Forces of the Emperor – Datasheets
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Primarch


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.

Constantin Valdor seldom exercises his influence, save where his purview is directly concerned, and then never with ambition or aggrandisement. Yet, should his purpose be challenged or should anyone seek to endanger the Emperor or his chosen representatives, Valdor is as a demigod of vengeance made incarnate: unstoppable and unrelenting.

  • Constantin Valdor 350 pts
Captain-General of the Legio Custodes, The Shield of the Emperor, The First of the Ten Thousand
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
Unit Composition
  • 1 Constantin Valdor
Wargear
  • The Apollonian Spear
  • Misericord
  • The Corinthine Warplate
  • Frag grenades
  • Melta bombs
  • Arae-shrike
Unit Type
Special Rules
  • Legio Custodes
  • Counter-attack (1)
  • Lightning Blows (6+)
  • Loyalist
Options
  • Constantin Valdor may take a teleport transponder array
    +125 points

HQ


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.

Afforded the finest of the Imperium’s arms, each of these legendary fighters command the Legio Custodes against all manner of threats against the Emperor, and whether their command concerns a dozen of their brethren detached to stand beside one of the Space Marine Legions in battle, or a thousand strong company that has paved the way for the Emperor to walk upon some world of the dark frontier, they bear with them the might and power of their Legio manifested in a single indomitable warrior.

  • Custodian Shield Captain 200 pts
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
Unit Composition
  • 1 Shield Captain
Wargear
  • Guardian spear
  • Misericord
  • Auric battleplate
  • Frag grenades
  • Melta bombs
  • Arae-shrike
Unit Type
Special Rules
  • Legio Custodes
  • Independent Character
  • Bulky (3)
  • Relentless
  • Stubborn
  • Loyalist
Options
  • The Shield Captain may take any of the following:
  • - Archaeotech pistol
    +5 points
  • - Praesidium shield
    Free
  • The Shield Captain may replace his Guardian spear with one of the following options:
  • - Pyrithite spear
    +15 points
  • - Adrasite spear
    +10 points
  • - Sentinel warblade
    Free
  • - Guardian axe
    Free
  • - Meridian swords
    Free
  • - Solarite power gauntlet
    +30 points
  • - Solarite power talon
    +10 points
  • - Two Solarite power talons
    +15 points
  • - Paragon blade
    +25 points
  • - Paragon glaive
    +30 points


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.

The Custodian Tribunate are among the keenest minds after the Captain-General in the Ten Thousand. Once a Custodian joins the Tribunate they must serve for at least ten years, though their membership is rotated periodically to ensure a blend of established wisdom and fresh ideas come to the fore. To join the Tribunate, a Custodian must have earned at least ten names and won three great victories. During their time of service, no member of the Tribunate takes to the battlefield unless in the most extreme circumstances – their entire focus is supporting the Captain-General in strategic and diplomatic matters.

  • 0-1 Custodian Tribune 300 pts
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
Unit Composition
  • 1 Tribune
Wargear
  • Guardian spear
  • Misericord
  • Auric battleplate
  • Frag grenades
  • Melta bomb
  • Arae-shrike
Unit Type
Special Rules
  • Legio Custodes
  • Independent Character
  • Tribune of the Golden Legion
  • Eternal Warrior
  • Fearless
  • Bulky (3)
  • Relentless
  • Loyalist
Options
  • The Tribune may take any of the following:
  • - Archaeotech pistol
    +5 points
  • - Praesidium shield
    Free
  • - Teleport transponder array
    +125 points
  • The Tribune may replace his Guardian spear with one of the following options:
  • - Pyrithite spear
    +15 points
  • - Adrasite spear
    +10 points
  • - Sentinel warblade
    Free
  • - Guardian axe
    Free
  • - Meridian swords
    Free
  • - Solarite power gauntlet
    +30 points
  • - Solarite power talon
    +10 points
  • - Two Solarite power talons
    +15 points
  • - Paragon glaive
    +30 points
  • - Paragon blade
    +25 points


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.

Krole was a creature of dark legend long before she was committed as part of the Censure Host tasked with the retrieval of the Primarch Magnus. Upon the battlefield of Tizca, Krole was personally responsible for the death of many of the Thousand Sons’ most vaunted sorcerers and by the time of the battle’s ending, she appeared as a spectral figure bedecked in the white dust of shattered marble and the spilled blood of multitudes.

  • Jenetia Krole 150 pts
Knight-Commander of the Silent Sisterhood, Chief Investigatus-Militant of the Divisio Astra Telepathica, The Witch-Bane, The Soulless Queen
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
Unit Composition
  • 1 Jenetia Krole
Wargear
  • The Sword of Oblivion
  • Archaeotech pistol
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • The Onyx Cloak
  • Artificer armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (2)
  • Scout
  • Fearless
  • Fear (1)
  • Hatred (Psyker, Daemon, Corrupted, Traitor)
  • Eternal Warrior
  • Precision Strikes (5+)
  • Precision Shots (5+)
  • Ex Oblivio
  • Independent Character
  • Loyalist
  • Warlord: The Soulless Queen


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.

They are counted among the most potent psychic nulls and the mere proximity to the aura of one is enough to cause crippling weakness and terror to psykers, and in some cases even a catastrophic meltdown of the psyker’s physical body and an agonising death. In truth, they will even sow fear and disgust in the hearts and minds of those who are without the psyker’s gift too, no matter how strongwilled they may be.

The bodies of the Knights Abyssal are clad in the strongest artificer-made armour and they are armed with the finest weapons that can be found within the Silent Sisterhood’s armouries on Terra. With these instruments they deliver the Emperor’s judgement upon those psykers unworthy of the Great Tithe or deemed too dangerous to exist.

  • Knight Abyssal 85 pts
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
Unit Composition
  • 1 Knight Abyssal
Wargear
  • Execution blade
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Voidscale cloak
  • Artificer armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Fearless
  • Hatred (Psykers, Daemons, Corrupted)
  • Precision Strikes (5+)
  • Precision Shots (5+)
  • Ex Oblivio
  • Loyalist
  • Independent Character
Options
  • A Knight Abyssal may exchange her Execution blade for one of the following:
  • - Power weapon
    +5 points
  • - Charnabal weapons
    +5 points
  • - Paragon blade
    +10 points
  • - Proteus neuro-lash
    +5 points
  • A Knight Abyssal may exchange her bolt pistol for one of the following:
  • - Hand flamer
    Free
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points
  • - Archaeotech pistol
    +10 points
  • A Knight Abyssal may upgrade any one weapon to have the Master-crafted special rule
    +10 points


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.

Each Knight Centura is the unquestioned mistress of her own mission force through not only the strict customs of the Order but the trust placed in her abilities by those under her command. While never a codified sanction, Sisters of Silence showing marks of age and long service, either physiologically or woven in with the subtle marks of their panoply, are often informally revered by their peers for their ability to survive and their knowledge, even if both were formally at the same rank within the command structure.

  • Knight Centura 55 pts
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
Unit Composition
  • 1 Knight Centura
Wargear
  • Execution blade
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Voidscale cloak
  • Artificer armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Precision Strikes (6+)
  • Precision Shots (6+)
  • Ex Oblivio
  • Loyalist
  • Independent Character
Options
  • A Knight Centura may exchange her Execution blade for one of the following:
  • - Power weapon
    +5 points
  • - Charnabal weapon
    +5 points
  • - Proteus neuro-lash
    +5 points
  • A Knight Centura may exchange her bolt pistol for one of the following:
  • - Hand flamer
    Free
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points
  • - Archaeotech pistol
    +10 points
  • A Knight Centura may upgrade any one weapon to have the Master-crafted special rule
    +10 points


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.

Their task is to weigh the actions of the guilty and innocent when it comes to those concealing psykers from the tithe, and where matters are not clear regarding those believed to be psykers, to determine the presence of the psyker’s gift, and where it is found, to pass judgement on whether the accused should be taken by the tithe, or executed as a danger to humanity.

Nor is their work confined to the interrogation chamber; they are paramilitaries trained and equipped to carry out raids and tactical assaults against the most fanatical and nightmarish of foes, and often carry an array of weapons uniquely suited for the task.

  • Questora Cadre 65 pts
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
Unit Composition
  • 3 Questora
Wargear
  • Vratine bolter
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Vratine armour
  • Spectra cloak
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Precision Shots (6+)
  • Chosen Warriors
  • Support Squad
  • Loyalist
  • Retinue
Dedicated Transport
Options
  • The Questora Cadre may include:
  • - Up to six additional Questora
    +20 points each
  • One Questora may take an augury scanner
    +10 points
  • One Questora may take a nuncio-vox
    +10 points
  • The entire unit may exchange their Vratine bolters for:
  • - Two bolt pistols
    Free
  • - Assault needler
    +5 points each
  • - Flamer
    +5 points each
  • - Power weapon
    +5 points each
  • - Charnabal weapon
    +5 points each
  • Any model in the unit may exchange a bolt pistol for one of the following:
  • - Hand flamer
    +5 points each
  • - Needle pistol
    +5 points each
  • - Plasma pistol
    +10 points each
  • Up to two models in the unit may exchange their Vratine bolters for one of the following:
  • - Heavy flamer
    +10 points each
  • - Nemesis bolter
    +10 points each
  • - Adrathic destructor
    +15 points each
  • - Snare guns
    Free
  • Any model in the unit may take:
  • - Compression tanks
    +5 points each


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.

Incorruptible and possessed of an untarnished spirit, the Oblivion Knights of the Raptora Cadre are only ever deployed against the most dangerous of foes such as rogue alpha-level psykers or major daemonic incursions, where they form the spearhead of the Silent Sisterhood attack.

The Raptora Cadre is known to have formed the honour guard of Knight- Commander Jenetia Krole herself during the Razing of Prospero and, though their Order suffered greatly upon the battlefield of Tizca, it is certain that they were instrumental in the near destruction of Primarch Magnus’ Legion.

  • Raptora Cadre 95 pts
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
Unit Composition
  • 3 Raptora
Wargear
  • Bolt pistol
  • Execution blade
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Vratine armour
  • Voidsheen cloak
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Stubborn
  • Precision Strikes (6+)
  • Hatred (Psykers, Daemons, Corrupted)
  • Chosen Warriors
  • Support Squad
  • Loyalist
  • Retinue
Dedicated Transport
Options
  • The Raptora Cadre may include:
  • - Up to six additional Raptora
    +25 points each
  • One Raptora may take an augury scanner
    +10 points
  • One Raptora may take a nuncio-vox
    +10 points
  • Any model in the unit may exchange a bolt pistol for one of the following:
  • - Hand flamer
    +5 points each
  • - Needle pistol
    +5 points each
  • - Plasma pistol
    +10 points each
  • Up to two models in the unit may exchange their Execution blades for one of the following:
  • - Power fist
    +15 points each
  • - Proteus neuro-lash
    +10 points each


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.

On the rare occasion where they are deployed in the field of war, the Silent Furies lead scouting missions as well as rapid encirclement and hit-andrun attacks behind enemy lines. Their duty is not to simply confront the enemy in a frontal assault, but to direct the Subjugator Cadres and other forces of the Silent Sisterhood precisely where and when they are needed the most.

  • Silent Fury 65 pts
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
Unit Composition
  • 1 Silent Fury
Wargear
  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Distort field
  • Erinyes jetbike
  • Artificer armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Relentless
  • Hatred (Psykers, Daemons, Corrupted)
  • Precision Strikes (6+)
  • Precision Shots (6+)
  • Deep Strike
  • Outflank
  • Loyalist
  • Independent Character
Options
  • A Silent Fury may exchange her close combat weapon for one of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Proteus neuro-lash
    +5 points
  • A Silent Fury may exchange her bolt pistol for one of the following:
  • - Hand flamer
    Free
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points
  • - Archaeotech pistol
    +10 points
  • A Silent Fury may replace her Erinyes jetbike’s snare cannon with:
  • - Needle cannon
    +5 points
  • - Adrathic destructor
    +10 points
  • A Silent Fury may upgrade any one weapon to have the Master-crafted special rule
    +10 points


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.

The Silent Judges can identify the presence of nearby psyker phenomena, sift truth from lies and, where needed, put those unfortunate enough to fall under their gaze to the question and wring forth answers from the most intransigent witness or conspirator. No one speaks of the ultimate sentence suffered by those condemned by the Silent Judges, lest they risk the attention of the Judges be turned upon them for meddling further with the affairs of the Great Tithe and a similar fate befalls them.

  • Silent Judge 55 pts
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
Unit Composition
  • 1 Silent Judge
Wargear
  • Two bolt pistols
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Distort field
  • Excrutia armatus
  • Artificer armour
  • Spectra cloaks
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Precision Strikes (6+)
  • Precision Shots (6+)
  • Loyalist
  • Independent Character
Options
  • A Silent Judge may take one of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Power fist
    +20 points
  • - Proteus neuro-lash
    +5 points
  • A Silent Judge may exchange either/or both bolt pistols for one of the following:
  • - Hand flamer
    Free
  • - Needle pistol
    +5 points each
  • - Plasma pistol
    +10 points each
  • - Archaeotech pistol
    +10 points each
  • A Silent Judge may select one of the following:
  • - Flamer
    +5 points
  • - Heavy flamer
    +10 points
  • - Vratine grenade launcher
    +10 points
  • - Adrathic destructor
    +15 points
  • A Silent Judge may take:
  • - Compression tanks
    +5 points
  • A Silent Judge may upgrade any one weapon to have the Master-crafted special rule
    +10 points


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.

Some Legate Marshals used this materiel extravagance to demonstrate the vast depths of their power and status. The Companion Sections of such lords are often bedecked in colourful livery and arrayed in the midst of battle in profligate parade drills. More practical commanders display their power and prestige through the grim and unwavering lethality of their companions.

Regardless of their lord’s tastes, the Companions possess the skill and experience to match their superlative equipment. Having survived numerous campaigns across the galaxy, each member of a Companion Section is a veteran killer, able and willing to stand against the most fearsome foes on the orders of their liege lord.

  • Solar Auxilia Companion Section 60 pts
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
Unit Composition
  • 5 Auxilia Companions
Wargear
  • Lasrifle
  • Void armour
  • Refractor field
  • Frag grenades
  • Krak grenades
  • Melta bombs
Unit Type
Special Rules
  • Tercio
  • Stubborn
Dedicated Transport
Options
  • A Solar Auxilia Companion Section may include:
  • - Up to 5 additional Auxilia Companions
    +12 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • Any model in the unit may exchange their lasrifle for one of the following:
  • - Laspistol and close combat weapon
    Free
  • - Volkite charger
    +2 points each
  • - Power weapon and blast pistol
    +10 points each
  • - Charnabal weapon and blast pistol
    +10 points each
  • - Boltgun
    Free
  • - Combi-weapon
    +5 points each
  • - Flamer
    +5 points each
  • - Grenade launcher
    +5 points each
  • - Plasma gun
    +10 points each
  • - Melta gun
    +15 points each
  • Any model in the unit may exchange a close combat weapon for one of the following:
  • - Chainsword
    +5 points
  • One Auxilia Companion in the unit may be upgraded to have a:
  • - Vox interlock
    +5 points
  • One Auxilia Companion in the unit may be upgraded to have one of the following:
  • - Auxilia vexilla
    +5 points
  • One Auxilia Companion in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • One Auxilia Companion may be upgraded to an Auxilia Adjutant for
    +10 points
  • The Auxilia Adjutant may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Adjutant may exchange a close combat weapon for one of the following:
  • - Power fist
    +15 points
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.

Legate Marshals often bear noble patent in addition to military rank, and many are motivated by the promise of planetary settlement rights at the end of a hard fought campaign. Some attain such high acclaim that they are granted Warrants of Trade by the Council of Terra itself, affording them the unparalleled status, power and personal wealth of a Rogue Trader Militant.

Regardless of their roots, Legate Marshals are tough and experienced fighters, masters of tactics and strategy and, most importantly, inspirational leaders upon whose orders the Solar Auxilia would march into hell itself.

