| Book | Kind | Edition | Version | Last update |
Liber Hereticus | ||||
Liber Hereticus | Rulebook | 2 | 1.2 | December 2023 |
Liber Astartes | ||||
Liber Astartes | Rulebook | 2 | 1.2 | December 2023 |
The Siege of Cthonia | ||||
The Siege of Cthonia | Campaign | 2 | 1.0 | August 2023 |
Legion Javelin Squadron | ||||
Legion Javelin Squadron | Datasheet | 2 | May 2023 | |
Legion Mastodon | ||||
Legion Mastodon | Datasheet | 2 | May 2023 | |
Within the Space Marine Legions there are warriors that dedicate themselves to the skills offighting aboard an armoured vehicle. Some serve as skilful commanders, directing the crew to feats beyond that of regular commanders, others are specialists in the use of defensive weaponry or even in the defence of their metal mount in the press of the melee. Whatever their specialisation, these warriors are known by the title Legiones Decurion.
A Legiones Decurion may be selected as an upgrade for some Models with the Vehicle Type selected from the Legiones Astartes Army List. Each Legiones Decurion upgrade will specify which Models it may be selected as an upgrade for. No Unit may have more than one Legiones Decurion upgrade selected for it.Amongst the most common disciples of the Legiones Decurion creed are the defensors - charged with the protection of their mount in the heart of battle. They are experts at close defence and suppressing fire with pintle mounted weaponry.
This upgrade may be selected for any of the following Units from the Legiones Astartes Army List. A Model with this upgrade must also have a Pintle Mounted Weapon (excluding a Pintle Mounted havoc launcher):Many commanders stand tall atop their mount, driving the enemy back with deadly blasts from their pintle mounted weaponry.
When a Model with this Special Rule is the Target of a Charge, during Step 4 of the Charge Procedure, a Model with this Special Rule may make an additional Volley Attack. This additional Volley Attack is made as a separate Shooting Attack after resolving its first Volley Attack and the Controlling Player must select only one Pintle Mounted Weapon to make attacks as part of this second Volley Attack. If any Models are Removed as a Casualty as a result of this Model’s Shooting Attacks as part of this Volley Attack, the Charging Unit subtracts 1 from the result of any Charge Rolls made during this Phase.Many of the initiates of the Legiones Decurion are trained to track and optimise the fire of their mount’s main battery, ensuring that each salvo strikes true as well as identifying priority targets amid the maelstrom of battle.
This upgrade may be purchased for any of the following Units from the Legiones Astartes Army List:Parsing data from across the battlefield, this experienced commander identifies those foes who pose the biggest threat to their mount, enabling its weaponry to react to enemy fire with greater precision.
When making a Return Fire Reaction for a Model with this Special Rule, any Turret Mounted Weapons are treated as Defensive Weapons regardless of their Characteristics. If the Turret Mounted Weapon on a Model with this Special Rule is already a Defensive Weapon, the Controlling Player of that Model can instead add +1 to Hit Tests made for that Weapon’s Fire Group when making that Reaction.These Wargear lists are used with many of the Units in this Army List. Where a Wargear Option on a Unit references a Wargear list from those below, one of the options from that list can be selected for that Model and the Points cost listed added to the cost of that Unit.
The Legiones Astartes made use of a number of Weapons and items of Wargear that were unique to those legendary formations. This section presents the Rules for these Weapons and artefacts of the Horus Heresy.
Some Weapon Profiles are marked with an *. Such Profiles may not be used when this Weapon is selected to make attacks with unless the Controlling Player has selected the appropriate Wargear option on the firing Model’s Unit entry.
Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing firepower and elegance. Be they bespoke slug-throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents and the masters of the Space Marine Legions.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Archaeotech pistol | |||||||
| Archaeotech pistol | 12 | 1 | 6 | 4 | 2 | Pistol, Breaching (3+) | Assault |
Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves - used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these cannon rely on either huge, explosive payloads or advanced armour piercing technologies to achieve a destructive capacity that few other weapons can match.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Demolisher cannon | |||||||
| Demolisher cannon | 24 | 1 | 12 | 3 | 3 | Blast (3"), Breaching (5+), Ordnance (D), Stun (1) | - |
| Morbus bombard | |||||||
| Morbus bombard | |||||||
| - HE shell | |||||||
| - HE shell | 36 | 1 | 9 | 4 | 1 | Ordnance (D), Blast (5"), Barrage (2), Breaching (6+), Pinning (1) | - |
| - Phosphex shell* | |||||||
| - Phosphex shell* | 24 | 1 | 5 | 3 | 1 | Blast (5"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+) | Phosphex |
| Quad launcher | |||||||
| Quad launcher | |||||||
| - Frag | |||||||
| - Frag | 60 | 1 | 5 | 5 | 1 | Heavy (FP), Blast (5"), Barrage (2) | - |
| - Shatter | |||||||
| - Shatter | 36 | 4 | 7 | 4 | 1 | Heavy (D), Armourbane | - |
| - Phosphex canister shot* | |||||||
| - Phosphex canister shot* | 24 | 1 | 5 | 3 | 1 | Blast (3"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+) | Phosphex |
| Dreadhammer siege cannon | |||||||
| Dreadhammer siege cannon | 24 | 1 | 12 | 3 | 3 | Ordnance (D), Blast (5"), Breaching (5+), Stun (1) | - |
An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, hut a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour-piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Astartes shotgun | |||||||
| Astartes shotgun | 12 | 2 | 4 | - | 1 | Stun (0) | Assault, Auto |
| Rotor cannon | |||||||
| Rotor cannon | 24 | 3 | 3 | - | 1 | Heavy (FP), Suppressive (1) | Auto |
| Autocannon | |||||||
| Autocannon | 48 | 2 | 7 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Reaper autocannon | |||||||
| Reaper autocannon | 36 | 2 | 6 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Kheres assault cannon | |||||||
| Kheres assault cannon | 24 | 5 | 6 | 4 | 1 | Breaching (6+), Heavy (FP) | Auto |
| Gravis autocannon | |||||||
| Gravis autocannon | 48 | 3 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Gravis autocannon battery | |||||||
| Gravis autocannon battery | 48 | 5 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Predator cannon | |||||||
| Predator cannon | 48 | 3 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Punisher rotary cannon | |||||||
| Punisher rotary cannon | 36 | 8 | 6 | 4 | 1 | Ordnance (FP), Suppressive (2) | Auto |
| Twin accelerator autocannon | |||||||
| Twin accelerator autocannon | 48 | 6 | 7 | 4 | 2 | Breaching (6+), Rapid Tracking, Skyfire | Auto |
| Quad accelerator autocannon | |||||||
| Quad accelerator autocannon | 48 | 10 | 7 | 4 | 2 | Breaching (6+), Rapid Tracking, Skyfire | Auto |
| Fellblade accelerator cannon | |||||||
| Fellblade accelerator cannon | |||||||
| - HE shell | |||||||
| - HE shell | 100 | 1 | 8 | 3 | 2 | Blast (5"), Stun (2) | Auto |
| - AE shell | |||||||
| - AE shell | 100 | 1 | 12 | 2 | 3 | Blast (3"), Ordnance (D) | Auto |
| Skyreaper battery | |||||||
| Skyreaper battery | 48 | 6 | 7 | 4 | 2 | Rapid Tracking, Skyfire | Auto |
| Anvilus autocannon battery | |||||||
| Anvilus autocannon battery | 48 | 6 | 8 | 4 | 2 | Breaching (5+), Rapid Tracking, Skyfire | Auto |
| Anvilus snub autocannon | |||||||
| Anvilus snub autocannon | 24 | 3 | 7 | 4 | 2 | Breaching (5+) | Auto |
| Leviathan storm cannon | |||||||
| Leviathan storm cannon | 24 | 4 | 7 | 4 | 2 | Heavy (FP), Breaching (5+) | Auto |
| Kratos battlecannon | |||||||
| Kratos battlecannon | |||||||
| - HE shells | |||||||
| - HE shells | 36 | 1 | 8 | 4 | 1 | Ordnance (D), Blast (5"), Stun (1) | Auto |
| - AP shells | |||||||
| - AP shells | 36 | 1 | 8 | 2 | 2 | Ordnance (D), Armourbane | Auto |
| - Flashburn shells* | |||||||
| - Flashburn shells* | 24 | 1 | 9 | 2 | 3 | Ordnance (D), Armourbane, Overload (1) | Auto |
A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | 1 | Pistol | Assault, Bolt |
| Bolter | |||||||
| Bolter | 24 | 2 | 4 | 5 | 1 | - | Bolt |
| Twin bolter | |||||||
| Twin bolter | 24 | 4 | 4 | 5 | 1 | - | Bolt |
| Combi-bolter | |||||||
| Combi-bolter | 24 | 4 | 4 | 5 | 1 | Rapid Fire, Twin-linked | Bolt |
| Kraken bolter | |||||||
| Kraken bolter | 30 | 2 | 4 | 4 | 1 | Precision (4+), Shot Selector | Bolt |
| Nemesis bolter | |||||||
| Nemesis bolter | 48 | 1 | 4 | 5 | 1 | Heavy (RS), Breaching (5+), Pinning (1), Precision (4+) | Bolt |
| Heavy bolter | |||||||
| Heavy bolter | 36 | 3 | 5 | 4 | 1 | Heavy (FP) | Bolt |
| Twin heavy bolter | |||||||
| Twin heavy bolter | 36 | 6 | 5 | 4 | 1 | - | Bolt |
| Gravis bolt cannon | |||||||
| Gravis bolt cannon | 36 | 6 | 5 | 4 | 2 | Heavy (FP) | Bolt |
| Gravis heavy bolter battery | |||||||
| Gravis heavy bolter battery | 36 | 8 | 5 | 4 | 1 | Suppressive (2) | Bolt |
| Twin Avenger bolt cannon | |||||||
| Twin Avenger bolt cannon | 36 | 10 | 6 | 3 | 1 | Suppressive (2) | Bolt |
An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.
