Contents | ||
| Book | Kind | Edition | Version | Last update |
Liber Hereticus | ||||
Liber Hereticus | Rulebook | 2 | 1.2 | December 2023 |
Liber Astartes | ||||
Liber Astartes | Rulebook | 2 | 1.2 | December 2023 |
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: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:Within the Space Marine Legions there are warriors that dedicate themselves to the skills offighting aboard an armoured vehicle. Some serve as skilful commanders, directing the crew to feats beyond that of regular commanders, others are specialists in the use of defensive weaponry or even in the defence of their metal mount in the press of the melee. Whatever their specialisation, these warriors are known by the title Legiones Decurion.
A Legiones Decurion may be selected as an upgrade for some Models with the Vehicle Type selected from the Legiones Astartes Army List. Each Legiones Decurion upgrade will specify which Models it may be selected as an upgrade for. No Unit may have more than one Legiones Decurion upgrade selected for it.Amongst the most common disciples of the Legiones Decurion creed are the defensors - charged with the protection of their mount in the heart of battle. They are experts at close defence and suppressing fire with pintle mounted weaponry.
This upgrade may be selected for any of the following Units from the Legiones Astartes Army List. A Model with this upgrade must also have a Pintle Mounted Weapon (excluding a Pintle Mounted havoc launcher):Many commanders stand tall atop their mount, driving the enemy back with deadly blasts from their pintle mounted weaponry.
When a Model with this Special Rule is the Target of a Charge, during Step 4 of the Charge Procedure, a Model with this Special Rule may make an additional Volley Attack. This additional Volley Attack is made as a separate Shooting Attack after resolving its first Volley Attack and the Controlling Player must select only one Pintle Mounted Weapon to make attacks as part of this second Volley Attack. If any Models are Removed as a Casualty as a result of this Model’s Shooting Attacks as part of this Volley Attack, the Charging Unit subtracts 1 from the result of any Charge Rolls made during this Phase.Many of the initiates of the Legiones Decurion are trained to track and optimise the fire of their mount’s main battery, ensuring that each salvo strikes true as well as identifying priority targets amid the maelstrom of battle.
This upgrade may be purchased for any of the following Units from the Legiones Astartes Army List:Parsing data from across the battlefield, this experienced commander identifies those foes who pose the biggest threat to their mount, enabling its weaponry to react to enemy fire with greater precision.
When making a Return Fire Reaction for a Model with this Special Rule, any Turret Mounted Weapons are treated as Defensive Weapons regardless of their Characteristics. If the Turret Mounted Weapon on a Model with this Special Rule is already a Defensive Weapon, the Controlling Player of that Model can instead add +1 to Hit Tests made for that Weapon’s Fire Group when making that Reaction.These Wargear lists are used with many of the Units in this Army List. Where a Wargear Option on a Unit references a Wargear list from those below, one of the options from that list can be selected for that Model and the Points cost listed added to the cost of that Unit.
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:
UltramarinesCreated to the specifications of Guilliman himself after a comprehensive study of thousands of individual power weapon designs from across the many worlds of humanity, the Legatine axe is a precise and perfectly balanced instrument of war.
Any Model with the Command, Champion or Sergeant Sub-Type and the Ultramarines Trait may have its power axe exchanged for one Legatine axe for +5 Points per Model.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Legatine axe | |||||||
| Legatine axe | 1 | A | +1 | 3 | 1 | Breaching (4+) | Power |
The Argyrum pattern boarding shield is a prototype boarding shield created by the Magi of the Forge Moon of Gantz that contained a larger field generator that greatly enhanced the protection of its bearer. Carried to battle by Ultramar’s greatest champions, such as the Invictarus Suzerains, the Argyrum pattern boarding shield is as much a symbol of status and power as it is an instrument of war.