  • 0-1 Solar Auxilia Legate Marshal 85 pts
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
Unit Composition
  • 1 Solar Auxilia Legate Marshal
Wargear
  • Laspistol
  • Close combat weapon
  • Heavy void armour
  • Refractor field
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Cohort Doctrines
  • Independent Character
  • Stubborn
  • Battle-hardened (1)
Options
  • The Solar Auxilia Legate Marshal may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Volkite serpenta
    +2 points
  • - Plasma pistol
    +5 points
  • - Inferno pistol
    +5 points
  • - Archaeotech pistol
    +10 points
  • The Solar Auxilia Legate Marshal may exchange a close combat weapon for one of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Thunder hammer
    +15 points
  • - Power fist
    +15 points
  • - Paragon blade
    +20 points
  • The Solar Auxilia Legate Marshal may exchange their heavy void armour for:
  • - Artificer armour*
    +10 points
*If this option is selected, the controlling player may choose to remove the Heavy Unit Sub-type from the Solar Auxilia Legate Marshal.
  • The Solar Auxilia Legate Marshal may upgrade any one weapon to have the Master-crafted special rule
    +10 points
  • The Solar Auxilia Legate Marshal may exchange their refractor field for:
  • - Iron halo
    +20 points
  • The Solar Auxilia Legate Marshal may take any of the following:
  • - Cyber-familiar
    +15 points
  • - Melta bombs
    +20 points


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.

The Section is composed of several Companion specialists such as the Proclaimator, a junior officer equipped with communications equipment linked to every node in the chain of command. A Captain, a Junior Officer (or more rarely a seconded fleet officer or even an Expeditionary Navigator or Astropath) tasked with issuing tactical orders and co-ordinating orbital support fire as well as the movements of drop vessels, shuttles and logistics transports. The Section also includes a Vexilarius, a warrior who has earned the honour of bearing the unit’s standard. The Vexilarius might be chosen for this signal honour having performed an act of bravery or feat of arms, or because their skills are so renowned that should the standard touch the ground, the battle is already lost.

  • Solar Auxilia Tactical Command Section 105 pts
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
Unit Composition
  • 4 Auxilia Companions
  • 1 Auxilia Captain
Wargear
  • Lasrifle
  • Void armour
  • Refractor field
  • Frag grenades
  • Krak grenades
  • Melta bombs
Unit Type
Special Rules
  • Tercio
  • Stubborn
Dedicated Transport
Options
  • A Solar Auxilia Tactical Command Section may include:
  • - Up to 5 additional Auxilia Companions
    +12 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • Any model in the unit may exchange their lasrifle for one of the following:
  • - Volkite charger
    +2 points each
  • - Power weapon and blast pistol
    +10 points each
  • - Charnabal weapon and blast pistol
    +10 points each
  • - Boltgun
    Free
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • - Flamer
    +5 points each
  • - Grenade launcher
    +5 points each
  • - Plasma gun
    +10 points each
  • - Melta gun
    +15 points each
  • One Auxilia Companion in the unit may be upgraded to have a:
  • - Command vox
    +10 points
  • One Auxilia Companion in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • One Auxilia Companion in the unit may be upgraded to have one of the following:
  • - Auxilia vexilla
    +5 points
  • - Cohorts vexilla
    +15 points
  • The Auxilia Captain may be upgraded to an Auxilia Marshal for
    +10 points
  • The Auxilia Captain or Marshal may exchange their void armour for:
  • - Heavy void armour
    +10 points
  • The Auxilia Captain or Auxilia Marshal may exchange their lasrifle for one of the following:
  • - Laspistol and close combat weapon
    Free
  • The Auxilia Captain or Auxilia Marshal may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Captain or Auxilia Marshal may exchange a close combat weapon for one of the following:
  • - Power fist
    +15 points
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.

  • Clade Adamus Assassin 125 pts
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
Unit Composition
  • 1 Adamus Assassin
Wargear
  • Nemesii blade
  • Needlespine blaster
  • Panoply of the Assassin
Unit Type
Special Rules
  • Death’s Artisan
  • Decapitation Strike
  • Fleet (2)
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist


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.

  • Clade Callidus Assassin 125 pts
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
Unit Composition
  • 1 Callidus Assassin
Wargear
  • Polymorphine
  • Neural shredder
  • Phase sword
  • Panoply of the Assassin
Unit Type
Special Rules
  • Reign of Confusion
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist


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.

  • Clade Culexus Assassin 125 pts
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
Unit Composition
  • 1 Culexus Assassin
Wargear
  • Animus speculum
  • Etherium
  • Psyk-out grenades
  • Panoply of the Assassin
Unit Type
Special Rules
  • Infiltrate
  • Scout
  • Fear (2)
  • Adamantium Will (3+)
  • Life Drain
  • Support Squad
  • Loyalist


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.

  • Clade Eversor Assassin 125 pts
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
Unit Composition
  • 1 Eversor Assassin
Wargear
  • Neuro-gauntlet
  • Power sword
  • Executioner pistol
  • Melta bombs
  • Panoply of the Assassin
Unit Type
Special Rules
  • Counter-attack (1)
  • Frenzon Rage (3)
  • Biological Overload
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist


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.

  • Clade Vanus Infocyte Assassin 125 pts
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
Unit Composition
  • 1 Vanus Infocyte
Wargear
  • Auspectre
  • Two laspistols
  • Two sympatic dataspikes
  • Vox disruptor array
  • Autotomic servo-limbs
  • Panoply of the Assassin
Unit Type
Special Rules
  • Noospheric Interloper
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist


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.

  • Clade Venenum Assassin 125 pts
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
Unit Composition
  • 1 Venenum Assassin
Wargear
  • Hookfang
  • Toxin ejector
  • Poison globes
  • Panoply of the Assassin
Unit Type
Special Rules
  • Infiltrate
  • Scout
  • Unnatural Conditioning
  • Support Squad
  • Loyalist


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.

  • Clade Vindicare Assassin 125 pts
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
Unit Composition
  • 1 Vindicare Assassin
Wargear
  • Exitus rifle
  • Exitus pistol
  • Panoply of the Assassin
  • Trajector auspex array
Unit Type
Special Rules
  • Infiltrate
  • Scout
  • Support Squad
  • Loyalist

Elites


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.

Within the ranks of the Legio Custodes, Aquilon Terminator Sodalities were employed rarely but as need dictated, particularly on those rare occasions where the Legio Custodes were required to operate under conditions designated as ‘Zone Mortalis’ or to storm a breach. In such operations, the Legio was loath to risk unwarranted loss of life, and the superior defences of the Aquilon Terminator armour was relied upon to mitigate the risk as much as possible as well as provide a platform of mobile heavy firepower.

  • Aquilon Terminator Squad 290 pts
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
Unit Composition
  • 3 Aquilon Terminators
Wargear
  • Lastrum storm bolter
  • Solarite power gauntlet
  • Aquilon Terminator armour
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (4)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • An Aquilon Terminator Squad of no more than four models may take a Coronus Grav-carrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Aquilon Terminators
    +90 points each
  • Any model in the unit may exchange its Solarite power gauntlet with:
  • - Solarite power talon
    Free
  • Any model in the unit may exchange its Lastrum storm bolter for one of the following options:
  • - Twin-linked Adrathic destructor
    +15 points each
  • - Infernus firepike
    +15 points each
  • - Solarite power talon
    Free


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.

At the time of the outbreak of the Horus Heresy, the most widely employed was the Contemptor-Achillus, a general battle unit which combined phenomenal strength and speed with the echoes of the interned Custodes’ own unmatched martial skill.

  • Contemptor-Achillus Dreadnought 250 pts
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
Unit Composition
  • 1 Contemptor-Achillus Dreadnought
Wargear
  • Achillus Dreadspear with in-built Corvae las-pulser
  • Gravis power fist
  • Two Lastrum storm bolters
  • Atomantic deflector
Unit Type
Special Rules
  • Legio Custodes
  • Loyalist
Options
  • Any Contemptor-Achillus Dreadnought may replace its Achillus Dreadspear and in-built Corvae las-pulser with one of the following:
  • - Gravis power fist
    Free
  • A Contemptor-Achillus Dreadnought may replace any Lastrum storm bolter with one of the following:
  • - Twin-linked Adrathic destructor
    +15 points each
  • - Infernus incinerator
    +5 points each


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.

  • Hetaeron Guard Squad 225 pts
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
Unit Composition
  • 3 Hetaeron Guard
Wargear
  • Meridian Swords
  • Misericord
  • Auric warplate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (3)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • A Hetaeron Guard Squad of no more than six models may take a Coronus Gravcarrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Hetaeron Guard
    +70 points each
  • Any model in the unit may exchange its Meridian swords with one of the following options:
  • - Guardian spear
    Free
  • - Pyrithite spear
    +15 points each
  • - Adrasite spear
    +10 points each
  • - Sentinel warblade
    Free
  • - Guardian axe
    Free
  • - Solarite power gauntlet
    +30 points each
  • - Solarite power talon
    +10 points each
  • - Two Solarite power talons
    +15 points per model
  • - Paragon blade
    +25 points each
  • One Hetaeron Guard in the unit may exchange his Meridian swords for one of the following options:
  • - Magisterium vexilla & Master-crafted power weapon
    +15 points
  • - Magisterium vexilla & Sentinel warblade
    +20 points
  • Any model in the unit that does not have a Magisterium vexilla may take a:
  • - Praesidium shield
    +10 points each


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.

  • Eradicator Cadre 65 pts
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
Unit Composition
  • 4 Eradicators
  • 1 Eradicator Mistress
Wargear
  • Vratine bolter
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Loyalist
  • Precision Shots (6+)
Dedicated Transport
Options
  • The Eradicator Cadre may include:
  • - Up to five additional Eradicators
    +10 points each
  • Any model in the unit may exchange their Vratine bolter for one of the following:
  • - Minor combi-weapon
    +5 points each
  • - Magna combi-weapon
    +10 points each
  • One Eradicator may take an augury scanner
    +10 points
  • One Eradicator may take a nuncio-vox
    +10 points
  • Any model in the unit may take:
  • - Compression tanks
    +5 points each
  • The Eradicator Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


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.

  • Knight Vestal Covenant 35 pts
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
Unit Composition
  • 1 Knight Vestal
Wargear
  • Two bolt pistols
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades
  • Narthecium
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Independent Character
  • Loyalist
  • Vigilant Covenant
Options
  • A Knight Vestal Covenant may include:
  • - Up to two additional Knights Vestal
    +35 points each
  • Any Knight Vestal may take one of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • Any Knight Vestal may exchange either or both bolt pistols for one of the following:
  • - Needle pistol
    +5 points each
  • - Archaeotech pistol
    +10 points each


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.

This, combined with the harrowing dread caused by the aura projected by the Sisterhood, gives the Oblivion Knights their profoundly sinister reputation among the Imperialis Auxilia and they have been deemed ‘disruptive’ by the Mechanicum. Even among the notoriously fearless Legiones Astartes, the pervading unease cultivated by the Oblivion Knights’ presence is a palpable phenomenon, but one perforce tolerated as a necessary bane when the Oblivion Knights are temporarily assigned to fight alongside the Space Marines against some powerful psychic menace.

  • Oblivion Knight Cadre 100 pts
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
Unit Composition
  • 4 Oblivion Knights
  • 1 Oblivion Knight Mistress
Wargear
  • Execution blade
  • Bolt pistol
  • Voidsheen cloak
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Precision Strikes (6+)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Oblivion Cadre may include:
  • - Up to five additional Oblivion Knights
    +15 points each
  • The entire unit may exchange their Execution blades for:
  • - Power weapons
    Free
  • - Charnabal weapons
    Free
  • - Proteus neuro-lash
    Free
  • The Oblivion Knight Mistress may take any of the following:
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


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.

The difficult and unstable technologies used in their creation were deemed proscribed and unholy by the Mechanicum and may in part have had alien origins. Despite this the Solar Auxilia, thanks to their strong connection both with the Saturnyne enclaves of Terra and the celestial keeps of Pavonis, both of whom retained much of their independence after Imperial Compliance, retained a dispensation for the creation and use of Charonites in limited numbers, despite the opprobrium of Mars.

As the Horus Heresy raged, many Loyalist Solar Auxilia commands, particularly those cut off from Terra, turned to the creation of Charonites to strengthen their forces, particularly as a match against the power of Traitor Legiones Astartes and Dark Mechanicum forces, although the difficulty of their creation ensured that such products of Old Night did not become widespread.

  • Charonite Ogryn Section 120 pts
M WS BS S T W I A Ld Sv Base
Charonite Ogryn (base: 40mm)
Charonite Ogryn 7 4 2 5 5 3 2 4 6 4+ 40mm
Unit Composition
  • 3 Charonite Ogryns
Wargear
  • Void armour
  • Charonite claws
Unit Type
Special Rules
  • Feel No Pain (5+)
  • Hammer of Wrath (2)
  • Rage (2)
  • Death Frenzy
  • Bitter Duty
  • Bulky (4)
Options
  • A Charonite Ogryn Section may include:
  • - Up to 6 additional Charonite Ogryns
    +40 points each


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.

Secondly, they are responsible for treating combat injuries as they occur, ensuring a unit’s effectiveness is maintained even in the heat of battle.

Lastly, they hold the solemn duty of administering the final mercy to a fatally wounded auxiliary. At battle’s end, Solar Auxilia Medicae Orderlies are often covered in the blood of those they have euthanised, making them in equal measure figures of respect and dread.

  • 0-1 Solar Auxilia Medicae Section 15 pts
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
Unit Composition
  • 1 Auxilia Medicae
Wargear
  • Laspistol
  • Close combat weapon
  • Auto-medicus
  • Void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Medicae Support
Options
  • A Solar Auxilia Medicae Section may include:
  • - Up to 7 additional Auxilia Medicae
    +15 points each
  • Any Auxilia Medicae may be given the Close-order Unit Sub-type for no additional points cost
  • Any Auxilia Medicae may upgrade its void armour to:
  • - Reinforced void armour
    +5 points each (Note that this will grant the model the Heavy Unit Sub-type.)
  • Any Auxilia Medicae may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • Any Auxilia Medicae may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +10 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points


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.

  • Solar Auxilia Surgeon-Primus Aevos Jovan 60 pts
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
Unit Composition
  • 1 Aevos Jovan
Wargear
  • Needle pistol
  • Close combat weapon
  • Void armour
  • Auto-gurney (Aevos Jovan only)
Unit Type
Special Rules
  • Bitter Duty
  • Bloody Infamy (Aevos Jovan only)
  • Low-priority Target (Aevos Jovan only)
  • Bulky (5) (Aevos Jovan only)
  • Fearless (Aevos Jovan only)
  • Loyalist
Options
  • Solar Auxilia Surgeon-Primus Aevos Jovan may include:
  • - Up to 3 Medicae Orderlies
    +5 points each


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.

In many cases, the Command Section of the Veletaris Tercios are comprised of trusted household retainers to the Legate Marshals, their loyalty proven through generations of service. Whether thanks to this trust or in spite of it, these front-line commanders are often assigned to lead the most bloody and dangerous missions, tempering them into some of the most fearless warriors amongst the Solar Auxilia.

  • Solar Auxilia Veletaris Command Section 90 pts
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
Unit Composition
  • 4 Veletarii
  • 1 Veletarii First Prime
Wargear
  • Volkite charger
  • Reinforced void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Veletaris Command Section may include:
  • - Up to 5 additional Veletarii
    +8 points each
  • One Veletarii in the unit may be upgraded to have a:
  • - Command vox
    +10 points
  • One Veletarii in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • Any Veletarii in the unit may exchange their volkite charger for:
  • - Power weapon
    +5 points each
  • The Veletarii First Prime may exchange their volkite charger for the following:
  • - Blast pistol and close combat weapon
    Free
  • The Veletarii First Prime may exchange their reinforced void armour for:
  • - Heavy void armour
    +10 points
  • The Veletarii First Prime may exchange a blast pistol for one of the following:
  • - Needle pistol
    Free
  • - Hand flamer
    Free
  • - Plasma pistol
    +5 points
  • The Veletarii First Prime may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +5 points
  • - Power fist
    +10 points
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.

The Veletaris are deployed in a number of roles. Some commanders use them as shock troops whose discipline and firepower can overwhelm even the most fearsome of enemies. Others utilise them as a line reserve, able to react quickly to enemy breakthroughs and bolster a wavering defence.

