Legiones Astartes
 ]

The following comprises a full listing of the warriors and war machines of Loyalist and Traitor Space Marine Legions during the dark age of the Horus Heresy. It includes Army List Profiles for the vast panoply of the Legiones Astartes at the height of their power, allowing players to build and field Space Marine Legion armies. This volume also includes details on the Loyalist and Traitor Legions, the specialist units and leaders of those forces as well as the rules needed to represent them on the battlefield.


Books

BookKindEditionVersionLast update
  Liber Hereticus
  Liber HereticusRulebook21.2December 2023
  Liber Astartes
  Liber AstartesRulebook21.2December 2023

The Legiones Astartes Army List

The following comprises a full listing of the warriors and war machines of those Space Marine Legions that remained loyal (or not) to the Emperor of Mankind during the dark age of the Horus Heresy. It includes Army List Profiles for the vast panoply of the Legiones Astartes at the height of their power, allowing Players to build and field Space Marine Legion armies. This volume also includes details on the Loyalist Legions, the specialist Units and leaders of those forces as well as the Rules needed to represent them on the Battlefield.

The Rules found in this book are used in conjunction with the Rules for Armies in the Age of Darkness from Warhammer: The Horus Heresy - Age of Darkness Rulebook. The Rules in the Age of Darkness Rulebook describe the process of creating an Army, while the additional Rules that follow provide Unit Profiles for Armies of the Legiones Astartes.

‘Core’ and ‘Expanded’ Army List Profiles
All Army List Profiles for the Warhammer: The Horus Heresy – Age of Darkness range are divided into two categories: Core Units and Expanded Units. All of the Units in this book are ‘Core’ Units. These represent the mainstay of the Legiones Astartes and are supported by a wide range of miniatures. Expanded Units will have Rules for their use provided in supplementary publications available from the Warhammer Community website, White Dwarf magazine or other places.

Both types of Unit may be freely used in any Horus Heresy battle, and this category does not affect their availability as part of an Army or Detachment or the Rules for their use during a battle.

As new Units and Models are released, their Army List Profiles will clearly state if those Units are Core or Expanded Units, and future publications may shift the category of a given Unit, with any such changes clearly noted in the Unit’s Army List Profile.

The Legiones Astartes at War: Building a Space Marine Army

Every Unit from the Legiones Astartes Army List will have an Allegiance, represented by a Trait on its Unit Profile. For Units which are not specific to a particular Allegiance, this will be represented by ‘[Allegiance]’. When you add such a Unit to your Army, this Trait is replaced with either ‘Loyalist’ or ‘Traitor’, based on which Allegiance you have selected for your Army.

Some Units within this Army List will have either the Loyalist or Traitor Trait on their Unit Profile. Such Units cannot select which Allegiance they have, and can only be selected in an Army with the appropriate Allegiance.

Allegiance and the Legiones Astartes

This page presents both loyalist and traitor legions; however, that does not mean they can only be used to represent armies of the Loyalist or Traitor Allegiance respectively. Factions both large and small within each of the Legions chose to defy their Primarchs and fight for the allegiance they deemed the true destiny of the Imperium and, as such, Players should feel free to use this page to create armies from those Legions that were historically loyal, but that have chosen to follow the Traitor Allegiance (or vise versa).

Every Unit from the Legiones Astartes Army List will also have a Faction represented by a Trait on its Unit Profile. For Units which are not specific to a Legion or other Organisation this will be represented by ‘[Legiones Astartes]’. When you add such a Unit to your Army, you must select one of the following Faction Traits to replace this with (this replaces all instances of the [Legiones Astartes] Trait on that Unit Profile while it is part of your Army):


Additional Reaction Point

If an Army’s Primary Detachment is from the Legiones Astartes Army List, the Controlling Player gains one additional Reaction Point if that Detachment or a Warlord Detachment from the same Army List includes any Models with the Master of the Legion Trait.

Future publications may also provide other options for replacing the [Legiones Astartes] Trait on Units.

Units which are specific to a certain Legion (such as each Legion’s Primarch) will already have the appropriate Faction Trait, and this may not be replaced.

All Units selected as part of a given Detachment must have the same Faction Trait unless another Rule or Special Rule states otherwise.

LEGIONS
This page contains additional Rules for 18 of the Legiones Astartes. Each Legion’s Rules are presented in their own section and contain the following elements:

Rites of War
Each Legion will present a series of themed special Rules for Units of that Faction, including a Legion Tactica, as well as new Advanced Reactions and Gambits available to Units of that Legion.

Armoury
Each Legion will have an Armoury section, detailing additional Wargear available to Units from that Legion.

Unit Profiles
Each Legion will also have a section detailing Units available only to that Legion, including notable Unique characters including that Legion’s Primarch.

Each time you select a Faction Trait from the list above, you must then select a Rite of War to use for all Units from your Army that have that Trait. Each Legion will have one or more Rites of War included in this book, and additional ones will be available in future publications.

Legiones Astartes Auxiliary Detachments

An army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

In addition to the Auxiliary Detachments presented in the Age of Darkness Rulebook, armies which make use of the Legiones Astartes Army List have access to a number of additional Auxiliary Detachments. These follow all the standard Rules for Auxiliary Detachments, but may have certain restrictions upon which Unit is used to fill the Command Force Organisation Slot which allows their selection. Additionally, certain Auxiliary Detachments allow Units to be selected from an Army List which is different to that used to fill the Primary, Allied or Apex Detachment to which they are linked. In this case, when an Auxiliary Detachment specifies which Army List Units selected for it are drawn from, this overrules the usual restrictions upon Army Lists presented in the Crusade Army Selection Rules.

Daemonic Manifestation

[AUXILIARY DETACHMENT]
When an Esoterist Unit with the Traitor Allegiance is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Daemonic Manifestation Auxiliary Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


  • Heavy Assault Slots in this Detachment may only be used to select Ruinstorm Daemon Brute Units from the Daemons of the Ruinstorm Army List.

Veteran Cadre

[AUXILIARY DETACHMENT]
When a Legion Champion Unit is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Veteran Cadre Auxiliary Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


Apothecarion Delegation

[AUXILIARY DETACHMENT]


Support Slots in this Detachment may only be used to select Apothecary Units.

Techmarine Covenant

[AUXILIARY DETACHMENT]


Support Slots in this Detachment may only be used to select Techmarine Units.

Recon Demi-Company

[AUXILIARY DETACHMENT]
When a Vigilator Unit is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Recon Demi-company Auxiliary Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


Recon Slots in this Detachment may only be used to select Reconnaissance Squad Units.

Storm Battery

[AUXILIARY DETACHMENT]
When a Siege Breaker Unit is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Storm Battery Auxiliary Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


Support Slots in this Detachment may only be used to select Rapier Battery Units. Armour Slots in this Detachment may only be used to select Arquitor Bombard or Vindicator Siege Tank Units.

Additional Prime Advantage

The following Prime Advantage is available to Detachments using the Legiones Astartes Army List in an Army with the Traitor Allegiance.

Corrupted Legions

By the end of the Horus Heresy many of its participants would have felt the corrupting influence of the Warp, either coerced by their superiors to bear its mark, or giving themselves willingly. At first this was a subtle thing, affecting the temperament of the Legion’s warriors, hut soon it had become a terrible and irreversible transformation. Many became something other than their brothers, no longer enhanced humans but a terrible fusion of man and malevolent entity.

If a Unit from the Legiones Astartes Army List with the Traitor Allegiance is selected to fill a Prime Slot, the Controlling Player can select the following Prime Advantage:

True Believers
All Models in the Unit selected to fill the Prime Slot gain the Malefic Sub-Type.

Malefic

Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the xther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.

The following Rules apply to all Models with the Malefic Sub-Type:
  • When a Unit composed entirely of Models with the Malefic Sub-Type would gain a Tactical Status of any kind, that Tactical Status is not applied to the Models in the Unit, but instead the Unit suffers D3 automatic wounds with an AP of 2 and a Damage Characteristic of 1 against which no Saving Throws of any kind may be made. Once these wounds are resolved, no Tactical Status is applied to any Model in the Unit.
  • Models with the Malefic Sub-Type are not affected by Special Rules that negatively modify their Leadership, Cool, Willpower or Intelligence Characteristics.
  • No Model that docs not also have the Malefic Sub-Type may join or be joined by a Unit that includes one or more Models with the Malefic Sub-Type.

Legiones Decurion

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.

Each Legiones Decurion upgrade must be paid for at a cost in Points, as indicated in the entry for that Legiones Decurion upgrade. Once upgraded, that Model gains a number of new Special Rules and/or items of additional Wargear.

All Legiones Decurion upgrades must be visually represented on the upgraded Model by a suitable Model placed in an otherwis empty cupola or hatch.

Decurion Defensor

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):

(Models with twin accelerator autocannon or punisher rotary cannon only)

A Model with this upgrade gains the Point Defence Special Rule.

POINT DEFENCE

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.

Decurion Locus

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:

(Models with twin accelerator autocannon or punisher rotary cannon only)

A Model with this upgrade has an augury scanner and gains the Locus Strike Special Rule.

LOCUS STRIKE

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.

Wargear Lists

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.

Legion Officer Wargear

  • - Bolt pistol
    Free
  • - Chainsword
    Free
  • - Bolter
    +5 points
  • - Volkite serpenta
    +5 points
  • - Hand flamer
    +5 points
  • - Plasma pistol
    +5 points
  • - Disintegrator pistol
    +5 points
  • - Chainaxe
    Free
  • - Charnabal sabre
    +5 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • - Lightning claw
    +10 points
  • - Thunder hammer
    +15 points
  • - Combat shield
    Free
  • - Boarding shield
    +5 points

Legion Terminator Melee Weapons

  • - Lightning claw
    +5 points
  • - Power fist
    +10 points
  • - Chainfist
    +10 points
  • - Thunder hammer
    +10 points

Legion Sergeant Melee Weapons

  • - Chainsword
    Free
  • - Chainaxe
    Free
  • - Charnabal sabre
    +5 points
  • - Power weapon
    +10 points
  • - Thunder hammer
    +15 points
  • - Power fist
    +15 points
  • - Lightning claw
    +10 points

Legion Pistols

  • - Plasma pistol
    +5 points
  • - Hand flamer
    +5 points
  • - Volkite serpenta
    +5 points

Legion Combi-weapons

  • - Combi-bolter
    +5 points
  • - Combi-flamer
    +10 points
  • - Combi-melta
    +10 points
  • - Combi-plasma
    +10 points
  • - Combi-volkite
    +10 points
  • - Combi-grenade
    +10 points
  • - Combi-disintegrator
    +10 points
  • - Combi-grav
    +10 points

Legion Special Weapons

  • - Flamer
    +5 points
  • - Plasma gun
    +10 points
  • - Meltagun
    +15 points
  • - Volkite charger
    +5 points
  • - Volkite caliver
    +10 points
  • - Rotor cannon
    +10 points

Legion Equipment

  • - Nuncio-vox
    +10 points
  • - Augury scanner
    +10 points

Legion Heavy Weapons

  • - Heavy bolter
    +10 points
  • - Heavy flamer
    +10 points
  • - Autocannon
    +20 points
  • - Missile launcher
    +15 points
  • - Multi-melta
    +25 points
  • - Plasma cannon
    +20 points
  • - Volkite culverin
    +15 points
  • - Lascannon
    +25 points

Legion Sponson Weapons

  • - Two Sponson Mounted heavy bolters
    Free
  • - Two Sponson Mounted heavy flamers
    Free
  • - Two Sponson Mounted lascannons
    +20 points
  • - Two Sponson Mounted volkite culverins
    +10 points

Legion Pintle Weapons

  • - Pintle Mounted combi-bolter
    +5 points
  • - Pintle Mounted combi-flamer
    +10 points
  • - Pintle Mounted combi-plasma
    +10 points
  • - Pintle Mounted combi-melta
    +10 points
  • - Pintle Mounted combi-volkite
    +10 points
  • - Pintle Mounted havoc launcher
    +5 points
  • - Pintle Mounted heavy bolter
    +10 points
  • - Pintle Mounted heavy flamer
    +10 points
  • - Pintle Mounted multi-melta
    +25 points

The Loyalist Legions

In this part of the page you will find sections dedicated to those Legions who remained loyal to the Emperor and, for the most part, fought in his name during the Horus Heresy:

Each section will contain the following:

XIXth LEGIONES ASTARTES

Raven Guard

At the outset of the Horus Heresy, the Raven Guard were among the least numerous of the Emperor’s Legions. Corax and much of his Legion were amongst the first to muster as part of the grand Retribution fleet dispatched to Isstvan V, with the Primarch determining that a portion must return to Deliverance in order to guard it against counter-attack. While the Legion lost the greater portion of its strength on the black sands, and much of the fleet in orbit, as well as tens of thousands more Legionaries during the ninety-eight days of guerilla warfare and evading pursuit that followed, it would be the contingent from Deliverance that moved to extract Corax in the wake of the Dropsite Massacre. In the aftermath of Isstvan V, many of the surviving splintered elements of the Raven Guard would go on to join the Shattered Legions, striking at the heels of the Warmaster’s advance, but the bulk fought as a coherent, if much reduced, force directly under their sire.

The Raven Lord had no intention of retiring from the fight against the Arch-Traitor, and so re-organised the tattered remnants of his Legion in an attempt to keep it combat- capable at a strategic level. Corax himself would lead a contingent of the survivors of Isstvan V, harrying the Traitors behind their own lines with indefatigable fury. In the Age of Darkness the Raven Guard were to strike numerous telling blows against the Traitors, from the capture of the Perfect Fortress from the Emperor’s Children to their ongoing frustration of the Death Guard during the Malagant Conflict. In the very last days of the Horus Heresy, the Raven Guard under Corax would sacrifice much of what remained to them at the Battle ofYarant, throwing themselves upon the Traitors’ fury to save the ever-loyal Space Wolves, proving that always, even in the darkest of hours, they fought against the oppressor in order to liberate the sufferer, for justice and for what was right for humanity.

Fulcrum Hand Cannons

These ornate weapons are artefacts of the Tech Guilds of Kiavahr, looted from one of the many armouries overrun during the rebellion. As with much Guild tech, these weapons are primitive by the standards of the Mechanicum, but brutally effective nonetheless, using electrically charged rounds of massive size to pulverise their targets. Stunning any who survive the impact, the Fulcrum is a lethal weapon in the hands of a skilled marksman.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Fulcrum hand cannons
Fulcrum hand cannons
12
5
6
4
1
Heavy (FP), Breaching (6+) Stun (0)
Assault, Auto
Fulcrum hand cannons
Fulcrum hand cannons
1
+1
6
2
1
Shred (5+)
-

Armoury of the Raven Guard

The following comprises new options and Wargear available only to Models with the Raven Guard Trait.

Raven’s Talons

These unique and jealously guarded variants of lightning claws, each a work of art in its own right, were both synonymous with the Raven Guard Legion and often bestowed as a mark of honour among them.

  • Any Model with the Command Sub-Type and the Raven Guard Trait may have its lightning claw exchanged for one Raven’s Talon for Free.
  • Any Model with the Command Sub-Type and the Raven Guard Trait may have its pair of lightning claws exchanged for one pair of Raven’s Talons for Free.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Raven’s Talon
Raven’s Talon
1
A
S
3
1
Impact (IM), Rending (6+), Breaching (6+)
Power
Pair of Raven’s Talons
Pair of Raven’s Talons
1
+2
S
3
1
Impact (IM), Rending (6+), Breaching (6+)
Power

Corvid Pattern Jump Pack

A redesigned version of the tried and tested Warhawk pattern jump pack, the Corvid pattern adds a sophisticated vector thrust assembly that allows its wearer to make a longer, more precise, leap and avoid obstacles at the point of impact with ease.

Any Model from the following list with the Raven Guard Trait may have one Corvid pattern jump pack selected for it for +10 Points per Model.

A Model with a Corvid pattern jump pack has their Movement Characteristic set to 14 and replaces any instance of the Bulky (X) Special Rule with Bulky (3). Each time a Dangerous Terrain Test is made for a Model with a Corvid pattern jump pack, that Test is automatically passed.

Wraiths

The preternatural ability with which the warriors of the XIXth Legion could go unseen was legendary amongst those who had witnessed it, even the bulk of a fully armoured Space Marine blending into the shadows of the surroundings, seemingly able to shift out of physical reality itself. The truth, known not freely even amongst the Raven Guard, was that this ability was an aspect ofCorax’s lineage, a mutation in genetics that was not fully understood by the Legion Apothecarion and one that it was forbidden to delve into.

If a Unit which only includes Models with the Raven Guard Trait that has the Troops Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Wraiths
Models in a Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Wraiths Special Rule.

Wraiths: After the Controlling Player makes a Rush Move with a Unit that includes only Models with this Special Rule, they may also choose to make a Willpower Check for that Unit. If the Willpower Check is successful, any Charges targeting the selected Unit in the Assault Phase of the following Player Turn are Disordered. If the Willpower Check is failed, the selected Unit instead gains the Stunned Tactical Status.

Rite of War: Legiones Astartes Raven Guard

LEGION TACTICA
All Models with the Raven Guard Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Shadow Walkers

The Raven Guard possessed an innate ability to go unseen, a talent beyond the fieldcraft skills that were indoctrinated into every Legionary warrior, becoming one with the shadows and hiding even their armoured forms from the sight of their enemies.

Raven Guard Models are harder to hit with Shooting Attacks made at longer range.

When a Unit that includes only Models with this Special Rule is the target of a Shooting Attack, all attacks must be made as Snap Shots when the distance between the closest Model in the attacking Unit and the Target Unit is 18" or greater.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Raven Guard Trait can select Decapitation Strike instead of any others available to that Model:

Decapitation Strike

Unlike those of other Legions who were prone to indulgence and grandeur in battle, to deliver the killing blow, to swiftly eliminate the strategic command structure of the enemy with cold efficacy was the way of the XlXth Legion.

