emperor’s Gift’ - by Aaron Dembski-Bowden. As a notable paradigm most Red Hunters players, who post on today’s online forums and social media, tend to use the Deathwatch codex rules as the basis on which to build their Red Hunters force. This is understandable as the Deathwatch are a Chamber Militant of the Inquisition, and a much more relatable one to the Red Hunters than the rules presented in Codex: Grey Knights. However, whereas the Deathwatch stands out as the independent army of xenos hunting heroes they were created to be (in the wake of the ‘Beast Arises’ events in M32) the Red Hunters are the opposite. Seemingly an inconspicuous codex compliant chapter, hidden amongst many other successor chapters, that devoutly follows the Inquisition and the God-Emperor. Therefore, that chapter’s specialization must be hidden and not too out of character of the tenets of the Codex Astartes to remain inconspicuous amongst the many other space marine chapters at a glance. This is beautifully presented in the Siege of Vraks Campaign by the chapter’s widespread use of specialized mind-wiping, which help to ‘purge’ the battle-line formations of the Red Hunters ensuring that they cannot be a threat to the secrecy of the Inquisitions activities and forget any horrific enemies or actions they must undertake on the Inquisitions behalf. Yes, this is going to be daemons, aliens and other corrupting outside influences from across the galaxy but also, let’s face it, the likely purging of civilians, Imperial institutions and other astartes chapters when they show signs of heresy and betrayal. Siege of Vraks further introduces the rules for Mnemonic Doctrines, subconsciously embedded memories and knowledge of certain battle strategies which can be activated when necessary. Lastly, in ‘The Emperor’s Gift-’ the entire Red Hunters chapter is summoned by an Inquisitor to very nearly ‘purge’ the entire Space Wolves chapter as Traitors. In this case it due to the Wolves’ oh so misguided attempts to save ordinary Imperial citizens from mass execution or ‘mind-wiping’ after the First War for Armageddon. The Red Hunters marines depicted in that story indicates two things. Firstly, the Red Hunters are only too willing to exterminate an astartes chapter on behalf of the Inquisition. Secondly, the chapter is fully aware of the existence of the Grey Knights (though the Grey Knights present know nothing of the Red Hunters). Regarding the theme of the Red Hunters chapter, we have a few individual names of space marines but these are quite varied in terms of cultural origin, indicating a diverse cultural recruitment pool, and the name of their chapter Homeworld ‘Montsegnur’. After investigation we discover that this name is a close match for the real-world ‘Montségur’ in southern France, which is near the Château de Montségur, a former fortress which was one of a chain of mountain top castles used by the Cathars in the 12th-14th centuries. The Cathars were a Christian movement in Southern Europe (mainly France and Italy) which built and lived within such defensive fortress communes for a prolonged period of persecution by the Catholic Church, which did not recognize their unorthodox Christianity. A principal key facet of their unorthodox Catharism was initially taught by ascetic leaders who set few guidelines and so some Catharist practices and beliefs varied by region and over time. The Catholic Church denounced its practices, including the ritual of ‘Consolamentum’, known as ‘Heretication’ to its Catholic opponents, by which Cathar individuals were baptized and raised to the status of "perfect”. Such rites occurred only twice in a lifetime; upon confirmation in the faith and upon impending death. When re-imagining the Red Hunters chapter, I saw the following. A force of space marines, seemingly like many others, but created in close association with the Inquisition during the anarchic periods of the ‘The Scouring’ and ‘Second Founding’, before the Grey Knights had yet revealed themselves and the planet Titan. These Astartes were gathered from one or even more legions, seeking a way to serve the Emperor and the Inquisition. The mnemonic purging of their memories helped them forget their pasts. So useful were the mind-wiping procedures that such techniques would be continually used, eventually becoming a highly ritualized practice in the chapter as the ‘Rites of Consolamentum’. This mnemonic purging and implantation of memory engrams as deemed suitable for