  • Solar Auxilia Veletaris Storm Section 90 pts
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
Unit Composition
  • 9 Veletarii
  • 1 Veletarii Prime
Wargear
  • Volkite charger
  • Reinforced void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • Up to 10 additional Veletarii
    +8 points each
  • One Veletarii in the unit may be upgraded to have a:
  • - Vox interlock
    +5 points
  • One Veletarii in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • Any Veletarii in the unit may exchange their volkite charger for:
  • - Storm axe
    +5 points each
  • The Veletarii Prime may exchange their reinforced void armour for:
  • - Heavy void armour
    +10 points
  • The Veletarii Prime may exchange their volkite charger for the following:
  • - Blast pistol and close combat weapon
    Free
  • The Veletarii Prime may exchange a blast pistol for one of the following:
  • - Needle pistol
    Free
  • - Hand flamer
    Free
  • - Plasma pistol
    +5 points
  • The Veletarii Prime may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +5 points
  • - Storm axe
    +5 points
  • - Power fist
    +10 points
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.

Both weapons are leveraged for their killing power as well as the psychological effect they have on their foes. Rotor cannon teams are deployed in long-range support of Veletaris Storm Sections, using their weight of fire to suppress enemy gun lines, allowing the Storm Sections to approach unhindered. Conversely, heavy flamer teams advance shoulderto- shoulder with the Storm Sections, driving enemy skirmishers away with gouts of burning promethium or clearing tunnel and trench networks at the head of the spear-tip advance with a searing wave of alchemically-fuelled fire.

  • Solar Auxilia Veletaris Vanguard Section 90 pts
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
Unit Composition
  • 9 Veletarii
  • 1 Veletarii Prime
Wargear
  • Rotor cannon
  • Reinforced void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Veletaris Vanguard Section may include:
  • - Up to 10 additional Veletarii
    +8 points each
  • One Veletarii in the unit may be upgraded to have a:
  • - Vox interlock
    +5 points
  • One Veletarii in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • Any Veletarii in the unit may exchange their rotor cannon for:
  • - Heavy flamer
    Free
  • The Veletarii Prime may exchange their reinforced void armour for:
  • - Heavy void armour
    +10 points
  • The Veletarii Prime may exchange their rotor cannon for the following:
  • - Blast pistol and close combat weapon
    Free
  • The Veletarii Prime may exchange a blast pistol for one of the following:
  • - Needle pistol
    Free
  • - Hand flamer
    Free
  • - Plasma pistol
    +5 points
  • The Veletarii Prime may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +5 points
  • - Power fist
    +10 points
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.

  • Solar Auxilia Hermes Veletaris Squadron 65 pts
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
Unit Composition
  • 2 Hermes Veletaris Sentinels
Wargear
  • Laspistol
  • Reinforced void armour
  • Incursus pattern Hermes Light Sentinel
Unit Type
Special Rules
  • Tercio
  • Storm Section
Options
  • The Hermes Veletaris Squadron may take:
  • - Up to 4 Hermes Veletaris Sentinels
    +24 points each
  • Any model may replace their volkite caliver with a:
  • - Heavy flamer
    Free

Troops


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.

Both in their duty of guardianship and in situations in which the supervision of the Legio Custodes is required to ensure an end is met or artefact retrieved, the Custodian Guard are the first to be deployed in service, and across its history, the majority of the Kykanatoi which made up the Legio Custodes ranks fought in this manner.

  • Custodian Guard Squad 150 pts
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
Unit Composition
  • 3 Custodians
Wargear
  • Guardian spear
  • Misericord
  • Auric warplate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (3)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • A Custodian Guard Squad of no more than six models may take a Coronus Grav-carrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Custodians
    +45 points each
  • Any model in the unit may exchange its Guardian spear with one of the following options:
  • - Pyrithite spear
    +15 points per model
  • - Adrasite spear
    +10 points per model
  • - Guardian axe
    Free
  • One Custodian in the unit may exchange his Guardian spear for one of the following options:
  • - Magisterium vexilla & Master-crafted power weapon
    +15 points
  • - Magisterium vexilla & Sentinel warblade
    +20 points


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.

  • Sentinel Guard Squad 150 pts
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
Unit Composition
  • 3 Sentinels
Wargear
  • Sentinel warblade
  • Praesidium shield
  • Misericord
  • Auric warplate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (3)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • A Sentinel Guard Squad of no more than six models may take a Coronus Grav-carrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Custodians
    +45 points each
  • Any model in the unit may exchange its Sentinel warblade with one of the following options:
  • - Solarite power talon
    +10 points per model
  • - Solarite power gauntlet
    +30 points per model
  • One Sentinel in the unit may exchange his Praesidium shield for:
  • - Magisterium vexilla
    +10 points


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.

  • Prosecutor Cadre 65 pts
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
Unit Composition
  • 4 Prosecutors
  • 1 Prosecutor Mistress
Wargear
  • Bolter
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Prosecutor Cadre may include:
  • - Up to 10 additional Prosecutors
    +10 points each
  • The entire unit may exchange their bolterguns for:
  • - Two bolt pistols
    Free
  • - Assault needler
    +5 points each
  • Up to two models in the unit may exchange their bolters for a:
  • - Snare gun
    Free
  • One Prosecutor may take an augury scanner
    +10 points
  • One Prosecutor may take a nuncio-vox
    +10 points
  • The Prosecutor Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


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.

In larger detachments, the Vigilator cadres also provide a greater level of versatility to the frontline assault, and the effect of their sweeping blades on the ranks of a cult rabble or rebel militia is as much a psychological weapon as a direct tool of war. As their name implies, the Vigilators’ charge outside of direct militant action is often to oversee the collection of the Great Tithe and the escorting, under threat of death, of individuals to the Black Ships.

  • Vigilator Cadre 65 pts
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
Unit Composition
  • 4 Vigilators
  • 1 Vigilator Mistress
Wargear
  • Execution blade
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Vigilator Cadre may include:
  • - Up to 10 additional Vigilators
    +12 points each
  • Any model in the unit may exchange its bolt pistol for:
  • - Hand flamer
    +5 points each
  • - Needle pistol
    +5 points each
  • Any model in the unit may take:
  • - Compression tanks
    +5 points each
  • The Vigilator Mistress may exchange her bolt pistol for:
  • - Plasma pistol
    +10 points
  • The Vigilator Mistress may exchange her Execution blade for one of the following:
  • - Power weapon
    Free
  • - Power fist
    +10 points
  • - Proteus neuro-lash
    +5 points


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.

The Troop Masters perform a vital battlefield role, distilling the commands of the senior officers into actionable battlefield objectives and directing the infantry in the completion of these goals. To accomplish this swiftly and efficiently requires a Troop Master to not only understand the vagaries of massed combat, but also to quickly and unquestioningly comprehend the mind of their commanding officers.

Solar Auxilia veterans are tasked with safeguarding and facilitating these line officers. Indeed, no few Troop Masters rose from the ranks of these veterans, themselves, having been groomed by experience to fill the rank of their fallen officers.

  • Solar Auxilia Line Command Section 65 pts
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
Unit Composition
  • 4 Auxilia Veterans
  • 1 Auxilia Troop Master
Wargear
  • Lasrifle
  • Void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Line Command Section may include:
  • - Up to 5 additional Auxilia Veterans
    +8 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Command vox
    +10 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • The Auxilia Troop Master may exchange their lasrifle for the following:
  • - Laspistol and close combat weapon
    Free
  • The Auxilia Troop Master may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Troop Master may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +10 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • The Auxilia Troop Master may select any of the following:
  • - Refractor field
    +5 points
  • - Melta bombs
    +5 points
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.

The image of Auxilia Lasrifle Sections arrayed in multiple, disciplined ranks standing firm against hordes of alien foes is a celebrated one, but it is far from the only way in which they are deployed. Infantry Tercios are adept at fighting in loose order in ‘Zone Mortalis’ missions or launching massed assaults across the most hostile of the galaxy’s battlefields, and it is said that a Solar Auxiliary is second only to a transhuman Legiones Astartes, an elite amongst humanity’s many fighting forces.

  • Solar Auxilia Rifle Section 60 pts
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
Unit Composition
  • 9 Auxilia
  • 1 Auxilia Sergeant
Wargear
  • Lasrifle
  • Void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Rifle Section may include:
  • - Up to 10 additional Auxilia
    +5 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • One Auxilia in the unit may be upgraded to have a:
  • - Vox interlock
    +5 points
  • One Auxilia in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • One Auxilia in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • The Auxilia Sergeant may exchange their lasrifle for the following:
  • - Laspistol and close combat weapon
    Free
  • The Auxilia Sergeant may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Sergeant may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +5 points
  • - Power fist
    +10 points
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


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.

The Coronus pattern also served as the inspiration and technological basis for the Pallas and the Caladius grav-craft, developed to meet the specific strategic needs of rapid attack and line of battletank respectively.

  • Coronus Grav-carrier 180 pts
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
Unit Composition
  • 1 Coronus Grav-carrier
Wargear
  • Hull (Front) Mounted twin Lastrum bolt cannon
  • Turret Mounted twin-linked Arachnus blaze cannon
  • Flare shield
Unit Type
Special Rules
  • Legio Custodes
  • Power of the Machine Spirit
  • Deep Strike
  • Outflank
  • Loyalist
Access Points
  • A Coronus Grav-carrier has one Access Point at the rear of the vehicle.


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.

When that force is required, the Kharon can release a hail of murderous weapons fire to annihilate any resistance in the form of heavy stubber rounds, which are more than effective enough against any interfering civilian or militia targets encountered. Against sterner opposition, various payloads of missiles can be employed, including sophisticated anti-psyker warheads where rogue psykers are encountered.

  • Kharon Pattern Acquisitor 150 pts
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
Unit Composition
  • 1 Kharon Pattern Acquisitor
Wargear
  • Hull (Front) Mounted hellion heavy cannon array
  • Two Hull (Front) Mounted Vratine missile launchers
  • Spectra distort shield
  • Smoke launchers
Unit Type
Special Rules
  • Silent Sisterhood (Chamber Militant is the same as that of the unit for which this model is selected)
  • Assault Vehicle
  • Night Vision
  • Deep Strike
  • Outflank
  • Loyalist
Access Points
  • A Kharon Pattern Acquisitor has one Access Point at the front.
Options
  • A Kharon Pattern Acquisitor may exchange its hellion heavy cannon array for a Hull (Front) Mounted multi-melta for no additional points cost


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.

An armoured troop transport tank, it is primarily used by various arms of the Imperial Army, which includes the Imperialis Militia, to carry veteran grenadier units to battle or to protect their commanders while dictating the course of battle. A further variant of the Aurox is used by the Solar Auxilia, which is re-fitted for extreme environmental conditions.

  • Aurox Transport 30 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Aurox (base: Use model)
Aurox 15 3 11 11 10 3 10 Use model
Unit Composition
  • 1 Aurox Transport
Wargear
  • Smoke launchers
Unit Type
Special Rules
  • Infantry Transport
Access Points
  • An Aurox Transport has one Access Point on each side of the hull and one at the rear.
Options
  • An Aurox Transport may take any of the following:
  • - Searchlights
    +5 points
  • An Aurox may take one of the following:
  • - One Pintle Mounted heavy stubber
    +5 points
  • - One Pintle Mounted multi-laser
    +10 points
  • - One Pintle Mounted heavy flamer
    +5 points


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.

A heavily armed and armoured carrier, the Dracosan is manufactured under compact by several dozen Forge Worlds across the Imperium to standards only usually required of war machines destined for service with the Legiones Astartes. The Dracosan is large enough to accommodate a full strength Solar Auxilia Infantry Section of twenty auxiliaries, and heavily armoured enough to protect them from all but the most intense of enemy fire. Equipped with a fearsome array of weapons of its own, the Dracosan can steadfastly defend itself against counter-attack and pound enemy positions to dust before the auxiliaries disembark to storm what remains of their objective.

  • Dracosan Armoured Transport 175 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Dracosan (base: Use model)
Dracosan 12 3 13 12 11 5 22 Use model
Unit Composition
  • 1 Dracosan
Wargear
  • One Hull (Front) Mounted Gravis lascannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • None
Access Points
  • A Dracosan Armoured Transport has two Access Points, one on each side.
Options
  • A Dracosan Armoured Transport may take any of the following:
  • - Flare shield
    +25 points
  • - Up to two Hull (Front) Mounted hunter-killer missiles
    +10 points each
  • - Dozer blade
    +5 points
  • A Dracosan Armoured Transport may take one of the following:
  • - One Pintle Mounted heavy stubber
    +5 points
  • - One Pintle Mounted multi-laser
    +10 points
  • - One Pintle Mounted heavy flamer
    +5 points
  • A Dracosan Armoured Transport may exchange its Hull (Front) Mounted Gravis lascannon for a:
  • - Demolisher cannon
    +50 points*
*Selecting this upgrade reduces the Transport Capacity of the Dracosan Armoured Transport to 10.

Fast Attack


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.

The Agamatus squadrons of the Legio Custodes exploit these war machines to operate both as a rapid response and suppression unit in the field. In this they operate much in the manner of the elite cavalry forces of ancient times, screening the main Legio Custodes force from potential encirclement, reacting quickly to blunt enemy attacks, and hunting down mercilessly any foe which breaks and flees before the might of the Legio Custodes, ensuring the utter extermination of the enemy.

  • Agamatus Jetbike Squadron 265 pts
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
Unit Composition
  • 3 Agamatus
Wargear
  • Solarite power lance
  • Misericord
  • Melta bombs
  • Auric demi-plate
  • Custodes Gyrfalcon jetbike
Unit Type
Special Rules
  • Legio Custodes
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Hammer of Wrath (1)
  • Deep Strike
  • Outflank
  • Loyalist
Options
  • An Agamatus Jetbike Squadron may take:
  • - Up to 7 additional Agamatus
    +85 points each
  • Any model in the unit may replace its Custodes Gyrfalcon jetbike’s Lastrum bolt cannon with one of the following:
  • - Adrathic devastator
    +15 points each
  • - Twin-linked Corvae las-pulser
    +35 points each


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.

  • Custodian Venatari Squad 230 pts
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
Unit Composition
  • 3 Venatari
Wargear
  • Kinetic destroyer
  • Tarsus buckler
  • Misericord
  • Venatari jump harness
  • Auric demi-plate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (4)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Deep Strike
  • Loyalist
Options
  • The unit may include:
  • - Up to 7 additional Venatari
    +70 points each
  • Any model in the unit may exchange both its kinetic destroyer and Tarsus buckler with a:
  • - Venatari lance
    +10 points per model


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.

  • Pallas Attack Speeder Squadron 60 pts
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
Unit Composition
  • 1 Pallas Attack Speeder
Wargear
  • Centreline Mounted twin-linked Arachnus blaze cannon
  • Flare shield
Unit Type
Special Rules
  • Legio Custodes
  • Deep Strike
  • Outflank
  • Loyalist
Options
  • A Pallas Attack Speeder Squadron may take:
  • - Up to 2 additional Pallas Attack Speeders
    +60 points each
  • Any model may replace the Pallas Attack Speeder’s twin-linked Arachnus blaze cannon with one of the following:
  • - Twin-linked Adrathic devastator
    +20 points per model


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.

Primarily equipped with flamers, their secondary tactical function is to deny rogue elements of escape routes, cut off avenues of ambush and prevent encirclement by often numerically superior opposition forces. Even within small detachments, the Firebrand cadres are deployed to prevent the interruption of the retrieval of the Imperial Tithe. However, in such instances, they are often presented as a force intended to intimidate the related governing structures and population into compliance through fear rather than having to carry out the promise of death and fire they so obviously represent, though of course they never shirk from this dark duty when it becomes necessary.

  • Firebrand Cadre 70 pts
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
Unit Composition
  • 4 Firebrands
  • 1 Firebrand Mistress
Wargear
  • Flamer
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Firebrand Cadre may include:
  • - Up to five additional Firebrands
    +12 points each
  • Any model in the unit may take:
  • - Compression tanks
    +5 points each
  • The entire unit may exchange their flamers for:
  • - Vratine grenade launchers
    +5 points each
  • - Snare guns
    Free
  • One Firebrand may have an augury scanner
    +10 points
  • One Firebrand may have a nuncio-vox
    +10 points
  • The Firebrand Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


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.

