Legiones Astartes – Legion Heavy Support Squad
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HEAVY SUPPORT

Heavy support squads provide the Legions’ infantry with mobile, Space Marine-portable firepower sufficient to bring down hordes of enemy troops or smash armoured vehicles apart in withering hails of weapons fire. Although tanks and field artillery outrange and outgun heavy support squads in most cases — as well as of course often being much more heavily protected by armour plate, heavy support squads have all the flexibility of the infantryman to their advantage, and are able to disperse in terrain, climb heights to attain better fields of fire, and go where a battle tank or even a Dreadnought cannot.

  • Legion Heavy Support Squad 100 pts
M WS BS S T W I A Ld Sv Base
Legionary (base: 32mm)
Legionary 7 4 4 4 4 1 4 1 7 3+ 32mm
Legion Support Sergeant (base: 32mm)
Legion Support Sergeant 7 4 4 4 4 1 4 2 8 3+ 32mm
Unit Composition
  • 4 Legionaries
  • 1 Legion Support Sergeant
Wargear
  • Heavy bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Power armour
Unit Type
Special Rules
  • Legiones Astartes (X)
Dedicated Transport
Options
  • A Legion Heavy Support Squad may take:
  • - Up to 5 additional Legionaries
    +15 points each
  • One Legionary may take a Legion vexilla
    +10 points
  • One Legionary may take an augury scanner
    +10 points
  • One model in the unit may take a nuncio-vox
    +10 points
  • All models in the unit may exchange their heavy bolter for one of the following (all models must take the same option):
  • - Heavy flamer
    Free
  • - Autocannon
    +5 points per model
  • - Missile launcher (with frag, krak and flak missiles)
    +5 points per model
  • - Multi-melta
    +10 points per model
  • - Plasma cannon
    +10 points per model
  • - Volkite culverin
    +5 points per model
  • - Lascannon
    +10 points per model
  • The Legion Support Sergeant may exchange his power armour for:
  • - Artificer armour
    +10 points
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

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

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

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

The Space Marines of the Emperor’s Legions are genetically engineered, psycho-indoctrinated warriors with superhuman abilities, and minds and souls tempered for war. Each of the Legions has its own idiosyncrasies and character – the product of their gene-seed and the unique warrior cultures fostered by their masters.

Any unit with this special rule will have a number of additional special rules and abilities specific to their ‘named’ Legion, all of which will be defined in other Horus Heresy – Age of Darkness publications. A Space Marine unit may only have one such ‘named’ rule, e.g., Legiones Astartes (Sons of Horus). Space Marine units from a different Legion may only be included in an army using an Allied Detachment and in conjunction with the Allies in the Age of Darkness chart.
Legion Vexilla

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

A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds score used to determine if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with a Legion vexilla may, before any dice are rolled to determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced to move off the edge of the battlefield will instead stop moving, with any model that would have moved off of the battlefield ending its Fall Back move prematurely when it reaches 1" from the edge of the battlefield.
Augury Scanner

This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity.

A unit that includes at least one model with an augury scanner gains all of the following benefits:
  • Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an augury scanner.
  • A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect.
  • When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner may make the Interceptor Advanced Reaction without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase.
Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant co-ordination with other elements of an army – be they in a neighbouring region or in orbit high overhead. This allows precision reinforcements to be deployed nearby and strikes to be targeted with deadly accuracy.

While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Heavy flamer

Range
Str
AP
Heavy flamer
Template
5
4
Assault 1

Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

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

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

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

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

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

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.

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

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

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

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

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

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

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Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Frag Grenades

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

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Power Armour

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

Power armour provides a 3+ Armour Save.
Skyfire

Skyfire weapons excel at shooting down enemy aircraft.

A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.
Missile launcher

Range
Str
AP
Missile launcher
 - Frag
48"
4
6
Heavy 1, Blast (3"), Pinning
 - Krak
48"
8
3
Heavy 1
 - Flak
48"
7
3
Heavy 1, Skyfire

Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
Sunder

Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.

Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.
Heavy bolter

Range
Str
AP
Heavy bolter
36"
5
4
Heavy 4

Multi-melta

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

Volkite culverin

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

Plasma cannon

Range
Str
AP
Plasma cannon
36"
7
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot

Lascannon

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

Autocannon

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

© Vyacheslav Maltsev 2013-2024