Contents Primarch Elites Troops Dedicated Transports Fast Attack Heavy Support | ||
PRIMARCH Constantin Valdor sits at the right hand of the Emperor as perhaps his most trusted companion and guardian, a watchman of inviolable purpose and all but unmatched fighting skill. Such in fact is Valdor’s martial power and superhuman physical and mental abilities that there are those, even within the Imperial Court, who have in whispers called him ‘Primarch’ in all but name. This is no doubt a disingenuous claim, as for all his power Valdor was made and trained to serve a different and far more focused purpose, that of Lord Commander of the Custodian Guard, and to Valdor the petty concerns of conquest and glory, dominion and victory are as nothing when compared to his own sworn duty. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Constantin Valdor (base: 40mm) | |||||||||||
Constantin Valdor | 8 | 7 | 5 | 5 | 5 | 5 | 6 | 5 | 10 | 2+ | 40mm |
The Apollonian SpearBelieved to be crafted by the hand of the Emperor himself and once wielded by his own hand in battle as far back as the Unification Wars in which he rose to power on Terra, the Apollonian Spear was given to Valdor upon his accession to the mantle of Chief Custodian, and it has served no other since. Like the signature armament of the Custodian Guard, it incorporates both a power blade and an in-built bolter weapon, though in both cases these are of a potency far exceeding those even the Emperor’s elite carry into battle. This weapon has two profiles – the first is used only when locked in combat and the second is only used during Shooting Attacks.
The Corinthine WarplateWorked by the same artificers that forged the Emperor’s own warplate, this suit of armour is proof against all but the most destructive attacks and most terrible weapons. Not only that, but its glorious origin and astonishing workmanship serve to inspire those that fight at Valdor’s side, urging them to deeds of valour rarely witnessed. The Corinthine Warplate confers a 2+ Armour Save and a 3+ Invulnerable Save. In addition, any models with the Loyalist Allegiance that can draw a line of sight to Constantin Valdor or are locked in the same combat as Constantin Valdor use his Leadership Characteristic instead. | |||||||||||||||||||||
HQ Within the Legio Custodes there exists a range of ranks and seniority of commands, far from transparent to outsiders, to which the more general application of ‘Shield Captain’ is applied. Elevated by the direct approval and in some cases intervention of the Emperor himself, these are warriors of not only consummate and superhuman ability but also rare insight, acumen and knowledge. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Shield Captain (base: 40mm) | |||||||||||
Shield Captain | 8 | 6 | 5 | 5 | 5 | 3 | 5 | 5 | 10 | 2+ | 40mm |
HQ Below the absolute authority of the Captain-General lies the Custodian Tribunate: a senior cadre of perhaps ten in number, forming the Legio Custodes’ council of war and policy. This body has the incomparable privilege of providing their services as counsel to the Emperor himself, should he so desire it, and in the matters of the security of the Imperial Palace’s inner sanctums and the person of the Emperor, no higher authority exists. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Tribune (base: 40mm) | |||||||||||
Tribune | 8 | 7 | 5 | 5 | 5 | 4 | 5 | 5 | 10 | 2+ | 40mm |
Tribune of the Golden LegionThe tribunes of the Legio Custodes are among the most powerful warriors in the Imperium, for not only are they skilled in the arts of battle beyond even the capabilities of the finest Space Marines, but they also stand high in the Emperor’s council. Only the most dangerous and vital of duties can call them away from the Emperor’s side to the battlefield, and when they do choose to sally forth it is at the head of a mighty host of the Legio Custodes. A model with this special rule may only be included in the Primary Detachment of an army with a total value of at least 3,000 points. Furthermore, unless Constantin Valdor is also part of the same army, a model with this special rule must be chosen as the army’s Warlord. | ||
HQ Assassin, general, avenger and soul-chilling terror, Jenetia Krole is one of the most mysterious and indeed feared warlords of the Imperium. ‘The Soulless Queen’, as the remembrancers were wont to name her, is the indomitable Knight- Commander and foremost battle leader of the Silent Sisterhood. She stalks the shadows of the galaxy at the behest of the Emperor, commanding whole armies of the Sisters of Silence, on those dread occasions when such are required to take to the field, and brings bloody retribution down on psykers turned would-be gods and any who aim to deny the Great Tithe. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Jenetia Krole (base: 32mm) | |||||||||||
Jenetia Krole | 6 | 6 | 5 | 3 | 3 | 3 | 5 | 4 | 10 | 2+ | 32mm |
Warlord: The Soulless QueenJenetia Krole must always be selected as the army’s Warlord if she is selected as part of the army’s Primary Detachment. If Jenetia Krole is selected as the army’s Warlord then she automatically gains The Soulless Queen Warlord Trait and may not select any other:The Soulless Queen – If any enemy army taking part in the battle includes any models with the Daemon Unit Type or the Psyker or Corrupted Unit Sub-type, Jenetia Krole and all units in the same Detachment that include at least one model with the Silent Sisterhood (X) special rule gain the Preferred Enemy (Psykers, Daemons and Corrupted) special rule for the duration of the battle. If there are no models with the Daemon Unit Type or the Psyker or Corrupted Unit Sub-type in any enemy army, Jenetia Krole and any three units from the same Detachment instead gain the Infiltrate special rule. In addition, an army that has Jenetia Krole as its Warlord increases its Reaction Allotment by +1 in the Assault phase as long as Jenetia Krole has not been removed as a casualty and may select an additional two units from the Chamber of Oblivion as part of the same Detachment as this Warlord. The Sword of OblivionFashioned in the manner of a highly ornate Execution blade of her Order, the Sword of Oblivion is in fact the pattern from which all others of its kind were said to have been made, and stands as the symbol of the High Commander of the Silent Sisters. The sword’s true mystery lies in the substance of the blade itself, for it can cut almost anything without evidence of any kind of power field or disruption generator, its origins an enigma to all save perhaps the Emperor.
The Onyx CloakSimilar in design to the more common voidsheen cloaks, this unique artefact is composed of a metallic mesh that absorbs light, energy and kinetic force. Shrouded in its folds Jenetia Krole stalks the battlefield obscured from the sight of her foes and protected from their wrath, seeking the perfect moment to strike down those marked by the Emperor for death. The Onyx Cloak confers a 4+ Invulnerable Save, increasing to 3+ against any Hits from weapons with the Template or Blast special rules. In addition, whenever targeted by a Shooting Attack, the range between an attacking unit and Jenetia Krole is considered to be 6" further than the actual range between the two units – enemy units with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, Jenetia Krole is always treated as though it was out of 1line of sight when scattering any attacks. | |||||||||||
HQ The Abyssal Knights are the mightiest warriors, daemon hunters and psyker executioners of the Sisters of Silence. Drawn from the ranks of the Void Knights, each is a vastly experienced fighter and is personally responsible for the execution of some of the most dangerous psykers known to the Imperium, individuals of such terrible power and potency that they could have proven a threat to the very existence of Mankind’s empire. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Knight Abyssal (base: 32mm) | |||||||||||
Knight Abyssal | 6 | 6 | 6 | 3 | 3 | 3 | 5 | 4 | 10 | 2+ | 32mm |
HQ Drawn from the elite ranks of the Chamber of Oblivion, the Knights Centura serve as the battlefield commanders of the Sisters of Silence. Elevated as a result of their seniority, martial prowess and power as psychic nulls, they are afforded use of the rarest weaponry the Sisters of Silence can bring to bear and charged with the inviolate duty of commanding both the tactical operations of the Great Tithe and the sworn duty of destroying rogue psykers deemed too dangerous to live. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Knight Centura (base: 32mm) | |||||||||||
Knight Centura | 6 | 5 | 5 | 3 | 3 | 3 | 5 | 3 | 9 | 2+ | 32mm |
HQ The Questora Cadres of the Chamber of Judgement are dedicated not only to the ministration of the Great Tithe but also to investigation, pursuit, inquiry and judgement. They are most often deployed alongside the dreaded Silent Judges, to hunt down rogue psykers and dissidents, or to put down insurrection with brutal punishment. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Questora (base: 32mm) | |||||||||||
Questora | 6 | 5 | 4 | 3 | 3 | 2 | 4 | 2 | 8 | 3+ | 32mm |
RetinueA Questora Cadre may only be chosen as a Retinue for a model with both the Silent Sisterhood (Chamber of Judgement) and Independent Character special rules. This model is referred to as the Questora Cadre’s Leader for the purposes of this special rule. The Questora Cadre does not use up a Force Organisation slot and is considered part of the same unit as the model taken as its Leader. The Questora Cadre must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Questora Cadre during play. A Questora Cadre may not be selected as part of an army without a Leader. | ||
HQ The Silent Sisters of the Raptora Cadre stand as the foremost warrior knights of the Oblivion Chamber. Each of them is a sublime fighter of superlative skill and they often serve as the personal bodyguard for the high command of their Order, for which purpose they are issued with the finest weapons and armour the Silent Sisterhood can provide. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Raptora (base: 32mm) | |||||||||||
Raptora | 6 | 5 | 4 | 3 | 3 | 2 | 4 | 2 | 8 | 3+ | 32mm |
RetinueA Raptora Cadre may only be chosen as a Retinue for a model with both the Silent Sisterhood (Chamber of Oblivion) and Independent Character special rules. This model is referred to as the Raptora Cadre’s Leader for the purposes of this special rule. The Raptora Cadre does not use up a Force Organisation slot and is considered part of the same unit as the model taken as its Leader. The Raptora Cadre must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Raptora Cadre during play. A Raptora Cadre may not be selected as part of an army without a Leader. | ||
HQ The Silent Furies are pursuit and strike experts, dispatched by the Chamber of Judgement to aid in the operations for the capture of rogue psykers that try to escape the Great Tithe. They take to the field piloting sophisticated Erinyes jetbikes that enable them to cover ground far quicker than infantry and go where heavier vehicles cannot. Silent Furies often accompany their sisters of the Subjugator Cadres in their hunt and acquisition missions, aiding in the capture or destruction of their fleeing quarries with the wide array of their esoteric weaponry. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Silent Fury (base: No official base size) | |||||||||||
Silent Fury | 18 | 5 | 5 | 3 | 3 | 3 | 5 | 3 | 9 | 2+ | No official base size |
HQ Master interrogators and terror tactics experts, the dreaded Silent Judges of the Excruciatus Cadres are charged with rooting out that which is hidden, tear through webs of lies and superstitions and leave no stone unturned in their ceaseless task to find the psyker. In the event of a conspiracy to conceal one of the ‘witch-born’, the Silent Judges are deployed to ensure that the individuals involved are brought to Imperial justice and that the rightful tithe is retrieved. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Silent Judge (base: 32mm) | |||||||||||
Silent Judge | 6 | 5 | 5 | 3 | 3 | 3 | 5 | 3 | 9 | 2+ | 32mm |
HQ Acting as personal bodyguards, heavy shock troops, or a vain display of the noble status of their Legate Marshal, the Companion Sections of the Solar Auxilia have a reputation for brutal effectiveness and dogged resilience. Companion Sections are equipped with the finest wargear available to the Solar Auxilia, clad in void armour reinforced with potent energy shields and armed with their pick of weapons from the Auxilia’s vast armouries. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Auxilia Companion (base: 25mm) | |||||||||||
Auxilia Companion | 6 | 4 | 4 | 3 | 3 | 2 | 4 | 2 | 7 | 4+ | 25mm |
Auxilia Adjutant (base: 25mm) | |||||||||||
Auxilia Adjutant | 6 | 5 | 4 | 3 | 3 | 2 | 4 | 3 | 8 | 4+ | 25mm |
AUXILIA TACTICAL COMMAND TERCIO Each Auxilia Tactical Command Tercio is composed of a number of separate units, but only counts as a single HQ choice, using up a single HQ slot on the Force Organisation chart. The exact number of units that may be included in the Tercio is shown on the Tactical Command Tercio organisation chart (shown below): Tactical Command Tercio Organisation Chart A Tactical Command Tercio must include the following units: | ||
HQ Auxilia field officers are known by many titles, but each is an individual with a unique history, demeanour and command style. Some are despots hated and feared by their troops in equal measure while others are strutting martinets, seemingly more concerned with parades than with battle. Both are equally deadly, for to reach their station they have proven themselves able leaders indeed and survived the many deadly rivalries of high office. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Solar Auxilia Legate Marshal (base: 25mm) | |||||||||||
Solar Auxilia Legate Marshal | 6 | 5 | 5 | 3 | 3 | 4 | 4 | 4 | 10 | 3+ | 25mm |
Cohort DoctrinesThe Solar Auxilia are amongst the most renowned cohorts of the Imperial Army, famed for both the specialised equipment they bear and the bravery of those recruited to their ranks. From the prestige and tradition of the Jovian Rams to the brutal practicality of the Cthonian Headhunters, there have been many warriors that have elevated these cohorts above and beyond the common pale of Imperial soldiery, warriors whose presence on the battlefields of the Horus Heresy could turn the tide of war. These elite cohorts were almost as valuable to the warlords of the Horus Heresy as the Space Marine Legions, and many would take great efforts to garner their loyalty and make use of their skills in battle. A model with this special rule may select a single Cohort Doctrine; the rules and effects of this Cohort Doctrine are described here. | ||
HQ Solar Auxilia Tactical Command Sections are specialists in battlefield command and control. They facilitate the flow of orders, direct the Tercio’s actions and co-ordinate artillery and orbital operations. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Auxilia Companion (base: 25mm) | |||||||||||
Auxilia Companion | 6 | 4 | 4 | 3 | 3 | 2 | 4 | 2 | 7 | 4+ | 25mm |
Auxilia Captain (base: 25mm) | |||||||||||
Auxilia Captain | 6 | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 9 | 4+ | 25mm |
Auxilia Marshal (base: 25mm) | |||||||||||
Auxilia Marshal | 6 | 5 | 4 | 3 | 3 | 3 | 4 | 4 | 9 | 4+ | 25mm |
AUXILIA TACTICAL COMMAND TERCIO Each Auxilia Tactical Command Tercio is composed of a number of separate units, but only counts as a single HQ choice, using up a single HQ slot on the Force Organisation chart. The exact number of units that may be included in the Tercio is shown on the Tactical Command Tercio organisation chart (shown below): Tactical Command Tercio Organisation Chart A Tactical Command Tercio must include the following units: | ||
HQ Perhaps the oldest of formal orders of Assassins operating with Imperial sanction, the Adamus Clade draws its roots in the forbidden blademaster traditions of the Panpacific Terran region. The histories of the Clade are much shrouded by the losses of the Dark Age of Technology, though scholars have posited that the very name of the Clade is drawn from an ancient theologic provenance, meaning ‘the first blades’. To practice the ways of Clade Adamus is to study the enemy, to learn their martial language and to reflect it against them, countering their strengths to reveal weaknesses. When these weaknesses are uncovered, the killing blow is struck. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Adamus Assassin (base: 32mm) | |||||||||||
Adamus Assassin | 7 | 5 | 4 | 4 | 4 | 3 | 5 | 4 | 10 | 4+ | 32mm |
Death’s ArtisanWhen Engaged in a Challenge, a model with this special rule may choose to increase their Weapon Skill and Initiative Characteristics to match that of their opponent for the duration of the Challenge. Additionally, a model with this special rule must always issue a challenge when Engaged in a combat with a unit that contains a model with the Character Unit Sub-type.Decapitation StrikeDuring any Fight sub-phase, the controlling player of a model with this special rule may choose to have the model with the special rule make a single attack with the profile below instead of attacking normally (while using this option, the model with this special rule may not gain bonus attacks for Charging, additional weapons or from any other special rule):
Nemesii bladeForged by the indentured tech-wrights of Clade Adamus, each Nemesii blade is alleged to be patterned after an Ancient Terran artefact, held in stasis within the core vaults of Temple Adamus itself. Despite having no obvious force-projectors or augmentations, these weapons are possessed with an unnaturally sharp edge, able to cut through flesh and armour with impunity.
Needlespine blasterThe needlespine blaster combines a rapid fire bolt component with a deadly needler that makes use of an enhanced synthetic venom. The preserve of Clave Adamus operatives, the needle blaster fires an intensified pulse-beam of las energy, through which darts of an exotic metallic alloy are projected at incredible speeds. In the trained hands of an Adamus Assassin this weapon can make a mockery of even the thickest armour but to the uninitiated, its bulk and complexity make it all but unusable. A needlespine blaster counts as a combi-weapon and a model can make a Shooting Attack with both primary and secondary components without needing the Firing Protocols (X) special rule.
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HQ The Callidus Assassin is an architect of anarchy, who uses a compound substance known as polymorphine in conjunction with sub-dermal implants to change its appearance, shape and size to confuse and misdirect its enemies. Taking the forms of bodyguards, commanders and close confidants to its foe, a Callidus Assassin gives contradictory orders to cause disarray among enemy lines. Only when confusion has reached its height among an enemy force does a Callidus Assassin strike directly against its target, revealing its true nature and arsenal of deadly archaeotech weapons for the briefest of moments before making its kill. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Callidus Assassin (base: 32mm) | |||||||||||
Callidus Assassin | 7 | 5 | 4 | 4 | 4 | 2 | 6 | 4 | 10 | 4+ | 32mm |
Reign of ConfusionA Callidus Assassin can spend weeks or even months masquerading as a member of an enemy force, subtly spreading lies and misinformation to undermine their battle-readiness and hamper any strategic planning. When rolling to Seize the Initiative against a force that includes a model with this special rule, a successful result must be re-rolled.PolymorphineThe mutable appearance of a Callidus Assassin can make it incredibly difficult for an enemy to rapidly determine whether they are friend or foe. A unit composed entirely of models with polymorphine may not be targeted for a Shooting Attack, Charge or Reaction of any kind by an enemy unit as long as the unit with polymorphine has not made an attack of any kind during the battle. Once a unit or model with polymorphine has made a Shooting Attack (including during a Reaction) then polymorphine has no further effect.Neural shredderAn exotic and extremely rare piece of equipment bequeathed to the Clade Callidus by the wardens of the Adeptus Astra Telepathica, a neural shredder fires a psionic pulse which is capable of crippling the synapses of its victims’ brains, leaving them little more than mindless husks.