This Gambit allows the Model to make a single attack first, followed by the remainder of their attacks, if the first is successful.

This Gambit may be selected once per Challenge. When selected, no Focus Roll is made, instead the Controlling Player of the Model for which this Gambit has been selected makes a single attack at the end of the Focus Step. If the Hit Test and Wound Test made for this attack are both successful (i.e., they meet the required Target Number), the Controlling Player of the Model with this Gambit may then make the remainder of the attacks the Model that this Gambit is selected for is eligible to make in the current Strike Step, minus the single attack already made. If either the Hit Test or Wound Test made for the initial attack are not successful, the Model for which this Gambit is selected may make no further attacks during this Strike Step.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Raven Guard Trait can spend Reaction Points to make the following Advanced Reaction:

Shadow Veil

Even when the enemies’ sights were upon the Raven Guard, in the moment it would take to pull the trigger of their weapon, the ebon-clad warriors would be gone, enveloped in shadow or slipped away beyond sight.

This Reaction allows the Reacting Unit to make a Move when it is Targeted by a Shooting Attack and gain a Damage Mitigation Roll for the duration of the Shooting Phase.

Trigger: Once per Battle, the Reactive Player may declare the Shadow Veil Advanced Reaction when the Active Player targets a Unit under their control which only includes Models with the Raven Guard Trait, that do not have the Vehicle Type, with a Shooting Attack.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare the Shadow Veil Advanced Reaction, this cost paid as soon as the declaration is made.

Target: For a Shadow Veil Advanced Reaction, the Reacting Unit is always the Unit that is the target of the Shooting Attack that triggered this Reaction.

Process
  1. All Models in the Reacting Unit may be moved a distance equal to their Initiative Characteristic using the normal Rules for Movement, but may not increase this distance by choosing to Rush. If no Model in the Target Unit is determined to be within Line of Sight and/or Range of any Model in the Attacking Unit once this move is resolved, the Active Player may not select an alternative target for that Attacking Unit during the current Shooting Phase.
  2. Once the Reacting Player has resolved this Move, all Models in the Reacting Unit gain the Shrouded (5+) Special Rule for the remainder of the current Shooting Phase and the Active Player may move to Step 2 of the Shooting Attack sequence.

The Blood Crow

Years of murder and death on Kiavahr had sharpened the skills of Kaedes Nex to the point that there were few marksmen in the Imperium that could match his skills. Once he had set his sights on a target, there was little that could be done to stop his wrath.

Kaedes Nex always uses his full Ballistic Skill and reduces the effectiveness of an enemy’s Damage Mitigation Rolls.

A Model with this Special Rule is never forced to make Shooting Attacks as Snap Shots and may never have its Ballistic Skill modified to less than 6, unless the Target Unit has the Flyer Sub-Type. Additionally, any Shrouded Damage Mitigation Rolls made against wounds inflicted by a Shooting Attack made by a Model with this Special Rule are only successful on a roll of 6+, regardless of the variant of the Shrouded (X) Special Rule the selected Target Model has or any Special Rules to the contrary.

Additional Detachment

An Army that has a Primary Detachment with the Raven Guard Faction may select the following Detachment:

Decapitation Cadre

The Raven Guard combat doctrine encourages swift precision strikes against key targets. Decapitation Cadres feature roving Reconnaissance squads to locate key enemy command posts, before calling in fast-moving Dark Furies to overwhelm these foes in a blur of shredding claws.

DECAPITATION CADRE
[AUXILIARY DETACHMENT]

Special Rules

Aflame (X)

Some weapons are wreathed in flame emitted from small projectors, or burn with otherworldly fire, stirring a primaeval aversion in even the boldest warriors.

A Weapon with this Special Rule causes additional modifiers to a Target’s Leadership Characteristic.

If a Melee Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, until the end of the Phase, that Unit is considered to be ‘aflame’. If the Controlling Player of a Unit that is aflame is required to make a Leadership Check during that Phase for a Combat that includes that Unit, the value of X on this Special Rule is applied as an additional negative modifier to the Leadership Characteristic being used for that Check.

Bitter Duty

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.

Models with this Special Rule may not join Units that do not also have this Special Rule.

A Unit that includes any Models with this Special Rule can only join Units or be joined by other Models with this Special Rule.

Combi

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.

Each time a Model makes a Shooting Attack with a Weapon Profile with this Special Rule, the Controlling Player can select another Profile from the same Weapon with this Special Rule and make attacks with it as part of the same Shooting Attack. Note that if that Profile also has the Limited (X) Special Rule, this does not allow it to be selected to make attacks more than the number of times equal to the value of X on that Special Rule.

Firestorm

Many units within the Legion conduct warfare at pointblank distances, blasting their foes with a deluge of short ranged firepower.

A Model with this Special Rule does not have to make Volley Attacks as Snap Shots.

When a Model with this Special Rule makes Volley Attacks, it is not required to fire Snap Shots. In addition, after making Volley Attacks in Step 4 of the Charge Procedure, a Unit containing any Models with this Special Rule is not required to make a Charge Roll in Step 5. If the Controlling Player chooses not to make a Charge Roll in Step 5 of the Charge Procedure then the Charge Procedure ends immediately.

Gun Emplacement

Mounted on a static cruciform carriage, this emplacement provides a stable firing platform for the armoured turret above.

A Model with this Special Rule has special restrictions that apply when ranges are measured to and from it.

The hull of a Model with this Special Rule is only considered to be the central turret. The outriggers that form the gun carriage are ignored for all purposes.

Impact Reactive Doors

Many drop pods have doors or hatches designed to release via explosive bolts upon landing, either allowing their passengers to disembark as swiftly as possible or for built-in weaponry to be unleashed upon nearby foes.

A Model with this Special Rule must be deployed with its doors open.

When a Model with this Special Rule is Deployed, any doors on the Model must be opened to their full extent. Any Unit Embarked upon a Model with this Special Rule must Disembark in the Move Sub-Phase immediately following the Reserves Sub-Phase in which it was Deployed. Any Model that cannot Disembark from the Model with this Special Rule in that Move Sub-Phase is Removed as a Casualty.

Furthermore, once a Unit has Disembarked from a Model with this Special Rule, no Models may Embark upon that Model with this Special Rule for the duration of the Battle.

Ranges or Line of Sight from this Model must be measured from the central hull, including for Disembarkation. The doors are ignored for all purposes.

Implacable Advance

The wargear of many Legiones Astartes warriors and war machines incorporates a variety of targeting and stabilisation systems, enabling larger weaponry to be brought to bear even at close ranges.

Models with this Special Rule can make Volley Attacks with other Weapons.

The Controlling Player of a Model with this Special Rule treats all Ranged Weapons such a Model has that do not have any variant of the Heavy (X) Special Rule or Ordnance (X) Special Rule as having the Assault Trait.

Medic (X)

Some specialists are trained in field medicine and carry specialist equipment, from a simple satchel of bandages and pain suppressants to the complex narthecium devices carried by Legion apothecaries. If able to tend to the injured in time, such warriors can he returned to the battle, enabling them to fight on.

This Special Rule determines the difficulty of any Recovery Tests made due to other Reactions or Special Rules.

If a Unit includes one or more Models with the Medic (X) Special Rule, then certain other Special Rules, Reactions or Gambits may allow the Controlling Player to make Recovery Tests for other Models in the same Unit. Note that the Medic (X) Special Rule does not allow Recovery Tests to be made, but simply establishes the Target Number for such Tests - Recovery Tests may only be made if another Special Rule, Reaction or Gambit allows them (see, for example, the Medic! Advanced Reaction).

Recovery Tests
A Recovery Test is made when one or more Unsaved Wounds are allocated to a Model, and is resolved by rolling a Dice and comparing the result to the value of ‘X’ in the variant of the Medic (X) Special Rule. If there is more than one variant of the Medic (X) Special Rule present in a Unit, then the Controlling Player chooses which is used to determine the Target Number, if the Recovery Test is successful then a single Unsaved Wound allocated to the Model has its Damage reduced by 1 (to a minimum of 0). If a Recovery Test is failed, then any Unsaved Wounds allocated to the Model are resolved as normal.

Melta (X)

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.

If at least one Model in a Unit with the Vehicle Type that is targeted by a Shooting Attack made by a Model using a Weapon with this Special Rule is within a range equal to or less than the value specified by X, that attack has the Armourbane Special Rule and the Damage of Penetrating Hits caused by that attack is doubled.

Orbital Assault Vehicle

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 Deep Strike.

A Model with this Special Rule must be Deployed onto the Battlefield using the Deep Strike Special Rule and is treated as though it has that Special Rule. It may never be deployed without using the Deep Strike Special Rule, regardless of any other Rule or Mission, and if forced to do so it is immediately reduced to 0 Hull Points.

Overload (X)

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.

When the Controlling Player declares that attacks will be made for a Model using a Weapon or profile that has the Overload (X) Special Rule, any Hit Tests made for those attacks that result in a number that is equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had, before any modifiers are applied to the roll, are Misfires.

For Weapons that do not make Hit Tests, such as Weapons with the Template Special Rule, instead roll a number of dice equal to the Firepower Characteristic of the Weapon used to make the attack after the attack has been declared and the number of Models hit is determined. Each Dice that results in a number equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had creates a Misfire. This does not affect the number of Hits on the Target Unit created by this attack.

For each Misfire, the Unit for which the Hit Tests were made suffer a Hit - these Hits must form a new Fire Group or Strike Group, referred to as the ‘Misfire Group’.

Once the current Shooting Attack and any Reactions triggered by it have been fully resolved, the Misfire Group must be resolved. A Misfire Group is resolved in the same way as any other Fire Group or Strike Group, using the Profile of the Weapon used for the Fire Group or Strike Group it was created from. Wounds, Glancing Hits or Penetrating Hits from this Misfire Group are allocated by the Controlling Player, and must be allocated to a Model that made attacks as part of the Fire Group or Strike Group that generated the Misfire Group. If a Hit from a Misfire Group is generated by an attack made by a Model with the Vehicle Type, then it is resolved against the lowest Armour Value from all of the Model’s facings.

Hits, wounds or Casualties inflicted upon a Unit as a result of this Special Rule do not cause Leadership or Cool Checks, and Hits inflicted as part of a Misfire Group do not trigger any Special Rules that take effect as a result of a certain value on a Hit Test.

Rapid Tracking

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.

Each time a Model makes a Shooting Attack as part of the Intercept Advanced Reaction, its Controlling Player can select a Weapon with this Special Rule for that Shooting Attack, even if it is not a Defensive Weapon.

Shot Selector

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.

When a Shooting Attack is made that includes one or more Weapons with this Special Rule, at the start of Step 3 of the Shooting Attack procedure, the Attacking Player can select one of the following Special Rules for all Weapons with this Special Rule to gain until the end of this Shooting Attack:
  • Panic (1)
  • Breaching (4+)
  • Suppressive (2)

Slow and Purposeful

Many warriors are steady hut sure, slow to advance but no less deadly for it.

Models with this Special Rule cannot Pursue fleeing enemy Units.

In Step 4 of the Resolution Sub-Phase, a Player that has won Combat cannot choose for a Unit that includes any Models with this Special Rule to Pursue, and must instead select another eligible option for that Unit.

Void Shields (X)

Some especially large vehicles are equipped with almost impenetrable shields of energy, akin to those used on Titan god-engines, relics from ancient times known as void shields.

A Model with this Special Rule ignores Penetrating Hits as long as it still has active void shields.

A Model with this Special Rule has a number of void shields equal to the value of X. While a Model with this Special Rule still has void shields, each time that Model suffers a Penetrating Hit as a result of a Shooting Attack, reduce the Damage of that Penetrating Hit to ‘0’ and reduce the number of void shields this Model has by 1. If the number of void shields a Model has is reduced to 0, this Special Rule has no further effect during that battle.

Psychic Disciplines

Anathemata Discipline

Some Esoterists study the Warp with the sole intent of discovering the weakness of those creatures that dwell within. Others see them as tools for the prosecution of war, unburdened by loyalty or purpose.

A Model with the Anathemata Discipline gains the following benefits:
  • The Fear (1) Special Rule.
  • The Void Darts Psychic Weapon.
  • If the Model has the Loyalist Trait, it can use the Seal the Veil Psychic Reaction.
  • If the Model has the Traitor Trait, it can use the Breach the Veil Psychic Power.
  • The ‘Anathemata’ Trait.

Void Darts (Psychic Weapon)

Painstakingly crafted to sub-molecular tolerances and meeting the exacting specifications of each Vigilator, each of these masterworks of mechanical technology are calibrated to deliver hardened penetrator rounds with immeasurably little variance between the point of aim and the point of impact.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Void Darts (Psychic Weapon)
Void Darts (Psychic Weapon)
18
D6
5
4
1
Shred (5+), Force (D)
Psychic

Breach the Veil (Psychic Power, Blessing)

Binding the denizens of the Warp to their will, the Esoterist breaches the fabric of reality, dragging their otherworldly allies onto the battlefield and setting them upon their foe.

Trigger: The Active Player may choose to Manifest the Breach the Veil Psychic Power at the start of the Reserves Sub-Phase of their Movement Phase.

Focus: The Focus of the Power must be a Model with the Anathemata Trait and under the Active Player’s control.

Target: This Psychic Power does not have a Target.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of this Reserves Sub-Phase.

Process
  1. Once the Focus has been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, the Active Player can select one Unit from a Daemonic Manifestation Detachment from the same Army as the Focus that is in Reserves. Reserve Rolls made for that Unit are automatically successful for the duration of this Psychic Power.

Seal the Veil (Psychic Reaction, Curse)

Many Esoterists master the sealing ofxtheric energy and investigate any method of repelling the foul entities that spill from that realm, no matter how strange or ritualistic such arcane tricks might be.

Trigger: The Reactive Player may choose to declare a Seal the Veil Psychic Reaction at the start of Step 3 of the Charge Procedure for a Charge declared by the Active Player for a Unit which includes any Models with the Malefic Sub-Type.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Seal the Veil Psychic Reaction, this cost paid as soon as the declaration is made.

Focus: The Focus of this Psychic Reaction must be a Model with the Anathemata Trait and under the Reactive Player’s Control, and must be a part of the Unit targeted by the Charge that triggered this Psychic Reaction.

Target: The Target Unit must be the Unit that is making the Charge that triggered the Reaction.

Duration: If successfully Manifested, the effects of this Psychic Reaction are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, the Target Unit’s Controlling Player makes a Resistance Check for that Unit.
  2. If the Resistance Check is failed, then the Target Unit cannot make a Set-Up Move of more than 1", and when a Charge Roll is made for that Unit in Step 5 of the Charge Procedure, the highest Dice is discarded instead of the lowest.

Stormcalling

The rituals of stormcalling were a subset of wider shamanistic practise delved into by the White Scars who would otherwise bear the title of Librarians within most other Legions. Such acts, frowned upon by the Imperium even before the edicts of Nikaea, seemingly allowed its practitioners to summon forth what they believed was but a fraction the power of Chogoris, elemental forces that could be unleashed upon their foes or even used to manipulate the earth beneath their feet.

A Model with the Stormcalling Discipline gains the following benefits:
  • The Move Through Cover Special Rule
  • The Unseen Bolt Psychic Weapon
  • The Call of the Wind Psychic Power
  • The ‘Stormseer’ Trait

Unseen Bolt (Psychic Weapon)

A bolt of lightning summoned forth from the endless blue sky, this is the hallmark of the Stormseer’s power and a potent weapon against the enemies of the White Scars.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Unseen Bolt (Psychic Weapon)
Unseen Bolt (Psychic Weapon)
36
1
4
4
1
Blast (5"), Barrage (2), Stun (2), Force (RS)
Psychic

Call of the Wind (Psychic Power, Blessing)

Calling upon the ancient wisdom of the Chogorian shaman, a Stormseer can see the currents of the winds of the future, and speed his brethren along the swift path to victory.

This Power is used in the Movement Phase and can allow the Target Unit to move its full Rush distance as a normal Move.

Trigger: The Active Player may choose to Manifest the Call of the Wind Psychic Power in the Movement Phase, when selecting a Unit under their control that includes at least one Model with the Stormseer Trait to Move and before any Move is made for that Unit.

Focus: The Focus of the Power must be a Model with the Stormseer Trait that is part of the Unit that was selected to Move.

Target: The Target Unit must be a Unit under the control of the Active Player with at least one Model within 12" of the Focus and with Line of Sight to the Focus, including the Unit that the Focus is part of, and must only include Models with the White Scars Trait. The Target may not be a Unit that is Locked in Combat, or otherwise ineligible to Move normally, for example, it is under the effects of the Routed Status, and may not include any Models with the Vehicle Type.

Duration: If successfully Manifested, the effects of this Psychic Power are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If this Psychic Power is successfully Manifested, until the end of the Phase, the Target Unit cannot Rush, but the Movement Characteristic of each Model in the Target Unit is modified by a value equal to that Model’s Initiative Characteristic.
  3. If the Manifestation Check fails then there is no further effect to the Target Unit.

Runecasting

Amongst: the VIth Legion were warriors who acted as seers orspaemen, individuals who traced the threads of fate and harnessed what they understood to be the power of Fenris, beckoning it forth at will and directing it against their enemies.

A Model with the Runecasting Discipline gains the following benefits:
  • The Hatred (Psyker) Special Rule
  • The Wrath of the Death Wolf Psychic Weapon
  • The Stormwrought Psychic Power
  • The ‘Caster of Runes’ Trait

Wrath of the Death Wolf (Psychic Weapon)

The Caster of Runes summons a storm from the cold hearth of Morkai and channels it into an icy blast which shatters its frozen victims.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Wrath of the Death Wolf (Psychic Weapon)
Wrath of the Death Wolf (Psychic Weapon)
Template
1
6
4
1
Template, Stun (1), Force (D)
Psychic, Assault

Stormwrought (Psychic Reaction, Blessing)

Calling forth a sudden blizzard from the aether, the Caster of Runes shrouds his own from the enemy’s depredations.