Each Combi-weapon will have two components; a bolter Primary component and a Secondary component. Unless otherwise specified, each Combi-weapon has the following components:| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolter (Primary) | |||||||
| Bolter (Primary) | 24 | 2 | 4 | 5 | 1 | Combi | Bolt |
| Flamer (Secondary) | |||||||
| Flamer (Secondary) | Template | 1 | 4 | 5 | 1 | Template, Panic (1), Limited (1), Combi | Flame |
| Meltagun (Secondary) | |||||||
| Meltagun (Secondary) | 12 | 1 | 8 | 2 | 3 | Melta (6), Limited (1), Combi | Melta |
| Plasma gun (Secondary) | |||||||
| Plasma gun (Secondary) | 24 | 2 | 6 | 4 | 1 | Breaching (6+), Limited (1), Combi | Plasma |
| Volkite charger (Secondary) | |||||||
| Volkite charger (Secondary) | 15 | 2 | 5 | 5 | 1 | Deflagrate (5), Combi | Volkite |
| Grenade launcher (Secondary) - Krak | |||||||
| Grenade launcher (Secondary) - Krak | 24 | 1 | 6 | 4 | 2 | Combi | - |
| Graviton gun (Secondary) | |||||||
| Graviton gun (Secondary) | 18 | 1 | 6 | 4 | 1 | Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1), Limited (1), Combi | Graviton |
The apothecarion of the Space Marine Legions stands outside the organisation of chapter and company, with small detachments of its warriors assigned to an army as necessity demands. Only on the longest campaigns would an apothecary find themselves going to war amongst the same warriors time and time again.
An Apothecarion Detachment is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in an Apothecarion Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Apothecaries that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Apothecary, and any Legion Apothecaries that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Apothecary. No Apothecary may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes an Apothecary as normal during either deployment or any following turn). No more than one Apothecary may be assigned to any given unit.An area denial drop is a co-ordinated attempt to close off an area of the battlefield to the enemy by seeding it with automated weapons systems and hunter seeker units.
Before the start of the first turn, when placing units into Reserve, a player must assign all models with this special rule in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player’s first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below:The largest of transports are so vast that they can carry smaller vehicles into battle. Such huge engines of war are rarely deployed, save to the most dangerous of conflicts where an army must bring the maximum possible force to bear upon the foe or must traverse the most dangerous of terrain.
Models with the Vehicle Unit Type may Embark on a model with this special rule, Embarking and Disembarking as per the normal rules for Embarking/Disembarking. A model with this special rule may carry one model with the Vehicle Unit Type whose starting Hull Points Characteristic is 4 or less. A model with the Vehicle Unit Type Embarking or Disembarking from a model with this special rule may do so from any point on the model’s base, or its hull if it has no base.Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.
A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.
When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.Some weapons feature multiple weapons systems linked to the same trigger. Often each weapon will have a specific role, but in extremis, both can be fired simultaneously, blasting the foe with a variety of deadly munitions.
A Weapon with this Special Rule can fire multiple profiles simultaneously.Some of the more powerful reactors in use by the vehicles of the Imperium are so potent as to cause terrible damage to those nearby should they be breached by enemy fire. Yet, the engines of war they feed are so vital that such risks are considered worthwhile.
If a model with this special rule suffers an Explodes result on the Vehicle Damage table then when determining the radius of the explosion roll D6+3 instead of D6.While the impact of any war machine can cripple an ordinary warrior, some vehicles are so massive that they can crush infantry like ants. Such engines of destruction can even cripple lesser vehicles, serving as battering rams of unequalled effectiveness when called upon.
When the controlling player resolves a Ram Attack using a model with this special rule, targeting an enemy model that has the Vehicle Unit Type, then any Hits inflicted are always resolved at Strength 12 (see the rules for Weapon Strengths above 10). When resolving a Ram Attack against a unit that is not made up entirely of models with the Vehicle Unit Type, 6+D6 Str 10 Hits are inflicted instead.Some weapons make no attempt to target individual warriors, but instead saturate the target zone with such a torrent of gunfire that few can escape their wrath. Such weapons are capable of causing high casualty numbers in a short space of time, but require vast stores of ammunition to maintain their attack.
