About this Event
The fires of the Muster of Apries had barely cooled when the first void-signatures appeared above the ash-choked world.
The loyal dead still lay where they had fallen. Columns of burnt-out Dracosan transports marked the highways to the capital hives, while entire regiments of Solar Auxilia and Militia remained entombed beneath the rubble of their final advance.
Apries was finished as a muster world. Its banners broken. Its armies butchered.
Yet beneath the ruins, the planet still whispered. Forgotten vaults. Sealed manufactorums. Datacrypts untouched since the Dark Age of Technology.
And the Mechanicum heard every word.
Now the priesthood descends in force. Loyalist Magi, Traitor Tech-priests, scavenger clades and cybernetic warbands all converge upon the corpse of Apries, each seeking to claim its hidden treasures before their rivals can seize them. To the followers of the Omnissiah, the surviving population are little more than debris cluttering valuable excavation sites. Refugee columns are driven into minefields to test safe routes. Hab-blocks still sheltering civilians are reduced to molten ruin to uncover buried vault entrances. Flesh is temporary. Knowledge is sacred.
Ancient machine-spirits stir in the depths. Forbidden automata awaken in the dark. Entire districts vanish beneath rad-fog and scrapcode storms.
This is no war of honour. This is extraction. Desecration. M**der conducted with plasma fire and chainblade precision.
The dead of Apries are not yet done counting the fallen.
30k Horus Heresy Organised Play - THE M**der OF APRIES
Come join us for the aftermath of the Muster of Apries with an epic day of 30k Horus Heresy (3rd edition), expect an awesome day of Warhammer 30k Horus Heresy action at our NEW venue at Mecure Perth! This in-person event is perfect for fans of massive battles and strategic gameplay. Whether you're a seasoned veteran or just starting out, this Organised Play event promises to be a day of fun and excitement. Grab your army of mortal or mechanicum followers and come throw dice!
This is an ALL DAY Event, with 3 games of super casual gaming with planned missions, it's all about having fun with awesome people & throwing dice within an great narrative!
In this one-day “Mortal & Mechanicum” campaign, will you play as one of the ill-fated mortal remenants convened for the initial muster of the 1,283rd Fleet or a cohort of newly landly forces of the Omnissiah?
Players are asked to bring a TWO FULLY PAINTED armies for this event, with ALL models as close to WYSIWYG as possible! You will need a 2000 point army suitable for fighting on a traditional 6x4 table AND a 1250 point army suitable for ZONE MORTALIS (modified mechanics from the current PDF will be in play - and will be subject to tweaking should GW release an appropriate journal). The only stipulation is that both armies have the same Allegiance (see below). There is a strong chance that each player will have 1 game on a Zone Mortalis board but this is based on player numbers and availability.
You will ALSO require an Agent of the Omnissiah (and bodyguard?) of upto 250 points.
ARMY CONSTRUCTION
Beneath the ash-choked ruins of Apries, victory will not belong solely to the strongest armies, but to the commanders capable of adapting beneath relentless pressure. Ancient relics lie buried within collapsing manufactorums, vulnerable supply routes must be secured under constant assault, and hidden objectives may shift the balance of the war in an instant. Only the most calculating leaders will prevail, while those able to hold their nerve amidst the chaos can draw the line against the enemy vanguard as the darkness of Apries closes in from every side.
Players should bring a force representing either the remanants of one of the Excertus Imperialis regiments present at the Expeditionary Fleet Muster at Apries OR forces of the Mechanicum.
ALLEGIANCE
There are Three ticket types for this event that correspond to your army, so please select appropriately.
- Loyalist - you have army or unit selections that are LOYALIST only
- Traitor - you have army or unit selections that are TRAITOR only
- Flexible - none of your army or unit selections are tied to a specific faction and don't mind which side of the war you are on!
PRIMARY DETACHMENT
Your force MUST be created using the Crusade Force Organisation Chart. The Primary Detachment Faction must either be ‘Solar Auxilia’, ‘Imperialis Militia’, 'Mechanicum' or 'Skitarii Conclaves', and follow the normal rules for that faction.
Agent of the Omnissiah
- You MAY also bring a FREE Mechanicum Allied Detachment. This detachment MUST include a Command option and will unlock additional linked auxiliary detachments as normal. The combined total of these detachments may not exceed 250 points, do not count towards your allied points limit and may also be the same sub-faction as your primary detachment. The Agent will be a finite resource to use during the campaign, that may have strategic benefits when deployed.
OPTIONAL DETACHMENTS
- In addition to the FREE Agent Detachment, you may take a single Allied Detachment, this must either be ‘Solar Auxilia’, ‘Imperialis Militia’, 'Mechanicum' or 'Skitarri', and follows the normal rules for Allies.
- You may unlock additional Auxiliary Detachments as normal.
