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

Contents

Books

BookKindEditionVersionLast update
  Liber Hereticus
  Liber HereticusRulebook21.2December 2023
  Liber Astartes
  Liber AstartesRulebook21.2December 2023
  Legion Mastodon
  Legion MastodonDatasheet2May 2023
  Legion Javelin Squadron
  Legion Javelin SquadronDatasheet2May 2023

FAQ

Rulebook: Liber Hereticus

Q:Can Fury of the Legion be used when a unit makes a Return Fire Reaction?
A:
Yes.
Q:When a model making attacks with a Rapid Fire weapon at a target up to half that Rapid Fire weapon’s Maximum Range is affected by a special rule that adds 1 to the number of shots fired (such as Fury of the Legion), how many attacks are made?
A:
3
Q:Do the primary and secondary components of a combi-weapon count as a weapon of the same type as their standard version (e.g., do the bolter (Primary) and meltagun (Secondary) components of a Combimelta count as a ‘Bolt’ weapon and a ‘Melta’ weapon respectively in the same manner as a standard bolter and a standard meltagun)?
A:
Yes.
Q:If I set up a model with a nuncio-vox as the first model as part of a Deep Strike Assault, can I then use that model’s nuncio-vox to re-roll the Scatter roll?
A:
No.
Q:Can I replace part of a combi-weapon with a weapon option from a Legion Armoury section? (for example, could I replace the bolter component of a combi-weapon on an Iron Warriors model with a shrapnel bolter?)
A:
No.
Q:Are the Emperor’s Children Phoenix Warden, Sons of Horus Dark Emissary, Word Bearers Diabolist and Alpha Legion Saboteur upgrades considered to be Consul upgrades (and therefore cannot be selected alongside another Consul upgrade)?
A:
Yes.
Q:Can a Thousand Sons model with the Independent Character, Apothecarion Detachment or Techmarine Covenant special rules join or be assigned to a Thousand Sons unit which has a different Prosperine Arcana?
A:
Yes.
Q:Can Zardu Layak leave the Anakatis Kul Blade Slaves?
A:
Yes. Note however, that he must start the battle with them, and cannot join another unit until he has left the Anakatis Kul Blade Slaves. Note also that Zardu Layak can be the Leader of a Retinue Squad, and this will become part of the same unit as Zardu Layak and the Anakatis Kul Blade Slaves, but he will not be able to leave this unit until all models from the Retinue Squad have been removed as casualties.
Q:When including units selected using the Rewards of Treachery as part of the Coils of the Hydra Rite of War, can you select up to three different units?
A:
No.
Q:Are the following Thousand Sons units treated as having gained the Psyker Unit Sub-type through the Cult Arcana ability (and are therefore not eligible to gain a Psychic Discipline unless they have another special rule or option which grants access to one)?:
A:
Yes.
Q:If a Rite of War or other ability requires units to be designated or selected at the start of the battle, before any units have been deployed to gain a Special Rule, are these units designated before any Independent Characters are able to join those units?
A:
Yes.

Designer's Note: In these cases, the Independent Character could also be designated as one of these units and then join another of the designated units while in Reserves as normal. Note that Characters which already have the appropriate special rule granted from another source can also join designated units which are in reserves as normal. Similarly an Independent Character which has been joined by a Retinue Squad is treated as being a single unit for the purposes of designation.
Q:If a unit has a note on its unit entry that states it gains an additional attack for having two melee weapons, is this in addition to the additional attack granted by the core rules for having two melee weapons?
A:
No.
Q:If a unit that is limited to not exceeding a certain percentage of your army’s total points cost (such as a Primarch) takes a Retinue Squad, is the Retinue Squad, and any Dedicated Transports purchased for them, considered part of the value of that original unit for the purposes of the total value of that unit?
A:
Yes.
Q:When the Legion Chaplain Consul upgrade allows you to grant a power weapon the Master-crafted special rule, which weapons can be selected for this?
A:
The following weapons can be selected:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
Q:Can a model with the Independent Character and Bitter Duty special rules join a unit that does not have the Bitter Duty special rule?
A:
Yes.
Q:Does the Sons of Horus Merciless Fighters special rule come into effect in a turn when a Disordered Charge is made by a unit belonging to either player?
A:
Yes.
Q:Can a model that has upgraded their bolter to have a Legion-specific variant weapon (such as an Iron Warriors model that has upgraded their bolter to a shrapnel bolter) take other wargear options which require that model to have the original weapon (such as a bayonet or chain bayonet)?
A:
No.
Q:When an Iron Warriors unit with the Vehicle Unit Type makes a Shooting Attack that only allows Defensive weapons to be used (such as part of the Return Fire or Overwatch Reactions) against a model with the Dreadnought, Automata, Vehicle or Building Unit Type, does the Strength bonus granted by the Legiones Astartes (Iron Warriors) special rule prevent weapons with a Strength Characteristic of 6 from making attacks?
A:
No.

Rulebook: Liber Astartes

Q:Can Fury of the Legion be used when a unit makes a Return Fire Reaction?
A:
Yes.
Q:When a model making attacks with a Rapid Fire weapon at a target up to half that Rapid Fire weapon’s Maximum Range is affected by a special rule that adds 1 to the number of shots fired (such as Fury of the Legion), how many attacks are made?
A:
3.
Q:Do the primary and secondary components of a combi-weapon count as a weapon of the same type as their standard version (e.g., do the bolter (Primary) and meltagun (Secondary) components of a combi-melta count as a ‘Bolt’ weapon and a ‘Melta’ weapon respectively in the same manner as a standard bolter and a standard meltagun)?
A:
Yes.
Q:Can I replace part of a combi-weapon with a weapon option from a Legion Armoury section? (For example, could I replace the flamer component of a combi-flamer on a Salamanders model with a dragon’s breath flamer?)
A:
No.
Q:If I set up a model with a nuncio-vox as the first model as part of a Deep Strike Assault, can I then use that model’s nuncio-vox to re-roll the Scatter roll?
A:
No.
Q:If a Rite of War or other ability requires units to be designated or selected at the start of the battle, before any units have been deployed, to gain a Special Rule, are these units designated before any Independent Characters are able to join those units?
A:
Yes.

Designer's Note: In these cases, the Independent Character could also be designated as one of these units and then join another of the designated units while in Reserves as normal. Note that Characters which already have the appropriate special rule granted from another source can also join designated units which are in reserves as normal. Similarly an Independent Character which has been joined by a Retinue Squad is treated as being a single unit for the purposes of designation.
Q:If a unit has a note on its unit entry that states it gains an additional Attack for having two melee weapons, is this in addition to the additional Attack granted by the core rules for having two melee weapons?
A:
No.
Q:If a unit that is limited to not exceeding a certain percentage of your army’s total points cost (such as a Primarch) takes a Retinue Squad, is the Retinue Squad, and any Dedicated Transports purchased for them, considered part of the value of that original unit for the purposes of the total value of that unit?
A:
Yes.
Q:When the Legion Chaplain Consul upgrade allows you to grant a power weapon the Master-crafted special rule, which weapons can be selected for this?
A:
The following weapons can be selected:
- Power sword
- Power axe
- Power maul
- Power lance
Q:Can a model with the Independent Character and Bitter Duty special rules join a unit that does not have the Bitter Duty special rule?
A:
Yes.
Q:Can a model with the Independent Character, Legiones Astartes (X), Master of the Legion and Bitter Duty special rules select a Retinue of any kind that does not also have the Bitter Duty special rule?
A:
Yes.

The Legiones Astartes Army List

This Army List represents the Legiones Astartes forces from their apex of glory in the final years of the Great Crusade to the infamous Age of Darkness during the Horus Heresy. Unlike the Space Marine Chapters of the 41st Millennium, the Space Marine Legions fielded a diverse range of military formations and unique war machines. This Army List allows players to construct a wide variety of armies and Detachments to represent these different styles of warfare, and utilise largescale divisions in specialised tactics and deployments represented here by a system unique to the Legiones Astartes known as the Rites of War. A Detachment selected from this Army List is considered to be of the Legiones Astartes Faction, with its specific Legion determined by the variant of the Legiones Astartes (X) special rule in use (for example, all models in a Detachment whose units have the Legiones Astartes (Blood Angels) special rule would have the Blood Angels Faction). Note that all units selected as part of a given Detachment must have either the same variant of the Legiones Astartes (X) special rule, or no variant of that special rule. In addition, material found in other Horus Heresy volumes will add further diverse and unique characters to the forces of the Space Marine Legions, and will clearly indicate where such additional units or characters are part of the Legiones Astartes Army List.

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

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

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

The Legiones Astartes at War: Building a Space Marine Army

In games of Horus Heresy: Age of Darkness, the models under a given player’s control are referred to as that player’s army. Each army is composed of a single Force Organisation chart, which will include one or more Detachments, and an army whose Primary Detachment is selected from this Army List is considered a Legiones Astartes, or Space Marine, army. Other, non-Primary, Detachments in the same army may be selected from any other Army List, but each Detachment may only include units from a single Army List, unless another special rule states otherwise.

ALLEGIANCE AND THE LEGIONES ASTARTES
This volume presents those Legions of which the majority chose to remain loyal to the Emperor, however, that does not mean that they can only be used to represent armies of the Loyalist Allegiance. Factions both large and small within each of the Legions chose to defy their Primarchs and fight for the allegiance they deemed the true destiny of the Imperium and, as such, players should feel free to use this volume to create armies from those Legions that were historically loyal, but that have chosen to follow the Traitor Allegiance.

The only exception to this rule is a unit that has a special rule or other note that forces it to use the Loyalist Allegiance. Such units will have this exception prominently noted in their Army List Profile.

Before selecting an army, players should first decide on the Allegiance (Loyalist or Traitor) of the army – this choice will apply to all units in the army, across all Detachments included as part of the Force Organisation chart, and units or models that must be of the opposing Allegiance may not be included in the army.

Once Allegiance has been determined, a points limit must be set for the battle – this is the maximum number of points worth of units that may be included in any individual army. A points limit of 3,000 is considered ideal for the average Horus Heresy: Age of Darkness battle. Each player will use the points from this limit to add units to their army, with each unit worth a number of points as shown on its Unit Profile in the Army List, with many units including a number of options that may be selected for a listed number of additional points. A player may choose to spend less than the agreed points limit, but may not spend more than that limit. Once the points limit has been agreed upon by all players, each must select a single Force Organisation chart before spending any points to select units.

The Legiones Astartes (X) Special Rule

The various Legions are differentiated by means of the Legiones Astartes (X) special rule. When assembling a Legiones Astartes army, a single variation of the Legiones Astartes (X) special rule is chosen and no unit in the Primary Detachment may include any models with a different variation of this special rule. All special rules, Wargear options and Rites of War that apply to that version of the Legiones Astartes (X) special rule may be used by the army where appropriate, as defined by those rules and options.

Other Detachments in the army, such as Allied Detachments or Lords of War Detachments, may have a different version of the Legiones Astartes (X) special rule. In which case no models in the same Detachment may have a different version of the Legiones Astartes (X) special rule to the one chosen for that Detachment. Models within a non-Primary Detachment are affected by all the special rules for the version of the Legiones Astartes (X) special rule chosen for them, as well as access to any Wargear options and special units.

Force Organisation Charts and Detachments

The maximum and minimum number of units that may be included in a given army is defined by a Force Organisation chart, of which there is one basic chart available – the Crusade Force Organisation chart. Other publications may make additional Force Organisation charts available, and these will clearly note if they are available for use by a Legiones Astartes army.

Any Force Organisation chart is made up of one or more Detachments. A Force Organisation chart will always include one Primary Detachment, which must be selected, and may also include a number of optional Detachments which a player may choose to use or ignore. Each Detachment that a player chooses to use as part of their army must use a single Army List, which determines the Faction of that Detachment. Most optional Detachments are not required to be the same Faction as the Primary Detachment, but some Detachments may have special rules which require them to be of a certain Faction (and thus use a specific Army List). Detachments of different Factions in the same army will have additional special rules that determine how they interact (see Allies in the Age of Darkness).

Each Detachment is composed of a number of boxes, each linked to one of the Battlefield Roles presented in the Horus Heresy: Age of Darkness rulebook. Each of these boxes allows the player to make one selection from the section of their Army List that includes units of the same Battlefield Role. Dark boxes indicate Compulsory selections, which must be included as part of the Detachment, while the lighter boxes indicate optional choices, which are only included as part of the Detachment if the player in question chooses to do so. If constructing a Primary Detachment using the Crusade Force Organisation chart, this would mean that the Primary Detachment would be required to take at least one HQ choice and two Troops choices. These Compulsory choices are intended to ensure that the core of each Detachment is illustrative of the force represented by the Army List in use, and are capable of properly participating in the varied missions available to players in the Age of Darkness.

Sometimes, a single choice in a Detachment may allow you to select more than one unit, or to vary the Battlefield Role of the unit selected. In all cases, such deviations from the normal procedure will be fully explained in the Force Organisation chart that the Detachment is part of.

Each unit selected to fill a box in any single Detachment must be chosen from the same Army List, and must be of the same Battlefield Role as that of the box. The unit profile in the Army List will dictate the number of points from the points limit that must be spent to add the unit to the player’s army. Players continue to spend points to fill boxes in Detachments within the chosen Force Organisation chart until either they run out of points, fill all boxes in all available Detachments or the player chooses to stop.

Lords of War and Primarchs in the Age of Darkness

The dominating presence of Lords of War and Primarch units can unbalance even the largest games, and so additional restrictions are applied to these Unit Types in order to ensure the most enjoyable game experience for all players.

Lords of War and Primarch choices may only be included in an army whose total points value is at least 2,000 points, as long as the Force Organisation chart in use has the appropriate slots.

In addition, the combined points value of all Lords of War and Primarch choices present in an army may not exceed 25% of the army’s total points cost, unless specified otherwise by the mission or Force Organisation chart being used.

This means that the maximum combined points value for any Lords of War and Primarch choices included in the more common army sizes in the Horus Heresy – Age of Darkness is as follows:
Total Army SizeMaximum combined Lords of War/Primarch Value
2,000 points500 points
2,250 points563 points
2,500 points625 points
2,750 points688 points
3,000 points750 points
3,250 points813 points
3,500 points875 points

CRUSADE FORCE ORGANISATION CHART


Primary Detachment (Required)
  • Compulsory: 1 HQ, 2 Troops
  • Optional: +2 HQ, +4 Troops, +4 Elites, +3 Fast Attack, +3 Heavy Support, +1 Fortification, +1 Primarch

Allied Detachment (Optional)
  • Compulsory: 1 HQ, 1 Troops
  • Optional: +3 Troops, +2 Elites, +1 Fast Attack, +1 Heavy Support

Lords of War Detachment (Optional)
  • Compulsory: 1 Lords of War

Allies in the Age of Darkness

During the Age of Darkness, the forces of the Imperium and the Traitors alike were torn apart by war and suspicion. Any Force Organisation chart which includes more than just a Primary Detachment may be composed of units of two or more of the Factions that make up the various armies fighting in the Horus Heresy, as long as each individual Detachment is entirely comprised of models of a single Faction. When your army incorporates units from more than one Faction, this section tells you how those models will interact with each other.
Factions in the Age of Darkness
The wars of the Horus Heresy were fought between a number of Factions, most of which were present to some degree among both the Loyalist and Traitor armies. Each of the eighteen Space Marine Legions forms a single Faction, each differentiated by the version of the Legiones Astartes special rule that units of that Faction possess, with examples of other Factions being the Mechanicum and the Imperial Army. In all cases, units of these Factions may be from either the Traitor or Loyalist Allegiance. There also exists an Agents of the Emperor and Agents of the Warmaster Faction – models of these Factions are always either Loyalist (Agents of the Emperor) or Traitor (Agents of the Warmaster) and may not be selected in an army of the opposing Allegiance.

Factions and Army Lists

While the various Space Marine Factions are represented by any army that is composed of the appropriate version of the Legiones Astartes special rule and the Legiones Astartes Army List, the other Factions are represented by several Army Lists. The Mechanicum Faction represents all armies using the Taghmata Omnissiah Army List, or any variation of it, as well as the Questoris Knights Army List. The Imperial Army Faction represents all armies using the Solar Auxilia or Imperialis Militia and Warp Cults Army Lists or any variation of them.

In some cases, as more Army Lists are released in future publications, it may be initially unclear which Faction a certain army should operate under. In such cases, the players should agree on a Faction for that Detachment before the game begins.

The Age of Darkness Allies chart shows the relationship between these various Factions which, in turn, dictates how units of those Factions behave in battle when included as part of the same army.

Age of Darkness Levels of Alliance

To represent the long history of grudges, sworn compacts and battle-tested oaths that exist between the various Factions of the early Imperium, the Age of Darkness Allies chart is used. When an army features two or more Factions amongst its Detachments then the controlling player should check the chart to establish the level of alliance that exists between them, and how that will affect the various units of those Factions in play. Each of the various levels of alliance is described here, as well as the rules associated with them. Some entries may refer to ‘allied’ units, in these cases all units not part of the same Faction as the Primary Detachment are considered ‘allied’ units.

Sworn Brothers
The closest of allies who have fought beside each other many times. The two forces are considered ‘friendly units’ in all regards. This means, for example, that Sworn Brothers may be joined by allied Independent Characters, are treated as friendly units for the targeting of special abilities, Warlord Traits and so on.

Note: Not even Sworn Brothers can embark in allied Transport Vehicles, and rules that affect a particular force owing to its Legiones Astartes special rule do not carry over to Sworn Brother allied units.

Fellow Warriors
The two forces are willing to fight together for common cause against their foes. Units in your army treat other units at the Fellow Warriors level of Alliance as not being part of the army with the exception that they may not be deliberately targeted, attacked, targeted with special abilities, etc, (note that Blasts and the like may still scatter over allied forces and adversely affect them).

Fellow Warriors cannot benefit from the effects of allied Warlord Traits or be joined by allied Independent Characters, and are not counted as friendly units for the purposes of special abilities. In essence, the two forces fight alongside each other without any additional positive or negative effect.

Distrusted Allies
The two forces can make common cause against an enemy, but never fully trust each other due to a long-standing feud or inherent antipathy. Models in the allied detachment are treated exactly like Fellow Warriors except that units in this allied detachment are never counted as Scoring units and may not hold Objectives.

By the Emperor’s (or the Warmaster’s) Command
The two forces will only ever fight beside each other in the direst of circumstances or by the direct command of their overlord, be they the Emperor or the Warmaster. The two forces are dealt with as Distrusted Allies but, in addition, whenever a unit is within 6" of a unit that is part of a Faction that falls under this level of alliance then both units reduce their Leadership by -1 until they are no longer within 6" of any unit from that Faction that is part of the same army.

Agents of the Emperor (or Warmaster)
Some units are described as Agents of the Emperor (notably the Talons of the Emperor – the Legio Custodes and the Silent Sisterhood), or Agents of the Warmaster. These are always treated as Sworn Brothers to either all Loyalist or all Traitor forces respectively.

Warlords of the Legiones Astartes

When choosing your army, you must nominate one model to be your Warlord. Unless specified otherwise, this must be a Character model and a HQ choice from the Primary Detachment of the army. In Legiones Astartes armies, Praetors and Centurions make ideal Warlords. If you do not have any appropriate Character models in your army then select any other model in your army to be the Warlord. The model you choose as your Warlord must be from the Primary Detachment of the Force Organisation chart in use. In some cases, a model will have a special rule that dictates that the model in question must be selected as the Warlord, such as a Primarch. When this is the case, that model is always the Warlord regardless of any other factors. An army may not include more than one model that must be selected as the Warlord, unless another special rule contains an exception to this rule.

Rites of War
Selecting a model with the Master of the Legion special rule as the army’s Warlord will grant the controlling player access to a number of Rites of War. Each Rite of War makes a number of unique options available to the player – many of which include new ways of organising or deploying the army. Full rules for Rites of War can be found in the Legiones Astartes Rites of War section.

Warlord Traits
Your Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which we refer to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected.

Characters With Set Warlord Traits
Some Character models will have a special rule that specifies a Warlord Trait that must be used if that model is selected as the army’s Warlord. If such a unit is your Warlord, do not select a Warlord Trait – instead, that unit automatically has the listed Warlord Trait. Note that the unit will only gain that Warlord Trait if it is your Warlord. If another model is selected as your Warlord, then that Character will not have any Warlord Trait, even if there is a Trait listed in its entry.

Death of the Warlord
If your Warlord is removed as a casualty during a battle, any abilities or special rules granted by their Warlord Trait are immediately lost. If the Warlord Trait in question conferred a special rule that allows an unusual method of deployment from Reserves (such as conferring the Outflank ability on certain units), that special rule is immediately lost and the affected units must instead deploy from Reserves in the normal fashion. The exception to this rule are Rites of War – even if the Warlord and any other models with the Master of the Legion special rule in the army’s Primary Detachment are removed as casualties, the effects of a Rite of War remain in effect until the end of the battle.

Core Warlord Traits

A Legiones Astartes Warlord may select one of the following Warlord Traits or may select a Warlord Trait presented in the specific version of the Legiones Astartes special rule that applies to the Primary Detachment (as long as the Warlord also has the Legiones Astartes special rule).

Bloody-handed

Some warlords are only satisfied by the clash of blades and the screams of the enemy as they fall before them. For such warriors, strategy is but a means to an end, a tool by which they can bring their forces into the brutal crucible of the melee as soon as possible. There, in the heart of the battlefield, they seek victory at any cost.

Any combat with at least one friendly model within 12" of this Warlord, or a combat which includes this Warlord, gains a bonus of +1 to the number of Wounds caused for the purposes of combat resolution. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.

Stoic Defender

This warlord is a rock, the hard place against which their foes are dashed and broken. When the enemy surges forth, they do not foolishly go to meet them, but dig in so that the foe may exhaust themselves against the defences prepared for them.

Any friendly unit joined by a Warlord with this Trait that makes a Shooting Attack will force the target unit to make a Pinning test if it suffers any unsaved Wounds. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Shooting phase as long as the Warlord has not been removed as a casualty.

Ever-vigilant

Always ready to take advantage of the foe’s weakness, this warlord is a master of predicting and exploiting the flow of battle. Where the foe advances, this warlord falls back to better ground, where the foe retreats, this warlord advances, for victory is fickle and only falls into the grasp of those prepared for any eventuality.

When this Warlord, and any unit he has joined, Runs during the Movement phase, it adds the value of the Warlord’s Initiative Characteristic, increased by 1, to the distance moved, rather than the lowest Initiative Characteristic in the unit. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty.


Army List Profiles and Miniatures

The Army List Profiles presented in this book relate to miniatures available in the Citadel and Forge World ranges, and in most cases it is clear which sets relate to which Profile. Many Profiles however have a range of upgrade options that may not be represented in a particular set of miniatures, but are available as upgrade sets – for example a Tactical Support Squad is made by upgrading a Legiones Astartes Tactical MkVI Squad with the Legion Special Weapons Upgrade Set. In other cases, models have available to them weapons options that are found in other sets – the Space Marines range benefits from being extremely modular in nature, and so players will often find they have plenty of spare weapons or Wargear that they can use on other models. For example, if you need a bolt pistol for a Tactical Squad Sergeant, you are likely to have one already that fits in your collection.

Legiones Astartes Unit Types

This Army List includes a number of new Unit Sub-types to represent the vast panoply of the Space Marine Legions at the height of their terrible power and everlasting glory. These new Unit Sub-types are presented here for easy reference and operate under the rules established for Unit Types and Unit Sub-types in the Horus Heresy: Age of Darkness rulebook.

Unique Sub-type

Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.

The following rules apply to all models with the Unique Sub-type:
  • An army may not include more than a single instance of a unit with this Sub-type. For example, if Unit A and Unit B both have the Unique Sub-type then a single army could include one of Unit A and one of Unit B, but no more than one of either unit.
  • A model or unit composed entirely of models with the Unique Sub-type may not select any options other than those included on its Army List Profile (this includes Legion specific Wargear for models with the Legiones Astartes (X) special rule).

Skirmish Sub-type

Intended to scout enemy positions and screen the advance of heavier units. Skirmishers rely on speed and use of cover to survive rather than heavy armour, rarely faring well when pitted in open battle against true shock infantry.

The following rules apply to all models with the Skirmish Sub-type:
  • A unit that includes only models with the Skirmish Sub-type has a unit coherency range of 3" rather than 2".
  • A unit that includes only models with the Skirmish Sub-type increases all Cover Saves granted by terrain by one (i.e., from 6+ to 5+). This only increases existing Cover Saves and does not grant one when in terrain that does not normally grant a Cover Save. This rule cannot increase a Cover Save to better than 2+.

Bombard Sub-type

Certain vehicles are designed to mount one or more large and cumbersome weapons, most often long ranged artillery cannon. Such vehicles are large and heavy enough, or designed with specialised systems to stabilise them whilst they are moving, to allow for the continuous firing of their primary weapons.

The following rules apply to all models with the Bombard Sub-type:
  • When a model with the Vehicle Unit Type and Bombard Sub-type moves at Combat Speed it may fire any number of Ordnance weapons and may also fire any non-Ordnance weapons normally, ignoring the restrictions of Combat Speed. However, when moving at Cruising Speed it may only fire a single Defensive weapon.

Reinforced Sub-type

The mightiest armoured vehicles of the Horus Heresy featured multiple back-up systems, armoured internal bulwarks and reinforced armour plating. These imposing defences allowed these vehicles to shrug off anything but the most catastrophic damage and survive where lesser vehicles would be crippled and left impotent by enemy fire.

The following rules apply to all models with the Reinforced Sub-type:
  • A model with the Reinforced Sub-type ignores the effects of any Crew Shaken result on the Vehicle Damage table.
  • A model with the Reinforced Sub-type does not have to make Snap Shots due to the effects of the Crew Stunned result on the Vehicle Damage table (but still cannot move or pivot until the end of its next turn).

Legiones Astartes Rites of War

This section presents a set of Rites of War, powerful tactics and formations that allow Space Marine commanders to tailor their forces and doctrines to meet any threat in the most optimum manner. These devastating formations and strategic gambits are a key component of the Legiones Astartes’ success during the Great Crusade, allowing them to surpass other military formations that could not match the sheer versatility of the Emperor’s Space Marines.

Each Rite of War presents one of these strategies, and is chosen when a player selects their army – before the start of a battle. The rules for each individual Rite of War will present a number of Effects which will grant the Detachment new options or special rules, as well as a number of Limitations which will deny the Detachment access to certain options or rules it might otherwise be able to make use of. Unless otherwise stated as part of the Rite of War’s rules, all Effects and Limitations must be applied to models and units that are selected as part of the Detachment that it has been chosen for.

The Effects and Limitations of any given Rite of War only apply to units and models in the Detachment it was chosen for – unless the Rite of War specifically states otherwise. Where more than one Detachment in an army is eligible to choose a Rite of War (i.e., has the Legiones Astartes Faction, and includes at least one model with the Master of the Legion special rule) then each Detachment may select a Rite of War – unless one of those Rites of War includes a Limitation that requires the player not to select additional Rites of War. Some Rites of War may only be chosen for a Primary Detachment or an Allied Detachment – such Limitations will be clearly stated as part of the Rite of War.

Gaining Access to Rites of War

Detachment that has the Legiones Astartes Faction, regardless of the specific variant of that Faction (i.e., Legiones Astartes (Blood Angels) or Legiones Astartes (Sons of Horus)), and fulfils at least one of the following conditions may use a Rite of War:
  • The Detachment includes at least one model with both the Legiones Astartes (X) special rule and the Master of the Legion special rule (such as a Legion Praetor or Legion Centurion with the Delegatus Consul upgrade).
  • The Detachment can upgrade at least one model from the Detachment to have the Master of the Legion special rule as noted in a specific Rite of War that allows this (see the Armoured Spearhead and Fury of the Ancients Rites of War that follow).

When selecting a Rite of War, the Rites of War available to a given Detachment is decided by the variant of the Legiones Astartes special rule in use by that Detachment. Some Rites of War are considered Unaligned – these may be used by any Legiones Astartes Detachment, regardless of the variant of the Legiones Astartes special rule in use by that Detachment. Other Rites of War will be specific to certain Legiones Astartes Factions, only a Detachment that has the corresponding variant of the Legiones Astartes special rule may select such a Rite of War.

For example, the Awakening Fire Rite of War is restricted to the Legiones Astartes (Salamanders) Faction and as such may only be selected by a Legiones Astartes Detachment that has the Legiones Astartes (Salamanders) special rule.

Unaligned Rites of War

The following list comprises unaligned Rites of War that may be used by any Detachment that has the Legiones Astartes (X) special rule and includes at least one model with the Master of the Legion special rule.

Rite of War: Legion Recon Company

All of the Legions maintained bodies of warriors dedicated to the vital battlefield duty of reconnaissance. When the Legion went to war en masse, it was often preceded by such a body, serving as pathfinders and scouts for the main force.

Effects

Limitations
  • No unit in a Detachment using this Rite of War that includes any models with the Heavy Sub-type may be deployed onto the battlefield during deployment, and must instead be placed into Reserves.
  • A Detachment using this Rite of War may not select any Fortification choices.
  • All Compulsory Troops choices in a Detachment using this Rite of War must be Legion Reconnaissance Squads or Legion Scout Squads.

Rite of War: Angel’s Wrath

Although the strength of the Legiones Astartes ranged into the tens of thousands in each Legion, often they were confronted with enemies in the hundreds of thousands, even millions strong in open battle. The answer often to this imbalance was to ensure mobility and air supremacy, allowing the Legion’s force to rapidly redeploy to strike and strike again without becoming mired amid a sea of foes.

Effects
  • Any unit in a Detachment using this Rite of War eligible to take a Legion Rhino Transport as a Dedicated Transport may instead take a Legion Storm Eagle Gunship as a Dedicated Transport.
  • For any model with the Vehicle Unit Type and both the Flyer and Transport Sub-types from a Detachment that is using this Rite of War, and that is in Reserve, the controlling player may choose to automatically have them enter play at the start of their first turn without making a Reserves roll. If they are not brought into play on Turn One then Reserves rolls are made for the models normally from Turn Two onwards.

Limitations
  • All models with the Infantry Unit Type in a Detachment using this Rite of War that do not have jump packs of any kind must begin the battle Embarked upon a model with the Vehicle Unit Type and both the Flyer and Transport Sub-types.
  • All models with both the Infantry Unit Type and a jump pack of any kind in a Detachment using this Rite of War must begin the battle in Reserves, but may be assigned to a Deep Strike Assault as normal.
  • A Detachment using this Rite of War may not include any models with the Vehicle Unit Type that do not also have the Flyer Sub-type.
  • A Detachment using this Rite of War may not select any Fortification choices.