Trigger: The Reactive Player may choose to declare a Stormwrought Psychic Reaction in the Shooting Phase, at the start of Step 3 of a Shooting Attack made by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Stormwrought Psychic Reaction, this cost paid as soon as the declaration is made.

Focus: The Focus of this Psychic Reaction must be a Model with the Caster of Runes Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Shooting Attack that triggers this Psychic Reaction.

Target: The Target Unit must be the Unit that is the target of the Shooting Attack which triggered the Reaction, and must only include models with the Space Wolves Trait.

Duration: If successfully Manifested, the effects of this Psychic Reaction last until the end of the Sub-Phase in which it was declared.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, then all attacks made as part of a Shooting Attack made against the Target must be resolved as Snap Shots.
  3. If the Manifestation Check fails then there is no further effect.

Wargear

Augury Scanner

This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the userand their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.

Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.

When a Shooting Attack made by a Unit that includes any Models with an augury scanner inflicts any Hits (excluding Hits from attacks made as Snap Shots), Shrouded Damage Mitigation Rolls cannot be made against those Hits.

Boarding Shield

Utilised primarily in boarding actions and Zone Mortalis operations, hoarding shields are bulkier than the similar combat shield, offering a measure of additional protection to the hearer and allowing them to form a formidable bulwark against enemy assault.

Boarding shields grant a 5+ Invulnerable Save, the Shield Trait and the Heavy Sub-Type.

A Model with a boarding shield gains a 5+ Invulnerable Save. In addition it gains the Shield Trait and the Heavy Sub-Type.

Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of armour, these enable the wearer to coordinate battlefield data with blinding speed.

A cognis-signum allows more accurate attacks to be made with Barrage Weapons.

Instead of making a Shooting Attack with a Model with a cognis-signum, the Controlling Player may instead make an Intelligence Check. If the Check is passed, the Controlling Player may select a single enemy Unit within Line of Sight of the Model with a cognis-signum. The next time the selected enemy Unit is targeted by a Shooting Attack that includes any Weapons with the Barrage (X) Special Rule during the current Shooting Phase, the Controlling Player may make Hit Tests for the attacks that have the Barrage (X) Special Rule as normal, ignoring the limitations of the Barrage (X) Special Rule if the Unit making the Shooting Attack is without Line of Sight to the Target Unit. If the Check is not passed, the cognis-signum has no effect this turn.

Combat Shield

A combat shield is a wrist-mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage.

A combat shield grants a 5+ Invulnerable Save and a bonus to Focus Rolls.

A Model with a combat shield has a 5+ Invulnerable Save against attacks made with Melee Weapons. In addition a Model with a combat shield gains a +1 modifier to Focus Rolls made for it.

Command Vox Relay

These powerful omni-vox arrays allow those leaders fortunate enough to have access to such rare assets to carefully judge the flow of battle and maintain close watch over their troops, urging them onwards to victory.

A command vox relay grants a bonus to Reserves Tests and can be used to grant other benefits.

While a Model with a command vox relay is on the Battlefield, before making a Reserves Test for a Unit in Reserves, the Controlling Player can select for that Model to activate that command vox relay. If they do, they can modify the result of that Reserves Test by +1. Only one command vox relay can be activated for each Reserves Test.

In addition, in the Effects Sub-Phase of the Start Phase, the Controlling Player of a Model with a command vox relay can make an Intelligence Check for that Model (if that Model has the Vehicle Type, it is treated as having an Intelligence Characteristic of 8). If that Check is successful, the Controlling Player can select a friendly Unit which includes only Models with the same Faction Trait as the Model with the command vox relay and select one of the following effects:
  • Until the end of this Turn, Models in that Unit gain the Line (1) Special Rule (and lose the Vanguard (X) Special Rule if they had it).
  • Until the end of this Turn, Models in that Unit gain the Vanguard (1) Special Rule (and lose the Line (X) Special Rule if they had it).

Company Standard

Within each of the Legions, individual companies maintain their own standards or icons, listing the battle honours earned. Whenever that formation goes to war, this icon is displayed proudly at the forefront of their advance.

A company standard adds a bonus to Combat Resolution.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 1 Combat Resolution Point for each Unit in that Combat that has any Models that have a company standard. In addition, a Model with a company standard counts as an additional 5 Models for the purposes of Outside Support in a Challenge.

Cortex Controller

This device allows the wielder to witness the battlefield through the senses of the battle-automata under their command, and direct them accordingly.

Cortex controllers allow Automata to make Reactions.

A Unit that includes any Models with the Automata Type can ignore the restriction on making Reactions imposed by the Automata Type while it includes one or more Models with a cortex controller.

Cyber-familiar

Utilised by Techmarines and the adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls and other smaller drone units tied into the direct neural control of their operator. These are an extension of their master’s will and provide them with a host of additional senses and capabilities.

Cyber-familiars grant a bonus to Intelligence Checks.

The Controlling Player of a Model with a cyber-familiar can modify the results of Intelligence Checks made for that Model by -2.

Dozer Blade

Dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.

Dozer blades allow Models to ignore the Movement penalties of Difficult Terrain.

If the Controlling Player chooses for a Model with a dozer blade to enter any area of Difficult Terrain, the Unit does not apply a modifier to its movement during that Phase.

Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

Frag grenades can be used to make attacks during the Volley Step.

When making Volley Attacks during Step 4 of the Charge Procedure with a Unit that includes at least one Model with frag grenades, the Controlling Player may choose to make a single attack with a frag grenade instead of making a normal Shooting Attack using the following profile:

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Frag Grenades
Frag Grenades
6
1
3
6
1
Blast (3")
Assault

Legion Standard

Each Legion maintains the military’ tradition of the battle standard. Be they a tattered flag that has weathered the shot and shell of a hundred battlefields, a burning steel standard, or a trophy rack bedecked with the heads of slain xenos, it is in the shadow of such icons that battles are won or lost.

Legion standards grant bonuses to Combat Resolution.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 2 Combat Resolution Points for each Unit in that Combat that has any Models that have a Legion standard. In addition, a Model with a Legion standard counts as an additional 6 Models for the purposes of Outside Support in a Challenge.

Narthecium

The narthecium is a complex dispenser of wrist-mounted pressure-syringes. Filled with potent stimulants, these devices are intended to keep even the most horrifically injured Space Marines combat-capable.

A narthecium allows Recovery Tests to be made in the Morale Sub-Phase.

If a Unit that includes any Models with a narthecium is not Locked in Combat, before the Controlling Player makes a Characteristic Check for that Unit during the Morale Sub-Phase, they can make a Recovery Test for that Unit. If that Recovery Test is successful, that Player can subtract -2 from the result of the Characteristic Check. Only one Recovery Test can be made for each Unit in this way during each Morale Sub-Phase.

Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability’ to direct their forces, even during the most chaotic battles.

Nuncio-vox allow Units to remove Statuses in the Start Phase.

If a Unit includes one or more Models with a nuncio-vox, and there are one or more friendly Models on the Battlefield with the Command Sub-Type, then the Controlling Player may activate the nuncio-vox during the Start Phase of their Turn as the Active Player. When activated, the Controlling Player may make a Check to remove a single Tactical Status from all Models in the Unit that includes the nuncio-vox. This Check is made using the Characteristics of any one friendly Model on the Battlefield with the Command Sub-Type, chosen by the Controlling Player (using Cool, unless attempting to remove Routed, in which case Leadership is used). A nuncio-vox can only be activated once per Turn, and each Friendly Model on the Battlefield with the Command SubType may only be used once per Start Phase as part of this Special Rule.

Searchlights

Mounted ilium-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.

Searchlights allow attacks to ignore Shrouded Damage Mitigation Rolls.

The Target Number of any Shrouded Damage Mitigation Tests is increased by +1 (to a maximum of 6+) when making Tests as a consequence of wounds, Penetrating Hits or Glancing Hits inflicted by Shooting Attacks made by a Model that has searchlights that has Line of Sight to the Target Unit. Additionally, a Model with searchlights may not make Shrouded Damage Mitigation Tests to negate wounds, Penetrating Hits or Glancing Hits.

Servo-arm

Many mechanically-minded combatants take to the battlefield bearing additional mechanical arms mounted upon their armour, or even upon their body itself, to aid repairs to armoured vehicles.

A Model with a servo-arm repairs additional Wounds or Hull Points when using the Battlesmith (X) Special Rule.

Each time the Controlling Player of a Model with a servo-arm selects the Repair option when activating the Battlesmith (X) Special Rule for that Model, increase the number of Hull Points or Wounds gained by the Target Model by +1.

Thermal Diffraction Field

Constructed by a series of armour-mounted generators, these layered energy shields diffuse heat energy around the bearer, protecting them from lethal energy strikes.

Thermal diffraction fields reduce the Damage of wounds inflicted by Weapons with specific Traits.

A Model with a thermal diffraction field reduces the Strength of all Hits inflicted on it by Weapons with the Las, Plasma, Melta and Flame Trait by -1. In addition, when any Misfire Groups are generated by a Model with a thermal diffraction field as a result of the Overload (X) Special Rule, any instance of the Breaching (X) Special Rule on those Hits will only take effect on a Wound Test result of 6+, regardless of the value of X.

Vexilla

The humble vexilla displays the heraldry of a particular squad or officer, proclaiming not only its designation in the Legion but also its proud legacy in the annals of the Great Crusade.

A vexilla adds a bonus to Combat Resolution scores.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 1 Combat Resolution Point for each Unit in that Combat that has any Models that have a vexilla.

Advanced Reactions

Medic!

Some warriors specialise in battlefield triage and providing medical aid to their fellows, even under heavy fire. Such specialists are often identified by the variety of medical equipment they carry, from simple bindings and stim-packs, to complex arrays of piston-driven syringes dispensing unguents, serums and potent stimulants to keep their brethren combat-capable.

This Reaction allows the Reactive Player to make Recovery Tests for a Unit that is the target of a Shooting Attack if the Target Unit has a Medic.

Trigger: The Reactive Player may declare a Medic! Advanced Reaction in Step 9 of any Shooting Attack if the Target Unit of the Shooting Attack includes one or more Models with the Medic (X) Special Rule.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Medic! Reaction, this cost paid as soon as the declaration is made.

Target: The Target Unit is always the Unit which is the target of the Shooting Attack that triggered the Reaction. Once the cost has been paid, the Reactive Player must select one eligible Unit under their control that is a target of that Shooting Attack. That Unit is the Reacting Unit.

Process
  1. Once a Medic! Advanced Reaction has been declared, the Active Player continues resolving that Shooting Attack.
  2. In Step 11 of that Shooting Attack, the Reactive Player may make one Recovery Test for each Model in the Target Unit that is allocated an Unsaved Wound - but no more than one Recovery Test may be made for any single Model. However, no Recovery Tests may be made for any Model in the Target Unit that has the Medic (X) Special Rule.

Shieldwall!

Many warriors go to battle carrying large protective shields, commonly issued when the fighting is expected to be conducted at close ranges, such as Zone Mortalis or breach storming engagements. With sufficient training, these warriors can form a moving bulwark, layering and overlapping such shields to provide protection against all hut the most determined attacks.

This Reaction allows the Reactive Player to gain a bonus to the Toughness Characteristic of Models in a Unit targeted by a Shooting Attack or Volley Attack if the majority of those Models have the Shield Trait.

Trigger: The Reactive Player may declare a Shieldwall! Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player, or at the start of Step 4 of a Charge declared by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Shieldwall! Reaction, this cost paid as soon as the declaration is made.

Target: For a Shieldwall! Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack or Charge that triggered the Reaction. This Unit must include a majority of Models with the ‘Shield’ Trait at the point when the Reaction is declared.

Process
  1. The Active Player continues to resolve this Shooting Attack as normal.
  2. All Models in the Unit for which this Advanced Reaction is declared have their Toughness Characteristic modified by +1 for the duration of the Phase in which this Reaction was declared.

Smokescreen

Many troops and even vehicles are fitted with an array of deployable defensive measures, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke grenade launchers. Despite their variety, all have the same simple purpose: to hide the users from the enemy.

This Reaction allows the Reactive Player to gain Shrouded Damage Mitigation Rolls for a Model with the Smokescreen Trait.

Trigger: The Reactive Player may declare a Smokescreen Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Smokescreen Reaction, this cost paid as soon as the declaration is made.

Target: For a Smokescreen Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction. This Unit must include a majority of Models with the Smokescreen Trait at the point when the Reaction is declared.

Process
  1. The Active Player continues to resolve this Shooting Attack as normal.
  2. All Models in the Unit for which this Reaction was declared gain a 5+ Shrouded Damage Mitigation Test against any wounds, Penetrating Hits or Glancing Hits inflicted during any Shooting Attack made in the same Phase in which this Reaction was declared.

Armoury of the Legiones Astartes

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.


Ranged Weapons


Archaeotech Pistol

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

Artillery Cannon

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)
-

Auto Weapons

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

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.

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
-
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

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.

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:
  • Combi-flamer: Bolter (primary) and flamer (secondary)
  • Combi-melta: Bolter (primary) and melta gun (secondary)
  • Combi-plasma: Bolter (primary) and plasma gun (secondary)
  • Combi-volkite: Bolter (primary) and volkite charger (secondary)
  • Combi-grenade: Bolter (primary) and grenade launcher - Krak (secondary)
  • Combi-disintegrator: Bolter (primary) and disintegrator (secondary)
  • Combi-grav: Bolter (primary) and graviton gun (secondary)
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

Conversion Beam Weapons

These esoteric energy weapons fire a beam that induces a subatomic implosion in their target, with the beam itself gathering power over distance up to a terminal point of beam instability. Conversion beam weapons are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power. As a result, they are primarily used for dedicated siege warfare or starship breaching assaults by specialised operators such as Techmarines and Mechanicum Destructors. More rarely, larger conversion beam weapons are mounted on a vehicle chassis with advanced control mechanisms and an abundance of reactor power such as the Contemptor pattern Dreadnought.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Conversion beam cannon
Conversion beam cannon
<15
1
6
4
1
Heavy (RS), Blast (3")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (3")
Conversion
>30-45
1
8
2
3
Heavy (RS), Blast (3")
Conversion
Heavy conversion beam cannon
Heavy conversion beam cannon
<15
1
6
4
1
Heavy (RS), Blast (5")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (5")
Conversion
>30-45
1
8
2
3
Heavy (RS), Blast (5")
Conversion
Inversion beamer
Inversion beamer
<15
1
8
2
3
Heavy (RS), Blast (5")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (5")
Conversion

Disintegrator Weapons

These brutal Terran weapons disrupt the molecular bonding of the target, literally tearing it apart whether it be flesh or ceramite. Common during the dark years of Old Night, these weapons were valued as much for the psychological impact of their use as for the efficacy of their actinic bolts.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator pistol
Disintegrator pistol
12
1
4
3
2
Pistol, Overload (1)
Assault, Disintegrator
Disintegrator rifle
Disintegrator rifle
24
1
4
3
2
Overload (1)
Disintegrator
Disintegrator blaster
Disintegrator blaster
18
1
5
2
2
Overload (1)
Disintegrator
Heavy disintegrator
Heavy disintegrator
24
1
6
2
2
Heavy (FP), Overload (1)
Disintegrator
Twin heavy disintegrator
Twin heavy disintegrator
24
2
7
2
2
Overload (2)
Disintegrator
Disintegrator cannon
Disintegrator cannon
24
2
9
2
3
Overload (2)
Disintegrator

Flame Weapons

Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
1
3
-
1
Template, Pistol
Assault, Flame
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame
Heavy flamer
Heavy flamer
Template
1
5
4
1
Template, Panic (1)
Flame
Twin heavy flamer
Twin heavy flamer
Template
1
5
4
1
Template, Panic (2)
Flame
Flamestorm cannon
Flamestorm cannon
Template
1
6
4
2
Template, Panic (2)
Flame
Photonic incinerator
Photonic incinerator
Template
1
6
4
1
Template, Panic (2)
Assault, Flame

Graviton Weapons

Little understood even by the Tech-Priests of Mars, the term ‘graviton gun’ refers to a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment. The power of the graviton gun’s highest settings is sufficient to rupture organs and crack bones even inside armour, but its primary use is to impede the enemy and damage machinery without the risk of secondary explosions.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton gun
Graviton gun
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1)
Graviton
Graviton cannon
Graviton cannon
36
1
8
3
1
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton
Graviton-charge cannon
Graviton-charge cannon
24
1
9
3
2
Heavy (D), Blast (5"), Barrage (1), Breaching (6+), Shock (Pinned), Pinning (3)
Graviton
Grav-flux bombard
Grav-flux bombard
18
1
7
4
1
Heavy (D), Blast (5"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton
Graviton pulveriser
Graviton pulveriser
18
1
9
3
3
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (3)
Graviton

Las Weapons

In the Imperium, the term ‘las’ is applied to a wide variety’ of weapons, from crude particle weapons, such as the ubiquitous lascannon, to more complex and deadly weapons, such as the neutron laser beam cannon. The defining features that link these disparate weapons are their nature as energy weapons, rather than projectile weapons, and their reliance on rechargeable power packs or portable generators instead of conventional magazines. This ability to draw and project vast quantities of power has often made such weapons ideal anti-tank weapons among the ranks of the Legiones Astartes.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lascannon
Lascannon
48
1
9
2
1
Heavy (D), Armourbane
Las
Twin lascannon
Twin lascannon
48
2
9
2
1
Heavy (D), Armourbane
Las
Lascannon array
Lascannon array
48
2
9
2
3
Armourbane
Las
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48
2
9
2
4
Heavy (RS), Armourbane, Skyfire
Las
Laser destroyer
Laser destroyer
36
2
10
2
2
Heavy (D), Armourbane
Las
Magna laser destroyer
Magna laser destroyer
36"
2
10
2
3
Ordnance (D), Armourbane
Las
Neutron beam laser
Neutron beam laser
36
2
10
2
2
Ordnance (D), Armourbane, Shock (Suppressed)
Las
Neutron blaster
Neutron blaster
24
1
9
2
3
Armourbane, Shock (Suppressed), Overload (1)
Las
Neutron laser battery
Neutron laser battery
72
3
10
2
3
Ordnance (D), Armourbane, Shock (Suppressed), Overload (1)
Las
Neutron-wave cannon
Neutron-wave cannon
120
2
12
2
4
Ordnance (D), Armourbane, Shock (Stunned)
Las
Turbo-laser destructor
Turbo-laser destructor
96
1
12
2
6
Blast (3"), Armourbane
Las