This Wargear provides an enhanced save against attacks made in close combat.Of the numerous strengths of the Ultramarines Legion was the efficiency with which they prosecuted the act of warfare. At the macro scale, entire chapters moved with fluidity, their Praetors and Centurions overseeing the deployment and actions of vast numbers of troops in carefully orchestrated manoeuvres and utilising interlocking tactics. At the micro scale, each squad and vehicle crew was permitted to make tactical decisions on equipment, occasionally removing additional ammunition supplies or even non-essential spare parts from their vehicles in order to better fulfil the specific requirements of the mission at hand.
If a Unit which only includes Models with the Ultramarines Trait that have the Command Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:The ‘Logos Lectora’, or, more commonly and imprecisely rendered, the ‘pronouncement of writ’, is a battlefield formation which takes advantage of an interlocking range of Legion units to their best effect. Where employed, such formations allow for the rapid enactment of sophisticated command and control protocols which are reliant on the faultless obedience and rigid discipline characteristic of the XIIIth Legion. If the Logos Lectora has a disadvantage as a tactic, it is that its interlocking units form a coherent pattern somewhat inflexible in their make-up and deployment.
An Ultramarines army may reduce the cost of a Reaction each Turn.The strength of one is nothing compared to the strength of many and in each champion of the XIIIth Legion there was distilled the collective teachings and experiences of their contemporaries, all urging them on to victory.
This Gambit allows Models to gain additional bonuses to the Focus Roll.For the Ultramarines it was not enough to defy the enemy. Instead, the warriors of the XIIIth must know the enemy and predict its actions in order to make the perfect counter. A theoretical solution to each eventuality must be factored and every individual must be ready to implement it.
This Reaction allows a Unit to return fire in response to an enemy Shooting Attack directed at a friendly Unit.The Ultramarines deployed their forces in a variety of standardised formations. Each of these templated strike forces contained a flexible mix of units, each warrior well-briefed and drilled, knowing his role and objectives before their arrival on the battlefield.
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.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.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.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.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.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.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.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.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.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.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.Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.
Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.Some weapons 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.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.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.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: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 |
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.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.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: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 |
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.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 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 |
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.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.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.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.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.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.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.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.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.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.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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Frag Grenades | |||||||
| Frag Grenades | 6 | 1 | 3 | 6 | 1 | Blast (3") | Assault |
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.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.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.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.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.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.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.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.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.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.The Legiones Astartes made use of a number of Weapons and items of Wargear that were unique to those legendary formations. This section presents the Rules for these Weapons and artefacts of the Horus Heresy.
Some Weapon Profiles are marked with an *. Such Profiles may not be used when this Weapon is selected to make attacks with unless the Controlling Player has selected the appropriate Wargear option on the firing Model’s Unit entry.
Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing firepower and elegance. Be they bespoke slug-throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents and the masters of the Space Marine Legions.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Archaeotech pistol | |||||||
| Archaeotech pistol | 12 | 1 | 6 | 4 | 2 | Pistol, Breaching (3+) | Assault |
Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves - used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these cannon rely on either huge, explosive payloads or advanced armour piercing technologies to achieve a destructive capacity that few other weapons can match.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Demolisher cannon | |||||||
| Demolisher cannon | 24 | 1 | 12 | 3 | 3 | Blast (3"), Breaching (5+), Ordnance (D), Stun (1) | - |
| Morbus bombard | |||||||
| Morbus bombard | |||||||
| - HE shell | |||||||
| - HE shell | 36 | 1 | 9 | 4 | 1 | Ordnance (D), Blast (5"), Barrage (2), Breaching (6+), Pinning (1) | - |
| - Phosphex shell* | |||||||
| - Phosphex shell* | 24 | 1 | 5 | 3 | 1 | Blast (5"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+) | Phosphex |
| Quad launcher | |||||||
| Quad launcher | |||||||
| - Frag | |||||||
| - Frag | 60 | 1 | 5 | 5 | 1 | Heavy (FP), Blast (5"), Barrage (2) | - |
| - Shatter | |||||||
| - Shatter | 36 | 4 | 7 | 4 | 1 | Heavy (D), Armourbane | - |
| - Phosphex canister shot* | |||||||
| - Phosphex canister shot* | 24 | 1 | 5 | 3 | 1 | Blast (3"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+) | Phosphex |
| Dreadhammer siege cannon | |||||||
| Dreadhammer siege cannon | 24 | 1 | 12 | 3 | 3 | Ordnance (D), Blast (5"), Breaching (5+), Stun (1) | - |
An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, hut a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour-piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Astartes shotgun | |||||||
| Astartes shotgun | 12 | 2 | 4 | - | 1 | Stun (0) | Assault, Auto |
| Rotor cannon | |||||||
| Rotor cannon | 24 | 3 | 3 | - | 1 | Heavy (FP), Suppressive (1) | Auto |
| Autocannon | |||||||
| Autocannon | 48 | 2 | 7 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Reaper autocannon | |||||||
| Reaper autocannon | 36 | 2 | 6 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Kheres assault cannon | |||||||
| Kheres assault cannon | 24 | 5 | 6 | 4 | 1 | Breaching (6+), Heavy (FP) | Auto |
| Gravis autocannon | |||||||
| Gravis autocannon | 48 | 3 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Gravis autocannon battery | |||||||
| Gravis autocannon battery | 48 | 5 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Predator cannon | |||||||
| Predator cannon | 48 | 3 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Punisher rotary cannon | |||||||
| Punisher rotary cannon | 36 | 8 | 6 | 4 | 1 | Ordnance (FP), Suppressive (2) | Auto |
| Twin accelerator autocannon | |||||||
| Twin accelerator autocannon | 48 | 6 | 7 | 4 | 2 | Breaching (6+), Rapid Tracking, Skyfire | Auto |
| Quad accelerator autocannon | |||||||
| Quad accelerator autocannon | 48 | 10 | 7 | 4 | 2 | Breaching (6+), Rapid Tracking, Skyfire | Auto |
| Fellblade accelerator cannon | |||||||
| Fellblade accelerator cannon | |||||||
| - HE shell | |||||||
| - HE shell | 100 | 1 | 8 | 3 | 2 | Blast (5"), Stun (2) | Auto |
| - AE shell | |||||||
| - AE shell | 100 | 1 | 12 | 2 | 3 | Blast (3"), Ordnance (D) | Auto |
| Skyreaper battery | |||||||
| Skyreaper battery | 48 | 6 | 7 | 4 | 2 | Rapid Tracking, Skyfire | Auto |
| Anvilus autocannon battery | |||||||
| Anvilus autocannon battery | 48 | 6 | 8 | 4 | 2 | Breaching (5+), Rapid Tracking, Skyfire | Auto |
| Anvilus snub autocannon | |||||||
| Anvilus snub autocannon | 24 | 3 | 7 | 4 | 2 | Breaching (5+) | Auto |
| Leviathan storm cannon | |||||||
| Leviathan storm cannon | 24 | 4 | 7 | 4 | 2 | Heavy (FP), Breaching (5+) | Auto |
| Kratos battlecannon | |||||||
| Kratos battlecannon | |||||||
| - HE shells | |||||||
| - HE shells | 36 | 1 | 8 | 4 | 1 | Ordnance (D), Blast (5"), Stun (1) | Auto |
| - AP shells | |||||||
| - AP shells | 36 | 1 | 8 | 2 | 2 | Ordnance (D), Armourbane | Auto |
| - Flashburn shells* | |||||||
| - Flashburn shells* | 24 | 1 | 9 | 2 | 3 | Ordnance (D), Armourbane, Overload (1) | Auto |
A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | 1 | Pistol | Assault, Bolt |
| Bolter | |||||||
| Bolter | 24 | 2 | 4 | 5 | 1 | - | Bolt |
| Twin bolter | |||||||
| Twin bolter | 24 | 4 | 4 | 5 | 1 | - | Bolt |
| Combi-bolter | |||||||
| Combi-bolter | 24 | 4 | 4 | 5 | 1 | - | Bolt |
| Kraken bolter | |||||||
| Kraken bolter | 30 | 2 | 4 | 4 | 1 | Precision (4+), Shot Selector | Bolt |
| Nemesis bolter | |||||||
| Nemesis bolter | 48 | 1 | 4 | 5 | 1 | Heavy (RS), Breaching (5+), Pinning (1), Precision (4+) | Bolt |
| Heavy bolter | |||||||
| Heavy bolter | 36 | 3 | 5 | 4 | 1 | Heavy (FP) | Bolt |
| Twin heavy bolter | |||||||
| Twin heavy bolter | 36 | 6 | 5 | 4 | 1 | - | Bolt |
| Gravis bolt cannon | |||||||
| Gravis bolt cannon | 36 | 6 | 5 | 4 | 2 | Heavy (FP) | Bolt |
| Gravis heavy bolter battery | |||||||
| Gravis heavy bolter battery | 36 | 8 | 5 | 4 | 1 | Suppressive (2) | Bolt |
| Twin Avenger bolt cannon | |||||||
| Twin Avenger bolt cannon | 36 | 10 | 6 | 3 | 1 | Suppressive (2) | Bolt |
An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.
