During the lost days of Mankind’s Golden Age, the Land Raider, armoured and equipped for exploration, was used to scout the most hostile of alien worlds. It was only in later more warlike times that it would be converted into one of the most potent war machines in the Imperium, and in the Proteus Explorator variant there lingers the influence of its origins. Fitted with a more confined and less accessible transport bay in order to mount an array of scanners and navigational augurs, the Explorator mounts a more focused array of weapons, operating instead as an unmatched pathfinder for any mechanised task force. Several of the more mobile Legions, including the Raven Guard and many of the older White Scars companies show a marked preference for these vehicles for its ability to traverse the harshest terrain with ease.
| Armour | Transport Capacity | ||||||
| M | BS | Front | Side | Rear | HP | ||
| Legion Land Raider Proteus Explorator (⌀Use model) | |||||||
| Legion Land Raider Proteus Explorator (⌀Use model) | 12 | 4 | 14 | 14 | 14 | 5 | 8 |
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.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.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 | - | ||
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.| 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 | - | ||
Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.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.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.Ranging from simple slabs of steel crudely attached to a vehicle’s hull, to the artfully fitted and specially designed blades borne by the Legiones Astartes, dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.
A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.The interface between this vehicle’s advanced machine spirit and its fire control mechanisms allows the crew to target foes with incredible accuracy.
A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any Shooting Attack.This datasheet has Heavy Support Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
A complex web of augurs, scanners and atmospheric probes allow certain Space Marine vehicles to gather a wide variety of valuable battlefield information.
At the start of each of the controlling player’s turns, that player may choose to activate the explorator augury web in either Disruption or Relay mode, the effects of which last until the beginning of the controlling player’s next turn: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:Rare and valuable comms disruptor units, these are calibrated to flood vox channels with static signals and engineered vox-phages that can overload and subvert enemy communication networks. While such signals cannot stop short range tight beam vox units, they can cripple long range communications and make coordination with newly arrived units all but impossible.
At the start of each Game Turn you can declare whether each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault during that turn is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.