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


Books

BookKindEditionVersionLast update
  Liber Hereticus
  Liber HereticusRulebook21.2December 2023
  Liber Astartes
  Liber AstartesRulebook21.2December 2023
  The Siege of Cthonia
  The Siege of CthoniaCampaign21.0August 2023
  Legion Javelin Squadron
  Legion Javelin SquadronDatasheet2May 2023
  Legion Mastodon
  Legion MastodonDatasheet2May 2023

FAQ

Rulebook: Liber Hereticus

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

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

Rulebook: Liber Astartes

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

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

The Legiones Astartes Army List

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

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

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

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

The Legiones Astartes at War: Building a Space Marine Army

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

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

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

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

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

The Legiones Astartes (X) Special Rule

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

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

Force Organisation Charts and Detachments

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

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

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

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

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

Lords of War and Primarchs in the Age of Darkness

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

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

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

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

CRUSADE FORCE ORGANISATION CHART


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

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

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

Allies in the Age of Darkness

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

Factions and Army Lists

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

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

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

Age of Darkness Levels of Alliance

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

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

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

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

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

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

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

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

Warlords of the Legiones Astartes

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

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

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

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

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

Core Warlord Traits

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

Bloody-handed

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

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

Stoic Defender

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

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

Ever-vigilant

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

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


Army List Profiles and Miniatures

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

Legiones Astartes Unit Types

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

Unique Sub-type

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

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

Skirmish Sub-type

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

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

Bombard Sub-type

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

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

Reinforced Sub-type

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

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

The Corrupted Unit 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:
  • All models with the Corrupted Unit Sub-type gain the Fear (1) special rule.
  • Any Hits inflicted on a model with the Corrupted Unit Sub-type by a weapon with the Force or Psychic Focus special rules gain the Instant Death special rule.
  • Any unit composed entirely of models with the Corrupted Unit Sub-type is immune to the effects of the Fear (X) special rule, automatically passes Regroup tests and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. When a unit composed entirely of models with the Corrupted Unit Sub-type fails a Morale check it does not Fall Back as per the standard rules, but instead suffers D3 automatic Wounds with no saves or Damage Mitigation rolls of any kind allowed.
  • No model that does not also have the Corrupted Unit Sub-type or the Daemon Unit Type may join a unit that includes one or more models with the Corrupted Unit Sub-type.

Legiones Astartes Rites of War

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

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

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

Gaining Access to Rites of War

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

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

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

Unaligned Rites of War

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

Rite of War: Legion Recon Company

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

Effects

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

Rite of War: Angel’s Wrath

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

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

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

Rite of War: Sky-hunter Phalanx

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

Effects

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

Rite of War: Drop Pod Assault

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

Effects

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

Drop Pod Assault

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

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

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

Performing a Drop Pod Assault
To deploy those models assigned to a Drop Pod Assault onto the battlefield, first the controlling player must select any one Legion Drop Pod, Legion Dreadnought Drop Pod, Legion Dreadclaw Drop Pod or Legion Kharybdis Assault Claw assigned to the assault. Place that model anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that model.

If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain then the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If possible, the model must be placed in a position that will allow the models Embarked within to deploy (see as follows), and may only be placed in a position that denies the Embarked unit space to deploy if no other position is available.

Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Drop Pod Assault is Disordered, and the opposing player may deploy each remaining Legion Drop Pod, Legion Dreadnought Drop Pod, Legion Dreadclaw Drop Pod and Legion Kharybdis Assault Claw in the Drop Pod Assault anywhere within 24" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys those models anywhere within 24" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. If possible, each model must be placed in a position that will allow the models Embarked within to deploy (see as follows), and may only be placed in a position that denies the Embarked unit space to deploy if no other position is available. Once all of the Legion Drop Pods, Legion Dreadnought Drop Pods, Legion Dreadclaw Drop Pods and Legion Kharybdis Assault Claw have been placed, any enemy units that have one or more models within 6" of any model deployed as part of the Drop Pod Assault must make an immediate Pinning test. Once all Pinning tests are resolved, all units Embarked on a Legion Drop Pod, Legion Dreadnought Drop Pod, Legion Dreadclaw Drop Pod and Legion Kharybdis Assault Claw deployed as part of this Drop Pod Assault, must Disembark following the normal rules for Disembarking. Any models that cannot be Disembarked are removed as casualties.