  • Pursuer Cadre 65 pts
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
Unit Composition
  • 2 Pursuers
  • 1 Pursuer Mistress
Wargear
  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Oblivion)
  • Fleet (1)
  • Stubborn
  • Hatred (Psykers, Daemons, Corrupted)
  • Loyalist
  • Pursuit Beasts (see below)
Dedicated Transport
Options
  • The Pursuer Cadre may include:
  • - Up to three additional Pursuers
    +10 points each
  • All Pursuers in the unit may exchange their bolt pistols for:
  • - Hand flamers
    Free
  • - Needle pistols
    +5 points each
  • Any Pursuer or Pursuer Mistress model in the unit may exchange their close combat weapon for an:
  • - Execution blade
    +10 points each
  • The unit may include one Pursuit Beast for each Pursuer and Pursuer Mistress in the unit (see the Pursuit Beasts special rule for more details), chosen from the list below in any combination:
  • - Cyber Mastiff
    +5 points each
  • - Cyber Felidae
    +5 points each
  • - Cyber Caiman
    +10 points each
  • - Cyber Raptor
    +5 points each
  • One Pursuer may take an augury scanner
    +10 points
  • One Pursuer may take a nuncio-vox
    +10 points
  • The Pursuer Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points

Pursuit Beasts (Fast Attack)
A Pursuer Cadre may include a number of Pursuit Beasts (see above). The rules for those Pursuit Beasts are provided here:

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
Wargear
  • Close combat weapon
Unit Type
Special Rules
  • Cerebral Pacifiers
  • Fleet (1) (Cyber Mastiff, Cyber Felidae and Cyber Raptor only)
  • Furious Charge (1) (Cyber Mastiff only)
  • Rage (1) (Cyber Felidae only)
  • Feel No Pain (5+) (Cyber Caiman only)
  • Shrouded (4+) (Cyber Raptor only)


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.

  • Subjugator Cadre 105 pts
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
Unit Composition
  • 2 Subjugators
  • 1 Subjugator Mistress
Wargear
  • Bolt pistol
  • Close combat weapon
  • Vratine armour
  • Erinyes jetbike
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Stubborn
  • Relentless
  • Firing Protocols (2)
  • Hatred (Psykers, Daemons, Corrupted)
  • Loyalist
  • Outflank
  • Deep Strike
Options
  • A Subjugator Cadre may take:
  • - Up to 7 additional Subjugators
    +25 points each
  • The entire unit may replace their Erinyes jetbike’s snare cannon with:
  • - Needle cannon
    +5 points each
  • - Adrathic destructor
    +10 points each
  • The Subjugator Mistress may exchange her bolt pistol for one of the following:
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points
  • The Subjugator Mistress may exchange her close combat weapon for one of the following:
  • - Power weapon
    +10 points
  • - Power fist
    +20 points
  • - Charnabal weapon
    +10 points


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.

These vehicles are used by the Silent Sisterhood for direct assaults on renegade strongholds too heavily fortified for the limited ranks of the Silent Sisterhood to take by storm. When the time comes for these Termites to be sent into battle, they are issued to those warriors best suited to press home the attack. Regardless of whether it be by two-handed executioner blade or flaming torrent of promethium gel, there are few foes that can withstand their onslaught once their fortifications are breached.

  • Termite Assault Drill 80 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Termite (base: Use model)
Termite 8 4 12 12 10 3 12 Use model
Unit Composition
  • 1 Termite Assault Drill
Wargear
  • Two Pintle Mounted twin-linked bolters
  • Melta cutters
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Infantry Transport
  • Subterranean Assault
  • Loyalist
Access Points
  • A Termite Assault Drill has two Access Points, one on each side of the hull.
Options
  • A Termite Assault Drill may exchange both of its twin-linked bolters for one of the following options:
  • - Two Pintle Mounted twin-linked volkite chargers
    +5 points
  • - Two Pintle Mounted heavy flamers
    +5 points


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.

The Solar Auxilia makes extensive use of a variant of the Arvus and of several similar orbital shuttles, using them to insert infantry sections and command units into a war zone with pinpoint accuracy. Because its carrying capacity is limited to twelve passengers, larger units such as full strength Lasrifle Sections tend to deploy to a world’s surface in drop ships able to carry entire Tercios or even companies, leaving the faster and comparatively more manoeuvrable Arvus to fulfil the role of inserting smaller units with specific battlefield tasks to perform.

  • Arvus Transport 75 pts
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
Unit Composition
  • 1 Arvus Transport
Wargear
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Deep Strike
  • Infantry Transport
Access Points
  • An Arvus Transport has one Access Point at the rear.


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.

While exceeding all similar patterns in service of its size for speed and payload capacity, it was extremely costly to produce, proved difficult to maintain and difficult to handle by all but the most experienced pilots – flaws Sykosk attributed purely to the failure of weak flesh. These factors, however, saw the pattern’s issue limited to elite close support units, while a ‘degraded’ – if easier to operate and maintain – version of the Lightning was rumoured to be under consideration just prior to the outbreak of the Horus Heresy, although this reduced pattern played no part in the conflict.

  • Divisio Aeronautica Primaris-Lightning 150 pts
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
Unit Composition
  • 1 Primaris-Lightning
Wargear
  • Two Centreline Mounted lascannon
Unit Type
Special Rules
  • Deep Strike
Options
  • A Primaris-Lightning may select up to three options from the following list:
  • - Two Hull (Front) Mounted Sunfury heavy missiles
    +25 points
  • - Two Hull (Front) Mounted Kraken penetrator missiles
    +35 points
  • A Primaris-Lightning may have any of the following options:
  • - Ramjet diffraction grid
    +30 points


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.

The Thunderbolt’s versatile array of armaments enables it to tackle all manner of missions, making it ideal for dominating the skies of alien worlds as the Solar Auxilia land, and supporting them in battle as they advance. The Thunderbolt can fulfil a range of missions, from hunting tanks and ground strikes, yet its main role is that of an air-superiority fighter, engaging enemy craft in dogfights or hunting down the foe’s bombers. Its most famous characteristic, however, is sheer resilience and it is not unusual for a Thunderbolt to land riddled with damage that would have downed a lesser craft.

  • Divisio Aeronautica Thunderbolt 120 pts
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
Unit Composition
  • 1 Thunderbolt
Wargear
  • Four Centreline Mounted autocannon
  • Two Centreline Mounted lascannon
Unit Type
Special Rules
  • Divisio Aeronautica Air Superiority
  • Deep Strike
Options
  • A Thunderbolt may select any one of the following options:
  • - Four Hull (Front) Mounted Hellstrike missiles
    +15 points
  • - Four Hull (Front) Mounted Skystrike missiles
    +20 points
  • A Thunderbolt may have any of the following options:
  • - Ramjet diffraction grid
    +30 points


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.

  • Solar Auxilia Hermes Light Sentinel Squadron 50 pts
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
Unit Composition
  • 2 Hermes Light Sentinels
Wargear
  • Laspistol
  • Void armour
  • Hermes Light Sentinel
Unit Type
Special Rules
  • None
Options
  • The Hermes Light Sentinel Squadron may take:
  • - Up to 4 additional Hermes Light Sentinels
    +18 points each
  • Any model may replace their multi-laser with a:
  • - Hermes grenade launcher
    +5 points

Heavy Support


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.

  • Caladius Grav-tank 225 pts
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
Unit Composition
  • 1 Caladius Grav-tank
Wargear
  • Turret Mounted Iliastus accelerator cannon
  • Hull (Front) Mounted twin Lastrum bolt cannon
  • Flare shield
Unit Type
Special Rules
  • Legio Custodes
  • Power of the Machine Spirit
  • Deep Strike
  • Outflank
  • Loyalist
Options
  • A Caladius Grav-tank may exchange its Turret Mounted Iliastus accelerator cannon for:
  • - Turret Mounted enhanced Arachnus blaze cannon
    +35 points


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.

  • Contemptor-Galatus Dreadnought 235 pts
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
Unit Composition
  • 1 Contemptor-Galatus Dreadnought
Wargear
  • Galatus warblade with in-built twinlinked Infernus incinerator
  • Gravis Praesidium shield
  • Atomantic deflector
Unit Type
Special Rules
  • Legio Custodes
  • Loyalist


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.

In addition to this, the Sagittarum have entered legend as the hawk-sighted sentries of the Terran walls, charged with vigilance over the external borders of the Imperial Palace in ready anticipation of attack. The oversight cultivated on the walls of the Imperial Palace served to ensure that their presence among the detachments of the Emperor’s guard was tailored to precisely excise the greatest threats of the enemy assault, annihilating it in the actinic fire of weapons the likes of which had not been seen in such concentration since the dreaded Dark Age of Technology.

  • Sagittarum Guard Squad 175 pts
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
Unit Composition
  • 3 Sagittari
Wargear
  • Adrastus bolt caliver
  • Misericord
  • Auric warplate
  • Frag grenades
  • Melta bombs
Unit Type
Special Rules
  • Legio Custodes
  • Bulky (3)
  • Chosen Warriors
  • Relentless
  • Stubborn
  • Loyalist
Dedicated Transport
  • A Sagittarum Guard Squad of no more than six models may take a Coronus Grav-carrier as a Dedicated Transport. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 7 additional Sagittari
    +50 points each
  • One model in the unit may exchange its Adrastus bolt caliver for one of the following options:
  • - Magisterium vexilla & Adrathic destructor
    +10 points


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.

  • Telemon Heavy Dreadnought 365 pts
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
Unit Composition
  • 1 Telemon Heavy Dreadnought
Wargear
  • Two Telemon cestus with in-built Proteus plasma projectors
  • One Spiculus bolt launcher
  • Atomantic deflector
  • Arae-shrike
Unit Type
Special Rules
  • Legio Custodes
  • Hammer of Wrath (3)
  • Move Through Cover
  • Loyalist
Options
  • A Telemon Heavy Dreadnought may exchange either or both of its Telemon cestus and in-built Proteus plasma projectors for one of the following each:
  • - Arachnus storm cannon
    +35 points each
  • - Iliastus accelerator culverin
    +25 points each


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.

  • Expurgator Cadre 85 pts
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
Unit Composition
  • 4 Expurgators
  • 1 Expurgator Mistress
Wargear
  • Heavy flamer
  • Frag grenades
  • Krak grenades
  • Vratine armour
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Judgement)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Hatred (Psykers, Daemons, Corrupted)
Dedicated Transport
Options
  • The Expurgator Cadre may include:
  • - Up to five additional Expurgators
    +15 points each
  • Any model in the unit may take:
  • - Compression tanks
    +5 points
  • The entire unit may exchange their heavy flamers for:
  • - Adrathic destructor
    +20 points each
  • - Snare cannon
    Free
  • - Vratine missile launcher
    +15 points each
  • One Expurgator may take an augury scanner
    +10 points
  • The Expurgator Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


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.

In the few and dire instances where the Silent Sisterhood takes to the field of open battle, the Sanctioner Cadres serve as raiders and snipers where needed, launching sudden flanking manoeuvres and infiltration attacks in support of their main force. Whatever their target may be, the Sanctioners identify and slay them with a wellplaced bolt round while the battle rages round them.

  • Sanctioner Cadre 85 pts
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
Unit Composition
  • 4 Sanctioners
  • 1 Sanctioner Mistress
Wargear
  • Nemesis bolter
  • Frag grenades
  • Krak grenades
  • Vratine armour
  • Spectra cloaks
Unit Type
Special Rules
  • Silent Sisterhood (Chamber of Vigilance)
  • Fleet (1)
  • Stubborn
  • Loyalist
  • Marked for Death
Dedicated Transport
Options
  • The Sanctioner Cadre may include:
  • - Up to five additional Sanctioners
    +15 points each
  • The entire unit may exchange their Nemesis bolters for:
  • - Vratine Nemesis bolters
    +5 points per model
  • One Sanctioner may have an augury scanner
    +10 points
  • One Sanctioner may have a nuncio-vox
    +10 points
  • The Sanctioner Mistress may take any of the following:
  • - Power weapon
    +10 points
  • - Charnabal weapon
    +10 points
  • - Hand flamer
    +5 points
  • - Needle pistol
    +5 points
  • - Plasma pistol
    +10 points


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.

Auxilia artillery tanks feature weapons mounted on a hull derived from the Leman Russ, in a pattern sometimes referred to as the Mars-Solar Alpha. These vehicles’ fighting compartments are enclosed and sealed against hazardous atmospheric conditions, affording the crew protection in battle and when exploring the surface of hostile alien worlds.

The Auxilia employ their artillery tank batteries to support general advances by the Infantry Tercios. Being self-propelled and well protected they are able to keep pace even with Dracosan-mounted sections, engaging the foe with a fearsome weight of fire as the main line units close to engage the survivors.

  • Solar Auxilia Armoured Battery 200 pts
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
Unit Composition
  • 1 Auxilia Basilisk
Wargear
  • Centreline Mounted Earthshaker cannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • None
Options
  • A Solar Auxilia Armoured Battery may include:
  • - Up to two additional Auxilia Basilisk
    +200 points each
  • All models in an Auxilia Armoured Battery may exchange their Centreline Mounted Earthshaker cannon for:
  • - One Centreline Mounted Medusa mortar
    Free
  • Any model in an Auxilia Armoured Battery may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • Any model in an Auxilia Armoured Battery may take any of the following:
  • - Dozer blade
    +5 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points


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.

The most famous of Solar Auxilia tank commanders take to battle in the command turrets of superheavy tanks. From there they lead entire regiments or even cohorts of tanks of all classes, crushing the enemies of humanity beneath the treads of their fearsome beasts of steel.

  • Solar Auxilia Armoured Command Section 200 pts
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
Unit Composition
  • 1 Leman Russ Command Tank
Wargear
  • Hull (Front) Mounted heavy bolter
  • Turret Mounted battle cannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Tercio
  • Outflank
  • Solar Auxilia Command Tank
Options
  • A Leman Russ Command Tank may exchange its Hull (Front) Mounted heavy bolter for one of the following:
  • - Hull (Front) Mounted autocannon
    Free
  • - Hull (Front) Mounted multi-laser
    Free
  • - Hull (Front) Mounted heavy flamer
    Free
  • - Hull (Front) Mounted lascannon
    +10 points
  • A Leman Russ Command Tank may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • A Leman Russ Command Tank may take any of the following:
  • - Flare shield
    +25 points
  • - Cognis-signum
    +20 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points
  • - Dozer blade
    +5 points
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.

Should the cohort’s artillery positions come under attack by enemy infiltrators or foes that manage to break through the front line defences, the Artillery Command Section can intercept and swiftly neutralise such threats, so that the batteries may continue their destructive work unhindered.

  • Solar Auxilia Artillery Command Section 65 pts
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
Unit Composition
  • 4 Auxilia Veterans
  • 1 Auxilia Troop Master
Wargear
  • Lasrifle
  • Void armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Tercio
Dedicated Transport
Options
  • A Solar Auxilia Artillery Command Section may include:
  • - Up to 5 additional Auxilia Veterans
    +8 points each
  • Any model with a lasrifle may take:
  • - Bayonet
    +1 point each
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Command vox
    +10 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Auxilia vexilla
    +5 points
  • One Auxilia Veteran in the unit may be upgraded to have a:
  • - Augury scanner
    +5 points
  • The Auxilia Troop Master may exchange their lasrifle for the following:
  • - Laspistol and close combat weapon
    Free
  • The Auxilia Troop Master may exchange a laspistol for one of the following:
  • - Blast pistol
    +2 points
  • - Needle pistol
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +5 points
  • The Auxilia Troop Master may exchange a close combat weapon for one of the following:
  • - Charnabal weapon
    +10 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • The Auxilia Troop Master may select any of the following:
  • - Refractor field
    +5 points
  • - Cognis-signum
    +15 points
  • - Melta bombs
    +5 points
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.

The Cyclops is transported to the front line in a Dracosan Armoured Carrier or an Auxilia Arvus Lighter, and unloaded under cover a safe distance from the intended target. It is then controlled by an operator equipped with a vox control unit, and initiated into the outer tiers of the machine arcana, granting them sufficient knowledge to guide the Cyclops to its target and to detonate its internal charge when it is close enough to inflict the requisite damage.

