Armoury of the Age of Darkness

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  Age of Darkness Rulebook
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CORE SPECIAL RULES

Special Rules are more complicated additions to the Core Rules presented prior to this. They deal with more niche situations or specific exceptions to the Core Rules that allow Models and Units to properly fill the roles they have on the Battlefield. Not all Units or Models will have Special Rules, and some will have more than one, but proper use of Special Rules on the Battlefield can mean the difference between victory and defeat.

Note that in all cases a Special Rule overrides a Rule - meaning that if the Rules state one thing, but a Special Rule contradicts them, then the Special Rule is followed where applicable. All Rules prior to this section are considered to be Rules and not Special Rules, unless specifically noted otherwise.

The following comprise the core Special Rules, used by Models from any and all Factions. Other publications may present additional Special Rules for use with certain Faction or Units. These Special Rules are treated in the same manner as the Special Rules presented here.

Variable Special Rules and the Value of X

Many of the Special Rules found in this section have ‘(X)’ appended to them, such as ‘Shred (X)’. This indicates that the Special Rule is a Variable Special Rule, where the value of X can change from case to case, allowing the Special Rule to represent a number of different situations and circumstances. On actual Models, such Special Rules will replace the value X with another value - for example a Model might have the following Special Rules: Shred (4+) and Impact (Strength).

In all cases, the Special Rule will indicate how it uses the value X in play and what values Players can expect to see. Once X has been replaced on a specific Model’s profile, that is considered a specific variant of the Special Rule, counting as a separate Rule. As such, Shred (3+) and Shred (5+) are considered different Special Rules, both variants of the Shred (X) Special Rule. No Model may have more than one variant of a given variable Special Rule; if another Rule or effect would grant a Model another variant of a Special Rule that Model already has then it retains the variant with the most favourable value of X (as decided by the Controlling Player). The values of X for any variable Special Rules are never combined and do not stack under any circumstances. Furthermore, no Hit, wound or Unsaved Wound can benefit from the effects of any Special Rule more than once.

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.

Assault Vehicle

Some vehicles are designed to deploy assault troops directly into the heart of combat. Whether by means of assault ramps or other methods, they allow the troops aboard to disembark in fighting order and engage the foe without delay.

A Vehicle with this Special Rule allows Models to Disembark and Charge without penalty.

A Unit that is Disembarked from another Model that has the Assault Vehicle Special Rule may have a Charge declared for it in the Charge Sub-Phase of the same Player Turn without being forced to make a Disordered Charge.

Auto-repair (X)

Some vehicles are either fitted with sophisticated auto-repair systems, or are simple enough in construction that their crew can effect repairs in the field. Such vehicles are able to shrug off minor damage that would otherwise reduce the fighting ability of their war machine.

A Model with this Special Rule has a bonus to Repair Tests to remove Statuses.

If the Active Player makes a Repair Test in the Statuses Sub-Phase of the End Phase for a Model with the Vehicle Type with this Special Rule, they ignore the usual Target Number of 6. Instead, the value of X attached to the variant of this Special Rule is used as the Target Number for that Repair Test. For example, a Model with the Auto-repair (4+) Special Rule would pass any Repair Tests made for it on the result of a 4 or higher.

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.

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.

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 (see the Rules for Scatter on page 187). 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 arc 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.

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.

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.

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.

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 SubPhase, 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.

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, hut 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 ofa Damage of 1 and no Special Rules.

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 SubPhase 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.

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.

Eternal Warrior (X)

Some warriors are either so preternaturally tough, so bitterly intransigent or so favoured by fortune that they can survive almost any attack. Devastating close combat strikes and huge explosions all fail to bring down this warrior in a single hit and only repeated attacks can end their rampage.

A Model with this Special Rule takes less Damage from attacks.