Melta Weapons

Capable offocusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in use among the armies of Old Earth, Mars and Jupiter long before the Emperor unified Sol. However, it has been in use within the Legiones Astartes since their inception and every Legion bears examples of this fearsome weaponry.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta
Multi-melta
Multi-melta
24
1
8
2
3
Heavy (RS), Melta (8)
Melta
Twin multi-melta
Twin multi-melta
24
1
9
2
3
Heavy (RS), Melta (8)
Melta
Gravis melta cannon
Gravis melta cannon
24
1
9
2
4
Heavy (RS), Melta (8)
Melta
Magna-melta cannon
Magna-melta cannon
36
1
9
2
4
Heavy (RS), Melta (12)
Melta
Cyclonic melta lance
Cyclonic melta lance
12
3
8
2
3
Heavy (RS), Melta (8)
Melta
Siege melta array
Siege melta array
12
1
10
2
4
Heavy (RS), Blast (5"), Melta (6)
Melta
Melta cutters
Melta cutters
6
1
8
2
3
Heavy (RS), Blast (3"), Melta (3)
Melta
Melta blast-gun
Melta blast-gun
36
2
9
2
4
Heavy (RS), Melta (24)
Melta
Sentry melta array
Sentry melta array
18
2
8
2
2
Heavy (RS), Melta (8)
Melta

Missile Weapons

From guided missiles to explosive rockets, the Legiones Astartes make use of a variety’ of rocket-propelled munitions. Most common is the missile launcher, a man-portable weapon used to supplement the firepower of the Legion cohorts, but a number of vehicle mounted launchers serve as both artillery and anti-aircraft weapons. Though crude by comparison to many of the wonders bestowed upon the Legions by the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Missile launcher
Missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (3")
Missile
- Krak
- Krak
48
1
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
1
8
4
1
Heavy (D), Skyfire
Missile
Vengeance launcher
Vengeance launcher
48
1
7
4
1
Blast (5")
Missile
Havoc launcher
Havoc launcher
48
1
5
5
1
Blast (3"), Stun (1)
Missile
Hunter-killer missile
Hunter-killer missile
48
1
9
3
3
Armourbane, Limited (1)
Missile
Hellstrike missile
Hellstrike missile
48
1
9
3
3
Armourbane, Limited (1)
Guided Missile
Deathstorm missile launcher
Deathstorm missile launcher
18
D3
6
4
1
Pinning (1)
Missile
Kharybdis missile launcher
Kharybdis missile launcher
18
5
6
4
1
Pinning (1)
Missile
Rotary missile launcher
Rotary missile launcher
48
3
8
2
2
-
Missile
Sabre missile
Sabre missile
36
1
7
4
2
Breaching (6+), Limited (1)
Missile
Tempest rocket
Tempest rocket
48
1
7
4
3
Armourbane, Limited (1)
Guided Missile
Aiolos missile launcher
Aiolos missile launcher
60
1
6
4
1
Heavy (FP), Blast (3"), Barrage (1)
Missile
Boreas air defence missile
Boreas air defence missile
48
1
8
2
3
Limited (1), Skyfire, Rapid Tracking
Missile
Spicula rocket system
Spicula rocket system
72
1
7
4
1
Blast (7"), Barrage (2), Suppressive (1)
Missile
Arcus missile launcher
Arcus missile launcher
- Arcus warheads
- Arcus warheads
36
5
8
2
2
-
Missile
- Skyspear warheads
- Skyspear warheads
36
3
8
2
2
Skyfire, Armourbane, Rapid Tracking
Missile
- Pyrax warheads
- Pyrax warheads
36
1
5
4
1
Blast (5"), Panic (1)
Missile
- Neutron-flux warheads
- Neutron-flux warheads
36
3
7
4
1
Shock (Suppressed)
Missile
Cyclone missile launcher
Cyclone missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (5")
Missile
- Krak
- Krak
48
2
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
2
8
4
1
Heavy (D), Skyfire
Missile
Scorpius missile launcher
Scorpius missile launcher
48
1
8
4
1
Heavy (FP), Blast (3"), Barrage (2), Breaching (5+)
Missile
Hyperios missile launcher
Hyperios missile launcher
48
3
7
3
2
Skyfire, Rapid Tracking
Missile
Orias frag missile
Orias frag missile
48
1
6
5
1
Barrage (3), Blast (5"), Limited (1)
Missile

Particle Weapons

Spraying a spread of supercharged particles, these weapons strip the enemy apart atom by atom.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Particle shredder
Particle shredder
Template
1
6
3
1
Template, Breaching (6+), Overload (1)
Assault, Particle
Heavy particle shredder
Heavy particle shredder
Template
1
6
3
2
Template, Breaching (6+), Overload (1)
Assault, Particle

Phosphex Weapons

Phosphex is a rare, corrosive, toxic and incendiary compound utterly inimical to life, deployed both in the form of large canister bombs and heavy shells. It expands on contact with air into a seething, liquid mist that burns with an eerie white-green flame which is attracted to movement. This gelid flame ignites metal and eats relentlessly into living tissue, and cannot be extinguished short of exposure to vacuum. As effective as this horrific weapon is, its use is not widespread, as it has a tainting effect beyond even rad weapons on the areas in which it is employed, and so it remains within the arsenals of the Space Marine Legions as a weapon of dire resort.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Phosphex bomb
Phosphex bomb
6
1
5
3
1
Blast (3"), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex
Phosphex discharger
Phosphex discharger
18
1
5
3
1
Blast (3"), Limited (3), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex

Plasma Weapons

Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental, magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielderas to the foe, and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
- Sustained fire
- Sustained fire
12
1
6
4
1
Pistol, Breaching (6+)
Assault, Plasma
- Maximal fire
- Maximal fire
12
1
7
4
1
Pistol, Breaching (5+), Overload (1)
Assault, Plasma
Overcharged plasma pistol
Overcharged plasma pistol
12
3
8
4
1
Pistol, Breaching (4+), Overload (1)
Assault, Plasma
Plasma gun
Plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (5+), Overload (1)
Plasma
Twin plasma gun
Twin plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (4+), Overload (1)
Plasma
Plasma bombard
Plasma bombard
- Sustained fire
- Sustained fire
24
1
6
4
1
Blast (3"), Barrage (1), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
1
7
4
1
Blast (3"), Barrage (1), Breaching (5+), Overload (2)
Plasma
Heavy plasma bombard
Heavy plasma bombard
- Sustained fire
- Sustained fire
36
1
7
4
2
Blast (5"), Barrage (1), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Barrage (1), Breaching (5+), Overload (2)
Plasma
Plasma cannon
Plasma cannon
- Sustained fire
- Sustained fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (5+), Overload (2)
Plasma
Gravis plasma cannon
Gravis plasma cannon
- Sustained fire
- Sustained fire
36"
1
7
4
1
Heavy (RS), Blast (5"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36"
1
7
4
2
Heavy (RS), Blast (5"), Breaching (5+), Overload (1)
Plasma
Plasma blaster
Plasma blaster
- Sustained fire
- Sustained fire
18
2
7
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
18
2
8
4
1
Breaching (5+), Overload (1)
Plasma
Executioner plasma destroyer
Executioner plasma destroyer
- Sustained fire
- Sustained fire
36
1
8
4
1
Blast (5"), Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Breaching (4+), Overload (1)
Plasma
Hellfire plasma cannonade
Hellfire plasma cannonade
- Sustained fire
- Sustained fire
36
6
6
4
1
Heavy (RS), Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
7
4
2
Heavy (RS), Blast (5"), Breaching (4+), Overload (1)
Plasma
Omega plasma array
Omega plasma array
- Sustained fire
- Sustained fire
36
6
7
4
2
Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Breaching (4+), Overload (1)
Plasma

Rad Weapons

Special-issue weapons commonly only employed against the most dangerous ofxenoforms, rad grenades and warheads detonate with a short, intense burst of radiation and shower the immediate area with highly contaminated fall-out. As well as direct damage, these can be used to bombard an area, and have the effect of debilitating rather than slaying outright, rendering a target vulnerable to further injur}’.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rad grenades
Rad grenades
8
1
4
3
1
Poisoned (2+), Phage (T)
Rad

Sonic Weapons

Using waves of focused sound, sonic weapons brutally pummel their victims into submission, shattering armour plate, cracking bones and turning organs to jelly.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Concussive resonator
Concussive resonator
Template
2
6
5
1
Template, Overload (1), Stun (2)
Assault, Sonic

Volkite Weapons

‘Volkite’ is an arcane Martian term for a variety’ of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Horus Heresy and had been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10
2
5
5
1
Pistol, Deflagrate (5)
Assault, Volkite
Overcharged volkite serpenta
Overcharged volkite serpenta
10
4
6
5
1
Pistol, Deflagrate (5), Overload (1)
Assault, Volkite
Volkite charger
Volkite charger
15
2
5
5
1
Deflagrate (5)
Assault, Volkite
Twin volkite charger
Twin volkite charger
15
3
5
5
1
Deflagrate (5)
Volkite
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite
Twin volkite caliver
Twin volkite caliver
30
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Volkite culverin
Volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Twin volkite culverin
Twin volkite culverin
45
6
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Volkite falconet
Volkite falconet
45
10
7
5
1
Deflagrate (7), Pinning (2)
Volkite
Volkite saker
Volkite saker
25
6
6
5
1
Deflagrate (6)
Volkite
Volkite macro-saker
Volkite macro-saker
45
8
6
5
2
Deflagrate (6)
Volkite
Volkite carronade
Volkite carronade
45
12
8
3
2
Deflagrate (8)
Volkite
Volkite cardanelle
Volkite cardanelle
45
12
7
5
2
Deflagrate (7), Suppressive (1)
Volkite

Exotic and Miscellaneous Weapons

The Legiones Astartes also employ a number of other weapons that do not fall into any specif c category.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Grenade harness
Grenade harness
6
1
5
6
1
Blast (3"), Limited (1)
-
Grenade launcher
Grenade launcher
- Frag
- Frag
24
1
3
6
1
Blast (3")
-
- Krak
- Krak
24
1
6
4
2
-
-
Lascutter
Lascutter
8
1
10
2
2
Ordnance (D), Armourbane
-

Note that this weapon has both a Ranged and a Melee Weapon profile.

Melee Weapons


Chain Weapons

These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy grips and a series of razor-edged blades mounted along the edge of the weapon and are set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays of fountaining gore it created as its effectiveness in battle.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainsword
Chainsword
1
A
S
5
1
Shred (6+)
Chain
Heavy chainaxe
Heavy chainaxe
-2
A
+3
4
1
Shred (6+)
Chain
Heavy chainsword
Heavy chainsword
-1
A
+2
4
1
Shred (6+)
Chain
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain
Chainfist
Chainfist
-3
-1
+6
2
2
Armourbane, Shred (6+)
Chain
Gravis chainfist
Gravis chainfist
-1
A
+4
2
3
Armourbane, Shred (6+)
Chain
Paired Gravis chainfists
Paired Gravis chainfists
-1
A
+4
2
4
Armourbane, Shred (6+)
Chain
Chain bayonet
Chain bayonet
1
A
S
5
1
Shred (6+)
Bayonet, Chain

Charnabal Weapons

With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality’. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them. As well as the nobles of the Terran Court, certain Space Marine Legion officers favour the Charnabal weapons over more ‘clumsy’ power weapons, as they see them as being more responsive to true martial skill, while others think them effete and decadent weapons.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Charnabal sabre
Charnabal sabre
+1
A
S
-
1
Breaching (6+), Duellist’s Edge (1)
Charnabal
Charnabal tabar
Charnabal tabar
1
A
+1
-
1
Breaching (6+), Duellist’s Edge (1)
Charnabal

Force Weapons

Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors.

If a Model has a force weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Force sword
  • Force axe
  • Force maul
  • Force staff
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Force sword
Force sword
1
A
+1
3
1
Force (D)
Psychic
Force axe
Force axe
-1
A
+2
2
1
Force (D)
Psychic
Force maul
Force maul
-1
A
+3
3
1
Force (D)
Psychic
Force staff
Force staff
+1
A
+2
4
1
Force (D)
Psychic

Paragon Weapons

Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, Paragon blades are few in number and may take many forms. The most common Paragon blades are two-handed power weapons of extraordinary balance and durability, although even more rarely unique chain weapons wrought from the teeth of terrifying xenos-heasts and certain night-hlack sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, Paragon blades are valued beyond price by the Imperium’s warriors.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paragon blade
Paragon blade
1
A
+1
2
1
Critical Hit (6+)
-

Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close-packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
1
A
S
3
1
Breaching (6+)
Power
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Gravis power fist
Gravis power fist
1
A
+3
2
3
-
Power
Paired Gravis power fists
Paired Gravis power fists
1
+1
+3
2
3
-
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Crozius Arcanum
Crozius Arcanum
1
A
+2
3
2
Breaching (6+)
Power
Lightning claw
Lightning claw
1
A
S
3
1
Rending (6+), Breaching (6+)
Power
Pair of lightning claws
Pair of lightning claws
1
+2
S
3
1
Rending (6+), Breaching (6+)
Power
Saturnine war axe
Saturnine war axe
1
A
+1
2
2
Reaping Blow (2)
Power
Saturnine concussion hammer
Saturnine concussion hammer
-3
A
x2
2
3
Critical Hit (6+)
Power
Saturnine disruption fist
Saturnine disruption fist
-2
A
+2
2
3
-
Power

Exotic and Miscellaneous Weapons

The Legiones Astartes also employ a number of other weapons that do not fall into any specific category.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Lascutter
Lascutter
-3
1
12
2
4
-
-
Krak grenades
Krak grenades
-3
1
6
4
2
Detonation
-
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-
Leviathan siege claw
Leviathan siege claw
1
A
+2
2
3
-
-
Paired Leviathan siege claws
Paired Leviathan siege claws
1
+1
+2
2
3
-
-
Leviathan siege drill
Leviathan siege drill
-2
A
+4
2
3
Armourbane
-
Paired Leviathan siege drills
Paired Leviathan siege drills
-2
A
+4
2
4
Armourbane
-
Bayonet
Bayonet
1
A
S
5
1
-
Bayonet

Note that this weapon has both a Ranged and a Melee Weapon profile.
Unit Profile
Sometimes the Rules may refer to a Unit Profile, this indicates the set of variables that determine what is included in a Unit as well as the Points Value of the Unit. A Unit Profile is most often presented as a full page which clearly indicates the Unit’s Points Value, composition, Wargear options and other important characteristics.

A Unit Profile does not exist in isolation, and each Unit Profile is considered part of an Army List - a collection of Unit Profiles that defines a single Faction and determines which Units may be included in a given Detachment (see Army and Army List).
Allegiance
Allegiance is a type of Trait that defines the two sides of the Horus Heresy - Loyalist and Traitor. Each Model in an Army must belong to the same Allegiance, and most Battles will pit an Army composed of Models with one Allegiance against an Army composed of Models of the opposite Allegiance. Furthermore, some Special Rules may operate differently when targeting a Model with a certain Allegiance.
Trait
A Trait is similar to a Characteristic, in that it is attached to specific Models, however a Trait has no numerical value attached to it. Unlike Characteristics a Trait has no intrinsic Rules attached to it, but other Rules may operate differently when targeting a Model with a specific Trait.
Army List
An Army List is a list of Units and Models that comprise a Faction. It is used by a Player to select an Army in conjunction with a Force Organisation Chart. The Rules governing Army Lists and Army selection are presented in more detail here.
Faction
Faction is a type of Trait that refers to the various forces that fought during the Horus Heresy. Each Model in an Army must belong to one of these Factions. Examples of Factions include: each of the Space Marine Legions (Ultramarines, Sons of Horus, etc.), the Legio Custodes, the Sisters of Silence and the Mechanicum. A given Detachment will usually only include Models from one Faction (though an Army may include Models from more than one Faction) and certain Special Rules only affect Models with a certain Faction.
HIGH COMMAND – The highest ranked officers of an Army.
COMMAND – The line officers of an Army.
Primary Detachments
All Armies must include one, and no more than one, Primary Detachment.

Every Army must include a single Primary Detachment - and may never include more than one. Each High Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Apex or Auxiliary Detachment to be added to the Army. Likewise, each Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Apex and Auxiliary Detachments added to the Army in this manner are linked to the Primary Detachment and must use the same Army List to select any Units that are selected to fill Force Organisation Slots in those Detachments. Players may choose not to add additional Detachments when eligible to do so.
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
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.
Warlord Detachments
An Army may include one Warlord Detachment, it must be of the same Faction as the Primary Detachment.

An Army does not have to include a Warlord Detachment and may not include more than one such Detachment. Units selected to fill Slots in a Warlord Detachment must be selected from the same Army List and Faction as that used for the Primary Detachment. A Warlord Detachment may only be selected for an Army if the Points Limit set for that Army is 3,000 Points or more. The total Points Value of all Units selected with the Warlord Battlefield Role and any Units selected in other Detachments that have the Lord of War Battlefield Role must be no more than 25% (rounded up to the nearest whole number) of the Points Limit set for a Battle. A Warlord Detachment must always include at least one Model with the Paragon Type.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.