the information, skills and mission tasks that those marines needed to know. Such mind-wipes would effectively ‘kill’ one marine, only for the new mnemonic implantations to give ‘birth’ to another, ready to serve the God-Emperor of Mankind. Regarding the Red Hunters Chapter Homeworld of Montsegnur I was inspired by the history of the Cathars fortress enclaves. Montsegnur therefore became a ‘Fortress World’ whereby a myriad of Inquisition Ordos and Sects, both Puritanical and Radical, could exist in a multitude of Ordo Bastions scattered across its surface. All the time protected and dwarfed by the Red Hunters fortress monastery – Fortress Montsegnur Primus – which ensured their continued safety to practice their Ordo business without fear of wider Ecclesiarchy or likewise intra-Inquisitional persecution. I started on an Index Red Hunters rule set whilst working my other Exorcists chapter Index. This first version took too much inspiration from the Codex: Deathwatch Supplement regarding how to integrate that Chapter’s use of battlefield roles, specializations, and the Kill-Team creation process into a more codex compliant structure. The output was in all honesty rather too involved and complicated to be used effectively (or with any fun on the tabletop). After some very helpful feedback from the forums and interested play testers, and my experience fleshing out the Exorcists Codex before this one, I managed to strike a new balance on rules which gave the Red Hunters a unique flavour to other chapters. This version therefore comes with a more balanced playstyle that matches the lore presented in Siege of Vraks and the Emperor’s Gift, and makes full use of the Crusade rules in 9th Edition WH40k. I sincerely hope you enjoy this Unofficial Codex Supplementum Red Hunters and any future versions of it to come. I would very much appreciate any further advice from fellow codex creators as well as artists and writers who might be interest to collaborate with updating and adding more artwork and stories used throughout. I’m sure it doesn’t need saying again but please be clear that this a fan made Codex Supplementum (aka a Fandex) compiled and written by MechFace as a hobby project purely for the joy of it and enriching the awesome Warhammer Community. It in no way attempts to profit from the free distribution of this Fandex and does not in any way claim rights to Games-Workshops excellent 40k Universe or Intellectual Property. The Emperor Protects! CREDITS AND ACKNOWLEDGEMENTS I would first like to acknowledge the very helpful and constructive comments received from the Bolter&Chainsword community forums, Reddit r/40kHomebrew and r/40kHomebrewShowcase, and Homebrew Fandex Facebook groups on the draft versions of the Red Hunters Index version 1.0 (joint Red Hunters and Exorcists Index), and Red Hunters standalone Codex version 2.0. This is especially true to Brother Tyler (the true Chapter Master of the Exorcists) for his great feedback on both my Red Hunters and Exorcists Chapter Index drafts. Many thanks must also go specifically to Bilbodankins (Master Inquisitor of the Ordo Corporatis), Cerxis (of #omegonswrath), Peter Hudson (IG #pdh_neglected_fruits), and the Sepulchre of Heroes; all of whom provided some very appreciated advice and enthusiasm to get me through a few hurdles along the way As this is an entirely unofficial fan-made project, and I’d very much like to credit Games-Workshop and Forgeworld for all the fantastic worlds they’ve created for the hobby throughout their games and publications (including Siege of Vraks and Imperial Armour Supplements). Thank you for your ‘Celebrating the Hobby’ guidance on the Intellectual Property Policy page and for encouraging the Warhammer Community to kit-bash their models, write background for their armies, create fan fiction, come up with new scenarios and campaigns and so on. Thank you for encouraging the fan-made websites, the blogs and forums discussing the hobby and sharing ideas, and even those crazy people dressing up as their favourite Warhammer and Warhammer 40,000 characters at events. However, so that it is very clear that this Fandex is not trying to profit from or claim rights to Games-Workshops IP, the trademarks of Warhammer, Warhammer 40,000 and its associated images and logos, including but not limited to the Imperial Aquilla, Space Marines, Adeptus Astartes, Citadel Miniatures, Forgeworld, Black Library etc. are all copyrighted and the intellectual property of