When a Model with the Eternal Warrior (X) Special Rule is allocated an Unsaved Wound, the Damage of the Unsaved Wound is reduced by the value of X attached to the specific variant of the Eternal Warrior (X) Special Rule. The effects of this Special Rule cannot reduce the Damage of an Unsaved Wound to less than 1, regardless of the value of X.

Expendable (X)

Whether forsaken as oathbreakers or simply deemed beneath their superiors’ notice, there are some warriors for whom death offers neither glory nor honour.

A Player scores less Victory Points when they destroy a Unit that includes only Models with this Special Rule.

The number of Victory Points scored by the opponent when a Unit that includes only Models with this Special Rule is entirely Removed as Casualties, for example, as part of the Vanguard (X) Special Rule, First Strike (X) or Slay the Warlord (X) Mission Special Rules, is reduced by the value of X, to a minimum of 1. If a Unit includes Models with different variants of this Special Rule, then the lowest value of X that was present on any Model in the Unit at the start of the Player Turn in which the last Model in the Unit is Removed as a Casualty is used to determine the effect of this Special Rule on that Unit.

Note that, if, at the start of any Player Turn a Unit includes any Models that do not have this Special Rule, then this Special Rule has no effect on that Unit for the duration of that Player Turn regardless of how many other Models in the Unit may have any variant of this Special Rule.

Explodes (X)

Volatile fuel, overpowered reactors or dangerous munitions can cause some war engines to explode when destroyed. Such explosions can prove devastating to friend and foe alike.

A Model with this Special Rule can explode and cause Hits to nearby Models and Units.

Before a Model with the Explodes (X) Special Rule is Removed as a Casualty, the Controlling Player must roll a Dice. If the result of that roll equals or exceeds the value of X attached to this variant of the Explodes (X) Special Rule, the Model explodes. Every Unit with one or more Models within 6" of an exploding Model suffers a number of Hits equal to the Base Wounds Characteristic or Base Hull Points Characteristic of the exploding Model. Each such Hit has a Strength Characteristic of 8, an AP Characteristic of1-’ and a Damage Characteristic of 1. Once all Hits caused by this Special Rule have been resolved, the Model with the Explodes (X) Special Rule is Removed as a Casualty as normal.

Fast (X)

Fleet of foot, genetically enhanced or technologically boosted, some warriors are simply faster than their peers. Such warriors can swiftly reach the most advantageous positions on the battlefield and carry the fight to the foe before they can react.

A Unit that only includes Models with the Fast (X) Special Rule gains a bonus to Rush and Charge Moves.

When the Player controlling a Unit that is composed entirely of Models with the Fast (X) Special Rule elects to have that Unit Rush, add the value of X attached to the specific variant of Fast (X) to the distance the Unit can move. Likewise, when a Unit composed entirely of Models with the Fast (X) Special Rule is required to make a Charge Move, add the value of X attached to the specific variant of the Fast (X) Special Rule as a positive modifier to the Charge Roll. In any situation where a Unit includes Models with two or more variants of the Fast (X) Special Rule, the lowest possible modifier is used.

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.

Feel No Pain (X)

Some warriors are so inured to pain and suffering that nothing but the most grievous of hurts will slow their onslaught. The only way to stop such a berserk is to hit them again and again until at last they fall, the toll of their hurts far more than any mortal warrior should be capable of bearing.

Feel No Pain (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.

A Model with the Feel No Pain (X) Special Rule gains a Feel No Pain Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process or Step 8 of the Initiative Step of the Fight Sub-Phase 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 Feel No Pain Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule.

Firing Protocols (X)

By skill, technological aid or sheer brute strength, this warrior is capable of making use of more than one weapon when engaging the foe at range. Though far from efficient, such an assault is capable of overwhelming the foe with sheer firepower.

A Model with the Firing Protocols (X) Special Rule may attack with more than one ranged Weapon.