This rulebook presents a number of Advanced Reactions that may be made by a Player of any Faction or Allegiance. Future publications may present additional Advanced Reactions that may only be used by Players of a specific Faction or Allegiance, or that cover more niche situations.

The following Advanced Reactions are presented in this section:
Unique

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:
  • An Army may not include more than a single instance of a given Model with this Sub-Type. For example, if Model A and Model B both have the Unique Sub-Type then a single Army could include one of Model A and one of Model B, but no more than one of either Model.
  • A Model with the Unique Sub-Type or a Unit composed entirely of Models with the Unique Sub-Type may not have any options other than those included on its Army List Profile selected for them.
Auxiliary Detachments
An Army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

An Army may include any number of Auxiliary Detachments. The number available in any Army is determined by the number of Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Auxiliary Detachment to be taken. A Player may also choose to include an Auxiliary Detachment for one or more of the High Command Force Organisation Slots available to them, gaining one Auxiliary Detachment for each High Command Slot selected, but any High Command Slots selected in this manner no longer grant the Player an Apex Detachment. All Auxiliary Detachments are linked to other Detachments, usually either Primary or Allied Detachments, which determines which Army List and Faction must be used by the Auxiliary Detachment.
Allied Detachments
Armies do not have to include an Allied Detachment and can include more than one, but no more than 50% of the Points Limit may be spent on allied Units and all Allied Detachments must be a different Faction than the Primary Detachment.

An Army does not have to include an Allied Detachment, but may include any number of Allied Detachments the Controlling Player chooses - as long as the total Points Value of all Units selected in all Allied Detachments combined is no more than 50% (rounded up to the nearest whole number) of the Points Limit set for a Battle. All Units selected to fill Force Organisation Slots in an Allied Detachment must be selected from a different Faction than that used for the Primary Detachment. If more than one Allied Detachment is included in an Army, then all Allied Detachments in the Army must be of a different Faction than the Primary Detachment, but may be the same as other Allied Detachments.

Each Command Force Organisation Slot filled in an Allied Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Auxiliary Detachments added to the Army when selecting Command Choices for an Allied Detachment remain separate Detachments, but are linked to that Allied Detachment that allowed their selection and must use the same Army List to select any Units that are selected to fill Force Organisation Slots. Players may choose not to add additional Detachments when eligible to do so.
Apex Detachments
An Army can include any number of Apex Detachments, depending on the number and type of High Command Choices selected.

An Army may include any number of Apex Detachments. The number available in any Army is determined by the number of High Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Apex Detachment to be taken. Any High Command Force Organisation Slots that were optionally used to include an additional Auxiliary Detachment in the Army do not also allow an Apex Detachment to be included - for each High Command Slot the Controlling Player may include one Apex Detachment or one Auxiliary Detachment, not both. All Apex Detachments are linked to other Detachments, usually Primary Detachments, which determines which Army List and Faction must be used by the Apex Detachment. Each High Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Apex Detachment or Auxiliary Detachment to be linked to the Primary Detachment. Furthermore, each Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Auxiliary Detachment to be linked to the Primary Detachment.
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.
Detachment
A Detachment is a gaming element composed of one or more Units. The composition of a given Detachment is decided by the Controlling Player during Army selection based on the Force Organisation Chart being used for that Army. A Detachment’s main function is in the selection of an Army, and during an individual Battle imposes only limited restrictions for the Models and Units that are part of that Detachment. Any restrictions imposed on Units during a Battle based on the Detachment it was selected as part of will most often be due to interactions between Units of different Factions.
Model
A Model is a single gaming piece - usually representing one warrior or war machine on the Battlefield. A Model is the smallest category of gaming element referred to by the Rules - with Units composed of one or more Models, Detachments composed of one or more Units, and Armies composed of one or more Detachments. Some larger Models may contain multiple elements arranged on a single Base, but these are counted as a single Model as they are still a single playing piece that is moved as a single element by the Controlling Player.
Saving Throws
Wounds inflicted on a Model will cause Damage, reducing the Model’s Wounds Characteristic and possibly removing it from play as a Casualty. However, before any Damage is inflicted, wounds can be negated by means of Saving Throws. A Model may have one Saving Throw made for each wound inflicted on it, with a successful Saving Throw causing that wound to be discarded - however, only one Saving Throw may be made for any given wound that has been inflicted on a Model, regardless of how many Saving Throws a Model may have.

If a Model has any Saving Throws available they will be listed either on that Model’s profile as Characteristics or detailed by any Special Rules that apply to the Model. A Saving Throw will normally be listed as a numerical value followed by a ‘+’ symbol, for example, an Armour Save of ‘4+’. The value listed as part of any Saving Throw is the Target Number for the associated Test. The various types of Saving Throw available are in this section, indicating when they may be made and any additional Rules that apply to that type of Saving Throw.
Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Defensive Weapons – All Weapons on a Model with the Vehicle Type that have a Strength Characteristic of 6 or less are Defensive Weapons. Other Weapons may also be specifically designated as Defensive Weapons on their profile. When a Player chooses to have a Model with the Vehicle Type attack multiple different Units in the same Shooting Phase, Defensive Weapons do not have to make their attacks as Snap Shots.
Pintle Mounted – Pintle Mounted Weapons may attack targets in any Firing Arc without restriction, and are always counted as Defensive Weapons and as having the Assault Trait regardless of the Weapon’s Characteristics.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

For example, a Legionary selected from the Imperial Fists Faction and selected as part of a Loyalist Army would have the Loyalist and Imperial Fists Traits. On their own these Traits have no effect on the Model’s Characteristics, Points cost or other features, but Rules that target Imperial Fists or Loyalist Models will apply their effects to the Model.

In addition to Models, Weapons can also have Traits. These are usually different to those possessed by Models, but are used for the same purposes. Weapons will commonly have Traits that define the type of Weapon it is or a specific type of usage. For example, a bolt pistol has the following Traits: Assault, Bolt. These identify which ‘family’ of Weapons it belongs to for any Rules that might only affect ‘Bolt’ Weapons and notes that it can be used for attacks where only ‘Assault’ Weapons may be used.

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.
Blast (X)

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.

When making attacks with a Weapon that has the Blast (X) Special Rule, before any Hit Tests are made, a Blast Marker must first be placed to determine how many Hits may be inflicted by the attack. The Player making the attack must place the Blast Marker indicated in brackets as part of the Special Rule so that the hole in the middle is entirely over the Base of any one Model in the Target Unit. Once the Blast Marker has been placed, the Player making the attack must make a Hit Test for the attack, and each Model from the Target Unit that is fully or partially under the Blast Marker will suffer 1 Hit if the Hit Test is successful.

Hits on Other Units
If any Models from Units other than the Target Unit are fully or partially covered by the Blast Marker, then a new Fire Group must be created for those Hits and set to one side. Continue resolving the Shooting Attack on the original Target Unit, and once that Shooting Attack has been completely resolved begin a new Shooting Attack to resolve those additional Fire Groups generated for Units other than the original Target Unit.

If the Hit Test is unsuccessful then no Hits are inflicted and the Player making the attack must make a Scatter Roll for the Blast Marker. Once a Scatter Roll has been made for the Blast Marker and it has been moved, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker.

Hits can be scored on both friendly and enemy Units by attacks using the Blast (X) Special Rule. Hits inflicted by Weapons with the Blast (X) Special Rule are allocated in the same manner as other Hits, regardless of which actual Models were under the Blast Marker and the Blast Marker may not be used to inflict Hits on specific Models.

If a Fire Group includes multiple attacks made with the Blast (X) Special Rule, do not place multiple Blast Markers. A single Blast Marker is placed using the Rules detailed above, and a Hit Test is made for each attack in that Fire Group. For each successful Hit Test, one Hit is inflicted for each Model from the target Unit that is fully or partially under the Blast Marker. If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests. For each Hit Test that was unsuccessful, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.
Stun (X)

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.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Stunned Status and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Havoc launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Havoc launcher
Havoc launcher
48
1
5
5
1
Blast (3"), Stun (1)
Missile
Breaching (X)

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.

When any Wound Test is made for an attack with the Breaching (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Breaching (X) Special Rule, then if a wound is inflicted by that Wound Test, that wound becomes a ‘Breaching Wound’.

A Breaching Wound is always treated as having an AP Characteristic of 2 regardless of the Characteristics of the Weapon used to make the attack.
Rapid Tracking

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.

Each time a Model makes a Shooting Attack as part of the Intercept Advanced Reaction, its Controlling Player can select a Weapon with this Special Rule for that Shooting Attack, even if it is not a Defensive Weapon.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Skyfire

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.

A Hit Test made for a Weapon with the Skyfire Special Rule ignores any rule that would require attacks made targeting an enemy Unit that contains any Models with the Flyer Sub-Type to be made as Snap Shots. Instead such an attack makes a normal Hit Test using the Ballistic Skill of the attacking Model - this includes attacks made as part of any Reaction. A Unit that includes any Models with any Tactical Status may not benefit from the effects of this Special Rule.

Twin accelerator autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin accelerator autocannon
Twin accelerator autocannon
48
6
7
4
2
Breaching (6+), Rapid Tracking, Skyfire
Auto
Ordnance (X)

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.

When making a Shooting Attack with a Weapon that has the Ordnance (X) Special Rule, a modifier of x2 is applied to a Characteristic if the Model with that Weapon is part of a Unit that remained stationary in the Controlling Player’s previous Movement Phase (if that Characteristic is AP, then the AP is instead changed to AP 2). The value of X in the specific variant of the Ordnance (X) Special Rule determines which Characteristic gains the x2 modifier.
Suppressive (X)

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.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed all Models in the Unit gain the Suppressed Status, and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Punisher rotary cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Punisher rotary cannon
Punisher rotary cannon
36
8
6
4
1
Ordnance (FP), Suppressive (2)
Auto
Removed as a Casualty
A Model Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other Model or Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an Emergency Disembarkation.

A number of Rules, including Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
Augury Scanner

This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the userand their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.

Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.

When a Shooting Attack made by a Unit that includes any Models with an augury scanner inflicts any Hits (excluding Hits from attacks made as Snap Shots), Shrouded Damage Mitigation Rolls cannot be made against those Hits.
Shooting Phase: Return Fire
This Reaction allows the Reactive Player to make a Shooting Attack for a Unit that is the target of an enemy Shooting Attack.

Trigger: The Reactive Player may declare a Return Fire Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Return Fire Reaction - this cost paid as soon as the declaration is made.

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction.

Process
  1. Once a Return Fire Reaction has been declared, the Active Player must resolve all remaining Steps of the Shooting Attack process as normal, up to the start of Step 11.
  2. Before resolving Step 11, the Reactive Player makes a Shooting Attack with the Reacting Unit (including with any Models that have been reduced to 0 Wounds and before any Panic Checks are taken) targeting only the Target Unit.
  3. Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Players must then finish resolving Step 11 of the original Shooting Attack that triggered the Reaction.
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
Wargear
Wargear represents the Weapons and equipment shown on Models. Wargear can be broken down into two types, those that are used to make attacks and those that are not. Wargear that is used to make attacks is often referred to as a Weapon and has a separate Weapon Profile, while Wargear that is not used to make attacks will be formatted more like a Special Rule.
Pistol

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.

During Step 3 of any Shooting Attack, a Player may choose to have a Model under their control make attacks with two Weapons rather than one if both Weapons have the Pistol Special Rule.
Bolt pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt

Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a modifier to a Model’s Strength Characteristic to determine the Strength used to make Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
Shred (X)

Designed to rip and tear flesh, some weapons are fearsome and intimidating tools of warfare. Whether by the gnashing teeth of a chainblade or the jagged edges of flechette ammunition, these weapons scythe great holes in the lines of even the toughest of infantry and the largest of warriors.

Attacks made with the Shred (X) Special Rule can sometimes inflict an extra point of Damage.

When any Wound Test is made for an attack with the Shred (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Shred (X) Special Rule, then if a wound is inflicted by that Wound Test, the Damage Characteristic of that wound is increased by 1. Note that the Shred (X) Special Rule may only be triggered by a Wound Test and has no effect when making an Armour Penetration Test.
Chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainsword
Chainsword
1
A
S
5
1
Shred (6+)
Chain

Bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter
Bolter
24
2
4
5
1
-
Bolt

Deflagrate (X)

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.

At the end of Step 9 of the Shooting Attack process for any Fire Group or Strike Group that includes Weapons with the Deflagrate (X) Special Rule, create a new Fire Group or Strike Group that must then be selected in Step 10 and resolved. This new Fire Group or Strike Group includes a number of Hits equal to the number of Unsaved Wounds caused by the Fire Group or Strike Group that triggered its creation. These Hits all have a Strength equal to the value of X attached to the variant of the Deflagrate (X) Special Rule possessed by Weapons in the preceding Fire Group or Strike Group, an AP of a Damage of 1 and no Special Rules.
Volkite serpenta

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10
2
5
5
1
Pistol, Deflagrate (5)
Assault, Volkite

Template

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.

When making attacks for a Weapon or other effect that has the Template Special Rule, or otherwise uses a Template, no Hit Tests are made for the attack. Instead, when directed to make Hit Tests for such an attack, a single Template is placed to determine how many Hits are generated. A Template must be placed so that its narrow end is touching the Base of the Model, the edge of a Model’s Hull (if it has the Vehicle Type) or other point being used to make the attack, and so that no part of the Template covers or touches a friendly Model’s Base, Hull or otherwise would inflict Hits on a friendly Model. Within these restrictions, the Player making the attack may place the Template in an orientation of their choosing as long as at least one Model from the original Target Unit remains under the Template. If the Template cannot be placed under these restrictions, such as if it cannot be placed without covering or touching friendly Models, then no attack may be made.

Once the Template has been placed, a number of Hits using the profile of the Weapon or effect are inflicted on the Target Unit equal to the number of Models touched or covered by the Template. If the Weapon or attack has a Firepower Characteristic greater than 1 then only a single Template is placed, but the number of Hits inflicted per Model touched or covered by the Template is equal to the Firepower Characteristic of the attack or Weapon. If more than one enemy Unit has Models that are touched or covered by the Template in its final position, then Hits are inflicted on all such Units as noted above, Hits on Units other than the original target form a new Fire Group that must be placed to one side and used to resolve a separate Shooting Attack on the additional Target Unit once all attacks and Fire Groups from the original Shooting Attack have been fully resolved. When resolving Armour Penetration Tests for Hits inflicted by a Weapon with this Special Rule, the position of the Model that was used to make the attack is used to determine which Armour Facing is used.

Note that the Rules require a Template to be placed in Base Contact with the Model being used to make the attack, but this Model is not counted as having been Hit by the attack and does not stop the attack from being made. However, this only applies to the individual Model being used to make the attack, not to other Models in the same Unit.

Weapons with this Special Rule will have their Range Characteristic as Template’. This does not count as a value of ‘0’ or ‘-’. If a Rule requires a number for the Range Characteristic then all Weapons and attacks with this Special Rule are considered to have a Range Characteristic of ‘8’.

OTHER TEMPLATES
In some rare cases a Weapon may use a different Template than the standard Flame Template, in these cases the Template Rule may be expressed with a bracketed section stating which Template must be used when attacking with that Weapon. Otherwise, the Rules for its use are unchanged from those noted under the Template Special Rule, with the exception of the Range Characteristic it is considered to have.

An example of this is the use of the Hellstorm Template for certain very large Weapons. In this case the Rule would be expressed as ‘Template (Hellstorm)’ and the attack would be resolved using the Template Special Rule, but placing the larger Hellstorm Template. Weapons with the Template (Hellstorm) Special Rule are considered to have a Range Characteristic of ‘16’ when a Rule requires such weapons to have a numbered Range Characteristic.
Hand flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
1
3
-
1
Template, Pistol
Assault, Flame

Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Overload (X)

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.

When the Controlling Player declares that attacks will be made for a Model using a Weapon or profile that has the Overload (X) Special Rule, any Hit Tests made for those attacks that result in a number that is equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had, before any modifiers are applied to the roll, are Misfires.

For Weapons that do not make Hit Tests, such as Weapons with the Template Special Rule, instead roll a number of dice equal to the Firepower Characteristic of the Weapon used to make the attack after the attack has been declared and the number of Models hit is determined. Each Dice that results in a number equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had creates a Misfire. This does not affect the number of Hits on the Target Unit created by this attack.

For each Misfire, the Unit for which the Hit Tests were made suffer a Hit - these Hits must form a new Fire Group or Strike Group, referred to as the ‘Misfire Group’.

Once the current Shooting Attack and any Reactions triggered by it have been fully resolved, the Misfire Group must be resolved. A Misfire Group is resolved in the same way as any other Fire Group or Strike Group, using the Profile of the Weapon used for the Fire Group or Strike Group it was created from. Wounds, Glancing Hits or Penetrating Hits from this Misfire Group are allocated by the Controlling Player, and must be allocated to a Model that made attacks as part of the Fire Group or Strike Group that generated the Misfire Group. If a Hit from a Misfire Group is generated by an attack made by a Model with the Vehicle Type, then it is resolved against the lowest Armour Value from all of the Model’s facings.

Hits, wounds or Casualties inflicted upon a Unit as a result of this Special Rule do not cause Leadership or Cool Checks, and Hits inflicted as part of a Misfire Group do not trigger any Special Rules that take effect as a result of a certain value on a Hit Test.
Plasma pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
- Sustained fire
- Sustained fire
12
1
6
4
1
Pistol, Breaching (6+)
Assault, Plasma
- Maximal fire
- Maximal fire
12
1
7
4
1
Pistol, Breaching (5+), Overload (1)
Assault, Plasma

Disintegrator pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator pistol
Disintegrator pistol
12
1
4
3
2
Pistol, Overload (1)
Assault, Disintegrator

Chainaxe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain

Duellist’s Edge (X)

Some weapons are designed for use in personal challenges rather than the vulgar press of battle. Often light and perfectly balanced, they provide a key edge in duels and bouts of honour.