When making a Shooting Attack, select up to four enemy units within range and line of sight of the attacking unit and make a Shooting Attack using the weapon’s profile against each unit instead of following the normal procedure (any individual enemy unit may only be selected as a target once, and if there are less than four enemy units within line of sight and range then each viable target may be attacked). Each unit targeted is attacked with the full number of attacks listed as part of the weapon’s profile, for example, a weapon with the Heavy 6 type and the Deathstorm special rule would select up to four enemy units within range and line of sight and roll six dice To Hit against each unit.A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.
A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.The towering Dreadnoughts of the Legiones Astartes were often organised into informal warbands, waiting only for the start of battle to advance and bring death to the foe.
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be placed within unit coherency, but afterwards operate independently and are not treated as a unit.Some transports are specially designed to allow the massive frames of Dreadnoughts to be transported into battle; from drop pods intended purely for the delivery of these armoured behemoths from orbit, to more versatile transports that can either ferry warriors or Dreadnoughts into the fires of war.
A model with this special rule may transport a single model with the Dreadnought Unit Type with no more than 8 Wounds instead of any other models. A Dreadnought model may not Embark upon a model with this special rule if any other models are already Embarked on it, and while a Dreadnought model is Embarked on a model with this special rule then no other models may Embark.Some weapons emit projectiles or energy beams of such terrible potency that, if fired, they can have terrible consequences for those that dare unleash their power. Whether due to energy surges in coherent energy beams, or failure in the arming systems of shells or warheads, a failure to properly arm the weapon and fully penetrate the enemy’s armour can cause lethal feedback.
If a weapon with this special rule fails its Armour Penetration roll against a target with an Armour Value, or fails a To Wound roll against any other model (note that successful Armour Saves or Damage Mitigation rolls do not count for this), roll a D6. If the result is a 1, the attacking model loses 1 Hull Point or Wound.The tactical Legionaries that form the core of every Space Marine Legion drill endlessly with the boltgun that is their hallmark. As a result, these warriors are capable of unleashing a torrent of gunfire that can halt any foe in its tracks.
If a model with this special rule has not moved or Run during the Movement phase of its controlling player’s turn then that model may add one to the number of shots fired when making a Shooting Attack with a bolter (this does not include combi-bolters, bolt pistols or other bolt weapons).These weapons emit an unstable stream of gravitons that causes a catastrophic implosion at the target point. Such is the power of these weapons that even the strongest of targets is dragged in and torn apart by the forces unleashed, the sheer mass of their armour serving only to increase the power of the detonation.
Instead of rolling To Wound normally with a weapon with this special rule, the controlling player of any model Hit by it must roll equal to or under that model’s Strength Characteristic on 2D6 or it suffers a Wound (Armour Saves and Damage Mitigation rolls may be taken as normal – except Shrouded rolls which may not be used). Against targets with an Armour Value, the attacking player rolls 4D6 for Armour Penetration instead.Running ahead of the heavy infantry that was the closed fist of the Space Marine Legions, these warriors harry and pursue the enemy. They strike at the foe’s most vulnerable points, depriving them of shelter and succour and leaving them at the mercy of the warriors that follow in their wake.
A unit that includes any models with this special rule may not join or be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit that includes any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring unit or a Denial unit regardless of any other special rules or Mission rules in use – however, a model with this special rule may re-roll all failed Shrouded Damage Mitigation rolls.Though often overshadowed in the annals of history by other more prestigious warriors, it is the courage and tenacity of the humble tactical Legionary that carried the Legions to victory after victory. It would be by the blood of these warriors that the course of the Horus Heresy would be decided, and by their sacrifice that the fate of the Imperium determined.
When a unit that includes at least one model with this special rule has at least half of its models within 6" of an Objective then all models in the unit gain the Feel No Pain (6+) and Stubborn special rules. If any model in the unit already has a variant of the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least half of its models within 6" of an Objective (for example, a model that already had Feel No Pain (5+) could choose to increase this to Feel No Pain (4+) while it fulfils the conditions of this special rule).Serving primarily to slow the descent of orbital strike craft, the thrusters of some such vehicles can also be used to scorch and burn enemy infantry. The most desperate or sadistic crews assigned to such craft often made use of this capability to reap a toll of the enemy, even after releasing their passengers into the heart of battle.