Once all units taking part in the Drop Pod Assault have Disembarked, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Drop Pod Assault or that has Disembarked from a model deployed as part of the Drop Pod Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Drop Pod Assault.

Once all units from the Drop Pod Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Drop Pod Assault may not Move or Run in the same turn as they are deployed, but may make Shooting Attacks as normal in the Shooting phase. During the Assault phase, only units deployed from a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal, other units deployed as part of a Drop Pod Assault may not declare or resolve a Charge on the same turn as they are deployed.

Rite of War: Pride of the Legion

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

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

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

Rite of War: Underworld Assault

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

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

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

Subterranean Assault

A subterranean assault is a full scale attack conducted by units that have approached the target site by means of subsurface transport, emerging from below into the teeth of the enemy force, shattering its formation and sowing chaos amongst its ranks. Such attacks are most often initiated in order to counter enemy macro-fortifications or to navigate otherwise impassable terrain, but some commanders favour them for the sheer surprise they engender.

Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model with the Transport Sub-type that has the Subterranean Assault special rule itself.

When rolling for Reserves, roll a single dice for all of the units assigned to the Subterranean Assault rather than rolling separately for each unit. If the roll is successful then all of the Subterranean Assault units must enter play in that turn and follow this procedure:

Performing a Subterranean Assault
Once a Reserves roll for the units assigned to the Subterranean Assault has succeeded and the units are to be brought into play, the controlling player selects a single unit to deploy first. That player must place a single model with the Subterranean Assault special rule that is either a Dedicated Transport or a unit of its own (this model may have a unit Embarked within) anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that model. If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain.

If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain.

Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Subterranean Assault is Disordered, and the opposing player may deploy each remaining unit in the Subterranean Assault anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each other unit anywhere within 12" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. Any models Embarked on a model with the Transport Sub-type must remain Embarked and may not Disembark as part of a Subterranean Assault (but may Disembark normally during the following Movement phase).

Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Subterranean Assault.

Once all units from the Subterranean Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Subterranean Assault may Move, Run or Shoot as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault may not declare or resolve a Charge on the same turn as they are deployed.

Rite of War: Armoured Spearhead

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

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

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

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

Rite of War: Brethren of Iron

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

Effects

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

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

Rite of War: Fury of the Ancients

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

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

  • Venerable Ancient30 pts

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

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

Legiones Consularis

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

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

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

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

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

Unaligned Space Marine Consul Types


Legion Librarian

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

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

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

Legion Master of Signals

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

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

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

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

Legion Esoterist

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

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

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

Psychic Discipline: Anathemata

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

Breach the Veil (Psychic Power)

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

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

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

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

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

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

Void Darts (Psychic Weapon)

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

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

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

Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.

Seal the Veil (Psychic Power)

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

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

Legion Champion

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

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

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

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

Legion Delegatus

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

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

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

Legion Chaplain

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

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

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

Legion Vigilator

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

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

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

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

Legion Pathfinder

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

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

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

Legion Herald

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

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

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

Legion Forge Lord

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

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

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

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

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

Legion Primus Medicae

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

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

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

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

Legion Siege Breaker

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

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

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

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

Legion Armistos

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

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

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

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

Legion Moritat

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

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

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

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

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

Legion Mortificator

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

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

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

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

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

Legion Praevian

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

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

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

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

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

Legiones Astartes Special Rules

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

Apothecarion Detachment

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

An Apothecarion Detachment is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in an Apothecarion Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Apothecaries that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Apothecary, and any Legion Apothecaries that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Apothecary. No Apothecary may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes an Apothecary as normal during either deployment or any following turn). No more than one Apothecary may be assigned to any given unit.

Once assigned to a unit, the Legion Apothecary is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Apothecary is removed as well. In battles using Victory points, no Victory points are ever scored for removing an Legion Apothecary as a casualty. When assigned to a unit, a Legion Apothecary gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.

Area Denial Drop

An area denial drop is a co-ordinated attempt to close off an area of the battlefield to the enemy by seeding it with automated weapons systems and hunter seeker units.