Each Combi-weapon will have two components; a bolter Primary component and a Secondary component. Unless otherwise specified, each Combi-weapon has the following components:| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolter (Primary) | |||||||
| Bolter (Primary) | 24 | 2 | 4 | 5 | 1 | Combi | Bolt |
| Flamer (Secondary) | |||||||
| Flamer (Secondary) | Template | 1 | 4 | 5 | 1 | Template, Panic (1), Limited (1), Combi | Flame |
| Meltagun (Secondary) | |||||||
| Meltagun (Secondary) | 12 | 1 | 8 | 2 | 3 | Melta (6), Limited (1), Combi | Melta |
| Plasma gun (Secondary) | |||||||
| Plasma gun (Secondary) | 24 | 2 | 6 | 4 | 1 | Breaching (6+), Limited (1), Combi | Plasma |
| Volkite charger (Secondary) | |||||||
| Volkite charger (Secondary) | 15 | 2 | 5 | 5 | 1 | Deflagrate (5), Combi | Volkite |
| Grenade launcher (Secondary) - Krak | |||||||
| Grenade launcher (Secondary) - Krak | 24 | 1 | 6 | 4 | 2 | Combi | - |
| Graviton gun (Secondary) | |||||||
| Graviton gun (Secondary) | 18 | 1 | 6 | 4 | 1 | Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1), Limited (1), Combi | Graviton |
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 | |
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 |
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 |
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 |
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 |
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 |
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 |
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 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 |
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 |
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 |
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’ 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 |
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 | - |
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 |
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 |
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:| 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 |
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+) | - |
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:| 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 |
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 |
| HIGH COMMAND – The highest ranked officers of an Army. |
| COMMAND – The line officers of an Army. |
| LORD OF WAR – The largest and most powerful Units available to any Army. No Army may spend more than 25% of its Points Limit on Units with either the Lord of War or Warlord Battlefield Role. |
Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.
The following Rules apply to all Models with the Unique Sub-Type:| HEAVY ASSAULT – Heavy assault Units used to break the enemy lines. |
| SUPPORT – Support troops that aid other warriors in the completion of their duties. |
| RECON – Light infantry and cavalry intended to harass, pursue and track the foe. |
| ARMOUR – Armoured vehicles capable of carrying the most powerful Weapons onto the field. |
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.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.| 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 |
Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Floras Heresy. While many such weapons are rare or temperamental in use, the sheer power of their attacks more than makes up for this.
With a Weapon that has the Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves.Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.
Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.Most combat aircraft fly at such speeds that regular weaponry is hard pressed to track or hit them. Only cannon and beams specifically designed to strike such swift targets have any hope of landing hits upon them by any means other than sheer luck.
Attacks made with the Skyfire Special Rule ignore penalties when attacking Flyers.| 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 |
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.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.| 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 |
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.Compact and deadly, pistols are ideal weapons in close quarters. They lack the sheer range of larger weapons, but can be brought to bear with impressive speed and are no less deadly than their larger counterparts.