When a model with this special rule is deployed onto the battlefield using the Deep Strike special rule, and once all models arriving from Deep Strike in the same Phase have been placed in their final positions, but before any models Embarked on the model with this special rule have Disembarked, any models within 3+D3" (friendly or enemy) suffer a Str 6 AP 5 Hit (models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as an attack from a Flame weapon).Emitting a devastating beam of coherent energy, these weapons can engulf multiple targets in a single blast. Sweeping across the battlefield in a continuous beam of ravening destruction, the destructive power of such a burst can only be halted by the sturdiest of obstructions or most mighty of war machines.
When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model.Many assault vehicles have doors designed to release via explosive bolts, allowing their passengers to disembark as swiftly as possible.
When a model with this special rule is deployed, any doors on the model must be opened to their full extent. All models Embarked within a model with this special rule must then Disembark immediately and no models can thereafter Embark within that model for the remainder of the battle. Any model that has Disembarked from a model with this special rule may not have a Charge declared for it in the same turn. The physical doors attached to a model with this special rule are not treated as part of the model once opened and cannot be targeted by Shooting Attacks and do not impede Movement in any way.Orbital strike vehicles often mount sophisticated sensors to aid them in avoiding obstacles as they streak towards the battlefield. Those assigned to orbital assaults must rely on these systems to see them to the surface, for, given the sheer speed of their descent, no human pilot could hope to bring them safely down.
When deployed as the first model placed during a Deep Strike Assault, or other deployment that requires a model with this special rule to scatter, the distance the model scatters is reduced by half and if it scatters into Impassable Terrain or off of the battlefield then it is moved the minimum distance required to avoid such obstacles. In addition, if all units included in a Deep Strike Assault have the Inertial Guidance System special rule or are models Embarked on a model with that special rule then any rolls made to determine if the Deep Strike Assault is Disordered may be re-rolled.Whether due to intense training, indomitable armour or blind madness, some warriors will keep advancing no matter the firepower directed at them.
A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning test – except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.The most common transport vehicles are those dedicated to carrying the infantry that form the core of Mankind’s armies. Such bulk transports lack the specialised equipment to accommodate more unique warriors.
No model with any version of the Bulky (X) special rule may Embark on a model that has this special rule.Skilled beyond the arts of mortal warriors in the employment of artillery to its most deadly effect, these artists of shot and shell know best how to place each strike from their guns.
A Legion Rapier Battery must have one Legion Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Legion Rapier Battery contains fewer Legion Gunners than Rapier Carriers then only a number of Rapier Carriers equal to the number of Legion Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Legion Gunners in the unit as there are Rapier Carriers then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled, and all Legion Gunners in the unit gain a bonus of +1 to their Leadership Characteristic (this bonus is lost immediately once the number of Legion Gunners is reduced to less than the number of Rapier Carriers in the unit).Among the many officers of the Legiones Astartes, there are those with unique talents and hard-won skills that are honoured with the title and rank of consul. These warriors lead the Legion into battle and conduct the most arduous of missions, called upon by their lords when the specialised knowledge they guard is required in the struggle for victory and demise of the foe.
Any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may select a single Consul upgrade; no model may take more than one such upgrade (note that some upgrades are not available to Legion Cataphractii Centurions or Legion Tartaros Centurions, or Legion Centurions that have selected certain upgrades).Some weapons, either due to a restricted capacity to store shells, a terrifying rate of fire or a complex loading mechanism, are prone to running out of ammunition in the heat of battle. Once drained of their reserves, these weapons become little more than burdens to their wielders, impotent until the battle is concluded and specialised equipment can be used to replenish their stores.
After all Shooting Attacks for a weapon with this special rule have been fully resolved, roll a D6, adding +1 if the weapon has fired before in the same battle. If the total of this roll is 6 or more then the weapon may no longer be used to make Shooting Attacks in this battle. If this weapon is unable to make further Shooting Attacks then it may not be targeted by a Weapon Destroyed result on the Vehicle Damage table, and for the purposes of such a result is treated as though it had already been destroyed.Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.
A model with this special rule may only be included in an army that has the Loyalist Allegiance.Trained to identify and slaughter specific targets, certain cadres of warriors make an art of stalking and assassination. These warriors are singular in their focus, and, when unleashed upon the foe, are a decree of certain death.
At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a single enemy unit may be chosen by a player that controls any models with this special rule – this unit is considered ‘marked for death’. When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has ‘marked for death’, all failed To Wound rolls of ‘1’ may be re-rolled.Some warriors are trained to operate alongside the towering automata of the Mechanicum, well accustomed to the limitations of those war machines and how to best fight at their side.
A model with this special rule may join a unit that includes one or more models with the Automata Unit Type. While part of a unit that includes one or more models with the Automata Unit Type, a model with this special rule may not make Reactions and gains the Fearless special rule. If the Automata models in the unit are subject to the Programmed Behaviour provision then those rules are not used as long as a model with this special rule is part of the unit.The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.