A Weapon with the Duellist’s Edge (X) Special Rule grants a bonus to Focus Rolls in Challenges.

In Step 3 of the Challenge Sub-Phase, the Focus Step, if a Player has declared that the Model under their control will use a Weapon with the Duellist’s Edge (X) Special Rule or has the Duellist’s Edge (X) Special Rule, then that Player gains a bonus equal to the value of X on the Focus Roll.
Charnabal sabre

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Charnabal sabre
Charnabal sabre
+1
A
S
-
1
Breaching (6+), Duellist’s Edge (1)
Charnabal

COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
Precision (X)

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.

When any Hit Test is made for an attack with the Precision (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Precision (X) Special Rule, then if a Hit is inflicted by that roll, that Hit becomes a ‘Precision Hit’.

These Precision Hits must form a separate Fire Group or Strike Group. Wound Tests are made as normal for Precision Hits and cause Precision wounds. In Step 8 of the Shooting Attack process or Step 7 of the Initiative Step sequence, when selecting a Target Model for a Fire Group or Strike Group that is made up of Precision wounds, the Target Model is not selected using the normal Rules. Instead the attacking Player chooses which Model in the Target Unit will be the Target Model, and may select any Model that is a part of that Unit.

Note that Models Engaged in a Challenge cannot use this Special Rule to allocate Hits to any Model other than the enemy Model that is Engaged in the same Challenge and that any attacks which are made as Snap Shots, or for Weapons or attacks that have either the Blast (X), Barrage (X), Template or Reaping Blow (X) Special Rules, may never trigger the Precision (X) Special Rule no matter what the result of the Hit Test is.
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Rending (X)

Some weapons cleave flesh with ease, inflicting terrible wounds that no mortal toughness can resist. Though of less use against armour and steel, such munitions are capable of tearing bloody holes in the ranks of advancing infantry and stalling any attack in its tracks.

With a Weapon that has the Rending (X) Special Rule, there is a chance that a Hit Test may result in an automatic wound.

When any Hit Test is made for an attack with the Rending (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Rending (X) Special Rule, then if a Hit is inflicted by that Hit Test, that Hit becomes a ‘Rending Hit’.

When required to make a Wound Test for a Rending Hit, no Dice are rolled and the Wound Test succeeds automatically regardless of the Weapon’s Strength or the Target’s Toughness. The Wound Test is treated as if the result had been ‘6’ for the purposes of any Rules that would be triggered on certain results of a Wound Test. Wounds caused by a Rending Hit use the AP and Damage Characteristics of the Weapon used to make the attack and retain any Special Rules that Weapon had.

If the Target Unit for an attack made with a Weapon that has this Special Rule includes any Models with the Vehicle Type, then this Special Rule has no effect.
Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Reaping Blow (X)

Whether by skill or the merits of a weapon’s design, some warriors are capable of sweeping strikes that scythe through the ranks of the foe.

If a Model with this Special Rule is outnumbered, it gains extra attacks.

If a Model is outnumbered in Combat and either has this Special Rule or is made to attack with a Weapon that has this Special Rule, then that Model gains a bonus to its Attacks Characteristic equal to the value of X attached to the variant of this Special Rule it has access to. To be considered outnumbered, the total number of Friendly Models Locked in the same Combat must be less than the total number of Enemy Models Locked in the same Combat - Models with the Bulky (X) Special Rule count as a number of Models equal to the value of X in the variant of the Bulky (X) Special Rule that Model has. This Special Rule has no effect during the Challenge Sub-Phase, and no Model that is Engaged in a Challenge may gain additional Attacks due to this Special Rule.
Critical Hit (X)

Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.

Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.

When any Hit Test is made for an attack with the Critical Hit (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Critical Hit (X) Special Rule, then if a Hit is inflicted by that Hit Test, that Hit becomes a ‘Critical Hit’.

A Critical Hit automatically inflicts a wound without any Dice being rolled, counting as the roll of a ‘6’ for any variable Special Rules that might be triggered by a Wound Test, and increases the Damage Characteristic of the Hit by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close-packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
1
A
S
3
1
Breaching (6+)
Power
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Gravis power fist
Gravis power fist
1
A
+3
2
3
-
Power
Paired Gravis power fists
Paired Gravis power fists
1
+1
+3
2
3
-
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Crozius Arcanum
Crozius Arcanum
1
A
+2
3
2
Breaching (6+)
Power
Lightning claw
Lightning claw
1
A
S
3
1
Rending (6+), Breaching (6+)
Power
Pair of lightning claws
Pair of lightning claws
1
+2
S
3
1
Rending (6+), Breaching (6+)
Power
Saturnine war axe
Saturnine war axe
1
A
+1
2
2
Reaping Blow (2)
Power
Saturnine concussion hammer
Saturnine concussion hammer
-3
A
x2
2
3
Critical Hit (6+)
Power
Saturnine disruption fist
Saturnine disruption fist
-2
A
+2
2
3
-
Power
Power fist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power fist
Power fist
-3
A
+4
2
2
-
Power

Lightning claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Lightning claw
Lightning claw
1
A
S
3
1
Rending (6+), Breaching (6+)
Power

Thunder hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power

Combat Shield

A combat shield is a wrist-mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage.

A combat shield grants a 5+ Invulnerable Save and a bonus to Focus Rolls.

A Model with a combat shield has a 5+ Invulnerable Save against attacks made with Melee Weapons. In addition a Model with a combat shield gains a +1 modifier to Focus Rolls made for it.
Boarding Shield

Utilised primarily in boarding actions and Zone Mortalis operations, hoarding shields are bulkier than the similar combat shield, offering a measure of additional protection to the hearer and allowing them to form a formidable bulwark against enemy assault.

Boarding shields grant a 5+ Invulnerable Save, the Shield Trait and the Heavy Sub-Type.

A Model with a boarding shield gains a 5+ Invulnerable Save. In addition it gains the Shield Trait and the Heavy Sub-Type.
Armourbane

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.

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.
Chainfist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainfist
Chainfist
-3
-1
+6
2
2
Armourbane, Shred (6+)
Chain

Combi-bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Combi-bolter
Combi-bolter
24
4
4
5
1
-
Bolt

Combi

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.

Each time a Model makes a Shooting Attack with a Weapon Profile with this Special Rule, the Controlling Player can select another Profile from the same Weapon with this Special Rule and make attacks with it as part of the same Shooting Attack. Note that if that Profile also has the Limited (X) Special Rule, this does not allow it to be selected to make attacks more than the number of times equal to the value of X on that Special Rule.
Panic (X)

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.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Leadership Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Routed Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Leadership Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule. If the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.
Limited (X)

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.

A Weapon with the Limited (X) Special Rule may only be used to make attacks as part of a Shooting Attack or Combat a number of times equal to the value of X attached to the specific variant of the Special Rule. Each time it is used to make attacks, the Firepower Characteristic or Attacks Modifier Characteristic of the Weapon is not modified by this Special Rule, only the number of times it may be selected in a given Battle.
Melta (X)

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.

If at least one Model in a Unit with the Vehicle Type that is targeted by a Shooting Attack made by a Model using a Weapon with this Special Rule is within a range equal to or less than the value specified by X, that attack has the Armourbane Special Rule and the Damage of Penetrating Hits caused by that attack is doubled.
Shock (X)

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.

When making a Hit Test for a Weapon with this Special Rule against a Target Unit that includes any Models with the Vehicle Type or Walker Type, the result of the Hit Test before any modifiers are applied must be checked. If any Hit Test for a Weapon with the Shock (X) Special Rule results in a ‘5’ or ‘6’ before any modifiers are applied, then all Models with the Vehicle Type or Walker Type in the Target Unit gain a Status at the end of Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process. The Status gained is indicated by the value of X attached to that variant of the Shock (X) Special Rule. If the Model already has the stated Status or the attack would apply the Status multiple times there is no additional effect and this Special Rule never causes a Model to lose Wounds or Hull Points. Hits inflicted by a Weapon with this Special Rule must still have Wound Tests or Armour Penetration Tests made for them, and are not discarded if they trigger this Special Rule.
Pinning (X)

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.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Pinned Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.
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.

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:
  • Combi-flamer: Bolter (primary) and flamer (secondary)
  • Combi-melta: Bolter (primary) and melta gun (secondary)
  • Combi-plasma: Bolter (primary) and plasma gun (secondary)
  • Combi-volkite: Bolter (primary) and volkite charger (secondary)
  • Combi-grenade: Bolter (primary) and grenade launcher - Krak (secondary)
  • Combi-disintegrator: Bolter (primary) and disintegrator (secondary)
  • Combi-grav: Bolter (primary) and graviton gun (secondary)
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
Flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame

Plasma gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma gun
Plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (5+), Overload (1)
Plasma

Meltagun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta

Volkite charger

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite charger
Volkite charger
15
2
5
5
1
Deflagrate (5)
Assault, Volkite

Volkite caliver

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite

Heavy (X)

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.

When making a Shooting Attack with a Weapon that has the Heavy (X) Special Rule, a modifier of +1 is added to a Characteristic if the Model with that Weapon is part of a Unit that remained Stationary in the Controlling Player’s previous Movement Phase. If the Characteristic listed is AP, then instead it improves the AP by one Step (see the Rules for modifying Saves and AP). The value of X in the specific variant of the Heavy (X) Special Rule determines which Characteristic gains the +1 modifier.
Rotor cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rotor cannon
Rotor cannon
24
3
3
-
1
Heavy (FP), Suppressive (1)
Auto

Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability’ to direct their forces, even during the most chaotic battles.

Nuncio-vox allow Units to remove Statuses in the Start Phase.

If a Unit includes one or more Models with a nuncio-vox, and there are one or more friendly Models on the Battlefield with the Command Sub-Type, then the Controlling Player may activate the nuncio-vox during the Start Phase of their Turn as the Active Player. When activated, the Controlling Player may make a Check to remove a single Tactical Status from all Models in the Unit that includes the nuncio-vox. This Check is made using the Characteristics of any one friendly Model on the Battlefield with the Command Sub-Type, chosen by the Controlling Player (using Cool, unless attempting to remove Routed, in which case Leadership is used). A nuncio-vox can only be activated once per Turn, and each Friendly Model on the Battlefield with the Command SubType may only be used once per Start Phase as part of this Special Rule.
Heavy bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy bolter
Heavy bolter
36
3
5
4
1
Heavy (FP)
Bolt

Heavy flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy flamer
Heavy flamer
Template
1
5
4
1
Template, Panic (1)
Flame

Autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Autocannon
Autocannon
48
2
7
4
2
Breaching (6+), Heavy (FP)
Auto

Missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Missile launcher
Missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (3")
Missile
- Krak
- Krak
48
1
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
1
8
4
1
Heavy (D), Skyfire
Missile

Multi-melta

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Multi-melta
Multi-melta
24
1
8
2
3
Heavy (RS), Melta (8)
Melta

Plasma cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma cannon
Plasma cannon
- Sustained fire
- Sustained fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (5+), Overload (2)
Plasma

Volkite culverin

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite culverin
Volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite

Lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lascannon
Lascannon
48
1
9
2
1
Heavy (D), Armourbane
Las

Sponson Mounted – Sponson Mounted Weapons are usually in pairs, one on each side of a Vehicle (the Model’s profile will note if this is not the case) and may attack targets in the appropriate Sponson Firing Arc (either left or right). Sponson Mounted Weapons are always counted as Defensive Weapons regardless of the Weapon’s Characteristics.
Havoc launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Havoc launcher
Havoc launcher
48
1
5
5
1
Blast (3"), Stun (1)
Missile

The Raven Guard Trait is used in the following Legiones Astartes datasheets:

Command

Representing the elite of any army, commanders oversee the disposition of their troops, set strategy for the coming battle and often stand at the forefront of the conflict. The actions of such heroes can change the tide of battle in an instant.

The following Rules apply to all Models with the Command Sub-Type:

Lightning claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Lightning claw
Lightning claw
1
A
S
3
1
Rending (6+), Breaching (6+)
Power

Pair of lightning claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of lightning claws
Pair of lightning claws
1
+2
S
3
1
Rending (6+), Breaching (6+)
Power
Impact (X)

Some warriors are trained or equipped to make the most of the force of a charge. When they slam into enemy ranks, it is with the force of a thunderbolt.

On a successful Charge, a Model with the Impact (X) Special Rule temporarily increases a Characteristic by 1.

If a Unit that includes any Models with the Impact (X) Special Rule or any Models that have any Weapons with the Impact (X) Special Rule, and that Unit makes a successful Charge, then this Special Rule is triggered. Once triggered, until the end of that Assault Phase, when making Melee Attacks for Models in that Unit, each Model or Weapon that is selected for one of those Models, that has a variant of this Special Rule gains a modifier of +1 to any Characteristics that is the value of X.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Bulky (X)

Transport vehicles are designed to balance armour and capacity, attempting to mount the most protection without compromising how many warriors they can carry. Yet, some warriors are plated in such imposing armour or even spawned in such an aberrant nature that they occupy far more space than any regular fighter. Such warriors are mighty in both power and stature, but prove more difficult to ferry into battle.

Models with the Bulky (X) Special Rule take up more space on Transport Models.

A Model with the Bulky (X) Special Rule does not use up 1 Point of Transport Capacity when it Embarks on a Model with the Transport Sub-Type. Instead it uses up a number of points of Transport Capacity equal to the value of X attached to the variant of the Bulky (X) possessed by that Model.
Dangerous Terrain Tests
To take a Dangerous Terrain Test, the Player controlling a Model that has moved into or through an Area of Dangerous Terrain must roll a Dice. On a result of ‘1’, that Model suffers a wound with an AP of 2 and a Damage Characteristic of 1. No Armour Save, Cover Save or Damage Mitigation Roll may be made to discard this wound, but Invulnerable Saves may still be made.

Once a Dangerous Terrain Test has been made for a given Model in a Phase, then no further Dangerous Terrain Tests are taken for that same Model in the same Phase, regardless of whether it enters further Areas of Dangerous Terrain.
TROOPS – The line troops that hold ground and allow generals to claim victory.
Rush
A Unit that makes a Rush may not make Shooting Attacks or Charge, but moves further.

When the Active Player selects a Unit under their control to move in the Move Sub-Phase, they may declare that the Unit will Rush. A Unit that Rushes may not make Shooting Attacks in the Shooting Phase of the same Player Turn or have a Charge declared for it in the Assault Phase of the same Player Turn. All Models in a Unit that Rushes add the value of that Model’s Initiative Characteristic to the value of its Movement Characteristic when determining how many inches a Model that Rushes may move.

Note that a Player may only choose to have a Unit Rush when Moving that Unit during the Move Sub-Phase or Reserves Sub-Phase of a Player Turn where they are the Active Player. Units may not Rush as part of any Reaction that allows them to make a Move, or have a Rush declared for them in any Phase or Sub-Phase other than the Move Sub-Phase or Reserves Sub-Phase.
Characteristic Checks
The most common type of Check is the Characteristic Check, often separately named for the Characteristic to be checked (e.g., Leadership Check, Intelligence Check, Cool Check or Willpower Check).

When a Characteristic Check is made for an individual Model, then the Target Number for the Check is always equal to the value of the Characteristic of the same name possessed by the Model. For example, the Target Number of a Willpower Check made for a Model with Willpower 7 would be 7.

When a Characteristic Check is made for a Unit rather than an individual Model, the Target Number for the Check is equal to the value of the Characteristic of the same name possessed by the Model with the lowest Characteristic of the same name in the Unit. For example, the Target Number of a Leadership Check made for a Unit that includes Models with Leadership Characteristics of 6, 8 and 10 would be 6 - the lowest of the available Characteristic values. Note that if the Unit includes a Model with the Sergeant or Command Sub-Types then that Model’s Characteristic may always be used instead of any other Model’s.

In most cases if a Check is passed then there is no further effect, while failure will often result in the Model for which the Check is made being affected by the Rule which called for the Check. Unlike Tests, Checks must be rolled one at a time and should not be rolled in batches in order to avoid confusion over which Dice refer to which Check.
Player Turn
A Player Turn is defined as one cycle through the Turn Sequence with the same Player acting as the Active Player in each Phase. Once a Player Turn has been completed, a new one is begun with the other Player taking the role of Active Player.
Stunned
The Stunned Status reflects a Unit rendered insensible or stopped in its tracks by the sheer force of an impact, explosion or other battlefield event.

The Stunned Status is primarily inflicted as part of the effects of the Stun (X) Special Rule, but may also be applied by specific Special Rules.

The following Rules apply to any Unit that includes one or more Models that have the Stunned Status:
Ranged Hit Tests
Ranged Hit Tests include all Hit Tests made outside of Combat or at a distance further than Base-to-Base Contact. Ranged Hit Tests are normally part of a Shooting Attack which details how to select targets. The Rules in this section are focussed only on the process of rolling Hit Tests.

When making a Ranged Hit Test for any Model, roll a number of Dice equal to the Firepower Characteristic of any one Weapon that the Model has (or when instructed roll all of the Dice for attacks made using the same Ballistic Skill and for identical Weapons - a grouping known as a Fire Group - see the Rules for the Shooting Phase for more details). These Dice are rolled as a Test, using the Ranged Hit Test Table and the attacking Model’s Ballistic Skill to determine the Target number for the Test.

RANGED HIT TEST TABLE
The following table is used to determine the Target Number for Ranged Hit Tests:

BS10+987654321
Target NumberAC3+C4+C5+C6+2+3+4+5+6+
*Snap Shots2+3+3+4+4+5+5+6+6+F
BS10+9876
Target NumberAC3+C4+C5+C6+
*Snap Shots2+3+3+4+4+
BS54321
Target Number2+3+4+5+6+
*Snap Shots5+5+6+6+F
*Some Rules may require Ranged Hit: Tests to be made as Snap Shots, such Hit Tests use this row to determine their Target Number.