The unit can be configured with a variety of munition types for use against different types of target, one of which, the atomantic imploder, is so powerful it is sometimes employed against apex xenos-forms and similar foes when all other means have failed.

  • Solar Auxilia Cyclops Demolition Section 35 pts
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
Unit Composition
  • 1 Cyclops
  • 1 Auxilia Operator
Wargear
  • Reinforced void armour (Auxilia Operator only)
  • Laspistol (Auxilia Operator only)
  • Detcon unit (Auxilia Operator only)
Unit Type
Special Rules
  • Independent Operators
  • Demolition Vehicle (Cyclops only)
  • Bulky (5) (Cyclops only)
Dedicated Transport
Options
  • A Solar Auxilia Cyclops Demolition Section may include any of the following:
  • - Up to 2 additional Cyclops*
    +35 points each
*For each additional Cyclops selected, an additional Auxilia Operator must be added to the unit, for no additional cost.


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.

Their main weapons are comparatively short ranged in relation to the artillery batteries, but they are used in a direct assault role or in close support of the Infantry Tercios, in particular those mounted in Dracosan armoured carriers.

The plasma destroyer mounted on the Executioner and the volkite demi culverin with which the Incinerator is armed are rare and highly prized weapons more commonly seen on the war machines of the Legiones Astartes, and they must be painstakingly calibrated and intensively ministered to by Tech-Priests assigned to the cohort to ensure their continued operation.

  • Solar Auxilia Leman Russ Assault Squadron 200 pts
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
Unit Composition
  • 1 Leman Russ Demolisher
Wargear
  • Hull (Front) Mounted heavy bolter
  • Turret Mounted demolisher cannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Tercio
Options
  • A Solar Auxilia Leman Russ Assault Squadron may include:
  • - Up to two additional Leman Russ Demolishers
    +185 points each
  • All models in a Leman Russ Assault Squadron may exchange their Turret Mounted demolisher cannon for one of the following options (all models in the unit must select the same option):
  • - One Turret Mounted Executioner plasma cannon
    Free
  • - One Turret Mounted volkite macro-saker
    Free
  • Any model in a Solar Auxilia Leman Russ Assault Squadron may exchange its Hull (Front) Mounted heavy bolter for one of the following:
  • - Hull (Front) Mounted autocannon
    Free
  • - Hull (Front) Mounted multi-laser
    Free
  • - Hull (Front) Mounted heavy flamer
    Free
  • - Hull (Front) Mounted lascannon
    +10 points
  • Any model in a Solar Auxilia Leman Russ Assault Squadron may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • Any model in a Solar Auxilia Leman Russ Assault Squadron may take any of the following:
  • - Dozer blade
    +5 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points
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.

Numerous sub-patterns, including the Executioner, Vanquisher and Exterminator, mount a wide array of weapons and in the service of the Auxilia are often enhanced to the ‘Solar’ pattern, fitted with supplementary survival and exploration systems. Leman Russ tanks in Auxilia strike squadrons are fitted with extended fuel reserves and their engines enhanced with forced induction chargers. These combine to increase the tanks’ operational range substantially, allowing them to make wide flanking advances in order to engage an enemy at the moment the infantry sections launch their own attack.

  • Solar Auxilia Leman Russ Strike Squadron 150 pts
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
Unit Composition
  • 1 Leman Russ Battle Tank
Wargear
  • Hull (Front) Mounted heavy bolter
  • Turret Mounted battlecannon
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Tercio
  • Outflank
Options
  • A Solar Auxilia Leman Russ Strike Squadron may include:
  • - Up to two additional Leman Russ Battle Tanks
    +135 points each
  • All models in a Leman Russ Strike Squadron may exchange their Turret Mounted battlecannon for one of the following options (all models in the unit must select the same option):
  • - Turret Mounted Gravis lascannon
    Free
  • - Turret Mounted Gravis autocannon
    Free
  • - One Turret Mounted Vanquisher battlecannon and one Co-axial Mounted autocannon
    +5 points
  • Any model in a Solar Auxilia Leman Russ Strike Squadron may exchange its Hull (Front) Mounted heavy bolter for one of the following:
  • - Hull (Front) Mounted autocannon
    Free
  • - Hull (Front) Mounted multi-laser
    Free
  • - Hull (Front) Mounted heavy flamer
    Free
  • - Hull (Front) Mounted lascannon
    +10 points
  • Any model in a Solar Auxilia Leman Russ Strike Squadron may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • Any model in a Solar Auxilia Leman Russ Strike Squadron may take any of the following:
  • - Dozer blade
    +5 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points
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.

By the time of the Horus Heresy, many Malcador Heavy Tanks had been relegated to strategic reserves and second line Imperial Army units, replaced by larger numbers of smaller, more tactically flexible tanks such as the Leman Russ and its many variants. The demands of the galaxy-wide civil war soon brought them back into the fray however, while their availability saw them used as test-beds for a variety of new variants designed to plug gaps in supply and resource.

  • Solar Auxilia Malcador Heavy Tank Squadron 225 pts
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
Unit Composition
  • 1 Malcador Heavy Tank
Wargear
  • Hull (Front) Mounted heavy bolter
  • Hull (Front) Mounted battlecannon
  • Hull (Left) Mounted heavy bolter
  • Hull (Right) Mounted heavy bolter
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Independent Fire Control
Options
  • A Solar Auxilia Malcador Heavy Tank Squadron may include:
  • - Up to two additional Malcador Heavy Tanks
    +225 points each
  • Any model in a Malcador Heavy Tank Squadron may exchange its Hull (Front) Mounted battlecannon for one of the following:
  • - Hull (Front) Mounted Gravis lascannon
    +10 points
  • - Hull (Front) Mounted Vanquisher battle cannon
    +10 points
  • Any model in a Malcador Heavy Tank Squadron may exchange its Hull (Front) Mounted heavy bolter for one of the following:
  • - Hull (Front) Mounted autocannon
    Free
  • - Hull (Front) Mounted multi-laser
    Free
  • - Hull (Front) Mounted heavy flamer
    Free
  • - Hull (Front) Mounted lascannon
    +10 points
  • - Hull (Front) Mounted demolisher cannon
    +50 points
  • Any model in a Malcador Heavy Tank Squadron may exchange both of its Side Mounted heavy bolters for:
  • - One Hull (Right) Mounted autocannon and one Hull (Left) Mounted autocannon
    Free
  • - One Hull (Right) Mounted multi-laser and one Hull (Left) Mounted multi-laser
    Free
  • - One Hull (Right) Mounted heavy flamer and one Hull (Left) Mounted heavy flamer
    Free
  • - One Hull (Right) Mounted lascannon and one Hull (Left) Mounted lascannon
    +25 points
  • Any model in a Malcador Heavy Tank Squadron may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • Any model in a Malcador Heavy Tank Squadron may take any of the following:
  • - Flare shield
    +25 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points
  • - Dozer blade
    +5 points


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.

The Solar Auxilia mounts a number of different weapons systems on their Rapier carriers, from the anti-armour laser destroyer to the beloved ‘Thudd Gun’ multi-launcher. The most common however is the gravis multi-laser. This weapon has become synonymous with the Solar Auxilia’s victories and many a battle has been won by the Infantry Tercios forming around supporting Rapier batteries as numberless hordes of aliens or feral world primitives close in from all directions, only to be scythed down by the hundred by the unyielding servants of the Imperium.

  • Solar Auxilia Rapier Battery 35 pts
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
Unit Composition
  • 2 Auxilia Gunners
  • 1 Rapier Carrier
Wargear
  • Laspistol (Auxilia Gunner only)
  • Void armour (Auxilia Gunner only)
  • Gravis multi-laser battery (Rapier Carrier only)
Unit Type
Special Rules
  • Tercio
  • Bulky (4) (Rapier Carrier only)
  • Relentless (Rapier Carrier only)
  • Auxilia Artillerists
Options
  • An Auxilia Rapier Battery may include:
  • - Up to 2 additional Rapier Carriers*
    +35 points per model
*For each additional Rapier Carrier the unit must include 2 additional Auxilia Gunners for no additional points cost.
  • Every Rapier Carrier in the unit may exchange its Gravis multi-laser battery for one of the following, all Rapier Carriers in the unit must take the same upgrade:
  • - Gravis heavy bolter battery
    Free
  • - Laser destroyer
    +25 points each
  • - Quad launcher (with frag shells only)
    +20 points each
  • An Auxilia Rapier Battery with quad launchers may take any of the following additional shell types This upgrade must be bought for all Rapier Carriers in the unit:
  • - Incendiary shells
    +5 points per model
  • - Shatter shells
    +20 points per model
  • - Splinter shells
    +10 points per 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.

The Solar Auxilia use the Tarantula to guard exposed flanks and rear line positions where it is judged less likely, but nonetheless possible that an enemy will attack. They are sometimes pressed into service in the front line itself when manpower is stretched dangerously thin. The histories of some of the oldest cohorts contain tales, no doubt elaborated over the decades, of Tarantula weapons batteries granted honorary induction into a regiment following a close fought battle where their presence contributed greatly to the tally of enemy dead.

  • Solar Auxilia Tarantula Sentry Battery 60 pts
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
Unit Composition
  • 3 Tarantula Sentry Guns
Wargear
  • Two heavy bolters
Unit Type
  • Infantry (Automated Artillery)
Special Rules
  • Sentry Protocols
  • Tercio
  • Bulky (4)
  • Firing Protocols (2)
  • Fearless
Options
  • A Solar Auxilia Tarantula Sentry Battery may include:
  • - Up to 6 additional Tarantula Sentry Guns
    +20 points each
  • All Tarantula Sentry Guns in the unit may exchange both of their heavy bolters for one of the following options:
  • - Two lascannon
    +20 points each
  • - One Hyperios missile launcher
    +5 points each
  • All Tarantula Sentry Guns in the unit may have:
  • - Augury scanners
    +20 points per unit
  • - Searchlights
    +5 points per unit
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.

While utilising a familiar chassis on which several other armoured vehicles in the arsenal of the Solar Auxilia are based, the Valdor mounts a devastating neutron laser, each a meticulously wrought iteration of a recently recovered relic of the Dark Age of Technology. While not yet in common use, Imperial logisticians have projected that its services are likely to be required in ever greater numbers, especially where Loyalist Solar Auxilia are called upon to fight the Traitor Legiones Astartes and the heavy armoured vehicles they have ready access to.

  • Solar Auxilia Valdor Tank Destroyer Squadron 250 pts
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
Unit Composition
  • 1 Valdor Tank Destroyer
Wargear
  • Centreline Mounted neutron beam laser
  • One Sponson Mounted* heavy bolter
  • Searchlights
  • Smoke launchers
Unit Type
Special Rules
  • Containment Breach
Options
  • A Valdor Tank Destroyer may replace its Sponson Mounted* heavy bolter with one of the following:
  • - One Sponson Mounted* autocannon
    +10 points
  • - One Sponson Mounted* multi-laser
    +10 points
  • - One Sponson Mounted* heavy flamer
    +5 points
  • - One Sponson Mounted* lascannon
    +15 points
*This sponson is mounted on the right side of the vehicle only.
  • A Valdor Tank Destroyer may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • A Valdor Tank Destroyer may take any of the following:
  • - Flare shield
    +25 points
  • - One Hull (Front) Mounted hunter-killer missile
    +10 points
  • - Dozer blade
    +5 points


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

  • Solar Auxilia Aethon Heavy Sentinel Squadron 70 pts
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
Unit Composition
  • 1 Aethon Heavy Sentinel
Wargear
  • Aethon Heavy Sentinel
Unit Type
Special Rules
  • None
Options
  • The Aethon Heavy Sentinel Squadron may take:
  • - Up to 2 additional Aethon Heavy Sentinels
    +65 points each
  • Any model may replace the Aethon Heavy Sentinel’s multi-laser with one of the following:
  • - Autocannon
    +10 points
  • - Volkite culverin
    +10 points
  • - Lascannon
    +20 points
  • - Heavy incinerator
    +15 points
  • - Melta lance
    +25 points
  • Any model may replace the Aethon Heavy Sentinel’s Aethon missile battery with:
  • - 4 Hunter-killer missiles
    +20 points

Lords of War


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.

The Ares was frequently used as a terror weapon, bypassing enemy armies as it blazed over their lines in the shadow of its eclipse shields. Primarily, it was used to strike a decisive blow with its immensely destructive Arachnus magna-blaze cannon against the monuments and edifices which an enemy culture held most dear to their hearts. Such was the infamy it earned in the Unity Wars that when the forces of Unification were embroiled in a month-long standstill on the Antipodean Peninsula, the mere sight of a single Ares Gunship hovering above the domicile of that regime’s Chancellor led to the enemy’s unconditional surrender to the Emperor.

  • Ares Gunship 650 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Ares Gunship (base: 160mm)
Ares Gunship 19 5 13 12 10 7 - 160mm
Unit Composition
  • 1 Ares Gunship
Wargear
  • Two Centreline Mounted Arachnus heavy blaze cannon
  • Centreline Mounted Arachnus magnablaze cannon
  • Two Hull (Front) Mounted Infernus firebomb clusters
  • Eclipse shield
  • Arae-shrike
Unit Type
Special Rules
  • Power of the Machine Spirit
  • Deep Strike
  • Loyalist


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.

  • Orion Assault Dropship 600 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Orion (base: 160mm)
Orion 19 5 13 12 11 7 24 160mm
Unit Composition
  • 1 Orion Assault Dropship
Wargear
  • Two Centreline Mounted Arachnus heavy blaze cannon
  • Two Hull (Front) Mounted twin Lastrum bolt cannon
  • Two Hull (Front) Mounted Spiculus heavy bolt launchers
  • Eclipse shield
Unit Type
Special Rules
  • Power of the Machine Spirit
  • Assault Vehicle
  • Deep Strike
  • Transport Bay
  • Loyalist
Access Points
  • An Orion Assault Dropship has one Access Point at the rear of the vehicle.


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.

The Solar Auxilia employs the Malcador Infernus in specialist reserves held at the cohort level. They are generally deployed to lead advances against enemy forces occupying especially dense terrain, such as trench lines, city ruins or heavily forested areas.

  • Solar Auxilia Malcador Infernus Squadron 300 pts
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
Unit Composition
  • 1 Malcador Infernus
Wargear
  • Centreline Mounted inferno cannon
  • Searchlights
  • Two Sponson Mounted heavy flamers
  • Smoke launchers
Unit Type
Special Rules
  • None
Options
  • A Malcador Infernus may exchange both its Sponson Mounted heavy flamers for one of the following options:
  • - Two Sponson Mounted heavy bolters
    +15 points
  • - Two Sponson Mounted autocannon
    +15 points
  • - Two Sponson Mounted multi-lasers
    +15 points
  • - Two Sponson Mounted lascannon
    +25 points
  • A Malcador Infernus may take one of the following:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • A Malcador Infernus may take any of the following:
  • - Flare shield
    +25 points
  • - One Hull (Front) Mounted hunter killer-missile
    +10 points
  • - Dozer blade
    +5 points


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.

The Stormhammer is armed with a massive array of turret- and sponson-mounted weapons, that can be fired on multiple fire arcs. They are configured to serve at the vanguard of expeditions into areas considered hostile not just because of the presence of an enemy force, but due to perilous environmental factors. They can tread the surface of worlds with skies of searing acid, seas of boiling lava and winds laced with toxins that would scour flesh from bone in seconds, and can survive these hazards and give battle to the foe as well, thanks to extensive survival and exploration systems.

In battle, the Stormhammer has at times been likened to a destroyer of the Imperial armada, for it is capable of extended independent operation as well as holding a key part in a coordinated battle plan.