A Model with the Firing Protocols (X) Special Rule that makes attacks as part of a Shooting Attack, may make attacks with a number of Weapons equal to the value of X attached to the specific variant of the Firing Protocols (X) Special Rule. The Model must have more than one Ranged Weapon to make use of this Special Rule and may not use the same Weapon more than once in the same Shooting Attack.

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.

Hatred (X)

Hatred can he 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.

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 on page 168). The value of X in the specific variant of the Heavy (X) Special Rule determines which Characteristic gains the +1 modifier.

Heedless

Among the tumult of battle, some warriors take no stock in tactical considerations and focus solely upon the murderous arts demanded of them.

A Unit that includes any Models with this Special Rule cannot claim Objectives.

A Unit that includes any Models with this Special Rule cannot Control or Contest any Objective Marker - this overrides any other Rule or Special Rule that may apply to the Unit regardless of the source of the Rule or effect.

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.

Infiltrate (X)

Some warriors are skilled at infiltrating enemy lines. When battle commences the foe will find such warriors almost upon them, ready to fight even before the first shot is fired.

Models with the Infiltrate (X) Special Rule can deploy outside of their Deployment Zone.

At the start of a Mission, when deploying Units, the Controlling Player of a Unit that is composed entirely of Models with the Infiltrate (X) Special Rule may choose to deploy that Unit outside of that Player’s Deployment Zone. That Unit may be deployed anywhere that is either in the Controlling Player’s Deployment Zone or outside of the Opposing Player’s Deployment Zone and is at least a number of inches equal to the highest value of X attached to any variant of the Infiltrate (X) Special Rule in that Unit away from any enemy Model.

Units deployed using the Infiltrate (X) Special Rule are deployed at the same time as other Units under a Player’s control, unless the specific Rules of a given Mission state otherwise. The Infiltrate (X) Special Rule only has an effect when deploying Units before the start of the First Turn of a Battle, and Units deploying onto the Battlefield after the First Turn has begun gain no benefit from this Special Rule. A Unit that is deployed outside of the Controlling Player’s Deployment Zone by means of this Special Rule may not have a Charge declared for it in the First Battle Turn.

Light Transport

Some transports are made to carry a lighter cargo, and the bulkiest of troops cannot make use of them in combat.

Models with this Special Rule cannot carry Models with the Bulky (X) Special Rule.

Models that have any variant of the Bulky (X) Special Rule may not Embark on a Model that has this Special Rule.

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.

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 Missions on page 308).

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.

Officer of the Line (X)

Some officers are not renowned for their skills in combat or for the great glories they have won, but rather for their steadfast leadership and skill in logistics. Often unassuming and under-appreciated, it is these warriors that hold the armies of the Imperium together and only the most foolish general will overlook them in favour of more vainglorious officers.

Models with this Special Rule allow more Auxiliary Detachments to be included in an Army.

If a Model with this Special Rule is selected to fill a Command Slot in any Detachment in the Crusade Force Organisation Chart, then the Controlling Player may select a number of Auxiliary Detachments equal to the value of X in the specific variant of this Special Rule instead of just one.

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.

Outflank

Whether by stealth or sheer speed, some warriors approach the battlefield from unexpected directions. Such an attack can derail even the most well-laid plans and upend the strategies of any general, turning the tide of battle.

A Unit of Models with the Outflank Special Rule can enter play from outside of Deployment Zones.

A Unit made up entirely of Models with this Special Rule that enters play from Reserves may do so from any point on the Battlefield Edge. The Unit may not enter play from any point that is within the Opposing Player’s Deployment Zone or within 7" of any enemy Model.

Note that a Unit Embarked on a Model with the Outflank Special Rule does not need to have the Outflank Special Rule in order for the Model it is Embarked upon to benefit from it. A Model that enters the Battlefield from a point outside of the Controlling Player’s Deployment Zone by means of this Special Rule, and any Units Embarked on such a Model, may not have a Charge declared for them in the Player Turn on which they enter play.

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.

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.

Pinning (X)

The crack of the snipers 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.

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.