Rite of War: Sky-hunter Phalanx

A Sky-hunter Phalanx represents a mustering of large numbers of a Legion’s fastest antigrav units, or a specialised chapter consisting entirely of such assets. Sky-hunter Phalanxes are employed to range ahead of large Legion deployments and to engage forward enemy units before they can react, embarking on wide flanking manoeuvres that isolate and then decapitate the foe.

Effects

Limitations
  • Models with the Vehicle Unit Type included in a Detachment using this Rite of War must have one of the following Unit Sub-types: Flyer, Fast, or Skimmer.
  • All units in a Detachment using this Rite of War composed entirely of models with the Infantry Unit Type must begin the battle Embarked upon a model with both the Flyer and Transport Sub-types.
  • A Detachment using this Rite of War may not include any models with the Dreadnought Unit Type.
  • An Allied Detachment may not use this Rite of War.
  • A Detachment using this Rite of War may not select any Fortification choices.

Rite of War: Drop Pod Assault

One theatre of warfare in which the Space Marine Legions were without peer was the orbital assault. With a sudden, calamitous strike from the void, were hundreds of worlds brought into Compliance during the Great Crusade, their leadership decapitated and their centres of power taken over at a bloody stroke, without the need for a protracted war of conquest.

Effects

Limitations
  • All units in a Detachment using this Rite of War selected with Legion Drop Pods, Legion Dreadnought Drop Pods or Legion Dreadclaw Drop Pods as Dedicated Transports must deploy by means of a Drop Pod Assault.
  • A Detachment using this Rite of War may not select any Fortification choices.
  • Any models selected as part of a Detachment that do not have a Legion Drop Pod, Legion Dreadnought Drop Pod or Legion Dreadclaw Drop Pod as a Dedicated Transport, or are Embarked on a Legion Kharybdis Assault Claw, must be placed into Reserve and cannot take part in any alternative deployments (such as Deep Strike Assaults or Flanking Assaults).

Drop Pod Assault

A drop pod assault is a coordinated drop by specially prepared units from orbiting void craft or space stations. Only the most elite armies can hope to undertake such a risky strategy, for should the troops assigned to the drop waver then it is likely the entire strike will fail. However, a successful drop pod assault can see the enemy’s formation broken apart and its troops scattered.

Before the start of the first turn, when placing units into Reserve, a player using the Drop Pod Assault Rite of War must assign all Legion Drop Pods, Legion Dreadnought Drop Pods, Legion Dreadclaw Drop Pods or Legion Kharybdis Assault Claws as well as the units Embarked upon them to perform a Drop Pod Assault.

All units assigned to a Drop Pod Assault must enter play at the start of the controlling player’s first turn, before any other units are moved and following the Drop Pod Assault procedure as follows:

Performing a Drop Pod Assault
To deploy those models assigned to a Drop Pod Assault onto the battlefield, first the controlling player must select any one Legion Drop Pod, Legion Dreadnought Drop Pod, Legion Dreadclaw Drop Pod or Legion Kharybdis Assault Claw assigned to the assault. Place that model 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 then 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. If possible, the model must be placed in a position that will allow the models Embarked within to deploy (see as follows), and may only be placed in a position that denies the Embarked unit space to deploy if no other position is available.

Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Drop Pod Assault is Disordered, and the opposing player may deploy each remaining Legion Drop Pod, Legion Dreadnought Drop Pod, Legion Dreadclaw Drop Pod and Legion Kharybdis Assault Claw in the Drop Pod Assault anywhere within 24" 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 those models anywhere within 24" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. If possible, each model must be placed in a position that will allow the models Embarked within to deploy (see as follows), and may only be placed in a position that denies the Embarked unit space to deploy if no other position is available. Once all of the Legion Drop Pods, Legion Dreadnought Drop Pods, Legion Dreadclaw Drop Pods and Legion Kharybdis Assault Claw have been placed, any enemy units that have one or more models within 6" of any model deployed as part of the Drop Pod Assault must make an immediate Pinning test. Once all Pinning tests are resolved, all units Embarked on a Legion Drop Pod, Legion Dreadnought Drop Pod, Legion Dreadclaw Drop Pod and Legion Kharybdis Assault Claw deployed as part of this Drop Pod Assault, must Disembark following the normal rules for Disembarking. Any models that cannot be Disembarked are removed as casualties.

Once all units taking part in the Drop Pod Assault have Disembarked, 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 Drop Pod Assault or that has Disembarked from a model deployed as part of the Drop Pod Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Drop Pod Assault.

Once all units from the Drop Pod 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 Drop Pod Assault may not Move or Run in the same turn as they are deployed, but may make Shooting Attacks as normal in the Shooting phase. During the Assault phase, only units deployed from 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 Drop Pod Assault may not declare or resolve a Charge on the same turn as they are deployed.

Rite of War: Pride of the Legion

Each Space Marine Legion had its elite, a core of veterans with experience of countless wars on worlds unnumbered. In battle these veterans, armed and armoured with the finest wargear the Legion possessed, could be deployed together like a clenched fist, focusing and maximising their killing power to destroy the most terrible enemies the Great Crusade faced.

Effects
  • Legion Veteran Squads, Legion Terminator Cataphractii Squads and Legion Terminator Tartaros Squads may be selected as Troops choices in a Detachment using this Rite of War.
  • Any Legion Terminator Cataphractii Squads, Legion Terminator Tartaros Squads and Legion Veteran Squads taken as Compulsory Troops choices in a Detachment using this Rite of War gain the Line Sub-type.
  • Any unit composed entirely of models with either Cataphractii Terminator armour, Tartaros Terminator armour or any other pattern of Terminator armour and that is normally selected as an Elites choice may be included in a Detachment using this Rite of War as a Troops choice.

Limitations
  • An army whose Primary Detachment is using this Rite of War may not select an Allied Detachment.
  • A Detachment using this Rite of War may only select a single Heavy Support choice and a single Fast Attack choice.
  • An Allied Detachment may not use this Rite of War.
  • An army using this Rite of War may not select any Fortification choices.
  • An army using this Rite of War may not include more non-Infantry units than it does Infantry units.

Rite of War: Underworld Assault

The Legiones Astartes were masters of unconventional and dangerous assaults, and massed attack by subterranean assault drills was a strategy that few other forces could prosecute. Most such assaults called for a small diversionary force on the surface to hold the enemy in place while the main body approached the field from below, emerging amid the enemy’s lines to cause havoc and bypass any fortifications or obstacles that might have slowed a conventional attack.

Effects
  • All units in this Detachment eligible to take a Legion Rhino Transport as a Dedicated Transport may instead select a Legion Termite Assault Drill as a Dedicated Transport.
  • Legion Termite Assault Drills may be selected as Fast Attack choices and Heavy Support choices in a Detachment with this Rite of War.
  • All units in a Detachment using this Rite of War that begin play on the battlefield and not in Reserve, gain the Stubborn special rule until the end of the turn in which any units assigned to a Subterranean Assault are deployed onto the battlefield.

Limitations
  • All Infantry units that do not have a version of the Bulky (X) special rule in a Detachment using this Rite of War must begin the battle Embarked on a Legion Termite Assault Drill.
  • A Detachment using this Rite of War may not select any Fortification choices.
  • Any models selected as part of a Detachment using this Rite of War that are not Legion Termite Assault Drills, or Embarked on a Legion Termite Assault Drill, may not be placed into Reserve and cannot take part in any alternative deployments (such as Deep Strike Assaults or Flanking Assaults).

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.

Rite of War: Armoured Spearhead

A common assault formation, the armoured spearhead was designed to deliver the Legion’s main strength into combat while shielding it from the predations of hostile shot and shell.

Effects
  • All units in a Detachment using this Rite of War eligible to take a Legion Rhino Transport as a Dedicated Transport may instead select a Legion Land Raider Proteus Carrier as a Dedicated Transport if they number ten models or less.
  • Legion Predator Squadrons in a Detachment using this Rite of War may be selected as Troops choices.
  • Legion Sicaran Squadrons in a Detachment using this Rite of War may be selected as Elites choices.
  • In a Detachment using this Rite of War, a single Legion Sicaran Squadron or Legion Predator Squadron, composed of only a single model, must be selected as a HQ choice. This model gains the Master of the Legion special rule and must be selected as the army’s Warlord and must use the Master of Armour Warlord Trait (as follows). In this case, the model must be selected as the Warlord despite having the Vehicle Unit Type, and regardless of any other rules that would require another model to be selected as the Warlord (note this means that some units and Characters cannot be selected as part of this army, such as Primarchs).

WARLORD TRAIT: MASTER OF ARMOUR
A Warlord with this Warlord Trait gains the Master of the Legion special rule and a 5+ Invulnerable Save and increases its BS by +1, but may not select a Command Squad or any other unit that uses a variant of the Retinue special rule.

Limitations
  • All units in a Detachment using this Rite of War with the Infantry Type must begin the battle Embarked upon a model with the Transport Sub-type; any Infantry models in a Detachment using this Rite of War, both those deployed on the battlefield and in Reserves, that are not Embarked upon a model with the Transport Sub-type at the beginning of the battle must be removed as casualties.
  • A Detachment using this Rite of War may not select any Fortification choices.
  • A Detachment using this Rite of War may not include any models with a Movement Characteristic of 0 or ‘-’.
  • This Rite of War may only be selected for an army’s Primary Detachment.

Rite of War: Brethren of Iron

As the relentless wars of the Horus Heresy ground ever on, few of the Legions were spared suffering losses on an apocalyptic scale. Most found some means of bolstering their ranks, some conventional, others arcane and proscribed. One fairly common method of temporarily filling depleted ranks was to induct allied Cybernetica maniples directly into line units, and some fought with such implacable ferocity that they were granted Legion heraldry and afforded a permanent place in the ranks. Few of these ‘iron brethren’ survived long, however, for they were often used as expendable assault waves attacking ahead of the more valuable and hard to replace Legionaries.

Effects
  • Castellax Battle-automata Maniples* may be taken as non-Compulsory Troops choices, Vorax Battle-automata Maniples* may be taken as non-Compulsory Fast Attack choices and Domitar Battle-automata Maniples* may be taken as non-Compulsory Elites choices in a Detachment using this Rite of War. In addition, a single Thanatar Siege-automata Maniple* of no more than one model may be taken as a non-Compulsory Heavy Support choice in a Detachment using this Rite of War.
  • Any Legion Techmarine in a Detachment using this Rite of War may be upgraded to have a cortex controller at +20 points.

* Note that rules for these units are found in the Liber Mechanicum book.

Limitations
  • A Detachment using this Rite of War may not have more units that include one or more models with the Automata Unit Type than the total number of units it includes that do not include any models with the Automata Unit Type.
  • At least one model with a cortex controller must be included in the Detachment for every three models with the Automata Unit Type in the Detachment.
  • No models or units in the Detachment may be given the Paragon of Metal special rule (see Liber Mechanicum).
  • A model with the Forge Lord Legiones Consularis upgrade must be taken as the Compulsory HQ choice for an army using this Rite of War (but need not be chosen as the army Warlord). Note that this will preclude certain other characters from being included in the Detachment, and means in most cases that both a Legion Praetor and a Legion Forge Lord must be taken.

Rite of War: Fury of the Ancients

Even at the height of the Horus Heresy, it was considered wise to keep those Legionaries interred within the iron form of a mighty Dreadnought in stasis-slumber as much as possible, or else risk the total collapse of their sanity. At times however, circumstance dictated every available Dreadnought be awakened and committed to battle, even at the risk of their minds being sluggish until fully roused by the clamour of war.

Effects
  • In a Detachment using this Rite of War, Legion Contemptor Dreadnought Talons may be taken as Troops choices.
  • Legion Contemptor Dreadnought Talons taken as Compulsory Troops in the Detachment gain the Line Sub-type.
  • A single Legion Contemptor Dreadnought Talon in the Detachment, composed of only one Dreadnought, must be selected as the Detachment’s Compulsory HQ choice. A Legion Contemptor Dreadnought Talon selected in this manner must take the Venerable Ancient upgrade for +30 points.

  • Venerable Ancient30 pts

A Contemptor Dreadnought with this upgrade gains the Character Sub-type, the Master of the Legion and Eternal Warrior special rules and an iron halo (increasing its Invulnerable Save to 4+, but not replacing all the effects of the atomantic deflector), but may not select a Command Squad or any other unit using a variant of the Retinue special rule. In addition, it must be selected as the Warlord of an army that includes it.

Limitations
  • All Compulsory Troops choices in a Detachment using this Rite of War must be Legion Contemptor Dreadnought Talons.
  • No model with the Legiones Consularis special rule in a Detachment using this Rite of War may select a Consul choice other than Legion Forge Lord, Legion Primus Medicae or Legion Mortificator.
  • A Detachment using this Rite of War may only include a single Fast Attack choice and a single Heavy Support choice that does not consist entirely of models with the Dreadnought Unit Type.
  • A Detachment using this Rite of War may not select any Fortification choices.
  • A Detachment using this Rite of War may not select a Lords of War Detachment.
  • This Rite of War may only be selected for an army’s Primary Detachment.
  • An army whose Primary Detachment is using this Rite of War may not roll to Seize the Initiative.

Legiones Consularis

Among the Space Marine Legions, the humble Legion Centurions served as both officers of the line and specialists in every conceivable doctrine of war. Those that specialised in the many esoteric arts of combat and war were known as Consuls, and the masters of the Legion called upon them when the Legions needed their specialised skills to overcome the numberless enemies of Mankind. With the outbreak of the Horus Heresy, these artisans of the craft of death would face their grandest trial, turning their hard-won skills against their own brothers.

All Legion Centurions, Legion Cataphractii Centurions and Legion Tartaros Centurions have the Legiones Consularis special rule – this allows them to select a single Consul upgrade. However, no Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may take more than one such upgrade, and some upgrades may not be available to all types of Centurion. If certain upgrades are available to only certain Centurions, it will be noted in their description along with any other benefits or restrictions.

Each Consul upgrade must be paid for at a cost in points, indicated as part of the army list entry for the model to be upgraded – note that the cost for a given Consul upgrade may vary depending on the model to be upgraded. In addition, each Consul upgrade grants the model a number of additional special rules or items of additional Wargear. They may also modify the model’s Unit Type, Unit Sub-type or Characteristics. In all cases, the Consul type’s description will indicate all changes, benefits and restrictions.

TERMINOLOGY: CENTURIONS & CONSULS
A Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion that selects any Consul upgrade is thereafter referred to as a Legion Consul. If a rule or requirement specifically calls for a Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion then that requirement may only be fulfilled by the specific model called for, that has not also selected a Consul upgrade. If a rule or requirement calls for a Legion Consul then that requirement may only be fulfilled by a model that has selected an appropriate Consul upgrade. Both Legion Centurions and Legion Consuls of any kind are HQ choices and may be chosen as Warlords unless a Consul’s specific rules state otherwise.

The following list comprises all Consul types that are not specific to a single Legion. These options may be selected by any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion (with any restrictions noted in their individual descriptions). There also exist other Consul types that are limited to models with a specific variant of the Legiones Astartes (X) special rule: these will be presented in the appropriate place elsewhere, but follow the same rules and restrictions detailed here.

Unaligned Space Marine Consul Types


Legion Librarian

For many years the Legions maintained cadres of battle-psykers in their ranks, warriors who fused these esoteric powers with a Space Marine’s superhuman physical power. But there were many within the Imperium’s hierarchy who were troubled by such dangerous and unstable potential, and after dark events in the Great Crusade’s later period, such adepts were forbidden from the use of their arts and arcane lore.

Special Rules
A Legion Librarian gains the Psyker Sub-type and may select a single Core Psychic Discipline from the following list, or from any Legion-specific Disciplines available (as long as the Legion Librarian has the appropriate variant of the Legiones Astartes (X) special rule): Biomancy, Divination, Pyromancy, Telekinesis, Telepathy, Thaumaturgy.

Wargear
A Legion Librarian may replace a power weapon, bolt pistol or combi-bolter with a force weapon at no additional points cost. In addition, a Legion Librarian may select a psychic hood for +15 points.

Legion Master of Signals

A vital link between those desperately fighting and support elements of the Legion in battle, the Master of Signals is a strategic and communications specialist capable of interpreting and directing the flow of battle around them, and calling in support strikes from distant batteries and orbiting vessels.

Special Rules
The Legion Master of Signals gains the Strategic Comms special rule:

Strategic Comms: Once per turn, when any friendly unit is called upon to take a Morale check or Pinning test, that Check may be made using the Leadership Characteristic of the model with this special rule or any other model in the same unit as the model with this special rule. In addition, as long as a model with this special rule is on the battlefield (but not in Reserves) then all Reserves rolls made by the controlling player may be re-rolled.

Wargear
A Legion Master of Signals gains a cognis-signum, vox disruptor array, augury scanner and nuncio-vox at no additional points cost. A Legion Master of Signals may not select a combi-weapon of any type, boarding shield, bolter, power fist, thunder hammer, lightning claws, Legion Spatha combat bike or Legion Scimitar jetbike.

Legion Esoterist

The Legion Esoterists were a late occurrence among many of the armies embroiled in the Horus Heresy, as members of the Librarius returned to their studies with or without the blessing of their Primarchs, and delved into the forbidden lore that saw common use on the battlefields of that dark age.

Special Rules
A Legion Esoterist gains the Psyker Sub-type and the Anathemata Discipline (see below). In addition, an army with the Traitor Allegiance that includes one or more Esoterists may select up to three non-Compulsory Troops or Elites choices from the Ruinstorm Daemon Army List, the maximum number of units that may be selected from the Ruinstorm Daemon list is always three regardless of the number of Esoterists in the army – these choices are paid for in points and occupy slots on the Force Organisation chart as normal, but must begin the battle in Reserve and may only enter play by means of the Breach the Veil Psychic Power (see Psychic Discipline: Anathemata) – no Reserves rolls are made for these units.

Wargear
A Legion Esoterist may exchange a power weapon, bolt pistol or combi-bolter for a force weapon at no additional points cost, and may exchange a bolt pistol for an archaeotech pistol for +10 points. A Legion Esoterist may also take a psychic hood for +20 points.

Psychic Discipline: Anathemata

A Psyker with this Discipline and the Traitor Allegiance gains the Breach the Veil Psychic Power and the Void Darts and Aetheric Lightning Psychic Weapons. A Psyker with this Discipline and the Loyalist Allegiance gains the Seal the Veil Psychic Power and the Void Darts and Aetheric Lightning Psychic Weapons.

Breach the Veil (Psychic Power)

Esoterists are dedicated to the study of the Warp and its denizens, seeing them as tools for the prosecution of war, unburdened by loyalty or purpose. If they can chain them to the cause of their master, then they will gladly sacrifice their sanity in the pursuit of victory.

Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a point within 12" and at least 3" away from any enemy model or Impassable Terrain – place a Blast (3") Marker to represent the Warp Rift until this power is resolved.

The controlling player may then choose to make a Psychic check for the Esoterist. If the Check is failed or not taken then the chosen point is scattered as per the normal rules for Scatter. If it scatters onto Impassable Terrain, within 3" of an enemy model, or off of the edge of the battlefield then the Esoterist suffers Perils of the Warp, and the chosen point is moved the minimum distance required in a direction of the controlling player’s choice to place it clear of all Impassable Terrain, on the battlefield, and at least 3" away from any enemy model. If the Check is passed then the Warp Rift does not scatter.

Once the final location of the chosen point is determined, the Esoterist’s controlling player may choose to deploy up to one of the Ruinstorm Daemon units in Reserves onto the battlefield (that player may choose to place no units if they wish). That unit moves onto the battlefield from any point along the edge of the Blast marker placed to represent the Warp Rift as if it was entering play from Reserves, treating the Warp Rift marker as though it was the controlling player’s battlefield edge.

Once all models in the unit have moved onto the battlefield, the Warp Rift marker is removed from play. The Daemon unit brought into play by use of this power may be targeted by the Interceptor Reaction and may act as normal in the Shooting phase in which it arrives and may declare a Charge in the Assault phase of the turn in which it enters play.

Note that to use this power, a player will need access to the Ruinstorm Daemon Army List.

Void Darts (Psychic Weapon)

By tearing a series of tiny apertures into reality itself, the Esoterist can unleash the fury of hel itself upon the foe, channelling the power of the Warp for his own purposes.

Range
Str
AP
Void darts
18"
5
4
Assault 12, Sanctic, Deflagrate, Psychic Focus

Sanctic: A weapon with this special rule always Wounds models with the Daemon Unit Type on a 2+ and any successful Invulnerable Saves made by models with the Daemon Unit Type against any Wounds it inflicts must be re-rolled.

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.

Seal the Veil (Psychic Power)

Some Esoterists study the Warp with the sole intent of discovering the weakness of those creatures that dwell within. They master the sealing of aetheric energy and investigate any method of repelling the foul entities that spill from that realm, no matter how strange or ritualistic such arcane tricks might be. Though those battle-psykers that have received real training may scoff at their dubious rites, few can deny their effectiveness in battle.

Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single enemy unit composed entirely of models with the Daemon Unit Type or Corrupted Unit Sub-type that is within line of sight and has at least one model within 18" of the Psyker. All models in the target unit must reduce their Strength and Toughness by 1 (to a minimum of Toughness or Strength 1) until the end of the target unit’s controlling player’s next turn – the controlling player of the Psyker using this Power may then choose to make a Psychic check for the Psyker. If the Check is passed the target unit also suffers Perils of the Warp, and if the Check is failed then both the target unit and the Psyker using this Psychic Power suffer Perils of the Warp.

Legion Champion

Chosen from the best blades of the Legion, a Champion bears the honour of their chapter or company in battle, and is armed and armoured in the finest panoply of war. Their sworn task is to seek out the foe’s mightiest warriors, and slay them as an object lesson in the Imperium’s superiority.

Special Rules
A Legion Champion must increase his Weapon Skill Characteristic to 6. In addition, a Legion Champion gains the Never Back Down special rule:

Never Back Down: If possible, a unit that includes a model with this special rule must issue a Challenge when Engaged in combat, and if an enemy player issues a Challenge to a unit including one or more models with this special rule then a model with this special rule must accept. In addition, during any Assault phase where this model begins the Fight sub-phase Engaged in a Challenge, or enters into a Challenge with an enemy model, this model and all friendly models in the same combat gain the Fearless special rule until the end of that Assault phase.

Wargear
A Legion Champion gains a paragon blade for no additional points cost.

Legion Delegatus

A Legion Delegatus is a mid-ranking Legion officer, such as a centurion, tasked with a specific mission by a Legion’s High Command and formally deputised to act in all matters with the full weight of their commander’s authority. As such, they can mobilise the Legion’s resources to the full, deploy its assets and, if performing a mission of vital strategic worth, assemble a strike force of chosen warriors.

Special Rules
A Legion Delegatus gains the Master of the Legion special rule, but may be included in armies of less than 1,000 points. A Legion Delegatus may not be included in a Detachment that also includes a Legion Praetor, Legion Cataphractii Praetor, Legion Tartaros Praetor or a model with the Primarch Unit Type. A Legion Delegatus also gains the Rally the Legion special rule:

Rally the Legion: Once per battle, at the start of any of the controlling player’s turns, this rule may be activated. Once activated, take a Leadership test for this model: if passed then all friendly units that are Pinned or Falling Back and have at least one model that can draw line of sight to the model with this special rule immediately rally, and are no longer Pinned or Falling Back and may act normally this turn.

Legion Chaplain

The Chaplain Order, established towards the end of the Great Crusade, was intended to create a cadre of fearsome veteran warriors who would enforce a cohesion of doctrine and belief in the scattered and increasingly idiosyncratic Legions, far from Terra. Theirs was a mortuary symbol of sacrifice graven in the form of an ornate staff, mace or axe: the Crozius Arcanum, which served as both a badge of office and a deadly weapon.

Special Rules
A Legion Chaplain, and all models in a unit he joins, gains the Stubborn and Hatred (Everything) special rules. In addition, the Legion Chaplain increases his Leadership Characteristic to 10.

Wargear
A Legion Chaplain with a power weapon may grant that weapon the Master-crafted special rule for no additional points cost, representing the Crozius Arcanum that is the symbol of the Chaplain’s authority.

Legion Vigilator

Highly skilled as watchers and hunters among their brethren, Vigilators are the eyes of their Legion on the ground, their wisdom paramount in scouting out the foe’s disposition and strength, and determining the best place to strike. Theirs also are the arts of sabotage and assassination, and while some Legions are more inclined to such subtleties than others, all see their military value.

Special Rules
A Legion Vigilator gains the Marked for Death and Master Sniper special rules, and the controlling player may choose to grant the Legion Vigilator either the Scout or Infiltrate special rule.

Master Sniper: When making Shooting Attacks with any weapon that has the Sniper special rule, a model with this special rule adds the Rending (2+) and Shell Shock (1) special rules to the attack. If the weapon used already has the Rending (X) and Shell Shock (X) special rules, they do not stack with those provided by this special rule: use the highest of the two variants for the attack.

Wargear
A Legion Vigilator gains a Master-crafted Nemesis bolter and melta bombs at no additional points cost. A Legion Vigilator may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.

Legion Pathfinder

Within the ranks of the Legions at the time of the outbreak of the Horus Heresy there were few remaining Scout cohorts, with most companies equipped with the scout armour long since reassigned to Recon detachments. Those few that remain are often veterans of over a century of war in the most hostile terrain known to humanity, and the last Pathfinders are the unchallenged experts on combat within such dangerous ground.

Special Rules
A Legion Pathfinder gains the Scout, Infiltrate, Move Through Cover and Pathfinder special rules, increases his Movement Characteristic to 8 and gains the Skirmish Sub-type.

Wargear
A Legion Pathfinder must exchange his artificer armour for scout armour for no additional points cost, and gains a Master-crafted Astartes shotgun for free. A Legion Pathfinder may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.

Legion Herald

As the wars of the Horus Heresy spread to consume the galaxy, billions fought and died under the banners of warlords they had never seen or heard first-hand, and even among those such as the Legiones Astartes, near-religious fervour became common for those artefacts touched by Primarch, Warmaster or Regent, and given to a chosen emissary as a sign of authority and favour.

Special Rules
A Legion Herald gains the Fearless and Fear (1) special rules.

Wargear
A Legion Herald must exchange their bolt pistol, bolter or combi-bolter for a Legion standard at no additional points cost.

Legion Forge Lord

Masters of the machine and foundry, Forge Lords are the most experienced and skilful of the Legion’s Techmarines. These warrior-smiths are skilled battle-leaders as much as they are artisans of war, and are often appointed to the command of Legion detachments comprised largely of tanks and armoured vehicles or battle-automata, as well as serving as stewards to a Legion’s Dreadnoughts.

Special Rules
A Legion Forge Lord gains the Battlesmith (4+), Master of Automata and Legiones Thallaxes special rules.

Legiones Thallaxes: An army that includes one or more model with this special rule may take up to three Thallax Cohorts* as non-Compulsory Elites choices in the same Detachment as the model with this special rule – these units may not select a Dedicated Transport of any kind. Any models in a Thallax Cohort which are included in an army due to this special rule gain the same Legiones Astartes (X) special rule as the Legion Forge Lord it shares a Detachment with, but may not select any Legion specific Wargear or other options.

* Note that rules for these units are found in the Liber Mechanicum book.

Wargear
A Legion Forge Lord gains a machinator array at no additional points cost, and may select a cortex controller for +15 points and/or a cyber-familiar for +15 points.

Legion Primus Medicae

High officers of the Legion Apothecarion, the primus medicae of a Legion hold the onerous duties of both ensuring the battle-readiness and physical wellbeing of their battle-brothers. This is an authority which none but a Primarch or his chosen deputy can overrule, and such warriors are dedicated to preserving the gene-seed of the Legion from loss or contamination at any cost, even that of their lives.

Special Rules
A Legion Primus Medicae gains the Sacred Trust special rule:

Sacred Trust: Any models with the Infantry or Cavalry Unit Type in the same unit as a model with this special rule may re-roll any failed It Will Not Die rolls made. This effect immediately ends if the model with the Sacred Trust special rule is removed as a casualty or otherwise leaves the unit.

Wargear
A Legion Primus Medicae gains a narthecium for no additional points cost. A Legion Primus Medicae may exchange a bolt pistol or combi-bolter with a needle pistol for +5 points, but may not select two lightning claws, or a boarding shield.

Legion Siege Breaker

The wreckers of cities, the bringers-down of fortress walls and the shatterers of strongholds, Siege Breakers are officers of the Legion whose speciality is precisely applied destruction against strategic targets. Placed often in command of armoured spearhead assaults and frontline artillery units, they prefer to closely observe their work, rather than sit back behind the lines, and so are deadly efficient in adapting their force’s attack patterns from moment to moment.

Special Rules
A Legion Siege Breaker gains the Sunder and Art of Destruction special rule:

Art of Destruction: At the start of each Shooting phase, the controlling player may nominate one friendly unit with at least one model within 6" of a model with this special rule. That unit gains the benefits of the Sunder special rule for the duration of that Shooting phase.

Wargear
A Legion Siege Breaker gains a nuncio-vox and three phosphex bombs for no additional cost. In addition, any Legion Rapier Carriers with quad launchers in the same Detachment may be upgraded to have phosphex canister shot for +20 points per model, and any Legion Arquitor Squadrons with Morbus bombards in the same Detachment may be upgraded with phosphex shells for +20 points per model.

Legion Armistos

Few individuals are capable of the unending operation of maintaining, categorising, requisitioning and dispensing the vast arsenals of an entire Space Marine Legion. Beyond this, many such officers of the Legions work to improve the weaponry at their disposal, running simulations and field tests of augmented weaponry. The skills required of an Armistos are much sought after by the Legion’s Master of Arsenal, particularly in those Legionaries of level temperament who are not apt to charge into the fray but are capable of supporting and supplying their battle brothers without desire for aggrandisement.

Special Rules
A Legion Armistos gains the Heavy Sub-type.

Wargear
A Legion Armistos may not select a Legion Warhawk jump pack, Legion Spatha combat bike or Legion Scimitar jetbike.

A Legion Armistos gains an augury scanner and cognis-signum for no additional points cost and may select one of the following upgrades:
  • - Master-crafted heavy bolter
    5 points
  • - Master-crafted volkite culverin
    10 points
  • - Master-crafted lascannon
    15 points
  • - Master-crafted plasma cannon
    15 points
  • - Master-crafted multi-melta
    10 points
  • - Master-crafted autocannon
    5 points
  • - Twin-linked heavy flamer
    5 points
  • - Master-crafted missile launcher (with frag, krak and flak missiles)
    10 points

Legion Moritat

Said by some to be no less than death incarnate, and by others to be dishonourable murderers with no place in the Imperium’s order of battle, moritats are lone killers operating outside the Legion’s usual command structures at the behest, or at least sufferance of its high commanders. Regarded usually as dangerously unstable outcasts —perhaps created by some seldom-exposed flaw of gene-seed or indoctrination— they are also savage and proficient warriors, however, having become one with the act of killing, honing their superhuman reflexes to gun down the foe at close quarters to a preternatural degree.