  • Solar Auxilia Stormhammer 500 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Stormhammer (base: Use model)
Stormhammer 10 3 13 13 12 12 - Use model
Unit Composition
  • 1 Stormhammer
Wargear
  • Turret Mounted Stormhammer cannon
  • Co-axial Mounted multi-laser
  • One Hull (Front) Mounted twin-linked battlecannon
  • Hull (Front) Mounted lascannon
  • Three Hull (Left) Mounted multi-lasers
  • Three Hull (Right) Mounted multi-lasers
  • Smoke launchers
Unit Type
Special Rules
  • None
Options
  • A Stormhammer may exchange all of its Hull (Right) Mounted and Hull (Left) Mounted multi-lasers for the following:
  • - Three Hull (Right) Mounted and three Hull (Left) Mounted heavy flamers
    Free
  • - Three Hull (Right) Mounted and three Hull (Left) Mounted heavy bolters
    +30 points
  • - Three Hull (Right) Mounted and three Hull (Left) Mounted lascannon
    +75 points
  • A Stormhammer may take one of the following options:
  • - Pintle Mounted multi-laser
    +10 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +5 points
  • A Stormhammer may take any of the following:
  • - One Hull (Front) Mounted hunter-killer missile
    +5 points each
  • - Searchlights
    +5 points
Locked in Combat
If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat. The unit is considered to be locked in combat as soon as an enemy model is moved into base contact with any model in that unit and remains locked in combat until there are no enemy models remaining in base contact with any model that is part of that unit. Units that are locked in combat must attack and be attacked in the next Fight sub-phase, resolving the combat as per the standard rules. Units are no longer locked in combat if, at the end of any Phase, they no longer have any models in base contact with an enemy model.

Units that are locked in combat cannot move in any other Phase or make Shooting Attacks for any reason. Similarly, models cannot choose to target units locked in combat with Shooting Attacks for any reason. Blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, but they may end up there after scattering and will then cause Hits on any units or models they contact as normal.

Units that are locked in combat do not take Morale checks or Pinning tests caused by Shooting Attacks, and cannot be Pinned.
Melee Type
Weapons with the Melee type can only be used in close combat.
Specialist Weapon

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.
Lightning Blows (X)

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).
Murderous Strike (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.
Rending (X)

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.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Gets Hot

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

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.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Concussive (X)

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).

No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.

The Apollonian Spear

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)
Instant Death

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.
Misericord

Range
Str
AP
Misericord
-
4
-
Melee, Instant Death

Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Line of Sight
Line of sight determines what a model can ‘see’. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with a melee attack, or shooting attack. Line of sight literally represents your warriors’ view of the enemy – they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body.

Sometimes, all that will be visible of a model is a weapon, banner, or other ornament they are carrying. In these cases, the model is not visible. Similarly, mechanical appendages such as cables, probes and ammo feeds are ignored, even though they may be part of a model’s body. These rules are intended to ensure that models don’t get penalised for having impressive banners, weaponry, and so on.

In many cases, what a model can ‘see’ will be obvious – if there’s a hill, building or mechanical construct in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way.

On those other occasions, where it’s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model’s head for a ‘model’s eye view’. This means getting down to the level of your models and checking the battlefield from their perspective to ‘see what they can see’. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model’s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.

The Corinthine Warplate

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.
Frag Grenades

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

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.
Detonation

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.
Unwieldy

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.
Armourbane (X)

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.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Arae-shrike

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).
Nemesis Units
A ‘Nemesis’ unit is defined as any enemy unit that fulfils at least one of the following conditions:
Legio Custodes

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):
  • All models with this special rule gain +1 Attacks when locked in combat with a Nemesis Unit.
  • A unit composed entirely of models with this special rule gains an additional bonus of +1 to all Charge rolls made when all targets of the Charge are Nemesis Units.
  • When rolling to Hit while Engaged with a Nemesis unit, a model with this special rule will never need to roll better than 4+ to score a Hit – unless the Nemesis unit is composed entirely of models with the Primarch Unit Type, or the attacking model is in a Challenge with a model that has the Primarch Unit Type.
Counter-attack (X)

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.

If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counter-attack special rule has no effect.
Loyalist

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.
Teleport Transponder Array

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.
Shred

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.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Two-handed

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.
Reaping Blow (X)

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).
Guardian spear

Range
Str
AP
Guardian spear
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Auric Battleplate

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.
Independent Character

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.
Bulky (X)

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.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit (see, for example, Rampage (X)).
Relentless

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.
Stubborn

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.
Deflagrate

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).
Pistol Weapons

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.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Master-crafted

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.
Archaeotech pistol

Range
Str
AP
Archaeotech pistol
12"
6
4
Pistol 1, Rending (3+), Master-crafted

Praesidium Shield

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.
Pyrithite spear

Range
Str
AP
Pyrithite spear
 - (Shooting)
6"
8
1
Assault 1, Armourbane (Melta)
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Adrasite spear

Range
Str
AP
Adrasite spear
 - (Shooting)
12"
5
3
Assault 1, Instant Death, Armourbane (Ranged), Gets Hot
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Sentinel warblade

Range
Str
AP
Sentinel warblade
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
User
2
Melee

Guardian axe

Range
Str
AP
Guardian axe
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
+3
2
Melee, Two-handed, Unwieldy

Rampage (X)

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.

A model that has made a Disordered Charge that turn receives no benefit from Rampage.
Measured Strike

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.
Meridian Swords

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+)

Solarite power gauntlet

Range
Str
AP
Solarite power gauntlet
-
10
1
Melee, Unwieldy

Solarite power talon

Range
Str
AP
Solarite power talon
-
5
2
Melee, Shred

Paragon blade

Range
Str
AP
Paragon blade
-
+1
2
Melee, Murderous Strike (6+), Specialist Weapon

Paragon glaive

Range
Str
AP
Paragon glaive
 - (Shooting)
18"
5
4
Assault 2, Shred
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1), Murderous Strike (5+)

Tribune of the Golden Legion

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.
Eternal Warrior

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

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.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
Duellist’s Edge (X)

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).

The Sword of Oblivion

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)
Krak Grenades

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

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

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.

Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are allocated following the normal rules.
Blast

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.

The large area affected by the blast means it is going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the Blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine,for a shot to scatter beyond the weapon’s Maximum or Minimum Range and line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, Hits are worked out as normal and can hit and Wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the battlefield’s edge, the shot is a complete miss and is discarded.

Once the final position of the Blast marker has been determined, take a good look at it from above – each unit suffers one Hit for each of the models included in that unit that is fully or partially beneath the Blast marker, even if those models are not within the firer’s line of sight.

Once the number of Hits inflicted on the unit has been worked out, roll To Wound and Save as normal. Note that, unlike other attacks, Wounds inflicted by an attack with the Blast special rule can be allocated to any models in the target unit, even if they are out of sight of any models from the attacking unit.
Night Vision

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

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:

Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.

Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value.
Scatter
Sometimes a rule will call for an object (a template, counter, model or even a whole unit) to be placed on the battlefield and then scattered. When this occurs, follow this procedure:
  • Place the object on the battlefield as instructed by the rule.
  • Roll a Scatter dice and 2D6 to determine the direction and distance of scatter in inches.
  • If a Hit is rolled on the Scatter dice, the object does not move – leave it in place and resolve the remainder of the rule.
  • If an arrow is rolled, move the object the distance shown on the 2D6 in the direction of the arrow. Ignore intervening terrain, units, etc, unless the rule states otherwise.
  • Once the object has scattered to its final position, resolve its effects.
Some rules may specify a distance to be determined other than 2D6, in which case, just replace the 2D6 in this procedure with the method listed in the rule.

Scatter dice and other dice and accessories that you can use in your games of Horus Heresy – Age of Darkness can be purchased from the Games Workshop website.

The Onyx Cloak

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.
Artificer Armour

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.
Scout

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.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Infiltrate

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.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
HQ
HQ stands for Headquarters unit. A Headquarters unit might be a determined Solar Auxilia lord marshal thrust into the heart of the Horus Heresy or a mighty Space Marine praetor at the head of a Legion task force. These models are amongst the most powerful in the game and, as leaders, they have access to more special equipment than anyone else. They are not invincible, but can provide a powerful spearhead for an attacking army and a strong core for a defensive one.
Chamber of Vigilance

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.

Chamber of Oblivion

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.

Chamber of Judgement

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.

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.

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.

Fleet (X)

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.

If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
Fear (X)

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.

Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable.

A model that causes Fear is not itself immune to Fear, and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
Hatred (X)

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.

For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.

The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
Precision Strikes (X)

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.

Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation.
Precision Shots (X)

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.

Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as the target model is in range and line of sight of the attacking model, rather than following the normal rules for Wound allocation.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
Ex Oblivio

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).
The Sisters of Silence Special Rule
The Silent Sisterhood, unlike the vast Imperial Army or the Space Marine Legions, was not a purely military force tasked with reaping glory on the open field of battle. Instead, the Sisters of Silence were an elite organisation with a specific role in maintaining the rule of the Emperor. They were tasked with the eradication of rogue psykers, dissidents and religious demagogues and the collection and processing of those psykers who complied with Imperial law. Only when the Imperium is threatened by revolt or psychic disaster do they mass in numbers to take the field, for in such times their unique skills are worth far more than the numbers of a true army. To enable players to properly represent the paramilitary nature of the Sisters of Silence in battle, the Silent Sisterhood special rule presents a number of new restrictions and options:

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.

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.

Warlord: The Soulless Queen
Jenetia 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.
Execution blade

Range
Str
AP
Execution blade
-
+2
3
Melee, Two-handed, Rending (6+)

Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Voidscale Cloak

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.
Reach (X)

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.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

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

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)
Breaching (X)

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.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Charnabal Weapons

With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them.

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
Proteus neuro-lash

Range
Str
AP
Proteus neuro-lash
-
+3
-
Melee, Two-handed, Deflagrate

Hand flamer

Range
Str
AP
Hand flamer
Template
3
-
Pistol 1

Poisoned (X)

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.

Similarly, if a model makes a Shooting Attack with a 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. If no number is shown in brackets, the rule is Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
Pinning

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.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Needle pistol

Range
Str
AP
Needle pistol
12"
2
-
Pistol 2, Poisoned (3+), Pinning

Breaching (X)

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.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Plasma pistol

Range
Str
AP
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

Rapid Fire Weapons

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.

If a unit attacking with Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range make two attacks, while those further away make one attack.

Models that attack with Rapid Fire weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Bolter24"45Rapid Fire
Psy-shock

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.
Vratine bolter

Range
Str
AP
Vratine bolter
18"
4
5
Rapid Fire, Psy-shock

Vratine Armour

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.
Spectra Cloaks

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.
Chosen Warriors

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.
Support Squad

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.
Retinue
A 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.
Augury Scanner

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:
  • Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an augury scanner.
  • A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect.
  • When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner 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 Reactions limit in a given Phase.
Nuncio-vox

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.
Assault needler

Range
Str
AP
Assault needler
18"
2
-
Assault 3, Poisoned (3+), Pinning

Flamer

Range
Str
AP
Flamer
Template
4
5
Assault 1

Heavy flamer

Range
Str
AP
Heavy flamer
Template
5
4
Assault 1

Twin-linked

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.
Heavy Weapons

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.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Sniper

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.
Nemesis bolter

Range
Str
AP
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning

Adrathic destructor

Range
Str
AP
Adrathic destructor
12"
5
3
Assault 1, Instant Death, Armourbane (Ranged), Gets Hot

Entangle (X)

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).

Attacks with this special rule have no effect on models with the Vehicle or Primarch Unit Type, or on any model that starts the battle with 6 or more Wounds. Do not roll To Wound if Hits from an attack with this special rule are allocated to such a model and simply discard those Hits. Similarly, models of these Types are not affected by the modifiers to Movement inflicted by the Entangle special rule, regardless of whether other models in the same unit are affected.
Snare gun

Range
Str
AP
Snare gun
12"
5
-
Assault 3, Entangle (1)

Torrent (X)

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.

For example, a weapon with the Torrent (18) special rule must place the narrow end of the template at a point within 18" and the wide end no closer to the firing model than the narrow end.
Massive Blast
Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons.
Ignores Cover

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.
Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.
Ordnance Weapons

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.

Ordnance weapons hit with such force that when you roll to penetrate a Vehicle’s armour with an Ordnance weapon, roll two dice instead of one and pick the highest result.

RangeSAPType
Earthshaker cannon36"-240"94Ordnance 1, Barrage, Large Blast (5"), Pinning
Flame Weapons

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)
Compression Tanks

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.
Voidsheen Cloak

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.
Retinue
A 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.
Power fist

Range
Str
AP
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon

Basic Combat Weapons
As stated in the Horus Heresy: Age of Darkness rulebook, all models are considered to have some form of basic close combat weapon – be it a knife, entrenchment tool or simply bared fists and stubborn determination. In most Imperial armies this is most often the ubiquitous combat blade, a single edged, pattern welded blade forged of several non-terrestrial alloys, whose size varies between forces. Regardless of the nature of this weapon, all basic close combat weapons share the same profile, repeated here for ease of reference:
Range
Str
AP
Type
Basic close combat weapon
-
User
-
Melee
Distort Field

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 Weapons

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)
Erinyes Jetbike

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.
Deep Strike

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.
Outflank

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.
Snare cannon

Range
Str
AP
Snare cannon
18"
7
-
Heavy 3, Entangle (2)

Needle cannon

Range
Str
AP
Needle cannon
24"
2
-
Heavy 4, Poisoned (3+), Pinning

Excrutia Armatus

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.
Blast Markers and Templates
Some weapons are so powerful that they don’t just target a single model or unit, but have an ‘area effect’ which might encompass several different models or units. To better represent these circumstances, Horus Heresy – Age of Darkness games use a series of different Blast markers and templates:
  • A ‘Small’ Blast marker (3" in diameter).
  • A ‘Large’ Blast marker (5" in diameter).
  • A ‘Template’ (a teardrop-shaped template roughly 8" long).
A number of weapons are even more powerful, able to obliterate entire squads in a single shot. These apocalyptic weapons use even bigger markers and templates, which include:
  • A ‘Massive’ Blast marker (7" in diameter).
  • An ‘Apocalyptic’ Blast marker (10" in diameter).
  • An ‘Apocalyptic Barrage’ marker (a clover-shaped set of five overlapping markers, each 5" in diameter).
  • A ‘Hellstorm’ (a teardrop-shaped template roughly 16" long).
All of these templates and Blast markers can be purchased separately.

The templates and Blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or a blast radius. When an attack uses a template or Blast marker, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed further later in this section). To work out the number of Hits, you normally need to hold the template or Blast marker with its central hole over an enemy model or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models lie partially or completely underneath. Various special rules and weapon effects will provide additional details on the specific use of templates when making attacks with those special rules or weapons.

A unit takes a Hit for each model that is fully, or even partially, underneath the template or Blast marker. Remember that a model’s base is counted as being part of the model itself, so all a template or Blast marker has to do to cause a Hit is to cover any part of the target’s base.
Vratine grenade launcher

Range
Str
AP
Vratine grenade launcher
 - 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

Lasrifle

Range
Str
AP
Lasrifle
 - (Volley)
30"
3
6
Heavy 2
 - (Blast Charger)
18"
6
4
Heavy 1

Void Armour, Reinforced Void Armour & Heavy Void Armour

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.
Cyber-familiar

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.
Refractor Fields & Iron Halos

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.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Solar Auxilia Tercios

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.
Tercio

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.
Bayonet

Range
Str
AP
Bayonet
-
+1
-
Melee, Two-handed

Laspistol

Range
Str
AP
Laspistol
12"
3
-
Pistol 1

Volkite charger

Range
Str
AP
Volkite charger
15"
5
5
Assault 2, Deflagrate

Blast pistol

Range
Str
AP
Blast pistol
9"
6
4
Pistol 2

Bolt Weapons

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
One Use/One Shot

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.
Combi-weapons

An ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are 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.
  • Any profile that allows a model to select a magna combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: meltagun or plasma gun.
  • Any profile that allows a model to select a minor combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: flamer, volkite charger, snare gun*, or grenade launcher.
Note that the combi-bolter, though similarly named, does not use these rules and is fired as a normal ranged weapon and has no primary or secondary components.