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 (see the Rules of Walkers and Automata on pages 174 and 175).

Precision (X)

On the battlefields of the Horus Heresy, precision proves far more valuable than wanton carnage, allowing attacks to he 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.

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.

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.

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.

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 offlechette 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.

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.

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.

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.

Support Unit (X)

Following behind frontline forces and providing fire support to overcome especially dug-in foes, some units are not equipped for holding positions or seizing ground, and instead focus their attention on aiding their allies.

A Unit that contains Models with this Special Rule scores fewer Victory Points for Controlling Objective Markers.

A Unit that includes any Models with the Support Unit (X) Special Rule may only ever score a maximum number of Victory Points equal to the value of X for Controlling an Objective, regardless of the Value of that Objective, or any other Special Rules Models in that Unit might have (such as the Line (X) Special Rule).

Suppressive (X)

A hail of enemy gunfire serves to keep any warriors 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.

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 arc 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 (see page 220).

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 (other than for making attacks, which must be conducted using the Rules noted above) 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.

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.

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 (see Core Missions on page 308). 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 Falling Back from the Combat.

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.

PSYCHIC DISCIPLINES

Psychic Disciplines arc a collection of abilities that include both Psychic Weapons and Psychic Powers or Reactions. These can only be used by Models with the Psyker Trait - Models that do not have the Psyker Trait cannot have attacks made for them with Weapons that have the Psychic Trait and cannot be used to Manifest a Psychic Power. However, Models that have the Psyker Trait do not automatically gain any Psychic Weapons or Psychic Powers. In all cases, if a Model has or can gain access to Psychic Weapons or Psychic Powers, it will be noted on their Army List Profile.

The following arc the Core Disciplines, with each of these Disciplines presenting a set of psychic abilities and other Special Rules. These may be made available to Models of any Faction as part of their Army List Profile. Future publications may present additional Psychic Weapons and Psychic Powers.

Core Disciplines

The following Psychic Disciplines may be found as options in Army Lists of any Faction. A Discipline may include a number of Psychic Weapons, Psychic Reactions and/ or Psychic Powers. A Model that has a specific Discipline gains all of the Psychic Powers and Psychic Weapons listed for that Discipline and gains the Trait for that Discipline. Future publications may introduce additional Disciplines - these will only be available to specific Models as noted in the Rules for additional Disciplines.

Biomancy

Biomancers are the masters of flesh-craft, the ability to empower and enhance living creatures. They can harden flesh till it can resist bolt and blade like armour, or swell muscle till even the lowliest recruit can tear apart the foe with ease. Those that train in these arts are often bellicose and intransigent warriors, unwilling to turn aside from the simplest and most straightforward solutions. When a biomancer sets forth to war, those in their path tremble.

A Model with the Biomancy Discipline gains the following benefits:
  • The Impact (Strength) Special Rule.
  • The Biomantic Rage Psychic Power.
  • The Biomantic Slam Psychic Weapon.
  • The ‘Biomancer’ Trait.

Biomantic Slam

(Psychic Weapon)

Channelling the power of the Warp itself, a trained biomancer can rend steel and smash ceramite with their bare hands. Such is their fury that neither warriors of flesh, nor engines of iron can stand before them.

IM
AM
SM
AP
D
Special Rules
Traits
3
1
12
2
2
Armourbane, Force (Damage)
Melee, Psychic

Biomantic Rage

(Psychic Power, Blessing)

Those blessed by the powers of biomancy are temporarily remade, their physiques swollen and warped for strength and resilience far beyond the merely human. It is not only their strength that swells, hut also their rage. Under the effects of a biomancers influence even the most veteran warriors are lost to fury and bloodshed.

This Power is used in the Charge Sub-Phase to add a bonus to a Unit’s Strength and Toughness.

Trigger: The Active Player may choose to Manifest the Biomantic Rage Psychic Power in the Charge Sub-Phase, at Step 4 of the Charge process before any Unit makes a Volley Attack.