Special Rules
A Legion Moritat gains the Scout, Counter-attack, Bitter Duty and the Chain Fire special rules. In addition, a Legion Moritat may never be selected as the army’s Warlord.

Chain Fire: When using a model with this special rule to make a Shooting Attack using only Pistol type weapons, the controlling player may declare a Chain Fire attack instead of making the model’s normal Shooting Attacks during their own player turn.

While making a Chain Fire attack, a model with this special rule may make up to six attacks in the same Shooting phase. Each of these attacks must be made using either one or two Pistol type weapons, and all attacks must target the same enemy unit. In each attack all weapons used must make their full number of attacks (for example, a model making a Chain Fire attack with two Pistol 2 weapons would make 4 To Hit rolls for each attack, for a total of 24 To Hit rolls over the full 6 attacks). The following additional restrictions apply to Chain Fire attacks:
  • To Hit rolls for Chain Fire attacks may never be re-rolled, and weapons which do not roll To Hit may not make Chain Fire attacks (including any weapons with the Template or Blast special rules).
  • When making a Chain Fire attack for weapons with the Gets Hot or Armourbane (Melta) special rules, roll each Hit individually; if a 1 is rolled, stop rolling To Hit for that weapon immediately. No further To Hit rolls may be made with that weapon for the remainder of the Phase.
  • After making a Chain Fire attack, a model with this special rule and any unit he has joined may not declare a Charge in the following Assault phase.
  • When making a Chain Fire attack a model with more than two appropriate weapons must select and use the same one or two weapons for all 6 attacks made as part of the Chain Fire attack (unless the Gets Hot or Armourbane (Melta) rules noted above force the controlling player to stop using one of the weapons, in which case another appropriate weapon may be used if available).
  • A Chain Fire attack may never be made as part of any Reaction.

Wargear
A Legion Moritat gains rad grenades and a second bolt pistol for no additional points cost, and may exchange a bolt pistol for a disintegrator pistol for +20 points per weapon. A Legion Moritat may not select a Legion Spatha combat bike or a Legion Scimitar jetbike.

Legion Mortificator

A specialised subset of Techmarines, mortificators are ultimately responsible for the Legion’s honoured dead, the furious Ancients entombed within cyborganic sarcophagi slumbering in the Legion’s sepulchres, and show a near-fanatical devotion to their charges, in some cases going so far as to contravene the tenets of the Martian Cult adopted by the Legion’s Forge Lords. A mortificator’s primary duties include the protection during slumber and rousing during war of the Legion’s complement of Dreadnoughts, and when necessary, extends to the controlling of those Dreadnoughts too long asleep or too choleric to be considered wholly sane.

Special Rules
A Legion Mortificator gains the Keeper of the Dead, Ancient Devotion and Battlesmith (6+) special rules.

Keeper of the Dead: A Detachment that includes a model with this special rule may take an additional Legion Contemptor Dreadnought Talon composed of a single model as part of the same Force Organisation choice as the model with this special rule. The model with this special rule must join the Dreadnought unit that has been selected at the beginning of the battle during deployment and may not voluntarily leave that unit during play – this is an exception to the Dreadnought Unit Type which would normally stop such models from joining a unit including a model with the Dreadnought Unit Type.

Ancient Devotion: While a model with this special rule is part of a unit, all Dreadnought models in that unit gain the It Will Not Die (5+) special rule.

Wargear
A Legion Mortificator gains a servo-arm and corposant stave at no additional points cost. In addition, a Legion Mortificator may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.

Legion Praevian

A Legion consul praevian is the keeper of the Legion’s bound automata, those soulless machines sworn to the Legion’s service and inducted into their ranks as honourary Legionaries after decades of service, a practice that increased as the Horus Heresy inflicted an ever-greater death toll on many Legions’ ranks. Initiated into the rites of the Mechanicum’s Cybernetica Tech-arcana, these officers oversee the maintenance and programming of their charges, and ensure that loyalty to the Legion and its traditions are enshrined in their core logic. On the field of battle, they march at the forefront of the inducted maniples, guiding them in the correct prosecution of war and acting as examples of true sons of the Legion. Often chosen from amongst the ranks of those veterans whose injuries have required extensive augmetic rebuild and left them ill-suited for other, more specialised, roles, these warriors are often solitary individuals, given to brooding and keeping to the company of their iron brothers. It is rare in most Legions for these warriors to advance higher up the chain of command, and some Legions use the rank as a dumping ground for those deemed unfit for other duties, while others, most notably the Iron Hands and Salamanders, consider it an honour to serve with such unique avatars of the Machine Cult’s craft.

Special Rules
A Legion Praevian gains the Master of Automata and Legiones Cybernetica special rules.

Legiones Cybernetica: An army that includes a model with this special rule may take a single Castellax Battle-automata Maniple* or a single Vorax Battle-automata Maniple* as part of the same Force Organisation choice as the model with this special rule. Any models in a Castellax Battle-automata Maniple or Vorax Battleautomata Maniple included in an army due to this special rule gain the same Legiones Astartes (X) special as the Legion Praevian they share a Force Organisation choice with, but may not select any Legion specific Wargear or other options.

* Note that rules for these units are found in the Liber Mechanicum book.

Wargear
A Legion Praevian gains a cortex controller at no additional points cost and may select a cyber-familiar for +15 points. In addition, a Legion Praevian may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.

Legiones Astartes Special Rules

This army list includes a number of new special rules to represent the vast panoply of the Space Marine Legions at the height of their terrible power and everlasting glory. These special rules are presented here for easy reference and operate under the rules established for special rules in the Horus Heresy: Age of Darkness rulebook.

Apothecarion Detachment

The apothecarion of the Space Marine Legions stands outside the organisation of chapter and company, with small detachments of its warriors assigned to an army as necessity demands. Only on the longest campaigns would an apothecary find themselves going to war amongst the same warriors time and time again.

An Apothecarion 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 Apothecarion Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Apothecaries that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Apothecary, and any Legion Apothecaries that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Apothecary. No Apothecary 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 Apothecary as normal during either deployment or any following turn). No more than one Apothecary may be assigned to any given unit.

Once assigned to a unit, the Legion Apothecary is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Apothecary is removed as well. In battles using Victory points, no Victory points are ever scored for removing an Legion Apothecary as a casualty. When assigned to a unit, a Legion Apothecary 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.

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).

Auxiliary Vehicle Bay

The largest of transports are so vast that they can carry smaller vehicles into battle. Such huge engines of war are rarely deployed, save to the most dangerous of conflicts where an army must bring the maximum possible force to bear upon the foe or must traverse the most dangerous of terrain.

Models with the Vehicle Unit Type may Embark on a model with this special rule, Embarking and Disembarking as per the normal rules for Embarking/Disembarking. A model with this special rule may carry one model with the Vehicle Unit Type whose starting Hull Points Characteristic is 4 or less. A model with the Vehicle Unit Type Embarking or Disembarking from a model with this special rule may do so from any point on the model’s base, or its hull if it has no base.

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).

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.

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.

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.

Crushing Weight

While the impact of any war machine can cripple an ordinary warrior, some vehicles are so massive that they can crush infantry like ants. Such engines of destruction can even cripple lesser vehicles, serving as battering rams of unequalled effectiveness when called upon.

When the controlling player resolves a Ram Attack using a model with this special rule, targeting an enemy model that has the Vehicle Unit Type, then any Hits inflicted are always resolved at Strength 12 (see the rules for Weapon Strengths above 10). When resolving a Ram Attack against a unit that is not made up entirely of models with the Vehicle Unit Type, 6+D6 Str 10 Hits are inflicted instead.

Deathstorm

Some weapons make no attempt to target individual warriors, but instead saturate the target zone with such a torrent of gunfire that few can escape their wrath. Such weapons are capable of causing high casualty numbers in a short space of time, but require vast stores of ammunition to maintain their attack.

When making a Shooting Attack, select up to four enemy units within range and line of sight of the attacking unit and make a Shooting Attack using the weapon’s profile against each unit instead of following the normal procedure (any individual enemy unit may only be selected as a target once, and if there are less than four enemy units within line of sight and range then each viable target may be attacked). Each unit targeted is attacked with the full number of attacks listed as part of the weapon’s profile, for example, a weapon with the Heavy 6 type and the Deathstorm special rule would select up to four enemy units within range and line of sight and roll six dice To Hit against each unit.

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.

Dreadnought Talon

The towering Dreadnoughts of the Legiones Astartes were often organised into informal warbands, waiting only for the start of battle to advance and bring death to the foe.

When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be placed within unit coherency, but afterwards operate independently and are not treated as a unit.

Dreadnought Transport

Some transports are specially designed to allow the massive frames of Dreadnoughts to be transported into battle; from drop pods intended purely for the delivery of these armoured behemoths from orbit, to more versatile transports that can either ferry warriors or Dreadnoughts into the fires of war.

A model with this special rule may transport a single model with the Dreadnought Unit Type with no more than 8 Wounds instead of any other models. A Dreadnought model may not Embark upon a model with this special rule if any other models are already Embarked on it, and while a Dreadnought model is Embarked on a model with this special rule then no other models may Embark.

Feedback

Some weapons emit projectiles or energy beams of such terrible potency that, if fired, they can have terrible consequences for those that dare unleash their power. Whether due to energy surges in coherent energy beams, or failure in the arming systems of shells or warheads, a failure to properly arm the weapon and fully penetrate the enemy’s armour can cause lethal feedback.

If a weapon with this special rule fails its Armour Penetration roll against a target with an Armour Value, or fails a To Wound roll against any other model (note that successful Armour Saves or Damage Mitigation rolls do not count for this), roll a D6. If the result is a 1, the attacking model loses 1 Hull Point or Wound.

Fury of the Legion

The tactical Legionaries that form the core of every Space Marine Legion drill endlessly with the boltgun that is their hallmark. As a result, these warriors are capable of unleashing a torrent of gunfire that can halt any foe in its tracks.

If a model with this special rule has not moved or Run during the Movement phase of its controlling player’s turn then that model may add one to the number of shots fired when making a Shooting Attack with a bolter (this does not include combi-bolters, bolt pistols or other bolt weapons).

Graviton Collapse

These weapons emit an unstable stream of gravitons that causes a catastrophic implosion at the target point. Such is the power of these weapons that even the strongest of targets is dragged in and torn apart by the forces unleashed, the sheer mass of their armour serving only to increase the power of the detonation.

Instead of rolling To Wound normally with a weapon with this special rule, the controlling player of any model Hit by it must roll equal to or under that model’s Strength Characteristic on 2D6 or it suffers a Wound (Armour Saves and Damage Mitigation rolls may be taken as normal – except Shrouded rolls which may not be used). Against targets with an Armour Value, the attacking player rolls 4D6 for Armour Penetration instead.

Harbingers of the Legion

Running ahead of the heavy infantry that was the closed fist of the Space Marine Legions, these warriors harry and pursue the enemy. They strike at the foe’s most vulnerable points, depriving them of shelter and succour and leaving them at the mercy of the warriors that follow in their wake.

A unit that includes any models with this special rule may not join or 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 that includes any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring unit or a Denial unit regardless of any other special rules or Mission rules in use – however, a model with this special rule may re-roll all failed Shrouded Damage Mitigation rolls.

Heart of the Legion

Though often overshadowed in the annals of history by other more prestigious warriors, it is the courage and tenacity of the humble tactical Legionary that carried the Legions to victory after victory. It would be by the blood of these warriors that the course of the Horus Heresy would be decided, and by their sacrifice that the fate of the Imperium determined.

When a unit that includes at least one model with this special rule has at least half of its models within 6" of an Objective then all models in the unit gain the Feel No Pain (6+) and Stubborn special rules. If any model in the unit already has a variant of the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least half of its models within 6" of an Objective (for example, a model that already had Feel No Pain (5+) could choose to increase this to Feel No Pain (4+) while it fulfils the conditions of this special rule).

Heat Blast

Serving primarily to slow the descent of orbital strike craft, the thrusters of some such vehicles can also be used to scorch and burn enemy infantry. The most desperate or sadistic crews assigned to such craft often made use of this capability to reap a toll of the enemy, even after releasing their passengers into the heart of battle.

When a model with this special rule is deployed onto the battlefield using the Deep Strike special rule, and once all models arriving from Deep Strike in the same Phase have been placed in their final positions, but before any models Embarked on the model with this special rule have Disembarked, any models within 3+D3" (friendly or enemy) suffer a Str 6 AP 5 Hit (models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as an attack from a Flame weapon).

In addition, when moving in Hover mode, the controlling player may choose to inflict D6 Str 6 AP 5 Hits on any unit that a model with this special rule moves over. Any Wounds caused are allocated by the controller of the target unit, any models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as an attack from a Flame weapon. Once the model has finished moving, the controlling player must roll a D6 for each unit it has inflicted Hits upon using this special rule – any results of a ‘1’ inflict a Hull Point of damage on the model with this special rule.

Heavy Beam

Emitting a devastating beam of coherent energy, these weapons can engulf multiple targets in a single blast. Sweeping across the battlefield in a continuous beam of ravening destruction, the destructive power of such a burst can only be halted by the sturdiest of obstructions or most mighty of war machines.

When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model.
  • All models (friend and enemy) caught in the beam area (excepting the firing model) suffer a Hit with the listed profile of the weapon, except models with the Flyer Sub-type which cannot be affected or targeted.
  • Units with any models in the beam area receive a number of Hits equal to the number of their models caught in the path of the beam; casualties are removed from affected units using the normal rules for removing casualties.
  • If a Terrain piece, Building, model with the Vehicle Unit Type or any model with 6 or more Wounds is in the beam area, the attack is blocked and its line of effect will go no further than that model. The blocking model will, however, suffer 1+D3 separate Hits, rather than just 1.
  • If a model with the Vehicle Unit Type and the Transport Sub-type suffers a Penetrating Hit from a weapon with this special rule, each unit Embarked on it suffers D6 Str 4 AP - Hits with the Deflagrate special rule, in addition to any other effects. Any Wounds caused are allocated by the controller of the target unit.

Impact-reactive Doors

Many assault vehicles have doors designed to release via explosive bolts, allowing their passengers to disembark as swiftly as possible.

When a model with this special rule is deployed, any doors on the model must be opened to their full extent. All models Embarked within a model with this special rule must then Disembark immediately and no models can thereafter Embark within that model for the remainder of the battle. Any model that has Disembarked from a model with this special rule may not have a Charge declared for it in the same turn. The physical doors attached to a model with this special rule are not treated as part of the model once opened and cannot be targeted by Shooting Attacks and do not impede Movement in any way.

Inertial Guidance System

Orbital strike vehicles often mount sophisticated sensors to aid them in avoiding obstacles as they streak towards the battlefield. Those assigned to orbital assaults must rely on these systems to see them to the surface, for, given the sheer speed of their descent, no human pilot could hope to bring them safely down.

When deployed as the first model placed during a Deep Strike Assault, or other deployment that requires a model with this special rule to scatter, the distance the model scatters is reduced by half and if it scatters into Impassable Terrain or off of the battlefield then it is moved the minimum distance required to avoid such obstacles. In addition, if all units included in a Deep Strike Assault have the Inertial Guidance System special rule or are models Embarked on a model with that special rule then any rolls made to determine if the Deep Strike Assault is Disordered may be re-rolled.

Inexorable

Whether due to intense training, indomitable armour or blind madness, some warriors will keep advancing no matter the firepower directed at them.

A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning test – except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.

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.

Legion Artillerists

Skilled beyond the arts of mortal warriors in the employment of artillery to its most deadly effect, these artists of shot and shell know best how to place each strike from their guns.

A Legion Rapier Battery must have one Legion 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 Legion Rapier Battery contains fewer Legion Gunners than Rapier Carriers then only a number of Rapier Carriers equal to the number of Legion Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Legion 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, and all Legion Gunners in the unit gain a bonus of +1 to their Leadership Characteristic (this bonus is lost immediately once the number of Legion Gunners is reduced to less than the number of Rapier Carriers in the unit).

Legiones Consularis

Among the many officers of the Legiones Astartes, there are those with unique talents and hard-won skills that are honoured with the title and rank of consul. These warriors lead the Legion into battle and conduct the most arduous of missions, called upon by their lords when the specialised knowledge they guard is required in the struggle for victory and demise of the foe.

Any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may select a single Consul upgrade; no model may take more than one such upgrade (note that some upgrades are not available to Legion Cataphractii Centurions or Legion Tartaros Centurions, or Legion Centurions that have selected certain upgrades).

Limited Ammunition

Some weapons, either due to a restricted capacity to store shells, a terrifying rate of fire or a complex loading mechanism, are prone to running out of ammunition in the heat of battle. Once drained of their reserves, these weapons become little more than burdens to their wielders, impotent until the battle is concluded and specialised equipment can be used to replenish their stores.

After all Shooting Attacks for a weapon with this special rule have been fully resolved, roll a D6, adding +1 if the weapon has fired before in the same battle. If the total of this roll is 6 or more then the weapon may no longer be used to make Shooting Attacks in this battle. If this weapon is unable to make further Shooting Attacks then it may not be targeted by a Weapon Destroyed result on the Vehicle Damage table, and for the purposes of such a result is treated as though it had already been destroyed.

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.

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.

Master of Automata

Some warriors are trained to operate alongside the towering automata of the Mechanicum, well accustomed to the limitations of those war machines and how to best fight at their side.

A model with this special rule may join a unit that includes one or more models with the Automata Unit Type. While part of a unit that includes one or more models with the Automata Unit Type, a model with this special rule may not make Reactions and gains the Fearless special rule. If the Automata models in the unit are subject to the Programmed Behaviour provision then those rules are not used as long as a model with this special rule is part of the unit.

Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

The Master of the Legion special rule grants the following benefits:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.

Neutron-flux

Designed specifically to degrade the complex neural circuitry and cogitators of the Mechanicum’s automata, these weapons are considered an affront to their Order. The exotic radiation emitted by such devices is the bane of the otherwise indefatigable steel warriors of the Mechanicum, leaving them as motionless, lifeless husks.

A weapon with this special rule gains the Instant Death special rule when targeting models with the Automata Unit Type.

Orbital Assault Vehicle

Drop pods and other dedicated orbital assault vehicles are intended for one purpose only – to deliver warriors and equipment from orbiting spacecraft to battlefields on a planet’s surface. Once deployed they play little further part in the battle, serving only to support the onslaught of their passengers.

A model with this special rule must be deployed onto the battlefield as part of a Deep Strike Assault, or other deployment that requires the Deep Strike special rule. It may never be deployed as normal, regardless of any other rule or mission, and if forced to do so it is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation). Furthermore, a model with this special rule may never move – and if forced to do so is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation).

Plasma Burn

Certain plasma weapons are designed not just to break the target with the sheer power of its initial strike, but also to burn and short-circuit the internal workings exposed. The superheated matter emitted by plasma cannons serves ideally for this purpose, continuing to sear and burn long after impact.

If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable Saves or Damage Mitigation rolls allowed.

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.

Reactor Blast

Certain powerful reactors, when destroyed, erupt in a devastating blast capable of destroying other engines of war.

When the controlling player resolves an Explodes result on the Vehicle Damage table for a model with this special rule, the Strength of any Hits inflicted is increased to 10.

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).

Repair

Some vehicles are robust enough or simple enough in their construction that the crew can conduct minor repairs in the field.

In any of the controlling player’s Shooting phases, instead of making any Shooting Attacks with a model with this special rule, the controlling player may instead roll a D6. On the roll of a ‘4’ or more, a damage result of Immobilised that has been inflicted on this model may be removed but no Hull Points are returned.

Retinue

Many of the most famous and powerful commanders went to war with a dedicated cadre of bodyguards and adjutants. These guardians served both to protect their master in the heat of battle, preserving his life against all threats, and as a vital reserve of skilled warriors to press the attack at the most crucial moment.

A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.

Rocket Barrage

Some weapons require a stable firing platform in order to deliver their payload with maximum destructive force. When forced to fire without the proper preparations their effect is greatly reduced, but when firing from prepared positions they can unleash such a devastating torrent of fire that few enemies can survive their wrath.

If a model that has a weapon with this special rule does not move in the Movement phase of a given turn, that weapon may be given the Rending (4+) and Pinning special rules until the start of the controlling player’s next turn.

Spite of the Legion

The warriors of the Space Marine Legions knew full well that to leave any foe alive was to compromise the Great Crusade, to endanger the long march of humanity across the galaxy. So in war, they deployed warriors specifically to harry those that attempted to flee or that haunted the edges of the battlefield.

If a Charge is declared for a unit that includes at least one model with this special rule, targeting an enemy unit that is Pinned, Falling Back or includes no models with the Character Sub-type or the Chosen Warriors special rule, then all models in the Charging unit gain a bonus of +1 Attacks for the duration of the Assault phase in which the Charge is declared.

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).

Talons of the Legion

Employed to cover the advance of the infantry companies below, those who pilot the aircraft of the Space Marine Legions 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 start of the battle, before any models are deployed onto the battlefield. 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, 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 made whenever any enemy model that has the Vehicle Unit Type and the Flyer 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 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 line of sight to that model.

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

Techmarine Covenant

With most Legions boasting only a small cadre of Techmarines, those that are available are a vital resource for any Legion task force. These warriors are assigned only as is necessary, placed in the units and formations that can best benefit from their unique skills.

A Techmarine 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, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine 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 a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit.

Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine 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.

Torsion Crusher

Driven by technology little understood, even by the initiates of the Mechanicum, these weapons are the bane of the complex war machines of the Horus Heresy. Once such weapons have cut through the target’s armour, their exotic energies and sheer destructive power wreak havoc on the delicate internal machinery of the target.

When a target with an Armour Value is struck by a weapon with this special rule, the amount of Hull Point damage caused by the weapon is doubled.

Traitor

In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.

A model with this special rule may only be included in an army that has the Traitor Allegiance.

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.

Void Shields (X)

Some vehicles are equipped with almost impenetrable shields of energy, relics from ancient times known as void shields.

A model with this special rule has a number of void shields, as listed on its profile. Shooting Attacks which Hit a model with this special rule instead target this model’s void shields while at least one remains active. Void shields have an Armour Value of 12. A successful Glancing Hit, Penetrating Hit or any successful Hit from a Destroyer weapon which targets a void shield causes it to collapse, reducing the number ‘X’ by -1. When the number of void shields is reduced to 0, this special rule has no further effect and subsequent Shooting Attacks target the model instead. Void shields have no effect on close combat attacks, and may not be affected by close combat attacks.

Volatile Plasma Containment

Even at the height of the Imperium’s power, plasma weapons were poorly understood and often dangerous to put into use. The most destructive of these weapons required large and volatile tanks of super-heated gas, which would often detonate should a vehicle carrying them suffer catastrophic damage, scattering plasma on any nearby.

If a model with this special rule loses its last Hull Point due to the Gets Hot special rule then it also suffers the effects of the Explodes result on the Vehicle Damage table. When a model with this special rule suffers an Explodes result (as shown on the Vehicle Damage table), the Strength of any Hits it causes is increased to 10.

Armoury of the Legiones Astartes

The Legiones Astartes made use of a number of weapons and items of Wargear that were unique to those legendary formations. This section presents the rules for these weapons and artefacts of the Horus Heresy.

Weapon Strengths Above 10

On certain extremely powerful weapons, the Strength value of the weapon can be higher than 10. These weapons roll for armour penetration against models with the Vehicle Unit Type and Buildings as normal – adding their full Strength value to the roll of a D6. When rolling to Wound a model with a Toughness value, the weapon is treated as though it had a Strength value of 10 on the To Wound table. However, when determining if such a weapon inflicts Instant Death use its full Strength value.

Ranged Weapons


Archaeotech Pistol

Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing firepower and elegance. Be they bespoke slug throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents and the masters of the Space Marine Legions.

The archaeotech pistol, like several classes of weaponry available to Space Marine leaders, is intended to represent a wide variety of weapons and to give players a Profile that can be used for converted or unusual handguns whose power exceeds that of more common weaponry.
Range
Str
AP
Type
Archaeotech pistol
12"
6
4
Pistol 1, Rending (3+), Master-crafted

Artillery Cannon

Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves – used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these cannon rely on either huge explosive payloads or advanced armour piercing technologies to achieve a destructive capacity that few other weapons can match.

Range
Str
AP
Type
Demolisher cannon
24"
12
3
Ordnance 1, Blast (3"), Sunder, Rending (6+), Brutal (3)
Morbus bombard
36"
10
4
Ordnance 1, Barrage, Large Blast (5"), Pinning, Rending (6+)
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, Pinning, Shred
 - Splinter
12"-36"
2
4
Heavy 1, Barrage, Large Blast (5"), Rending (6+), Pinning, Shell Shock (1)
Dreadhammer siege cannon
24"
12
3
Ordnance 1, Large Blast (5"), Rending (4+), Sunder, Brutal (4)
Thunderhawk cannon
72"
8
4
Destroyer 1, Massive Blast (7"), Rending (6+)

Auto Weapons

An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, but a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.

All weapons listed here are counted as ‘Auto’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Astartes shotgun
12"
4
-
Assault 2, Concussive (1)
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)
Autocannon
48"
7
4
Heavy 2, Rending (6+)
Reaper autocannon
36"
7
4
Heavy 2, Rending (6+), Twin-linked
Kheres assault cannon
24"
6
4
Heavy 6, Rending (6+)
Gravis autocannon
48"
7
4
Heavy 3, Rending (6+), Twin-linked
Gravis autocannon battery
48"
7
4
Heavy 4, Rending (6+), Twin-linked
Predator cannon
48"
8
4
Heavy 4, Rending (6+)
Punisher rotary cannon
36"
6
4
Heavy 18, Pinning, Shell Shock (1)
Accelerator autocannon
48"
7
4
Heavy 8, Rending (6+), Exoshock (6+)
Fellblade accelerator cannon
 - HE shell
100"
8
3
Ordnance 1, Massive Blast (7")
 - AE shell
100"
10
2
Ordnance 1, Armourbane (Ranged)
Skyreaper battery
48"
7
4
Heavy 5, Skyfire, Twin-linked
Anvilus autocannon battery
48"
7
4
Heavy 4, Rending (5+), Sunder, Twin-linked
Anvilus snub autocannon
24"
7
4
Heavy 2, Sunder, Rending (5+), Twin-linked
Leviathan storm cannon
24"
7
4
Heavy 6, Rending (5+), Sunder
Kratos battlecannon
 - HE shells
36"
8
4
Heavy 1, Large Blast (5"), Pinning
 - AP shells
36"
8
2
Heavy 2, Sunder
 - Flashburn shells
24"
10
1
Heavy 1, Armourbane (Ranged), Gets Hot

Bolt Weapons

A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.

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
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
Kraken bolter
30"
4
4
Rapid Fire
- Tempest rounds
18"
3
6
Assault 3, Ignores Cover
- Scorpius rounds
24"
5
4
Assault 1, Breaching (4+)
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
Heavy bolter
36"
5
4
Heavy 4
Gravis bolt cannon
48"
5
4
Heavy 6, Twin-linked
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
Avenger bolt cannon
36"
6
3
Heavy 7

Combi-weapons

An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.

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 Legiones Astartes 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, plasma gun or disintegrator*.
  • Any Legiones Astartes 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 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
Disintegrator* (Secondary)
24"
5
2
Rapid Fire, Instant Death, Gets Hot, One Shot

* Only models with the Independent Character special rule, or a Legion Seeker Sergeant included as part of a Legion Seeker Squad may select a combi-disintegrator.