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)

*These options are only available to models with the Sisters of Silence Faction.
Grenade launcher

Range
Str
AP
Grenade launcher
 - Frag
24"
3
6
Assault 1, Blast (3"), Pinning
 - Krak
24"
5
4
Assault 1

Plasma gun

Range
Str
AP
Plasma gun
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot

Meltagun

Range
Str
AP
Meltagun
12"
8
1
Assault 1, Armourbane (Melta)

Chainsword

Range
Str
AP
Chainsword
-
User
-
Melee, Shred

Vox Interlock

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.
Auxilia Vexilla

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.
Cohort Doctrines

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.
Battle-hardened (X)

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.
Volkite serpenta

Range
Str
AP
Volkite serpenta
10"
5
5
Pistol 2, Deflagrate

Inferno pistol

Range
Str
AP
Inferno pistol
6"
8
1
Pistol 1, Armourbane (Melta)

Brutal (X)

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.
Thunder hammer

Range
Str
AP
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon

Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Command Vox

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.
Cohorts Vexilla

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.

Nemesii blade

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+)
Firing Protocols (X)

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.

Needlespine blaster

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
Panoply of the Assassin

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.
Death’s Artisan
When 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.
Fleshbane

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.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Decapitation Strike
During 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):
Range
Str
AP
Decapitation Strike
-
2
1
Melee, Unwieldy, Fleshbane, Murderous Strike (2+)

Polymorphine

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.
Roll To Wound (Shooting)
To determine whether a Hit causes damage, compare the weapon’s Strength Characteristic with the target’s Toughness Characteristic using the To Wound chart below. The number indicated on the chart is the minimum result on a D6 needed to convert the Hit into a Wound. A value of ‘-’ indicates that the target cannot be wounded by the attack.

Note that the minimum roll needed To Wound is always at least 2. When rolling To Wound, there is no such thing as an automatic Wound and a roll of 1 always fails.

Each weapon has its own Strength Characteristic, which is given in its profile or in the description of the weapon. The following are examples of weapons and their Strength Characteristics:

WeaponStrength
Bolter4
Lightning gun7
Laser destroyer9
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.

Neural shredder

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

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.
Roll To Wound (Close combat)
Once all To Hit rolls have been made in a given Initiative Step, the controlling player must roll a D6 for each successful hit to see if the attack causes a Wound.

Consult the chart below, cross-referencing the attacker’s Strength Characteristic with the defender’s Toughness Characteristic. The chart indicates the minimum result on a D6 roll required to inflict a Wound, and is the same chart as is used during the Shooting phase. A ‘-’ indicates that the target cannot be wounded by the attack. In most cases, when rolling To Wound in close combat, you use the Strength on the attacker’s profile regardless of what weapon they are using. However, there are some Melee weapons that give the attacker a Strength bonus, and this is explained previously in the Weapons section.

MULTIPLE TOUGHNESS VALUES
Rarely, a unit will contain models that have different Toughness Characteristics. When this occurs, roll To Wound using the Toughness value of the majority of the engaged unit. If two or more Toughness values are tied for majority, use the highest of those tied values.

Phase sword

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

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
Reign of Confusion

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.

Animus speculum

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
Snap Shots
Under specific circumstances, models must fire Snap Shots. The most common occurrences of Snap Shots are when models with Heavy weapons move and make Shooting Attacks in the same turn. If a model is forced to make Snap Shots rather than attack normally, then its Ballistic Skill is counted as being 1 for the purpose of those attacks, unless it has a Ballistic Skill of 0, in which case it may not shoot.

The Ballistic Skill of a model making a Snap Shot can only be modified by special rules that specifically state that they affect Snap Shots, along with any other restrictions. If a special rule doesn’t specifically state that it affects Snap Shots, then the Snap Shot is resolved at Ballistic Skill 1.

Some weapon types, such as Ordnance, or those that have certain special rules, such as Blast, cannot be used to make Snap Shots. In addition, any Shooting Attack that does not use Ballistic Skill cannot be made as a Snap Shot. These exceptions aside, Snap Shots are treated in the same manner as any other Shooting Attack made with a Ballistic Skill of 1.

Etherium

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.
Psychic Focus
Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
Adamantium Will (X)

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+).
Life Drain

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)

Neuro-gauntlet

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+)
Power sword

Range
Str
AP
Power sword
-
User
3
Melee, Rending (6+)

Executioner pistol

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
Frenzon Rage

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.
Biological Overload

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.
Advanced Reaction: Interceptor
Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.

Interceptor - This Advanced Reaction may be made whenever an enemy unit enters play from Reserve within line of sight of a friendly unit, and within the maximum range of at least one weapon in that unit. The Reacting unit may make a Shooting Attack, targeting a unit deployed onto the battlefield in this Phase and following all the usual rules for Shooting Attacks. Vehicles may only fire Defensive weapons, unless another rule specifically states otherwise. Shooting Attacks made as part of the Interceptor Reaction do not cause Morale checks, regardless of the number of casualties inflicted.

Unless otherwise specified by another rule, making this Reaction expends a point from the Reactive player’s Reaction Allotment for the Phase in which the Reaction is made.
Active and Reactive player
Other rules, most notably those for the Reactions used by units in certain situations, will specify actions by the ‘Active’ or ‘Reactive’ player. The Active player is always the player whose turn is currently being played, while the Reactive player is always the player whose turn is not currently being played.
Reaction Allotments
The Reactive player may attempt a set number of Reactions in each Phase of the Active player’s turn. This set number is referred to as the Reaction Allotment, and always begins at a base value of one. A player must expend one point of their Reaction Allotment in order to have a unit under their control make a Reaction and once the Reaction Allotment for that Phase is reduced to 0, sometimes referred to as being exhausted, then no more Reactions may be made.

Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn.

The Reaction Allotment of any player may be modified by special rules or other effects, granting that player additional Reactions either in every Phase (an increase of the Reaction Allotment) or in specific Phases. This may either increase the base Reaction Allotment, that is the number of Reactions allowed in every Phase, or only grant a bonus to the Reaction Allotment in specific Phases.

For example, a player might have a special rule that states ‘This special rule increases the Reaction Allotment to two’, which would indicate that the player could make two Reactions in every Phase of their opponent’s turn. However, a special rule that states ‘This special rule increases the number of Reactions that may be made during the Assault phase by +1’ would allow a player with a Reaction Allotment of one to make a single Reaction in the Shooting and Movement phases, but two in the Assault phase.

Regardless of any special rules or other effects, no player may ever increase their base Reaction Allotment above three, nor may any player ever make more than three Reactions in a given Phase unless a special rule specifically allows for a number of Reactions above the normal limit of three.

A Reaction may be made with any unit controlled by the Reactive player, though in a number of situations a special rule or condition may deny a unit the opportunity to react. The most common such conditions where a unit may not make a Reaction are:
Leadership Tests
At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances.

To take a Leadership test, use the following procedure:
  • Roll 2D6 and compare the result to the model’s Leadership Characteristic.
  • If the result is equal to or less than the model’s Leadership Characteristic, then the test has been passed.
  • If the result is greater than the model’s Leadership Characteristic, the test has been failed and the model faces the consequences as detailed in the rule that prompted the test.
If a unit has to take a Leadership test and it includes models with different Leadership values, always use the highest Leadership from among them.
Defensive Weapons and Battle Weapons
As part of the Vehicle rules, certain types of weapon are defined as Defensive, which, by inference, makes any non-Defensive weapon a Battle weapon. Throughout these rules, when a rule refers to ‘all weapons’ or simply ‘weapons’ without any further qualifiers, then this means that both Battle and Defensive weapons may be used. When a Shooting Attack is limited to only Defensive weapons or non-Defensive weapons, it will specifically state this.

Auspectre

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.
Resolving Damage
A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks.

Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point.

Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage.

After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table.
Haywire

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:

D6Result
1No Effect.
2-5A model with the Vehicle Unit Type that is part of the target unit suffers 1 Glancing Hit. Any other model suffers 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Glancing Hits or Wounds inflicted by this result.
6A model with the Vehicle Unit Type that is part of the target unit suffers 1 Penetrating Hit. Any other model suffers 1 Wound. No Saves or Damage Mitigation rolls may be taken against Penetrating Hits or Wounds inflicted by this result.

Sympatic dataspikes

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
Area Denial Drop

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:

Performing an Area Denial Drop
When deploying the Area Denial Drop, the controlling player selects one of the available units to deploy first. Place a single model from that unit anywhere on the battlefield that is at least 6" from any enemy model, battlefield edge or piece of Impassable Terrain and is outside of all Deployment Zones. Do not scatter the model.

If possible, the model must be placed in a position that will allow any other models in the same unit to deploy (as follows), and may only be placed in a position that denies the remainder of the squad a place within unit coherency if no other position is available.

Once the model’s final position has been decided, the remainder of the unit may be deployed anywhere that is within unit coherency and more than 6" from any enemy model or piece of Impassable Terrain. Any models that cannot be placed are removed as casualties.

Once this first unit has been deployed, roll a D6. On the roll of a ‘1’, the Area Denial Drop is Disordered and the opposing player may deploy each remaining unit in the Area Denial Drop anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each remaining unit anywhere within 12" of the first without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain.

Once all units are deployed, any enemy units within line of sight and range may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Area Denial Drop. Any units that are chosen to make the Interceptor Reaction do not expend any of the controlling player’s Reaction Allotment, but do count as having made a Reaction (and thus cannot React again before the next Phase begins). Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of an Area Denial Drop.

Once all units from the Area Denial Drop have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of an Area Denial Drop may not Move or Run in the Movement phase of the turn in which they are deployed, but may Shoot and declare Charges as normal (if the models deployed as part of the Area Denial Drop are allowed to make Charges).
Vox Disruptor Array

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’.
Hit & Run

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.

If the Test is failed, nothing happens and the models remain locked in the fight.

If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative.

A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.

Autotomic servo-limbs

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.
Noospheric Interloper

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.
Victory Points
Most of the Horus Heresy – Age of Darkness missions published in this and other supplements use Victory points. Such games are referred to as ‘Victory Point games’. Victory points are acquired by securing Primary and Secondary Objectives, and the winner is the army with the most Victory points at the end of the game. If the winner has twice the number of Victory points as their opponent, it can be considered a crushing victory! If both armies have the same number of Victory points, the game is a tactical draw.

Hookfang

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

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 ejector

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+)
Re-roll
In some situations, the rules allow you to re-roll a dice. This is exactly what it sounds like – pick up the dice you wish to re-roll and roll it again. The second roll counts even if it means a worse result than the first, and no single dice can be re-rolled more than once, regardless of the source of the re-roll.

If you re-roll a 2D6 or 3D6 roll, you must re-roll all of the dice, not just some of them, unless the rules specify otherwise. Any modifiers that applied to the first roll also apply to the re-roll.

If two or more special rules combine to the effect that all failed and all successful dice results would have to be re-rolled, do not re-roll any dice; simply use the original result(s) instead.

Poison globes

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.
Grenades

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.
Unnatural Conditioning

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+.

Exitus Armaments

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
Range
If the weapon’s range contains a ‘-’, it is (unless otherwise stated) a Melee weapon, it may also state ‘Melee’ as its range. If it contains a number, or ‘Template’ or ‘Hellstorm’, it is a Ranged weapon. The number given here is the range measured in inches. If it has two numbers, the first is its Minimum Range and the second is its Maximum Range. If the weapon’s range is given as ‘Template’ or ‘Hellstorm’, then it uses a teardrop-shaped template (see Template Weapons).
Roll To Hit (Shooting)
To determine if the attacking model has hit its target, roll a D6 for each attack that is in range. Most models only get to make one attack – however, some weapons are capable of firing more than once, as will be explained in more detail later. The dice roll needed To Hit will depend on the Ballistic Skill (or BS) of the attacking model. The chart below shows the minimum D6 roll needed to score a Hit.

Firer’s BS12345
Roll needed To Hit65+4+3+2+

To Hit rolls are easy to remember if you subtract the Ballistic Skill of the attacking model from 7. For example, a model with BS 2 needs to roll a 5 or more (7-2=5).

Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic Hit and a roll of a 1 always misses.

Trajector auspex array

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.

Lastrum storm bolter

Range
Str
AP
Lastrum storm bolter
24"
5
4
Assault 3, Shred

Solarite power gauntlet

Range
Str
AP
Solarite power gauntlet
-
10
1
Melee, Unwieldy
Aquilon Pattern Terminator Armour

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.
Lastrum storm bolter

Range
Str
AP
Lastrum storm bolter
24"
5
4
Assault 3, Shred

Infernus firepike

Range
Str
AP
Infernus firepike
Template
6
6
Heavy 1, Torrent (9")

Exoshock (X)

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.

If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.
Achillus dreadspear

Range
Str
AP
Achillus dreadspear
-
12
2
Melee, Exoshock (4+), Two-handed

Corvae las-pulser

Range
Str
AP
Corvae las-pulser
24"
9
3
Heavy 3

Gravis power fist

Range
Str
AP
Gravis power fist
-
9
2
Melee, Brutal (3)

Atomantic Deflector

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 -.
Infernus incinerator

Range
Str
AP
Infernus incinerator
Template
6
4
Heavy 1

Meridian Swords

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+)

Misericord

Range
Str
AP
Misericord
-
4
-
Melee, Instant Death
Auric Warplate

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.
Loyalist

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.
Magisterium Vexilla

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.
Frag Grenades

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

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.
Krak Grenades

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).
Narthecium

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.
Vigilant Covenant

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.
Charonite claws

Range
Str
AP
Charonite claws
-
7
3
Melee, Two-handed, Rending (6+)

Feel No Pain (X)

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).

Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.

For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound.
Hammer of Wrath (X)

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.

If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
Rage (X)

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.
Death Frenzy

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.
Bitter Duty

Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.

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).
Auto-medicus

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.
Bitter Duty

Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.

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).
Medicae Support

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.

Once assigned to a unit, the Auxilia Medicae is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Auxilia Medicae is removed as well. In games using Victory points, no Victory points are ever scored for removing an Auxilia Medicae as a casualty. When assigned to a unit, an Auxilia Medicae gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
Take Saves and Remove Casualties (Shooting)
A model that has been Allocated a Wound can make a Saving Throw, if the model has one. If the Save is failed, reduce that model’s Wounds by 1. If the model is reduced to 0 Wounds, it is removed as a casualty; otherwise, continue allocating Wounds to the selected model until it is removed as a casualty or the Wound Pool is empty.

If the selected model is removed as a casualty and the Wound Pool is not empty, then the player whose unit was the target of the attack selects another model in the target unit that is in line of sight and range of the attacking unit and allocates the next Wound to that model.

Continue allocating Wounds in this fashion, taking Saves and removing casualties until the Wound Pool is empty or all models in the target unit have been removed as casualties.

Auto-gurney

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:
D6Result
1Bloody Masterpiece: The model is not removed as a casualty and remains in play with a single Wound – but must be removed from play at the end of the next player turn, at which point neither this special rule nor any Saving Throw or Damage Mitigation roll may be made for it. Until it is removed from play, a model affected by this result gains a bonus of +1 to its Strength and Attacks Characteristic.
2-5Mundane Procedure: The model is not removed as a casualty and remains in play with a single Wound.
6Inspired Restoration: The model is not removed as a casualty and remains in play with a number of Wounds equal to the Wounds Characteristic listed in its profile.

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.
Bloody Infamy

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.
Low-priority Target

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.
Elites
Elites units are, as the name suggests, the best soldiers an army has to offer, but there are rarely ever as many of them as a commander would like. In some cases, they will be specialists, while, at other times, they will be more experienced versions of regular soldiers.
Storm axe

Range
Str
AP
Storm axe
-
+2
2
Melee, Unwieldy, Two-handed, Murderous Strike (6+)

Shell Shock (X)

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.

For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
Rotor cannon

Range
Str
AP
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)

Volkite caliver

Range
Str
AP
Volkite caliver
30"
6
5
Heavy 3, Deflagrate

Incursus pattern Hermes Light Sentinel

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.
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:
Storm Section

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.

Guardian spear

Range
Str
AP
Guardian spear
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)

Sentinel warblade

Range
Str
AP
Sentinel warblade
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
User
2
Melee
Bolter

Range
Str
AP
Bolter
24"
4
5
Rapid Fire

Troops
These represent the most commonly available soldiers in an army. This does not necessarily mean that they are poor fighters – the category includes warriors ranging from the post-human warriors of the Space Marine Legions to the humble auxiliary levies of the Imperialis Militia. Typically, these are the warriors who make up the bulk of an army. Their main tactical role is that of consolidating the gains of the army and defending the objectives that have been taken by more specialised units.
Weapon Mounts
Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs.