A Model may attack with two Weapons that have the Pistol Special Rule.Designed to 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.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.Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets.
Weapons and attacks with the Template Special Rule use the Flame Template to determine how many Models they Hit.Some weapons 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.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.On the battlefields of the Horus Heresy, precision proves far more valuable than wanton carnage, allowing attacks to be placed on the most valuable targets and not the chaff of the enemy army. Whether through well-honed skill or artfully crafted weapons, warriors capable of such feats are highly sought after in any host.
Attacks made with the Precision (X) Special Rule are allocated by the Attacking Player, not the Defender.Some weapons 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.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.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.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:| 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 |
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.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.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.Some weapons feature multiple weapons systems linked to the same trigger. Often each weapon will have a specific role, but in extremis, both can be fired simultaneously, blasting the foe with a variety of deadly munitions.
A Weapon with this Special Rule can fire multiple profiles simultaneously.Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.
Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.Some weapons carry only a severely limited stock of munitions. Often intended as weapons of last resort, used at the correct point they can turn the tide of battle.
A Weapon with the Limited (X) Special Rule can only be used to attack a limited number of times per Battle.The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.
This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.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.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.An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.
Each Combi-weapon will have two components; a bolter Primary component and a Secondary component. Unless otherwise specified, each Combi-weapon has the following components:| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolter (Primary) | |||||||
| Bolter (Primary) | 24 | 2 | 4 | 5 | 1 | Combi | Bolt |
| Flamer (Secondary) | |||||||
| Flamer (Secondary) | Template | 1 | 4 | 5 | 1 | Template, Panic (1), Limited (1), Combi | Flame |
| Meltagun (Secondary) | |||||||
| Meltagun (Secondary) | 12 | 1 | 8 | 2 | 3 | Melta (6), Limited (1), Combi | Melta |
| Plasma gun (Secondary) | |||||||
| Plasma gun (Secondary) | 24 | 2 | 6 | 4 | 1 | Breaching (6+), Limited (1), Combi | Plasma |
| Volkite charger (Secondary) | |||||||
| Volkite charger (Secondary) | 15 | 2 | 5 | 5 | 1 | Deflagrate (5), Combi | Volkite |
| Grenade launcher (Secondary) - Krak | |||||||
| Grenade launcher (Secondary) - Krak | 24 | 1 | 6 | 4 | 2 | Combi | - |
| Graviton gun (Secondary) | |||||||
| Graviton gun (Secondary) | 18 | 1 | 6 | 4 | 1 | Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1), Limited (1), Combi | Graviton |
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.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.The Ultramarines Trait is used in the following Legiones Astartes datasheets:
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:At the front of any charge and the heart of any defensive line are an army’s champions. These warriors stand ever ready to accept the challenge of their foes and inspire their allies.
The following Rules apply to all Models with the Champion Sub-Type:The humble sergeant stands as one of the greatest weapons in the arsenals of any army. Skilled in war and in leadership, each sergeant is the beating heart of their unit and the cornerstone upon which victory is built.
The following Rules apply to all Models with the Sergeant Sub-Type:| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power axe | |||||||
| Power axe | -1 | A | +1 | 3 | 1 | Breaching (5+) | Power |
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:| TRANSPORT – Units dedicated to ferrying more vulnerable Units across the Battlefield. |
| HEAVY TRANSPORT – The heaviest and most well-protected transports available to an Army. |

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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.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.
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.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.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 |
The Loyalist Trait is used in the following Legiones Astartes datasheets:
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: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.The Traitor Trait is used in the following Legiones Astartes datasheets:
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.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.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.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:
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.
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.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:
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.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.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.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.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: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.
Poison is a subtle weapon, relying not on brute strength to bring harm to the foe, hut on its own insidious bite. Though some consider it a dishonourable tool, there are many that are willing to make use of it in the name of victory.
A Weapon with the Poisoned (X) Special Rule has a chance to cause a wound regardless of the target’s Toughness.Some weapons are 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.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.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.Contents | ||