Conversion Beam Weapons

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

All weapons listed here are counted as ‘Conversion Beam’ weapons for those rules that affect such weapons. An attack made with a conversion beam weapon has a number of different profiles, the use of which depends upon how far the chosen target is from the attacking model up to the weapon’s maximum range. When attacking with one of these weapons measure the distance to the target, place the weapon’s Blast template and scatter as normal for a blast weapon. Once the final location of the template has been determined, measure to the centre of the Blast marker and consult the weapon’s chart to determine the effect.
Range
Str
AP
Type
Conversion beam cannon
Up to 18"
7
-
Heavy 1, Blast (3"), Blind
More than 18"-42"
9
4
Heavy 1, Blast (3"), Blind
More than 42"-72"
12
1
Heavy 1, Blast (3"), Blind
Heavy conversion beam cannon
Up to 18"
7
-
Heavy 1, Large Blast (5"), Blind
More than 18"-42"
9
4
Heavy 1, Large Blast (5"), Blind
More than 42"-72"
12
1
Heavy 1, Large Blast (5"), Blind

Disintegrator Weapons

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

All weapons listed here are counted as ‘Disintegrator’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Disintegrator pistol
12"
5
2
Pistol 1, Instant Death, Gets Hot
Disintegrator
24"
5
2
Rapid Fire, Instant Death, Gets Hot

Flame Weapons

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

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
Toxiferran flamer
Template
4
5
Assault 1, Poisoned (3+), Rending (6+)
Heavy flamer
Template
5
4
Assault 1
Flamestorm cannon
Template
6
4
Heavy 1, Torrent (18")

Graviton Weapons

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

All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Graviton gun
18"
4
Heavy 1, Blast (3"), Concussive (1), †Graviton Pulse, Haywire
Graviton cannon
36"
4
Heavy 1, Large Blast (5"), Concussive (1), †Graviton Pulse, Haywire
Graviton-charge cannon
24"
4
Ordnance 1, Massive Blast (7"), Barrage, Concussive (1), †Graviton Pulse, Haywire
Grav-flux bombard
18"
4
Heavy 1, Large Blast (5"), †Graviton Collapse, Torsion Crusher, Ignores Cover, Concussive (1)

Las Weapons

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

All weapons listed here are counted as ‘Las’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Lascannon
48"
9
2
Heavy 1, Sunder
Gravis lascannon
48"
9
2
Heavy 2, Sunder
Lascannon array
48"
9
2
Heavy 2, Twin-linked, Sunder
Arachnus heavy lascannon battery
48"
10
2
Heavy 2, Sunder, Exoshock (5+), Twin-linked
Laser destroyer
36"
9
1
Ordnance 2, Twin-linked, Exoshock (6+)
Magna laser destroyer
36"
9
1
Ordnance 3, Twin-linked, Exoshock (6+)
Neutron beam laser
36"
10
1
Ordnance 2, Concussive (3), Shock Pulse, Gets Hot
Neutron blaster
24"
10
1
Heavy 1, Concussive (3), Shock Pulse, Sunder, Gets Hot
Neutron laser battery
72"
10
1
Ordnance 4, Concussive (3), Feedback, Shock Pulse, Gets Hot
Volcano cannon
120"
14
1
Destroyer 1, Large Blast (5"), Ignores Cover
Neutron-wave cannon
120"
10
1
Destroyer 1, Large Blast (5"), Shock Pulse, Ignores Cover
Turbo-laser destructor
96"
12
2
Destroyer 1, Large Blast (5"), Ignores Cover

Melta Weapons

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

All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Meltagun
12"
8
1
Assault 1, Armourbane (Melta)
Multi-melta
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked
Gravis melta cannon
24"
8
1
Heavy 2, Armourbane (Melta), Twin-linked
Magna-melta cannon
36"
8
1
Heavy 3, Armourbane (Melta), Twin-linked
Cyclonic melta lance
18"
8
1
Heavy 4, Armourbane (Melta)
Siege melta array
12"
8
1
Heavy 5, Armourbane (Melta), Twin-linked
Melta cutters
6"
8
1
Heavy 3, Armourbane (Melta)
Melta blast-gun
36"
8
1
Heavy 4, Armourbane (Melta)

Missile Weapons

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

All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Missile launcher
 - Frag
48"
4
6
Heavy 1, Blast (3"), Pinning
 - Krak
48"
8
3
Heavy 1
 - Flak
48"
7
3
Heavy 1, Skyfire
Vengeance launcher
48"
5
4
Heavy 2, Large Blast (5")
Havoc launcher
48"
5
5
Heavy 1, Blast (3"), Twin-linked
Hunter-killer missile
48"
8
3
Heavy 1, One Shot
Hellstrike missile
72"
9
2
Heavy 1, Sunder, One Shot
Deathstorm missile launcher
18"
6
4
Heavy 9, Pinning, Deathstorm, Limited Ammunition
Rotary missile launcher
60"
8
2
Heavy 3, Exoshock (6+), Ignores Cover, Twin-linked
Sabre missile
36"
7
4
Heavy 1, Rending (6+), One Shot
Tempest rocket
60"
7
4
Heavy 1, Sunder, One Shot
Aiolos missile launcher
60"
6
3
Heavy 3, Pinning, Guided Fire
Boreas air defence missile
48"
8
2
Heavy 1, Skyfire, Guided Fire, One Shot
Spicula rocket system
72"
7
4
Ordnance 1, Massive Blast (7"), Rending (6+), Limited Ammunition
Arcus missile launcher
 - Arcus warheads
36"
8
2
Heavy 5, Twin-linked
 - Skyspear warheads
48"
7
2
Heavy 5, Skyfire, Twin-linked
 - Pyrax warheads
36"
5
4
Heavy 1, Large Blast (5"), Ignores Cover, Pinning
 - Neutron-flux warheads
36"
7
4
Heavy 4, Twin-linked, Neutron-flux, Breaching (5+)
Cyclone missile launcher
 - Frag
48"
4
6
Heavy 1, Large Blast (5"), Pinning
 - Krak
48"
8
3
Heavy 2, Twin-linked
 - Flak
48"
7
3
Heavy 2, Skyfire, Twin-linked
Scorpius missile launcher
48"
8
4
Heavy 1, Barrage, Large Blast (5"), Rocket Barrage
Macro-bomb cluster
-
8
4
Bomb 1, Apocalyptic Barrage (6), One Shot

Phosphex Weapons

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

All weapons listed here are counted as ‘Phosphex’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Phosphex bomb
6"
5
2
Assault 1, One Use, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death
Phosphex discharger
18"
5
2
Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death
Phosphex shell (Arquitor Morbus Bombard)
24"
5
2
Ordnance 1, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death
Phosphex canister shot (Rapier)
12"-24"
4
3
Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death

Plasma Weapons

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

All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot
Plasma gun
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot
Plasma cannon
36"
7
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot
Gravis plasma cannon
36"
7
4
Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot
Plasma blaster
18"
7
4
Assault 2, Breaching (4+), Gets Hot
Executioner plasma destroyer
60"
7
4
Heavy 1, Large Blast (5"), Rending (4+)
Hellfire plasma cannonade
 - (Sustained fire)
36"
7
4
Heavy 6, Breaching (4+)
 - (Maximal fire)
36"
8
4
Heavy 1, Rending (4+), Gets Hot, Large Blast (5")
Omega plasma array
 - (Sustained fire)
36"
7
4
Heavy 8, Breaching (4+), Twin-linked
 - (Maximal fire)
36"
9
4
Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked

Rad Weapons

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

All weapons listed here are counted as ‘Rad’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Rad missile (missile launcher)
48"
4
3
Heavy 1, Blast (3"), Fleshbane, Rad-phage

Volkite Weapons

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

All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Volkite serpenta
10"
5
5
Pistol 2, Deflagrate
Volkite charger
15"
5
5
Assault 2, Deflagrate
Volkite caliver
30"
6
5
Heavy 3, Deflagrate
Volkite culverin
45"
6
5
Heavy 5, Deflagrate
Volkite dual-culverin
45"
6
5
Heavy 6, Deflagrate, Twin-linked
Volkite falconet
45"
7
5
Heavy 8, Deflagrate, Twin-linked, Pinning
Volkite saker
25"
6
5
Heavy 6, Deflagrate
Volkite macro-saker
45"
6
5
Heavy 8, Deflagrate
Volkite carronade
45"
8
3
Heavy 1, Heavy Beam, Deflagrate
Volkite cardanelle
45"
7
5
Heavy 12, Deflagrate, Pinning

Exotic and Miscellaneous Weapons

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

A needle pistol counts as a ‘Needle’ weapon for rules that affect such weapons.
Range
Str
AP
Type
Lascutter (Ranged)
8"
10
1
Assault 1, Armourbane (Ranged)
Needle pistol
12"
2
-
Pistol 2, Poisoned (3+), Pinning

Close Combat Weapons


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 the Legiones Astartes this is most often the ubiquitous combat blade, a single edged, pattern welded blade forged of several non-terrestrial alloys. 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

Chain Weapons

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

All weapons listed here are counted as ‘Chain’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Chainsword
-
User
-
Melee, Shred
Heavy chainsword
-
+2
-
Melee, Shred, Two-handed
Chainaxe
-
+1
-
Melee, Shred
Chainfist
-
x2
2
Melee, Armourbane (Melee), Unwieldy
Gravis chainfist
-
10
2
Melee, Armourbane (Melee), Murderous Strike (5+)
Chain bayonet
-
+1
-
Melee, Two-handed, Shred

Charnabal Weapons

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

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 Profile.
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

Force Weapons

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

All weapons listed here are counted as ‘Force’ weapons for those rules that affect such weapons. A model that is eligible to select a force weapon may take any of the weapons included in this Profile.
Range
Str
AP
Type
Force sword
-
User
3
Melee, Rending (6+), Force
Force axe
-
+1
2
Melee, Unwieldy, Force
Force maul
-
+2
3
Melee, Force
Force staff
-
+1
3
Melee, Reach (1), Force

Power Weapons

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

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)

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Range
Str
AP
Type
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
Gravis power fist
-
9
2
Melee, Brutal (3)
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon

Paragon Blades

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

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

Servo Weapons

Complex arrays of industrial claws and manipulators, as well as more exotic and disturbing tools, these weapons are often spliced or directly connected to the wielder and double as mechanical aids. Most often found on those members of the Legiones Astartes assigned to the armoury and the position of Techmarine, they supplement that warrior’s already potent ability in combat.

A model with a servo-arm may make a single additional attack in the Assault phase as well as any they would normally be eligible to make, while a model with a machinator array makes two additional attacks in the Assault phase. These attacks are made using the weapon profiles shown below.

Additionally, a machinator array incorporates a flamer and a meltagun. A model with the Battlesmith special rule may add +2 to their Repair roll result if they also have a machinator array.
Range
Str
AP
Type
Servo-arm
-
8
2
Melee, Unwieldy
Machinator array
-
+1
2
Melee, Unwieldy, Shred, Armourbane (Melee)

Exotic and Miscellaneous Weapons

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

Range
Str
AP
Type
Lascutter
-
7
1
Melee, Unwieldy, Cumbersome
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death
Leviathan siege claw
-
10
2
Melee, Brutal (3)
Leviathan siege drill
-
12
2
Melee, Armourbane (Melee)
Corposant stave
-
+1
4
Melee, Two-handed, Haywire
Bayonet
-
+1
-
Melee, Two-handed

Legiones Astartes Wargear

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.

Atomantic Deflector

Powered by the vast glut of energy from its atomantic heart, many of the more advanced Legiones Astartes 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 -.

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.

Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of power armour, 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.

Combat Shields & Boarding Shields

A combat shield is a wrist mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage, while boarding shields are larger, bulkier versions of the same.

Combat shields confer a 6+ Invulnerable Save, boarding shields confer a 5+ Invulnerable Save, but a model with a boarding 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.

Invulnerable Saves granted by a combat shield or boarding shield do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.

Command Vox Relay

Certain designated command vehicles mount powerful omni-vox relays, which occupy much of their internal compartments. These arrays allow those leaders fortunate enough to have access to such rare assets to carefully judge the flow of battle and maintain close watch over their troops, urging them onwards to victory.

While any model with the Character Sub-type is Embarked upon a model with this special rule, friendly units with the same version of the Legiones Astartes special rule that are within 18" or that include a model with a nuncio-vox may use the Embarked model’s Leadership Characteristic for Morale checks and Pinning tests. If more than one model with the Character Sub-type is Embarked upon a model with this special rule then the controlling player chooses which model’s Leadership Characteristic is used.

Cortex Controller

This control and signalling device uses data-djinn to command Battle-automata fitted with Cybernetica cortex systems, allowing the wielder to witness the battlefield through the automata’s own senses as well as monitor their status and exact precise control over their actions. Only the most highly experienced and specifically augmented adepts of the Mechanicum and the Forge Lords of the Legiones Astartes can hope to fathom the use of these fractious devices and successfully interpret the storm of data streaming from their un-living minions.

Any unit that includes one or more models with the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type while within 12" of a friendly model with a cortex controller.

Cyber-familiar

Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous 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 miniondrones 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.

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.

Explorator Augury Web

A complex web of augurs, scanners and atmospheric probes allow certain Space Marine vehicles to gather a wide variety of valuable battlefield information.

At the start of each of the controlling player’s turns, that player may choose to activate the explorator augury web in either Disruption or Relay mode, the effects of which last until the beginning of the controlling player’s next turn:
  • Disruption Mode: Any Reserves rolls made by an enemy player to bring units into play from Reserve are modified by -1 while this mode is active. This modifier does not stack with any other negative modifiers to Reserves rolls – use the highest single modifier instead. However, once the final negative modifier to a Reserves roll is determined, it can be reduced by any positive modifiers applied to the roll (for example if a Reserves roll was affected by both a -1 and +1 modifier then they would cancel each other and no modifier would be applied).
  • Relay Mode: Any Reserves rolls made by the controlling player to bring units into play from Reserves may be re-rolled while this mode is active.

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.

Geo-locator Beacon

These powerful vox-linked transmitters and geo-locator beacons allow the user to guide distant troops to the battlefield with pin-point accuracy. Once deployed to a battle zone, a praetor or centurion can be linked immediately to their reinforcements and assured of their imminent arrival.

As long as a model with this special rule is deployed on the battlefield, the controlling player may choose to re-roll all failed Reserves roll they make.

Grenade Harness

An auxiliary weapon system fitted to Terminator armour, the grenade harness unleashes a barrage of fragmentation bombs at the foe as the Terminator charges.

A unit that includes at least one model with a grenade harness 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.

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.

Breacher Charge

A more sophisticated variant of the krak grenade, utilising cleverly designed shaped charges or simply larger payloads, to breach the fortified walls of bunkers.

The controlling player may choose to have a model with a breacher charge that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification model, inflict one automatic Str 10, AP 2 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using breacher charges 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).

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).

Rad Grenades

These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.

During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight Sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.

Shroud Bombs

This class of grenade is one of the most eclectic, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke bombs, yet all with the same simple purpose: to hide the users from the enemy.

Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with shroud bombs is considered to be 6" further than the actual range between the two units – enemy models 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 that includes at least one model with shroud bombs is always treated as though it was out of line of sight when scattering any attacks.

Helical Targeting Array

The helical targeting array is a complex system of augurs and tracking baffles. It is designed to enable a war machine’s weapons to strike true, even against the most evasive targets, and to penetrate even the most esoteric of shrouds.

The controlling player of a model with a helical targeting array may activate it at the start of any of their own turns, or, if the controlling player is not taking the first turn of the battle, at the start of the battle, before the beginning of the opposing player’s first turn. Once the helical targeting array is activated, the model is affected by the following conditions until the beginning of the controlling player’s next turn:
  • The model may not move, Run or declare or make any Reactions other than the Interceptor or Overwatch Reaction.
  • The controlling player may choose to use the Skyfire special rule when making any Shooting Attacks with the model.
  • No model may make a Damage Mitigation roll provided by the Shrouded special rule against an attack made by a model with a helical targeting array while it is active.
  • When the model makes a Shooting Attack as part of the Interceptor Reaction, the Reaction does not cost the controlling player a point from their 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.
  • When a model with the Vehicle Unit Type and a helical targeting array makes a Shooting Attack as part of the Interceptor Reaction, that model may fire all of its weapons, not just Defensive Weapons, as part of the Shooting Attack.

Legion Javelin Land Speeder

Larger than other speeders employed by the Legiones Astartes, the Javelin serves as a mobile fire-support platform. Mounting weaponry equal to a light tank, but far faster and more agile than such vehicles, these potent engines of war poses a dire threat to enemy armour.

A Legion Javelin Land Speeder has one heavy bolter and one cyclone missile launcher (with frag and krak missiles).

Legion Proteus Land Speeder

Intended for long-range reconnaissance and strike missions, the Proteus Land Speeder trades some of the jetbike’s legendary agility for a more robust frame and the ability to carry heavier armaments. These deadly strike vehicles are often deployed ahead of the Legion’s advance, both to locate the foe and to destroy their supplies and munitions.

A Legion Proteus Land Speeder has one heavy bolter.

Legion Scimitar Jetbike

Rare and deadly machines, whose compact and extremely powerful grav-repellor motors are limited in production to only a handful of sources in the galaxy-spanning Imperium, Space Marine Scimitar jetbikes are a glorious sight in battle, and often the last one an enemy sees.

A Legion Scimitar jetbike has one heavy bolter. In addition, a model with a Legion Scimitar 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 Legion Scimitar jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 16 and gains the Firing Protocols (2), Hammer of Wrath (1) and Deep Strike special rules.

Legion Spatha Combat Bike

To some greater or lesser extent, each Space Marine Legion deploys bike squadrons as battlefield scouts and pursuit troops. Some of these bikes are based on venerable patterns predating the Dark Age of Technology, such as the Iron Shadow, while others, such as the Wyvern, were developed on the far flung worlds of humanity in response to local conditions. The most common pattern in use by the Legiones Astartes is the Spatha, a more heavily armoured version of the Wyvern, intended for light combat and harassment of the foe.

A Legion Spatha combat bike has one twin-linked bolter. In addition, a model with a Legion Spatha combat bike 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 Legion Spatha combat bike as an upgrade must change its Unit Type to Cavalry, keeping any Unit Sub-types it previously had, and may choose to gain the Skirmish Unit Sub-type. In addition the model must change its Movement Characteristic to 14 and gains the Firing Protocols (2) and Hammer of Wrath (1) special rules.

Legion Standard

Each Space Marine Legion maintains the ancient military tradition of the battle standard being a rallying point and spur to glory. These icons vary greatly from Legion to Legion depending on their particular martial culture. Be they a tattered flag that has weathered the shot and shell of a hundred battlefields, a burning steel standard, or a trophy rack bedecked with the heads of slain xenos, it is in the shadow of such banners and icons that battles are won or lost.

All of the controlling player’s units with the Legiones Astartes (X) special rule within 6" of a friendly model with a Legion standard are considered to have a Leadership Characteristic of 10 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Legion standard gain the Line Sub-type as long as they remain part of that unit – this benefit is lost immediately if the model with the Legion standard is removed as a casualty.

Legion Vexilla

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

A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds score used to determine if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with a Legion vexilla may, before any dice are rolled to determine Fall Back distance, 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 moving, with any model that would have moved off of the battlefield ending its Fall Back move prematurely when it reaches 1" from the edge of the battlefield.

Legion Warhawk Jump Pack

The Warhawk is the standard pattern of jump pack unit employed by the Space Marine Legions. Its ability to function in almost any atmosphere and its robust systems have proven better than many of the more advanced devices in use by the Mechanicum and xenos forces.

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack 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 Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, 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.

Any model with a Legion Warhawk jump pack also gains the Bulky (2), Hammer of Wrath (1) and Deep Strike special rules – if it already has the Bulky (2) special rule, it gains the Bulky (3) special rule instead.

During a Reaction made in any Phase, a player may not choose to activate a model’s Legion Warhawk jump pack to gain any bonus to its Movement Characteristic. Any models with a Legion Warhawk jump pack deployed as part of a Deep Strike Assault are considered to have activated their jump packs in the turn that they enter play.

Melta Cutters

Specially designed emitters that use concentrated bursts of exotic radiation and microwaves to superheat a target at extremely close range.

When a model with melta cutters makes a Ram Attack targeting a model with the Vehicle Unit Type or a Building, it adds an additional modifier of +2 to the Strength of the attack, to a maximum of Strength 10.

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.

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.

Power Armour

Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.

Power armour provides a 3+ Armour Save.

Psychic Hood

These arcane devices allow a trained battle-psyker to detect the concentrations of warp energy that indicate enemy psykers and focus their own power to thwart their rituals.

Any enemy model within 18" and line of sight of a model with a psychic hood must reduce its Leadership by -2 when making Psychic checks. This modifier is not cumulative and no model may suffer from penalties from more than one psychic hood.

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.

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. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.

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.

Scout Armour

Forged of the same composite plating as the more common power armour, but with reduced coverage and density in order to facilitate freedom of movement and speed of reaction, scout armour is a relatively recent innovation among the Legiones Astartes, intended to outfit highly skilled teams of infiltrators and fast strike troops.

Scout armour provides a 4+ Armour Save.

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.

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.

Suspensor Web

These rare and highly sophisticated devices attach to portable heavy weapons systems partially negating their weight (if not their bulk), allowing them to be wielded in the manner of an assault weapon, although at a reduced effective range.

A heavy weapon with a suspensor web may be treated as having the type Assault rather than Heavy when used to attack as part of any Shooting Attack at targets at up to half the weapon’s usual maximum range.

Example: A heavy bolter with a suspensor web, which is usually a Range 36" Heavy 4 weapon, can instead be used as if it were a Range 18" Assault 4 weapon if the controlling player wishes.

Terminator Armour

Terminator armour features a powerful support exoskeleton and internal energy supply, but pays for its unparalleled protection with bulk.


Legion Cataphractii Terminator Armour

One of the first issued Tactical Dreadnought Armour patterns, the Cataphractii suits were even more heavily protected than their contemporaries, with slab-like ceramite pauldrons housing additional shield generators. This design has the unfortunate side effect of overstraining the armour’s exoskeleton and slowing the wearer dangerously, however. This difference led to the pattern’s declining use with some Legions at the outbreak of the Horus Heresy.

Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii Terminator armour may not make Sweeping Advances.

A Note on Unique and Variant Terminator Armour: If a unit is described as having a particular additional variant of Terminator armour, such as the Gorgon Terminators of the Iron Hands, or as wearing a personalised and unique suit, such as the armour worn by the Primarch Horus, the rules for this armour will be provided in the unit’s description and should not be inferred from elsewhere.

Legion Tartaros Terminator Armour

This was an advanced pattern of Terminator armour developed late on during the Great Crusade in parallel with the Maximus pattern power armour, and was considered a technological masterwork. Tartaros armour is more streamlined and power efficient than its predecessors, making it more agile and providing short bursts of extra speed when needed, but was also more difficult and resource intensive to manufacture. Regardless of this, it had become one of the most widely-circulated patterns issued in the decades before the outbreak of the Horus Heresy.

Legion Tartaros Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable Save.

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’.

LOYALIST LEGIONES ASTARTES

This section presents additional rules, Wargear and Army List Profiles that may only be used by a specific Loyalist Legion. As such, these rules, Wargear items and units may only be used in a Detachment that has the appropriate variant of the Legiones Astartes (X) special rule (for example, the options presented in the Ultramarines section may only be used in a Detachment with the Legiones Astartes (Ultramarines) special rule).

Loyal to the Throne

The Primarchs of each of the Legions presented here chose to remain loyal to the Emperor, and though some smaller commands in these Legions did fight on the opposing side, the vast majority joined their Primarch in resisting the onslaught of the traitor Warmaster Horus. History would come to refer to these Legions as the ‘Loyalist Legions’ due to the staunch devotion of their warriors.

As such, it is generally expected that Detachments of these Factions will have the Loyalist Allegiance, and many of the options and units presented in this section will require that Allegiance for their use. However, despite the title of this volume, these rules can be used with an army that has the Traitor Allegiance, whether representing a rare detachment of Traitor warriors from these Legions or an alternative history of the Horus Heresy posited by the gamers involved. In all cases, the rules themselves will clearly indicate where they may only be used by a specific Allegiance.

The Legiones Astartes Special Rule

Any Detachment made up of models with the specific variant of the Legiones Astartes (X) special rule is considered to be of the Faction denoted by that variant of the Legiones Astartes special rule. Additionally, any models with a specific variant of the Legiones Astartes (X) special rule gain all of the rules noted in the appropriate Legion section.

For example, a Detachment made up of units with the Legiones Astartes (Blood Angels) special rule has the Blood Angels Faction and is considered a Blood Angels Detachment. Likewise, all models with the Legiones Astartes (Blood Angels) special rule gain all of the additional rules and options noted in the Blood Angels section.

The Legion Rule

Each Legion section presents several additional clauses which are considered part of the Legiones Astartes special rule for that Legion. In general, these rules will offer a single unique benefit indicative of the nature of that Legion, as well as the option to select from several new options that represent the panoply of war that the Legion was known to use.

Legion Reactions

Each Legion will also gain the use of a single Advanced Reaction that may be used once per battle, showcasing the skills and tactics that won that Legion renown during the Great Crusade and the Horus Heresy. Each of these individual Advanced Reactions will detail how and when it may be used, and may only be used by a unit with the appropriate variant of the Legiones Astartes (X) special rule.

New Wargear, Options, Consuls and Warlord Traits

Each Legion gains access to a number of new options. Some of these options will present additional Wargear; some will also offer new Warlord Traits or Consul types unique to that Legion. In all cases, the rules presented will dictate which units or models may select these options and what costs they must pay to do so.

New Units, Characters and Primarchs

Each Legion will gain access to a number of new units that may only be included in a Detachment of the appropriate Faction. Chief among these new units will be the Primarch of the Legion, but also included are a number of heroic characters and elite units that exemplify the Legion and its methods of war. Some of these units may require that the army be of a specific Allegiance in addition to the correct Legiones Astartes Faction in order for them to be included; in all cases, this will be clearly indicated in the unit’s Army List Profile.

Future Campaign books, Army Lists supplements or other publications may present new options, Wargear or units that are limited to one of these Legions. In such cases, those rules will clearly indicate that they are considered part of the rules for a given Legion.
Ist LEGIONES ASTARTES

Dark Angels

The Dark Angels returned from the outer edges of the galactic darkness to learn too late of the massacres at Isstvan. Too far away from any hope of intervening, they were a Legion incensed, willing to roar their defiance and seek retribution. Foreseeing this eventuality, Horus dispatched the Night Lords Legion to wreak havoc in the sectors around Thramas, hoping to draw in the First Legion and contain their fury away from his own advance. The vengeful Dark Angels were drawn to Thramas by word of the atrocities being perpetrated, and led a counter-invasion to retake the region for the Imperium. The two Legions engaged in a bitterly contested conflict that dragged on for more than three years and saw the ruin of dozens of worlds across four inhabited sectors. The stalemate was ended when the Dark Angels unleashed their arsenal of forbidden weaponry upon the Night Lords, reducing them to a crippled and scattered Legion.

By this time, the Ruinstorm occluded most of the eastern Imperium, and the Dark Angels were unable to strike at the heart of Horus’ Dark Empire. Instead, they fought alongside the Ultramarines and Blood Angels in the galactic east, beating back the Shadow Crusade and dozens of isolated Traitor elements. Elsewhere, isolated Dark Angels fleets and bastions across the galaxy joined with other Loyalist forces to resist the Traitors’ advance.

As the great warp storms began to dissipate, the pragmatic Lion embarked on a punitive campaign against the Traitors that came to be known as the Passage of the Angel of Death. His Legion was a bolt of hatred cast across the southern Imperium, bringing ruin to the home worlds of the Death Guard and the Emperor’s Children Legions, and any other Traitor stronghold they came upon. The Dark Angels also became embroiled in the great Cataclysm of Iron, unleashing the Lion’s sanction with impunity on all who turned their face from the Emperor. Only at the last, when news of Horus’ siege on Terra reached the Dark Angels, did they end their vicious campaign and turn back towards the Imperial core.

Legiones Astartes (Dark Angels)

All models with this special rule are subject to the following provisions:

THE HEXAGRAMMATON
All units composed entirely of models with the Legiones Astartes (Dark Angels) special rule must select one of the following Hexagrammaton Unit Sub-types* when chosen during the army selection process: Stormwing, Dreadwing, Deathwing, Ironwing, Firewing or Ravenwing. See the Hexagrammaton rules that follow for details.

* Some models or units may be required to have a specific Unit Sub-type from this list, if so it will be listed on their profile and cannot be changed.

Arsenal of the First Legion
Models with this special rule gain access to unique Wargear options (see The Armoury of the Dark Angels).

Scions of the Hekatonystika
Any Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with this special rule may select the Paladin of the Hekatonystika Consul upgrade.

The First Legion
A Warlord with this special rule may select a Warlord Trait from the Dark Angels Warlord Trait list.

Hexagrammaton Unit Sub-types


All units composed entirely of models with the Legiones Astartes (Dark Angels) special rule must select a Hexagrammaton Unit Sub-type (some models may be required to select a specific Unit Sub-type – this will be noted on their Army List Profile). All models in a unit must select the same Hexagrammaton Unit Sub-type (a model selected as a Dedicated Transport must select the same Unit Sub-type as the unit it is selected for). However, a Legion Techmarine Covenant or Legion Apothecarion Detachment may select a different Hexagrammaton Unit Sub-type for each model in the unit – but when these models are assigned to other units, they must be assigned to a unit that includes at least one model with the same Hexagrammaton Unit Sub-type. Additionally, a unit selected as a Retinue may have a different Hexagrammaton Unit Sub-type than the model selected as its Leader.

Models with the Independent Character special rule and a Hexagrammaton Unit Sub-type may join units that include models with a different Hexagrammaton Unit Sub-type.

Models in a unit only gain the benefits of a Hexagrammaton Unit Sub-type if that unit is made up entirely of models with the Legiones Astartes (Dark Angels) special rule, and at least one model with a Hexagrammaton Unit Sub-type. However, the models in a unit may only benefit from the rules of a single Hexagrammaton Unit Sub-type in any Game Turn. If, at the start of a player’s turn, any unit under that player’s control includes models with different Hexagrammaton Unit Sub-types then the controlling player must select one of those Hexagrammaton Unit Sub-types, whose benefits will be applied to the models in that unit until the start of the controlling player’s next turn – any other Hexagrammaton Unit Sub-types will grant no benefit to that unit for the duration of that Game Turn.

While Embarked on any model, a unit gains no benefit from any Hexagrammaton Unit Sub-types that any model it includes may possess, but the model they are Embarked on may benefit from any Hexagrammaton Unit Sub-type that it itself possesses.

Stormwing Unit Sub-type

All models in a unit under the effect of this Hexagrammaton Unit Sub-type gain a bonus of +1 To Hit when rolling To Hit as part of a Shooting Attack (including during a Reaction) with a bolter, combi-bolter or bolt pistol.

Deathwing Unit Sub-type

All models in a unit under the effect of this Hexagrammaton Unit Sub-type gain a bonus of +1 To Hit when rolling To Hit in an assault with one of the following weapons: chainsword, force sword, power sword, Terranic greatsword, Calibanite warblade, Charnabal sabre, and Paragon blades or close combat weapons modelled as swords. In addition, a model with the Vehicle Unit Type gains a +1 bonus to the Strength of all Hits inflicted as part of a Ram Attack (up to a maximum of Strength 10).

Dreadwing Unit Sub-type

All models in a unit under the effect of this Hexagrammaton Unit Sub-type reduce the Strength of all attacks made against them with Flame, Plasma, Volkite and Phosphex weapons by -1, and force all attacks made against them with the Poisoned (X) special rule to increase the roll needed to Wound by 1 (to a maximum of 6+).

Ironwing Unit Sub-type

All models in a unit under the effect of this Hexagrammaton Unit Sub-type may re-roll failed To Hit rolls of ‘1’ when targeting an enemy model with the Vehicle Unit Type. Additionally, a model with this Unit Sub-type and the Vehicle Unit Type makes all Snap Shots at BS 2 instead of BS 1.

Firewing Unit Sub-type

All models in a unit under the effect of this Hexagrammaton Unit Sub-type gain a bonus of +1 To Wound when attacking a unit that contains at least one model with the Independent Character special rule.

Ravenwing Unit Sub-type

All models in a unit under the effect of this Hexagrammaton Unit Sub-type, other than models with the Vehicle Unit Type, add +1 to the distance moved when the unit Runs, and models with the Cavalry Unit Type may also re-roll any failed Shrouded Damage Mitigation rolls. Models with this Unit Sub-type and the Vehicle Unit Type instead add +2 to their Movement Characteristic when moving at Cruising Speed.

Dark Angels Advanced Reaction

This Advanced Reaction is available only to units made up entirely of models with the Legiones Astartes (Dark Angels) special rule. Unlike Core Reactions, Advanced Reactions 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.

The Angels of Death – This Advanced Reaction may be made once per battle, when a Charge is declared for an enemy unit targeting one of the Reactive player’s units. Before the Charge is resolved, the Reactive player must make a Leadership test using the lowest Leadership Characteristic in the unit making this Reaction. If the Leadership test is passed then all models in the Reacting unit gain the Fearless and Fear (2) special rules until the end of the controlling player’s next turn. If the Leadership test is failed then all models in the unit making this Reaction instead gain the Stubborn and Fear (1) special rules until the end of the controlling player’s next turn.

Dark Angels Warlord Traits

A Warlord with the Legiones Astartes (Dark Angels) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits:

Marshal of the Crown

In the complex language of ciphers and allegory that the Dark Angels use to mark their armour, the crown speaks of authority – though not always that of the crude ranks that others use to label the warriors of the Legiones Astartes. To the Dark Angels, the crown is a symbol of moral authority, marking a warrior that stands as a paragon of some aspect of the Legion, one that others of the same aspect will follow into fire and death without hesitation.

