Legiones Astartes – Legion Glaive
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  • Legion Glaive 700 pts
UNIT COMPOSITION: 1 LEGION GLAIVE

The Glaive, or Fellglaive as it is sometimes known, is a super-heavy tank pattern related to the Fellblade, but beyond the obvious surface similarities between the two tanks they are very different. The reason for this divergence lies with the Glaive’s primary weapon system, the fearsome and arcane volkite carronade. A device of the Mechanicum whose design is said to have originated on Mars during the wars of the Age of Strife, it was not without some acrimony that the Forge Lords agreed to the Emperor’s demand for a Legion tank to be created that utilised this weapon. The need however was great, and the Glaive was first deployed against the apex exo-chthon codified as the Catachi Diabolum which had proved such a thorn in the Great Crusade’s side. The effort of constructing practicable numbers of super-heavy tanks around the volkite carronade is considered well worth the staggering expenditure in resources required, for multiple targets and even the largest of xenos abominations are struck down by its ravening beam before even a portion of its energy is dissipated.

Armour Transport Capacity
M BS Front Side Rear HP
Legion Glaive (⌀Use model)
Legion Glaive (⌀Use model) 12 4 14 13 12 12 -
WARGEAR
  • Turret Mounted volkite carronade
  • Two Sponson Mounted lascannon arrays
  • Hull (Front) Mounted twin-linked heavy bolter
  • Smoke launchers
SPECIAL RULES
  • Legiones Astartes (X)
TYPE
  • Vehicle (Super-heavy)
OPTIONS
  • A Legion Glaive may exchange both its Sponson Mounted lascannon arrays for the following:
  • - Two Sponson Mounted laser destroyers
    Free
  • A Legion Glaive may exchange its twin-linked heavy bolter for a:
  • - Hull (Front) Mounted twin-linked heavy flamer
    Free
  • A Legion Glaive may take up to two of the following (the same option may be taken twice):
  • - Pintle Mounted twin-linked bolter
    +5 points each
  • - Pintle Mounted combi-weapon (any type)
    +10 points each
  • - Pintle Mounted heavy bolter
    +10 points each
  • - Pintle Mounted heavy flamer
    +5 points each
  • - Pintle Mounted multi-melta
    +20 points each
  • - Pintle Mounted havoc launcher
    +15 points each
  • A Legion Glaive may take any of the following:
  • - One Hull (Front) Mounted hunter-killer missile
    +5 points
  • - Searchlights
    +5 points
Legiones Astartes (X)

The Space Marines of the Emperor’s Legions are genetically engineered, psycho-indoctrinated warriors with superhuman abilities, and minds and souls tempered for war. Each of the Legions has its own idiosyncrasies and character – the product of their gene-seed and the unique warrior cultures fostered by their masters.

Any unit with this special rule will have a number of additional special rules and abilities specific to their ‘named’ Legion, all of which will be defined in other Horus Heresy – Age of Darkness publications. A Space Marine unit may only have one such ‘named’ rule, e.g., Legiones Astartes (Sons of Horus). Space Marine units from a different Legion may only be included in an army using an Allied Detachment and in conjunction with the Allies in the Age of Darkness chart.
Heavy flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
5
4
Assault 1

Breaching (X)

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.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Bolt Weapons

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.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
Pistol
Assault, Bolt
Bolter
Bolter
24"
4
5
Rapid Fire
-
Combi-bolter
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
-
Kraken bolter
Kraken bolter
30"
4
4
Rapid Fire
-
- Tempest rounds
18"
3
6
Assault 3, Ignores Cover
-
- Scorpius rounds
24"
5
4
Assault 1, Breaching (4+)
-
Nemesis bolter
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
-
Heavy bolter
Heavy bolter
36"
5
4
Heavy 4
-
Gravis bolt cannon
Gravis bolt cannon
48"
5
4
Heavy 6, Twin-linked
-
Gravis heavy bolter battery
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
-
Avenger bolt cannon
Avenger bolt cannon
36"
6
3
Heavy 7
-
Combi-weapons

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.

Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.

  • Any Legiones Astartes profile that allows a model to select a magna combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: meltagun, plasma gun or disintegrator*.
  • Any Legiones Astartes profile that allows a model to select a minor combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: flamer, volkite charger or grenade launcher.

Note that the combi-bolter, though similarly named, does not use these rules and is fired as a normal ranged weapon and has no primary or secondary components.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter (Primary)
Bolter (Primary)
24"
4
5
Rapid Fire
-
Flamer (Secondary)
Flamer (Secondary)
Template
4
5
Assault 1
-
Meltagun (Secondary)
Meltagun (Secondary)
12"
8
1
Assault 1, Armourbane (Melta), One Shot
-
Plasma gun (Secondary)
Plasma gun (Secondary)
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot, One Shot
-
Volkite charger (Secondary)
Volkite charger (Secondary)
15"
5
5
Assault 2, Deflagrate
-
Grenade launcher (Secondary)
- Frag
24"
3
6
Assault 1, Blast (3"), Pinning
-
- Krak
24"
5
4
Assault 1
-
Disintegrator* (Secondary)
Disintegrator* (Secondary)
24"
5
2
Rapid Fire, Instant Death, Gets Hot, One Shot
-

* Only models with the Independent Character special rule, or a Legion Seeker Sergeant included as part of a Legion Seeker Squad may select a combi-disintegrator.
Army List
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Bolter

R
FP
RS
AP
D
Special Rules
Traits
24"
4
5
Rapid Fire

Havoc launcher

R
FP
RS
AP
D
Special Rules
Traits
48"
5
5
Heavy 1, Blast (3"), Twin-linked

Laser destroyer

R
FP
RS
AP
D
Special Rules
Traits
36"
9
1
Ordnance 2, Twin-linked, Exoshock (6+)

Smoke Launchers

Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations. Such devices are of most use in slow moving engagements, as a vehicle at maximum speed will quickly disperse or outrun its own smoke shield.

The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.
Hunter-killer missile

R
FP
RS
AP
D
Special Rules
Traits
48"
8
3
Heavy 1, One Shot

Searchlights

Mounted illum-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.

A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights.

In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.

Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
Heavy bolter

R
FP
RS
AP
D
Special Rules
Traits
36"
5
4
Heavy 4

Multi-melta

R
FP
RS
AP
D
Special Rules
Traits
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked

Lascannon array

R
FP
RS
AP
D
Special Rules
Traits
48"
9
2
Heavy 2, Twin-linked, Sunder

This datasheet has Lords of War Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:

Heavy Beam

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.
  • All models (friend and enemy) caught in the beam area (excepting the firing model) suffer a Hit with the listed profile of the weapon, except models with the Flyer Sub-type which cannot be affected or targeted.
  • Units with any models in the beam area receive a number of Hits equal to the number of their models caught in the path of the beam; casualties are removed from affected units using the normal rules for removing casualties.
  • If a Terrain piece, Building, model with the Vehicle Unit Type or any model with 6 or more Wounds is in the beam area, the attack is blocked and its line of effect will go no further than that model. The blocking model will, however, suffer 1+D3 separate Hits, rather than just 1.
  • If a model with the Vehicle Unit Type and the Transport Sub-type suffers a Penetrating Hit from a weapon with this special rule, each unit Embarked on it suffers D6 Str 4 AP - Hits with the Deflagrate special rule, in addition to any other effects. Any Wounds caused are allocated by the controller of the target unit.
Volkite carronade

R
FP
RS
AP
D
Special Rules
Traits
45"
8
3
Heavy 1, Heavy Beam, Deflagrate

© Vyacheslav Maltsev 2013-2026