Legiones Astartes – Mor Deythan Squad
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ELITES

Informally known as the ‘Shadow Masters’, the Mor Deythan are a small cadre of infiltration squads within a Legion already well known for its nigh-unsurpassed skill in such tactics. They are, however, far more than specialists in the arts of stealth, for each warrior is a veteran of the Lycaean Uprising who fought at the side of Corax himself. When the Emperor arrived on Lycaeus, and the Raven Lord learned the truth of his creation, some rebels sought to remain at his side. The strongest of the young freedom fighters were judged worthy of ascension to the ranks of the XIXth Legion, providing a constant reminder of the Primarch’s roots.

At the beginning of the Horus Heresy, the Mor Deythan are few in number, having fought countless campaigns over eight decades at their master’s side, and they rarely admit new recruits into their ranks. Most who remain are grizzled veterans, supremely confident in their abilities. They are adept at moving silent and unseen through the shadows and attacking as and where they will.

  • Mor Deythan Squad 150 pts
M WS BS S T W I A Ld Sv Base
Mor Deythan (base: 32mm)
Mor Deythan 7 4 5 4 4 2 4 2 8 3+ 32mm
Mor Deythan Shade (base: 32mm)
Mor Deythan Shade 7 4 5 4 4 2 4 3 9 3+ 32mm
Unit Composition
  • 4 Mor Deythan
  • 1 Mor Deythan Shade
Wargear
  • Power armour
  • Bolt pistol
  • Chainsword
  • Astartes shotgun
  • Frag grenades
  • Krak grenades
  • Shroud bombs
Unit Type
Special Rules
  • Legiones Astartes (Raven Guard)
  • Relentless
  • Scout
  • Fatal Strike
Dedicated Transport
Options
  • The Mor Deythan Squad may take:
  • - Up to 5 additional Mor Deythan
    +25 points each
  • Any model in the unit may exchange its chainsword for one of the following:
  • - Power weapon
    +10 points each
  • - Charnabal weapon
    +10 points each
  • Any model in the unit may exchange its Astartes shotgun for one of the following:
  • - Nemesis bolter
    +5 points each
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • For every three models in the unit, one model may exchange its Astartes shotgun for one of the following:
  • - Volkite charger
    +5 points each
  • - Flamer
    +5 points each
  • - Meltagun
    +15 points each
  • - Plasma gun
    +10 points each
  • - Plasma pistol
    +10 points each
  • - Missile launcher with frag and krak missiles
    +15 points each
  • The Mor Deythan Shade may also take:
  • - Melta bombs
    +10 points
  • The Mor Deythan Shade may exchange his power armour for artificer armour
    +10 points

Fatal Strike

Once per battle, a unit that includes any models with this special rule may declare a Fatal Strike at the start of any of the controlling player’s Shooting phases. For the duration of that Phase, the Shooting Attacks of all models in the unit with the Fatal Strike special rule gain the Rending (4+) special rule in addition to any other effects their weapons might have. This does not replace or improve any other versions of the Rending (X) special rule already possessed by the unit and may not be used when attacking with weapons that have either the Template or the Blast (X) special rules.
Rapid Fire Weapons

Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired as effectively when a squad is advancing as when taking single, long-ranged shots.

A model armed with a Rapid Fire weapon can make two attacks at a target up to half the weapon’s Maximum Range away. Alternatively, it can instead make one attack at a target over half the weapon’s range away, up to the weapon’s Maximum Range.

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

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

RangeSAPType
Bolter24"45Rapid Fire
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.
Number of Attacks
Each engaged model makes a number of Attacks (A) as indicated on its Characteristics profile, plus the following bonus attacks:

+1 Charge Bonus: Engaged models that Charged this turn get +1 Attack this turn. Models in units that made a Disordered Charge do not get this bonus.

+1 Two Weapons: Engaged models with two single-handed weapons (often a Melee weapon and/or Pistol in each hand) get +1 Attack. Models with more than two weapons gain no additional benefit; you only get one extra attack.

Other Bonuses: Models may have other special rules and Wargear that confer extra attacks.
Melee Type
Weapons with the Melee type can only be used in close combat.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

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

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

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

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

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Range
Str
AP
Type
Power sword
-
User
3
Melee, Rending (6+)
Power axe
-
+1
2
Melee, Unwieldy
Power maul
-
+2
3
Melee
Power lance
-
+1
3
Melee, Reach (1)

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

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

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
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 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
Ignores Cover

This weapon fires ammunition that cheats an enemy of their shelter.

Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.
Sniper

Sniper weapons are precision instruments, used to pick out a target’s weak points.