Synaptic Disruptor: On a To Wound roll of a 6+, the target model automatically suffers a Wound with no Armour Saves, Invulnerable Saves or Damage Mitigation rolls allowed. This rule has no effect on models that do not have a Toughness Characteristic. Phase swordThought to have its origins in an ancient xenos technology, a phase sword’s provenance and exact method of function are a closely guarded secret. The blade of the weapon appears to phase in and out of reality through an ill-understood form of molecular realignment, bypassing all matter and energy, be it kinetic, potential or metaphysical.
Phase Shift: On a To Wound roll of a 6+, the target model automatically suffers a Wound with no Armour Saves, Invulnerable Saves or Damage Mitigation rolls allowed. This rule has no effect on models that do not have a Toughness Characteristic | ||||||||||||||||||||
HQ The selection of recruits for all Assassinorum Clades relies on the physical aptitude and resilience of the candidate, but the successful Culexus inductee must possess another trait; they must carry the Pariah Gene. Where baseline humans have merely a faint glimmer of a presence in the Warp and those of psychic ability burn as a much brighter beacon, Pariahs manifest as a dark void of nothingness in the Immaterium, a vacuum so powerful that it drains the essence of other beings and in a sense, consumes their very souls. Using arcane devices developed behind a veil of secrecy by the combined efforts of the Divisio Assassinorum and the Mechanicum’s Biologis Genetors, the abilities of these Pariahs can be manipulated and their potency contained or attenuated at will, making them into a formidable weapon. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Culexus Assassin (base: 32mm) | |||||||||||
Culexus Assassin | 7 | 4 | 4 | 4 | 4 | 2 | 5 | 3 | 10 | 4+ | 32mm |
HQ Eversor Assassins are a weapon released in extremis, beyond the point at which collateral damage or the return of the Assassin itself are considerations. When an Eversor is deemed ready to undertake a mission, it is not made to wait in meditative silence in their Clade’s strongholds as is the case with other Assassins, but rather the Eversor is frozen in stasis at the height of an artificially induced fury, and is inserted remotely into a killzone by means of orbital drop. When the Assassin emerges from stasis lock, their undiminished wrath is released to murderous effect. Conditioned almost from birth to respond to pain with further aggression and fuelled by rage-inducing stim injectors, the Eversor is goaded to further heights of lethality when injured. Indeed, when such a consummate killer is unleashed the death of their target is all but assured, and in their wake only ruin is to be found. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Eversor Assassin (base: 32mm) | |||||||||||
Eversor Assassin | 7 | 5 | 4 | 4 | 4 | 3 | 6 | 3 | 10 | 4+ | 32mm |
Frenzon RageA potent mixture of refined combat stimulants laced with dangerously volatile chemicals, frenzon could fairly be considered to be a lethal poison. The cocktail is continuously pumped through an Eversor Assassin’s veins, instilling a state of nearconstant murderous frenzy. At the start of the Assault phase, a model with this special rule may choose to temporarily increase its Attacks Characteristic by the amount listed in brackets until the end of the turn. When rolling To Hit for a model that has had its Attacks Characteristic increased in this manner, for each unmodified result of 1 the attacking model immediately suffers a Wound unless an Armour Save can be made. Wounds inflicted in this manner do not count for the purposes of combat resolution.Biological OverloadSurgically implanted sensors carefully monitor the overdriven biological impulses of an Eversor Assassin. Should the operative’s vital signs reach a critical state, their body will be flooded with a cocktail of highly reactive biochemicals that rapidly consume the living tissue in a brief but violent chemical explosion. Whenever an Eversor Assassin is reduced to zero Wounds, but immediately before the model is removed from the battlefield, every model, both friendly and enemy, within D6" suffers a S4 AP3 hit with the Fleshbane special rule. These hits count as a Shooting Attack originating from a weapon with the ‘Flame’ type.Neuro-gauntletEversor Assassins are equipped with a neuro-gauntlet, an exo-skeletal claw forged from fine but incredibly robust, molecularly sharp, blades that exude a potent mixture of deadly toxins. Despite the appearance of these weapons, Clade Eversor Assassins rarely rely on the finesse offered by them and opt instead for brutal evisceration of their enemies.
Executioner pistolA combination needle and bolt weapon developed by the Clade Eversor to allow their nigh-psychotic Assassins to cripple their quarry with a hail of explosive bolts and toxin-enriched needle shards, leaving them vulnerable to the onslaught of the Assassin’s blades. When making a Shooting Attack with an Executioner pistol, the controlling player must choose to use both the bolt pistol and needle pistol components in a combined attack, or select a single profile to be used.
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HQ The maxim of the Clade Vanus preaches that ‘the cleanest kill is one that another performs in your stead, with no knowledge of your incitement’. Assassins like no others, the Vanus are superlative warriors but are foremost manipulators, thieves and hoarders of information. The mind of a Vanus Infocyte is trained and further augmented to sift vast quantities of data; hacking into vox, wire and noospheric networks and utilising a number of scrying devices and drones to gather ever-more knowledge. They form a profile of their target and every interaction they have based on the macro-view from a geopoliticalplanetary to a local scale. The Clade Vanus Assassin then viciously exploits this information to manipulate others into making an assassination, through bribery, coercion and override control, whilst the Infocyte itself is safely ensconced at a distance. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Vanus Infocyte (base: 32mm) | |||||||||||
Vanus Infocyte | 7 | 4 | 4 | 4 | 4 | 3 | 5 | 3 | 10 | 4+ | 32mm |
Noospheric InterloperThe multi-spectral augury scanners carried by Clade Vanus Infocytes allow them to pry into the Noosphere; the aetheric communication channel between members of the Mechanicum used to command and control their legions of automata. Infocytes insert malicious and damaging packets of data that allow them to override certain control parameters of these automata, causing their reactors to overheat or for them to helplessly dismantle themselves in a mindless stupor. Instead of making a Shooting Attack, a model with this special rule may make a Leadership test. If this test is passed, the controlling player may nominate a single enemy model within 12" that has the Automata type – this model immediately suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. If this reduces the model to 0 Wounds and it is removed as a casualty, the controlling player may nominate another model with the Automata Unit Type within 18" of the model with this special rule. This model also suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. Regardless of the result of this dice roll, no further Wounds may be allocated by this attack in any one Shooting phase. If the Leadership test is failed, the Vanus Infocyte immediately suffers a single Wound with no Armour Saves or Damage Mitigation rolls allowed, and there are no further effects.AuspectreThanks to their advanced mental training and heightened cognisance, Clade Vanus Infocytes are able to process a bewildering amount of battlefield data in real-time, detecting the arrival and location of enemy troops and even temporarily over-riding their hard-wired systems to take control of weapon targeting and control systems. Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an auspectre. In addition, when any enemy unit is deployed to the battlefield from Reserves, a model with an auspectre may make the Interceptor Advanced Reaction without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reaction limit in a given Phase. Instead of using the profile of a weapon the model has, a model with an auspectre may instead make a Leadership test. If the Leadership test is passed, the controlling player may instead make a Shooting Attack with any Defensive weapon available to any model with the Vehicle Unit Type (both friendly or enemy) within 12", that is in range and line of sight of the targeted model. If the Leadership test is failed, the model may not make an Interceptor Advanced Reaction.Sympatic dataspikesTaking the form of a pair of wrist-mounted, retractable spikes, these tools are primarily intended to facilitate universal access to the data coils of cogitator banks, allowing the Infocyte to surreptitiously syphon information or to interject damaging scrap-code into enemy systems. Secondarily, their shape allows them to be driven between plates and through the eye-slots of even heavily armoured foes.
Autotomic servo-limbsThe mechadendrite-like appendages and captive servo-skulls incorporated into the harness of the Clade Vanus Infocyte are used to assist in data-harvesting and infiltration, but under combat conditions the appendages can be shed at will and can be remotely operated for a short time, distracting the Assassin’s assailants and allowing them to slip away. Once per battle, at the start of any turn, the controlling player of a model with autotomic servo-limbs may choose to grant that model the Hit & Run special rule until the start of their next turn. | |||||||||||
HQ The Assassins of the Clade Venenum had perhaps the highest success rate amongst the killers of the Terran Temples during the Age of Darkness. Each Assassin of the Clade is a rigorously trained and genetically enhanced shadow warrior, specialised in their method of assassination by their study of alchemical and biological sciences. The Clade Venenum’s Assassins are selected from the finest alchemists and tox-artisans of their order, each a master of creating and improvising delicate, exotic poisons, philtres of toxins, and recombinant virals which act to inflict death without leaving a metabolic trace, and in the case of some of the most deadly, without leaving more trace of their target than a steaming puddle of disassembled molecular matter. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Venenum Assassin (base: 32mm) | |||||||||||
Venenum Assassin | 7 | 5 | 4 | 4 | 4 | 3 | 6 | 4 | 10 | 4+ | 32mm |
Unnatural ConditioningTo counteract the constant exposure to harmful chem and rad phages or other deadly poisons, Clade Venenum Assassins must undergo extensive surgeries and genetic manipulation to purify their bodies and build a resistance to even the most harmful agents. Models with this special rule are immune to the effects of the Rad-phage special rule and any other rules that negatively affect their Toughness Characteristic, such as rad grenades. Additionally, weapons with the Poisoned (X) special rule and/or Fleshbane special rule may never wound a model with Unnatural Conditioning on a roll of better than 5+.HookfangA dagger styled after the razor fang of a now extinct apex predator of Old Night, the Hookfang contains a neuraldegenerative toxin engineered by the Grandmaster of the Clade, which is able to be transmitted through the smallest of nicks. The Grandmaster of the Clade Venenum keeps records in her private archive of all those who have managed to shrug off the toxin during her reign; a list with only three names upon it, one of them her own.
The Venem: If a model suffers one or more unsaved Wounds from this weapon, the controlling player must roll a D6 at the beginning of every battle turn for the remainder of the battle. On a 5+, the model suffers a Wound against which no saves of any kind may be taken. Furthermore, any model which suffers one or more unsaved Wounds from a weapon with The Venem special rule is considered to be destroyed for the purposes of missions which award Victory points for killing models (regardless of whether they have been removed from play as a casualty), unless they possess the Eternal Warrior special rule. Toxin ejectorTaking many forms, the toxin ejector is a concealed hand-held weapon which emits, sprays or exudes a gas or thin film of horrific, caustic toxins able to corrode the hulls of tanks and liquefy exposed flesh.
Poison globesRumoured to be of the same exotic, and possibly xenos, provenance as the venom spheres employed by the XXth Legion, these crystalline shard-filled explosives quickly disperse a potent and debilitating neuro-toxin within a small area. Any unit attempting to make a Charge against a unit with one or more models that has poison globes must re-roll the first successful roll when determining Charge distance. | ||||||||||||||||||||
HQ Assassins of Clade Vindicare are the fodder of myth and legend throughout the soldiery of the Imperium for few have so much as snatched a glimpse of one of these black-clad marksmen in battle. It is said that once one of these unseen killers set their rifle sights upon their quarry, there is no escape from an inevitable death, delivered in the form of a single shot placed with unerring precision. Often, the only indication that a Vindicare is at work is the soft whistle of hyper-velocity rounds flying overhead and the heads of their selected targets exploding in red mists of gore before they ever even heard the muzzle crack of the shot that killed them. Trained over decades to elevate their craft to a deadly artform, they utilise a combination of physical positioning, topological mapping and intricate study of their mark to deliver a swift kill from afar before displacing and leaving only death to evidence that they were ever there. Of all the marksmen and sharpshooters that watch over the battlefields of the galaxy, none can claim to be the equal of Clade Vindicare. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Vindicare Assassin (base: 32mm) | |||||||||||
Vindicare Assassin | 7 | 4 | 8 | 4 | 4 | 2 | 5 | 3 | 10 | 4+ | 32mm |
Exitus ArmamentsIssued as a paired set of an Exitus rifle and an Exitus pistol to every Vindicare Assassin, no two weapons are quite alike for they are artificed to the specific anatomical requirements and individual preferences of each operative. Responsibility for the creation of these fell instruments remains a closely guarded secret of the Divisio Assassinorum, although it is said that the quality of the elemental materials used exceeds even the most stringent standards of the Martian Forgelords and the precision of the mechanisms within defies Imperial understanding.
Trajector auspex arrayIn augmentation of their enhanced, indoctrinated capabilities with ballistic weapons, Vindicare Assassins make use of a specialised visor, linking their weapon sighting systems to a direct retinal overlay. This provides them with dynamic trajectory cogitations, rapidly factoring innumerable environmental variables and also predicts the actions of their quarry based on the specific mission parameters, allowing their adaptive ammunition to correct its flight even after it has left the barrel of their rifle. Combined, these systems almost entirely mitigate any degree of error allowing an Assassin to find their target with almost preternatural skill. When making a Shooting Attack, a model with a trajector auspex array ignores the effects of all special rules or Wargear that would modify or limit the range and To Hit rolls of any attack made by that model. | |||||||||||||||||||||
ELITES Advancing further upon the Cataphractii Terminator armour patterns of the Legiones Astartes, the Aquilon pattern takes into account the enhanced physique of the Legio Custodes as being able to bear more weight and strain than even a Space Marine, and so is fitted with additional integrated power systems and capacitors which make up for some of the limitations of the origin pattern. This allows for the Cataphractii Terminator armour’s famous durability to be retained in the Aquilon pattern, but with a degree of speed and manoeuvrability the former lacks. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Aquilon Terminator (base: 50mm) | |||||||||||
Aquilon Terminator | 7 | 5 | 5 | 5 | 5 | 3 | 5 | 3 | 10 | 2+ | 50mm |
ELITES There is little short of utter destructive force able to fell a Custodes, and thanks to their Emperor-gifted preternatural resilience, there are few injuries that they cannot fully recover from given time. However, in those isolated cases where the body has been all but irrevocably destroyed but the Custodian’s mind remains intact and their will to survive undimmed, internment within the cold and unyielding body of a Dreadnought is the next step, as for the Custodes, truly only in death does duty end. To this purpose, the few Dreadnoughts of the Legio Custodes are as singularly advanced as their other wargear, with unique variants of more common patterns available to the Legiones Astartes refitted to the particular physiology of the Custodians themselves, and outfitted with weapons and systems artificer-made by the servants of the Imperial Court. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Contemptor-Achillus Dreadnought (base: 60mm) | |||||||||||
Contemptor-Achillus Dreadnought | 8 | 6 | 5 | 8 | 7 | 6 | 4 | 4 | 10 | 2+ | 60mm |
ELITES An inner circle within the Legio Custodes, the Hetaeron Guard serve as the Emperor’s closest protectors, aides and confidantes, leaving his side rarely but for the direst of circumstances. Selected individually for their service by the Master of Mankind, they represent some of the most potent fighters in the Imperium, almost like demi-gods of the battlefield. During the earlier years of the Great Crusade in which the Emperor himself personally directed the reclamation of lost worlds, the Hetaeron were a regular feature upon the worlds deserving of his attention. Yet as his actions were turned elsewhere, his inner guard would follow too, becoming almost a myth in their absence. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Hetaeron Guard (base: 40mm) | |||||||||||
Hetaeron Guard | 8 | 5 | 5 | 5 | 5 | 3 | 5 | 4 | 10 | 2+ | 40mm |
ELITES As veterans of the Chamber of Vigilance, Eradicator Cadres are exemplars of their Order. These Sisters are called upon to form the vanguard of larger military actions and meet with psyker incursions at the leading edge of a greater force using their battle-won experience to spearhead assaults. Equipped with tactically flexible weaponry, Eradicator Cadres are capable of adapting to any foe with equal effectiveness and are relied upon to support more specialised cadres in open warfare. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Eradicator (base: 32mm) | |||||||||||
Eradicator | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 3+ | 32mm |
Eradicator Mistress (base: 32mm) | |||||||||||
Eradicator Mistress | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 3+ | 32mm |
ELITES A division of the Chamber of Vigilance, those of the Knight Vestal Covenants are warriors first and foremost but also bear the responsibility of the health and well-being of the wider cohort whilst abroad in the vastness of the Imperial domain. In this role they are not only equipped to fight alongside the Silent Sisters they were deployed with but are also expected to assess and treat those wounded on the field of battle. Where care can be given it is done so deftly, maintaining the Sisterhood’s fighting capabilities. But should the wounds, either physical or psychological, suffered by those under their charge prove to be too grievous, they will not hesitate to dispense the grace of a swift and honourable death themselves. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Knight Vestal (base: 32mm) | |||||||||||
Knight Vestal | 6 | 5 | 5 | 3 | 3 | 2 | 5 | 2 | 9 | 3+ | 32mm |
Vigilant CovenantIn battle the silent initiates of the Vestal Order gather not to prosecute the foe, but to heal the fallen sisters of their cadre. To grant the benefits of their skill as widely as possible they operate not as a single body, but as individual healers seconded to those of their sisters that have the greatest need of their skills. A Knight Vestal Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, each model in the Knight Vestal Covenant may leave this unit and join another unit from the same Detachment they were selected as part of. | ||
ELITES The warrior knights of the Chamber of Oblivion are a martial elite sub-sect of the Silent Sisterhood selected both for their proven record as warriors, and most importantly, the strength of their ability as psychic Untouchables. Their service required against the most dangerous of foes, the Oblivion Knights are observed usually only in large-scale deployments such as the retrieval of alpha-level psykers, the quelling of major psykerinstigated uprisings or population purges, and as such are seen rarely by the mortal armies of the Imperium save for the direst of circumstances. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Oblivion Knight (base: 32mm) | |||||||||||
Oblivion Knight | 6 | 5 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 3+ | 32mm |
Oblivion Knight Mistress (base: 32mm) | |||||||||||
Oblivion Knight Mistress | 6 | 5 | 4 | 3 | 3 | 1 | 4 | 2 | 9 | 3+ | 32mm |
ELITES Living weapons whose dark origins lay lost within the Age of Strife, Charonites are biochemically and cybernetically altered Ogryn abhumans, mutilated in mind and body and left entirely creatures of brute obedience and drug-induced frenzy. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Charonite Ogryn (base: 50mm) | |||||||||||
Charonite Ogryn | 7 | 4 | 2 | 5 | 5 | 3 | 2 | 4 | 6 | 4+ | 50mm |
ELITES The Medicae Orderlies of the Solar Auxilia perform a number of vital functions, for which they receive extensive training and are issued with highly specialised equipment. Firstly, they are responsible for keeping at bay the single most deadly enemy of any human warrior outside of the Legiones Astartes – disease. With the Auxilia operating upon worlds tainted with all manner of ravenous alien microbes, a force could be rendered entirely ineffective before battle is even joined, even with the formidable survival equipment the Solar Auxilia are so well known for. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Auxilia Medicae (base: 25mm) | |||||||||||