Where a number is shown, that is the Target Number of the Ranged Hit Test. For other entries, use the following Rules to resolve the Hit Test:

F (Fail) – If the table shows an ‘F’ then no Dice are rolled and the Test automatically fails to Hit, applying any effects a miss would normally apply to the attacking Model. For Weapons with the Rending (X) Special Rule, a result of F does not trigger the Rending (X) Special Rule.
A (Automatic) – if the table shows an ‘A’ then no Dice are rolled and the Test automatically succeeds as if the Dice’s natural result had been a ‘6’, applying all effects that such a result would normally apply. In addition, such an attack also applies all of the effects of a Critical Hit (see the Critical Hit (X) Special Rule).
CX+ (Critical Hit) – If the table shows a ‘CX+’, then the Target Number of the Ranged Hit Test is 2+, but if the roll results in a value equal to or greater than the value of ‘X’ then the Hit gains the effects of the Critical Hit (X) Special Rule.

As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a Hit on the Target Unit.
Wound Tests
Once a Unit has one or more Hits inflicted on it, whether a Rule has dictated their application or they have been inflicted as part of a Shooting Attack or Combat, a Wound Test must be made to resolve those Hits. The Rules presented here cover only the process of making Wound Tests and resolving their effects; See rules regarding inflicting Hits as part of a Shooting Attack or Combat.

A Wound Test must be made for each Hit inflicted on a Unit, but Wound Tests for Hits with different Strengths, AP values or Special Rules must be rolled separately so that all Players know which Hit is being resolved by a given Wound Test. The order in which differing Wound Tests are made is decided by the Player making the attacks (see the Rules for Shooting Attacks and the Fight Sub-Phase).

To make a Wound Test, roll a number of Dice equal to the number of Hits with the same Strength, AP, Damage and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, using the Wound Table shown here to compare the Hit’s Strength and the Model’s Toughness to determine a Target Number for the Test.


As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a wound on the Target Unit. Wounds with different Strength, AP or Damage values should be resolved separately in order to streamline the Wound Test process.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

To determine Line of Sight, use a tape measure or other device to determine if an unbroken straight line can be drawn between the first Model and its target. If a piece of Terrain, Model with the Vehicle Type or other obstruction breaks the line between those two Models then there is no Line of Sight, if the line is unobstructed then both Models have Line of Sight to each other.

In the example pictured above, a Salamander is in close proximity to two Iron Warriors. The topmost Iron Warrior and the Salamander have Line of Sight to each other, as no terrain or other obstruction breaks the line between the two Models. However, no Line of Sight exists between the lower Iron Warrior and the Salamander, as the building breaks the line between the two Models.

Area Terrain only obstructs Line of Sight if the line passes through more than 3" of an Area of Terrain - except for Heavy Area Terrain, which always obstructs Line of Sight, and Light Area Terrain, which never blocks Line of Sight. Models that do not have the Vehicle Type do not obstruct Line of Sight regardless of their size. Models that are Embarked on another Model, in Reserves or otherwise not on the Battlefield never have Line of Sight to any other Model. Note that if a Model has Line of Sight to another Model, then that Model must have Line of Sight to the first Model, and that a Model is always considered to have Line of Sight to itself and is always considered to be in range of itself while it is on the Battlefield.

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
Shrouded (X)

Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.

Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.

A Model with the Shrouded (X) Special Rule gains a Shrouded Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process to discard Wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Shrouded Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule. A Shrouded Damage Mitigation Test may not be made against wounds inflicted by a Melee Weapon.
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to-Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.
The Flyer Sub-Type
The following Rules are exceptions to the Core Rules that always apply to a Model with the Flyer Sub-Type at all times during a Horus Heresy Battle:
  • Whilst on the Battlefield, a Model with the Flyer Sub-Type does not block Line of Sight or the Movement of any Model.
  • When moving a Model with the Flyer Sub-Type, ignore all Terrain effects and Rules. However, a Model with the Flyer Sub-Type may still not end a move in or on Impassable Terrain, a Terrain Feature or a Building.
  • Models with the Flyer Sub-Type may move through Models with the Vehicle Type, but never inflict Hits on enemy Units they move through and are never eligible to be the Target of the Death or Glory Advanced Reaction.
  • No Model of any kind may join a Unit that includes a Model with the Flyer Sub-Type.
  • A Model with the Flyer Sub-Type can never gain any Tactical Statuses and ignores any Rules that would force it to do so.
  • A Model with the Flyer Sub-Type may never be Locked in Combat or attacked in any way during the Assault Phase and may not be targeted by attacks made using a Melee Weapon.
  • A Model with the Flyer Sub-Type may never make a Reaction of any kind, unless that Reaction specifically states it may be made by Models with the Flyer Sub-Type - but can be targeted by Reactions.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
ELITES – The most deadly of warriors available to an Army.
Characteristics and Modifiers
Characteristics can be modified by various Rules and Special Rules, temporarily altering the Base Value of that Characteristic, with the modified value referred to as its Current Value. If no modifiers have been applied to a given Characteristic then its Current Value is the same as its Base Value. The most common modifiers will add or subtract a fixed number from the Characteristics Base Value for a set duration, though some modifiers may multiply or divide the Base Value.

If a Rule calls for a modifier to be applied to a Characteristic that has already been modified, then that modifier is applied to the Current Value, not the Base Value. Modifiers that add or subtract a fixed value to the Characteristic do so to the Current Value and modifiers that multiply or divide the Characteristic multiply or divide the Current Value. Where multiple modifiers are applied to a Characteristic at the same time, any modifiers that multiply the Characteristic and/or modifiers that divide the Characteristic are applied first, then any modifiers that add to or subtract from the Characteristic are applied last.

Designer’s Note
Where any Rules call for multiple modifiers of different kinds to be applied to a value, they are always applied in the following order: multiplication then division, then addition and finally subtraction.

Some modifiers may simply ‘set’ the Current Value of a Characteristic to a specific value instead of modifying the Current Value or Base Value. Such modifiers override all other modifiers and are always applied last, replacing the modified Current Value with the set value.

For example, a Model’s Strength Characteristic has a Base Value of 4 on its Unit Profile.
  • If this Characteristic has a modifier of ‘+1’ applied to it, its Current Value would become 5.
  • If it had modifiers of both ‘+3’ and ‘-1’ applied to it then its Current Value would be 6.
  • If it had a modifier of ‘x2’ applied to it then its Current Value would be 8.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it then its Current Value would be 9.
  • If a modifier set its value to ‘2’, then its Current Value would be 2.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it and another modifier also set its value to ‘2’, then its Current Value would be 2.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
Medic!

Some warriors specialise in battlefield triage and providing medical aid to their fellows, even under heavy fire. Such specialists are often identified by the variety of medical equipment they carry, from simple bindings and stim-packs, to complex arrays of piston-driven syringes dispensing unguents, serums and potent stimulants to keep their brethren combat-capable.

This Reaction allows the Reactive Player to make Recovery Tests for a Unit that is the target of a Shooting Attack if the Target Unit has a Medic.

Trigger: The Reactive Player may declare a Medic! Advanced Reaction in Step 9 of any Shooting Attack if the Target Unit of the Shooting Attack includes one or more Models with the Medic (X) Special Rule.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Medic! Reaction, this cost paid as soon as the declaration is made.

Target: The Target Unit is always the Unit which is the target of the Shooting Attack that triggered the Reaction. Once the cost has been paid, the Reactive Player must select one eligible Unit under their control that is a target of that Shooting Attack. That Unit is the Reacting Unit.

Process
  1. Once a Medic! Advanced Reaction has been declared, the Active Player continues resolving that Shooting Attack.
  2. In Step 11 of that Shooting Attack, the Reactive Player may make one Recovery Test for each Model in the Target Unit that is allocated an Unsaved Wound - but no more than one Recovery Test may be made for any single Model. However, no Recovery Tests may be made for any Model in the Target Unit that has the Medic (X) Special Rule.
Deep Strike

Deep strike deployments are usually conducted en-masse and at a distance from the enemy, lest the attacking force be destroyed in detail as it lands.

The Deep Strike Special Rule allows a Unit to enter play anywhere on the Battlefield.

A Unit that includes only Models with the Deep Strike Special Rule that enters play from Reserves may make a Deep Strike instead of deploying as described in the Reserves Rules. No more than one Unit may attempt a Deep Strike in a given Player Turn. The Unit attempting a Deep Strike may have another Unit without the Deep Strike Special Rule Embarked upon it if the Deep Striking Unit includes Models with the Transport Sub-Type (note that some Missions may allow more Units to attempt a Deep Strike in the same Player Turn. This will be specifically noted in the Mission Special Rules section of that Mission). Note that in Missions where the Reserves Mission Special Rule is not in use, the Deep Strike Special Rule has no effect. Furthermore, Units may not make use of the Deep Strike Special Rule during the first Battle Turn, even if they enter play from Reserves.

To perform a Deep Strike, the Active Player must declare an Eligible Unit that has entered play from Reserves in the Reserves Sub-Phase as the Deep Striking Unit. The Active Player must then select one Model from that Unit and place it anywhere on the Battlefield. This Model must be placed at least 1" away from any enemy Model, Battlefield Edge or piece of Impassable Terrain. Once this first Model has been placed, the remaining Models in the Unit must be placed within Unit Coherency with at least one other Model in the same Unit and within 6" of the first Model placed. No Models may be placed within 1" of an enemy Model, any Battlefield Edge or a piece of Impassable Terrain. Any Models that cannot be placed using these Rules must be Removed as a Casualty immediately. This deployment must take place during the Reserves Sub-Phase, and a Unit that deploys as a Deep Strike may not move in the Move Sub-Phase of the same Player Turn or have a Charge declared for it in the Charge Sub-Phase of the same Player Turn, but may make Shooting Attacks as normal. A Unit that is Embarked on a Model that is deployed as part of a Deep Strike may Disembark during the Move Sub-Phase of the same Player Turn, but may not make any move other than the move made to Disembark and may not have a Charge declared for it in the Charge Sub-Phase of the same Player Turn.

Enemy Units may declare Intercept Reactions against a Unit deployed as part of a Deep Strike, but not Reposition Reactions.
Intercept
This Advanced Reaction allows a Unit to attack Units moving into play from Reserves.

Trigger: The Reactive Player may declare an Intercept Reaction whenever the Active Player brings a Unit into play from Reserves or Aerial Reserves. The declaration is made as soon as the last Model from the Unit is placed on the Battlefield and has made any moves it is permitted to make when it enters play.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare an Intercept Reaction - this cost paid as soon as the declaration is made.

Target: The Unit entering play from Reserves or Aerial Reserves is always the Target Unit of this Reaction. After declaring this Reaction, the Reactive Player must select one Unit under their control, this Unit must be able to draw a Line of Sight to at least one Model in the Target Unit. The selected Unit is the Reacting Unit.

Process
Once an Intercept Reaction has been declared, the Reactive Player may make a Shooting Attack for the Reacting Unit, targeting only the Target Unit. All attacks made as part of this Shooting Attack must be made as Snap Shots and Models with the Vehicle Type may only attack with Defensive Weapons.
Pursue – Roll a single Dice for each Unit that has been chosen to Pursue. Each Model in a Pursuing Unit must move a number of inches equal to their Initiative Characteristic, added to the result of the Dice rolled for the Unit that Model is part of, directly towards the nearest enemy Model from a Unit that has made a Fall Back Move from the selected Combat. If any Model from the Unit that is Pursuing ends its move in Base Contact with an enemy Model, then it is considered to have made a successful Charge and is Locked in Combat with the Unit that includes that enemy Model.

In the example pictured above the Unit marked in green has beaten the Unit marked in yellow. The yellow marked Unit has Fallen Back, while the green marked Unit will Pursue. The red marked Unit was not a part of the Combat. All Models in the green marked Unit must move directly towards Models in the yellow marked Unit when making their Pursue Move and cannot move towards Models in the red Marked Unit even though it is closer.
Fear (X)

Some warriors exude such a terrifying aura that even those hardened by war and death are apprehensive in their presence. Whether this is due to a reputation for cruelty or brutal slaughter or the result of some technological device or psychic glamour makes little difference in the effect it has on the battlefield. Wise commanders will seek to keep their distance and engage such fearsome enemies at range rather than risk their wrath.

Models near an enemy Model with the Fear (X) Special Rule must reduce their Advanced Characteristics.

When any Model from a Unit is within 12" of an enemy Model with the Fear (X) Special Rule, all Models in that Unit must reduce their Leadership, Willpower, Cool and Intelligence Characteristics by the value of X. This negative modifier is removed as soon as no Models in a given Unit are within 12" of any Model with the Fear (X) Special Rule. If a Unit would be affected by multiple instances of the Fear (X) Special Rule, the value of X is not stacked and instead the single highest value is used as a negative modifier.
Force (X)

By force of will a trained battle-psyker can channel the eldritch power of the Warp into their weapons and magnify their power greatly. Such power can come at a great cost, and if the psyker’s control wavers, they may be devoured by the very power they sought to chain.

A Weapon with this Special Rule may double a Characteristic with a Willpower Check, but may suffer Perils of the Warp.

When selected to be used as part of a Combat or Shooting Attack, a Willpower Check may be made for the Model that will use this Weapon to make attacks. If it is successful then the Characteristic listed as X is doubled (if that Characteristic is AP, then the AP is instead changed to AP 2). If a double is rolled when making this Willpower Check then the Model using the Weapon to make attacks suffers Perils of the Warp.
Void Darts (Psychic Weapon)

Painstakingly crafted to sub-molecular tolerances and meeting the exacting specifications of each Vigilator, each of these masterworks of mechanical technology are calibrated to deliver hardened penetrator rounds with immeasurably little variance between the point of aim and the point of impact.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Void Darts (Psychic Weapon)
Void Darts (Psychic Weapon)
18
D6
5
4
1
Shred (5+), Force (D)
Psychic
Malefic

Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the xther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.

The following Rules apply to all Models with the Malefic Sub-Type:
  • When a Unit composed entirely of Models with the Malefic Sub-Type would gain a Tactical Status of any kind, that Tactical Status is not applied to the Models in the Unit, but instead the Unit suffers D3 automatic wounds with an AP of 2 and a Damage Characteristic of 1 against which no Saving Throws of any kind may be made. Once these wounds are resolved, no Tactical Status is applied to any Model in the Unit.
  • Models with the Malefic Sub-Type are not affected by Special Rules that negatively modify their Leadership, Cool, Willpower or Intelligence Characteristics.
  • No Model that docs not also have the Malefic Sub-Type may join or be joined by a Unit that includes one or more Models with the Malefic Sub-Type.
Seal the Veil (Psychic Reaction, Curse)

Many Esoterists master the sealing ofxtheric energy and investigate any method of repelling the foul entities that spill from that realm, no matter how strange or ritualistic such arcane tricks might be.

Trigger: The Reactive Player may choose to declare a Seal the Veil Psychic Reaction at the start of Step 3 of the Charge Procedure for a Charge declared by the Active Player for a Unit which includes any Models with the Malefic Sub-Type.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Seal the Veil Psychic Reaction, this cost paid as soon as the declaration is made.

Focus: The Focus of this Psychic Reaction must be a Model with the Anathemata Trait and under the Reactive Player’s Control, and must be a part of the Unit targeted by the Charge that triggered this Psychic Reaction.

Target: The Target Unit must be the Unit that is making the Charge that triggered the Reaction.

Duration: If successfully Manifested, the effects of this Psychic Reaction are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, the Target Unit’s Controlling Player makes a Resistance Check for that Unit.
  2. If the Resistance Check is failed, then the Target Unit cannot make a Set-Up Move of more than 1", and when a Charge Roll is made for that Unit in Step 5 of the Charge Procedure, the highest Dice is discarded instead of the lowest.

The Traitor Trait is used in the following Legiones Astartes datasheets:

Breach the Veil (Psychic Power, Blessing)

Binding the denizens of the Warp to their will, the Esoterist breaches the fabric of reality, dragging their otherworldly allies onto the battlefield and setting them upon their foe.

Trigger: The Active Player may choose to Manifest the Breach the Veil Psychic Power at the start of the Reserves Sub-Phase of their Movement Phase.

Focus: The Focus of the Power must be a Model with the Anathemata Trait and under the Active Player’s control.

Target: This Psychic Power does not have a Target.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of this Reserves Sub-Phase.

Process
  1. Once the Focus has been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, the Active Player can select one Unit from a Daemonic Manifestation Detachment from the same Army as the Focus that is in Reserves. Reserve Rolls made for that Unit are automatically successful for the duration of this Psychic Power.
Move Through Cover

Pathfinders and scouts are vital parts of any army, able to lead troops through even the worst terrain at speed. Cunning generals will seek to use such troops to outflank and outmanoeuvre the foe.

The Move Through Cover Special Rule allows the penalties of terrain to be ignored.

A Unit that includes at least one Model with the Move Through Cover Special Rule ignores the effects of Difficult Terrain and Dangerous Terrain. If called upon to take a Dangerous Terrain Test then such a Unit is assumed to automatically pass without any Dice being rolled.
Barrage (X)

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.

If a Unit for which a Shooting Attack is made includes any Models with one or more Weapons with this Special Rule, then in Step 2 of the Shooting Attack process they may ignore the restriction on requiring Line of Sight to a Target Unit. If a Player uses this Special Rule to declare a Shooting Attack on a Unit that the attacking Unit cannot draw a Line of Sight to, then in Step 3 of the Shooting Attack process that Player may only declare attacks with Weapons that have this Special Rule.

