PRIMARCH A being of thunderous zeal and stone made manifest is how many described the Primarch of the VIIth Legion. The zeal was the fire of a son who believed in his father’s dream for the Imperium without reservation and without question. To Rogal Dorn, there was no higher purpose to the existence of the Legiones Astartes than the unification of Mankind, and the illumination of the Imperium’s ideals. This idealism drove Dorn and his Legion ever onwards, never compromising, never stinting in any aspect of duty. The stone in his soul was his ability to bear whatever his father needed of him, an unyielding nature, which made him both a master of defence in war, and an indomitable fighter on the attack. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Rogal Dorn (base: 40mm) | |||||||||||
Rogal Dorn | 8 | 8 | 6 | 6 | 6 | 7 | 6 | 6 | 10 | 2+ | 40mm |
Bulwark of the ImperiumOf all the Primarchs, Dorn was ever the most tenacious, never willing to admit defeat no matter the odds arrayed against him. Those who followed him drew strength from his determination, and pride from his ability to turn the tide of any conflict where the enemy was foolish enough to test his wrath. Any successful Charge that targets Rogal Dorn or a unit he has joined is always counted as a Disordered Charge.Warlord: Sire of the Imperial FistsDuring the darkness of the Horus Heresy, Rogal Dorn was given the mantle of Warmaster in all but name, becoming the ultimate commander of Loyalist forces in the Segmentum Solar. He did not baulk at this duty but accepted it with characteristic resilience, and enacted it with brilliant competence. If chosen as the army’s Warlord, Rogal Dorn automatically has the Sire of the Imperial Fists Warlord Trait and may not select any other Warlord Trait.Sire of the Imperial Fists – All models with both the Legiones Astartes (Imperial Fists) special rule and the Character Sub-type in the same army as Rogal Dorn may use his Leadership Characteristic instead of their own, and any unit they are part of may add +1 to the total number of successful Wounds caused for the purposes of resolving which side has won a combat (this does not stack with any other rules that increase the Assault result). In addition, the controlling player of an army with Rogal Dorn as its Warlord may select one Phase at the start of the battle, before any models are deployed onto the battlefield. During the chosen Phase of their opponent’s turn, an army that includes Rogal Dorn gains an additional Reaction as long as Rogal Dorn has not been removed as a casualty. The Auric ArmourRogal Dorn wore armour fashioned, it is said, from the same auric-adamantium alloy as the Emperor’s own warplate. The Auric Armour provides Rogal Dorn with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, no attack may wound Rogal Dorn on better than a 4+ regardless of its Strength or special rules.Storm’s TeethThis colossal chainblade, too weighty for any but a Primarch to wield, is said to have been crafted by the weaponsmiths of Inwit before the coming of the Emperor. Its razored teeth can shred metal, stone and flesh with ease and, while the Primarch of the Imperial Fists Legion has many arms at his disposal, some relics of far greater power, it is this blade which has served him faithfully for so long he favours most. The weapon listed here is counted as a ‘Chain’ weapon for those rules that affect such weapons.
The Voice of TerraPresented to Rogal Dorn by the Custodian Guard to honour the Primarch’s appointment as Praetorian of Terra, this tactical bolter follows the pattern of the Legio Custodes’ own weaponry, albeit redesigned for the hand and might of a Primarch to wield. The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons.
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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.
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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.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.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.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.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 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.
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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.
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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.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).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.
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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 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.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 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 |
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.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.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.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.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).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.Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.
Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.Barrage weapons lob shells high into the air, landing them in the midst of the foe.
All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.
When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.
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Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.
If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.Some weapons produce such a weight of fire that any target pummelled by their attack is left dazed and stunned.
Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.
A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.This datasheet has Primarch Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
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: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.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).Bolstered by their ultimate faith in their goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends.
A unit that contains at least one model with this special rule rolls an extra dice when making Sweeping Advances and discards the lowest scoring dice before determining the result.Some warriors use the impetus of the charge to fuel their own fury.
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model’s Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength.Rogal Dorn wore armour fashioned, it is said, from the same auric-adamantium alloy as the Emperor’s own warplate.
The Auric Armour provides Rogal Dorn with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, no attack may wound Rogal Dorn on better than a 4+ regardless of its Strength or special rules.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 |
This colossal chainblade, too weighty for any but a Primarch to wield, is said to have been crafted by the weaponsmiths of Inwit before the coming of the Emperor. Its razored teeth can shred metal, stone and flesh with ease and, while the Primarch of the Imperial Fists Legion has many arms at his disposal, some relics of far greater power, it is this blade which has served him faithfully for so long he favours most.
The weapon listed here is counted as a ‘Chain’ weapon for those rules that affect such weapons.Range | Str | AP | ||
Storm’s Teeth | - | +2 | 2 | Melee, Two-handed, Murderous Strike (6+), Shred, Reaping Blow (2) |
Presented to Rogal Dorn by the Custodian Guard to honour the Primarch’s appointment as Praetorian of Terra, this tactical bolter follows the pattern of the Legio Custodes’ own weaponry, albeit redesigned for the hand and might of a Primarch to wield.
The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons.Range | Str | AP | ||
The Voice of Terra | 24" | 5 | 3 | Assault 3, Rending (5+) |
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 |
Of all the Primarchs, Dorn was ever the most tenacious, never willing to admit defeat no matter the odds arrayed against him. Those who followed him drew strength from his determination, and pride from his ability to turn the tide of any conflict where the enemy was foolish enough to test his wrath.
Any successful Charge that targets Rogal Dorn or a unit he has joined is always counted as a Disordered Charge.During the darkness of the Horus Heresy, Rogal Dorn was given the mantle of Warmaster in all but name, becoming the ultimate commander of Loyalist forces in the Segmentum Solar. He did not baulk at this duty but accepted it with characteristic resilience, and enacted it with brilliant competence.
If chosen as the army’s Warlord, Rogal Dorn automatically has the Sire of the Imperial Fists Warlord Trait and may not select any other Warlord Trait.