Before the start of the first turn, when placing units into Reserve, a player must assign all models with this special rule in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player’s first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below:

Performing an Area Denial Drop
When deploying the Area Denial Drop, the controlling player selects one of the available units to deploy first. Place a single model from that unit anywhere on the battlefield that is at least 6" from any enemy model, battlefield edge or piece of Impassable Terrain and is outside of all Deployment Zones. Do not scatter the model.

If possible, the model must be placed in a position that will allow any other models in the same unit to deploy (as follows), and may only be placed in a position that denies the remainder of the squad a place within unit coherency if no other position is available.

Once the model’s final position has been decided, the remainder of the unit may be deployed anywhere that is within unit coherency and more than 6" from any enemy model or piece of Impassable Terrain. Any models that cannot be placed are removed as casualties.

Once this first unit has been deployed, roll a D6. On the roll of a ‘1’, the Area Denial Drop is Disordered and the opposing player may deploy each remaining unit in the Area Denial Drop anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each remaining unit anywhere within 12" of the first without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain.

Once all units are deployed, any enemy units within line of sight and range may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Area Denial Drop. Any units that are chosen to make the Interceptor Reaction do not expend any of the controlling player’s Reaction Allotment, but do count as having made a Reaction (and thus cannot React again before the next Phase begins). Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of an Area Denial Drop.

Once all units from the Area Denial Drop have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of an Area Denial Drop may not Move or Run in the Movement phase of the turn in which they are deployed, but may Shoot and declare Charges as normal (if the models deployed as part of the Area Denial Drop are allowed to make Charges).

Auxiliary Vehicle Bay

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

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

Bitter Duty

Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.

A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).

Breaching (X)

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

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

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

Brutal (X)

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

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

Containment Breach

Some of the more powerful reactors in use by the vehicles of the Imperium are so potent as to cause terrible damage to those nearby should they be breached by enemy fire. Yet, the engines of war they feed are so vital that such risks are considered worthwhile.

If a model with this special rule suffers an Explodes result on the Vehicle Damage table then when determining the radius of the explosion roll D6+3 instead of D6.

Crushing Weight

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

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

Deathstorm

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

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

Detonation

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

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

Dreadnought Talon

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

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

Dreadnought Transport

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

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

Feedback

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

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

Fury of the Legion

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

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

Graviton Collapse

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

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

Harbingers of the Legion

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

A unit that includes any models with this special rule may not join or be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit that includes any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring unit or a Denial unit regardless of any other special rules or Mission rules in use – however, a model with this special rule may re-roll all failed Shrouded Damage Mitigation rolls.

Heart of the Legion

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

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

Heat Blast

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

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

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

Heavy Beam

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

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

Impact-reactive Doors

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

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

Inertial Guidance System

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

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

Inexorable

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

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

Infantry Transport

The most common transport vehicles are those dedicated to carrying the infantry that form the core of Mankind’s armies. Such bulk transports lack the specialised equipment to accommodate more unique warriors.

No model with any version of the Bulky (X) special rule may Embark on a model that has this special rule.

Legion Artillerists

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

A Legion Rapier Battery must have one Legion Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Legion Rapier Battery contains fewer Legion Gunners than Rapier Carriers then only a number of Rapier Carriers equal to the number of Legion Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Legion Gunners in the unit as there are Rapier Carriers then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled, and all Legion Gunners in the unit gain a bonus of +1 to their Leadership Characteristic (this bonus is lost immediately once the number of Legion Gunners is reduced to less than the number of Rapier Carriers in the unit).

Legiones Consularis

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

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

Limited Ammunition

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

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

Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

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

Marked for Death

Trained to identify and slaughter specific targets, certain cadres of warriors make an art of stalking and assassination. These warriors are singular in their focus, and, when unleashed upon the foe, are a decree of certain death.

At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a single enemy unit may be chosen by a player that controls any models with this special rule – this unit is considered ‘marked for death’. When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has ‘marked for death’, all failed To Wound rolls of ‘1’ may be re-rolled.

Master of Automata

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

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

Master of the Legion

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

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

Neutron-flux

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

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

Orbital Assault Vehicle

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

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

Plasma Burn

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

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

Reach (X)

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

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

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

Reactor Blast

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

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

Reaping Blow (X)

Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.

If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).