Focus: The Focus of the Power must be a Model with the Biomancer Trait under the Active Player’s control, and must be either part of the Unit making a Charge or within 18" and with Line of Sight to one or more Models in that Unit.

Target: The Target Unit must be the Unit currently selected and in the process of making a Charge.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of the current Assault Phase.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, then no Volley Attack may be made for the Target Unit, but all Models in the Target Unit gain a bonus of +2 to their Strength and Toughness Characteristics.
  3. If the Manifestation Check fails then there is no further effect.

Pyromancy

Pyromancy is the essence of destruction and death. It is havoc given form, gleeful and wanton in its profligacy. On the battlefield a pyromancer is a walking engine of chaos, sowing doom with every step and reaping a toll of lives with each gesture. They serve no purpose other than to kill the enemy. Those that train as pyromancers are ever eager for the fight, but see no other path than the complete and utter destruction of the foe. To a pyromancer there is no such thing as collateral damage, and only when there is naught before them but ash does their ardour cool.

A Model with the Pyromancy Discipline gains the following benefits:
  • The Explodes (4+) Special Rule.
  • The Wildfire Psychic Weapon.
  • The Conflagration Psychic Weapon.
  • The ‘Pyromancer’ Trait.

Wildfire

(Psychic Weapon)

With a snap of their fingers or sweep of their arms, a pyromancer can cause the very air to ignite in a storm of flame hot enough to burn flesh and sear metal.

R
FP
RS
AP
D
Special Rules
Traits
18
1
4
4
1
Panic (1), Blast (5"), Force (Strength)
Ranged, Psychic

Conflagration

(Psychic Weapon)

In the heart of a melee, a pyromancer cares not for the subtle interplay of blades, and instead simply sows flame and cinder with wild abandon.

R
FP
RS
AP
D
Special Rules
Traits
-1
6+D3
5
4
1
Deflagrate (5)
Melee, Psychic

Telekinesis

Telekinesis is the art of defence, of invisible force that binds and protects. On the battlefield a Telekine is immovable and implacable, tenacious in their duty to their comrades and the cause of victory. They command invisible force to shield their allies from harm, deflecting even the most formidable bombardment, or to slow the foe and hold them in place so that others might destroy them. Patient and determined warriors, many telekines are students of strategy as well as simple destruction and are considered among the more stable of their kind.

A Model with the Telekinesis Discipline gains the following benefits:
  • The Shrouded (4+) Special Rule.
  • The Force Barrier Psychic Reaction.
  • The Immovable Force Psychic Weapon.
  • The‘Telekine’ Trait.

Force Barrier

(Psychic Weapon)

An invisible shield that no blast or beam can penetrate, by means of this power a telekine keeps their allies safe from harm and confounds the brute tactics of the foe.

This Power can be used in either the Shooting or Assault Phase and grants a Shrouded Damage Mitigation Test.

Trigger: The Reactive Player may choose to declare a Force Barrier Psychic Reaction in either the Assault Phase, at the start of Step 4 of the Charge Process, or 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 Force Barrier 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 Telekine Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Charge or Shooting Attack that triggers this Psychic Reaction.

Target: The Target Unit must be the Unit that is the target of the Shooting Attack or Charge that triggered the Reaction.

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 Models in the Target Unit gain a 3+ Shrouded Damage Mitigation Test against any wounds inflicted during a Volley or Shooting Attack.
  3. If the Manifestation Check fails then there is no further effect.

Immovable Force

(Psychic Weapon)

By force of will a telekine can bind the foe with invisible chains, leashing them to the spot and making them easy prey for allied guns.