The Master of the Legion special rule grants the following benefits:The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.
This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.Designed specifically to degrade the complex neural circuitry and cogitators of the Mechanicum’s automata, these weapons are considered an affront to their Order. The exotic radiation emitted by such devices is the bane of the otherwise indefatigable steel warriors of the Mechanicum, leaving them as motionless, lifeless husks.
A weapon with this special rule gains the Instant Death special rule when targeting models with the Automata Unit Type.Drop pods and other dedicated orbital assault vehicles are intended for one purpose only – to deliver warriors and equipment from orbiting spacecraft to battlefields on a planet’s surface. Once deployed they play little further part in the battle, serving only to support the onslaught of their passengers.
A model with this special rule must be deployed onto the battlefield as part of a Deep Strike Assault, or other deployment that requires the Deep Strike special rule. It may never be deployed as normal, regardless of any other rule or mission, and if forced to do so it is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation). Furthermore, a model with this special rule may never move – and if forced to do so is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation).Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.
Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.Certain plasma weapons are designed not just to break the target with the sheer power of its initial strike, but also to burn and short-circuit the internal workings exposed. The superheated matter emitted by plasma cannons serves ideally for this purpose, continuing to sear and burn long after impact.
If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable Saves or Damage Mitigation rolls allowed.Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.
Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.
A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.Certain powerful reactors, when destroyed, erupt in a devastating blast capable of destroying other engines of war.
When the controlling player resolves an Explodes result on the Vehicle Damage table for a model with this special rule, the Strength of any Hits inflicted is increased to 10.Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.
If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).Some vehicles are robust enough or simple enough in their construction that the crew can conduct minor repairs in the field.
In any of the controlling player’s Shooting phases, instead of making any Shooting Attacks with a model with this special rule, the controlling player may instead roll a D6. On the roll of a ‘4’ or more, a damage result of Immobilised that has been inflicted on this model may be removed but no Hull Points are returned.Many of the most famous and powerful commanders went to war with a dedicated cadre of bodyguards and adjutants. These guardians served both to protect their master in the heat of battle, preserving his life against all threats, and as a vital reserve of skilled warriors to press the attack at the most crucial moment.
A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.Some weapons require a stable firing platform in order to deliver their payload with maximum destructive force. When forced to fire without the proper preparations their effect is greatly reduced, but when firing from prepared positions they can unleash such a devastating torrent of fire that few enemies can survive their wrath.
If a model that has a weapon with this special rule does not move in the Movement phase of a given turn, that weapon may be given the Rending (4+) and Pinning special rules until the start of the controlling player’s next turn.Some weapons are designed to feed from multiple small magazines loaded with specialist ammunition. The most common of these are the Tempest and Scorpius rounds commonly issued to Seeker Squads, but many other Legion forces may utilise even more esoteric and specialised ammunition.
Weapons with this Special Rule gain one optional additional Special Rule when used to attack.The warriors of the Space Marine Legions knew full well that to leave any foe alive was to compromise the Great Crusade, to endanger the long march of humanity across the galaxy. So in war, they deployed warriors specifically to harry those that attempted to flee or that haunted the edges of the battlefield.
If a Charge is declared for a unit that includes at least one model with this special rule, targeting an enemy unit that is Pinned, Falling Back or includes no models with the Character Sub-type or the Chosen Warriors special rule, then all models in the Charging unit gain a bonus of +1 Attacks for the duration of the Assault phase in which the Charge is declared.Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.Employed to cover the advance of the infantry companies below, those who pilot the aircraft of the Space Marine Legions are masters of the interception and destruction of enemy aircraft and airborne xenos beasts.
A unit or model with this special rule may be placed into Combat Air Patrol at the start of the battle, before any models are deployed onto the battlefield. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction.With most Legions boasting only a small cadre of Techmarines, those that are available are a vital resource for any Legion task force. These warriors are assigned only as is necessary, placed in the units and formations that can best benefit from their unique skills.
A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit.Driven by technology little understood, even by the initiates of the Mechanicum, these weapons are the bane of the complex war machines of the Horus Heresy. Once such weapons have cut through the target’s armour, their exotic energies and sheer destructive power wreak havoc on the delicate internal machinery of the target.
When a target with an Armour Value is struck by a weapon with this special rule, the amount of Hull Point damage caused by the weapon is doubled.In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.
A model with this special rule may only be included in an army that has the Traitor Allegiance.Some of the largest transport vehicles are specially designed to carry both infantry and engines of war into battle, allowing versatile battle groups to be deployed to the battlefield at once. These rare war machines are often restricted to the most elite of an army, and used to tackle the most perilous of missions.
A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.Some vehicles are equipped with almost impenetrable shields of energy, relics from ancient times known as void shields.