- You may take a single Lord of War optional detachment with the same Faction as your Primary Detachment OR you may take a Lord of War detachment with a single Knight chosen from the Questoris Familia Army List, and follows the normal rules for percentage.
- You may take a single Battlefield Fortification Detachemnt (not for Zone Mortalis)
OTHER RESTRICTIONS
- No Model or Detachment with either the Legiones Astartes, Knights Errant, Legio Custodes, Anathema Psykana, or any variation of these, may be selected.
- Units with the Unique Sub-Type may not be taken.
- Models with the Divisio Assassinorum or Cults Abominatio Factions may be used, representing if not the agents of Terra or the Warmaster then local specialists - but only 1 assassin of any kind can be used in an Army (Please consider your ticket type if you do select 1).
- Additional house rules and units are below.
Mechanicum Houes Rules
A Mechanicum unit may ignore sub-factions for the purpose of embarking in other Mechanicum vehicles with the Transport sub-type.
Mortal Faction Additions
Solar Auxilia
TransportSolar Auxilia ‘Chimera’ Carnodon
A ‘Chimera’ Carnodon has the same profile as a normal Carnodon, but exchanges both of its Sponson Mounted Volkite Calivers for a Transport Capacity of 12, Hull (Front) Mounted Heavy Bolter or Heavy Flamer, three Hull (Left) Mounted Lasrifles, three Hull (Right) Mounted Lasrifles, and gains an Access Point on its rear facing.
It may also replace its Turret Mounted Volkite Culverin with a Turret Mounted Heavy Bolter for 0 points.
Fast AttackSolar Auxilia Carnodon Infernus
A Carnodon Infernus has the same profile as a normal Carnodon, but exchanges both of its Sponson Mounted Volkite Calivers for a Hull (Front) Mounted Heavy Bolter or Heavy Flamer and it MUST select a Turret Mounted Flamestorm Cannon. It also gains the Explodes (4+) rule.
Imperialis Militia
New Provenance
REGIMENT SECUNDUS
Secondary-level Cohorts and regiments represent a second tier of ability and force, including many indentured forces from Compliant worlds, lightly equipped ‘regular’ forces intended for non-critical Compliance garrisons, as well as frontline auxiliaries considered to be liable in some way, such as feral worlders and abhuman regiments.
An Army with this Provenance gains the following benefits:
- Any Model with the Irregulars Special Rule in the Army retain the rule for the unlocking new options when combined with other Provenances, but the effects of the Special Rule during the game are ignored.
- Any Model with the Third Line Special Rule ignores the effects of this Special Rule during battle.
Sponsons
A Militia Leman Russ Tank may Take a pair of Sponson Mounted Heavy Bolters for 25 points.
Additional Units
An Imperialis Militia detachment may also select the following “Solar Auxilia” units, replacing the “Solar Auxilia” faction trait with “Imperialis Militia” and adding the “Third-Line” rule to vehicles:
(* Note: Volkite weapons may only be chosen for a Carnodon if the army has taken the ‘Armoury of Old Night’ Provenance – you must swap these otherwise to non Volkite weapons.)
- Expeditionary Navigator
- Davinite Lodge Priest
Transport
- Solar Auxilia Aurox
- Solar Auxilia ‘Chimera’ Carnodon
Heavy Transport- Solar Auxilia Dracosan
Support
- Cyclops Demolition Vehicle
- Basilisk Artillery Tank
- Medusa Artillery Tank
- Tarantula Section
Recon
- Carnodon Strike Tank *
- Fast Attack
- Carnodon Infernus
- Avenger Strike Fighter
- Primaris-Lightning Fighter
Armour
- Destroyer Tank Hunter
- Malcador Infernus Special Weapons Tank
- Minotaur Artillery Tank
- Macharius Heavy Tank
- Thunderer Siege Tank
Lords of War
- Banehammer
- Crassus Armoured Assault Tank
- Hellhammer
- Macharius Heavy Tank
- Marauder Bomber
- Marauder Destroyer
- Praetor Armoured Assault Launcher
- Shadowsword
- Stormblade
- Stormhammer
- Stormlord
- Stormsword
Please submit lists by 18th October 2026 to [email protected] However, we encourage players to discuss their army lists with us in advance - we may ask you to tone down some things, but will be happy to discuss. If in doubt, please reach out and ask.
TIMING:
- 0845: Registration
- 0900: Initial Brief
- 0915 -1215: Game 1
- 1215 -1245: Lunch Break
- 1245: Afternoon Brief
- 1300 -1600: Game 2
- 1615-1915: Game 3
- 1930: Debrief & Goodbye
Event Venue & Nearby Stays
Mercure Perth Hotel, West Mill Street, Perth, United Kingdom
GBP 30.00