A Warlord with this Trait must select one of the Hexagrammaton Unit Sub-types. All units that include at least one model with the corresponding Unit Sub-type and at least one model with line of sight to the Warlord gain +1 Leadership (to a maximum of 10). In addition, an army whose Warlord has this Trait may make an additional Reaction in a Phase of the opponent’s turn dictated by the Hexagrammaton Unit Sub-type possessed by the Warlord:

This additional Reaction may only be made as long as the Warlord has not been removed as a casualty.

Seneschal of the Keys

The armorial markings of the Dark Angels are a language that shows the true purpose of each warrior, for each member of that Legion is a precise weapon carefully forged for a specific use. Amongst these symbols, the key is a most potent emblem, one that attests to a secret knowledge of one of the Orders of the Hekatonystika, a true weapon against one of the universe’s great terrors. A warrior that bears this mark waits for the call to war from his superiors or his Primarch, a time when he must unleash the hidden knowledge he bears to vanquish the foes that stalk the Imperium.

A Warlord with this Trait may select any one Faction (for example, Mechanicum, Dark Mechanicum, Daemons of the Ruinstorm, Legiones Astartes (X), etc). Once per battle, the Warlord’s controlling player may, at the start of any of their own turns, declare that turn to be Decisive. During the Decisive turn, the Warlord and all models in a unit he has joined may increase their WS or BS by +1 when making attacks against a unit that includes at least one model from the chosen Faction. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.


Dark Angels Rites of War

A Detachment which has the Legiones Astartes (Dark Angels) Faction may make use of the following Rites of War as long as it includes at least one model with the Master of the Legion special rule:

Rite of War: The Steel Fist

The Ironwing holds sway over the vast armouries of the Dark Angels, commanding a force of war engines greater than any other Legion. When the First Legion is committed to battle under the aegis of these masters of destruction, it does so as a Steel Fist, striking a blow that shatters the enemy at a single stroke and grinds their forces into oblivion under the unforgiving tracks of its war engines.

Effects

Limitations
  • All units made up entirely of models with the Infantry Unit Type in a Detachment using this Rite of War must begin the battle Embarked on a model with the Transport Sub-type that has sufficient Transport Capacity to carry them. This may not be a Vehicle with the Flyer Sub-type.
  • All units selected as Troops choices, Legion Predator Squadrons and Legion Kratos Squadrons in a Detachment using this Rite of War must have the Ironwing Unit Sub-type.
  • No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Flanking Assault or Subterranean Assault.
  • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Ironwing Unit Sub-type or be Lion El’Jonson.

Rite of War: The Eskaton Imperative

When the Lion decrees that a world must die, it is the veterans of the Dreadwing that assume command of such operations. The warriors of that grim brotherhood take the lead, opening the forbidden vaults of the techno-arcane and searing the battlefield with dire weapons of annihilation.

Effects
  • Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads and Dreadwing Interemptor Squads may be taken as Troops choices in a Detachment using this Rite of War.
  • All models with the Dreadwing Unit Sub-type in a Detachment using this Rite of War automatically pass any Dangerous Terrain tests they are called upon to make without any dice being rolled.
  • For the duration of the battle, all Open Terrain areas of the battlefield outside of any player’s Deployment Zone count as Difficult Terrain. Those areas previously defined as Difficult Terrain (woods, ruins, etc) remain as Difficult Terrain, while Impassable Terrain and Dangerous Terrain, Fortifications and Buildings are unaffected by this rule. Before any models are deployed, the controlling player may choose to place up to two Eskaton markers (represented by spare dice, bases or any other token no larger than a 25mm base) anywhere in the playing area that is 6" from a battlefield edge or any player’s Deployment Zone. The area within 6" of an Eskaton marker, including terrain pieces within the zone of this effect, are counted as Dangerous Terrain in addition to any other effects for the duration of the battle.
  • All models with the Dreadwing Unit Sub-type in a Detachment using this Rite of War gain +1 to all To Wound rolls made against models in any zone of Area Terrain or Terrain Piece that counts as Dangerous Terrain including any models forced to count other types of terrain as Dangerous Terrain by another special rule.

Limitations
  • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Dreadwing Unit Sub-type or be Lion El’Jonson.
  • All units selected as Troops choices, Legion Destroyer Assault Squads and Legion Mortalis Destroyer Squads in a Detachment using this Rite of War must have the Dreadwing Unit Sub-type.
  • If, at the end of the battle, there are enemy units in the opposing player’s Deployment Zone that are not Pinned or Falling Back, the opposing player gains +D3 Victory points.
  • Detachments using this Rite of War may not take Fortification choices.

Rite of War: The Storm of War

The Stormwing are masters of the open battlefield, artists of shot and shell. When the Dark Angels muster for war in all their glory, it is the Marshals of the Storm of War that plan and order the battles that will shatter the foe’s armies and grind their empires into dust. When the Storm of War is unleashed, it sweeps clean the battlefield as a wave of unstoppable force.

Effects
  • Any Legion Tactical Squads, Legion Despoiler Squads or Legion Assault Squads selected as part of a Detachment using this Rite of War and consisting of at least 20 models may include a Legion Centurion. A Legion Centurion selected in this manner does not use up a Force Organisation slot but must be paid for from the army’s points total as normal. The Centurion is considered part of the squad he is purchased for and may not leave it during play nor select any Consul upgrades. A Legion Centurion selected in this manner may not be chosen as the army’s Warlord and must have the Stormwing Unit Sub-type.
  • All models with both the Character and Stormwing Unit Sub-type gain the Stubborn special rule, including any Centurion selected for unit using this rules presented as part of this Rite of War.
  • Legion Tactical Squads, Legion Despoiler Squads and Legion Assault Squads may be selected as Elites choices in a Detachment using this Rite of War.
  • Legion Assault Squads may be selected as Fast Attack choices in a Detachment using this Rite of War.

Limitations
  • All Legion Tactical Squads, Legion Despoiler Squads and Legion Assault Squads in a Detachment using this Rite of War must have the Stormwing Unit Sub-type.
  • All Compulsory Troops choices in a Detachment using this Rite of War must take the maximum number of models possible for that unit.
  • No Legion Tactical Squad or Legion Despoiler Squad selected in a Detachment using this Rite of War may take a Dedicated Transport.
  • No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Flanking Assault or Subterranean Assault.
  • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Stormwing Unit Sub-type or be Lion El’Jonson.

Rite of War: The Unbroken Vow

Duty weighs heavily upon the oath-bound warriors of the Deathwing, once sworn to a task they will let no obstacle bar them from its completion. On the battlefield not even death will stay their advance and where others would retreat in the face of annihilation, the Deathwing stands unmoved. When war dictates that the impossible must be achieved, it is the warriors of the Deathwing to which the First Legion turns.

Effects
  • Legion Veteran Squads, Legion Tartaros Terminator Squads and Legion Cataphractii Terminator Squads may be selected as Troops choices in a Detachment using this Rite of War.
  • Models with the Independent Character special rule and the Deathwing Unit Sub-type from a Detachment using this Rite of War gain +1 Attack while within 12" of any Objective.
  • All models in a Legion Veteran Squad, Legion Tartaros Terminator Squad or Legion Cataphractii Terminator Squad chosen as part of a Detachment using this Rite of War gain the Heart of the Legion special rule.

Limitations
  • After deployment has been completed, the controlling player must place a single additional Objective at the centre of the battlefield or as close as possible. At the end of the battle, if the controlling player does not control this Objective the opposing player gains +1 Victory point, or +D3 Victory points if the opposing player controls it instead.
  • All Legion Tartaros Terminator Squads, Legion Cataphractii Terminator Squads and Legion Veteran Squads in a Detachment using this Rite of War must have the Deathwing Unit Sub-type.
  • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Deathwing Unit Sub-type or be Lion El’Jonson.

Rite of War: The Seeker’s Arrow

“The arrow knows the path." – this saying holds great meaning for the masters of the Ravenwing, a formation known for adhering to strange truths acquired from distant worlds, but also for their success on the field of war. When given charge of their brothers, they are like an arrow set to flight: graceful, unerring and deadly.

Effects

Limitations
  • A Detachment using this Rite of War may not include models with the Vehicle Unit Type that do not also have the Fast, Skimmer or Flyer Unit Sub-types.
  • A Detachment using this Rite of War may only include a single Heavy Support choice.
  • All units selected as Troops and Fast Attack choices in a Detachment using this Rite of War must have the Ravenwing Unit Sub-type.
  • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Ravenwing Unit Sub-type or be Lion El’Jonson.

Rite of War: The Serpent’s Bane

Named for the Ancient Terran proverb upon which many Firewing doctrines are based, a force led and organised by these pragmatic warriors will always seek to cut the head from the serpent. To achieve the destruction of enemy command assets, Firewing commanders ensure that all units are fully briefed on priority targets and the methods by which they may be best purged, citing knowledge and determination as the greatest of weapons.

Effects
  • Legion Seeker Squads may be taken as Troops choices in a Detachment using this Rite of War.
  • At the start of the battle, the controlling player must select three enemy Primarch, HQ, Elites or Lords of War choices as Priority Targets and declare the chosen units to their opponent. All models in a unit from this Detachment that includes at least one model with the Firewing Unit Sub-type may add +1 to all To Hit rolls made against these Priority Targets or any unit that a Priority Target has joined. If the enemy army does not include at least three Primarch, HQ, Elites or Lords of War choices then any other units in the enemy army may be designated to fill the remaining required Priority Targets.
  • Models with both the Character and Firewing Unit Sub-types in a Detachment using this Rite of War gain +1 Attack when locked in combat with a Priority Target unit.
  • Up to three units selected as Troops choices in a Detachment using this Rite of War that have the Firewing Unit Sub-type may be given the Infiltrate special rule.

Limitations
  • All units selected as Troops choices in a Detachment using this Rite of War must have the Firewing Unit Subtype.
  • At the end of the battle, the opposing player scores +3 Victory points for each Priority Target unit that has at least one model on the battlefield and is neither Pinned or Falling Back.
  • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Firewing Unit Sub-type or be Lion El’Jonson.

The Armoury of the Dark Angels

The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Dark Angels) Faction and exemplifies the nature of that Legion.

The Weapons of Old Night

As the First Legion, the Dark Angels were originally outfitted with a panoply of arms drawn not from the fruits of the Emperor’s pact with Mars, but instead from the arsenal of the Unification Wars of Ancient Terra; relic weapons and technologies of great potency but often difficult to replicate and even treacherous, many of which would later be forbidden. Long after the other Legions were formed, and the Great Crusade ratified and standardised much of the Legiones Astartes wargear so that it could be replicated on Forge Worlds across the Imperium, the Dark Angels retained many of these ancient and potent relics, as well as the techno-arcana that resided within them. These they continued to employ solely within the Legion; weapons whose secrets were never fully yielded to Mars or their Space Marine brethren by the Emperor’s own command.


Any model with the Character Unit Sub-type and the Legiones Astartes (Dark Angels) special rule may exchange a power sword for a Calibanite warblade for +5 points.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Type
Calibanite warblade
-
+1
3
Melee, Rending (6+)

Any model with the Legiones Astartes (Dark Angels) special rule may exchange a plasma gun or twin-linked plasma gun for a plasma repeater for +5 points or a plasma burner for +10 points each. In the case of units with multiple plasma guns, all such weapons in the same unit must be upgraded to the same weapon if either option is chosen.

All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Plasma repeater
12"
6
4
Assault 3, Gets Hot, Twin-linked, Breaching (4+)
Plasma burner
Template
6
4
Assault 1, Breaching (4+)

Any model with both the Independent Character and Legiones Astartes (Dark Angels) special rules may exchange a power fist for a Terranic greatsword for no additional cost.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Type
Terranic greatsword
-
+2
3
Melee, Two-handed, Rending (5+), Murderous Strike (5+)

Any models with the Legiones Astartes (Dark Angels) special rule that have a missile launcher may take stasis missiles in addition to any other missiles available to them for +5 points per model, all such weapons in the same unit must be upgraded with the same option.

All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Stasis missiles
24"
4
-
Heavy 1, Blast (3"), Concussive (1)

  • Legiones Consularis: Paladin of the Hekatonystika+30 pts

Veiled in allegory and obscure symbolism, the Orders of the Hekatonystika bore the heavy burden of keeping the most secret and dangerous knowledge acquired on the battlefield. Many of the Legion’s most veteran warriors were initiates of the Orders and wore their colours with pride on the field of battle.

Any Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Dark Angels) special rule may be upgraded to a Paladin of the Hekatonystika Consul instead of selecting any of the standard Consul upgrades, which grants the following benefits:

Special Rules
A Paladin of the Hekatonystika must be given one of the Orders of the Hekatonystika options available to the Inner Circle Knights Cenobium at no additional points cost and must increase his WS to 6 and Ld to 10. In addition, a Paladin of the Hekatonystika gains the Stubborn and Adamantium Will (3+) special rules.

Wargear
A Paladin of the Hekatonystika must take a Terranic greatsword for no additional points cost.
Vth LEGIONES ASTARTES

White Scars

As the dark days of the Horus Heresy unfolded, the loyalty of the unpredictable White Scars was doubted by many who should have been allies and presumed by those who would become enemies. Such was their reputation at the outset of the Horus Heresy, that those who sought to rule the Imperium, be they emperor or tyrant, eyed the Legion as a prize to be won and leashed to their ambitions, a fulcrum upon which to lever Mankind’s civil war in their favour. Horus sequestered the Legion to a long campaign on isolated Chondax, expecting the White Scars to fall to his cause once his might was undeniable. There he sent the Alpha Legion to waylay the Vth and hide the truth of his heresy from the Khan. However, though warrior lodges had infiltrated the White Scars and almost half of their number would momentarily teeter on the precipice of treachery, the Khan surprised the Warmaster by remaining fiercely loyal, breaking free from the prison of Chondax and making for Terra with his Legion.

The path to the Throneworld would not be an easy one. Barred by the Ruinstorm, the White Scars spent years waging a hit and run war within the Dark Empire of the Warmaster on a circuitous passage to the Imperial Core. Hundreds of battles on scores of worlds would see the Traitor forces suffer at the blades of the Khan’s warriors, victories that the White Scars paid a heavy toll in Legionary lives and fleet assets to achieve. It was not until the greater measure of the Khan’s Legion had fallen, and the Legion risked its viability as a fighting force that it finally fled the Traitors’ gauntlet toward Terra. There the White Scars joined the Praetorian’s defences for the Segmentum Solar, particularly in the battles over Paramar and Lorin Alpha and, when the Traitor fleet darkened the skies above Terra, the White Scars would stand shoulder to shoulder with their Loyalist brother Legions in defence of the Emperor.

Legiones Astartes (White Scars)

All models with this special rule are subject to the following provisions:

SWIFT OF ACTION
All models with this special rule add +1 to their Movement Characteristic and whenever called upon to make a roll to determine which player will take the First Turn or to Seize the Initiative, the controlling player of an army whose Primary Detachment has this special rule may roll an additional dice and discard the lowest rolled dice before determining the result.

Chogorian Panoply
Models with this special rule gain access to unique Wargear options (see Armoury of the White Scars).

The Lords of the Storm
Any Legion Centurions, Legion Tartaros Centurions or Legion Cataphractii Centurions with this special rule may not select the Librarian Consul upgrade, but gain access to the Stormseer Consul upgrade instead.

Sons of Chogoris
A Warlord with this special rule may select a Warlord Trait from the White Scars Warlord Trait list.

White Scars Advanced Reaction

This Advanced Reaction is available only to units made up entirely of models with the Legiones Astartes (White Scars) special rule. Unlike Core Reactions, Advanced Reactions 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.

Chasing the Wind – This Advanced Reaction may be made once per battle during the opposing player’s Movement phase when any enemy unit ends a Move with any of its models within 12" of any model in a friendly unit under the Reactive player’s control with the Legiones Astartes (White Scars) special rule. Once the enemy Move that triggers this Reaction is completely resolved, all friendly units composed entirely of models with the Legiones Astartes (White Scars) special rule within 12" of that enemy unit’s final position may immediately make a normal Move – such units may choose to activate Jump Packs to increase their Movement, but may not choose to Run. This move is subject to all the normal penalties for Difficult Terrain, Dangerous Terrain and units that are Pinned, locked in combat or otherwise unable to move may not move due to this Reaction.

White Scars Warlord Traits

A Warlord with the Legiones Astartes (White Scars) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits:

Heroes Never Die (Loyalist only)

Both the ancient songs of Chogoris and the solemn dirges of the White Scars Pioneer Companies speak of those warriors whose self-sacrifice and heroism has become a banner for the Legion. Some few living warlords are counted among the number of these revered heroes, exemplars of the righteous path of the warrior and, where they lead, the White Scars follow without fear. Even in death, the legend of these mighty warriors carries the Legion to victory, for while empires might fall – heroes can never die.

This Warlord Trait may only be selected by a model with the Loyalist Allegiance.

A Warlord with this Trait, and all models in any unit he joins, gains the Stubborn special rule. Furthermore, if the Warlord is removed as a casualty, all models in any friendly unit composed entirely of models with the Legiones Astartes (White Scars) special rule, from which one or more models can draw a line of sight to the Warlord at the point when he is removed as a casualty, gain the Fearless special rule for the remainder of the battle. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.

Born to the Saddle

The warriors of the White Scars, both veterans of the Expeditionary companies and the Chogorian recruits, displayed an exceptional talent with mechanical steeds and the tactics of mobile warfare. Many of the Vth Legion’s greatest warriors would dedicate themselves to the mastery of these skills on the field of battle.

This Warlord and all models in the same army with the Legiones Astartes (White Scars) special rule and the Cavalry Unit Type ignore all the effects of Difficult Terrain and gain a 4+ Invulnerable Save against all Wounds inflicted by failed Dangerous Terrain tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.

The Forgotten Sons (Traitor only)

Ignored and forgotten by their brother Legions, the White Scars had fought the Great Crusade in isolation. The only warlord to show any favour to the Khan was his brother Horus. When the newly crowned Warmaster raised his banners at Isstvan, many leaders among the White Scars felt compelled to join him, seeking to forge a new destiny in the spotlight of history at the Warmaster’s side.

This Warlord Trait may only be selected by a model with the Traitor Allegiance.

If an army whose Warlord has this Trait includes an Allied Detachment with the Legiones Astartes (Sons of Horus) special rule, the Warlord and any unit he joins automatically pass any Morale checks or Pinning tests they are called upon to make without any dice being rolled as long as at least one friendly unit with the Legiones Astartes (Sons of Horus) special rule can draw line of sight to the Warlord or his unit. In addition, the Warlord, and any unit he has joined, may make the Death Dealers Reaction (this Advanced Reaction is detailed in Liber Hereticus) without expending a point from the controlling player’s Reaction Allotment and counting all models in that unit that have the Legiones Astartes (White Scars) special rule as though they also had the Legiones Astartes (Sons of Horus) special rule (though they gain none of the benefits of that special rule) – this Advanced Reaction may still only be used once per battle.


White Scars Rites of War

A Detachment which has the Legiones Astartes (White Scars) Faction may make use of the following Rites of War as long as it includes at least one model with the Master of the Legion special rule:

Rite of War: Chogorian Brotherhood

Favoured by the Chogorian recruits to the Vth Legion as the ideal organisation of a fighting body of troops, the Brotherhood was also employed by many of the Legion’s Terran warriors. Composed of a body of Legionaries mounted entirely on fleet warbikes and Scimitar jetbikes, or in other transport vehicles, these formations were ideal for harrying campaigns or lightning strike warfare. When faced with a dug-in foe, some elements of the Brotherhood would dismount to fight on foot, moving to encircle the enemy and support their brethren.

Effects
  • Legion Sky-hunter Squadrons and Legion Outrider Squadrons may be selected as Troops choices in a Detachment using this Rite of War and such units gain the Line Unit Sub-type.
  • Legion Sky-hunter Squadrons and Legion Outrider Squadrons may also be selected as Elites choices in a Detachment using this Rite of War, though these units do not gain the Line Sub-type.
  • All models with the Infantry Unit Type in a Detachment using this Rite of War gain the Outflank special rule.

Limitations
  • Any unit made up entirely of models with the Infantry Unit Type in a Detachment using this Rite of War that does not begin play Embarked on a model with the Transport Sub-type, or any model with the Vehicle Unit Type without either the Transport or Fast Sub-types, must begin play in Reserve if the mission allows it. If the mission does not allow any units to be placed into Reserves then the unit is instead deployed as normal.
  • A Detachment using this Rite of War may not include any Heavy Support or Fortification choices, unless those choices are entirely composed of models with the Flyer Sub-type.

Rite of War: The Sagyar Mazan

The people of Chogoris are possessed of great wisdom and capable of deep compassion, but these characteristics are tempered by a fierce and uncompromising sense of justice that can lead them to acts of apparent cruelty when discipline or honour is compromised. Within the White Scars Legion, outright disobedience or catastrophic failure is rewarded with death, delivered by the hand of a warrior’s superior. Occasionally, however, this punishment might be commuted to exile by a merciful leader sympathetic of mitigating circumstances. Those exiled from their Brotherhood are known as penitents, or the ‘Sagyar Mazan’, and it is their fate to seek out an honourable death and, in so doing, wash away any stain of dishonour.

Effects
  • Ebon Keshig Cohorts may be taken as Troops choices in a Detachment using this Rite of War.
  • All units composed entirely of models with the Infantry Unit Type (excluding units with the Unique Unit Subtype) in a Detachment using this Rite of War must be given both the Kharash and the Feel No Pain (5+) special rules.
  • All models with both the Legiones Astartes (White Scars) and Kharash special rules in a Detachment using this Rite of War gain the Fearless special rule for the duration of any Assault phase in which they make a successful Charge.

Limitations
  • An army in which any Detachments are using this Rite of War may not choose to place any units into Reserve and as such is unable to perform a Deep Strike Assault, Subterranean Assault or a Flanking Assault.
  • A Detachment using this Rite of War may not include any Heavy Support that are not composed entirely of models with the Infantry Unit Type, or any Fortification or Primarch choices regardless of Unit Type.

The Armoury of the White Scars

The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (White Scars) Faction and exemplifies the nature of that Legion.

Legion Shamshir Jetbike

A rare variant of the Scimitar jetbike employed by the White Scars Legion for its increased speed and manoeuvrability.

Any model with both the Legiones Astartes (White Scars) and Independent Character special rules, but not the Unique Sub-type, may exchange a Legion Scimitar jetbike for a Legion Shamshir jetbike for no additional points cost. A Legion Shamshir jetbike has one scatterbolt launcher. In addition, a model with a Legion Shamshir 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 Legion Shamshir jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 15*, gains the Firing Protocols (2) and Hammer of Wrath (1) special rules and improves its Armour Save to 2+ if it was worse.

*The additional Movement granted by the Legiones Astartes (White Scars) special rule is included.

Scatterbolt Launcher

A unique variation on Terran boltgun technology, the scatterbolt launcher’s shells detonate upon reaching a set distance from a mass and unleash a storm of razor-sharp shrapnel and sub-munitions.

The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons.
Range
Str
AP
Type
Scatterbolt launcher
Template
5
4
Assault 1, Shred, Pinning

Power Glaive

Based on the ancient pole arms of Mundus Planus, the power glaive is as much a mark of status amongst the White Scars as it is a weapon of war. Known in the language of the steppes tribes led by Jaghatai Khan as the Rising Moon Blade, the weapon is known both for its intimidating weight as well as the graceful sweeping strikes that characterise its use.

Any model with both the Character Sub-type and the Legiones Astartes (White Scars) special rule may have a power weapon upgraded to a power glaive for +5 points.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Type
Power glaive
-
+1
3
Melee, Breaching (5+)

Cyber-hawk

Crafted by the Techmarines of the Vth Legion, these dedicated servo-automata are based upon the form of great raptors, and are configured to act as advance scouts and pathfinders for their masters.

Any model with both the Legiones Astartes (White Scars) and Independent Character special rules that does not also have the Unique Sub-type may take a cyber-hawk for +10 points.

At the start of any turn in which the controlling player is the Active player, a model with a cyber-hawk may select one enemy unit with at least one model within 24". When making Shooting Attacks against that unit, the model with the cyber-hawk and all models in any unit it has joined may re-roll all failed To Hit rolls of ‘1’ and, when declaring a Charge targeting the chosen enemy unit, the model with the cyber-hawk, and any unit it has joined, may add +1 to their Charge roll.

  • Legiones Consularis: Stormseer+45 pts

Based on a mixture of the shamanistic beliefs of the ancient Chogorian tribes and the tempered knowledge of the Librarius, the Stormseers advise the Khans of the White Scars and bring the storm’s fury to the battlefield.

A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (White Scars) special rule may be upgraded to a Stormseer Consul instead of selecting any of the standard Consul upgrades, gaining the benefits listed below:

Special Rules
A Stormseer gains the Psyker Sub-type and must select one of the following Psychic Disciplines: The Storm’s Fury (see below), Divination, Telepathy or Thaumaturgy. A Stormseer may not select any other Discipline. In addition, a Stormseer gains the Adamantium Will (4+) special rule.

Wargear
A Stormseer may replace a power weapon, bolt pistol or combi-bolter with a force weapon at no additional points cost. In addition, a Stormseer may select a psychic hood for +15 points.

A Psyker with this Discipline gains all the listed Powers, Weapons and special rules.

The Unseen Bolt (Psychic Weapon)

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

Range
Str
AP
The Unseen Bolt (Psychic Weapon)
72"
4
4
Heavy 1, Large Blast (5"), Barrage, Shock Pulse, Force

Force: Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then a Perils of the Warp attack is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal.

The Call of the Wind (Psychic Power)

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

Instead of moving in the Movement phase, a Psyker with this Psychic Power may grant the Fleet (2) special rule to all friendly units with at least one model within 6" of the Psyker, this special rule lasts until the beginning of the controlling player’s next turn. When using this power, the controlling player may choose to have the Psyker make a Psychic check. If the Check is passed then the effect is improved to grant the Fleet (4) special rule, if the Check is failed then only the weaker form of the power is applied to the target unit and the Psyker suffers Perils of the Warp.

VIth LEGIONES ASTARTES

Space Wolves

The Space Wolves, who in the latter years of the Great Crusade’s long campaigns were a highly veteran force of over 75,000 warriors, were already blooded and reduced to approximately a third of that number by the beginning of the Horus Heresy. The Warmaster had twisted Leman Russ’ orders for the censure of Magnus the Red into the destruction of the Thousand Sons Legion, in the hope that two rivals might be eradicated in one act. During a vicious campaign that ravaged the world of Prospero in a cataclysm that unleashed the Warp to rend reality asunder, the sons of Russ suffered heavy casualties and the Thousand Sons Legion was all but annihilated.

Though victorious, Prospero was a mark of shame for the VIth Legion, which realised it had unwittingly perpetrated the first open act of fratricide of the Horus Heresy. The Legion fought bitterly throughout the Age of Darkness to scour that mark from its honour; however, the Traitors were intent on punishing the wounded Space Wolves for the arrogance they showed in holding themselves as a Legion apart.

Many thousands of Space Wolves fought across the galaxy in small battlegroups, but the bulk of the Legion would remain united throughout the Horus Heresy. Alongside Russ, they would suffer terribly, but always snatch an epic saga from the jaws of painful defeat. At Alaxxes they were harried through the nebulae by the Alpha Legion. At Vanaheim, a stalemate conflict was concluded when the Legion’s unbridled rage was unleashed upon the entrenched Iron Warriors.

At Trisolian, Russ faced his brother, Horus, and wounded the Warmaster grievously, affecting the war in ways few mortals could fathom at that time. Yet, the Space Wolves paid a high price for this desperate mission, for they were unable to return to Terra and were instead run to ground and forced to give battle against a united host of Traitor Legions at Yarant, where they faced their darkest hour during the so-called ‘Wolf Cull’.

Legiones Astartes (Space Wolves)

All models with this special rule are subject to the following provisions:

BESTIAL SAVAGERY
A unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Space Wolves) special rule that chooses to Run in the Movement phase may still make a Shooting Attack in the Shooting phase, and declare a Charge in the Assault phase of the same turn – but any Shooting Attacks made in the same turn as that in which a unit with this special rule has Run are made as Snap Shots. Units that cannot Run (such as Legion Cataphractii Terminators) or models that do not have the Vehicle or Infantry Unit Type instead gain +1 WS on any turn in which they successfully Charge, even if that Charge is considered Disordered. Models with the Vehicle Unit Type and this special rule that make Ram Attacks increase the Strength of any Hits inflicted as part of that attack by +1, to a maximum of 10.

Vaults of Morkai
Models with this special rule gain access to unique Wargear options (see Armoury of the Space Wolves).

Lords of Winter
Any Legion Centurions, Legion Cataphractii Centurions and Legion Tartaros Centurions with this special rule may not select the Chaplain, Librarian or Primus Medicae Consul upgrades. Instead, these models gain access to the Pack Thegn, Speaker of the Dead and Caster of the Runes upgrades.

Wolves of Fenris
A Warlord with this special rule may select a Warlord Trait from the Space Wolves Warlord Trait list.

Space Wolves Advanced Reaction

This Advanced Reaction is available only to units made up entirely of models with the Legiones Astartes (Space Wolves) special rule. Unlike Core Reactions, Advanced Reactions 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.

No Prey Escapes the Wolf – This Advanced Reaction may be made once per battle in the opposing player’s turn, when any enemy unit with one or more models within 12" of a friendly unit made up entirely of models with the Legiones Astartes (Space Wolves) special rule is moved during the Movement phase. Once the enemy unit that triggered this Reaction has been moved, but before any other units are moved, a single friendly unit made up entirely of models with the Legiones Astartes (Space Wolves) special rule that can draw a line of sight to the enemy unit that moved may immediately move up to a number of inches equal to the highest Initiative Characteristic in the unit and then declare a Charge targeting the enemy unit that moved if it is within 12". A Charge declared as part of this Reaction is resolved immediately (the enemy unit may not declare any Reaction against this Charge), and if successful the combat will be fought as normal in the following Assault phase, with a Charging unit with the Legiones Astartes (Space Wolves) special rule gaining all the normal benefits of Charging.

Space Wolves Warlord Traits

A Warlord with the Legiones Astartes (Space Wolves) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits:

Howl of Morkai

Few who have heard the terrifying battle cries of the Wolves of Fenris unleashed can stand, unshackled by fear in the face of their oncoming host, and fewer still live to tell of the terror that is the fury of Morkai given form in the Space Wolves’ onslaught.

Once per battle, the controlling player of a Warlord with this Trait may declare the use of this Trait at the start of their player turn. For the duration of that player turn only, all friendly models with the Legiones Astartes (Space Wolves) special rule gain a bonus of +1 Strength if the unit they are part of has successfully Charged an enemy unit. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Movement phase so long as the Warlord has not been removed as a casualty.

Hunger of the Void

Among the Jarls of the Space Wolves, there are those whose bloodlust has become a thing of dark legend.

A Warlord with this Trait gains an additional Wound at the end of any Assault phase in which he inflicts at least one unsaved Wound on an enemy model. This can not increase the Warlord’s Wounds Characteristic above his starting value (including any bonuses from Wargear items like Æther-rune armour), but if this effect is triggered while the Warlord has his maximum possible number of Wounds then he instead gains +1 Attacks and Strength until the end of the controlling player’s next turn. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Assault phase so long as the Warlord has not been removed as a casualty.

Crown Breaker

For many Space Wolves, the highest test of valour and battle-spite is the slaying of the foe’s champions, be they hero or devil, and they will endure any hurt to accomplish it.

The Warlord and all models in any unit he has joined gain the Preferred Enemy (Independent Characters) special rule. Those models also gain the Feel No Pain (5+) special rule when locked in combat with one or more enemy models with the Independent Character special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Movement phase so long as the Warlord has not been removed as a casualty.


Space Wolves Rites of War

A Detachment which has the Legiones Astartes (Space Wolves) Faction may make use of the following Rites of War as long as it includes at least one model with the Master of the Legion special rule:

Rite of War: The Black Watch

At the behest of Russ and the Sigillite, commanders of the Space Wolves were given the somewhat dubious honour of acting as both bodyguard and executioner to the Primarchs of the remaining sixteen Legions in the aftermath of the razing of Prospero. Taking with them only a small detachment of warriors, these Watch Pack leaders were entrusted with a weighty mandate; to hold vigil over the Emperor’s sons, watching for any sign of treachery, and, if found, to show no hesitation in executing the traitor, should even the lives of their entire Pack be forfeit in doing so. With the outbreak of the Horus Heresy, many Packs of Malcador’s Black Watch were lost, never to be heard from again, and it can be safely assumed that they met grim fates. Even those who found themselves alongside loyal Primarchs could scarcely let down their guard, surrounded as they were by entire Legions of warriors whom, though they nominally were considered allies, must be treated as enemies nonetheless.

Effects
  • All models with the Legiones Astartes (Space Wolves) special rule in a Detachment using this Rite of War gain the Hatred (Traitors) and Preferred Enemy (Primarch) special rules.
  • All models in a Detachment using this Rite of War gain the Fearless special rule when locked in combat with a Primarch that has the Traitor special rule or is otherwise using the Traitor Allegiance.
  • When a unit from a Detachment using this Rite of War has a Charge declared for it targeting an enemy unit that includes a model with the Primarch Unit Type, that unit gains a bonus of +2 to its Charge roll made to determine its Charge Distance.

Limitations

Rite of War: The Pale Hunters

The Space Wolves Legion’s reputation as hunters among the Legiones Astartes is matched only by the White Scars, although the tactics of pursuit and the killing blow differ between the two, both in conception and execution. The Space Wolves value speed and the surety of the strike, as do the White Scars, but favour more the bloody, relentless wearing down of a foe, much as their namesake of Terran lore. No quarter or honour is offered to the prey, and theirs is a fate of remorseless cruelty after which death seems as a blessing to many.

Effects
  • All models in a Grey Slayer Pack or Grey Stalker Pack from a Detachment using this Rite of War gain the Hit & Run special rule, and when making a Hit & Run Move may choose to Move a number of inches up to the distance rolled rather than the full distance, so long as they remain at least 1" away from any enemy unit at the end of this Move.
  • On the turn in which a unit from a Detachment using this Rite of War enters play as part of a Flanking Assault, all models in that unit gain the Fleet (2) and Rage (2) special rules until the end of the player turn in which it enters play.
  • Up to three units from a Detachment using this Rite of War made up entirely of models with the Infantry or Cavalry Unit Types and the Legiones Astartes (Space Wolves) special rule may be upgraded to grant all models in those units the Outflank special rule for no additional points cost.

Limitations
  • Detachments using this Rite of War may only include a single Heavy Support choice.
  • At least one unit from a Detachment using this Rite of War must be assigned to a Flanking Assault.

Rite of War: The Bloodied Claw

The Space Wolves have never shied from the gore-drenched demands of the all-out frontal assault, but in this, as with other facets of their way of war, their unique character and controlled savagery shapes much of what they do when faced with such a dire prospect. To them, such battles rest upon a single terrible moment: the breaking of the line, where one side shatters the other’s strength in a single act of unstoppable violence, and all that comes afterwards is little more than the living body’s death after its heart is ripped from it by a bloodied claw.

Effects
  • Once per battle, at the start of their player turn, a player whose army includes a Detachment using this Rite of War may declare a Bloody Claw. Once the Bloody Claw is declared and until the start of the controlling player’s next turn, all models with the Legiones Astartes (Space Wolves) special rule in the Detachment with this Rite of War gain the following benefits:
    - Add +1 to the score used to determine the winner of any Assault (this is not cumulative, and no individual combat may have it applied more than once).
    - Gain the Fleet (2) and Furious Charge (1) special rules.
    - Gain the Stubborn special rule, or if they already had the Stubborn special rule or another special rule that allows them to ignore modifiers to Leadership, gains the Fearless special rule instead.

Limitations
  • During the turn in which the controlling player has declared the Bloody Claw, all units that include one or more models with the Legiones Astartes (Space Wolves) special rule in this Detachment capable of Charging must always attempt to Charge an enemy unit in the Assault phase if there are any eligible targets in range and line of sight. If multiple eligible targets are available, the controlling player may choose which to declare a Charge against.

The Armoury of the Space Wolves

The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Space Wolves) Faction and exemplifies the nature of that Legion.

Fenrisian Axe

A common weapon among the tribal warriors of Fenris, these heavy bladed axes often seem crude to outsiders, but their patternwelded steel is capable of cleaving through flesh and bone with terrible efficacy. When the warriors of Fenris began to join the ranks of Russ’ Legion, they brought these weapons with them, as much badges of office as they were weapons.

Range
Str
AP
Type
Fenrisian axe
-
+1
-
Melee, Reaping Blow (1)

Frost Blades

Created by the weaponsmiths of the Fang, the famed frost blades were forged after detailed study of the arcane technologies of Leman Russ’ own Emperor-gifted blade, coupled with unique materials gleaned from the death world of Fenris itself, namely the preternaturally hard chitin-teeth of the Fenrisian krakens that haunted that death world’s deeps. Most took the shape of traditional Fenrisian battle axes or Terran-influenced double-edged chainblades, while some few were also fashioned after power claws or even broad-bladed war spears, but all were finely made and equally lethal. Only a few such weapons were able to match the fabled paragon blades of Ancient Terra in destructive potential and quality, but all were truly formidable weapons in their own right.

Any model with both the Legiones Astartes (Space Wolves) and Independent Character special rules may exchange a power weapon for a frost blade (frost sword, frost axe or frost claw) for +5 points each. Any model with both the Legiones Astartes (Space Wolves) and Independent Character special rules may exchange a power weapon for a great frost blade for +10 points.
Range
Str
AP
Type
Frost sword
+1
3
Melee, Specialist Weapon, Reaping Blow (1)
Frost axe
+1
2
Melee, Specialist Weapon, Unwieldy, Reaping Blow (1)
Frost claw
User
3
Melee, Specialist Weapon, Shred, Reaping Blow (1)
Great frost blade
+2
2
Melee, Reaping Blow (1), Two-handed

Æther-rune Armour

The Space Wolves Legion was known to have among its most prized panoply of war a number of highly customised suits of artificer power armour fitted with intricately woven psycho-ætheric induction circuitry which acted as a lodestone, absorbing and negating psychic forces directed against the wearer. These artefacts were believed to be produced, albeit in very limited amounts, by the Legion itself, although from what pattern or rare materials remains unknown. To the idiosyncratic beliefs of those within the Legion, the phenomenal protection the armour provided was due to the ritual rune patterns the circuitry formed, which they believed armoured the warrior’s soul as much as it did their flesh, while Imperial observers dismissed this notion as mere superstition and pointed to an underlying, if ill-understood, technological basis to these rare and uniquely-forged suits of armour.

Any model with both the Legiones Astartes (Space Wolves) and Independent Character special rules that does not have the Unique Unit Sub-type may exchange artificer armour for Æther-rune armour for +25 points each.

Æther-rune armour confers a 2+ Armour Save. In addition, it increases the Wounds Characteristic of a model with it by +1 and grants the Adamantium Will (4+) special rule to that model.

Jarl

The Jarls were lords of the Great Companies of the Space Wolves. As the hosts of the Legion became fragmented and broken down into elite contingents through the bloodshed of the Horus Heresy, each Jarl, or Wolf Lord, held together his company by sheer force of personality and shaped its martial preference by their personal authority and proclivities for war.

A Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Jarl for +10 points, gaining the Counter-attack (2) special rule. A model with the Jarl upgrade may also be given the Skirmish Sub-type at no additional cost in points, this must be decided at the start of the battle before any models are deployed and may not be changed during the battle.

  • Legiones Consularis: Pack Thegn+10 pts

A Pack Thegn or lesser Claw Leader is a proven warrior of a score of campaigns or more, who is deeply experienced in the making of murder. Long of fang and beard, often a Pack Thegn is a commander who has survived the loss of his company or lost esteem in the eyes of his betters and is side-lined from any hope of becoming a Jarl. These warriors bind their fortunes to that of their favoured Jarl (or indeed whichever Jarl is willing to take them on if disgraced), sharing their cunning and expertise in war with his new recruits and teaching patience to his more savage pack members. A Pack Thegn will stay at the heel of that Jarl, hunting at the head of his packs until death.

A Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Pack Thegn Consul instead of selecting any of the standard Consul upgrades, granting that model the benefits listed below:

Special Rules
A Pack Thegn gains the Counter-attack (1) special rule. A model with the Pack Thegn upgrade may also be given the Skirmish Sub-type at no additional cost in points, this must be decided at the start of the battle before any models are deployed and may not be changed during the battle.

Restrictions
A Pack Thegn may not take a Legion Scimitar jetbike or Legion Spatha combat bike.

  • Legiones Consularis: Speaker of the Dead+65 pts

Servants and leaders both of the Cult of Morkai – the Fenrisian wolf-aspect of death – the Speakers of the Dead are the instillers of fear, masters of discipline and keepers of the Legion’s culture and histories. These blood-soaked priests of Fenris enact strange rites, wear esoteric masks and carry curious tokens. Each Speaker of the Dead makes a baleful oath before battle, and its chanted memetics can take root within the minds of the Legion, providing deadly results.

A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Speaker of the Dead Consul instead of selecting any of the standard Consul upgrades, gaining the benefits listed below:

Special Rules
A Speaker of the Dead must increase his Leadership to 10, and the Speaker of the Dead and all models with the Legiones Astartes (Space Wolves) special rule in a unit they join gains the Stubborn and Hatred (Everything) special rules.

Wargear
  • A Speaker of the Dead gains a narthecium and a Master-crafted power maul for no additional points cost.


Restrictions
A Speaker of the Dead may not select two lightning claws, or a boarding shield.

  • Legiones Consularis: Caster of Runes+45 pts

The Casters of Runes manipulate their power through little-understood psychic matrices and Fenrisian ritual. Indeed, to outsiders they claim that their ethereal power emanates not from the Warp, but from the heart of their home world of Fenris instead.

A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Caster of Runes Consul instead of selecting any of the standard Consul upgrades, gaining the benefits listed below:

Special Rules
A Caster of Runes gains the Psyker Sub-type and must select one of the following Psychic Disciplines: Winds of Fenris (see below), Divination, Telekinesis or Biomancy. A Caster of Runes may not select any other Discipline. In addition, a Caster of Runes gains the Adamantium Will (4+) special rule.

Wargear
A Caster of Runes may replace a power weapon, bolt pistol or combi-bolter with a force weapon at no additional points cost. In addition, a Caster of Runes may select a psychic hood for +15 points.


Psychic Discipline: Winds of Fenris

A Psyker with this Discipline gains all the listed Powers, weapons and special rules.

Wrath of the Death Wolf (Psychic Weapon)

By tearing a series of tiny apertures into reality itself, the Esoterist can unleash the fury of hel itself upon the foe, channelling the power of the Warp for his own purposes.

Range
Str
AP
Wrath of the Death Wolf
Template
5
4
Assault 1, Deflagrate, Force

Force: Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then a Perils of the Warp attack is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal.

Stormwrought (Psychic Power)

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

Instead of making a Shooting Attack, the controlling player of a Psyker with this Psychic Power may select a single friendly unit with at least one model within 6" of the Psyker that is composed entirely of models with the Infantry, Cavalry or Dreadnought Unit Types. The chosen unit gains the Shrouded (5+) special rule until the beginning of the controlling player’s next Shooting phase. When using this Power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then the effect is improved to Shrouded (3+), if the Check is failed the Shrouded (5+) special rule is applied to the target unit and the Psyker suffers Perils of the Warp.

VIIth LEGIONES ASTARTES

Imperial Fists

In the closing years of the Great Crusade, the Imperial Fists had been recalled to Terra to begin the work of fortifying the Segmentum Solar and the core worlds of the Imperium. The bulk of the Legion returned to the Throneworld of humanity, though many thousands more remained scattered the breadth of the galaxy and would take years to rendezvous with the Legion’s main force.

At the outbreak of the Horus Heresy, Rogal Dorn was invested with the powers of Warmaster in all but name – becoming commander of all of the Imperium’s military assets in the effort of coordinating the galactic defence.

Its fleet was amongst the first to respond to Horus’ treachery and a Retribution force was sent by Dorn to face the Traitors. Waylaid at Phall by warp storms, the Imperial Fists would outmatch the Primarch Perturabo in void warfare before withdrawing back to Terra following their Primarch’s orders. At Tallarn, the sons of Dorn would clash again with the Iron Warriors as part of the huge armoured engagement, cementing their bitter rivalry with blood. At Cthonia, they contained the Sons of Horus, and in the skies above Pluto, Rogal Dorn beat back the Alpha Legion’s early attempt to strike at Terra with the might of the Phalanx – the lynchpin of the Solar defence.

Across the northern Segmentum Solar, Dorn erected the ‘Gauntlet of Stone’, a line of defences that held off the Traitor onslaught across the vital channels of Paramar, Beta Garmon and Lorin Alpha. The Legion also fought a bitter and desperate defence at its home world of Inwit against overwhelming Traitor forces. When Horus brought his hordes to Terra, the VIIth Legion was instrumental in the defence of the Imperial Palace. Rogal Dorn commanded the Imperium’s defiance, and without the sacrifices of the Imperial Fists all might have been lost.

Legiones Astartes (Imperial Fists)

All models with this special rule are subject to the following provisions:

DISCIPLINE AND RESOLVE
Models with this special rule gain a bonus of +1 to all To Hit rolls with any Auto weapon or Bolt weapon as part of any Shooting Attack (including as part of any Reaction).

Vaults of the Phalanx
Models with this special rule gain access to unique Wargear options (see Armoury of the Imperial Fists).

Lords of the Imperium
Any Legion Centurion with this special rule may select the Castellan Consul upgrade.

Sentinels of Terra
A Warlord with this special rule may select a Warlord Trait from the Imperial Fists Warlord Trait list.

Imperial Fists Advanced Reaction

This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Imperial Fists) special rule. Unlike Core Reactions, Advanced Reactions 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.

The Best Defence – This Advanced Reaction may be made once per battle, during the opposing player’s Movement phase when any enemy unit ends a Move within 10" and within line of sight of any model with the Legiones Astartes (Imperial Fists) special rule in a unit under the Reactive player’s control, with that unit making the Reaction. The Reactive player may declare a Charge for the Reacting unit against the enemy unit which triggered this Reaction once that enemy unit has completed its move, and as if it were the controlling player’s Assault phase, with a Charge Distance in inches equal to D6 plus the lowest unmodified Initiative Characteristic of any model in the Reacting Unit and any Charge modifiers the unit has. If the Charge is successful, the units are locked in combat and fight in the Assault phase as normal, with the Charging unit benefiting from any Charge bonuses, Hammer of Wrath (X), etc. If the Charge fails, no Surge move is made.

Imperial Fists Warlord Traits

A Warlord with the Legiones Astartes (Imperial Fists) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits:

Solar Marshal (Loyalist only)

As the forces of the Arch-Traitor pressed the borders of the Segmentum Solar, the commanders of the Imperial Fists’ defensive spheres learned the extremes of desperation and hatred required for victory.

This Warlord Trait may only be selected by a model with the Loyalist Allegiance.

A Warlord with this Trait and all models in any friendly unit that Warlord joins gain +1 to their Weapon Skill Characteristic when locked in combat with one or more enemy units that have the Traitor Allegiance. In addition, an army whose Warlord has this Trait may make one additional Reaction per turn in any one of the opposing player’s Phases, as long as the Warlord has not been removed as a casualty. This additional Reaction may only be made by the Warlord’s unit and does not allow any unit to make more than one Reaction per Phase.

Warden of Inwit

As constant and immovable as a glacial plateau, any attack made against a Warden of Inwit is as sure to be rebuffed as an assault against a solid wall of ice.

When within 6" of an objective, or within their own Deployment Zone, a Warlord with this Trait, and all models in any friendly unit that Warlord joins, automatically pass any Morale checks or Pinning tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.

Architect of Devastation

To many in the Imperium, the noblest virtue of the Imperial Fists was that of their role as builders and defenders. They were to be seen atop the ramparts of bastions which they had erected across the length and breadth of the galaxy, laying down withering hails of firepower against any who had transgressed the Pax Imperialis.

This Warlord, and all models with the Legiones Astartes (Imperial Fists) special rule in any unit he joins, may re-roll failed To Hit rolls of ‘1’ as long as that unit is entirely within an area of Terrain that grants a Cover Save or Embarked within a Fortification. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.


Imperial Fists Rites of War

A Detachment which has the Legiones Astartes (Imperial Fists) Faction may make use of the following Rites of War as long as it includes at least one model with the Master of the Legion special rule:

Rite of War: The Stone Gauntlet

The Imperial Fists were a capable Legion in any theatre of conflict, their temperament and training meant they favoured a style of warfare that combined phenomenally resilient interlocking defence with calculated bursts of relentless aggression. Key to this, and its distinction over the practices of many other Legions, was that it combined in lock-step the strengths of each Legionary as a whole. One such tactical example of this was an infantry formation known as the Stone Gauntlet, which turned the mass of the Legion’s Breachers and Warders into a grinding, implacable battering ram of force.

Effects
  • Phalanx Warder Squads may be taken as Troops choices for a Detachment using this Rite of War.
  • All models selected as part of a Phalanx Warder Squad in a Detachment using this Rite of War gain the Line Sub-type and Heart of the Legion special rule.
  • Any model in a Detachment using this Rite of War, and with the Legiones Astartes (Imperial Fists) special rule, with a boarding shield, which is in unit coherency with at least two other models that also fit these criteria, may re-roll all failed Invulnerable Saves made against Shooting Attacks or attacks made during the Fight sub-phase. This bonus may not be claimed if the unit the model is part of has made a Run move, Charge or a Sweeping Advance move in the current player turn, or is Falling Back.
  • Any model in a Detachment using this Rite of War with the Legiones Astartes (Imperial Fists) special rule, with a boarding shield, which is in unit coherency with at least two other models that also fit these criteria, gains the Hammer of Wrath (1) special rule for the duration of any Assault phase in which a Charge is declared for the unit that model is part of (whether or not the Charge is successful).

Limitations
  • A Detachment using this Rite of War must select Phalanx Warder Squads to fill all Compulsory Troops choices in the Detachment.
  • A Detachment using this Rite of War may not deploy models using the Deep Strike special rule or otherwise as part of a Deep Strike Assault, Subterranean Assault or Flanking Assault (and units which must deploy by these methods therefore cannot be chosen as part of the Detachment).
  • A Detachment using this Rite of War cannot take more Elites and Fast Attack choices in total than they have Troops choices in the Detachment. So, for example, a Detachment with three Troops choices could take three choices made up of Fast Attack, Elites, or a combination of the two.

Rite of War: Hammerfall Strike Force

Originally created as a template for landing forces deployed from the mighty Phalanx – the flagship of the Legiones Astartes Imperial Fists – a Hammerfall strike force is a concentration of elite, ship-borne units deployed for the purpose of enacting sudden and overwhelming boarding or landing actions against a foe that must be destroyed without mercy or quarter. The force utilises rare and invaluable teleportarium arrays to teleport transponder-equipped warriors into the heart of a battle, the arcane devices ensuring they materialise in a flash of golden light so intense that enemy warriors are temporarily blinded.

Effects
  • Phalanx Warder Squads may be taken as Troops choices in a Detachment using this Rite of War.
  • All models in a unit composed entirely of models with the Infantry Unit Type and the Legiones Astartes (Imperial Fists) special rule in a Detachment using this Rite of War may be given the Deep Strike special rule for +30 points per unit.
  • All models in a unit composed entirely of models with the Infantry Unit Type upgraded to have the Deep Strike rule in a Detachment using this Rite of War gain the Shrouded (5+) special rule when deployed onto the battlefield as part of a Deep Strike Assault. This effect lasts until the beginning of the controlling player’s next player turn.

Limitations
  • Models with the Vehicle Unit Type taken in a Detachment using this Rite of War must begin the battle in Reserves and may not be assigned to a Deep Strike Assault, Subterranean Assault or Outflanking Assault.
  • A Detachment using this Rite of War may not take Fortification choices.

Rite of War: Templar Assault

When the Templars of the Legion’s Oaths go to war, they do so with duty and righteous purpose above all else, and cannot be halted except in death. The Templars strike with overwhelming force in crashing waves of power armour – their tactics are not subtle, but their methods are furious and irresistible.

Effects
  • Units of Templar Brethren may be taken as Troops choices in a Detachment using this Rite of War.
  • All models in a Templar Brethren unit taken as part of a Detachment using this Rite of War gain the Heart of the Legion special rule and the Line Unit Sub-type.
  • For the duration of any turn in which a unit of Templar Brethren taken as part of a Detachment using this Rite of War Disembark from a model, all models in the Disembarking unit gain the Rage (2) special rule (this does not apply if the unit is forced to make an Emergency Disembarkation).

Limitations
  • A Detachment using this Rite of War must select Templar Brethren to fill all Compulsory Troops choices in the Detachment.
  • This Rite of War may only be taken for a Detachment in an army with the Loyalist Allegiance and all Detachments in an army that includes a Detachment with this Rite of War must have a variant of the Legiones Astartes (X) special rule.
  • Detachments using this Rite of War cannot take more Elites and Fast Attack choices in total than they have Troops choices in the Detachment. So, for example, a Detachment with three Troops choices could take three choices made up of Fast Attack, Elites, or a combination of the two.

The Armoury of the Imperial Fists

The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Imperial Fists) Faction and exemplifies the nature of that Legion.

Vigil Storm Shield

The Imperial Fists were the first to utilise the enhanced Vigil pattern storm shield design, which featured a uniquely potent field generator far exceeding those found elsewhere. The first of these had entered service with the Legion after the Ullanor Campaign, but difficulties in production meant only a few hundred had entered full service at the outset of the wars of the Horus Heresy.

Any model with both the Legiones Astartes (Imperial Fists) and Independent Character special rules that does not have the Unique Unit Sub-type may take a Vigil storm shield for +20 points. Additionally, any models with the Legiones Astartes (Imperial Fists) special rule in a Legion Tartaros Terminator Squad, or Legion Tartaros Command Squad may exchange a combi-bolter for a Vigil storm shield for +15 points each. Any models with the Legiones Astartes (Imperial Fists) special rule in a Legion Cataphractii Terminator Squad or Legion Cataphractii Command Squad may exchange a combi-bolter for a Vigil storm shield for +10 points each.

A model with a Vigil storm shield gains a 3+ Invulnerable Save – Invulnerable Saves granted by a Vigil storm shield do not stack with other Invulnerable Saves and cannot be modified by any other special rule. If a model has another Invulnerable Save then the controlling player must choose one to use. A model with a Vigil storm shield may never gain an additional attack for being armed with two close combat weapons or make attacks using a weapon with the Two-handed special rule.

Teleport Strike

The Imperial Fists’ teleportation assaults were legendary in the fleet warfare of the 31st Millennium, with heavily armoured Space Marines materialising from thin air in the very teeth of an enemy formation.

All models with the Legiones Astartes (Imperial Fists) special rule in a Legion Cataphractii Terminator Squad, Legion Tartaros Terminator Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad may be given the Deep Strike special rule for +25 points per unit. Any model with both the Legiones Astartes (Imperial Fists) and Independent Character special rules may be given the Deep Strike special rule for +20 points per model.

Solarite Power Gauntlet

These augmented power fists are greatly favoured by the officers of the Imperial Fists Legion. Crafted in imitation of the ancient relics of Old Earth, they embody their Legion’s heraldic icon in the shape of a powerful weapon.

Any model with the Legiones Astartes (Imperial Fists) special rule may exchange a power fist for a Solarite power gauntlet for +5 points, or exchange a thunder hammer for a Solarite power gauntlet for no additional cost.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Type
Solarite Power Gauntlet
-
10
1
Melee, Unwieldy

Iliastus Assault Cannon

A prototype weapon system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the Iliastus Satellite in the Sol System by the Dyunique techno-esoteric cult.

An Iliastus assault cannon is an ‘Auto’ weapon. An Iliastus assault cannon may be selected by the following units:
  • Any models with the Legiones Astartes (Imperial Fists) special rule and the Infantry Unit Type may exchange a heavy flamer for an Iliastus assault cannon for +10 points each.
  • A Legion Predator with the Legiones Astartes (Imperial Fists) special rule may exchange its Turret Mounted Predator cannon for a Turret Mounted twin-linked Iliastus assault cannon for no additional points cost.
  • Any model with the Dreadnought or Vehicle Unit Type and Legiones Astartes (Imperial Fists) special rule may exchange a heavy flamer for an Iliastus assault cannon for +20 points each.

Range
Str
AP
Type
Iliastus Assault Cannon
24"
6
4
Assault 4, Rending (6+), Malfunction

Malfunction: If a weapon with this special rule is used to make a Shooting Attack as part of any Reaction it gains the Gets Hot special rule for that Shooting Attack.

  • Legiones Consularis: Castellan+20 pts

Upon the broad shoulders of the Lords Castellan were the foundations of the Imperium built. They are the unbending spine of the VIIth Legion, those chosen few lords of siege warfare who commanded armies in the name of their Primarch, conquering world after world. In their wake, the Castellans left only loyal, compliant civilisations; erecting upon those worlds which they conquered mighty Imperial redoubts from which the defence of entire sub-sectors could be coordinated.

Any Legion Centurion with the Legiones Astartes (Imperial Fists) special rule may be upgraded to a Castellan Consul instead of selecting any of the standard Consul upgrades, granting that model the benefits listed below:

Special Rules
A Castellan gains the Fire Support special rule and the Heavy Unit Sub-type:

Fire Support: When making an attack with a Heavy weapon, a Castellan may increase the number of attacks made with that weapon by +1 when making a Shooting Attack (for example, a Castellan making a Shooting Attack with a Heavy 3 weapon would roll an additional dice for its attacks, rolling four dice in total). In addition, any Legion Heavy Support Squads in the same Detachment as a Castellan gain the Line Sub-type.

Wargear
A Legion Centurion with the Castellan upgrade must select one of the following options:
  • - Master-crafted heavy bolter
    Free
  • - Master-crafted autocannon
    5 points
  • - Iliastus assault cannon
    10 points

In addition, a Castellan may not select a Legion Warhawk jump pack, Legion Spatha combat bike, Legion Scimitar jetbike, combat shield, boarding shield, power fist, Solarite power gauntlet, lightning claw(s) or any weapon with the Two-handed special rule.
IXth LEGIONES ASTARTES

Blood Angels

Nurtured in the Blood Angels’ successes were the seeds of their fall; in the jealousy of the fallen Warmaster who saw in them everything he himself had thrown away. The opening stroke of the Horus Heresy against the Blood Angels would occur in the Signus system, bringing the IXth Legion to its knees as it fought the Daemons of the Ruinstorm and elements of the Word Bearers Legion. The terrible tragedies that followed would nearly shatter their resolve and leave them broken.

The Legion’s three recruiting grounds would be besieged: Baal and Saiph barely holding against the Traitors’ onslaught, while Canopus would be destroyed by the Legion’s own, refusing to let it fall into enemy hands. At Anvillus, the Blood Angels attempted to intervene in the internecine war, only to be brutally rebuffed. At Drussen, a company’s strength was annihilated in a single battle, and at Paramar, their stratagem was foiled by the Sons of Horus, leading to disaster. Thousands of Legionaries fighting in dozens of battle zones would think the bulk of their Legion dead and their Primarch fallen, all contact with them lost for many long years. Such is the nature of the IXth Legion, however, that its sons did not surrender to despair nor to darkness, but rose again stronger.

The Legion endured and, with Sanguinius’ return from beyond the Ruinstorm, they struck bitter blows against the enemy. At Beta-Garmon, the Blood Angels forced the Warmaster to unleash all of his strength or risk losing his campaign, and at Gilden’s Star they punished the Word Bearers for their perfidy. Upon the walls of Terra, it was Sanguinius and his crimson-clad angels that inspired the beleaguered defenders to continue beyond the point of certain despair, and the Great Angel himself who beat back the forces of darkness at the Eternity Gate. Whatever the threat, and however much it would cost the Legion, the Blood Angels would meet it with nobility and ferocity.

Legiones Astartes (Blood Angels)

All models with this special rule are subject to the following provisions:

ENCARMINE FURY
All models with the Legiones Astartes (Blood Angels) special rule require one lower result To Wound than they would normally, to a minimum of 2+, on any turn in which they are part of a successful Charge against an enemy unit even if that Charge is counted as Disordered. This effect applies regardless of the weapon they are using (for example, if using a Str 4 Melee weapon and attacking a target with a Toughness of 4, the Blood Angel will require a 3+ To Wound, rather than the usual 4+). In addition, any Vehicle with the Legiones Astartes (Blood Angels) special rule that makes a Ram Attack increases the Strength of any Hits inflicted by +1, to a maximum of Strength 10.

Panoply of the Angels
Units with this special rule gain access to unique Wargear options (see Armoury of the Blood Angels).

Children of Baal
A Warlord with this special rule may select a Warlord Trait from the Blood Angels Warlord Trait list.

Blood Angels Advanced Reaction

This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Blood Angels) special rule. Unlike Core Reactions, Advanced Reactions 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.