R
FP
RS
AP
D
Special Rules
Traits
18
3
6
4
1
Pinning (2), Force (Firepower)
Ranged,, Psychic

Divination

By means of the fickle powers of the Warp, a Diviner parts the veil of time to glimpse what might be. By this power they guide their attacks and those of their allies, ensuring they strike home when and where they are most needed. Taciturn and secretive, diviners are obsessed with the consequences of each action, lest they taint the very future they seek to create. In battle they stalk key foes and critical struggles, seeking the perfect moment for them to change the flow of the battle at the point of a single well-placed blade or bolt.

A Model with the Divination Discipline gains the following benefits:
  • The Duellist’s Edge (2) Special Rule.
  • The Every Strike Foreseen Gambit.
  • The Foresight’s Blessing Psychic Power.
  • The ‘Diviner’ Trait.

Every Strike Foreseen – If this Gambit is selected, the Controlling Player must make a Willpower Check for the Model using this Gambit. If the Check is successful then in the Strike Step of the Challenge any Flit Tests made for this Model are successful on a result of 2+ regardless of the Weapon Skill Characteristics of the Models involved in the Challenge. If the Willpower Check is not successful then Flit Tests are made as normal. Note that this Willpower Check cannot inflict Perils of the Warp.

Foresight’s Blessing

(Psychic Power, Blessing)

In a glance, a diviner can sense where to direct fire to best harm the foe. It matters not if the foe hides, flees or stands defiant, for their future has already been decided.

This Power is used as part of a Shooting Attack to grant a Unit the Precision (5+) Special Rule.

Trigger: The Active Player may choose to Manifest the Foresight’s Blessing Psychic Power in the Shooting Phase, at Step 4 of any Shooting Attack made by the Active Player.

Focus: The Focus of the Power must be a Model with the Diviner Trait under the Active Player’s control, and must be either part of the Unit making the Shooting Attack or within 18" and with Line of Sight to one or more Models in that Unit.

Target: The Target Unit must be the Unit currently selected and in the process of making a Shooting Attack.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of the Shooting Attack being resolved.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, then all Models in the Target Unit gain the Precision (5+) Special Rule.
  3. If the Manifestation Check fails then there is no further effect.

Telepathy

Telepaths are masters of the invisible realms of thought and emotion, and when they go to war no armour can stay their wrath. The foe’s every flaw and fear is laid bare before them, to be exploited in combat in the cause of victory. In battle they deal not in blood and death, but in terror and confusion, controlling the enemy rather than simply slaughtering them. Telepaths are arrogant and domineering warriors, for there is no secret that can be hidden from them.

A Model with the Telepathy Discipline gains the following benefits:
  • The Fear (1) Special Rule.
  • The Mind-burst Psychic Power.
  • The Cursed Whispers Psychic Weapon.
  • The ‘Telepath’ Trait.

Mind-burst

(Psychic Power, Curse)

Brute force stimulation of terror within the psyche of the foe can be more devastating than any artillery bombardment. By means of such tools does the telepath steer the foe to defeat.

This Power is used in the Movement Phase and can force the target to Fall Back or become Routed.

Trigger: The Active Player may choose to Manifest the Mind-burst Psychic Power in the Movement Phase, when selecting a Unit under their control that includes at least one Model with the Telepath Trait to move and before any move is made for that Unit.

Focus: The Focus of the Power must be a Model with the Telepath 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 Reactive Player with at least one Model within 18" of the Focus and with Line of Sight to the Focus. The target may not be a Unit that is Locked in Combat or otherwise ineligible to be the target of a Shooting Attack 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 the Manifestation Check is successful, then all Statuses are removed from all Models in the Target Unit, and then the Target Unit must immediately make a Fall Back Move. Once that Fall Back Move has been resolved, a Leadership Check must be made for the Target Unit by its Controlling Player, this Check may not be modified by any effect or Special Rule. If the Leadership Check is successful, then there is no further effect, if it is unsuccessful then all Models in the Target Unit gain the Routed Status.
  3. If the Manifestation Check fails then there is no further effect to the Target Unit.
  4. Regardless of whether the Manifestation Check succeeds or fails, the Unit that includes the Focus of this Psychic Power may not make a move or Rush in this Movement Phase.