Repair

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

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

Retinue

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

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

Rocket Barrage

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

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

Spite of the Legion

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

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

Sudden Strike (X)

Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.

A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).

Talons of the Legion

Employed to cover the advance of the infantry companies below, those who pilot the aircraft of the Space Marine Legions are masters of the interception and destruction of enemy aircraft and airborne xenos beasts.

A unit or model with this special rule may be placed into Combat Air Patrol at the start of the battle, before any models are deployed onto the battlefield. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction.

Advanced Reaction: Combat Air Patrol

Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions they are activated in unique and specific circumstances, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.

Combat Air Patrol – This Advanced Reaction may be made whenever any enemy model that has the Vehicle Unit Type and the Flyer Sub-type enters the battlefield from Reserves. The Reactive player may nominate any one model that has been assigned to Combat Air Patrol. Once the enemy model with the Vehicle Unit Type and Flyer Sub-type that triggered this Reaction has finished any and all Movement as it is brought into play, the chosen model assigned to Combat Air Patrol is brought into play from any point on the edge of the battlefield, moving into play as if it had entered play from Reserves. Once the Combat Air Patrol model has finished its Movement it may immediately make a Shooting Attack targeting the enemy model that triggered this Reaction – as long as it has finished its Movement with line of sight to that model.

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

Techmarine Covenant

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

A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit.

Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.

Torsion Crusher

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

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

Traitor

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

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

Transport Bay

Some of the largest transport vehicles are specially designed to carry both infantry and engines of war into battle, allowing versatile battle groups to be deployed to the battlefield at once. These rare war machines are often restricted to the most elite of an army, and used to tackle the most perilous of missions.

A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.

Void Shields (X)

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

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

Volatile Plasma Containment

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

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

Armoury of the Legiones Astartes

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

Weapon Strengths Above 10

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

Ranged Weapons


Archaeotech Pistol

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

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

Artillery Cannon

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

Range
Str
AP
Type
Demolisher cannon
24"
12
3
Ordnance 1, Blast (3"), Sunder, Rending (6+), Brutal (3)
Morbus bombard
36"
10
4
Ordnance 1, Barrage, Large Blast (5"), Pinning, Rending (6+)
Quad launcher
 - Frag
12"-60"
5
5
Heavy 1, Barrage, Large Blast (5"), Shred
 - Shatter
36"
8
4
Heavy 4, Sunder
 - Incendiary
12"-60"
4
5
Heavy 1, Barrage, Large Blast (5"), Ignores Cover, Pinning, Shred
 - Splinter
12"-36"
2
4
Heavy 1, Barrage, Large Blast (5"), Rending (6+), Pinning, Shell Shock (1)
Dreadhammer siege cannon
24"
12
3
Ordnance 1, Large Blast (5"), Rending (4+), Sunder, Brutal (4)
Thunderhawk cannon
72"
8
4
Destroyer 1, Massive Blast (7"), Rending (6+)

Auto Weapons

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

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

Bolt Weapons

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

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

Combi-weapons

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

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

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

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

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

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

Conversion Beam Weapons

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

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

Disintegrator Weapons

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

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

Flame Weapons

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

All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Hand flamer
Template
3
-
Pistol 1
Flamer
Template
4
5
Assault 1
Toxiferran flamer
Template
4
5
Assault 1, Poisoned (3+), Rending (6+)
Heavy flamer
Template
5
4
Assault 1
Flamestorm cannon
Template
6
4
Heavy 1, Torrent (18")

Graviton Weapons

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

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

Las Weapons

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

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

Melta Weapons

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

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

Missile Weapons

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

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

Phosphex Weapons

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

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

Plasma Weapons

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

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

Rad Weapons

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

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

Volkite Weapons

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

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

Exotic and Miscellaneous Weapons

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

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

Close Combat Weapons


Basic Combat Weapons

As stated in the Horus Heresy: Age of Darkness rulebook, all models are considered to have some form of basic close combat weapon – be it a knife, entrenchment tool or simply bared fists and stubborn determination. In the Legiones Astartes this is most often the ubiquitous combat blade, a single edged, pattern welded blade forged of several non-terrestrial alloys. Regardless of the nature of this weapon, all basic close combat weapons share the same profile, repeated here for ease of reference:
Range
Str
AP
Type
Basic close combat weapon
-
User
-
Melee

Chain Weapons

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

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

Charnabal Weapons

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

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

Force Weapons

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

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

Power Weapons

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

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

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

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

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

Paragon Blades

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

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

Servo Weapons

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

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

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

Exotic and Miscellaneous Weapons

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

Range
Str
AP
Type
Lascutter (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

Legiones Astartes Wargear

Artificer Armour

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

Artificer armour confers a 2+ Armour Save.