Auxilia Medicae | 6 | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 6 | 4+ | 25mm |
ELITES Aevos Jovan began his career as a physician to the wealthy and powerful of the prosperous Imperial hive world of Agathon in the days before the Horus Heresy. A healer and surgeon of consummate skill, he was regarded as a genius among his peers and a wonder-worker by the hive’s nobility. Rumours began to circulate, however, that he was putting the vast wealth he earned from his practice into pursuing private research into medical techniques not only considered scandalously unorthodox, but which also reached into territories forbidden by the law of Imperial Compliance. Eventually arrested and tried for criminal malfeasance and the infliction of unnecessary surgery in order to support his secret agenda, he was awaiting execution at the time of Ireton MaSade’s military coup, and subsequently offered amnesty by the Lord Marshal in payment for service in the ranks of his Solar Auxilia forces. Watched closely by medicae staff who were as in awe of his abilities as they were suspicious of his motives in equal turns, Jovan exchanged the chambers of the wealthy for the blood and carnage of the battlefield as a new theatre for his unmatched skill in repairing rent flesh and ravaged organs. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Aevos Jovan (base: 25mm) | |||||||||||
Aevos Jovan | 6 | 2 | 2 | 3 | 3 | 2 | 3 | 1 | 9 | 4+ | 25mm |
Medicae Orderly (base: 25mm) | |||||||||||
Medicae Orderly | 6 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 | 4+ | 25mm |
Bloody InfamyAevos Jovan’s blood-soaked appearance and the tales of his infamous exploits make him a figure of terror to both enemy and ally alike. While his bloody arts may see some warriors returned to battle, none would consider him a figure of mercy or a welcoming sight. All other units, friendly and enemy, with one or more models within 12" of Aevos Jovan (but not any other models in the same unit) must reduce the Leadership Characteristic of all models in that unit by -1. In addition, Aevos Jovan may never be selected as any army’s Warlord.Low-priority TargetAs a non-combatant whose only interest is his work on the torn and ravaged flesh of his comrades, Aevos Jovan takes little interest in the wider battle around him and in return is often ignored by the enemy as they focus on more obvious military targets. Any unit that includes Aevos Jovan may not be targeted by a Shooting Attack by any unit or trigger any Reaction, unless at least one model in the attacking unit is within 12" of one or more models in the same unit as Aevos Jovan. However, if Aevos Jovan, or any model in the same unit, makes a Shooting Attack (including as part of a Reaction) then he loses this special rule for the remainder of the battle.Auto-gurneyA complex device that only Aevos Jovan truly understands, or has the skill to make use of. Equipped with servo-cutters and medical augury scanners that allow complex operations to be performed on the battlefield and by a small team. Once per player turn, when any friendly model within 12" of Aevos Jovan is removed as a casualty in either the Movement or Shooting phases, the controlling player may choose to roll a D6 and consult the table below:
If the unit that includes Aevos Jovan also includes one or more Medicae Orderlies, then the controlling player may choose to remove one of those models to make use of this special rule an additional time in a given turn or to add or subtract one from the dice rolled on the table presented as part of this special rule (only one model may be removed as a casualty in this fashion in each player turn). This special rule may only be used on models with the Infantry Unit Type. | |||||||||||
ELITES Where the Line Command Sections of the Solar Auxilia direct the massed manpower of the line Tercios, the command elements of the Veletarii are responsible for the elite soldiers that form the speartip of the Solar Auxilia. Known for their cunning mastery of aggressive tactics, these support officers can be found on the front line alongside their subordinates. The Veletaris Command Sections are equipped for close quarters combat, leading as much by example as through distant objectivity. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Veletarii (base: 25mm) | |||||||||||
Veletarii | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 6 | 4+ | 25mm |
Veletarii First Prime (base: 25mm) | |||||||||||
Veletarii First Prime | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 4+ | 25mm |
AUXILIA VELETARIS TERCIO As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack. Each Auxilia Veletaris Tercio is a single Elites choice, using up a single Elites slot on the Force Organisation chart. Each Auxilia Veletaris Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Veletaris Tercio Organisation chart (shown below). An Auxilia Veletaris Tercio may not include more than three units.Auxilia Veletaris Tercio Organisation Chart An Auxilia Veletaris Tercio may include the following units: | ||
ELITES The Veletarii are the most skilled and dedicated warriors in the Solar Auxilia, issued with the most potent weaponry and tasked with the most arduous of battlefield missions. Veletaris Storm Sections are often gathered together into special, cohort-level reserves which serve as their commander’s household under their direct command, or they may be raised on a company-by-company basis. On occasion, they serve as a formal guard of honour for the Legate Commander, bearing ceremonial power axes which they sometimes even use in battle. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Veletarii (base: 25mm) | |||||||||||
Veletarii | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 6 | 4+ | 25mm |
Veletarii Prime (base: 25mm) | |||||||||||
Veletarii Prime | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 7 | 4+ | 25mm |
AUXILIA VELETARIS TERCIO As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack. Each Auxilia Veletaris Tercio is a single Elites choice, using up a single Elites slot on the Force Organisation chart. Each Auxilia Veletaris Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Veletaris Tercio Organisation chart (shown below). An Auxilia Veletaris Tercio may not include more than three units.Auxilia Veletaris Tercio Organisation Chart An Auxilia Veletaris Tercio may include the following units: | ||
ELITES As they advance into the fiercest fighting, the Veletarii are supported by the withering fire of their Vanguard Sections. These ballistic teams carry the heaviest man-portable weaponry available to the Solar Auxilia in the form of high-capacity rotor cannon and heavy flamers. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Veletarii (base: 25mm) | |||||||||||
Veletarii | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 6 | 4+ | 25mm |
Veletarii Prime (base: 25mm) | |||||||||||
Veletarii Prime | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 7 | 4+ | 25mm |
AUXILIA VELETARIS TERCIO As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack. Each Auxilia Veletaris Tercio is a single Elites choice, using up a single Elites slot on the Force Organisation chart. Each Auxilia Veletaris Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Veletaris Tercio Organisation chart (shown below). An Auxilia Veletaris Tercio may not include more than three units.Auxilia Veletaris Tercio Organisation Chart An Auxilia Veletaris Tercio may include the following units: | ||
ELITES Squadrons of Incursus pattern Hermes Sentinels are utilised in a much more aggressive role than other patterns, allowing many commanders to increase pressure on especially mobile foes who might otherwise outmanoeuvre the somewhat unwieldy Auxilia cohorts. Augmented with more comprehensive protection for both their elite pilot, as well as their more fragile motility mechanisms, the Incursus pattern is purpose built to support the frontal assaults the veletaris cohorts are famed for, moving into position around the flanks of enemy positions before unleashing a storm of antiinfantry firepower from their volkite calivers or driving their enemies back with gouts of searing flame. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Hermes Veletarii Sentinel (base: 60mm) | |||||||||||
Hermes Veletarii Sentinel | 8 | 4 | 4 | 5 | 5 | 2 | 3 | 1 | 7 | 3+ | 60mm |
Storm SectionOn battlefields where additional mobility was required, Veletaris Storm Sections would deploy modified Hermes units, utilising speed and aggression to bring their potent weaponry to bear. When selecting units for an Auxilia Veletaris Tercio, one Solar Auxilia Hermes Veletaris Squadron unit can be included in place of one Solar Auxilia Veletaris Storm Section unit.Incursus pattern Hermes Light SentinelThough the basic pattern lacked the armoured plating common on heavier frames such as the Aethon, sub-patterns of the Hermes exist with some additional protection for the pilot and other key components. The Incursus pattern favoured by Veletaris units eschews the scanning equipment of lighter patterns in favour of more potent weaponry and more comprehensive armour covering. An Incursus pattern Hermes Light Sentinel has one volkite caliver. In addition, it confers a 3+ Armour Save. | ||
TROOPS The Custodian Guard serve as the mainstay of the Legio Custodes, their panoply of arms symbolic both of their authority and of the Legio Custodes itself. Stronger, faster and more resilient than even the superhuman warriors of the Legiones Astartes, the Emperorwrought Custodian Guard are terrifyingly potent warriors, and the uniquely alloyed artificer armour they wear and the tactical flexibility of the lethal Guardian spear they carry all amplify these attributes to make them fighters unrivalled within the forces of the Imperium and arguably the galaxy. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Custodian (base: 40mm) | |||||||||||
Custodian | 8 | 5 | 5 | 5 | 5 | 2 | 5 | 4 | 9 | 2+ | 40mm |
TROOPS Sentinel Guard squads are the defensive formation of the Legio Custodes, designed to function as a mobile bulwark to protect emissaries on hazardous ground and hold defensive lines against the most grievous onslaught in open battle. In order to achieve this, they are equipped with energy field-reinforced ‘Praesidium’ shields – a precursor technology that was later employed by the prototype Legiones Astartes storm shields – which are able to resist the heaviest weapons fire. When deployed outside the walls of the Imperial Palace, their charge is often to protect key aspects of allied detachments and resources liberated from the enemy. However, it has been witnessed during large scale sudden assaults that their close formations also served to disrupt enemy lines. While they still retain the loose unit structures of the Legio Custodes, the Sentinel Guard by their nature utilise a greater synchronicity between warriors in service to the various phalanx formations that could be required of the squad at any given moment. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Sentinel (base: 40mm) | |||||||||||
Sentinel | 8 | 5 | 5 | 5 | 5 | 2 | 5 | 4 | 9 | 2+ | 40mm |
TROOPS Prosecutor Cadres are among those Sisters most commonly seen by the general populace of the Imperium, forming the foot soldiers and guards of the paramilitary organisation of the League of the Black Ships, and as strike infantry well suited to combat missions outside of their silent halls. In field operations, Prosecutors specialise in open engagement of massed targets, favouring a modified variant of the Terran boltgun more commonly seen in the hands of the Legiones Astartes for its flexibility, stopping power and high rate of fire. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Prosecutor (base: 32mm) | |||||||||||
Prosecutor | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 3+ | 32mm |
Prosecutor Mistress (base: 32mm) | |||||||||||
Prosecutor Mistress | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 3+ | 32mm |
TROOPS As the most senior of the mainstay of the Silent Sisterhood’s tactical formations, the Vigilator cadres are often deployed in battle in order to identify and excise the key components of an enemy force at close quarters. Whether their quarry is a single rogue psyker among a civilian hab-block or a resistance movement thousands strong, they serve to root out the command centres responsible and remove them, allowing the other units deployed in tangent to destroy the scattered resistance. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Vigilator (base: 32mm) | |||||||||||
Vigilator | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 3+ | 32mm |
Vigilator Mistress (base: 32mm) | |||||||||||
Vigilator Mistress | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 3+ | 32mm |
TROOPS The junior officers of the Auxilia Infantry Tercios have the onerous duty of coordinating the efforts of the massed ranks of the individual Rifle Sections that form the backbone of the Solar Auxilia fighting force. Lacking the combat mettle of the Veletarii officers, the Troop Masters of the Line Sections often find themselves leading from behind the massed ranks of their men, yet unlike the seasoned members of the senior officer cadre, they are also freed from the burden of theatre-wide tactical authority. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Auxilia Veteran (base: 25mm) | |||||||||||
Auxilia Veteran | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 6 | 4+ | 25mm |
Auxilia Troop Master (base: 25mm) | |||||||||||
Auxilia Troop Master | 6 | 4 | 4 | 3 | 3 | 2 | 3 | 3 | 7 | 4+ | 25mm |
AUXILIA INFANTRY TERCIO Each Auxilia Infantry Tercio is a single Troops choice, using up a single Troops slot on the Force Organisation chart. Each Auxilia Infantry Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Infantry Tercio organisation chart (shown below). An Auxilia Infantry Tercio may not include more than three units. Auxilia Infantry Tercio Organisation Chart An Auxilia Infantry Tercio must include the following units: | ||
TROOPS Solar Auxiliaries are recruited from all over the Imperium, from void born asteroid miners to underhive scum, and such cultures are the fuel of the Imperium’s growth. While most pressed into the Emperor’s armies join the line regiments of the Imperial Army, those who display the right combination of aggression, discipline and skill-at-arms are earmarked for the Solar Auxilia cohorts, affording them an undreamed-of escape from the gutter into a life of service across the myriad battlefields of the war-torn galaxy. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Auxilia (base: 25mm) | |||||||||||
Auxilia | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 4+ | 25mm |
Auxilia Sergeant (base: 25mm) | |||||||||||
Auxilia Sergeant | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | 4+ | 25mm |
AUXILIA INFANTRY TERCIO Each Auxilia Infantry Tercio is a single Troops choice, using up a single Troops slot on the Force Organisation chart. Each Auxilia Infantry Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Infantry Tercio organisation chart (shown below). An Auxilia Infantry Tercio may not include more than three units. Auxilia Infantry Tercio Organisation Chart An Auxilia Infantry Tercio must include the following units: | ||
DEDICATED TRANSPORTS The Coronus grav-carrier is perhaps one of the most well-known of the vehicles used exclusively by the Legio Custodes. It was already under wide utilisation across the Legio in the closing decades of the Great Crusade, replacing the limited numbers of the relic Jocasta pattern gravcraft that had survived the Unification Wars on Ancient Terra. The use of heavily protected gravcraft by the Legio Custodes granted their forces a degree of speed and agility that could not be matched by the grinding armour of other forces of the Imperium, allowing them to deploy, redeploy and evade without the danger of being easily pinned down by enemy troops or hazardous terrain. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Coronus Grav-carrier (base: 170 x 109mm) | ||||||||
Coronus Grav-carrier | 16 | 5 | 13 | 12 | 10 | 5 | 18 | 170 x 109mm |
DEDICATED TRANSPORTS One of a number of unique and highly specialised vehicles utilised by the Silent Sisterhood, the Kharon pattern Acquisitor is in truth a paramilitary rather than battlefield design meant for the execution of the great psyker cull of the burgeoning Imperium’s worlds. Built to incorporate numerous systems to approach its targets silently and with utmost stealth, it is also made quite deliberately to be a thing of mystery and terror when its presence is unveiled, to cow potential resistance through fear as much as the threat of force. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Kharon Pattern Acquisitor (base: 170 x 109mm) | ||||||||
Kharon Pattern Acquisitor | 16 | 4 | 13 | 12 | 11 | 4 | 16 | 170 x 109mm |
DEDICATED TRANSPORTS Created with the authorisation of the Fabricator-General as the Imperial Host expanded into the galaxy during the Great Crusade, the design philosophy behind the Aurox is similar to that of the Legion Rhino Armoured Carrier. It is designed to be mass-manufactured, reproducible and easily serviced by units in the field. In addition, the Aurox has a modular design which allows for additional armour and weapons configurations. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Aurox (base: Use model) | ||||||||
Aurox | 15 | 3 | 11 | 11 | 10 | 3 | 10 | Use model |
DEDICATED TRANSPORTS The Dracosan is employed almost exclusively by forces configured in the Solar Auxilia pattern, whether these are ‘regular’ Excertus Imperialis units or other forces following the same order of battle, such as the household troops of certain Rogue Traders Militant or, occasionally, the elite retainers of high status Imperial commanders. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Dracosan (base: Use model) | ||||||||
Dracosan | 12 | 3 | 13 | 12 | 11 | 5 | 22 | Use model |
FAST ATTACK One of a number of customised grav-skimmer and jetbike designs utilised by the Legio Custodes, the Agamatus squadrons use the heavy duty, plasma motor-boosted Gyrfalcon pattern as their steeds in battle, the increased power of the design supporting not only the heavily armoured Custodian Guard, but also allowing it to mount a powerful Iliastus pattern bolt cannon as its on-board armament. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Agamatus (base: 60mm flying base) | |||||||||||
Agamatus | 16 | 5 | 5 | 5 | 5 | 3 | 5 | 1 | 9 | 3+ | 60mm flying base |
FAST ATTACK Vaunted as a high honour among the Legio Custodes, the role of Custodian Venatari is reserved for a scant few. Among their ranks are those who have proven themselves both through successes in the Blood Games, the competitive exercise run by the Custodes to test the vulnerabilities in the Emperor’s personal defences, and those with proven skill with the Palace walls and its spire-tops. While shield companies patrol the vast hallways and cavernous rooms of the Imperial Palace, the Venatari are elevated above, making their domain among the rooftops and spires, overseeing and assessing the threat of all who enter or leave. Their predatory instincts have earned the Venatari the nickname of the Emperor’s ‘Hunting Eagles’, standing as immobile and vigilant as the birds of prey of Old Earth atop the mountain peaks before swooping into a killing dive. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Venatari (base: 40mm) | |||||||||||
Venatari | 8 | 5 | 5 | 5 | 5 | 2 | 5 | 4 | 9 | 3+ | 40mm |
FAST ATTACK Designed as a high manoeuvrability hunterkiller, the Pallas pattern grav-attack squadrons provided the Legio Custodes with a rapid strike capacity greater than that which could be afforded by the use of ground troops alone. Based upon the advanced repulsor-lift technology pioneered by the Coronus, the Pallas’ battlefield role came to resemble more that of the usage of the Land Speeder among the Legiones Astartes, relying increasingly on its superior agility to inflict devastating hit-and-run assaults on the enemy or to hunt down fleeing targets. In addition, its abilities allowed the Pallas gravattack squadrons to also be used as reconnaissance units or as skirmishing forces large enough to pin or delay the enemy in place as the main bulk of the Legio Custodes detachment was deployed. Despite its smaller size, the Pallas is surprisingly durable and mounts a very flexible armament configuration, primarily comprising highly adaptable Arachnus blaze cannon, enabling it to successfully engage both infantry and armoured targets. Rarer variants do however exist, including those equipped with extremely powerful Adrathic disintegration beam weapons. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Pallas Attack Speeder (base: 105 x 70mm) | ||||||||
Pallas Attack Speeder | 16 | 5 | 11 | 11 | 10 | 3 | - | 105 x 70mm |
FAST ATTACK Just as the Sisters of Silence are called upon to hunt, they are also called upon to purge. To this end, the Firebrand cadres of the Silent Sisterhood are deployed for the widespread purgation of opposing forces, condemned criminals, tainted abhumans and other gene-threats, as well as the pacification of aggressive, rebellious or resistant crowds and bystanders. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Firebrand (base: 32mm) | |||||||||||
Firebrand | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 3+ | 32mm |
Firebrand Mistress (base: 32mm) | |||||||||||
Firebrand Mistress | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 3+ | 32mm |
FAST ATTACK The Pursuer cadres are the beast handlers and hunters of the Silent Sisterhood, called upon to track down a fleeing quarry and either flush them out of hiding for capture or destroy them on sight as needed. As some of the most agile of their Order, they are typically deployed away from the bulk of the detachment among the streets, hab-blocks and alleyways of the targeted city in order to monitor for potential ambushes, those attempting to escape the tithe or other dangers which may threaten the operations of the detachment. In this pursuit each holds command over a single mechanically augmented beast, and through programmed tap-codes broadcast from a wrist piece, the beasts are directed and their sight and hearing relayed back and displayed so the Pursuers can quickly identify potential signs of refuge or ambush and alert their comrades. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Pursuer (base: 32mm) | |||||||||||