A model with this special rule has a number of void shields, as listed on its profile. Shooting Attacks which Hit a model with this special rule instead target this model’s void shields while at least one remains active. Void shields have an Armour Value of 12. A successful Glancing Hit, Penetrating Hit or any successful Hit from a Destroyer weapon which targets a void shield causes it to collapse, reducing the number ‘X’ by -1. When the number of void shields is reduced to 0, this special rule has no further effect and subsequent Shooting Attacks target the model instead. Void shields have no effect on close combat attacks, and may not be affected by close combat attacks.Even at the height of the Imperium’s power, plasma weapons were poorly understood and often dangerous to put into use. The most destructive of these weapons required large and volatile tanks of super-heated gas, which would often detonate should a vehicle carrying them suffer catastrophic damage, scattering plasma on any nearby.
If a model with this special rule loses its last Hull Point due to the Gets Hot special rule then it also suffers the effects of the Explodes result on the Vehicle Damage table. When a model with this special rule suffers an Explodes result (as shown on the Vehicle Damage table), the Strength of any Hits it causes is increased to 10.| HIGH COMMAND – The highest ranked officers of an Army. |
| COMMAND – The line officers of an Army. |
| LORD OF WAR – The largest and most powerful Units available to any Army. No Army may spend more than 25% of its Points Limit on Units with either the Lord of War or Warlord Battlefield Role. |
Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.
The following Rules apply to all Models with the Unique Sub-Type:| HEAVY ASSAULT – Heavy assault Units used to break the enemy lines. |
| SUPPORT – Support troops that aid other warriors in the completion of their duties. |
| RECON – Light infantry and cavalry intended to harass, pursue and track the foe. |
| ARMOUR – Armoured vehicles capable of carrying the most powerful Weapons onto the field. |
Compact and deadly, pistols are ideal weapons in close quarters. They lack the sheer range of larger weapons, but can be brought to bear with impressive speed and are no less deadly than their larger counterparts.
A Model may attack with two Weapons that have the Pistol Special Rule.Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Floras Heresy. While many such weapons are rare or temperamental in use, the sheer power of their attacks more than makes up for this.
With a Weapon that has the Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves.Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.
Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.Huge artillery cannon and vast laser weapons are commonly employed as the primary armament of the greatest war machines of the Imperium. These weapons are devastating when properly braced and prepared for firing - more than capable of destroying smaller war engines in a single blast.
Weapons with the Ordnance (X) Special Rule double the value of a Characteristic when Stationary.Some weapons are designed not only to kill and main, but also to shock and disorient the foe. Such weapons may rely on blinding flares, bursts of enervating energy or even subtle poisons to slow and disable the enemy, but their effects are the same. Debilitated and vulnerable, warriors struck by such weapons become easy prey.
Weapons and other attacks that have the Stun (X) Special Rule have a chance of inflicting the Stunned Status on the Target Unit.Long range artillery fire is the terror of any infantry advance, striking its targets no matter what cover they seek or where they attempt to take shelter.
A Weapon with this Special Rule may be used to attack Target Units out of Line of Sight.The crack of the sniper’s rifle or the burst of heavy artillery, both signal a sudden and indiscriminate death and send infantry scurrying for cover. Such weapons are meant as much to pin the foe in place as to kill them, breaking up advancing ranks of troops and shattering defensive formations.
Weapons and other attacks that have the Pinning (X) Special Rule have a chance of inflicting the Pinned Status on the Target Unit.Poison is a subtle weapon, relying not on brute strength to bring harm to the foe, hut on its own insidious bite. Though some consider it a dishonourable tool, there are many that are willing to make use of it in the name of victory.
A Weapon with the Poisoned (X) Special Rule has a chance to cause a wound regardless of the target’s Toughness.Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.
Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.Some weapons are so heavy that, while they can be fired on the move, are more powerful when properly braced and made ready before shooting. Warriors on the battlefield must use their judgement to decide when speed is required and when the full firepower of their arsenal must be unleashed.
Weapons with the Heavy (X) Special Rule gain +1 to a Characteristic when Stationary.Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.
A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.A hail of enemy gunfire serves to keep any warrior’s head down, and some weapons are designed specifically to suppress the foe. Only the most steadfast of troops will continue the advance when all they can hear is the whistle and crack of gunshots and the screams of the fallen.
Weapons and other attacks that have the Suppressive (X) Special Rule have a chance of inflicting the Suppressed Status on the Target Unit.Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.
Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.Most combat aircraft fly at such speeds that regular weaponry is hard pressed to track or hit them. Only cannon and beams specifically designed to strike such swift targets have any hope of landing hits upon them by any means other than sheer luck.
Attacks made with the Skyfire Special Rule ignore penalties when attacking Flyers.Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.
Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.On the battlefields of the Horus Heresy, precision proves far more valuable than wanton carnage, allowing attacks to be placed on the most valuable targets and not the chaff of the enemy army. Whether through well-honed skill or artfully crafted weapons, warriors capable of such feats are highly sought after in any host.
Attacks made with the Precision (X) Special Rule are allocated by the Attacking Player, not the Defender.Some weapons are designed to feed from multiple small magazines loaded with specialist ammunition. The most common of these are the Tempest and Scorpius rounds commonly issued to Seeker Squads, but many other Legion forces may utilise even more esoteric and specialised ammunition.
Weapons with this Special Rule gain one optional additional Special Rule when used to attack.Some weapons feature multiple weapons systems linked to the same trigger. Often each weapon will have a specific role, but in extremis, both can be fired simultaneously, blasting the foe with a variety of deadly munitions.
A Weapon with this Special Rule can fire multiple profiles simultaneously.Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets.
Weapons and attacks with the Template Special Rule use the Flame Template to determine how many Models they Hit.Some weapons carry only a severely limited stock of munitions. Often intended as weapons of last resort, used at the correct point they can turn the tide of battle.
A Weapon with the Limited (X) Special Rule can only be used to attack a limited number of times per Battle.The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.
This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.Exotic beam weapons of arcing energy or sequential explosions triggered by the death of the first victim, some weapons cause not a single casualty, but a slew of them. Such weapons are wielded with grim efficiency against close packed formations of troops on the battlefields of the Horus Heresy. The most well-known examples are the volkite weapons of Mars, but many others are known.
Unsaved Wounds inflicted by attacks with the Deflagrate (X) Special Rule can cause additional Hits.Blasts of exotic radiation, malignant scrap-code or other targeted attacks can render the systems of complex war engines vulnerable without penetrating their armour. While such weapons are less likely to leave their target as a broken ruin, the deleterious effects of their attacks can render even the most powerful war machines impotent.
Weapons with the Shock (X) Special Rule have a chance of inflicting Statuses on Vehicles even if it does not penetrate their armour.A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | 1 | Pistol | Assault, Bolt |
| Bolter | |||||||
| Bolter | 24 | 2 | 4 | 5 | 1 | - | Bolt |
| Twin bolter | |||||||
| Twin bolter | 24 | 4 | 4 | 5 | 1 | - | Bolt |
| Combi-bolter | |||||||
| Combi-bolter | 24 | 4 | 4 | 5 | 1 | Rapid Fire, Twin-linked | Bolt |
| Kraken bolter | |||||||
| Kraken bolter | 30 | 2 | 4 | 4 | 1 | Precision (4+), Shot Selector | Bolt |
| Nemesis bolter | |||||||
| Nemesis bolter | 48 | 1 | 4 | 5 | 1 | Heavy (RS), Breaching (5+), Pinning (1), Precision (4+) | Bolt |
| Heavy bolter | |||||||
| Heavy bolter | 36 | 3 | 5 | 4 | 1 | Heavy (FP) | Bolt |
| Twin heavy bolter | |||||||
| Twin heavy bolter | 36 | 6 | 5 | 4 | 1 | - | Bolt |
| Gravis bolt cannon | |||||||
| Gravis bolt cannon | 36 | 6 | 5 | 4 | 2 | Heavy (FP) | Bolt |
| Gravis heavy bolter battery | |||||||
| Gravis heavy bolter battery | 36 | 8 | 5 | 4 | 1 | Suppressive (2) | Bolt |
| Twin Avenger bolt cannon | |||||||
| Twin Avenger bolt cannon | 36 | 10 | 6 | 3 | 1 | Suppressive (2) | Bolt |
To some greater or lesser extent, each Space Marine Legion deploys bike squadrons as battlefield scouts and pursuit troops. Some of these bikes are based on venerable patterns predating the Dark Age of Technology, such as the Iron Shadow, while others, such as the Wyvern, were developed on the far flung worlds of humanity in response to local conditions. The most common pattern in use by the Legiones Astartes is the Spatha, a more heavily armoured version of the Wyvern, intended for light combat and harassment of the foe.
A Legion Spatha combat bike has one twin-linked bolter. In addition, a model with a Legion Spatha combat bike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.Rare and deadly machines, whose compact and extremely powerful grav-repellor motors are limited in production to only a handful of sources in the galaxy-spanning Imperium, Space Marine Scimitar jetbikes are a glorious sight in battle, and often the last one an enemy sees.
A Legion Scimitar jetbike has one heavy bolter. In addition, a model with a Legion Scimitar jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.Terminator armour features a powerful support exoskeleton and internal energy supply, but pays for its unparalleled protection with bulk.
Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.
A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.
The Master of the Legion special rule grants the following benefits: