Contents | ||
Book | Kind | Edition | Version | Last update |
Liber Hereticus | ||||
Liber Hereticus | Rulebook | 2 | 1.2 | December 2023 |
Liber Astartes | ||||
Liber Astartes | Rulebook | 2 | 1.2 | December 2023 |
The Siege of Cthonia | ||||
The Siege of Cthonia | Campaign | 2 | 1.0 | August 2023 |
Legion Javelin Squadron | ||||
Legion Javelin Squadron | Datasheet | 2 | May 2023 | |
Legion Mastodon | ||||
Legion Mastodon | Datasheet | 2 | May 2023 |
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)?:
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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:
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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. |
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. |
‘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. | ||
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. | ||
Lords of War and Primarchs in the Age of DarknessThe 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:
CRUSADE FORCE ORGANISATION CHART Primary Detachment (Required)
Allied Detachment (Optional) Lords of War Detachment (Optional)
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Age of Darkness Levels of AllianceTo 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. | ||
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. |
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.
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: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: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: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:Though by the end of the Horus Heresy many of its participants would have felt the corrupting touch of Chaos, the Word Bearers would be the first to accept it and the first to bear its mark into battle. At first this was a subtle thing, affecting the temperament of the Legion’s warriors, but soon it had become a terrible and irreversible transformation. Some among the Word Bearers became something other than their brothers, no longer enhanced humans but a terrible fusion of man and Daemon.
Models with the Corrupted Unit Sub-type are subject to the following rules and restrictions: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.
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.
EffectsAlthough 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.
EffectsA 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.
EffectsOne 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.
EffectsDrop Pod AssaultA 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. | ||
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.
EffectsThe 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.
EffectsSubterranean AssaultA 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. | ||
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.
EffectsWARLORD 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. | ||
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.
EffectsEven 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.
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. | ||
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. | ||
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 RulesA 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 RulesThe 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 RulesPsychic Discipline: AnathemataA 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.
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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 RulesA 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 RulesThe 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 RulesHighly 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 RulesWithin 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 RulesAs 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 RulesMasters 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 RulesHigh 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 RulesThe 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 RulesFew 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 RulesSaid 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 RulesA 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 RulesA 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.
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.
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.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: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.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).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.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.Some 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.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.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.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.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.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.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.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).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.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.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).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).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.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.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.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.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.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).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).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.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.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.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.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: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.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).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.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.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.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).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.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.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.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.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.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 PatrolAdvanced 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. | ||
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.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.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.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.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.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.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 10On 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. | ||
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 |
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+) |
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 |
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 |
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.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 |
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 |
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 |
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") |
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) |
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 |
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) |
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 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 |
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 |
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’ 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 |
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 |
Range | Str | AP | Type | |
Basic close combat weapon | - | User | - | Melee |
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 |
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 |
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 |
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) |
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 |
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 |
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.Range | Str | AP | Type | |
Servo-arm | - | 8 | 2 | Melee, Unwieldy |
Machinator array | - | +1 | 2 | Melee, Unwieldy, Shred, Armourbane (Melee) |
The Legiones Astartes also employ a number of other weapons that do not fall into any specific category.
Range | Str | AP | Type | |
Lascutter (Melee) | - | 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 |
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.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 -.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: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.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.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.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.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.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.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: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.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.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.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.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).This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.
The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).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.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.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: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).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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.Terminator armour features a powerful support exoskeleton and internal energy supply, but pays for its unparalleled protection with bulk.
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. | ||
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.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’.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).
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 The First LegionAny Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with this special rule may select the Paladin of the Hekatonystika Consul upgrade. A Warlord with this special rule may select a Warlord Trait from the Dark Angels Warlord Trait list. | ||
Hexagrammaton Unit Sub-typesAll 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-typeAll 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-typeAll 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-typeAll 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-typeAll 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-typeAll 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-typeAll 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 ReactionThis 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. | ||
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: |
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. |
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.
EffectsWhen 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.
EffectsThe 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.
EffectsDuty 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“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.
EffectsNamed 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.
EffectsAs 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.
Range | Str | AP | Type | |
Calibanite warblade | - | +1 | 3 | Melee, Rending (6+) |
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+) |
Range | Str | AP | Type | |
Terranic greatsword | - | +2 | 3 | Melee, Two-handed, Rending (5+), Murderous Strike (5+) |
Range | Str | AP | Type | |
Stasis missiles | 24" | 4 | - | Heavy 1, Blast (3"), Concussive (1) |
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: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 Sons of ChogorisAny 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. A Warlord with this special rule may select a Warlord Trait from the White Scars Warlord Trait list. | ||
White Scars Advanced ReactionThis 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. | ||
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. |
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. |
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.
EffectsThe 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.
EffectsA 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 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 |
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.Range | Str | AP | Type | |
Power glaive | - | +1 | 3 | Melee, Breaching (5+) |
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.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:A Psyker with this Discipline gains all the listed Powers, Weapons and special rules.
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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 Wolves of FenrisAny 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. A Warlord with this special rule may select a Warlord Trait from the Space Wolves Warlord Trait list. | ||
Space Wolves Advanced ReactionThis 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. | ||
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. |
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.
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.
EffectsThe 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.
EffectsA 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.
Any model with the Legiones Astartes (Space Wolves) special rule may exchange a chainsword for a Fenrisian axe for +2 points each.Range | Str | AP | Type | |
Fenrisian axe | - | +1 | - | Melee, Reaping Blow (1) |
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 |
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.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.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: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: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:Psychic Discipline: Winds of FenrisA Psyker with this Discipline gains all the listed Powers, weapons and special rules.
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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 Sentinels of TerraAny Legion Centurion with this special rule may select the Castellan Consul upgrade. A Warlord with this special rule may select a Warlord Trait from the Imperial Fists Warlord Trait list. | ||
Imperial Fists Advanced ReactionThis 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. | ||
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. |
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. |
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.
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.
EffectsWhen 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.
EffectsThe 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.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.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.Range | Str | AP | Type | |
Solarite Power Gauntlet | - | 10 | 1 | Melee, Unwieldy |
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:Range | Str | AP | Type | |
Iliastus Assault Cannon | 24" | 6 | 4 | Assault 4, Rending (6+), Malfunction |
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:The Imperial Fists came to Cthonia as vengeful conquerors, bringing with them all the weapons they had forged to defeat their own brethren and all the knowledge they had gleaned from the battles that had led them to that point. These they would employ with their usual stoic determination, for they knew that the end approached for the Horus Heresy and those that fought to decide the fate of the Imperium.
Inwit, though a desolate and hard world, is home to a number of technologies unknown elsewhere. These are rarely elegant or subtle but they are effective – and ferromag ammunition is no exception. These heavy shotgun shells do not fire a spread of shrapnel, but instead a single charged shell that attaches to ceramite and other exotic materials on impact before detonating, proving a deadly tool in short ranged firefights with enemy warriors of the Legiones Astartes.
Any model with the Legiones Astartes (Imperial Fists) special rule may exchange an Astartes shotgun for a ferromag shotgun at no additional cost.Range | Str | AP | Type | |
Ferromag shotgun | 10" | 5 | 4 | Assault 1, Breaching (6+) |
Unforgiven (Loyalist Only) Those Imperial Fists that earned the ire of Rogal Dorn faced a harsh fate, for their Primarch was not given to forgiveness or understanding, and those warriors of his Legion that failed to live up to his lofty standards found themselves discarded. These Unforgiven, as they were known, were driven to attempt the impossible in battle for they could only return to favour if they could achieve some grand feat of arms to bring before the Lord of Inwit. This Warlord Trait may only be selected by a model with the Loyalist Allegiance. |
Bound by Glory The Imperial Fists number some of the oldest veterans of the Great Crusade amongst their ranks, warriors that have fought for the Emperor since the beginning of the Great Crusade. They have fought in uncounted battles, slain countless foes and stood alongside each of their brother Legions in battle on numerous battlefields. For these veterans the Horus Heresy is a tragedy beyond compare, for it has turned once loyal companions and allies to terrible and merciless foes. The controlling player of a Warlord with this Trait may select a single variant of the Legiones Astartes (X) special rule, other than Legiones Astartes (Imperial Fists) at the start of the battle, before any models are deployed onto the battlefield, but after all players have selected their armies. The Warlord with this Trait and all models in a unit it has joined gain the Fearless special rule when locked in combat with an enemy unit that includes one or more models with that variant of the Legiones Astartes (X) special rule – but may not choose to make a Sweeping Advance against an enemy unit that includes one or more models with that variant of the Legiones Astartes (X) 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. |
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 Children of BaalUnits with this special rule gain access to unique Wargear options (see Armoury of the Blood Angels). A Warlord with this special rule may select a Warlord Trait from the Blood Angels Warlord Trait list. | ||
Blood Angels Advanced ReactionThis 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. | ||
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. |
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. |
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.
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.
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.Range | Str | AP | Type | |
Inferno pistol | 6" | 8 | 1 | Pistol 1, Armourbane (Melta) |
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: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) |
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:Range | Str | AP | Type | |
Iliastus Assault Cannon | 24" | 6 | 4 | Assault 4, Rending (6+), Malfunction |
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 Sons of MedusaLegion 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. A Warlord with this special rule may select a Warlord Trait from the Iron Hands Warlord Trait List. | ||
Iron Hands Advanced ReactionThis 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. | ||
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. |
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. |
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. |
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.
EffectsThe 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.
EffectsMany 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: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.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.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.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.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 |
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.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 ReactionThis 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. | ||
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. |
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. |
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.
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. | ||
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.Range | Str | AP | Type | |
Legatine axe | - | User | 2 | Melee |
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.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.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 ReactionThis 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. | ||
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. |
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. |
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.
EffectsFor 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.
EffectsPsychic Discipline: Fury of the SalamanderA Psyker with this Discipline gains all the listed Powers, Weapons and other special rules, as well as the Aetheric Lightning Psychic Weapon.
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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.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 |
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.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.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.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 ReactionThis 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 FuryModels 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:
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). | ||
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. |
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. |