Pursuer | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 3+ | 32mm |
Pursuer Mistress (base: 32mm) | |||||||||||
Pursuer Mistress | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 3+ | 32mm |
FAST ATTACK To aid in the pursuit and elimination of their targets, the Pursuers of the Silent Sisterhood employ a wide variety of augmentically enhanced beasts. Selected from the most deadly strains of wildlife found in the Imperium, these creatures are hand-reared by the Pursuers and mnemonically conditioned to obey their handlers, serving as fearless engines of destruction when loosed against the foes of the Imperium. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Cyber Mastiff (base: 32mm) | |||||||||||
Cyber Mastiff | 7 | 4 | - | 4 | 3 | 1 | 4 | 2 | 6 | 5+ | 32mm |
Cyber Felidae (base: 25mm) | |||||||||||
Cyber Felidae | 8 | 4 | - | 3 | 3 | 1 | 5 | 2 | 6 | 6+ | 25mm |
Cyber Caiman (base: 40mm) | |||||||||||
Cyber Caiman | 6 | 4 | - | 5 | 5 | 2 | 3 | 2 | 6 | 5+ | 40mm |
Cyber Raptor (base: 25mm) | |||||||||||
Cyber Raptor | 8 | 4 | - | 3 | 3 | 1 | 4 | 3 | 6 | - | 25mm |
FAST ATTACK Heralded by the ethereal howl of their Erinyes pattern jetbike engines, Subjugator Cadres are specialists in scouting and harassing their targets ahead of a primary force of Sisters of Silence. Their mounts, a refined pattern of antigrav, individual vehicles, rely less on brute force and power than similar Imperial designs and are instead a minimalistic, lightweight design. Equipped with debilitating snare cannon they allow their riders to disable larger enemies and expose their vulnerabilities to attack before breaking away and preying on the next threat. Alternatively outfitted with a variety of esoteric weaponry capable of inflicting equally bizarre and horrifying deadly effects on their targets, small squads of these units are commonly tasked with disabling specific targets in lightning strikes behind the enemy’s lines, where their defences are weakest. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Subjugator (base: No official base size) | |||||||||||
Subjugator | 18 | 4 | 4 | 3 | 3 | 2 | 4 | 1 | 7 | 3+ | No official base size |
Subjugator Mistress (base: No official base size) | |||||||||||
Subjugator Mistress | 18 | 4 | 4 | 3 | 3 | 2 | 4 | 2 | 8 | 3+ | No official base size |
FAST ATTACK Originally designed on Terra for the task of rooting out burrowing xenos species during the Great Crusade, canny commanders quickly found use for the Terrax pattern Termite Assault Drill in tearing through the foundations of enemy bastions or emerging behind barricades or trench lines to lay waste to their defenders. A specialised transport vehicle, the Termite is capable of bringing a full squad of warriors to the battlefield whilst bypassing enemy auspex and atmospheric scanners. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Termite (base: Use model) | ||||||||
Termite | 8 | 4 | 12 | 12 | 10 | 3 | 12 | Use model |
FAST ATTACK The Arvus is a light utility shuttle used by the Imperialis Armada for transferring supplies or small groups of personnel from ship-to-ship or ship-to-planet. It is a solid and reliable workhorse shuttle, squat and durable with powerful engines for carrying heavy loads. The utility model of the Arvus is unarmed as it is not a combat vehicle and is not expected to engage the enemy. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Arvus Transport (base: 120 x 92mm flying base) | ||||||||
Arvus Transport | 20 | 3 | 11 | 11 | 10 | 2 | 12 | 120 x 92mm flying base |
FAST ATTACK A relatively recent addition to the armouries of the Great Crusade, the Primaris-Lightning Strike Fighter is a highspeed sub-orbital fighter craft designed for rapid interception, interdiction and surgical-strike roles. Created by Archmagos- Arbiter Sykosk Thule, master of the sovereign Forge World of Voss, the Primaris-Lightning represented a new paradigm in aero-warcraft, being built around a powerful forced-plasma ramjet drive and optimised for the most sophisticated munitions and avionics systems available. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Primaris-Lightning (base: 120 x 92mm flying base) | ||||||||
Primaris-Lightning | 26 | 3 | 11 | 11 | 10 | 3 | - | 120 x 92mm flying base |
FAST ATTACK A heavy fighter combining devastating strike potential with a high degree of speed and manoeuvrability, the Thunderbolt forms the bulk of the Imperialis Armada’s intra-atmosphere fighter aircraft. The Thunderbolt is a true workhorse, with a rugged and reliable design, beloved of its crews and feared by its enemies. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Thunderbolt (base: 120 x 92mm flying base) | ||||||||
Thunderbolt | 22 | 3 | 12 | 11 | 10 | 3 | - | 120 x 92mm flying base |
FAST ATTACK Many Solar Auxilia cohorts go to war accompanied by squadrons of Hermes Light Sentinels. Leading from the front, these fast-moving scouting units mount potent weaponry, striking at their foes and disengaging before significant resistance can be brought to bear. Through these attacks, enemy forces are unable to mount a cohesive defence, leaving them easy prey for the main advance. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Hermes Light Sentinel (base: 60mm) | |||||||||||
Hermes Light Sentinel | 10 | 3 | 3 | 5 | 5 | 2 | 3 | 1 | 7 | 4+ | 60mm |
Hermes Light SentinelEmployed as scout walkers and mobile fire platforms, the Hermes Light Sentinel is little more than a bipedal frame and saddle, equipped with robust weaponry and scanners. Despite its light construction, it is employed widely by the cohorts of the Solar Auxilia and forms a vital component of their scouting and encircling tactics. A Hermes Light Sentinel has one multi-laser. In addition, when a model with a Hermes Light Sentinel chooses to Run, it gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.Hermes Grenade LauncherEmployed to fire larger explosive charges than the patterns issued to frontline Auxilia units, the Hermes grenade launcher was utilised in a variety of roles, from pinning enemy troops in place to destroying light armour units.
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HEAVY SUPPORT Based upon the technology of the Coronus, the smaller Caladius grav-tank is designed to utilise the firepower afforded by the heaviest elements of the Legio Custodes’ arsenal on a highly mobile, protected platform. Given the fusion of advanced systems and weapons, the Caladius is perhaps the most powerful battleline armoured unit of its size in the Imperium’s forces, utilising technologies and materials derived not only from the Dark Age of Technology, but from developments made as a result of the Great Crusade’s two centuries of warfare. The principal armament of the Caladius is a doublebarrelled accelerator cannon, an advanced weapon which became a precursor to the more mass-produced cannon retro-developed into the armament of the Legiones Astartes Sicaran tank, which fulfils a similar role to the Caladius as a high speed armour-destroyer. A less common variant is the ‘Caladius-Annihilator’ which featured an enhanced capacitor-fed Arachnus blaze cannon potent enough to pose a threat even to superheavy armour. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Caladius Grav-tank (base: 170 x 109mm) | ||||||||
Caladius Grav-tank | 16 | 5 | 13 | 13 | 11 | 4 | - | 170 x 109mm |
HEAVY SUPPORT A sub-variant of the Contemptor-Achillus, the Contemptor-Galatus is designed to provide a mobile anchor point for a Legio Custodes battleline in the field. To this end, the Galatus is analogous to the armament and role of the specialised Sentinel Guard formations of the Legio Custodes, and is armed with a potent combination of a huge power blade and a vastly enlarged version of the Praesidium shield. The warblade allows the Contemptor-Galatus to swiftly and efficiently reap a murderous toll of any massed infantry assault at close quarters, or indeed hack through armoured vehicles and monstrous xenos with equal ease. It is the defensive power of the hulking Praesidium shield however that is the Contemptor-Galatus’ most singular feature, as with it the already durable Contemptor chassis becomes nigh on impregnable, even against the heaviest firepower. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Contemptor-Galatus Dreadnought (base: 60mm) | |||||||||||
Contemptor-Galatus Dreadnought | 8 | 6 | 5 | 8 | 7 | 6 | 4 | 4 | 10 | 2+ | 60mm |
HEAVY SUPPORT Though less common within the ranks of the Legio Custodes than their peers, those warriors who comprise the Sagittarum Guard Sodalities nevertheless fulfil a number of vital roles within the Legio’s order of battle. Their art of war, in contrast to the rest of the Custodian Guard, is focussed on the slaying of the foe primarily at distance and upon the devastating application of firepower on the battlefield. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Sagittari (base: 40mm) | |||||||||||
Sagittari | 8 | 5 | 5 | 5 | 5 | 2 | 5 | 4 | 9 | 2+ | 40mm |
HEAVY SUPPORT Fewer than a handful of Telemon Dreadnoughts are to be found within the ranks of the Legio Custodes, each intended to stand sentinel over its charges no matter the force brought against it. In part this rarity is due to the cost in labour and resources for the creation of such a superlative engine of war, for each bears at least one plate worked by the Emperor’s own hand, and also the rarity of appropriate candidates to control them. The honour of interment in one of the few existing Telemon sarcophagi is awarded only to the most celebrated warriors within the Sodalities of the Legio Custodes, and until a worthy candidate finds his end in battle, the Dreadnoughts stand silent and empty. Despite this, the sheer power of an unleashed Telemon class Dreadnought far outweighs the trials of its construction, for few can stand against the array of esoteric, hand-crafted weapons that grace its chassis or the ferocious will and warrior skill of the master Custodian interred within. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Telemon Dreadnought (base: 100mm) | |||||||||||
Telemon Dreadnought | 6 | 6 | 5 | 8 | 8 | 8 | 4 | 5 | 10 | 2+ | 100mm |
HEAVY SUPPORT Although a formidable military force in its own right, the Silent Sisterhood’s clandestine, undocumented actions far outweigh their overt activity manyfold. It is purported that for every operation that has been described by the words of iterators or etched into the pict-plates of famed imagists, a hundred more have been conducted behind the veil of secrecy or scoured from records and memory alike. Expurgator Cadres are doubtlessly instrumental in ensuring knowledge of the activities of the Sisters of Silence is controlled, purging and burning that which they wish to remain hidden. Upon the field of battle, these Sisters of Silence use their heavy weaponry to drive the foe from cover and destroy those that have defied the will of the Emperor. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Expurgator (base: 32mm) | |||||||||||
Expurgator | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 3+ | 32mm |
Expurgator Mistress (base: 32mm) | |||||||||||
Expurgator Mistress | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 3+ | 32mm |
HEAVY SUPPORT The Sanctioner Cadre is a specialised force of the Chamber of Vigilance whose principal task is to identify and eliminate troublesome agitators – such as rebellious warlords, priests and demagogues – or to silence dangerous rogue psykers whose capture would otherwise incur a high cost in lives and the expenditure of too many valuable assets. This is a task for which they are armed and equipped with a variety of specialised wargear including longrange Nemesis bolters, sensor-auspex and stealth gear. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Sanctioner (base: 32mm) | |||||||||||
Sanctioner | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 3+ | 32mm |
Sanctioner Mistress (base: 32mm) | |||||||||||
Sanctioner Mistress | 6 | 4 | 4 | 3 | 3 | 1 | 4 | 2 | 8 | 3+ | 32mm |
HEAVY SUPPORT Many Solar Auxilia cohorts maintain their own mobile artillery batteries, favouring a class ideally suited to their particular battle doctrines. The most common types used by the Solar Auxilia are the Basilisk, Medusa and Bombard, each of which is substantially different to those utilised in the wider Imperial Army and other fighting forces of the galaxy-spanning Imperium. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Auxilia Basilisk (base: Use model) | ||||||||
Auxilia Basilisk | 10 | 4 | 13 | 12 | 10 | 4 | - | Use model |
HEAVY SUPPORT The greater orders of battle of the Solar Auxilia include several templates formulated for the prosecution of armoured warfare and all senior officers are well versed in their application. Tank commanders are Solar Auxilia officers who specialise in leading armoured assaults, rapid advances and the exploration and domination of worlds too hazardous even for the well-equipped Solar Auxilia to explore on foot. These officers are renowned for leading from the front, their attitudes and tactics not unlike the cavalrymen of Ancient Terra. The crews that serve under the tank commanders regard themselves as an elite within an elite, though the line auxiliaries often look upon them with barely disguised derision. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Leman Russ Command Tank (base: Use model) | ||||||||
Leman Russ Command Tank | 12 | 4 | 14 | 13 | 10 | 4 | - | Use model |
AUXILIA ARMOURED TERCIO Each Auxilia Armoured Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Armoured Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Armoured Tercio organisation chart (shown below). An Auxilia Armoured Tercio may not include more than three units. Auxilia Armoured Tercio Organisation Chart An Auxilia Armoured Tercio may include the following units: | ||
HEAVY SUPPORT Tasked with the coordination of the cohort’s artillery fire in the war zone’s tactical arena, the Solar Auxilia Artillery Command Section is made up of a core of seasoned veterans that accompany keen-eyed junior officers into battle. There, the junior officer directs the deployment and firing protocols of the cohort’s artillery batteries, conveying targeting solutions so that the guns may saturate enemy positions with high explosive shells and leave them open for waves of Solar Auxilia Infantry Tercios. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Auxilia Veteran (base: 25mm) | |||||||||||
Auxilia Veteran | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 6 | 4+ | 25mm |
Auxilia Troop Master (base: 25mm) | |||||||||||
Auxilia Troop Master | 6 | 4 | 4 | 3 | 3 | 2 | 3 | 3 | 7 | 4+ | 25mm |
AUXILIA ARTILLERY TERCIO Auxilia Artillery Tercio Each Auxilia Artillery Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Artillery Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Artillery Tercio organisation chart (shown below). An Auxilia Artillery Tercio may not include more than three units. Auxilia Artillery Tercio Organisation Chart An Auxilia Artillery Tercio may include the following units: | ||
HEAVY SUPPORT A range of remotely controlled demolition vehicles, the Cyclops is deployed by the Solar Auxilia to breach heavy fortifications and destroy key enemy-held positions in circumstances where a direct assault is judged too costly and engagement from afar is made impossible by dense terrain. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Cyclops (base: 25mm) | |||||||||||
Cyclops | 5 | 1 | 1 | 1 | 5 | 2 | 1 | 1 | 6 | 3+ | 25mm |
Auxilia Operator (base: 25mm) | |||||||||||
Auxilia Operator | 5 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ | 25mm |
HEAVY SUPPORT Leman Russ Assault squadrons consist of heavily armoured variants of the Solar pattern Leman Russ tanks re-configured for direct assault against fortified enemies. They lack the speed of the strike Russ squadrons but are formidably durable. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Leman Russ Demolisher (base: Use model) | ||||||||
Leman Russ Demolisher | 10 | 3 | 14 | 13 | 10 | 4 | - | Use model |
AUXILIA ARMOURED TERCIO Each Auxilia Armoured Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Armoured Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Armoured Tercio organisation chart (shown below). An Auxilia Armoured Tercio may not include more than three units. Auxilia Armoured Tercio Organisation Chart An Auxilia Armoured Tercio may include the following units: | ||
HEAVY SUPPORT The Leman Russ battle tank is a reliable and proven armoured vehicle named after the Primarch of the Legiones Astartes Space Wolves in honour of his savage ferocity in war. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Leman Russ Battle Tank (base: Use model) | ||||||||
Leman Russ Battle Tank | 12 | 3 | 14 | 13 | 10 | 4 | - | Use model |
AUXILIA ARMOURED TERCIO Each Auxilia Armoured Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Armoured Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Armoured Tercio organisation chart (shown below). An Auxilia Armoured Tercio may not include more than three units. Auxilia Armoured Tercio Organisation Chart An Auxilia Armoured Tercio may include the following units: | ||
HEAVY SUPPORT A truly ancient design dating back to the wars of the Age of Strife on Ancient Terra, the Imperial production model of this heavy tank pattern was given the name of Malcador the Sigillite, right hand of the Emperor, during the early days of the Great Crusade when thousands of these war machines rolled off the production lines of the Forge Worlds of Mars and Voss. Although not as heavily armed as goliaths such as the Baneblade or the Stormhammer, the Malcador nevertheless possesses a number of advantages to its design, the principal of which is its battle speed, which is truly formidable for a tank of its size thanks to a highly sophisticated, if somewhat temperamental, drive system. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Malcador Heavy Tank (base: Use model) | ||||||||
Malcador Heavy Tank | 14 | 3 | 13 | 13 | 12 | 5 | - | Use model |
HEAVY SUPPORT The Solar Auxilia makes extensive use of the Rapier weapons carrier, its rugged track assembly able to transport support weaponry too heavy for an auxiliary to carry. The Rapier and other similar classes used throughout the Imperium’s military fulfils a number of battlefield roles in both attack and defence, and can be deployed alongside all manner of different force types, from vanguard exploration to full scale planetary assault. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Auxilia Gunner (base: 25mm) | |||||||||||
Auxilia Gunner | 6 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 3+ | 25mm |
Rapier Carrier (base: Use model) | |||||||||||
Rapier Carrier | 4 | 1 | 4 | 1 | 5 | 2 | 1 | 1 | - | 3+ | Use model |
AUXILIA ARTILLERY TERCIO Auxilia Artillery Tercio Each Auxilia Artillery Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Artillery Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Artillery Tercio organisation chart (shown below). An Auxilia Artillery Tercio may not include more than three units. Auxilia Artillery Tercio Organisation Chart An Auxilia Artillery Tercio may include the following units: | ||
HEAVY SUPPORT Possessed of formidable firepower, automated weapons platforms and sentry gun batteries are used by many of the Imperium’s diverse armed forces to take on the mundane duties of point defence and security, both planet-side and aboard ship. The most common of these designs is the Tarantula, whose ease of construction, multiple weapons configurations and general reliability have made it a staple of the arsenals of the Great Crusade and a well-regarded, if perhaps inglorious, tool of war. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Tarantula (base: Use model) | |||||||||||
Tarantula | - | 1 | 2 | 1 | 4 | 2 | 1 | 1 | 5 | 3+ | Use model |
AUXILIA ARTILLERY TERCIO Auxilia Artillery Tercio Each Auxilia Artillery Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Artillery Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Artillery Tercio organisation chart (shown below). An Auxilia Artillery Tercio may not include more than three units. Auxilia Artillery Tercio Organisation Chart An Auxilia Artillery Tercio may include the following units: | ||
HEAVY SUPPORT The Valdor is a heavy tank destroyer, named for the legendary Emperor’s guard, Constantin Valdor, which was only just entering service with the Excertus Imperialis in limited numbers and on a trial basis when the Horus Heresy began. Initial production runs have been channelled to the Solar Auxilia, in particular those cohorts operating against foes equipped with heavy tanks or, in the case of the myriad xenos enemies still infesting the stars, tank analogues. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Valdor Tank Destroyer (base: Use model) | ||||||||
Valdor Tank Destroyer | 14 | 3 | 13 | 13 | 12 | 5 | - | Use model |
HEAVY SUPPORT Aethon Heavy Sentinels are a common sight among the ranks of the Solar Auxilia, their squat forms striding into battle alongside the cohorts. Often piloted by older and more experienced specialists, these grizzled veterans are adept at identifying key enemy targets and eliminating them with overwhelming firepower. Though cumbersome in appearance, these robust constructions are able to traverse void station interiors and ruined cityscapes with ease, often forming the lynchpin around which many a successful close quarters assault has swung | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Aethon Heavy Sentinel (base: 80mm) | |||||||||||
Aethon Heavy Sentinel | 7 | 3 | 3 | 6 | 6 | 5 | 3 | 2 | 8 | 2+ | 80mm |
Aethon Heavy SentinelCarried along by a robust, bipedal mobility unit, the Aethon Heavy Sentinel is able to traverse engagement zones unsuited to larger armoured vehicles or even mobile Rapier platforms, as well as spearheading Zone Mortalis assaults, shielding its supporting infantry with its heavily armoured chassis. Capable of mounting a fearsome array of weaponry suited for most battlefield targets, the Aethon is a common sight among the Solar Auxilia, with many cohorts maintaining large numbers of these resilient and deadly war machines. An Aethon Heavy Sentinel has one multi-laser and one Aethon missile battery.Aethon Missile BatteryThe Aethon mounts paired missile pods high on its stable carapace, firing flurries of explosive ordnance over the heads of the advancing cohorts. All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.