Games-Workshop. All are used without permission and intended solely for the use of entertainment, parody, and discussion and are the intellectual property of their rightful owners. Aaron Dembski-Bowden must be credited with the materials presented in ‘The Emperor’s Gift’ –novel, of which I did cheekily reproduce a small passage from, within this Codex Supplementum. Please see the full novel as it is really awesome! The same can be said for the myriad of Inquisitor quotes assembled from across various novels and publications, including many excellent Dan Abnett novels and the Dark Heresy and Wrath and Glory RPG books by Fantasy Flight Games and Cubicle 7 respectively. Finally, concerning the superb artwork scattered throughout the codex, I must thank a veritable A-Team of artists and creatively minded superheroes that accepted the challenge to represent the Red Hunters chapter on the page. Therefore, in order to thank them properly please see the below list of artworks included and the artists name/handle and weblink to find out more about their superb portfolios and galleries. Page 1 (Cover): ‘Red Hunters Strike Force’ by Salvador Trakal - artstation.com/salvadortrakal Page 1 (Cover): ‘Fanhammer 40,000’ logo by Locequen - instagram.com/fanhammer_ Page 4: ‘The Emperor’s Angels’ by Ayla Meridian - artstation.com/aylameridian Page 6: ‘Four of Rings’ in the Marigold Tarot by Amrit Brar - instagram.com/amrit.s.brar Page 7: ‘Rite of Consolamentum’ by Ayla Meridian - artstation.com/aylameridian Page 12: ‘Servo-Skull’ by Martyna Kostrzewa, made for dogma-imperialis.com - artstation.com/brzydko Page 13: ‘Last Stand’ by Hector Pohl for the ‘40k Lore, The Siege of Vraks! A Daemon Slain! A War Ended!’ series by Arch youtu.be/zGe4i3TyOUo - artstation.com/artwork/6adyv6 Page 14: ‘The Devil’ in the Marigold Tarot by Amrit Brar - instagram.com/amrit.s.brar Page 15: ‘Red Hunter’ by Neolibrium - Deviantart.com/neolibrium Page 17: ‘Ace of Skulls’ in the Marigold Tarot by Amrit Brar - instagram.com/amrit.s.brar Page 18 ‘The Battle of the Undercroft’ by Waruhameru40kart -instagram.com/waruhameru40kart Page 19: ‘Woebetide Cleansing’ by Albert Sargsyan -abosargsyan.artstation.com Page 20: ‘The Martyrdom of Saint Sladkozlova’ by Louisa Wilhelm - artstation.com/Louisa Wilhelm Page 21: ‘Conclave’ a short story by James R. Michelle Page 23: ‘Shield Unbroken’ by Ayla Meridian - artstation.com/aylameridian Page 24: ‘Die Xenos!’ by Martin Roca - artstation.com/martinrocaPage 26: ‘Veil and Hunter’ by Michal Durgala - deviantart.com/sharkx0 Page 27: ‘Plasma Burners Render’ by Codewalrus -thingiverse.com/codewalrus/designs Page 28: ‘Disintegration Weapons Render’ by Monkey Miniatures - facebook.com/monkeyminiatures Page 28: ‘Volkite Weapons Render’ by Codewalrus -thingiverse.com/codewalrus/designs Page 29: ‘Battlefield Vraks’ by Oystobix - deviantart.com/oystobix Page 30: ‘Space Marine’ by Huy Dinh - artstation.com/huydinhPage 32: ‘The Warband of Inquisitor Harran Ofnir’ by G. Redon - artstation.com/g-redon Page 33: ‘Red Hunters Showcase’ by Sepulchre of Heroes - sepulchreofheroes.blogspot.com Page 34: ‘Servo-Skull’ by Eugene Kostyuk - artstation.com/eugenekostyuk Page 35: ‘Months of Shame’ by Reaprycon - deviantart.com/reaprycon Page 37: ‘At Your Command Inquisitor’ by Willem Samuel - instagram.com/willemsamuel Page 37: ‘Strike Team Assignment’ by Willem Samuel - instagram.com/willemsamuel Page 38: ‘Teleportation Strike’ by Willem Samuel - instagram.com/willemsamuel Page 38: ‘Artificer Bolt Cache’ by Willem Samuel - instagram.com/willemsamuel Page 39: ‘Strike Command Veteran’ by Willem Samuel - instagram.com/Willemsamuel Page 40: ‘Liquidation Protocols’ by Willem Samuel - instagram.com/willemsamuel Page 40: ‘Advanced Mnemonic Activation’ by Willem Samuel - instagram.com/willemsamuel Page 41: ‘Strike Leader Status Approved’ by Willem Samuel - instagram.com/willemsamuel Page 41: ‘Mnemonic Redaction Suspended’ by Willem Samuel - instagram.com/willemsamuel Page 42: ‘Terminator Chaplain’ by Huy Dinh - artstation.com/huydinh Page 43: ‘Excommunicate Traitoris’ a short story by James R. Michelle Page 46: ‘Terminator’ by Herbert Castillo Losloso - artstation.com/ghostshiv Page 47: ‘Never Forgive, Never Forget’ by Matteo Pagliari - artstation.com/matteopagliari Page 48: ‘Servo Skull’ by Gustavo Alonso - artstation.com/gas Page 49: ‘Inquisitorial expedition’ by Alexander Moroz - alex18frost.artstation.com Page 50: ‘Sword and Shield’ by Marcello Renoir - artstation.com/marcellorenoir Page 53: ‘For the Emperor!’ by Oystobix - deviantart.com/oystobix Page 54: ‘Consolamentum’ short story by Peter Hudson - instagram.com/pdh_neglected_fruits Page 55: ‘Red Hunters Deathwatch Showcase’ by Peter Hudson - instagram.com/pdh_neglected_fruits Page 56: ‘Inquisitorial Investigation’ by Alexander Moroz - alex18frost.artstation.com Page 57: ‘Ace of Swords’ in the Marigold Tarot by Amrit Brar - amritbrarillustration.comPage 58: ‘Red Hunters Wrath’ by Andrea Tarzia - instagram.com/skinny_coyotePage 62: ‘Liquidator’ by Michele Boc - instagram.com/michele_boc_ Page 63: ‘Liquidation’ a short story by James R. Michelle Page 65: ‘Necron Flayer’ by Sebastian Gosko - artstation.com/kookrite Page 66: ‘Constance Dor’ by Frank William - artstation.com/Frankwilliam Page 69: ‘Ace of Skulls’ in the Marigold Tarot by Amrit Brar - instagram.com/amrit.s.brar Page 70: ‘Tomb Assault’ by Tony Cezar -artstation.com/tnyczr Page 71: ‘Servo Skull’ by Tatiana Makeeva - artstation.com/tatianamakeeva Page 72: ‘Terminator Armour’ by Ihor Zhovtovsky - artstation.com/arendil Page 74: ‘Months of Shame’ by Martin Roca - artstation.com/martinroca Page 75: ‘Strike Veteran’ by Alexey Potorochin - artstation.com/potoq Page 77: ‘Chatelain Daemar’ by Alexey Potorochin - artstation.com/potoq Page 78: Excerpt from the ‘Emperor’s Gift’ novel by Aaron Dembski-Bowden - blacklibrary.com/warhammer-40000/novels/the-emperors-gift-ebook.html Page 80: ‘Servo Skull’ by Markus Heinel - artstation.com/grinboy Page 81: ‘Master of Reckonings’ by Hokunin - deviantart.com/hokunin Page 84: ‘Servo Skull’ by Sanna Berg - artstation.com/yaymnard Edited August 23, 2021 by MECHFACE Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733824 Share on other sites More sharing options...
MECHFACE Posted August 23, 2021 Author Share Posted August 23, 2021 Hi Minigiant! Thanks so much for the positive feedback. I actually used ms Word for it, nothing fancy, and ms PowerPoint to put together a few of the logos. The Fanhammer logo is from Locequen - instagram.com/fanhammer_ You'll see in the credits and acknowledgements section a long list of artist credits and links to their various bio's and portfolio's. It was so great to work with so many creative people on this version! Direct Download - Red Hunters Codex Astartes Supplementum PDF It really does look great.What program do you use to create it? I have been playing around with Publisher and I cannot get anything to look like thatWho did all your artwork? Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733825 Share on other sites More sharing options...
Minigiant Posted August 23, 2021 Share Posted August 23, 2021 (edited) Hi Minigiant! Thanks so much for the positive feedback. I actually used ms Word for it, nothing fancy, and ms PowerPoint to put together a few of the logos. The Fanhammer logo is from Locequen - instagram.com/fanhammer_ You'll see in the credits and acknowledgements section a long list of artist credits and links to their various bio's and portfolio's. It was so great to work with so many creative people on this version! Very clear a lot of work has gone into it. Are you printing it? I want to get my Praedicators there eventually, but first I have a couple of IA Article stepping stones to do Edited August 23, 2021 by Minigiant MECHFACE 1 Back to top Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5733847 Share on other sites More sharing options...
MECHFACE Posted August 30, 2021 Author Share Posted August 30, 2021 Many thanks! No I was just gonna have it pdf. Moving on to other projects for a bit which are not space marines. I really like your Praedicators chapter though! Hi Minigiant! Thanks so much for the positive feedback. I actually used ms Word for it, nothing fancy, and ms PowerPoint to put together a few of the logos. The Fanhammer logo is from Locequen - instagram.com/fanhammer_ You'll see in the credits and acknowledgements section a long list of artist credits and links to their various bio's and portfolio's. It was so great to work with so many creative people on this version! Very clear a lot of work has gone into it. Are you printing it?I want to get my Praedicators there eventually, but first I have a couple of IA Article stepping stones to do Link to comment https://bolterandchainsword.com/topic/371374-codex-supplementum-red-hunters-v3-fanhammer-40k-9ed/#findComment-5736707 Share on other sites More sharing options...
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