If a Weapon with this Special Rule and the Blast (X) Special Rule is used to attack a Unit without Line of Sight to that Unit, then no Hit Test is made and an Indirect Scatter Roll must be made for the Blast Marker placed as part of the attack. If such a Weapon makes more than a single attack then a separate Indirect Scatter Roll is made for each attack. When making an Indirect Scatter Roll for such an attack, the number of Dice rolled alongside the Scatter Dice is determined by the value of X for the Weapon with the Barrage (X) Special Rule, the value of these Dice is then totalled to find the distance the attack Scatters.
Unseen Bolt (Psychic Weapon)

A bolt of lightning summoned forth from the endless blue sky, this is the hallmark of the Stormseer’s power and a potent weapon against the enemies of the White Scars.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Unseen Bolt (Psychic Weapon)
Unseen Bolt (Psychic Weapon)
36
1
4
4
1
Blast (5"), Barrage (2), Stun (2), Force (RS)
Psychic

The White Scars Trait is used in the following Legiones Astartes datasheets:

Call of the Wind (Psychic Power, Blessing)

Calling upon the ancient wisdom of the Chogorian shaman, a Stormseer can see the currents of the winds of the future, and speed his brethren along the swift path to victory.

This Power is used in the Movement Phase and can allow the Target Unit to move its full Rush distance as a normal Move.

Trigger: The Active Player may choose to Manifest the Call of the Wind Psychic Power in the Movement Phase, when selecting a Unit under their control that includes at least one Model with the Stormseer Trait to Move and before any Move is made for that Unit.

Focus: The Focus of the Power must be a Model with the Stormseer Trait that is part of the Unit that was selected to Move.

Target: The Target Unit must be a Unit under the control of the Active Player with at least one Model within 12" of the Focus and with Line of Sight to the Focus, including the Unit that the Focus is part of, and must only include Models with the White Scars Trait. The Target may not be a Unit that is Locked in Combat, or otherwise ineligible to Move normally, for example, it is under the effects of the Routed Status, and may not include any Models with the Vehicle Type.

Duration: If successfully Manifested, the effects of this Psychic Power are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If this Psychic Power is successfully Manifested, until the end of the Phase, the Target Unit cannot Rush, but the Movement Characteristic of each Model in the Target Unit is modified by a value equal to that Model’s Initiative Characteristic.
  3. If the Manifestation Check fails then there is no further effect to the Target Unit.
Routed
The Routed Status reflects a Unit that has suffered such a catastrophic reversal that it must fall back from the front line in order to regroup and recover.

The Routed Status can be inflicted by any of the following:
  • As part of the effects of the Panic (X) Special Rule.
  • If a Unit has had 25% or more of the Models that were part of that Unit at the start of a Shooting Attack Removed as Casualties due to that Shooting Attack, then the Controlling Player must pass a Leadership Check for that Unit or it gains the Routed Status (see the Rules for Panic in the Morale Sub-Phase
  • The Controlling Player of a Unit that loses Combat must take a Leadership Check for that Unit in the Resolution Sub-Phase and if the Check is failed then the Unit gains the Routed Status.
  • Other Rules may also apply the Routed Status, these Rules will specify how and when this occurs.

The following Rules apply to any Unit that includes one or more Models that have the Routed Status:
  • The Controlling Player of a Unit that includes any Models that are Routed must make all Shooting Attacks for that Unit as Snap Shots.
  • The Controlling Player of a Unit that includes any Models that are Routed may not declare any Reactions for that Unit.
  • A Unit with the Routed Status may not move in the Move Sub-Phase of the Movement Phase - any effect that would force them to move or Rush in the Movement Phase has no effect.
  • In the Rout Sub-Phase of the Movement Phase, a Unit that includes any Models with the Routed Status must Fall Back.
  • Any Models that have the Routed Status and move into contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone stop moving, and any Models that have the Routed Status and begin the Rout Sub-Phase in contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone remain Stationary.
  • If a Unit that includes one or more Models with the Routed Status enters contact with an edge of the Battlefield within the Controlling Player’s Deployment Zone as part of a Fall Back Move, a Leadership Check must be made for that Unit once all Models in the Unit have completed their moves. If that Leadership Check is failed, then all Models in the Unit are immediately removed from play as Casualties. However, if that Leadership Check is passed then the Unit remains in play and all Models in the Unit lose the Routed Status, but gain the Suppressed Status.
  • In the Assault Phase Charges may not be declared for a Unit that includes any Models with the Routed Status and any Rule or effect that would otherwise force such a Unit to make a Charge has no effect.
  • A Unit that includes any Models with the Routed Status in the Resolution Sub-Phase of the Assault Phase must always Fall Back at the end of that Sub-Phase.

Designer’s Note
Astute readers will have noted that a Unit under the Reactive Player’s control that loses Combat and gains the Routed Status will be forced to Fall Back from that Combat and will then have to Fall Back a second time in the Controlling Player’s following Movement Phase. This is entirely intentional, and is intended to avoid Units ‘ping-ponging’ in and out of Combat. Players whose Units have been Routed will benefit from the fact that they must halt at the Battlefield Edge, stopping them running to their doom, and the fact that being attacked while Routed does not result in the immediate removal of the Routed Unit, nor stop them from shooting. Furthermore, the various Liber books will present additional options and Wargear that will allow Players the opportunity to mitigate or remove Statuses outside of the Statuses Sub-Phase.
Hatred (X)

Hatred can be a force as potent as any munition, driving troops to fight harder and more ferociously. The Horus Heresy would stoke old hatreds and spawn many new ones, granting canny commanders ample opportunity to set troops against their chosen foes.

The Hatred (X) Special Rule grants bonuses against enemies of a specific Faction, Type or Trait.

When Locked in Combat, or Engaged in a Challenge, with any enemy Models that have the Type or Trait that is the value of X, then all Models with this variant of the Hatred (X) Special Rule gain a bonus of +1 to all Wound Tests made in that Combat.

Wrath of the Death Wolf (Psychic Weapon)

The Caster of Runes summons a storm from the cold hearth of Morkai and channels it into an icy blast which shatters its frozen victims.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Wrath of the Death Wolf (Psychic Weapon)
Wrath of the Death Wolf (Psychic Weapon)
Template
1
6
4
1
Template, Stun (1), Force (D)
Psychic, Assault

The Space Wolves Trait is used in the following Legiones Astartes datasheets:

Stormwrought (Psychic Reaction, Blessing)

Calling forth a sudden blizzard from the aether, the Caster of Runes shrouds his own from the enemy’s depredations.

Trigger: The Reactive Player may choose to declare a Stormwrought Psychic Reaction in the Shooting Phase, at the start of Step 3 of a Shooting Attack made by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Stormwrought Psychic Reaction, this cost paid as soon as the declaration is made.

Focus: The Focus of this Psychic Reaction must be a Model with the Caster of Runes Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Shooting Attack that triggers this Psychic Reaction.

Target: The Target Unit must be the Unit that is the target of the Shooting Attack which triggered the Reaction, and must only include models with the Space Wolves Trait.

Duration: If successfully Manifested, the effects of this Psychic Reaction last until the end of the Sub-Phase in which it was declared.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, then all attacks made as part of a Shooting Attack made against the Target must be resolved as Snap Shots.
  3. If the Manifestation Check fails then there is no further effect.
Invulnerable Tests
Invulnerable Saves are listed as a Characteristic on each Model’s Profile, and can also be applied by Special Rules or Wargear.

If a Model cannot have an Armour Test or Cover Test made for it, or the Controlling Player chooses not to make an Armour Test or a Cover Test, but has access to an Invulnerable Save then that Saving Throw may be made instead of an Armour Test or a Cover Test. An Invulnerable Test is resolved in exactly the same manner as an Armour Test. Note that Invulnerable Tests are not affected by the AP value of a wound, however a Model may not have a Invulnerable Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Invulnerable Tests or that no Invulnerable Test may be made.
  • An Invulnerable Test may be taken to discard a Penetrating Hit if one is available to the Model.

No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.
Heavy

Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.

The following Rules apply to all Models with the Heavy Sub-Type:
  • A Unit that includes only Models with the Heavy Sub-Type gains a bonus of +1 to its Cool Characteristic for Checks to avoid gaining Tactical Statuses.
  • A Unit that includes any Models with the Heavy Sub-Type may not Rush.
  • A Unit that includes any Models with the Heavy Sub-Type only uses its Movement Characteristic to determine how far it moves as part of a Set-up Move, not Movement and Initiative totalled.
Line (X)

Some units are drilled to hold the ground captured by the vanguard. Vigilant and steadfast, they are vital assets in any battle, standing sentinel over the vital objectives captured in any assault and holding back the foe’s counter-assault.

A Unit of Models with this Special Rule can control Objectives more easily and scores more Victory Points from controlling an Objective.

If a Unit that Controls an Objective includes a majority of Models with the Line (X) Special Rule then, whenever the Controlling Player scores Victory Points for Controlling that Objective, an additional number of Victory Points equal to the value of X are scored. For example, a Unit of 10 Models, of which the majority have the Line (3) Special Rule, hold an Objective worth 1 Victory Point, when the Controlling Player scores Victory Points for that Objective, they would score a total of 4 Victory Points.

Furthermore, the value of X is added to the Tactical Strength of a Model that has that Special Rule to determine its ability to Control Objectives (see Core Mission Primary Objectives).
Vanguard (X)

Warriors trained to break the foe’s lines are often at the forefront of their host, but are ill-suited to holding ground in the face of an enemy counter-attack.

A Unit that includes Models with this Special Rule scores fewer Victory Points for controlling Objectives, but can score Victory Points for destroying enemy Units that hold Objectives.

A Unit that includes a majority of Models with the Vanguard (X) Special Rule may only ever score 1 Victory Point for Controlling an Objective, regardless of that Objective’s value. However, the Player that controls a Unit that includes a majority of Models with the Vanguard (X) Special Rule gains Victory Points equal to the value of X in the Vanguard (X) Special Rule, in addition to any Victory Points scored for controlling an Objective, whenever either of the following two statuses are fulfilled:
  • If an attack made for a Unit that includes a majority of Models with the Vanguard (X) Special Rule causes the last Model in an enemy Unit that is Controlling or Contesting an Objective to be Removed as a Casualty.
  • If a Unit that includes a majority of Models with the Vanguard (X) Special Rule has at least one attack made for it in a Combat that results in one or more enemy Units that had at least one Model within 3" of an Objective at the start of that Assault Phase either Falling Back from Combat or being Massacred.

Note that the Vanguard (X) Special Rule may only be used to score Victory Points once per Objective per Player Turn - no matter how many enemy Units were Controlling or Locked in Combat near that Objective.
Outside Support
A Player may claim an Outside Support bonus during the Focus Step if there are other Models under their control in the Combat from which the Challenger and Challenged were selected.

For every five friendly Models in the same Combat as that from which the Challenger and Challenged were selected (from any Units Locked in that Combat), the Model gains a +1 bonus to the Focus Roll.

Only Models that are Engaged may be counted, and Models affected by the Pinned, Stunned, Routed or Suppressed Statuses may not be counted. Models with the Vehicle or Automata Types may not be counted, while Models with the Walker Type count as five Models each for the purposes of this Rule.

If one Player that has a Model Engaged in a Challenge controls other Models in the same Combat, but the other does not (i.e., that Player has only the Model Engaged in the Challenge under their control in that Combat), then a different procedure is used to calculate the Outside Support bonus. In such a case, the Player that controls Models other than the ones Engaged in the Challenge gains a bonus of +2 to the Focus Roll for each five Models, or fraction thereof, in the Combat under their control that are not Engaged in the Challenge. These Models do not need to be Engaged in order to be counted and may be counted even if they are affected by the Pinned, Stunned, Routed or Suppressed Statuses. However, Models with the Vehicle or Automata Types are still not counted.
Automata

The steel warriors of the Mechanicum are unlike any other force in the galaxy, unflinching automatons of logic engrams and gears. Though far more rugged than even the Emperor’s Legiones Astartes, they are bound to the unchanging dictates of their programming and lack the tactical flexibility of flesh and blood warriors.

The following Rules apply to all Models with the Automata Type:
  • Models with the Automata Type cannot gain any Tactical Statuses and are considered to automatically pass any Check made to avoid gaining a Tactical Status. However, if a Unit that contains any Models with the Automata Type also includes any Models that do not have the Automata Type, that Check must be made using the Characteristics of one of the Models that does not have the Automata Type and is not automatically passed.
  • When targeting a Unit that includes any Models with the Automata Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Unit that includes one or more Models with the Automata Type may not make Reactions.
Difficult Terrain
Difficult Terrain slows down Models moving through it.

Tangled or otherwise restrictive Terrain is considered Difficult Terrain. Note that an Area of Difficult Terrain does not grant a Cover Save unless it is within a zone of Area Terrain.
Recovery Tests
A Recovery Test is made when one or more Unsaved Wounds are allocated to a Model, and is resolved by rolling a Dice and comparing the result to the value of ‘X’ in the variant of the Medic (X) Special Rule. If there is more than one variant of the Medic (X) Special Rule present in a Unit, then the Controlling Player chooses which is used to determine the Target Number, if the Recovery Test is successful then a single Unsaved Wound allocated to the Model has its Damage reduced by 1 (to a minimum of 0). If a Recovery Test is failed, then any Unsaved Wounds allocated to the Model are resolved as normal.
Checks
In order to make a Check, the rolling Player rolls two Dice and compares the total of the two results against a Target Number. If the combined result of the two rolled Dice is equal to or lower than the Target Number then the Check has been passed, but if the combined result of the two Dice is higher than the Target Number then the Check has been failed.

The Target Number for most Checks is determined by one of the Characteristics of the Model for which the Check is made (only Cool, Willpower, Intelligence or Leadership may be used for Characteristic Checks), unless stated otherwise the Target Number for a Check will be the value of the noted Characteristic, though some Rules may apply additional modifiers or use a fixed value instead of a Characteristic.
Battlesmith (X)

An army without war engines is easy prey for the foe, and without specially trained warriors to repair those machines they will soon fail in the face of the Horus Heresy’s fury. Battlesmiths are charged with seeing to the care of the metal behemoths that lead every assault, keeping them operational and ensuring their guns never fall silent.

A Model with the Battlesmith (X) Special Rule can repair Vehicles, Automata and other mechanical Units.

In the Controlling Player’s Movement Phase as the Active Player, when a Model with the Battlesmith (X) Special Rule has been selected, but either before or after it has been moved, the Controlling Player of that Model may activate this Special Rule. Once activated, the Controlling Player of the Model with the Battlesmith (X) Special Rule, hereafter referred to as the ‘Acting Model’, must select one friendly Model within 6" of the Acting Model. The Model selected must have the Vehicle, Automata or Walker Type and is hereafter referred to as the ‘Target Model’. Once a Target Model has been selected, the Player controlling the Acting Model must make an Intelligence Check for the Acting Model.

If the Check, is failed there is no further effect, but if the Check is passed then the Player controlling the Acting Model may select one of the following options:
  • Repair – The Target Model gains a number of Wounds or Hull Points equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model. This cannot increase the Target Model’s Wounds or Hull Points above its Base Value.
  • Restore – A number of Statuses equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model may be removed from the Target Model.
Activating the Battlesmith (X) Special Rule does not limit the Acting Model or the Target Model when moving or attacking in the same Turn.
Poisoned (X)

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.

When making Wound Tests for Hits that have the Poisoned (X) Special Rule, if the result of any Dice rolled is equal to or greater than the value of X attached to the specific variant of this Special Rule then a wound is caused automatically, regardless of the Toughness Characteristic used to determine the Target Number. A Hit that has this Special Rule may still inflict a wound by passing a Wound Test as normal, instead of using this Special Rule, but never inflicts more than 1 wound if it would both pass the Wound Test and trigger the Poisoned (X) Special Rule. Wounds caused using the Poison (X) Special Rule retain the AP and Damage of the Weapon and Saving Throws and Damage Mitigation Tests may be made to discard them as normal. The Poisoned (X) Special Rule has no effect on Models that have the Vehicle Type, and limited effect on Models with the Automata or Walker Types.
Shot Selector

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.

When a Shooting Attack is made that includes one or more Weapons with this Special Rule, at the start of Step 3 of the Shooting Attack procedure, the Attacking Player can select one of the following Special Rules for all Weapons with this Special Rule to gain until the end of this Shooting Attack:
Phage (X)

Vile toxins, exotic radiation and all-consuming chemical agents all sap the abilities of warriors in the field even as they kill them. Most terrible are the effects of phosphex, choking the life and strength from those it touches, or the fleshcorroding properties of the dreaded life-eater virus.

Unsaved Wounds with the Phage (X) Special Rule reduce a Characteristic by 1.

If an attack made for a Weapon or Model with this Special Rule inflicts one or more Unsaved Wounds on a Target Unit, then once the Shooting Attack or Initiative Step in which the Unsaved Wound was inflicted has been completely resolved, all remaining Models in the Unit that was the target of the attack must reduce the Characteristic that is the value of X for that variant of the Phage (X) Special Rule by 1 for the remainder of the Battle. Models in a Unit may have any number of different Characteristics reduced by 1 by the Phage (X) Special Rule, but no individual Characteristic may be reduced by more than 1 by the Phage (X) Special Rule no matter how many Unsaved Wounds with any variant of that Special Rule are allocated to Models in that Unit.
Detonation

Designed to be carefully attached to a target and blast precise holes in the thickest armour, these cumbersome devices are ill-suited to open war. However, when a vulnerable target can be isolated in battle, there are no better tools for piercing its protection.

Weapons with this Special Rule can only attack Vehicles and immobile Models.

A Weapon or attack with this Special Rule may only be selected during Step 2 of any Combat in the Fight Sub-Phase if the Unit making attacks is only Locked in Combat with enemy Units composed of Models with the Vehicle Type and Models with a Movement Characteristic of ‘0’ or ‘-’. If a Unit is Locked in Combat with any enemy Units that include any Models that do not have the Vehicle Type or a Movement Characteristic of ‘0’ or ‘-’ then no Model may use a Weapon or other attack that has this Special Rule.

A Weapon or other attack with this Special Rule may also be used to make attacks targeting a Model with the Building Type or a Terrain Piece that has a Toughness or Armour Characteristic.
Army List
Datasheets collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2026