Heavy IncineratorHeavy incinerators are often used in aggressive actions, clearing out enemy strongpoints with blasts of flame All weapons listed here are counted as ‘Flame’ weapons for those rules that affect such weapons.
Melta LanceThe barrel of the melta lance features a number of focusing rings. These auto-adjust as a target is acquired, allowing the weapon to retain its potency over a greater distance before dissipating. While undoubtedly effective, its near-constant maintenance requirements have limited the weapon’s usage to units designated for less protracted engagements. All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.
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LORDS OF WAR During the Wars of Unity, the Custodes would amass in their fledgling battle ranks to fight by the Emperor’s side, and though they were few, they were equipped with the finest weaponry and vehicles. One such vehicle was the Ares Gunship, and it earned a fearsome reputation vanquishing the Emperor’s enemies on Ancient Terra and hundreds of worlds since. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Ares Gunship (base: 160mm) | ||||||||
Ares Gunship | 19 | 5 | 13 | 12 | 10 | 7 | - | 160mm |
LORDS OF WAR Created as a dedicated super-heavy assault dropship for the Legio Custodes, the Enyalas pattern Orion can carry a full task force of the Emperor’s Talons into combat. Protected by frontal armour superior to that of the Legiones Astartes Thunderhawk Gunship, its Arachnus heavy blaze cannon and heavy bolters can swiftly clear a landing zone of hostile infantry and armour with brutal efficiency, allowing the units within to deploy before it soars back into the sky to unleash death upon any foe who dares approach. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Orion (base: 160mm) | ||||||||
Orion | 19 | 5 | 13 | 12 | 11 | 7 | 24 | 160mm |
LORDS OF WAR The Malcador Infernus is a flamethrower tank, in effect a huge flamer on tracks, with a fuel trailer towed behind it. Within the trailer the promethium fuel is stored as separate chemicals. These are mixed together in a chamber just behind the barrel to create a ‘jelly’ that is projected out, ignited as it does so and which sticks to any surface. The massive gout of flames launched from the inferno gun is also effective at clearing mines, the sudden heat detonating mine fuses and making large areas safe much quicker than alternative methods. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Malcador Infernus (base: Use model) | ||||||||
Malcador Infernus | 14 | 3 | 13 | 13 | 11 | 5 | - | Use model |
LORDS OF WAR The Stormhammer is the super-heavy tank of choice for the Solar Auxilia, and most cohorts maintain at least a single example, while some field entire companies of these vehicles. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Stormhammer (base: Use model) | ||||||||
Stormhammer | 10 | 3 | 13 | 13 | 12 | 12 | - | Use model |
The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.Some warriors fight with such speed and precision that they are capable of landing a series of blows like lightning, before their opponent can even react. There are few that can withstand such a barrage of attacks, and those warriors that have mastered this technique are rightfully feared on the battlefield.
After normal To Hit rolls for a weapon with this special rule have been made, count the number of Hits inflicted on a roll of equal to or more than the value listed in brackets as part of this rule. Immediately resolve a number of additional To Hit rolls on the same unit using the attacking models’ WS equal to the number of Hits counted earlier – any Hits scored roll To Wound as normal using the profile of the weapon with this special rule or a weapon chosen from those available to the model with this special rule if the rule is not applied to a specific weapon. These additional attacks do not themselves benefit from the Lightning Blows (X) special rule, but do benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.
Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.Some weapons can inflict critical strikes against which no armour can protect.
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.
When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.
A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.
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Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.
A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).Believed to be crafted by the hand of the Emperor himself and once wielded by his own hand in battle as far back as the Unification Wars in which he rose to power on Terra, the Apollonian Spear was given to Valdor upon his accession to the mantle of Chief Custodian, and it has served no other since. Like the signature armament of the Custodian Guard, it incorporates both a power blade and an in-built bolter weapon, though in both cases these are of a potency far exceeding those even the Emperor’s elite carry into battle.
This weapon has two profiles – the first is used only when locked in combat and the second is only used during Shooting Attacks.Range | Str | AP | ||
The Apollonian Spear | ||||
- Apollonian spear | Melee | +2 | 2 | Melee, Specialist Weapon, Lightning Blows (6+), Murderous Strike (4+) |
- Hyper-velocity bolter | 18" | 5 | 2 | Assault 2, Concussive (1) |
Some blows can slay an enemy outright, no matter how hardy they may be.
If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.Worked by the same artificers that forged the Emperor’s own warplate, this suit of armour is proof against all but the most destructive attacks and most terrible weapons. Not only that, but its glorious origin and astonishing workmanship serve to inspire those that fight at Valdor’s side, urging them to deeds of valour rarely witnessed.
The Corinthine Warplate confers a 2+ Armour Save and a 3+ Invulnerable Save. In addition, any models with the Loyalist Allegiance that can draw a line of sight to Constantin Valdor or are locked in the same combat as Constantin Valdor use his Leadership Characteristic instead.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.
A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.
A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.
A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.
If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.Ancient devices of the Dark Age of Technology which twist and distort electromagnetic signals, these counter-intelligence devices are considered blasphemous in principle and arcane function by the Mechanicum, and persist only in the hands of the Emperor’s retinue. By the use of malifica-djinn and hostile blight-code, they pervert the data-readouts of unshielded cogitators and telemetry plotters with lying reports and malign falsehood, and what they cannot deceive, they simply blind and deafen with a shrieking multi-frequency cacophony.
If there is a model with an arae-shrike on the battlefield when any enemy player declares a Deep Strike Assault or Flanking Assault, any roll to see if the Deep Strike Assault or Flanking Assault is ‘Disordered’ suffers a penalty of -1 (and is thus counted as Disordered on the roll of a ‘1’ or a ‘2’, unless other modifiers are also applied).The Custodes were the finest warriors known to the Imperium, faster and stronger than even the super-human warriors of the Legiones Astartes and outfitted from the secret arsenals of the Emperor himself. They were deployed to the field of battle only in the face of the most dire threats or to accompany the grandest heroes and pay witness to the most important of triumphs. They were the heroes of their age, renowned for their courage and feared more than any other by the foes of Mankind.
Models with this special rule gain the following benefits in various situations that involve ‘Nemesis’ units (see the Nemesis unit entry):Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy.
If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counter-attack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.
A model with this special rule may only be included in an army that has the Loyalist Allegiance.Some commanders of the Legio Custodes carry command devices for linked transponder arrays that allow them and their chosen retinue to teleport directly into combat. Such devices are rare and issued only to trusted commanders assigned to key battles.
A model with a teleport transponder array gains the Deep Strike special rule. In addition, the controlling player of a Detachment with the Legio Custodes Sub-faction that includes one or more models with a teleport transponder array may select up to three units for each model with a teleport transponder array that is part of that Detachment, the selected units must each include no more than five models, before being joined by any models with the Independent Character special rule, and all models in the selected units must have the Legio Custodes special rule and Infantry Unit Type. All models in the selected units gain the Deep Strike special rule and must be assigned to a Deep Strike Assault.Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.This weapon is particularly heavy and requires both hands to wield.
A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.
If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).Designed for the commanders of the Legio Custodes, these impressive armour suits are as much works of art as they are formidable bulwarks against the weapons of the enemy.
Auric battleplate confers a 2+ Armour Save and a 4+ Invulnerable Save.Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.
Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.
Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.Relentless warriors are strong of arm – nothing can slow their implacable advance.
Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.
When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.
After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).Pistols are light enough to be carried and fired one-handed.
A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.
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Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.
Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.Ornate precursors to the later storm shields, the Praesidium shields of the Legio Custodes are forged from all but indestructible layered ceramite and resilient alloys reinforced with inbuilt field generators.
A Praesidium shield confers a 5+ Invulnerable Save – this does not stack with existing Invulnerable Saves and if a model has more than one such save, the controlling player must select one to use against any Wounds inflicted on that model. In addition, a model with a Praesidium shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack.
At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. If the value in brackets is randomly determined by rolling dice, then roll once for each such variant of the Rampage special rule present in the unit to determine the number of Attacks that may be made, applying the result to all models with that variant for the current phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.Striking with careful precision, some warriors place their emphasis on exacting skill over a flurry of wild strikes.
A model attacking with a weapon or profile that has this special rule may only make a single attack, regardless of the value of its Attacks Characteristic, any other special rules or whether it has Charged or is wielding more than one weapon.The tribunes of the Legio Custodes are among the most powerful warriors in the Imperium, for not only are they skilled in the arts of battle beyond even the capabilities of the finest Space Marines, but they also stand high in the Emperor’s council. Only the most dangerous and vital of duties can call them away from the Emperor’s side to the battlefield, and when they do choose to sally forth it is at the head of a mighty host of the Legio Custodes.
A model with this special rule may only be included in the Primary Detachment of an army with a total value of at least 3,000 points. Furthermore, unless Constantin Valdor is also part of the same army, a model with this special rule must be chosen as the army’s Warlord.Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors.
If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.
Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.Some weapons have such a fine balance that they leap and spin in their wielder’s hands like living things, eager to spill the blood of the foe.
When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).Fashioned in the manner of a highly ornate Execution blade of her Order, the Sword of Oblivion is in fact the pattern from which all others of its kind were said to have been made, and stands as the symbol of the High Commander of the Silent Sisters. The sword’s true mystery lies in the substance of the blade itself, for it can cut almost anything without evidence of any kind of power field or disruption generator, its origins an enigma to all save perhaps the Emperor.
Range | Str | AP | ||
The Sword of Oblivion | - | +2 | 1 | Melee, Two-handed, Murderous Strike (5+), Duellist’s Edge (1) |
This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.
The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).Psyk-out grenades are produced using an extremely rare substance of uncertain origin. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area, stunning and disorienting those sensitive to energies of the aetheric domain.
When a unit that includes at least one model with psykout grenades makes a successful Charge targeting a unit that includes one or more models with the Psyker Unit Sub-type or Daemon Unit Type, no Reaction may be declared against the Charge.Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets. They are excellent for killing enemy troops in cover, as the payload simply flows over intervening obstacles to assail the foe behind.
Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit. A Template weapon never hits the model firing it.Blast weapons fire shells, missiles or packets of energy that explode on impact.
When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.Some warriors can see almost as clearly in the darkness as they can in daylight.
A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.Barrage weapons lob shells high into the air, landing them in the midst of the foe.
All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:Similar in design to the more common voidsheen cloaks, this unique artefact is composed of a metallic mesh that absorbs light, energy and kinetic force. Shrouded in its folds Jenetia Krole stalks the battlefield obscured from the sight of her foes and protected from their wrath, seeking the perfect moment to strike down those marked by the Emperor for death.
The Onyx Cloak confers a 4+ Invulnerable Save, increasing to 3+ against any Hits from weapons with the Template or Blast special rules. In addition, whenever targeted by a Shooting Attack, the range between an attacking unit and Jenetia Krole is considered to be 6" further than the actual range between the two units – enemy units with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, Jenetia Krole is always treated as though it was out of 1line of sight when scattering any attacks.Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.
Artificer armour confers a 2+ Armour Save.Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.The largest of all the Chambers Militant, the warriors of the Chamber of Vigilance are those that garrison the Sisterhood’s watch towers, stand guard aboard the infamous Black Ships and conduct routine inspection vigils across the vast skein of the Imperium.
A unit composed entirely of models with this variant of the Silent Sisterhood (X) special rule may be given one of the following special rules before the start of the battle’s first turn, before any models are deployed: Scout or Infiltrate. When selecting an army using the Sisters of Silence Army List, a unit made up entirely of models with this variant of the Silent Sisterhood (X) special rule may be selected without restriction regardless of which HQ choices are selected for the army.
The storm troops of the Silent Sisterhood, deployed to counter daemonic incursions and xenos infiltrations in brutal combat. They specialise in the use of the execution blade, a two-handed power weapon of gruesome efficiency.
All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Daemon Unit Type or Corrupted Unit Sub-type.
The excrutiators and secret police of the Silent Sisterhood. These warriors cultivate a grim and terrifying aspect and are most often deployed to hunt down rogue psykers and dissidents or to put down insurrection with brutal punishment.
All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Psyker Unit Sub-type.
The Silent Sisterhood is divided into a number of Chambers, both Militant and Civilitas, each of which is a highly specialised body dedicated to the fulfilment of a single duty within the Sisterhood. Unlike a true military it maintains no standing troops nor orders its warriors in regimented blocks, and while this grants it more flexibility in small scale actions, it limits its ability to truly excel in open battle. When the Sisters of Silence are forced to mass in numbers to take the field against some dire threat, they must draw upon the Chambers Militant available to them and hope to assemble a force capable of holding the line.
The notation in brackets that is included as part of the Silent Sisterhood (X) special rule defines which Chamber Militant the model belongs to. This Chamber Militant may grant the model some additional rules or effects and influences how it may be selected when building an army that incorporates a Detachment with the Sisters of Silence Faction.
When selecting a Detachment using the Sisters of Silence Army List, the number of units of Chambers Militant other than the Chamber of Vigilance is limited. For each HQ choice with a given Chamber Militant, the Detachment may include up to three other choices of the same Chamber Militant (except for units with the Chamber of Vigilance variant of the Silent Sisterhood (X) special rule, of which an army may include any number, limited only by available Force Organisation slots). Note that Dedicated Transports and units selected using the Retinue special rule do not count against these limits regardless of their variant of the Silent Sisterhood (X) special rule.
For example, a Sisters of Silence Detachment includes three HQ choices – two Knights Centura (Chamber of Oblivion) and a Silent Judge (Chamber of Judgement). This army may include any number of units from the Chamber of Vigilance, up to six units from the Chamber of Oblivion, and up to three units from the Chamber of Judgement.
Preternaturally agile, these warriors can cover ground more quickly than their plodding foes.
A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made.Some beings are so monstrous or alien that they can force their foes to recoil in horror.
All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2.In the far future, hatred is a powerful ally.
This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit.The galaxy is replete with swordsmen and blade-masters who can pick out an enemy from a crowd and land a blow on them, even amidst the swirling chaos of hand-to-hand combat.
If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike.Many of the galaxy’s marksmen are able to single out enemy leaders or soldiers with particularly powerful weapons and snipe them with unerring accuracy.
If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a Shooting Attack, that shot is a ‘Precision Shot’. For example, if a model with the Precision Shots (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Shot.The most potent psychic nulls can focus their aura to inflict a moment of crippling weakness and terror upon those in their proximity. They have managed through training and discipline to harness and focus the emptiness within and wield it as a weapon against the enemies of the Emperor, though the cost for such an exertion can be fatal.
At the start of any combat in the Assault phase, before the beginning of Initiative step 10, the controlling player of a model with this special rule may declare its use. When used, roll a D6 and select a single enemy model in base contact with the model that has this special rule (including a model that is Engaged in a Challenge with that model) – that enemy model must reduce its Weapon Skill to 1 for the remainder of the current player turn. If the dice roll results in a result of 2-6 then there is no further effect, but if the dice roll results in a result of 1 then the model with this special rule suffers a single Wound against which no Armour Saves, Cover Saves or Invulnerable Saves may be taken (Damage Mitigation rolls may be taken as normal).Silent Sisterhood (X) The Silent Sisterhood is divided into a number of Chambers, both Militant and Civilitas, each of which is a highly specialised body dedicated to the fulfilment of a single duty within the Sisterhood. Unlike a true military it maintains no standing troops nor orders its warriors in regimented blocks, and while this grants it more flexibility in small scale actions, it limits its ability to truly excel in open battle. When the Sisters of Silence are forced to mass in numbers to take the field against some dire threat, they must draw upon the Chambers Militant available to them and hope to assemble a force capable of holding the line. The notation in brackets that is included as part of the Silent Sisterhood (X) special rule defines which Chamber Militant the model belongs to. This Chamber Militant may grant the model some additional rules or effects and influences how it may be selected when building an army that incorporates a Detachment with the Sisters of Silence Faction. |
Many of the galaxy’s warriors train hard to overcome a particular foe, allowing them to predict the enemy’s battle-stances and thus land a blow or shot with greater ease.
This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks.Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn. | ||
The voidscale cloaks are similar in design to voidsheen cloaks, but utilising a denser and more efficient vitrious mesh. The larger refractive scales it utilises are capable of deflecting far greater kinetic force and absorbing even the most destructive forms of radiation.
A voidscale cloak confers a 5+ Invulnerable Save, increasing to 3+ against any Hits from weapons with the Template or Blast special rules.Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.
A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.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.
All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this profile.Range | Str | AP | Type | |
Power sword | - | User | 3 | Melee, Rending (6+) |
Power axe | - | +1 | 2 | Melee, Unwieldy |
Power maul | - | +2 | 3 | Melee |
Power lance | - | +1 | 3 | Melee, Reach (1) |
Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.
When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these Wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.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.
All weapons listed here are counted as ‘Charnabal’ weapons for those rules that affect such weapons. A model that is eligible to select a Charnabal weapon may take any of the weapons included in this entry.Range | Str | AP | Type | |
Charnabal sabre | - | User | - | Melee, Breaching (5+), Duellist’s Edge (1) |
Charnabal tabar | - | +2 | - | Melee, Breaching (6+), Duellist’s Edge (1) |
Charnabal glaive | - | +1 | - | Melee, Breaching (5+), Duellist’s Edge (2), Two-handed |
There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal.
If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.
If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.
When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired as effectively when a squad is advancing as when taking single, long-ranged shots.
A model armed with a Rapid Fire weapon can make two attacks at a target up to half the weapon’s Maximum Range away. Alternatively, it can instead make one attack at a target over half the weapon’s range away, up to the weapon’s Maximum Range.
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Some weapons are created to distort and fracture ætheric space, their detonations causing panic attacks and confusion in the un-attuned – but to those trained to channel the power of the Warp they can trigger a spontaneous and uncontrolled manifestation of power that is often fatal to the psyker and those around them.
A unit that includes at least one model with the Psyker Unit Sub-type or Daemon Unit Type, and which suffers one or more unsaved Wounds from a weapon with this special rule also suffers Perils of the Warp. Any given unit may only suffer Perils of the Warp once per Phase due to the effects of this special rule, regardless of how many enemy units attack that unit or how many weapons with this special rule are present in attacking units.When a Sister-aspirant takes her final oaths of duty and says the last words she will ever utter aloud in her lifetime, she is given her panoply of war: the Vratine armour – literally ‘the armour of the oath’. It is a sub-pattern of technologically advanced battlegear which shares design elements with both the power armour of the Legiones Astartes and the silicate-mesh of Selenite void-mail, though unlike either of those famed armours, it is not —at least without additional gearing— fully environmentally sealed or designed for extended operations. It does however provide formidable protection from ballistic impacts and directed energy weapons, and is tailored and forged uniquely to its intended wearer to allow for their complete freedom of movement and to augment their reaction speed.
Vratine armour confers an 3+ Armour Save.These cloaks conceal sophisticated field generator technology that allows the wearer to blur and shift to adapt to its surroundings or simply bleed shadow at will, concealing them from sight should they wish and making them things of darkness rather than substance when viewed from a distance.
Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit including one or more models with spectra cloaks is considered to be 6" further than the actual range between the two units – enemy units with the Night Vision special rule, weapons with the Template special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule a unit including one or more models with spectra cloaks is always treated as though it was out of line of sight when scattering any attacks.Trusted lieutenants or paragons of martial virtue, these warriors let no challenge go unanswered in the heat of battle.
A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type.Though numerous, some formations are intended for specialised tasks on the battlefield and are rarely used for the more routine roles of military life.
A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity.
A unit that includes at least one model with an augury scanner gains all of the following benefits:A nuncio-vox is a beacon and communications array that allows constant co-ordination with other elements of an army – be they in a neighbouring region or in orbit high overhead. This allows precision reinforcements to be deployed nearby and strikes to be targeted with deadly accuracy.
While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.These weapons are grafted to the same targeting system for greater accuracy.
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.
When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.
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Sniper weapons are precision instruments, used to pick out a target’s weak points.
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.Some weapons are designed to debilitate their targets as much as they are to kill them. Victims are left helpless once it takes effect, forcing their comrades to drag them onward or be left at the mercy of their enemies.
An attack that has this special rule does not roll to Wound using the normal rules, instead roll To Wound by comparing the Attack’s Strength to the target’s Strength Characteristic, using the Strength Characteristic in place of Toughness on the To Wound table. If any Attacks with this special rule inflict Wounds, do not make Armour Saves or Damage Mitigation rolls for those Wounds – instead for each Wound inflicted by an Attack with this special rule, reduce the Movement Characteristic of all models in the target unit by the number in brackets that is included as part of this special rule (to a minimum of 1) until the end of the controlling player’s next turn. The Wounds caused by Attacks with this special rule are then discarded and neither reduce the target model’s Wounds Characteristic nor cause any models to be removed as casualties (this does not affect Wounds inflicted by Attacks without this special rule that are part of the same Shooting Attack).This weapon fires massive gouts of flame, gas or lethal fluids across the battlefield.
A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end.This weapon fires ammunition that cheats an enemy of their shelter.
Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.
When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.
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Among the most ancient of weapons employed within the ranks of the armies of the Imperium, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Emperor’s warriors 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.
All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Hand flamer | Template | 3 | - | Pistol 1 |
Flamer | Template | 4 | 5 | Assault 1 |
Heavy flamer | Template | 5 | 4 | Assault 1 |
Infernus incinerator | Template | 6 | 4 | Heavy 1 |
Infernus firepike | Template | 6 | 6 | Heavy 1, Torrent (9") |
Infernus firebomb clusters | Bomb | 6 | 4 | Heavy 1, Massive Blast (7"), Ignores Cover |
Inferno cannon | Helstorm | 8 | 4 | Ordnance 1, Torrent (9"), Breaching (6+), Concussive (1) |
Designed to compress promethium before it is expelled by a flame weapon, these tanks allow a far greater volume of propellant to be emitted in a short space of time by such weapons. The resulting conflagration is far more deadly than that of an unmodified flame weapon, but restrictive in the cost of its deployment, and so only the more elite formations of the Imperial Army and other institutions make widespread use of them.
Compression tanks may be used once per battle, this use must be declared when the controlling player declares a Shooting Attack for a unit that includes one or more models with compression tanks, before any To Hit rolls are made. When used, all models with compression tanks increase the Strength of any Flame weapons they have by +2 for the duration of that Shooting Attack – and when used, all models in the unit with compression tanks must use them. Once that Shooting Attack is fully resolved, all compression tanks in the attacking unit are expended and may not be used again in that battle.The voidsheen cloaks worn by the elite of the Silent Sisterhood are made from micro-vitrious mesh designed to diffract and absorb energy.
A voidsheen cloak confers a 6+ Invulnerable Save, increasing to 4+ against any Hits from weapons with the Template or Blast special rules.Range | Str | AP | Type | |
Basic close combat weapon | - | User | - | Melee |
This sophisticated field technology cloaks the wearer, distorting both visual and auditory emissions by means of a low intensity energy field. It is amongst the most sophisticated stealth technology available to warriors of the Imperium, but lacks the defensive power of other power field units.
Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit including one or more models with a distort field is considered to be 6" further than the actual range between the two units – enemy units with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule a unit including one or more models with a distort field is always treated as though it was out of line of sight when scattering any attacks. In addition, a distort field confers a 6+ Invulnerable Save against Melee Attacks and a 5+ Invulnerable Save against Shooting Attacks.Snare guns discharge rapidly hardening fibro-plastic nets to capture prey and entangle and debilitate the foe. Most often used on acquisition missions to immobilise key targets prior to capture, these weapons also see occasional use on the battlefield to deny key ground to more heavily armed foes that the Silent Sisterhood is otherwise ill-equipped to counter.
Range | Str | AP | Type | |
Snare gun | 12" | 5 | - | Assault 3, Entangle (1) |
Snare cannon | 18" | 7 | - | Heavy 3, Entangle (2) |
Smaller than other examples of Imperial jetbike technology, and stripped of armour to facilitate maximum speed and agility, the Erinyes is employed almost exclusively as a scout machine. Rarer even than other jetbikes in common use, only the Silent Sisterhood is known to field the Erinyes in any numbers.
An Erinyes jetbike has a snare cannon and sets the Unit Type of any model with an Erinyes jetbike to Cavalry (Antigrav) (The model keeps any additional Sub-types it may have). In addition, a model with an Erinyes jetbike gains the Shrouded (6+) special rule on any turn in which it has moved, or the Shrouded (5+) special rule if it has Run in that turn.Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.
A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.Some units make use of their inherent speed, stealth or other capabilities to launch a surprise assault on the foe from an unexpected direction.
A unit made up entirely of models with this special rule may perform a Flanking Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special rule.This complex array of restraints and excruciation tools is among the most recognisable symbols of the Chamber of Judgement. The sight of its gruesome implements displayed by the Silent Judges is a promise of retribution to the enemies of the Emperor, a slow and terrible end in the pain halls of the Silent Sisterhood. In the face of such a dire promise of retribution lesser foes are struck by terror and hesitate in the face of the Silent Sisterhood’s onslaught.
An enemy unit may not declare a Reaction to Shooting Attacks or Charges made by a unit that includes one or more models with an excrutia armatus – however, enemy units that include one or more models with either the Fearless or Stubborn special rule ignore this effect. In addition, if an army includes one or more models with an excrutia armatus then the Slay the Warlord Secondary Objective (if it is in use as part of the mission in use) is worth an additional Victory point.Designed to allow warriors to operate in some of the harshest conditions possible, void armour provides both a high degree of protection and a limited life support capacity. Primarily based around a series of interlocking plates and enhanced with a servo motor armature to allow a normal human to bear the weight of the armour, void armour is a significant improvement over the more common flak armour issued to regular Imperial Army troopers.
Void armour confers a 4+ Armour Save. Reinforced void armour confers a 4+ Armour Save and any model with reinforced void armour also gains the Heavy Unit Sub-type. Heavy void armour confers a 3+ Armour Save and any model with heavy void armour also gains the Heavy Unit Sub-type.Utilised by adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These minion-drones are an extension of their master’s will and provide them with a host of additional senses and capabilities.
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit.
A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.Core to the tactics and organisation of the Solar Auxilia cohorts was the Tercio – a grouping of units that allowed the large and unwieldy forces of those cohorts to act in a unified manner on the field of war. These Tercios drilled and practised the skills of close-order fighting until they were second nature, the disparate units that formed them operating almost as a single entity on the battlefield.
A Tercio is a group of units selected together – any Army List that allows the selection of units as a Tercio will specifically state this and identify the units that can make up the Tercio (all of which must have the Tercio special rule). A Tercio occupies a single slot on the Force Organisation chart, but is made up of separate units. At the start of the battle, if any unit from a Tercio is placed in Reserves then all units from that Tercio must be placed into Reserves (and if assigned to a Deep Strike Assault or Flanking Assault, must all be assigned to that Reserves Action). If deployed onto the battlefield at the start of the battle, all units that are part of the same Tercio must be deployed with at least one model from any given unit within 3" of at least one model from another unit in the same Tercio. If, for any reason, a Tercio cannot be deployed in this fashion then the entire Tercio must be placed into Reserves. Once the battle starts, units that make up a Tercio are not required to remain within a certain distance of each other and may move as the controlling player desires.The warriors of the Solar Auxilia fight in small detachments known as Tercio – groups of three that operate in close formation to cover each other and provide overlapping fields of fire as they advance inexorably across the field of battle.
Models with this special rule may only be selected as part of a Tercio (see Solar Auxilia Tercios). When a Reaction is declared for a unit with this rule that allows it to make a Shooting Attack or Move, then all units from the same Tercio that are ‘In Formation’ with the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made (all units that Move or Shoot are counted as having made a Reaction, and thus cannot make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made). A unit is ‘In Formation’ when that unit is in unit coherency and has at least one model within 3" of a model from a different unit in the same Tercio that is also in unit coherency.A branch of weaponry rare outside of 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, selfpropelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes.
All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Bolt pistol | 12" | 4 | 5 | Pistol 1 |
Bolter | 24" | 4 | 5 | Rapid Fire |
Vratine bolter | 18" | 4 | 5 | Rapid Fire, Psy-shock |
Combi-bolter | 24" | 4 | 5 | Rapid Fire, Twin-linked |
Nemesis bolter | 72" | 5 | 5 | Heavy 1, Rending (5+), Sniper, Pinning |
Vratine Nemesis bolter | 52" | 4 | 5 | Heavy 1, Rending (5+), Sniper, Pinning, Psy-shock |
Heavy bolter | 36" | 5 | 4 | Heavy 4 |
Gravis heavy bolter battery | 48" | 5 | 4 | Heavy 8, Twin-linked |
Lastrum storm bolter | 24" | 5 | 4 | Assault 3, Shred |
Lastrum bolt cannon | 36" | 6 | 4 | Heavy 4, Shred |
Twin Lastrum bolt cannon | 36" | 6 | 4 | Heavy 8, Shred |
Certain items can only be used once, so a general must choose wisely when to do so.
A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.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 issued to the most skilled of warriors to maximise their worth.
Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.Range | Str | AP | Type | |
Bolter (Primary) | 24" | 4 | 5 | Rapid Fire |
Flamer (Secondary) | Template | 4 | 5 | Assault 1 |
Meltagun (Secondary) | 12" | 8 | 1 | Assault 1, Armourbane (Melta), One Shot |
Plasma gun (Secondary) | 24" | 7 | 4 | Rapid Fire, Breaching (4+), Gets Hot, One Shot |
Volkite charger (Secondary) | 15" | 5 | 5 | Assault 2, Deflagrate |
Grenade launcher (Secondary) | ||||
- Frag | 24" | 3 | 6 | Assault 1, Blast (3"), Pinning |
- Krak | 24" | 5 | 4 | Assault 1 |
- Psyk-out* | 24" | 4 | - | Assault 1, Blast (3"), Psy-shock |
Snare gun (Secondary)* | 12" | 5 | - | Assault 3, Entangle (1) |
Dedicated vox relays, these units allow a direct link between a field unit and its immediate command section. While lacking in the versatility of more complex vox units, and prone to disruption by enemy action, these communication devices are robust and easily operated by troopers from worlds whose knowledge of technology is limited.
Any friendly unit that includes at least one model with a vox interlock may choose to use the Leadership value of any model in a friendly unit with a command vox when making Pinning tests or Morale checks – this includes any friendly units with a command vox that are in Reserves or are Embarked on a model with the Vehicle Unit Type.Most units within a given Tercio or cohort will bear a vexilla into battle, a reminder of their battle history as well as a sign by which they can be tracked through the chaos of battle by their superiors.
A unit that includes at least one model with an Auxilia vexilla adds +1 to the Wounds score used to decide if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with an Auxilia vexilla may choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit) and if forced to move off the edge of the battlefield will instead stop with each model 1" away from the edge of the battlefield.The Solar Auxilia are amongst the most renowned cohorts of the Imperial Army, famed for both the specialised equipment they bear and the bravery of those recruited to their ranks. From the prestige and tradition of the Jovian Rams to the brutal practicality of the Cthonian Headhunters, there have been many warriors that have elevated these cohorts above and beyond the common pale of Imperial soldiery, warriors whose presence on the battlefields of the Horus Heresy could turn the tide of war. These elite cohorts were almost as valuable to the warlords of the Horus Heresy as the Space Marine Legions, and many would take great efforts to garner their loyalty and make use of their skills in battle.
A model with this special rule may select a single Cohort Doctrine; the rules and effects of this Cohort Doctrine are described here.Some warriors, by dint of raw talent, genetic manipulation or long experience of the battlefield’s terrors, are hardened against the rigours of war. Such warriors prove much harder for the foe to bring low.
For the purposes of whether or not attacks of a Strength twice this model’s Toughness value inflict Instant Death, this model’s Toughness is increased by X, where X is the value in brackets after the name of this special rule. If, for any reason, this special rule does not provide a value, then consider the value of X to be 1. This special rule does not alter the scores needed by To Wound rolls or any other Test or Check.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.These complex vox arrays allow command units of the Solar Auxilia to communicate with either individual units or entire Tercio, coordinating the actions of hundreds of warriors with ease. Lesser vox interlinks are tied directly to such units, and if the command vox is eliminated by enemy action then the entire network is thrown into chaos.
Any friendly unit that includes at least one model with a command vox may choose to use the Leadership value of any model in a friendly unit with another command vox when making Pinning tests or Morale checks – this includes any friendly units with command voxs that are in Reserves or Embarked on unit with the Vehicle Unit Type. A unit that includes a command vox also offer benefits to friendly units that include a vox interlock.Each cohort bears a standard, known as the Cohorts vexilla, granted to them at the founding of the cohort and listing all the triumphs they have fought in over the long years of the Great Crusade. The warriors of the cohort will suffer no foe to dishonour their standard, holding fast even in the face of the most terrible foes.
All of the controlling player’s units that are part of a Detachment chosen from the Solar Auxilia Army List within 6" of a model with a Cohorts vexilla are considered to have a Leadership Characteristic of 9 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Cohorts vexilla gain the Line Sub-type as long as they remain part of that unit – this benefit is lost immediately if the model with the Cohorts vexilla is removed as a casualty.Forged by the indentured tech-wrights of Clade Adamus, each Nemesii blade is alleged to be patterned after an Ancient Terran artefact, held in stasis within the core vaults of Temple Adamus itself. Despite having no obvious force-projectors or augmentations, these weapons are possessed with an unnaturally sharp edge, able to cut through flesh and armour with impunity.
Range | Str | AP | ||
Nemesii blade | - | +1 | 3 | Melee, Rending (5+) |
Those warriors or war engines equipped with multiple weapons often incorporate sophisticated tracking systems, or have received advanced training to allow them to wield them all simultaneously on the battlefield.
When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing Protocols (2) special rule may attack with up to two different weapons.The needlespine blaster combines a rapid fire bolt component with a deadly needler that makes use of an enhanced synthetic venom. The preserve of Clave Adamus operatives, the needle blaster fires an intensified pulse-beam of las energy, through which darts of an exotic metallic alloy are projected at incredible speeds. In the trained hands of an Adamus Assassin this weapon can make a mockery of even the thickest armour but to the uninitiated, its bulk and complexity make it all but unusable.