The Wrath of Angels – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a unit composed entirely of models with the Infantry Unit Type and the Legiones Astartes (Blood Angels) special rule under the Reactive player’s control. All models in the unit targeted by the Shooting Attack that triggers this Reaction gain the Shrouded (5+) special rule against all Wounds inflicted as part of the Shooting Attack that triggered this Reaction – if the Reacting unit already has a version of the Shrouded (X) special rule then this does not stack or increase that rule, and the Reacting player may choose to use any one of the Shrouded rules available to them. Once the Shooting Attack has been completely resolved, the Reacting unit may have a Charge declared for it, following all the normal rules for Charging and targeting the enemy unit that made the Shooting Attack. The enemy unit may not make a Reaction to this Charge, and it is fully resolved immediately after it is declared. If the Charge is successful, the units are locked in combat and fight in the Assault phase as normal, with the Charging unit benefiting from any Charge bonuses, Hammer of Wrath (X), etc. If the Charge fails, no Surge Move is made.

Blood Angels Warlord Traits

A Warlord with the Legiones Astartes (Blood Angels) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits.

Encarmine Paladin (Loyalist only)

With the onset of the Horus Heresy, the warriors of the Blood Angels became the most ferocious adversaries of the Traitors – unrelenting and remorseless killers with the faces of angels. These grim avengers strode the battlefield clad in crimson fury, putting aside the high ideals that Sanguinius had sought to instil in them and turning instead to the rage of their origins. This warlord is one such warrior, and in battle he seeks only to end the lives of those that would tarnish the Emperor’s great work with a brutal fervour that belies his angelic appearance.

This Warlord Trait may only be selected by a model with the Loyalist Allegiance.

A Warlord with this Trait gains the Fear (1) special rule when the enemy army has the Traitor Allegiance. Whenever a Warlord with this Trait is on the winning side of a combat in which the Warlord was Engaged and that includes at least one enemy model with the Traitor Allegiance, he increases the value of his Fear special rule by one point at the end of the Assault phase in which the combat is won, to a maximum of Fear (4). For example, if a Warlord with this Trait and the Fear (1) special rule is locked in combat with an enemy unit with the Traitor Allegiance and wins the resulting combat, his Fear special rule would become Fear (2) at the end of that Assault phase. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.

Paragon of Unity

Gifted with the angelic countenance that is the hallmark of the Blood Angels’ gene-seed, this warlord strives to inspire not only those of his own Legion, but all those that fight to see the Emperor’s dream of Unity become reality. On the battlefield, he seeks always to stand at the forefront of the advance and to embody the finest principles of humanity in the face of a universe filled with darkness and war.

Any friendly unit made up entirely of models with the Legiones Astartes (Blood Angels) special rule that can draw a line of sight to a Warlord with this Trait, to any model in a unit this Warlord has joined, or to any model that is Engaged in a combat which this Warlord is part of, gains a bonus of +1 to their Leadership Characteristic, to a maximum of 10. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.

Thrall of the Red Thirst (Traitor only)

Whether by the wiles of Horus and his allies or by their own hubris, some among the ranks of the Blood Angels found themselves slaves to the grim flaw that lurked within their gene-seed. Overcome by a terrible hunger for flesh and blood, and possessed of a fury that never waned, these broken creatures were more living engines of death and rage than warriors of the Legiones Astartes. The mightiest among their number would come to lead their fallen brethren into battle, caring little for the cause for which they fought and only for the blood they spilled in battle.

This Warlord Trait may only be selected by a model with the Traitor Allegiance.

If, at the start of the controlling player’s Charge sub-phase, there are any enemy units with at least one model within 12" of a Warlord with this Trait, or any model in a unit this Warlord has joined, and the Warlord and any unit he has joined are eligible to make a Charge, then the controlling player must declare a Charge for the Warlord and any unit he has joined targeting that enemy unit. If there is more than one potential target then the Warlord’s controlling player may select any of those units to be the target of the Charge. Whenever this Warlord and any unit he has joined make a successful Charge that is not Disordered, the Warlord and all other models in a unit the Warlord has joined gain +2 attacks, instead of the standard +1 attack granted for Charging. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.


Blood Angels Rites of War

A Detachment which has the Legiones Astartes (Blood Angels) Faction may make use of the following Rites of War as long as it includes at least one model with the Master of the Legion special rule:

Rite of War: The Day of Revelation

Throughout the Great Crusade, the IXth Legion became renowned for its ‘wars of ultimatum’. These campaigns of open domination against non-Compliant worlds began with Sanguinius, or one of his Praetors, affording a world one opportunity to embrace Unification or face a ‘Day of Revelation’, in which they would suffer the fury of the Blood Angels unleashed. Many foes confronted by the gathered IXth Legion hosts were overcome with dread and awe, and capitulated without hesitation. Those who did not would see the shining countenance of the Angel Sanguinius transformed into savage fury as blinding destruction was delivered from on-high.

Effects
  • At the start of the battle, before any models are deployed or which player will take the first turn is decided, the controlling player of a Detachment using this Rite of War must declare to their opponent a Turn number from Turn 2 - 4, indicating on which of their own turns they will bring their Deep Strike Assault into play. Then the controlling player places a marker anywhere on the battlefield, indicating the point where the first unit of the Deep Strike Assault will be placed.
  • A Deep Strike Assault which includes only units from a Detachment using this Rite of War does not make Reserves rolls to see when it may enter play – instead the controlling player must bring the Deep Strike Assault into play at the start of the Turn chosen at the start of the battle. In addition, the first model placed to determine where the Deep Strike arrives must be placed within 6" of the marker placed at the start of the battle, and does not scatter (if the first model cannot be placed at least 1" away from an enemy model because of these restrictions then the controlling player may choose to place it anywhere on the battlefield, but must then scatter the model after placing it).
  • All units from a Detachment using this Rite of War that are deployed onto the battlefield normally and are not placed into Reserves gain the Fearless special rule until the start of the controlling player’s second turn.

Limitations
  • Compulsory HQ choices in a Detachment using this Rite of War must be made up entirely of models with Legion Warhawk jump packs.
  • All units that are made up entirely of models with the Deep Strike special rule in a Detachment using this Rite of War must be assigned to a Deep Strike Assault.
  • A Detachment using this Rite of War may not take any Fortification choices or any model with a Movement Characteristic of 0 or ‘-’, or that is otherwise unable to move, unless that model also has the Orbital Assault Vehicle special rule.
  • A Detachment using this Rite of War may not include any models with the Subterranean Assault special rule.

Rite of War: The Day of Sorrows

Just as the IXth Legion was famed for their set-piece shock assault tactics, so they were also famed for their ability, when pressed, to stand against any who would overwhelm them, no matter the odds and no matter the foe, and even in their death throes, drag their enemies down with them to destruction. To even their brother Legiones Astartes, such feats of resilience sometimes seemed to border on the preternatural and could be laid to no single tactical plan nor doctrine nor biological trait, but rather had their origins within their unshakeable will to endure, as if somehow fuelled by the rage and grief wrought in their hearts by the deaths of their battle-brothers. To the Blood Angels themselves, such battles became known as the ‘Days of Sorrows’, when few would stand against many and sell their lives dear, their names and deeds to be reborn eternally in the most sacrosanct of the Legion’s rites of battle and remembrance. When the bulk of the Legion was missing for many years at Signus Prime, those few lone ships and garrisons which remained in an Imperium riven by war would find themselves time and again outnumbered by their foes. Many were their own days of sorrow, but far greater was the number of the Traitor foes who died along with them as they passed burning into the night.

Effects
  • A Detachment using this Rite of War may select Crimson Paladin units as non-Compulsory Troops choices and all Crimson Paladin units in a Detachment with this Rite of War gain the Line Sub-type.
  • All models in a unit from a Detachment using this Rite of War that are made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Blood Angels) special rule, gain the Stubborn special rule while they have at least one model within 6" of an Objective. If they already have the Stubborn or Fearless special rules then they gain no further benefit.
  • When any unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Blood Angels) special rule which is a part of a Detachment which uses this Rite of War is reduced to 50% or less of its starting number of models, the remaining models gain the Heart of the Legion and Hatred (Everything) special rules and Line Sub-type (if they did not already have it) from the beginning of their next turn – this lasts for the remainder of the battle.

Limitations
  • In any combat that includes one or more models with the Character Sub-type from a Detachment using this Rite of War, the controlling player must issue or accept Challenges in combat where applicable. The controlling player chooses which of their Characters issues or accepts Challenges where there is more than one eligible model in a given combat.
  • Any units made up entirely of models with the Infantry or Cavalry Unit Type and the Legiones Astartes (Blood Angels) special rule which are a part of a Detachment using this Rite of War and that have been reduced to 50% or less of its starting number of models must declare a Charge at the closest enemy unit if they are capable of making a Charge (i.e., not Pinned, Falling Back or otherwise restricted from Charging) at the beginning of the Charge sub-phase, as long as the target unit is no more than 12" away from a model in the Charging unit. If there are no enemy units with at least one model within 12" then no Charge need be declared.
  • No units from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault, and may not be placed in Reserves at the beginning of the battle (although models may enter Reserves after play has begun).

The Armoury of the Blood Angels

The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Blood Angels) Faction and exemplifies the nature of that Legion.

The Fires of Heaven

The Legion’s tactical doctrines were heavily focused on the use of powerful shock assaults to shatter an enemy’s resistance in a single, devastating blow. Because of this, flamer and melta weaponry was strongly favoured, both because of its effectiveness and its ability to provide a fearsome display in action.

Any model with the Legiones Astartes (Blood Angels) special rule may exchange a plasma pistol for an inferno pistol for no additional cost.

The weapon listed here is counted as a ‘Melta’ weapon for those rules that affect such weapons.
Range
Str
AP
Type
Inferno pistol
6"
8
1
Pistol 1, Armourbane (Melta)

Perdition Weapons

Though some would later attribute the various ‘Perdition’ weapons to the artifice of Sanguinius himself, these brutal weapons had been in the use of the IXth Legion since long before the Primarch had returned to them. The flame projectors built into these weapons are a legacy of the wars fought during Old Earth’s long darkness, the innovation of some long forgotten warlord brought to its pinnacle by the warriors of the IXth Legion.

Any model with both the Legiones Astartes (Blood Angels) special rule and the Character Sub-type may exchange a power weapon for a Perdition weapon from the following list for +5 points:

All weapons listed here are counted as both ‘Power’ and ‘Flame’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Blade of Perdition
-
+1
3
Melee, Two-handed, Rending (6+), Brutal (2)
Axe of Perdition
-
+2
2
Melee, Unwieldy, Two-handed, Brutal (2)
Spear of Perdition
-
+1
3
Melee, Reach (1), Two-handed, Brutal (2)
Maul of Perdition
-
+3
3
Melee, Two-handed, Brutal (2)

Iliastus Assault Cannon

A prototype weapons system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the Iliastus Satellite in the Sol System by the Dyzanique cult.

An Iliastus assault cannon is an ‘Auto’ weapon. An Iliastus assault cannon may be selected by the following units:
  • Any models with the Legiones Astartes (Blood Angels) special rule and the Infantry Unit Type may exchange a heavy flamer for an Iliastus assault cannon for +10 points each.
  • A Legion Predator with the Legiones Astartes (Blood Angels) special rule may exchange its Turret Mounted Predator cannon for a Turret Mounted twin-linked Iliastus assault cannon for no additional points cost.
  • Any model with the Dreadnought or Vehicle Unit Type and Legiones Astartes (Blood Angels) special rule may exchange a heavy flamer for an Iliastus assault cannon for +20 points each.

Range
Str
AP
Type
Iliastus Assault Cannon
24"
6
4
Assault 4, Rending (6+), Malfunction

Malfunction: If a weapon with this special rule is used to make a Shooting Attack as part of any Reaction it gains the Gets Hot special rule for that Shooting Attack.
Xth LEGIONES ASTARTES

Iron Hands

The role of the Iron Hands in the Horus Heresy is forever defined by the tragic events that unfolded upon the black sands of Isstvan V. There, Ferrus Manus and his Legion were drawn into the trap set by Horus and, as his veterans fought valiantly to the end around him, the Gorgon’s loyalty remained unwavering, even unto the moment Fulgrim cleaved his head from his shoulders.

The loss of their Primarch was a bitter blow, however, the Dropsite Massacre was not the final role the Iron Hands would play in the Horus Heresy. Much of the Legion had not yet deployed to the surface of Isstvan V, and a measure of its fleet was able to rescue survivors from the Iron Hands, Salamanders and Raven Guard Legions and then scatter into the surrounding sectors. These remnants would become known as the Shattered Legions and would carry out harassment operations and deliver surgical blows against the Traitor hordes throughout the great civil war.

The Iron Tenth proved resourceful and tenacious and were reforged anew under leaders such as Shadrak Meduson and Autek Mor. Fuelled by bitter vengeance, they would continue to hound the Traitors across the galaxy, disrupting supply fleets and striking at the heart of the Traitor Legions; at worlds such as Bodt, where they greatly hindered the World Eaters’ recruitment; Dwell, where they grievously wounded the Primarch Mortarion; and on Colchis, where their repeated incursions, mounted from Medusa itself, stymied the Word Bearers’ war efforts. In response, the Warmaster would dispatch his finest hunters to scour the sons of Ferrus Manus and their allies from the stars, and dozens of guerilla conflicts and fleet engagements would ensue. The efforts of the Iron Hands were unceasing, and though they were few, their impact on the Horus Heresy was immeasurable.

Legiones Astartes (Iron Hands)

All models with this special rule are subject to the following provisions:

THE MEDUSA’S SCALES
All Shooting Attacks made against a model with this special rule that does not have the Vehicle Unit Type, suffer a modifier of -1 to the Strength of the attack. Models with this special rule and the Vehicle Unit Type instead gain the It Will Not Die (6+) special rule, or if such a model already has a variant of the It Will Not Die (X) special rule then the value of that special rule is increased by +1 (for example, a model with the Vehicle Unit Type that already had the It Will Not Die (6+) and the Legiones Astartes (Iron Hands) special rule would instead gain the It Will Not Die (5+) special rule).

The Keys of Hel
Units with this special rule gain access to unique Wargear options (see Armoury of the Iron Hands).

Iron-Fathers
Legion Praetors, Legion Cataphractii Praetors and Legion Tartaros Praetors with this special rule may be upgraded to Iron-Fathers as detailed in the Armoury of the Iron Hands.

Sons of Medusa
A Warlord with this special rule may select a Warlord Trait from the Iron Hands Warlord Trait List.

Iron Hands Advanced Reaction

This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Iron Hands) special rule. Unlike Core Reactions, Advanced Reactions 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.

The Gorgon’s Spite – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy player declares a Charge targeting a friendly unit under the Reactive player’s control that is composed entirely of models with the Legiones Astartes (Iron Hands) special rule. Once the Active player has resolved all Charge rolls for the Charge that triggers this Reaction, whether successful or not, but before any models are moved as part of either a Charge Move or Surge Move, the Reactive player may make a Shooting Attack with the unit that has had a Charge declared against it, targeting the unit that triggered this Reaction, with all weapons making twice their normal number of attacks* but gaining the Gets Hot special rule. A unit that makes a Shooting Attack as part of a Gorgon’s Spite Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapon or special rule that otherwise ignores line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons used as part of a Gorgon’s Spite Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Gorgon’s Spite attack may not take Cover Saves against Wounds inflicted as part of a Gorgon’s Spite Reaction.

*This does not stack with any other rules that increase the number of attacks a model may make, such as Fury of the Legion. Where models making this Reaction have such special rules, they have no effect and are replaced by the effects of the Gorgon’s Spite Reaction.

Iron Hands Warlord Traits

A Warlord with the Legiones Astartes (Iron Hands) Faction may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits.

From Hel’s Heart (Loyalist only)

With the death of Ferrus Manus on the fields of Isstvan V, a terrible malaise spread through the Iron Hands. Some were crippled by doubt or despair and some turned to bizarre mortuary cults to assuage their grief, but others were filled with a terrible fury and a need to seek vengeance for the fallen Primarch without regard for the consequences of their actions. These grim warriors would bring utter destruction to the ranks of the Traitors, laying waste to worlds and sacrificing hundreds of lives just to see a single Traitor fall.

This Warlord Trait may only be selected by a model with the Loyalist Allegiance.

A Warlord with this Trait, and all models in any unit he joins, gain the Fear (1) special rule and should the Warlord be reduced to 0 Wounds, the controlling player may choose to inflict D6 automatic Hits upon the unit whose attacks caused the final Wound, with these Hits allocated as per the standard rules. Each Hit is resolved using the profile of either any one of the Warlord’s ranged weapons if he lost his last Wound to a Shooting Attack, or using the profile of any one of the Warlord’s melee weapons if he lost his last Wound as part of an Assault, with all Hits resolved using the same profile (if the Wound is lost to neither a Shooting Attack nor a Melee Attack then this rule has no effect and no Hits are inflicted). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.

The Eye of Vigilance (Traitor only)

The decoration known as the Eye of Vigilance among the Iron Hands marked those that had fought beside the Warmaster and earned the trust of that great general. Many of these warriors swore new oaths to the Warmaster and eagerly joined the ranks of Horus’ dark host, seeing in him a more worthy master.

This Warlord Trait may only be selected by a model with the Traitor Allegiance.

A Warlord with this Trait, and all models in any friendly unit that Warlord joins, gains the Preferred Enemy (Loyalist) special rule. In addition, once per battle, while the controlling player is the Reactive Player, the Warlord and any unit the Warlord has joined may make a single Reaction without expending a point from the army’s Reaction Allotment – this can allow the Warlord and his unit to make more than one Reaction in the same Phase, but that unit may not make the same Reaction twice.

Silver-iron Will

The Iron Hands are renowned for their bloody-minded determination and refusal to concede weakness even in the face of annihilation. This vicious tenacity has led them to numerous glorious victories during the Great Crusade and to almost as many ignominious disasters. In this warlord, the spirit of the Gorgon is strong, and he will admit no weakness nor allow any to fester in the warriors he commands – even if it should lead them to their deaths.

A Warlord with this Trait and all models in any unit he has joined are never affected by any special rule or effect that lowers a Characteristic (other than Wounds) – including the Fear (X) and Rad-phage special rules and due to losing an assault where the enemy has inflicted more Wounds. In addition, an army whose Warlord has this Trait may not make Reactions during the Movement phase, but may make an additional Reaction in either one of the opposing player’s Shooting or Assault phases (but not both). If the Warlord is removed as a casualty then this additional Reaction is lost, but the army may make Reactions in the Movement phase as normal in any appropriate Phases after the Warlord has been removed as a casualty.


Iron Hands Rites of War

An army whose Primary Detachment and Warlord has the Legiones Astartes (Iron Hands) Faction may make use of the following Rites of War if the Warlord also has the Master of the Legion special rule:

Rite of War: Company of Bitter Iron

Like the other Legions betrayed at lsstvan V, the Iron Hands did not consolidate into a single, united body again for several years. Many surviving Iron Hands joined Shadrak Meduson’s Shattered Legion attack-cell whilst others rallied to the banner of the Red Talon. Some Iron Hands units fought their way back to Medusa and, considering themselves to have failed in their duty to the Legion and to their Primarch, cast off their Clan icons, renounced their companies, and formed themselves into units of Medusan Immortals. Steeped in self-loathing and bitterness, these forces resolved to sell their lives dearly fighting the Traitors that had laid the Iron Hands so low.

Effects
  • A Detachment using this Rite of War may take Medusan Immortals Squads as Troops choices.
  • All models in any Medusan Immortal Squad selected as a Troops choice in a Detachment using this Rite of War gain the Line Unit Sub-type and the Heart of the Legion special rule.
  • All models in a Detachment using this Rite of War with both the Legiones Astartes (Iron Hands) and Bitter Duty special rules also gain the Hatred (Traitors) special rule.
  • Any models with both the Independent Character and Legiones Astartes (Iron Hands) special rules may be given the Bitter Duty special rule for no additional cost.

Limitations
  • This Rite of War may only be used by an army that has the Loyalist Allegiance.
  • An army with any Detachment using this Rite of War may not include Ferrus Manus.

Rite of War: The Head of the Gorgon

The Iron Hands’ preference for close range, brutal engagements, where their relentless firepower can be brought to its fullest effect, was exemplified by a tactic that became known as the ‘Head of the Gorgon’. This was where the enemy would be brought to battle, held in place and allowed to smash itself to pieces against the body of the Legion’s forces, while reserve forces of mechanised armour encircled them, before closing in to create a withering crossfire.

Effects
  • All models with the Infantry Unit Type in a Detachment using this Rite of War gain the Stubborn special rule while within their own Deployment Zone.
  • Any model with the Infantry Unit Type with flamers may exchange them for graviton guns or graviton shredders for +15 points per model.
  • Castellax Battle-automata Maniple units may be selected as Elites choices in a Detachment using this Rite of War – all models in such units gain the It Will Not Die (5+) special rule at no additional points cost (they do not gain the Legiones Astartes (Iron Hands) special rule or any of its benefits).
  • Any Iron-Fathers or Legion Techmarines may take a cortex controller for +15 points each.
  • Any model with the Vehicle Unit Type in a Detachment using this Rite of War gains the Outflank special rule at no additional cost.

Limitations
  • A Detachment using this Rite of War may only select a single Fast Attack choice.
  • An army in which any Detachment is using this Rite of War may not attempt to Seize the Initiative.

The Armoury of the Iron Hands

The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Iron Hands) Faction and exemplifies the nature of that Legion.

The Iron-Father

Many among the highest levels of the Iron Hands were gifted war-smiths and artisans – though, unlike their brethren in the Salamanders Legion, they cared little for aesthetics and sought only brutal efficiency in their works. The Gorgon had taught his sons to ever value function over form – to judge their labour only by the power of its creations and to care nothing for the regard of outsiders.

Any Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with the Legiones Astartes (Iron Hands) special rule may be upgraded to an Iron-Father for +65 points and gains the benefits listed below:

Iron-Father: A Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with the Iron-Father upgrade gains the Battlesmith (3+) and Feel No Pain (5+) special rules, and the machinator array and cyber-familiar Wargear. An Iron-Father may not select a Legion Warhawk jump pack, Legion Spatha combat bike or Legion Scimitar jetbike.

Blessed Auto-simulacra

Based on devices first forged by Ferrus Manus himself, these complex engines of self-repair can be integrated into the systems of a vehicle only through many arduous days of labour by the most skilled artificers among the Iron-Fathers, who guard the secret method jealously. A vehicle so modified becomes a steadfast bastion on the field of battle, able to recover from even the most grievous blows.

Any model with the Vehicle Unit Type and the Legiones Astartes (Iron Hands) special rule may be upgraded to have the It Will Not Die (6+) special rule (this will be increased to It Will Not Die (5+) by the Medusa’s Scales special rule, as noted in the Legiones Astartes (Iron Hands) rules) for +10 points.

Cyber-familiar

The Iron Hands held these devices in great favour, and made widespread use of them.

Any model with the Infantry Unit Type, the Character Unit Sub-type and the Legiones Astartes (Iron Hands) special rule may take a cyber-familiar for +20 points.

Iron Hands Gorgon Terminator Armour

A variant of Indomitus pattern Tactical Dreadnought Armour devised by Ferrus Manus and his Iron-Fathers, this advanced prototype suit was just going into production at the outset of the Horus Heresy to supplement the Iron Hands Legion’s combatdepleted stocks of Terminator armour. The design replaced the field generators embedded in the armour with experimental systems that converted incoming electromagnetic and kinetic energy into bursts of blinding light, able to incapacitate and maim nearby foes. The heat and electrochemical toxin bleed from the armour’s systems limited the armour’s agility and its negative side effects required a high level of cybernetic rebuild for its wearer to endure. However, volunteers for this painful modification were plentiful in the Legion’s ranks, many deeming it an honour to serve as part of this great endeavour.

Any Legion Cataphractii Praetor or Legion Cataphractii Centurion may exchange their Legion Cataphractii Terminator armour for Gorgon Terminator armour at no additional points cost.

Gorgon Terminator armour confers a 2+ Armour Save, a 5+ Invulnerable Save and the Feel No Pain (5+) special rule (this does not stack with any other variant of the Feel No Pain (X) special rule a model may have – if a model has more than one variant of this special rule the controlling player must choose one to use). Additionally, at the end of any Phase in which a model with Gorgon Terminator armour has passed at least one Armour Save or Invulnerable Save, roll a D6. On the result of a 4+, all enemy units with at least one model within 6" of the model with Gorgon Terminator armour must test as if they had been hit by a weapon with the Blind special rule. Any unit that is composed entirely of models with Gorgon Terminator armour are immune to this effect.

Graviton Shredders

Ferrus Manus was amongst the most gifted of his brethren with the more exotic techniques of the Mechanicum, and bent much of his will towards the study and understanding of such secrets. The graviton shredder and graviton bolter are one result of his obsession. Able to emit a salvo of more precise graviton pulses, these weapons excel at the pinpoint destruction of heavy vehicles or disrupting an infantry advance with a salvo of gravitic bolts.

Any model with the Infantry Unit Type and the Legiones Astartes (Iron Hands) special rule may upgrade a graviton gun for a graviton shredder at a cost of +5 points each and any model that also has the Character Unit Sub-type may exchange a plasma pistol for a graviton pistol at no additional points cost.

All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Graviton shredder
12"
4
Assault 2, Concussive (1), †Graviton Pulse, Haywire
Graviton pistol
12"
4
Pistol 1, Concussive (1), †Graviton Pulse, Haywire

Armatus Necrotechnika

These secret devices of necro-technic engineering were among the fell technologies bound within the sealed vaults of Ferrus Manus. This technology is capable of harnessing the stolen energy of sentient life to power engines of mechanical destruction and repair. Those Iron-Fathers who raided the Vaults of Mimir in the wake of the death of their Primarch would unleash this dark techno-heresy upon the galaxy once more and as the Horus Heresy drew towards its climax, it was sighted with terrible frequency among the ranks of Ferrus Manus’ grief-maddened sons.

Any one model with the Vehicle Unit Type in a Detachment with the Legiones Astartes (Iron Hands) Faction that does not have the Flyer Sub-type may be upgraded to have the Armatus Necrotechnika for +50 points.

Whenever a unit (friendly or enemy) with at least one model within 6" of a model with the Vehicle Unit Type with this upgrade has one or more models removed as casualties, roll a D6 for each model removed as a casualty. For each result of a 6, the model with this upgrade regains 1 Hull Point. This may not bring it above the number of Hull Points listed on its Army List Profile. In addition, any unit (friendly or enemy) with at least one model within 6" of a model with the Armatus Necrotechnika must reduce the Leadership value of all models in that unit by -1. Units with the Stubborn special rule may not ignore this modifier.
XIIIth LEGIONES ASTARTES

Ultramarines

The XIIIth Legion was perhaps the largest Legion at the conclusion of the Great Crusade and, as such, Horus resolved to lure them to the far reaches of the galaxy and destroy them. During the great muster at Calth, the Word Bearers betrayed the Ultramarines and wrought terrible destruction upon the world and assembled might of the XIIIth Legion. The Ultramarines suffered crippling losses but the skill and righteous determination of their commanders saw them emerge victorious from the trap laid for them. The Underworld War on Calth would rage on for many years to come and, as the rising Ruinstorm cut the Legion off from the rest of the galaxy, the Shadow Crusade engulfed the Five Hundred Worlds. The sons of Guilliman, though wounded, stood firm against the onslaught of the Word Bearers and World Eaters Legions and, at great cost, cast them out of their domain.

By the time Ultramar was freed, Roboute Guilliman believed the Emperor and Terra lost. Joined by the Dark Angels and Blood Angels Legions stranded in the Ultima Segmentum, as well as disparate elements of the Shattered Legions, the Ultramarines looked to secure the war-torn remains of their realm and rebuild their losses, creating the Imperium Secundus. However, many thousands of its warriors were yet abroad at the dark advent of civil war. Across the galaxy they fought many battles against Traitor forces, lending their strength to the Loyalists in defence of hundreds of worlds, bolstering the efforts of many Imperial commanders.

Only when the warp storms began to abate did the Legion turn its gaze once more to the Throneworld and, alongside its allies, moved to shatter the accursed world of Davin, putting an end to the Ruinstorm. During the last days of the Horus Heresy the Ultramarines would forge a path back to the beleaguered heart of the Imperium, a vengeful spear aimed at the exposed back of the Traitors, ready to repay the debt of blood owed them by the Warmaster.

Legiones Astartes (Ultramarines)

All models with this special rule are subject to the following provisions:

THE STRENGTH OF WISDOM
When rolling To Hit for a model with this special rule as part of a Shooting Attack, add +1 to the result of the roll if the enemy unit targeted by the attack has already been the target of another friendly unit composed entirely of models with this special rule in the same Shooting phase, and if the attacking model is within 6" of a model from that friendly unit. This does not affect attacks made with the Blast or Barrage special rules.

The Arsenals of Ultramar
Models with this special rule gain access to unique Wargear options (see Armoury of the Ultramarines).

Lords of the 500 Worlds
A Warlord with this special rule may select a Warlord Trait from the Ultramarines Warlord Trait list.

Ultramarines Advanced Reaction

This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Ultramarines) special rule. Unlike Core Reactions, Advanced Reactions 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.

Unity of Purpose – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Ultramarines) special rule. Once the Active player has resolved all To Hit rolls, To Wound rolls, and Armour Saves are made, but before any Damage Mitigation rolls are made or casualties removed, the Reactive player may choose to expend one of their Reactions for that Phase to have both the unit targeted by the Shooting Attack and one other unit composed entirely of models with the Legiones Astartes (Ultramarines) special rule make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. Any unit that makes a Shooting Attack as part of a Unity of Purpose Reaction may not make any attacks indirectly (without line of sight) including Barrage weapons or other weapons or special rules that otherwise ignore line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons may only be used as part of a Unity of Purpose Reaction if the target unit is within 8" and must use the Wall of Death special rule instead of firing normally. Both units that make Shooting Attacks as part of this Reaction are considered to have made a Reaction this Phase and as such may not make any further Reactions.

Ultramarines Warlord Traits

A Warlord with the Legiones Astartes (Ultramarines) Faction may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits.

The Burden of Kings (Loyalist only)

It is the harsh duty of those that would lead to stand as an example in all things, to shine brightest and stand boldest in the heat of battle. Such is the legacy of the ancient kings of Ultramar, handed down to the Tetrarchs of the Ultramarines by the hand of Guilliman himself. This warlord, as part of the ruling elite of Ultramar, embodies this tradition in all things and always leads from the front, sharing the burdens of his warriors without complaint or backward step – in return they would follow him through the gates of Hel itself.

This Warlord Trait may only be selected by a model with the Loyalist Allegiance.

In any Phase in which one or more Wounds has been allocated to a Warlord with this Trait, whether saved or unsaved, the Warlord gains the It Will Not Die (4+) and Fearless special rules until the end of the Warlord’s controlling player’s next turn. In addition, an army whose Warlord has this Trait may, once in each of the opposing player’s turns, make a single Reaction without spending a point of the controlling player’s Reaction Allotment, as long as the Reaction is made by the Warlord or a unit the Warlord has joined.