If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.
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.
Bolt Weapons

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

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Bolt pistol
12"
4
5
Pistol 1
Bolter
24"
4
5
Rapid Fire
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
Kraken bolter
30"
4
4
Rapid Fire
- Tempest rounds
18"
3
6
Assault 3, Ignores Cover
- Scorpius rounds
24"
5
4
Assault 1, Breaching (4+)
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
Heavy bolter
36"
5
4
Heavy 4
Gravis bolt cannon
48"
5
4
Heavy 6, Twin-linked
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
Avenger bolt cannon
36"
6
3
Heavy 7
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.
One Use/One Shot

Certain items can only be used once, so a general must choose wisely when to do so.

A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.
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.
Instant Death
Even though some warriors have multiple Wounds, there are several kinds of weapons in the 31st Millennium that are powerful enough to kill them instantly. If the Strength Characteristic of an attack is at least double the Toughness Characteristic (after modifiers) of the target model, the attack gains the Instant Death special rule.

Instant Death: If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Combi-weapons

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

Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.

  • Any Legiones Astartes profile that allows a model to select a magna combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: meltagun, plasma gun or disintegrator*.
  • Any Legiones Astartes profile that allows a model to select a minor combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: flamer, volkite charger or grenade launcher.

Note that the combi-bolter, though similarly named, does not use these rules and is fired as a normal ranged weapon and has no primary or secondary components.

Range
Str
AP
Type
Bolter (Primary)
24"
4
5
Rapid Fire
Flamer (Secondary)
Template
4
5
Assault 1
Meltagun (Secondary)
12"
8
1
Assault 1, Armourbane (Melta), One Shot
Plasma gun (Secondary)
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot, One Shot
Volkite charger (Secondary)
15"
5
5
Assault 2, Deflagrate
Grenade launcher (Secondary)
 - Frag
24"
3
6
Assault 1, Blast (3"), Pinning
 - Krak
24"
5
4
Assault 1
Disintegrator* (Secondary)
24"
5
2
Rapid Fire, Instant Death, Gets Hot, One Shot

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

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

Army List
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Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Chainsword

Range
Str
AP
Chainsword
-
User
-
Melee, Shred

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.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Melta bomb

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

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

Plasma pistol

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

Duellist’s Edge (X)

Some weapons have such a fine balance that they leap and spin in their wielder’s hands like living things, eager to spill the blood of the foe.

When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
Two-handed

This weapon is particularly heavy and requires both hands to wield.

A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
Charnabal Weapons

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

All weapons listed here are counted as ‘Charnabal’ weapons for those rules that affect such weapons. A model that is eligible to select a Charnabal weapon may take any of the weapons included in this Profile.
Range
Str
AP
Type
Charnabal sabre
-
User
-
Melee, Breaching (5+), Duellist’s Edge (1)
Charnabal tabar
-
+2
-
Melee, Breaching (6+), Duellist’s Edge (1)
Charnabal glaive
-
+1
-
Melee, Breaching (5+), Duellist’s Edge (2), Two-handed
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.
Concussive (X)

Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.

A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).

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

Range
Str
AP
Flamer
Template
4
5
Assault 1

Plasma gun

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

Meltagun

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

Shroud Bombs

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

Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with shroud bombs is considered to be 6" further than the actual range between the two units – enemy models with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, a unit that includes at least one model with shroud bombs is always treated as though it was out of line of sight when scattering any attacks.
Scout

Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.

After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

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

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

Astartes shotgun

Range
Str
AP
Astartes shotgun
12"
4
-
Assault 2, Concussive (1)

Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
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.
Fatal Strike
Once per battle, a unit that includes any models with this special rule may declare a Fatal Strike at the start of any of the controlling player’s Shooting phases. For the duration of that Phase, the Shooting Attacks of all models in the unit with the Fatal Strike special rule gain the Rending (4+) special rule in addition to any other effects their weapons might have. This does not replace or improve any other versions of the Rending (X) special rule already possessed by the unit and may not be used when attacking with weapons that have either the Template or the Blast (X) special rules.
Template Weapons

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets. They are excellent for killing enemy troops in cover, as the payload simply flows over intervening obstacles to assail the foe behind.

Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit. A Template weapon never hits the model firing it.

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

Blast weapons fire shells, missiles or packets of energy that explode on impact.

When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.

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

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

Once the number of Hits inflicted on the unit has been worked out, roll To Wound and Save as normal. Note that, unlike other attacks, Wounds inflicted by an attack with the Blast special rule can be allocated to any models in the target unit, even if they are out of sight of any models from the attacking unit.
© Vyacheslav Maltsev 2013-2024