A needlespine blaster counts as a combi-weapon and a model can make a Shooting Attack with both primary and secondary components without needing the Firing Protocols (X) special rule.Range | Str | AP | ||
Needlespine blaster | ||||
- Needlespine blaster (Primary) | 12" | 2 | - | Pistol 1, Poisoned (2+), Pinning |
- Needlespine blaster (Secondary) | 12" | 4 | 5 | Pistol 3 |
Each individual Assassin is issued with a standardised set of equipment, including a combat blade and an array of grenades, and is supplemented with the varied specialised equipment of each Assassinorum Clade. The basis of this standardised equipment is the synthetic body glove suit that Assassins of all Clades wear during combat operations. In addition to environmental protection, temperature regulation and chroma-syncronisation with the surroundings to aid concealment, the suit incorporates a neuro-linked system of responsive fibre bundles. Capable of stretching and contracting to enhance the wearer’s musculature and dynamically rearranging its molecular structure to temporarily form a hyper-hardened carapace, these suits dissipate and reabsorb the energy of kinetic shocks, allowing the wearer to free-fall from great heights and deflect shell impacts and shrapnel without harm. Combined with the rigorous battle training and combat conditioning that each Assassin undergoes, the result is an operative that can far exceed the capabilities of a mortal human on the battlefield.
Models with the Panoply of the Assassin have a 4+ Armour Save and a 4+ Invulnerable Save.Many are the weapons and creatures whose merest caress is fatal.
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.Range | Str | AP | ||
Decapitation Strike | - | 2 | 1 | Melee, Unwieldy, Fleshbane, Murderous Strike (2+) |
The mutable appearance of a Callidus Assassin can make it incredibly difficult for an enemy to rapidly determine whether they are friend or foe.
A unit composed entirely of models with polymorphine may not be targeted for a Shooting Attack, Charge or Reaction of any kind by an enemy unit as long as the unit with polymorphine has not made an attack of any kind during the battle. Once a unit or model with polymorphine has made a Shooting Attack (including during a Reaction) then polymorphine has no further effect.
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An exotic and extremely rare piece of equipment bequeathed to the Clade Callidus by the wardens of the Adeptus Astra Telepathica, a neural shredder fires a psionic pulse which is capable of crippling the synapses of its victims’ brains, leaving them little more than mindless husks.
Range | Str | AP | ||
Neural shredder | Template | 1 | - | Pistol (1), Rending (5+), Synaptic Disruptor |
Thought to have its origins in an ancient xenos technology, a phase sword’s provenance and exact method of function are a closely guarded secret. The blade of the weapon appears to phase in and out of reality through an ill-understood form of molecular realignment, bypassing all matter and energy, be it kinetic, potential or metaphysical.
Range | Str | AP | ||
Phase sword | - | 3 | 1 | Melee, Rending (5+), Phase Shift |
A Callidus Assassin can spend weeks or even months masquerading as a member of an enemy force, subtly spreading lies and misinformation to undermine their battle-readiness and hamper any strategic planning.
When rolling to Seize the Initiative against a force that includes a model with this special rule, a successful result must be re-rolled.The animus speculum takes the form of an enclosed helmet integrating storage coils that can absorb and discharge focussed blasts of negative warp energy at the wearer’s will. These powerful devices have a dual purpose, primarily to dampen the vile aura of the Culexus en route to its target, but once deployed in combat, its polarity can be reversed in order to magnify the anathemic horror of its wearer to lethal levels.
Range | Str | AP | ||
Animus speculum | Template | 4 | 4 | Assault 1, Rending (6+), Psy-shock |
Etherium is an intricate composite nodal matrix built into the Culexus’ synskin bodyglove which shifts the wearer’s body out of phase with realspace, making them appear ethereal and all but invisible to unenhanced eyes.
Any Shooting Attacks that target a unit composed entirely of models with this special rule are made as Snap Shots. Any weapon that cannot fire Snap Shots cannot be used to make Shooting Attacks targeting a model with this special rule.So strong of mind is this warrior that the powers of the Warp have little grasp upon them.
Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).The mere proximity of a Culexus can render those with unguarded minds unconscious, never to wake again, but the touch of an augmented Assassin can entirely nullify the life force of a being, erasing their existence from every plane in an instant.
Range | Str | AP | ||
Life Drain | - | User | 2 | Melee, Fleshbane, Reaping Blow (1) |
Eversor Assassins are equipped with a neuro-gauntlet, an exo-skeletal claw forged from fine but incredibly robust, molecularly sharp, blades that exude a potent mixture of deadly toxins. Despite the appearance of these weapons, Clade Eversor Assassins rarely rely on the finesse offered by them and opt instead for brutal evisceration of their enemies.
Range | Str | AP | ||
Neuro-gauntlet | - | User | 3 | Melee, Fleshbane, Shred, Rending (6+) |
A combination needle and bolt weapon developed by the Clade Eversor to allow their nigh-psychotic Assassins to cripple their quarry with a hail of explosive bolts and toxin-enriched needle shards, leaving them vulnerable to the onslaught of the Assassin’s blades.
When making a Shooting Attack with an Executioner pistol, the controlling player must choose to use both the bolt pistol and needle pistol components in a combined attack, or select a single profile to be used.Range | Str | AP | ||
Executioner pistol | ||||
- Bolt pistol | 12" | 4 | 5 | Pistol 1 |
- Needle pistol | 12" | 2 | - | Pistol 2, Poisoned (3+), Pinning |
A potent mixture of refined combat stimulants laced with dangerously volatile chemicals, frenzon could fairly be considered to be a lethal poison. The cocktail is continuously pumped through an Eversor Assassin’s veins, instilling a state of nearconstant murderous frenzy.
At the start of the Assault phase, a model with this special rule may choose to temporarily increase its Attacks Characteristic by the amount listed in brackets until the end of the turn. When rolling To Hit for a model that has had its Attacks Characteristic increased in this manner, for each unmodified result of 1 the attacking model immediately suffers a Wound unless an Armour Save can be made. Wounds inflicted in this manner do not count for the purposes of combat resolution.Surgically implanted sensors carefully monitor the overdriven biological impulses of an Eversor Assassin. Should the operative’s vital signs reach a critical state, their body will be flooded with a cocktail of highly reactive biochemicals that rapidly consume the living tissue in a brief but violent chemical explosion.
Whenever an Eversor Assassin is reduced to zero Wounds, but immediately before the model is removed from the battlefield, every model, both friendly and enemy, within D6" suffers a S4 AP3 hit with the Fleshbane special rule. These hits count as a Shooting Attack originating from a weapon with the ‘Flame’ type.
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Thanks to their advanced mental training and heightened cognisance, Clade Vanus Infocytes are able to process a bewildering amount of battlefield data in real-time, detecting the arrival and location of enemy troops and even temporarily over-riding their hard-wired systems to take control of weapon targeting and control systems.
Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an auspectre. In addition, when any enemy unit is deployed to the battlefield from Reserves, a model with an auspectre may make the Interceptor Advanced Reaction without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reaction limit in a given Phase. Instead of using the profile of a weapon the model has, a model with an auspectre may instead make a Leadership test. If the Leadership test is passed, the controlling player may instead make a Shooting Attack with any Defensive weapon available to any model with the Vehicle Unit Type (both friendly or enemy) within 12", that is in range and line of sight of the targeted model. If the Leadership test is failed, the model may not make an Interceptor Advanced Reaction.Haywire weapons send out powerful electromagnetic pulses.
For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
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Taking the form of a pair of wrist-mounted, retractable spikes, these tools are primarily intended to facilitate universal access to the data coils of cogitator banks, allowing the Infocyte to surreptitiously syphon information or to interject damaging scrap-code into enemy systems. Secondarily, their shape allows them to be driven between plates and through the eye-slots of even heavily armoured foes.
Range | Str | AP | ||
Sympatic dataspikes | - | +2 | 3 | Melee, Rending (4+), Haywire, Specialist Weapon |
An area denial drop is a co-ordinated attempt to close off an area of the battlefield to the enemy by seeding it with automated weapons systems and hunter seeker units.
Before the start of the first turn, when placing units into Reserve, a player must assign all models with this special rule in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player’s first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below:Rare and valuable comms disruptor units, these are calibrated to flood vox channels with static signals and engineered vox-phages that can overload and subvert enemy communication networks. While such signals cannot stop short range tight beam vox units, they can cripple long range communications and make coordination with newly arrived units all but impossible.
At the start of each Game Turn you can declare whether each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault during that turn is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next.
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.The mechadendrite-like appendages and captive servo-skulls incorporated into the harness of the Clade Vanus Infocyte are used to assist in data-harvesting and infiltration, but under combat conditions the appendages can be shed at will and can be remotely operated for a short time, distracting the Assassin’s assailants and allowing them to slip away.
Once per battle, at the start of any turn, the controlling player of a model with autotomic servo-limbs may choose to grant that model the Hit & Run special rule until the start of their next turn.The multi-spectral augury scanners carried by Clade Vanus Infocytes allow them to pry into the Noosphere; the aetheric communication channel between members of the Mechanicum used to command and control their legions of automata. Infocytes insert malicious and damaging packets of data that allow them to override certain control parameters of these automata, causing their reactors to overheat or for them to helplessly dismantle themselves in a mindless stupor.
Instead of making a Shooting Attack, a model with this special rule may make a Leadership test. If this test is passed, the controlling player may nominate a single enemy model within 12" that has the Automata type – this model immediately suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. If this reduces the model to 0 Wounds and it is removed as a casualty, the controlling player may nominate another model with the Automata Unit Type within 18" of the model with this special rule. This model also suffers D3 Wounds with no Armour Saves or Damage Mitigation rolls allowed. Regardless of the result of this dice roll, no further Wounds may be allocated by this attack in any one Shooting phase. If the Leadership test is failed, the Vanus Infocyte immediately suffers a single Wound with no Armour Saves or Damage Mitigation rolls allowed, and there are no further effects.A dagger styled after the razor fang of a now extinct apex predator of Old Night, the Hookfang contains a neuraldegenerative toxin engineered by the Grandmaster of the Clade, which is able to be transmitted through the smallest of nicks. The Grandmaster of the Clade Venenum keeps records in her private archive of all those who have managed to shrug off the toxin during her reign; a list with only three names upon it, one of them her own.
Range | Str | AP | ||
Hookfang | - | User | 3 | Melee, Poisoned (3+), The Venem |
Taking many forms, the toxin ejector is a concealed hand-held weapon which emits, sprays or exudes a gas or thin film of horrific, caustic toxins able to corrode the hulls of tanks and liquefy exposed flesh.
Range | Str | AP | ||
Toxin ejector | Template | 5 | 4 | Assault 1, Poison (3+), Rending (6+) |
Rumoured to be of the same exotic, and possibly xenos, provenance as the venom spheres employed by the XXth Legion, these crystalline shard-filled explosives quickly disperse a potent and debilitating neuro-toxin within a small area.
Any unit attempting to make a Charge against a unit with one or more models that has poison globes must re-roll the first successful roll when determining Charge distance.Small hand-held explosives have been a feature of warfare for millennia, with a near-infinite variety in use by both human and xenos armies. Even within the Imperium there are innumerable patterns and designs, all intended to perform similar tasks. The Divisio Militaris orders such devices into broad categories to ease the burden of supply and distribution.
Representing a huge variety of handheld explosive devices used for an equally vast number of battlefield roles, grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules.To counteract the constant exposure to harmful chem and rad phages or other deadly poisons, Clade Venenum Assassins must undergo extensive surgeries and genetic manipulation to purify their bodies and build a resistance to even the most harmful agents.
Models with this special rule are immune to the effects of the Rad-phage special rule and any other rules that negatively affect their Toughness Characteristic, such as rad grenades. Additionally, weapons with the Poisoned (X) special rule and/or Fleshbane special rule may never wound a model with Unnatural Conditioning on a roll of better than 5+.One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck.
A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.Issued as a paired set of an Exitus rifle and an Exitus pistol to every Vindicare Assassin, no two weapons are quite alike for they are artificed to the specific anatomical requirements and individual preferences of each operative. Responsibility for the creation of these fell instruments remains a closely guarded secret of the Divisio Assassinorum, although it is said that the quality of the elemental materials used exceeds even the most stringent standards of the Martian Forgelords and the precision of the mechanisms within defies Imperial understanding.
Range | Str | AP | ||
Exitus Armaments | ||||
- Exitus rifle | 100" | 7 | 2 | Heavy 1, Murderous Strike (5+), Rending (6+), Sniper |
- Exitus pistol | 12" | 6 | 4 | Pistol 3, Breaching (6+), Sniper |
In augmentation of their enhanced, indoctrinated capabilities with ballistic weapons, Vindicare Assassins make use of a specialised visor, linking their weapon sighting systems to a direct retinal overlay. This provides them with dynamic trajectory cogitations, rapidly factoring innumerable environmental variables and also predicts the actions of their quarry based on the specific mission parameters, allowing their adaptive ammunition to correct its flight even after it has left the barrel of their rifle. Combined, these systems almost entirely mitigate any degree of error allowing an Assassin to find their target with almost preternatural skill.
When making a Shooting Attack, a model with a trajector auspex array ignores the effects of all special rules or Wargear that would modify or limit the range and To Hit rolls of any attack made by that model.This is a variant of Terminator armour uniquely designed to operate in conjunction with the physiology of the Legio Custodes. Its origins lie with the Cataphractii suits of the Space Marine Legions, but with far greater power capacity and customised neuro-fibre uplinks, it is said, redesigned by the mind of the Emperor himself for his elite forces.
Aquilon pattern Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save.Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.
If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.Powered by the vast glut of energy from its atomantic heart, many advanced war machines entered the field of battle veiled in a protective shroud of energy that could deflect or disperse las bolts and kinetic munitions. Yet, such was the power channelled through this little-understood device that, in death, these engines of war would erupt in fiery ruin, a danger to both friend and foe.
A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.Range | Str | AP | ||
Meridian Swords | ||||
- Raptor Spreads its Wings | - | User | 2 | Melee, Two-handed, Rampage (3) |
- Grasp the Rainbow Serpent | - | 10 | 1 | Melee, Two-handed, Measured Strike, Instant Death |
- Hands Cut the Clouds | - | +1 | 2 | Melee, Two-handed, Murderous Strike (4+) |
Forged in the secret armouries of the Legio Custodes, somewhere within the labyrinthine halls of the Imperial Archives, these suits of powered armour are supreme marvels of science and technology. Far superior to the standardised power armour used by the Legiones Astartes, this warplate is proof against small arms and incorporates a series of field generators that can repel even heavy ordnance. Moreover, the custom-fitted plating and artfully worked servo harness allow the Custodes to fully exploit their gene-forged physique on the battlefield.
Auric warplate confers a 2+ Armour Save and a 6+ Invulnerable Save.Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.
A model with this special rule may only be included in an army that has the Loyalist Allegiance.The icons and standards borne by the Legio Custodes represent the inviolable and nigh-omnipotent authority of the Emperor; a seal of ultimate sanction and the might of Mankind, and known as the Magisterium. Their mere presence on the battlefield is enough to fill those loyal with resolute zeal and wrack those who face his wrath with fear and dread. Moreover, these banners and icons are also technological artefacts containing vox relay systems and subsonic inducers, augmenting their battlefield role far beyond the merely symbolic.
A unit that includes at least one model with a Magisterium vexilla may re-roll all failed Leadership tests and may add +1 to the score used to decide if any friendly unit with any models within 12" of any Magisterium vexilla wins a combat in the Assault phase – a friendly unit may only benefit from a single Magisterium vexilla’s bonus in any given combat, regardless of how many are within range.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.
A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.
The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).A complex dispenser of medical unguents and serums intended to keep even the most horrifically injured Space Marines combat-capable. These often take the form of small pistols or servo-arm mounted pressure-syringes.
All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gain the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.In battle the silent initiates of the Vestal Order gather not to prosecute the foe, but to heal the fallen sisters of their cadre. To grant the benefits of their skill as widely as possible they operate not as a single body, but as individual healers seconded to those of their sisters that have the greatest need of their skills.
A Knight Vestal Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, each model in the Knight Vestal Covenant may leave this unit and join another unit from the same Detachment they were selected as part of.Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe.
If a model with this special rule ends its Charge Move in base contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the model’s unmodified Strength with AP-. These attacks do not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). These attacks are resolved during the Fight sub-phase at Initiative step 10, but do not grant the model an additional Pile-in Move.Bloodlust is a powerful weapon on the battlefield, spurring a warrior to hack their foes apart in a flurry of mindless carnage.
In a turn in which a model with this special rule Charges into combat, it gains a number of Attacks equal to the value of X for Charging, rather than +1. A model that has made a Disordered Charge that turn receives no benefit from Rage.Some warriors seek only the death of the enemy, no matter the price that must be paid in blood. For some this is a duty that means more than life itself, while others are driven to such fury by crude augmetics or combat drugs.
A unit composed entirely of models with this special rule that fails a Morale check, due to enemy Shooting Attacks, losing a combat in the Assault phase, or due to a special rule that forces a Morale check, does not Fall Back and is treated as if it had passed the Morale check. However, the unit’s controlling player must immediately select a single model in the unit and remove it from play as a casualty – no Armour Saves or Damage Mitigation rolls may be made for the selected model. After one or more models has been removed from a unit due to this special rule in a given player turn, the unit from which the model was removed increases the Attacks Characteristic of all models in the unit by 1 for the duration of the next player turn.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.
A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).A complex cogitator and tool set that allows trained combat medics to diagnose and treat all but the most debilitating combat injuries and keep the warriors of the Solar Auxilia in battle as long as possible.
All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with an auto-medicus gains the Feel No Pain (6+) special rule. Units that include more than one auto-medicus do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.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.
A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Auxilia Medicae and Knights Vestal, which may not be assigned to a unit with this special rule unless they also have this special rule).The Solar Auxilia maintain cadres of trained medicae, assigning them to those units that will stand at the forefront of the battle. Though lacking the advanced equipment of the Space Marine apothecaries, these healers are no less dedicated to the protection of their brethren in even the most deadly firefight.
An Auxilia Medicae Detachment is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in an Auxilia Medicae Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Auxilia Medicae may only be assigned to units composed entirely of models with the Infantry Unit Type. No Auxilia Medicae may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes an Auxilia Medicae as normal during either deployment or any following turn). No more than one Auxilia Medicae may be assigned to any given unit.A complex device that only Aevos Jovan truly understands, or has the skill to make use of. Equipped with servo-cutters and medical augury scanners that allow complex operations to be performed on the battlefield and by a small team.
Once per player turn, when any friendly model within 12" of Aevos Jovan is removed as a casualty in either the Movement or Shooting phases, the controlling player may choose to roll a D6 and consult the table below:
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Aevos Jovan’s blood-soaked appearance and the tales of his infamous exploits make him a figure of terror to both enemy and ally alike. While his bloody arts may see some warriors returned to battle, none would consider him a figure of mercy or a welcoming sight.
All other units, friendly and enemy, with one or more models within 12" of Aevos Jovan (but not any other models in the same unit) must reduce the Leadership Characteristic of all models in that unit by -1. In addition, Aevos Jovan may never be selected as any army’s Warlord.As a non-combatant whose only interest is his work on the torn and ravaged flesh of his comrades, Aevos Jovan takes little interest in the wider battle around him and in return is often ignored by the enemy as they focus on more obvious military targets.
Any unit that includes Aevos Jovan may not be targeted by a Shooting Attack by any unit or trigger any Reaction, unless at least one model in the attacking unit is within 12" of one or more models in the same unit as Aevos Jovan. However, if Aevos Jovan, or any model in the same unit, makes a Shooting Attack (including as part of a Reaction) then he loses this special rule for the remainder of the battle.Some weapons produce such a weight of fire that any target pummelled by their attack is left dazed and stunned.
Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.Though the basic pattern lacked the armoured plating common on heavier frames such as the Aethon, sub-patterns of the Hermes exist with some additional protection for the pilot and other key components. The Incursus pattern favoured by Veletaris units eschews the scanning equipment of lighter patterns in favour of more potent weaponry and more comprehensive armour covering.
An Incursus pattern Hermes Light Sentinel has one volkite caliver. In addition, it confers a 3+ Armour Save.As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack.
Each Auxilia Veletaris Tercio is a single Elites choice, using up a single Elites slot on the Force Organisation chart. Each Auxilia Veletaris Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Veletaris Tercio Organisation chart (shown below). An Auxilia Veletaris Tercio may not include more than three units.On battlefields where additional mobility was required, Veletaris Storm Sections would deploy modified Hermes units, utilising speed and aggression to bring their potent weaponry to bear.
When selecting units for an Auxilia Veletaris Tercio, one Solar Auxilia Hermes Veletaris Squadron unit can be included in place of one Solar Auxilia Veletaris Storm Section unit.Range | Str | AP | ||
Guardian spear | ||||
- (Shooting) | 18" | 4 | 4 | Assault 2, Shred |
- (Melee) | - | +1 | 2 | Melee, Two-handed, Reaping Blow (1) |
The terror of tank commanders, a lance weapon fires a concentrated beam of energy that can bore through any armour, regardless of thickness.
Weapons with the Lance special rule count Vehicle Armour Values that are higher than 12 as 12.Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator rumoured by some to be a product of Dark Age technology from a source best left forgotten.
A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.The interface between this vehicle’s advanced machine spirit and its fire control mechanisms allows the crew to target foes with incredible accuracy.
A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any Shooting Attack.The suite of arcane technologies known as the spectra distort shield is designed to conceal large war machines from the foe. By means understood by only a few even among the Mechanicum, it renders a war machine almost silent, its hull either shaded a pitch black, bleeding shadow into its environment, or distorting its image into an oil-sheen mirage, it is not for nothing that the Sisters of Silence have entered the mythology of many worlds as dark spirits or sinister ‘angels’ sent to cleanse the worlds they cull of the witch taint.
Whenever targeted by a Shooting Attack, the range between an attacking unit and a model with the Vehicle Unit Type with a spectra distort shield is considered to be 8" further than the actual range between the two units – enemy units with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule a model with the Vehicle Unit Type and a spectra distort shield is always treated as though it was out of line of sight when scattering any attacks.Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations. Such devices are of most use in slow moving engagements, as a vehicle at maximum speed will quickly disperse or outrun its own smoke shield.
The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.This vehicle is specifically designed to disgorge troops into the thick of the action.
Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.The most common transport vehicles are those dedicated to carrying the infantry that form the core of Mankind’s armies. Such bulk transports lack the specialised equipment to accommodate more unique warriors.
No model with any version of the Bulky (X) special rule may Embark on a model that has this special rule.Mounted illum-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.
A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights.Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.
Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.Ranging from simple slabs of steel crudely attached to a vehicle’s hull, to the artfully fitted and specially designed blades borne by the Legiones Astartes, dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.
A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.Range | Str | AP | ||
Solarite power lance | - | 10 | 1 | Melee, Armourbane (Melee), Two-handed, Sudden Strike (3) |
A lighter version of the Custodes armour, designed for maximum manoeuvrability and minimal bulk, allowing those clades of the Custodes that rely more on speed for their protection to make the best use of their unique wargear.
Auric demi-plate confers a 3+ Armour Save and a 6+ Invulnerable Save.More heavily armed and armoured than the standard Scimitar pattern of jetbikes, the overpowered thrusters of these huge jetbikes could not be controlled by lesser troops. Only the warriors of the Legio Custodes are capable of handling these vehicles and resisting the forces applied as they manoeuvre.
A Custodes Gyrfalcon jetbike has one Lastrum bolt cannon. In addition, a model with a Custodes Gyrfalcon jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.These small shields do not offer much protection on their own, but the complex energy fields lodged within serve to diffract and weaken radiation and energy bolts directed at the wielder. These fields are directional and relatively small, and must be angled precisely to affect incoming strikes – a feat that only the Legio Custodes can easily accomplish.
Reduce the Strength characteristic of Shooting Attacks made against a unit in which the majority of models have a Tarsus Buckler by -2 (to a minimum of 1).While it shares some similarities with the more common jump packs used by Imperial warriors, the jump harness relies not on the brute force of rocket engines, but on a complex array of null-grav generators and precision thrusters. These complex systems allow the Venatari to cover more ground and with greater precision than other assault troops.
At the start of the controlling player’s Movement phase, a model with a Venatari jump harness may set its Move Characteristic to a value of 14 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump harness). This allows a model with a Venatari jump harness to move up to 14", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, all models with a Venatari jump harness that has been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending its Movement in Dangerous Terrain. A model with an activated Venatari jump harness treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.These complex augmetic systems interfere with those mysterious sections of the brain that regulate and respond to the æther and the powers of the psyker. Normally, they are used to render rogue psykers impotent and safe for transport – however, the Seekers of the Silent Sisterhood also use them to pacify their beasts and inure them to the dread aura.
A model with this special rule never suffers any penalties to its Leadership Characteristic from the Anathema Unit Sub-type.Some warriors use the impetus of the charge to fuel their own fury.
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model’s Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength.The source of the darkness around these warriors matters not – only a lucky shot has any chance of piercing the shroud that hides them from view.
When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that ‘no Saves of any kind are allowed’). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models (excluding models with the Primarch Unit Type) with the Fearless special rule.A subterranean assault is a full scale attack conducted by units that have approached the target site by means of subsurface transport, emerging from below into the teeth of the enemy force, shattering its formation and sowing chaos amongst its ranks. Such attacks are most often initiated in order to counter enemy macro-fortifications or to navigate otherwise impassable terrain, but some commanders favour them for the sheer surprise they engender.
Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model with the Transport Sub-type that has the Subterranean Assault special rule itself.Using similar technology to the flare shield, this system channels the plasma heat and radiated waste of a vehicle’s powerful engines into a scattering super-heated plasma field, leaving a fiery, comet-like trail in the vehicle’s wake.
A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type.Employed to cover the advance of the infantry below, the aircraft of the Divisio Aeronautica are masters of the interception and destruction of enemy aircraft and airborne xenos beasts.
A unit or model with this special rule may be placed into Combat Air Patrol at the beginning of the battle, before any models are deployed onto the table. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction:Skyfire weapons excel at shooting down enemy aircraft.
A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.Employed as scout walkers and mobile fire platforms, the Hermes Light Sentinel is little more than a bipedal frame and saddle, equipped with robust weaponry and scanners. Despite its light construction, it is employed widely by the cohorts of the Solar Auxilia and forms a vital component of their scouting and encircling tactics.
A Hermes Light Sentinel has one multi-laser. In addition, when a model with a Hermes Light Sentinel chooses to Run, it gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.Employed to fire larger explosive charges than the patterns issued to frontline Auxilia units, the Hermes grenade launcher was utilised in a variety of roles, from pinning enemy troops in place to destroying light armour units.
Range | Str | AP | ||
Hermes grenade launcher | ||||
- Frag | 18" | 4 | 5 | Assault 1, Blast (3"), Pinning |
- Krak | 18" | 6 | 4 | Assault 2 |
Combining both a series of energy fields and a formidable barrier of reinforced plasteel and ceramite, the Gravis Praesidium presents a near impenetrable shield against attacks. Such is its sheer size and weight that no normal warrior could make use of it, only the armoured shell of a Dreadnought can carry such a device into battle.
A Gravis Praesidium shield confers a 4+ Invulnerable Save, this does not stack with existing Invulnerable Saves and if a model has more than one such save the controlling player must select one to use against any Wounds inflicted on that model. In addition, a model with a Gravis Praesidium shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.Range | Str | AP | ||
Adrastus bolt caliver | ||||
- (Bolt volley) | 36" | 5 | 4 | Assault 4 |
- (Disintegrator) | 24" | 5 | 2 | Assault 1, Instant Death, Gets Hot, One Shot |
Some warriors are skilled at moving over broken and tangled terrain.
A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.Trained to identify and slaughter specific targets, certain cadres of warriors make an art of stalking and assassination. These warriors are singular in their focus, and, when unleashed upon the foe, are a decree of certain death.
At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a single enemy unit may be chosen by a player that controls any models with this special rule – this unit is considered ‘marked for death’. When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has ‘marked for death’, all failed To Wound rolls of ‘1’ may be re-rolled.Range | Str | AP | ||
Heavy Bolter | 36" | 5 | 4 | Heavy 4 |
Some officers among the ranks of the Solar Auxilia are trained to lead from the turret of a command tank, co-ordinating the advance of the armoured might of their cohort.
A model with this special rule is selected as a separate unit, but during deployment must be assigned to another unit and may not be deployed as a separate unit. If multiple appropriate units are available, the controlling player chooses which unit a model with this special rule is assigned to. Once assigned to a unit, a model with this special rule counts as a part of that unit and may not leave the unit during play for any reason.The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified Leman Russ Battle Tank, these enable the wearer to co-ordinate battlefield data with blinding speed.
A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum.These short range vox transmitters are hard-coded to the frequency used by a cohort’s Cyclops units, and are used both to direct those units’ movement and to initiate the detonation sequence.
At the start of any Assault phase where the controller of a model with a detcon unit is the Active player, and before any Charges are declared, a model with a detcon unit may target one friendly unit composed entirely of Cyclops that is within line of sight. The targeted unit may declare Charges normally, ignoring the restrictions or the Automated Artillery Unit Type – if a unit composed entirely of Cyclops is not targeted by a model with a detcon unit then it may not have a Charge declared for it. If a unit includes both Cyclops and other models then it may act normally without being targeted by a model with a detcon unit.Some warriors do not fight in organised ranks or clear hierarchies, but instead choose to fight alone and separate from their comrades. Sheer ferocity drives some, others wield weapons so dangerous or intricate that it requires solitude for them to be effective, and the rarest simply refuse to follow military discipline any longer than they must.
When deployed onto the battlefield (either at the start of the battle, when arriving from Reserves or Disembarking from a model with the Transport Sub-type), all models with this special rule in the same unit must be placed within unit coherency following the normal rules for deploying/Disembarking units, but after deployment or Disembarkation all models in the unit with this special rule are considered to have left the unit, and now form separate units of a single model each. For the remainder of the battle, a model with this special rule is considered a separate unit for all purposes and may not join other units or reform into their original unit. However, the whole unit must be removed as casualties before the opposing player scores any Victory points for the destruction of any model that was part of the unit.These vehicles are not intended for frontline combat, but rather as demolition tools to bring down buildings or fortifications that have stymied the advance of friendly forces. In the most extreme of situations they can be employed as weapons, but are vulnerable to counter-fire from the enemy.
When a model with this special rule is called upon to make attacks during an Assault, instead of rolling To Hit as normal it instead inflicts one automatic Hit using the profile below on any one enemy model it is in base contact with (chosen by the player that controls the model with this special rule). Once this Hit is resolved, the model with this special rule is automatically removed as a casualty (the removal of this model does not add any Wounds to the total used to determine which side has won the Assault).Range | Str | AP | ||
Demo charge | - | 10 | 1 | Melee, Armourbane (Melee), Instant Death, Brutal (2) |
Whether by means of advanced targeting cogitators or by merit of numerous crew, each tasked with manning a separate gun, some armoured vehicles are capable of targeting numerous foes simultaneously. The hail of fire such vehicles can project far outweighs the lack of focus in their volleys.
After a model with this special rule (or a unit composed entirely of models with this special rule) has resolved a Shooting Attack targeting an enemy unit, any weapons that were not used to attack (either due to being out of line of sight or range of the enemy unit, or because the controlling player voluntarily opted not to attack with them) may make a number of Secondary Shooting Attacks using those weapons that did not fire as part of its initial Shooting Attack. Each weapon not fired as part of the initial Shooting Attack may be fired once, either all of them in a single Secondary Shooting Attack, each in a separate Secondary Shooting Attack targeting a different enemy unit or any combination – however, each weapon may only be used to attack once and in no more than one Secondary Shooting Attack. All Secondary Shooting Attacks obey all the normal rules for range and line of sight and are with a modifier of -1 on all To Hit rolls.Well-practised in the employment of artillery to its most deadly effect, these grim and hard-hearted warriors know best how to place each shot from their guns.
A Solar Auxilia Rapier Battery must have one Auxilia Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Solar Auxilia Rapier Battery contains fewer Auxilia Gunners than Rapier Carriers, then only a number of Rapier Carriers equal to the number of Auxilia Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Auxilia Gunners in the unit as there are Rapier Carriers, then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled (this benefit is lost immediately once the number of Auxilia Gunners is reduced to less than the number of Rapier Carriers in the unit).Lacking the complexity of true automata, these units are set to open fire on any unit that approaches them without broadcasting the correct ident-code. Given the crude systems that guide their fire, they are not as deadly as true artillery but can serve as adequate sentry units for rear echelon supply caches and facilities.
A unit that includes any models with this special rule must make a Shooting Attack targeting the enemy unit which has the closest model in line of sight to any model in the attacking unit in the controlling player’s Shooting phase.Some weapons emit such a storm of radiation and electrical impulses that they can temporarily incapacitate even the most well-armoured fighting vehicles.
Any model with the Vehicle, Dreadnought or Automata Unit Type that suffers a Penetrating Hit or unsaved Wound from an attack with this special rule may only make Snap Shots when it next makes a Shooting Attack either as part of a Reaction or during its vontrolling player’s Shooting phase.Some of the more powerful reactors in use by the vehicles of the Imperium are so potent as to cause terrible damage to those nearby should they be breached by enemy fire. Yet, the engines of war they feed are so vital that such risks are considered worthwhile.
If a model with this special rule suffers an Explodes result on the Vehicle Damage table then when determining the radius of the explosion roll D6+3 instead of D6.Mounted only on the largest and most fearsome of war machines, Destroyer class weapons are capable of annihilating smaller targets and tearing through even the thickest armour with ease.
A model making a Shooting Attack with a Destroyer weapon attacks the number of times indicated on the weapon’s profile whether or not the bearer has moved. A model carrying a Destroyer weapon can attack with it in the Shooting phase and still Charge in the Assault phase. In addition, when you roll for armour penetration with Hits caused by a Destroyer weapon, roll three dice instead of one and discard the single lowest dice rolled, or any one of the lowest dice in the case of tied results. Use the total of the remaining dice to determine the result.
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The Aethon mounts paired missile pods high on its stable carapace, firing flurries of explosive ordnance over the heads of the advancing cohorts.
All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.Range | Str | AP | ||
Aethon Missile Battery | 30" | 4 | 5 | Assault 1, Large Blast (5"), Barrage, Twin-linked |
Carried along by a robust, bipedal mobility unit, the Aethon Heavy Sentinel is able to traverse engagement zones unsuited to larger armoured vehicles or even mobile Rapier platforms, as well as spearheading Zone Mortalis assaults, shielding its supporting infantry with its heavily armoured chassis. Capable of mounting a fearsome array of weaponry suited for most battlefield targets, the Aethon is a common sight among the Solar Auxilia, with many cohorts maintaining large numbers of these resilient and deadly war machines.
An Aethon Heavy Sentinel has one multi-laser and one Aethon missile battery.Heavy incinerators are often used in aggressive actions, clearing out enemy strongpoints with blasts of flame
All weapons listed here are counted as ‘Flame’ weapons for those rules that affect such weapons.Range | Str | AP | ||
Heavy Incinerator | Template | 6 | 4 | Assault 1, Torrent (6") |
The barrel of the melta lance features a number of focusing rings. These auto-adjust as a target is acquired, allowing the weapon to retain its potency over a greater distance before dissipating. While undoubtedly effective, its near-constant maintenance requirements have limited the weapon’s usage to units designated for less protracted engagements.
All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.Range | Str | AP | ||
Melta Lance | 18" | 8 | 1 | Heavy 1, Armourbane (Ranged) |
These energy fields are designed to absorb and reflect incoming kinetic and energy strikes, a powerful defence that few weapons can penetrate. The only flaw of these ancient and inscrutable devices is the huge power drain they exert and the rarity of their construction.
A Vehicle with an eclipse shield reduces the Strength of Shooting Attacks made against its Front Armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. An eclipse shield has no effect on attacks inflicted with weapons of the Destroyer type. If a Shooting Attack targeting the Front Armour of a model with the Vehicle Type with an eclipse shield inflicts a Glancing Hit or Penetrating Hit then that model with the Vehicle Type immediately gains the Shrouded (5+) special rule against all subsequent Shooting Attacks targeting it in the Front Armour during the same Phase.Some of the largest transport vehicles are specially designed to carry both infantry and engines of war into battle, allowing versatile battle groups to be deployed to the battlefield at once. These rare war machines are often restricted to the most elite of an army, and used to tackle the most perilous of missions.
A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.