For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc.

Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction.

Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc.

Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profile will note if this is not the case) and fire into the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be fired at another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target.

Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics.
Twin Lastrum bolt cannon

Range
Str
AP
Twin Lastrum bolt cannon
36"
6
4
Heavy 8, Shred

Lance

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.
Arachnus blaze cannon

Range
Str
AP
Arachnus blaze cannon
18"
8
1
Heavy 2, Lance, Exoshock (6+)

Flare Shield

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.
Power of the Machine Spirit

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.
Access Points
Each Vehicle capable of carrying passengers will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. Transports on flying bases also count the base as an Access Point.
Hellion heavy cannon array

Range
Str
AP
Hellion heavy cannon array
24"
7
4
Heavy 6, Pinning

Vratine missile launcher

Range
Str
AP
Vratine missile launcher
 - Frag
48"
4
6
Heavy 1, Blast (3"), Pinning
 - Krak
48"
8
3
Heavy 1
 - Psyk-out
36"
7
3
Heavy 1, Psy-shock

Spectra Distort Shield

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.
Smoke Launchers

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.
Assault Vehicle

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.
Multi-melta

Range
Str
AP
Multi-melta
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked

Infantry Transport

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.
Searchlights

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.

In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.

Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
Heavy stubber

Range
Str
AP
Heavy stubber
36"
4
6
Heavy 3

Multi-laser

Range
Str
AP
Multi-laser
36"
6
6
Heavy 3

Sunder

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.
Gravis lascannon

Range
Str
AP
Gravis lascannon
48"
9
2
Heavy 2, Sunder

Hunter-killer missile

Range
Str
AP
Hunter-killer missile
48"
8
3
Heavy 1, One Shot

Dozer Blade

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.
Brutal (X)

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.
Demolisher cannon

Range
Str
AP
Demolisher cannon
24"
12
3
Ordnance 1, Blast (3"), Sunder, Rending (6+), Brutal (3)

Transport Capacity
Each Transport Vehicle has a maximum passenger capacity that can never be exceeded. A Transport can carry a single Infantry unit and/or any number of Independent Characters with the Infantry or Primarch Unit Types, up to a total number of models equal to the Vehicle’s Transport Capacity. The entire unit must be Embarked on the Transport if any part of it is – a unit cannot be partially Embarked or be spread across multiple Transports.

Only Infantry models can Embark upon Transports unless specifically stated otherwise. Certain special rules, notably the Bulky (X) special rule, may modify the Transport Capacity required for a given model to Embark upon a Transport, and this will be specified in the model’s rules. Sometimes, there will be constraints on which types of models can Embark upon a particular Vehicle, and this will be specified in the unit’s entry. Whilst Embarked upon a Transport, units gain the Fearless special rule and cannot be made to Fall Back or become Pinned while Embarked upon the Transport.
Sudden Strike (X)

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.

A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).

Solarite power lance

Range
Str
AP
Solarite power lance
-
10
1
Melee, Armourbane (Melee), Two-handed, Sudden Strike (3)
Auric Demi-plate

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.
Custodes Gyrfalcon Jetbike

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.

A model with the Infantry Unit Type that selects a Custodes Gyrfalcon jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav, Skirmish), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 16 and gains the Hammer of Wrath (1) and Deep Strike special rules.
Lastrum bolt cannon

Range
Str
AP
Lastrum bolt cannon
36"
6
4
Heavy 4, Shred

Adrathic devastator

Range
Str
AP
Adrathic devastator
18"
6
3
Heavy 2, Instant Death, Armourbane (Ranged), Gets Hot

Kinetic destroyer

Range
Str
AP
Kinetic destroyer
12"
7
4
Pistol 3, Rending (6+)
Tarsus Buckler

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).
Venatari Jump Harness

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.

A model with a Venatari jump harness may still Run, if it would normally be able to Run (this does not allow units that include any models with the Heavy Unit Sub-type to Run). When making a Run move for a model with an activated Venatari jump harness, add the Initiative Characteristic of that model to 14 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Venatari jump harness as noted above, but may not make Shooting Attacks or Declare a Charge in the same turn in which it has Run as per the normal rules for Running.

During a Reaction made in any Phase, a player may not choose to activate a model’s Venatari jump harness pack to gain any bonus to their Movement Characteristic.
Kinetic destroyer

Range
Str
AP
Kinetic destroyer
12"
7
4
Pistol 3, Rending (6+)

Venatari lance

Range
Str
AP
Venatari lance
 - (Shooting)
12"
7
4
Assault 3, Rending (6+)
 - (Melee)
-
+1
2
Melee, Two-handed

Cerebral Pacifiers

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.
Furious Charge (X)

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.

A model that has made a Disordered Charge that turn receives no benefit from Furious Charge.
Shrouded (X)

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.

Roll a D6 each time an unsaved Wound, Glancing Hit or Penetrating Hit is suffered by a model with this special rule. On a result that is equal to or greater than the value in brackets, that unsaved Wound, Glancing Hit or Penetrating Hit is ignored. On any other result, the Wound, Glancing Hit or Penetrating Hit is applied as normal. For example, a unit with the special rule Shrouded (6+) would need to score a 6 in order to ignore a Wound, Glancing Hit or Penetrating Hit inflicted upon it.

If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+).

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound, Glancing Hit or Penetrating Hit.
Melta cutters

Range
Str
AP
Melta cutters
6"
8
1
Heavy 3, Armourbane (Melta)

Subterranean Assault

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.

When rolling for Reserves, roll a single dice for all of the units assigned to the Subterranean Assault rather than rolling separately for each unit. If the roll is successful then all of the Subterranean Assault units must enter play in that turn and follow this procedure:

Performing a Subterranean Assault
Once a Reserves roll for the units assigned to the Subterranean Assault has succeeded and the units are to be brought into play, the controlling player selects a single unit to deploy first. That player must place a single model with the Subterranean Assault special rule that is either a Dedicated Transport or a unit of its own (this model may have a unit Embarked within) anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that model. If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain.

If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain.

Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Subterranean Assault is Disordered, and the opposing player may deploy each remaining unit in the Subterranean Assault anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each other unit anywhere within 12" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. Any models Embarked on a model with the Transport Sub-type must remain Embarked and may not Disembark as part of a Subterranean Assault (but may Disembark normally during the following Movement phase).

Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Subterranean Assault.

Once all units from the Subterranean Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Subterranean Assault may Move, Run or Shoot as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault may not declare or resolve a Charge on the same turn as they are deployed.
Lascannon

Range
Str
AP
Lascannon
48"
9
2
Heavy 1, Sunder

Kraken penetrator missile

Range
Str
AP
Kraken penetrator missile
36"
8
1
Heavy 1, Armourbane (Ranged), One Use

Ramjet Diffraction Grid

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.
Autocannon

Range
Str
AP
Autocannon
48"
7
4
Heavy 2, Rending (6+)

Divisio Aeronautica Air Superiority

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:

Advanced Reaction: Combat Air Patrol
Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.

Combat Air Patrol – This Advanced Reaction may be played whenever any enemy model that has the Vehicle Unit Type and the Flyer Unit Sub-type enters the Battlefield from Reserves. The Reactive player may nominate any one model that has been assigned to Combat Air Patrol. Once the enemy model with the Vehicle Unit Type and Flyer Unit Sub-type that triggered this Reaction has finished any and all Movement as it is brought into play, the chosen model assigned to Combat Air Patrol is brought into play from any point on the edge of the battlefield, moving into play as if it had entered play from Reserves. Once the Combat Air Patrol model has finished its Movement, it may immediately make a Shooting Attack targeting the enemy model that triggered this Reaction – as long as it has finished its Movement with a line of sight to that model.

Only models with the Vehicle Unit Type and Flyer Unit Sub-type may make the Combat Air Patrol Reaction.
Hellstrike missile

Range
Str
AP
Hellstrike missile
72"
9
2
Heavy 1, Sunder, One Shot

Skyfire

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.
Skystrike missile

Range
Str
AP
Skystrike missile
72"
8
2
Heavy 1, Skyfire, Sunder, One Use

Running
In order to maximise their potential movement, models can forego the chance to make a Shooting Attack in the turn’s Shooting phase in order to increase their maximum Movement distance. This can represent infantry sprinting ahead as well as combat bikes going at maximum speed or a Dreadnought breaking into a long-legged lope. Any unit may choose to Run during the Movement phase (except those units whose Type does not allow them to do so, such as Vehicles and Artillery – see Unit Types), but this must be declared before any models in the unit are moved. If the Active player chooses to Run with any of their units, that unit increases their movement by the value of the lowest Initiative Characteristic in the unit for the duration of the Movement phase.

However, a unit that Runs may not make Shooting Attacks of any kind during the following Shooting phase, or declare Charges during the Assault phase of the same player turn. If any models in a unit Run, then all models in that unit are counted as having Run, regardless of the distance moved by any individual model.

Units making a Reaction during their opponent’s turn may never choose to Run as part of that Reaction.

Hermes Light Sentinel

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.

Hermes Grenade Launcher

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
Iliastus accelerator cannon

Range
Str
AP
Iliastus accelerator cannon
48"
8
3
Heavy 3, Rending (6+), Brutal (2), Twin-linked

Enhanced Arachnus blaze cannon

Range
Str
AP
Enhanced Arachnus blaze cannon
24"
9
1
Heavy 4, Lance, Exoshock (6+)

Galatus warblade

Range
Str
AP
Galatus warblade
-
8
2
Melee, Instant Death

Gravis Praesidium Shield

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.

Adrastus bolt caliver

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
Adrastus bolt caliver

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

Telemon cestus

Range
Str
AP
Telemon cestus
-
10
2
Melee, Specialist Weapon, Sunder

Proteus plasma projector

Range
Str
AP
Proteus plasma projector
Template
7
4
Assault 1, Breaching (4+), Gets Hot

Spiculus bolt launcher

Range
Str
AP
Spiculus bolt launcher
36"
6
4
Heavy 8, Pinning

Move Through Cover

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.
Arachnus storm cannon

Range
Str
AP
Arachnus storm cannon
12"
8
1
Heavy 3, Lance, Exoshock (6+)

Iliastus accelerator culverin

Range
Str
AP
Iliastus accelerator culverin
24"
8
3
Heavy 4, Rending (6+), Brutal (2)

Marked for Death

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.
Vratine Nemesis bolter

Range
Str
AP
Vratine Nemesis bolter
52"
4
5
Heavy 1, Rending (5+), Sniper, Pinning, Psy-shock

Earthshaker cannon

Range
Str
AP
Earthshaker cannon
240"
9
4
Ordnance 1, Barrage, Large Blast (5"), Shred, Pinning

Medusa mortar

Range
Str
AP
Medusa mortar
36"
9
4
Ordnance 1, Barrage, Large Blast (5"), Pinning

Heavy Bolter

Range
Str
AP
Heavy Bolter
36"
5
4
Heavy 4

Battle cannon

Range
Str
AP
Battle cannon
48"
8
4
Heavy 1, Blast (3"), Pinning

Solar Auxilia Command Tank

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.

A Leman Russ Command Tank must be assigned to a Leman Russ Strike Squadron or a Leman Russ Assault Squadron.
Cognis-signum

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.
Heavy Support
Heavy Support units are the big guns of the army and comprise the heaviest items of equipment and the toughest creatures. Assigned to the heaviest fighting, and to destroy the most dangerous foes, these units are vital for any army to claim victory.
Detcon Unit

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.
Independent Operator

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.
Demolition Vehicle

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)
Executioner plasma cannon

Range
Str
AP
Executioner plasma cannon
48"
7
4
Heavy 1, Large Blast (5"), Rending (4+)

Volkite macro-saker

Range
Str
AP
Volkite macro-saker
45"
6
5
Heavy 8, Deflagrate

Gravis autocannon

Range
Str
AP
Gravis autocannon
48"
7
4
Heavy 3, Rending (6+), Twin-linked

Vanquisher battle cannon

Range
Str
AP
Vanquisher battle cannon
72"
9
2
Heavy 2, Sunder, Brutal (2)

Vehicle Weapon Types
In addition to the more common mounting types, there are also several other types of weapon only found on Vehicle units that bear special mention in this section.

Co-axial Mounted Weapons – Co-axial Mounted weapons follow all the rules for Turret Mounted weapons and must be mounted alongside another Turret Mounted weapon. In addition, when Turret Mounted weapons are fired, if the Co-axial Mounted weapon scores at least one Hit on the target unit then all further attacks by weapons mounted on the same Turret, directed at the same target, may re-roll any failed rolls To Hit.

Defensive Weapons – All weapons mounted on a Vehicle that have a Strength Characteristic of 6 or less are Defensive weapons. Other weapons may also be specifically designated as Defensive weapons on their profile. The controlling player may always choose to fire Defensive weapons at the closest enemy Infantry unit within line of sight and the Firing Arc of applicable weapons, even if the Vehicle’s other weapons have targeted a different unit during a Shooting Attack.

Any weapon that has a Strength greater than 6 and is not Pintle Mounted or otherwise designated specifically as a Defensive weapon is a Battle weapon.
Heavy bolter

Range
Str
AP
Heavy bolter
36"
5
4
Heavy 4

Independent Fire Control

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.
Gravis multi-laser

Range
Str
AP
Gravis multi-laser
36"
6
6
Heavy 6, Twin-linked

Auxilia Artillerists

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).
Gravis heavy bolter battery

Range
Str
AP
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked

Laser destroyer

Range
Str
AP
Laser destroyer
36"
9
1
Ordnance 2, Twin-linked, Exoshock (6+)

Quad launcher

Range
Str
AP
Quad launcher
 - (Frag)
12"-60"
5
5
Heavy 1, Barrage, Large Blast (5"), Shred
 - (Shatter)
36"
8
4
Heavy 4, Sunder
 - (Incendiary)
12"-60"
4
5
Heavy 1, Barrage, Large Blast (5"), Ignores Cover
 - (Splinter)
12"-36"
2
4
Heavy 1, Barrage, Large Blast (5"), Rending (6+), Pinning, Shell Shock (1)

Sentry Protocols

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.
Hyperios missile launcher

Range
Str
AP
Hyperios missile launcher
48"
7
3
Heavy 3, Skyfire

Shock Pulse

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.
Neutron beam laser

Range
Str
AP
Neutron beam laser
36"
10
1
Ordnance 2, Concussive (3), Shock Pulse, Gets Hot

Containment Breach

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.
Destroyer

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.

In addition, when a Destroyer weapon inflicts a Glancing Hit or a Penetrating Hit, it inflicts D3 Hull Points of Damage instead of a single Hull Point. When a Destroyer weapon inflicts a Wound on a non-Vehicle model, it inflicts D3 Wounds instead of a single Wound.

RangeSAPType
Volcano cannon120"101Destroyer 1, Large Blast (5")

Aethon Missile Battery

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

Aethon Heavy Sentinel

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.
Volkite culverin

Range
Str
AP
Volkite culverin
45"
6
5
Heavy 5, Deflagrate

Heavy Incinerator

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")

Melta Lance

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)
Arachnus heavy blaze cannon

Range
Str
AP
Arachnus heavy blaze cannon
48"
9
1
Heavy 2, Lance, Exoshock (6+)

Arachnus magna-blaze cannon

Range
Str
AP
Arachnus magna-blaze cannon
48"
10
1
Destroyer 2, Lance, Exoshock (4+)

Infernus firebomb clusters

Range
Str
AP
Infernus firebomb clusters
Bomb
6
4
Heavy 1, Massive Blast (7"), Ignores Cover

Eclipse Shield

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.
Spiculus heavy bolt launchers

Range
Str
AP
Spiculus heavy bolt launchers
48"
6
4
Heavy 12, Pinning

Transport Bay

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.
Inferno cannon

Range
Str
AP
Inferno cannon
Helstorm
8
4
Ordnance 1, Torrent (9"), Breaching (6+), Concussive (1)

Stormhammer cannon

Range
Str
AP
Stormhammer cannon
72"
8
3
Ordnance 1, Massive Blast (7")

Army List

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