The Aegis of Wisdom

Among all the warrior virtues the Primarch of the Ultramarines prized wisdom the most highly, the wisdom to know when to fall back for advantage and when to stand to the last man in defence of the Emperor’s realm. This warlord knows well how to harbour the strength of his followers and how to turn seeming defeat into victory through a carefully timed counter-attack.

Any friendly unit made up entirely of models with the Legiones Astartes (Ultramarines) special rule that can draw a line of sight to a Warlord with this Warlord Trait, may, when called upon to Regroup, use the Warlord’s Leadership Characteristic for that test, and if successful the unit may make Shooting Attacks and declare Charges as normal, ignoring the normal restrictions for units that have Regrouped in the same turn. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.

Pride’s Dark Power (Traitor only)

Despite their success in war and the vast kingdom they built for the distant Emperor, some within the Ultramarines have never felt that they received the praise worthy of their achievements. Though almost none among the Legion would countenance breaking with their revered Primarch, there were some who felt that the Legion might assume a more fitting position in any new Imperium – that the chaos of the Horus Heresy was the Legion’s chance to establish its dominance and to show the galaxy the true mettle of the Ultramarines.

This Warlord Trait may only be selected by a model with the Traitor Allegiance.

Once per battle, a Warlord with this Warlord Trait may, at the start of any one Phase in either players’ turn, choose to use his Leadership Characteristic in place of his Toughness when resolving any To Wound rolls made against it until the end of that Phase (thus, a Warlord with Leadership 10 that chooses to activate this Trait at the start of the enemy player’s Shooting phase would treat his Toughness as if it was 10 until the end of that Phase). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.


Ultramarines Rites of War

An army whose Primary Detachment and Warlord has the Legiones Astartes (Ultramarines) Faction may make use of the following Rites of War if the Warlord also has the Master of the Legion special rule:

Rite of War: Logos Lectora

One of many practical applications of the vast storehouse of theoretical battle scenarios, plans and tactical formulae that make up the vast strategic corpus upon which the Ultramarines Legion bases its art of war, the ‘Logos Lectora’, or, more commonly and imprecisely rendered, the ‘pronouncement of writ’, is a battlefield formation which takes advantage of an interlocking range of Legion units to their best effect. Reliant on sophisticated command and control protocols, faultless obedience and rigid discipline, if the Logos Lectora has a disadvantage as a tactic, it is that its interlocking units form a coherent pattern somewhat inflexible in their makeup and deployment.

Effects
  • At the beginning of each turn in which the controlling player of a Detachment using this Rite of War is the Active player, that player may select one of the Logos Lectora Commands that follow, but may not select the same Command twice in a row (however, each command may be selected more than once in a single battle as long as it is not selected twice in a row, without a different Logos Lectora Command being selected before any command is repeated). The effects of this Command are applied to all models in the army with both the Legiones Astartes (Ultramarines) special rule and the Infantry Unit Type, and last until the start of the controlling player’s next turn as the Active player:

Limitations
  • Detachments using this Rite of War must take an additional Compulsory HQ choice in addition to that usually required by their Force Organisation chart, and this additional Compulsory choice must be either a Master of Signal Consul or a Legion Damocles Command Rhino.
  • Detachments using this Rite of War must take an additional Compulsory Troops choice in addition to that usually required by their Force Organisation chart.
  • Units which are part of a Detachment using this Rite of War may not deploy using the Infiltrate special rule or enter play via a Deep Strike Assault, Subterranean Assault or Flanking Assault (normal Reserves are, however, allowed). This means that certain units which may only enter play in this fashion, such as Legion Drop Pods, may not be taken as part of the Detachment.

LOGOS LECTORA COMMANDS
- Full March: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Movement Characteristic by +2, but reduce their Ballistic Skill and Weapon Skill Characteristics by -1.

- Hold Fast: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Leadership (if applicable) by +1 and may re-roll all failed To Hit rolls during a Shooting Attack, but may not Move or Run in the Movement phase.

- Retribution Strike: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Weapon Skill Characteristic by +1 and gain an additional bonus of +1 to any Charge rolls they make, but must reduce their Ballistic Skill Characteristic by -1.

- Regroup: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule may re-roll failed Leadership tests made to regroup while Falling Back and any failed Reserves rolls.

The Armoury of the Ultramarines

The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Ultramarines) Faction and exemplifies the nature of that Legion.

The Legatine Axe

Created to the specifications of Guilliman himself after a comprehensive study of thousands of individual power weapon designs from across the many worlds of humanity, the Legatine axe’s design is that of a precise and perfectly balanced instrument of war. While it lacks the exotic technology of some more specialist gear found within the space marine legions, nor does it have any of the flaws that also mark such weapons, and in combat serves equally well in any conceivable engagement.

Any model with both the Independent Character and Legiones Astartes (Ultramarines) special rules may exchange a power axe for a Legatine axe for +5 points per model.

This weapon is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Type
Legatine axe
-
User
2
Melee

Argyrum Pattern Boarding Shield

The Argyrum Pattern Boarding Shield is a prototype boarding shield created by the Magi of the Forge Moon of Gantz that contained a larger field generator that greatly enhanced the protection of its bearer. Carried to battle by Ultramar’s greatest champions, such as the Invictarus Suzerains, the Argyrum pattern boarding shield is as much a symbol of status and power as it is an instrument of war.

Any model with both the Independent Character and Legiones Astartes (Ultramarines) special rules that does not have the Unique Unit Sub-type may take an Argyrum pattern boarding shield for +15 points.

An Argyrum pattern boarding shield provides a 5+ Invulnerable Save against Shooting Attacks in any Phase that increases to 4+ against any attacks made while engaged in an assault. Invulnerable Saves granted by an Argyrum pattern boarding shield do not stack with other Invulnerable Saves and cannot be modified by any other special rule. If a model has another Invulnerable Save then the controlling player must choose which one to use. In addition, a model with an Argyrum pattern boarding shield may not make attacks with any weapon that has the Two-handed special rule.

The Mantles of Ultramar

These suits of artificer armour, believed to number only seven, are said to owe their origins to a pre-Age of Strife derelict human warship found floating on the borders of the Seyrn Reach area at the very edge of the eastern galactic fringe. The ship, and all it contained, was claimed as a prize by Chapter Master Theokista Weir at the outset of his disastrous counter-invasion of the Khrave-haunted Reach, a campaign which would ultimately cost his own life and the lives of close to 4,000 of his fellow Ultramarines. These ancient suits of void battle plate, hybridised for use by the Legiones Astartes, have since shielded the lives of many of the Legion’s greatest warriors. Awarded only by the hand of the Primarch, they have come to symbolise sacrifice, unfailing service and the adherence of duty unto death to the Ultramarines Legion.

One Legion Praetor in a Detachment with the Legiones Astartes (Ultramarines) special rule may exchange their artificer armour for one of the Mantles of Ultramar for +25 points.

A Mantle of Ultramar confers a 2+ Armour Save. In addition, it grants the Battle-hardened (1) special rule to the model with it, and that model is not affected by the Blind special rule (however, any unit the model has joined is affected by Blind as normal).
XVIIIth LEGIONES ASTARTES

Salamanders

In the great war of the Horus Heresy, many deeds of infamy and valour were writ upon the bloody stars, and at the centre of this maelstrom lay the Salamanders Legion; betrayed, struck down, laid waste and yet resolute against the foe. There are few Legions who have paid such a high price for their loyalty and honour as the Salamanders. There are fewer still who have so willingly and so often shed their blood in Mankind’s defence beyond their measure and due. Driven to near destruction not once, but time and again, they have arisen from the ashes of war, stronger and tempered like the peerless steel blades fashioned in the legendary forges of their home world: unbroken, undefeated and true to their cause.

From the ashes of the Dropsite Massacre, the Salamanders would rise once again to strike back at the Traitors. Many splintered elements of the Legion were also elsewhere in the galaxy during this first great betrayal, independent and fierce as their battle-groups ever were, and these either returned to Nocturne or rejoined with other Loyalist hosts to avenge themselves upon the Warmaster’s forces. Time and again, would the Salamanders throw themselves upon the anvil of war with the righteous flames of vengeance in their eyes, often selflessly sacrificing themselves so that civilian populations across the Imperium would be spared the grim fate suffered by uncounted others.

Legiones Astartes (Salamanders)

All models with this special rule are subject to the following provisions:

BLOOD OF FIRE
When rolling To Wound against a model with this special rule for any attack inflicted by a Flame, Melta, Plasma, or Volkite weapon or effect, reduce the result of that roll To Wound by -1 (this does not affect the Strength of the attack, only the result of the roll To Wound). In addition, all models with this special rule that have more than one Wound or Hull Point gain the It Will Not Die (6+) special rule.

Artifice of Nocturne
Models with this special rule gain access to unique Wargear options (see Armoury of the Salamanders).

The Creed of Vulkan
A Warlord with this special rule may select a Warlord Trait from the Salamanders Warlord Trait list.

Salamanders Advanced Reaction

This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Salamanders) special rule. Unlike Core Reactions, Advanced Reactions 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.

Duty is Sacrifice – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy player declares a Charge targeting a friendly unit under the Reactive player’s control and composed entirely of models with the Legiones Astartes (Salamanders) special rule. If the enemy unit’s Charge is successful, all models with the Infantry Unit Type in the target unit gain a bonus of +1 to their Weapon Skill, Strength and Attacks Characteristics for the duration of that Assault phase. However, once the combat that includes the unit that made this Reaction has been selected, all models involved have made their attacks and any Morale checks required as part of that combat are fully resolved, roll a D6 for each model remaining in the unit that made this Reaction. For each dice that scores a ‘6’ or more, the unit suffers one automatic Wound against which no saves or Damage Mitigation rolls of any kind may be made (as noted, these Wounds are inflicted after the combat has been resolved and as such do not count for determining which side has inflicted more Wounds). If the Charge that triggers Duty is Sacrifice is unsuccessful, all models in the unit for which the Reaction was declared instead gain the Fearless special rule until the end of the controlling player’s next player turn and do not roll to see if any models suffer automatic Wounds.

Salamanders Warlord Traits

A Warlord with the Legiones Astartes (Salamanders) Faction may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits.

The Weight of Duty (Loyalist only)

As the dark host of Horus and the warriors of the Emperor met in battle, they spared no iota of fury, focussing every effort on the utter destruction of the foe with no regard for the damage they caused to the Imperium and its people. To the Salamanders that remained true to the teachings of Vulkan fell the duty of protecting both their own shattered ranks and the Emperor’s subjects. To them fell the duty of saving the Imperium’s soul.

This Warlord Trait may only be selected by a model with the Loyalist Allegiance.

A Warlord with this Trait, and all models in any unit he has joined, gain a bonus of +1 to their Strength Characteristic when locked in combat with any enemy unit that includes one or more models with any variant of the Fear special rule. Furthermore, this Warlord and any models in a unit he has joined composed entirely of models with the Legiones Astartes (Salamanders) special rule gain the Hatred (Traitors) special rule while the Warlord is part of the unit. An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.

Promethean Will

The discipline and mental fortitude of the Salamanders is legendary. Throughout all the long years of the Great Crusade they endured the most terrible hardships without complaint or compromising the high ideals that they held so dear. Warriors and commanders who lived through that terrible crucible of war are amongst the wisest veterans of the Emperor’s long crusade and pass on that wisdom to their followers, guiding them through the furnace of battle with a sure hand.

A Warlord with this Trait, and all models in any friendly unit composed entirely of models with the Legiones Astartes (Salamanders) special rule that is part of the same Detachment, gains a bonus of +1 to their Leadership Characteristic when making Pinning tests (to a maximum of 11) and reduce the effects of the Fear special rule by 1 (note that this means the Fear (1) special rule has no effect on models granted this benefit, and negative modifiers conferred by other variants of the Fear special rule are reduced in effect by 1). An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.

Redemption of Flames (Traitor only)

Turned to the service of the Warmaster, those Salamanders who abandoned their old master seek to cleanse with flame the bonds that once held them to the Emperor. On the battlefield, their zeal for their new master is made evident in the trail of ash and devastation that is left in their wake.

This Warlord Trait may only be selected by a model with the Traitor Allegiance.

A Warlord with this Trait, and all models in a unit he has joined with the Legiones Astartes (Salamanders) special rule, gains a bonus of +1 for all To Wound rolls or Armour Penetration rolls made for Flame or Volkite weapons that are used by those units to make Shooting Attacks. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.


Salamanders Rites of War

An army whose Primary Detachment and Warlord has the Legiones Astartes (Salamanders) Faction may make use of the following Rites of War if the Warlord also has the Master of the Legion special rule:

Rite of War: The Covenant of Fire

Under the tutelage and spiritual leadership of their Primarch Vulkan, the Salamanders have become a Legion of warrior mystics, slow to anger, deliberate in action and supremely disciplined. But when their fury is unleashed, it is a terrible thing to behold and is carried out with all the arts of warfare and artifice at their disposal, an unstoppable tide of fire and destruction purging all before it.

Effects
  • Pyroclast Squads and Legion Tactical Support Squads that include any models with Dragon’s Breath flamers may be chosen as Troops choices in a Detachment using this Rite of War and gain the Line Unit Sub-type.
  • Legion Predator Squadrons composed entirely of models with only Dragon’s Breath cannon and Dragon’s Breath heavy flamers as weapons may be chosen as non-Compulsory Troops choices in a Detachment using this Rite of War.

Limitations

Rite of War: The Awakening Fire

For decades, the Legiones Astartes Salamanders has drawn strength from the teaching of its Primarch, through the doctrines and rituals of the Promethean Cult. When Lord Vulkan was lost to his sons upon the bloody killing ground of the Urgall Depression, those few Legionaries who had not been assigned to the Isstvan V Retribution Fleet turned to the Promethean Cult for succour, plumbing its hidden depths for some guidance as to how they should overcome their unfathomable loss. In time, a new strand of belief would emerge, one that challenged the accepted foundation of the Imperial Truth upon which the Imperium had been built.

Effects
  • All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) in a unit selected as part of a Detachment using this Rite of War may be given the Fear (1) special rule for +20 points per unit.
  • All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) in a Detachment using this Rite of War ignore all modifiers to their Leadership when making Pinning tests.
  • All models in a Detachment using this Rite of War with the Psyker unit sub-type may choose to have the Fury of the Salamander Discipline instead of any one other Psychic Discipline they could normally select.
  • A Detachment using this Rite of War gains a single additional non-Compulsory HQ choice, which may only be used to select a Legion Centurion with the Chaplain Consul upgrade.

Limitations
  • A Detachment using this Rite of War may include no more than one unit composed of models with the Cavalry Unit Type (this does not include Legion Apothecarion Detachments or Legion Techmarine Covenants that include models upgraded to have the Cavalry Unit Type), and may not include any models with Legion Warhawk jump packs.
  • A Detachment using this Rite of War must include at least one Legion Centurion with the Chaplain Consul upgrade.
  • An army in which a Detachment is using this Rite of War may not include Vulkan.

Psychic Discipline: Fury of the Salamander

A Psyker with this Discipline gains all the listed Powers, Weapons and other special rules, as well as the Aetheric Lightning Psychic Weapon.

Salamander’s Fury (Psychic Power)

The loss of their Primarch led certain adherents of the Promethean Cult to explore its mysteries deeper in a quest to overcome their loss and redefine their existence in a universe without Lord Vulkan. Certain of those gifted with psychic powers had revealed to them something of the elemental power of their home world.

At the start of their own player turn, the controlling player of a Psyker with this power may choose to make a Psychic check. If the Check is successful then all enemy models within 18" of the Psyker treat all Open Terrain as Difficult Terrain and all Difficult Terrain as both Difficult Terrain and Dangerous Terrain until the start of the Psyker’s controlling player’s next player turn. However, the Psyker may not Move, make Shooting Attacks or Charge in that turn. If the Check is failed, the Psyker suffers Perils of the Warp but may otherwise act normally.

Elemental Horror (Psychic Weapon)

Focusing their rage and grief into a tempest of roiling psychic flame, devotees of the Promethean Cult can loose pure terror given searing form upon the foe.

Range
Str
AP
Elemental Horror
Template
7
4
Assault 1, Pinning, Deflagrate, Shell Shock (3), Psychic Focus

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.

The Armoury of the Salamanders

The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Salamanders) Faction and exemplifies the nature of that Legion.

Artifice and Flame

The Salamanders were noted amongst the Legiones Astartes for the expert craftsmanship of their weapons, each as much a work of art as a weapon of war, and for their fascination with flame weapons. When the Sons of Vulkan went to war, even the lowliest of their commanders bore a panoply that was the envy of great generals and was preceded by a mantle of flame.

Any model with the Legiones Astartes (Salamanders) special rule may exchange a heavy bolter for a Dragon’s Breath heavy flamer or a twin-linked heavy bolter for a twin-linked Dragon’s Breath heavy flamer for no additional cost. In addition, any model with both the Legiones Astartes (Salamanders) special rule and the Character Unit Sub-type may add the Master-crafted special rule to any one weapon they have that does not already have that special rule for +10 points each.

Dragon’s Breath Weapons

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

Any model with the Legiones Astartes (Salamanders) special rule may choose to exchange a hand flamer for a Dragon’s Breath pistol, a flamer for a Dragon’s Breath flamer, a heavy flamer for a Dragon’s Breath heavy flamer, or a flamestorm cannon for a Dragon’s Breath cannon at no additional cost. All weapons listed here are counted as ‘Flame’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Dragon’s Breath pistol
Template
4
4
Pistol 1, Dragon’s Breath
Dragon’s Breath flamer
Template
5
4
Assault 1, Dragon’s Breath
Dragon’s Breath heavy flamer
Template
6
4
Assault 1, Dragon’s Breath
Dragon’s Breath cannon
Template
7
4
Heavy 1, Torrent (18"), Dragon’s Breath

Dragon’s Breath

The flame weapons used by the Salamanders were made to the finest levels of craftsmanship, operating at a potency far beyond that of lesser weapons.

When attacking using the Wall of Death special rule (see the Template rules), a weapon with this special rule inflicts D6 Hits instead of D3.

Dragonscale Storm Shield

Renowned for their forgecraft, the Salamanders originated a number of prototype systems that would later become standard equipment for the armies of the Imperium. The Dragonscale was one such development, a shield that incorporated field generators capable of stopping even the most powerful of weapon strikes and yet remain man-portable.

Any model with both the Independent Character and Legiones Astartes (Salamanders) special rule that does not also have the Unique Unit Sub-type may take a Dragonscale storm shield for +15 points. Any model with the Legiones Astartes (Salamanders) special rule and Legion Cataphractii or Legion Tartaros Terminator armour may exchange a combi-bolter for a Dragonscale storm shield for +10 points each.

A Dragonscale storm shield provides a 5+ Invulnerable Save or increases an Invulnerable Save the model already has by one step (for example, from 5+ to 4+, to a maximum of 3+). A model with a Dragonscale storm shield may not claim an additional attack for a second weapon in close combat or make attacks with any weapon that has the Two-handed special rule.

Mantle of the Elder Drake

Among the warriors of Nostraman birth, the hunting and skinning of a drake was considered an important test of those who would claim the position of war leader. Such rituals persisted among the Legiones Astartes who were born on that world, and many among the Salamanders’ leaders sported a cloak of tanned and expertly fashioned drake-hide.

A single Legion Praetor, Legion Tartaros Praetor or Legion Cataphractii Praetor with the Legiones Astartes (Salamanders) special rule in any Detachment may take a Mantle of the Elder Drake for +35 points. A Mantle of the Elder Drake grants the Battle-hardened (1) special rule.
XIXth LEGIONES ASTARTES

Raven Guard

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

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

Legiones Astartes (Raven Guard)

All models with this special rule are subject to the following provisions:

SHADOW AND FURY
Models with the Legiones Astartes (Raven Guard) special rule gain one of three special rules based on its Unit Type and Wargear, either Talons, Falcons or Hawks (see the Shadow and Fury rules).

The Vaults of Deliverance
Models with this special rule gain access to unique Wargear options (see Armoury of the Raven Guard).

The Warriors of Deliverance
A Warlord with this special rule may select a Warlord Trait from the Raven Guard Warlord Trait list.

Raven Guard Advanced Reaction

This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Raven Guard) special rule. Unlike Core Reactions, Advanced Reactions 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.

Fade to Black – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Raven Guard) special rule. Before resolving the Shooting Attack, the unit targeted by the Shooting Attack may make an immediate Move of a number of inches equal to the highest unmodified Initiative Characteristic of any model in the unit, in any direction and gains the Shrouded (4+) special rule for the remainder of the turn. If the Shooting Attack is no longer valid (due to the enemy unit no longer having line of sight to the target unit, for example) then the Active player may not select a different target and no attacks are made or dice rolled for that unit.

Shadow and Fury

Models with the Legiones Astartes (Raven Guard) special rule gain one of the following special rules based on the Unit Type and Wargear of the model. Models that do not fulfil one of the listed criteria gain no additional benefit:
  • Models with the Legiones Astartes (Raven Guard) special rule that have the Infantry Unit Type, but do not also have the Heavy Unit Sub-type or a Legion Warhawk jump pack, Corvid pattern jump pack or Legion Tartaros Terminator armour, gain the Talons special rule.
  • Models with the Legiones Astartes (Raven Guard) special rule that have the Dreadnought Unit Type; any models with the Legiones Astartes (Raven Guard) special rule and both the Infantry Unit Type and the Heavy Unit Subtype; or any models with the Legiones Astartes (Raven Guard) special rule that have a Legion Warhawk jump pack, Corvid pattern jump pack or Legion Tartaros Terminator armour gain the Falcons special rule.
  • Models with the Legiones Astartes (Raven Guard) special rule and the Cavalry Unit Type or both the Vehicle Unit Type and Flyer or Fast Unit Sub-types, gain the Hawks special rule.

Talons – If a unit composed entirely of models with the Talons special rule is targeted by a Shooting Attack, all models in the unit gain the Shrouded (6+) special rule if the attacking unit is more than 8" from any model in the target unit. In addition, all models with this special rule also gain the Infiltrate special rule.

Falcons – Any models with this special rule may re-roll all failed To Wound rolls of ‘1’ in any Assault phase in which they make a successful Charge – even if that Charge is considered Disordered.

Hawks – Any models with this special rule gain the Shrouded (6+) special rule on any turn in which they Run, Move Flat Out or move as a Zooming Flyer, with this benefit lasting until the start of the controlling player’s next turn – or if that model would already gain the Shrouded (6+) special rule, it instead gains the Shrouded (5+) special rule (if a model already has the Shrouded (5+) or better then it gains no additional benefit).

Raven Guard Warlord Traits

A Warlord with the Legiones Astartes (Raven Guard) Faction may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits.

The Bane of Tyrants (Loyalist only)

Those warriors who, like their Primarch, had been freed from the depths of Deliverance to serve the Emperor brought with them an undying hatred for the tyrant and the oppressor. Throughout the Great Crusade, they would seek to topple the unjust and liberate those that languished under the heel of terror, facing down terrible odds to bring the light of the Emperor to the darkest corners of the galaxy. When Horus tore apart the Imperium and made of himself a tyrant greater than any other in history, these old crusaders knew their duty and turned their bloody talents against those they had once called brothers.

This Warlord Trait may only be selected by a model with the Loyalist Allegiance.

This Warlord increases his Attacks and Strength Characteristics by +1 when Engaged in a Challenge, and by +2 when Engaged in a Challenge with the enemy Warlord. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.

The Hidden Hand

The Raven Lord taught his sons to always be where the enemy would least expect them, to strike from the shadows with their full fury and retire before the foe could strike back. The greatest of his commanders took these principles to heart and mastered them, eschewing the grand gun lines and set piece battles of their brother Legions for the daring assaults that would become the hallmark of the Raven Guard. The greatest masters of these strategies were renowned for their ability to appear at the enemy’s weakest point, no matter the defences set against them.

While a Warlord with this Trait is in Reserves, the controlling player may choose to re-roll all failed Reserves rolls and when deployed to the battlefield the Warlord and all models in any unit he has joined gain the Fleet (2) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.

No Gods or Masters (Traitor only)

After the brutal massacre of Isstvan V and the fall into savagery that quickly overtook the Imperium, some old factions within the Raven Guard chose to abandon their fallen master and seek their own destiny. Though they swore no allegiance to Horus, these reavers would no longer shackle themselves to the whims of a distant Emperor. They fought now only for themselves and had no interest in sacrificing their lives in the name of some great and lofty cause, only in defence of their brothers and for the plunder to be gained in the ruins of the Imperium.

This Warlord Trait may only be selected by a model with the Traitor Allegiance.

When in base to base contact with an enemy Infantry or Cavalry model whose Weapon Skill, Strength or Initiative is higher than this Warlord’s, a Warlord with this Trait increases their Weapon Skill, Strength and/or Initiative to match those of the enemy model with the highest value in that Characteristic that it is in base contact with. In addition, an army whose Warlord has this Trait may, once per battle, make a single Reaction without spending a point of the controlling player’s Reaction Allotment, as long as the Reaction is made by the Warlord or a unit the Warlord has joined.


Raven Guard Rites of War

An army whose Primary Detachment and Warlord has the Legiones Astartes (Raven Guard) Faction may make use of the following Rites of War if the Warlord also has the Master of the Legion special rule:

Rite of War: Decapitation Strike

Although the Raven Guard Legion possessed (as any Space Marine Legion did) the manpower, will and matèriel such as heavy weapons and tanks to fight wars of brutal onslaught and bloody attrition, they found it to be both needlessly wasteful and primitive to do so. Strategically, where possible, they favoured the clinical effectiveness of the decapitation strike. Launched either with complete surprise, or against a foe lured in by a raiding force set up as bait, this was a highly organised and precisely targeted attack, whose murderous and unforgiving force was contained and directed with precision, like the predatory strike of a raptor at its prey.

Effects
  • All models with the Legiones Astartes (Raven Guard) special rule in a Detachment using this Rite of War gain the Preferred Enemy (Independent Characters) special rule.
  • All models in any unit from a Detachment using this Rite of War assigned to a Deep Strike Assault or Flanking Assault gain the Shrouded (5+) special rule for the duration of the Game Turn in which they are deployed to the battlefield.
  • In missions that use Victory points, an army that includes a Detachment using this Rite of War gains an additional 2 Victory points for the Slay the Warlord Secondary Objective.

Limitations
  • A Detachment using this Rite of War may only include a single Heavy Support choice.
  • A Detachment using this Rite of War may not take Fortification choices.

Rite of War: Liberation Force

In the aftermath of the Dropsite Massacre, it was feared that Lord Corax, Primarch of the Raven Guard, had fallen, but in fact he had survived and led several thousand of his sons on a ninety-eight day campaign of vengeance and survival before his force was extricated from Isstvan V. Having returned to the Legion’s home world, Corax led the Raven Guard on a campaign to liberate the peoples of numerous worlds across the southern Imperium whose leaders had declared for the Warmaster. With each world freed from the yoke of treachery, another Loyalist army was raised, and the scales of justice tipped but a fraction back in favour of Terra.

Effects
  • Once per battle, at the start of any Game Turn, the controlling player may choose to have all models with the Legiones Astartes (Raven Guard) special rule in a Detachment using this Rite of War gain the Stubborn special rule for the duration of that Game Turn.
  • All models from an Allied Detachment that is part of an army whose Primary Detachment is using this Rite of War gain the Stubborn special rule.
  • All models in a unit composed entirely of models with the Legiones Astartes (Raven Guard) special rule gain the Hatred (Everything) special rule while at least one model from that unit is within 6" of any model from an Allied Detachment in the same army.

Limitations
  • A Detachment using this Rite of War may not include any models with the Slow, Heavy, Artillery, Bombard or Automated Artillery Sub-types.
  • A Detachment using this Rite of War must have the Loyalist Allegiance.
  • This Rite of War may only be selected for a Primary Detachment.
  • An army whose Primary Detachment is using this Rite of War must include an Allied Detachment that is selected from the Solar Auxillia or Imperialis Militia army lists that includes at least four units.

The Armoury of the Raven Guard

The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Raven Guard) Faction and exemplifies the nature of that Legion.

Raven’s Talons

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

Any model with the Legiones Astartes (Raven Guard) special rule that has a lightning claw may upgrade that weapon to a Raven’s Talon for +5 points per weapon. When a model has two Raven’s Talons, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Type
Raven’s Talons
-
User
3
Melee, Shred, Rending (5+), Specialist Weapon

Infravisor

Based upon Kiavarhan technology seized by the Raven Lord, these improved optics systems were capable of piercing even the worst conditions encountered during the Great Crusade. Capable of more accurate target acquisition as well as greater perception in reduced visibility, these visors were reserved for use by the most veteran of the Raven Guard’s warriors.

Any model with both the Legiones Astartes (Raven Guard) special rule and the Character Unit Sub-type may be given an infravisor for +10 points. This grants the model the Night Vision special rule and a bonus of +1 to their Ballistic Skill Characteristic. However, the model, and any unit they have joined, counts as having an Initiative of 1 when taking Blind tests.

Cameleoline

An old Terran innovation, a legacy of the Dark Age of Technology preserved by the nomad reavers that would later constitute the Raven Guard’s earliest recruits. These long cloaks incorporate nano-weave circuitry that allows them to absorb and nullify common wavelengths of light and effectively cloak their wearer from hostile eyes.

Any Legion Praetor or Legion Centurion with the Legiones Astartes (Raven Guard) special rule may be given the Cameleoline upgrade for +20 points, gaining the Shrouded (6+) special rule, or improves an existing version of the Shrouded (X) special rule by one step (from 5+ to 4+, for example). A model with the Mortificator or Praevian Consul upgrade may not select Cameleoline as an upgrade.

Corvid Pattern Jump Pack

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

Any model with both the Legiones Astartes (Raven Guard) and Independent Character special rules and with the Infantry Unit Type may exchange a Legion Warhawk jump pack for a Corvid pattern jump pack for +10 points.

At the start of the controlling player’s Movement phase, a model with a Corvid pattern jump pack 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 pack). This allows a model with a Corvid pattern jump pack 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 Corvid pattern jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests when beginning or ending their Movement in Dangerous Terrain – but gains a 4+ Invulnerable Save against any Wounds inflicted by failed Dangerous Terrain tests. A model with an activated Corvid pattern jump pack 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 Corvid pattern jump pack 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 Corvid pattern jump pack, 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 Corvid pattern jump pack 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.

Any model with a Corvid pattern jump pack also gains the Bulky (3), Hammer of Wrath (1) and Deep Strike special rules, or if it already has the Bulky (3) special rule, it gains the Bulky (4) special rule instead.

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