Cursed Whispers

(Psychic Weapon)

Subtle manipulation of the foe’s fear can leave them confused and distracted, chasing ghosts even as the telepath’s allies draw close.

R
FP
RS
AP
D
Special Rules
Traits
18
2D6
3
-
1
Stun (-)
Ranged, Psychic

Thaumaturgy

Thaumaturgy is the scholars art, a discipline dedicated to understanding and calming the fury of the Warp. In battle, these warriors seek to restore that which the Warp has undone and to contain the worst excesses of its manifestations. Surpassing the stumbling skills of the surgeon, they can return the dead to life and banish the unnatural back to the depths of the Warp. Yet, these cautious warriors are ever mindful of the cost of any use of the xtheric powers at their command, and only set forth their true power when no other choice remains. Of all the clades of the Imperium’s psykers, thaumaturges are the most knowledgeable, an obsession that in this Dark Age has seen them grow in importance.

A Model with the Thaumaturgy Discipline gains the following benefits:
  • The Hatred (Psykers) Special Rule.
  • The Resurrection Psychic Reaction.
  • The Tranquillity Psychic Power.
  • The ‘Thaumaturge’ Trait.

Resurrection

(Psychic Reaction, Blessing)

The ultimate art of the thaumaturge, and one they are loath to employ in any but the most dire of situations. Only at the very point of death can it be halted, and only with great risk can it be reversed. Thus, only the most valued warriors are deemed worthy of such an invidious salvation.

This Power can be used in the Shooting Phase and can return a single Casualty to the Unit with all Wounds restored.

Trigger: The Reactive Player may choose to declare a Resurrection Psychic Reaction in the Shooting Phase, at the start of Step 11 of any Shooting Attack made by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Resurrection 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 Thaumaturge Trait and 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 that triggered the Reaction.

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

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful then, before any Models in the Target Unit are Removed as Casualties, the Controlling Player of the Target Unit must select one Model being Removed as a Casualty and roll a Dice. If the Dice roll for the chosen Model is equal to or higher than a ‘4’, then that Model is not Removed as a Casualty and is returned to play in Unit Coherency with its Unit and with its Wounds Characteristic set to its Base Value, as listed on that Model’s profile. This Psychic Reaction has no effect on Models that do not have a Wounds Characteristic and if the result of the Manifestation Check causes Perils of the Warp, then this instance of Perils of the Warp is resolved after any Models are returned to the Unit.
  3. If the Manifestation Check fails then there is no further effect.

Tranquillity

(Psychic Power, Curse)

It takes a rare talent to seal the breaches in the Warp that other psykers create, yet on the battlefields of the Horus Heresy this can mean the difference between victory and defeat. For if the Warp is calmed, then the enemy’s psykers find their power withered and lessened.

This Power is used in the Start Phase and makes it harder for the Target Unit to use Psychic Powers, Psychic Reactions or to attack with Psychic Weapons.

Trigger: The Active Player may choose to Manifest the Tranquillity Psychic Power in the Effects Sub-Phase of the Start Phase.

Focus: The Focus of the Power must be a Model with the Thaumaturge Trait and must be controlled by the Active Player.

Target: The Target Unit must be a Unit under the control of the Reactive Player with at least one Model within 18" of the Focus and with Line of Sight to the Focus. The Target Unit must include at least one Model with the Psyker Trait.

Duration: If successfully Manifested, the effects of this Psychic Power last until the start of the Active Player’s next Turn as the Active Player.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, then all Models in the Target Unit suffer a penalty of -2 to their Willpower Characteristic when attempting to Manifest any Psychic Power or Psychic Reaction. If any Model in the Target Unit makes attacks with a Weapon that has the Psychic Trait, then the Strength Characteristic of all Hits inflicted is reduced by 1.
  3. If the Manifestation Check fails then there is no further effect.

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