Atomantic Deflector

Powered by the vast glut of energy from its atomantic heart, many of the more advanced Legiones Astartes war machines entered the field of battle veiled in a protective shroud of energy that could deflect or disperse las bolts and kinetic munitions. Yet, such was the power channelled through this little-understood device that, in death, these engines of war would erupt in fiery ruin, a danger to both friend and foe.

A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.

Augury Scanner

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

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

Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of power armour, these enable the wearer to co-ordinate battlefield data with blinding speed.

A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum.

Combat Shields & Boarding Shields

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

Combat shields confer a 6+ Invulnerable Save, boarding shields confer a 5+ Invulnerable Save, but a model with a boarding shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.

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

Command Vox Relay

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

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

Cortex Controller

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

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

Cyber-familiar

Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.

Dozer Blade

Ranging from simple slabs of steel crudely attached to a vehicle’s hull, to the artfully fitted and specially designed blades borne by the Legiones Astartes, dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.

A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.

Explorator Augury Web

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

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

Flare Shield

Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator rumoured by some to be a product of Dark Age technology from a source best left forgotten.

A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.

Geo-locator Beacon

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

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

Grenade Harness

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

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

Grenades

Small hand-held explosives have been a feature of warfare for millennia, with a near-infinite variety in use by both human and xenos armies. Even within the Imperium there are innumerable patterns and designs, all intended to perform similar tasks. The Divisio Militaris orders such devices into broad categories to ease the burden of supply and distribution.

Representing a huge variety of handheld explosive devices used for an equally vast number of battlefield roles, grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules.

Breacher Charge

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

The controlling player may choose to have a model with a breacher charge that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification model, inflict one automatic Str 10, AP 2 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using breacher charges may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).

Frag Grenades

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

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

Krak Grenades

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

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

Rad Grenades

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

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

Shroud Bombs

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

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

Helical Targeting Array

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

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

Legion Javelin Land Speeder

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

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

Legion Proteus Land Speeder

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

A Legion Proteus Land Speeder has one heavy bolter.

Legion Scimitar Jetbike

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

A Legion Scimitar jetbike has one heavy bolter. In addition, a model with a Legion Scimitar jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.

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

Legion Spatha Combat Bike

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

A Legion Spatha combat bike has one twin-linked bolter. In addition, a model with a Legion Spatha combat bike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.

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

Legion Standard

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

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

Legion Vexilla

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

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

Legion Warhawk Jump Pack

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

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.

A model with a Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running.

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

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

Melta Cutters

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

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

Narthecium

A complex dispenser of medical unguents and serums intended to keep even the most horrifically injured Space Marines combat-capable. These often take the form of small pistols or servo-arm mounted pressure-syringes.

All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gain the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.

Nuncio-vox

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

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

Power Armour

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

Power armour provides a 3+ Armour Save.

Psychic Hood

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

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

Ramjet Diffraction Grid

Using similar technology to the flare shield, this system channels the plasma heat and radiated waste of a vehicle’s powerful engines into a scattering super-heated plasma field, leaving a fiery, comet-like trail in the vehicle’s wake.

A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type.

Refractor Fields & Iron Halos

These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.

A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.

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

Scout Armour

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

Scout armour provides a 4+ Armour Save.

Searchlights

Mounted illum-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.

A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights.

In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.

Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.

Smoke Launchers

Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations. Such devices are of most use in slow moving engagements, as a vehicle at maximum speed will quickly disperse or outrun its own smoke shield.

The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.

Suspensor Web

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

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

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

Terminator Armour

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


Legion Cataphractii Terminator Armour

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

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

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

Legion Tartaros Terminator Armour

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

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

Vox Disruptor Array

Rare and valuable comms disruptor units, these are calibrated to flood vox channels with static signals and engineered vox-phages that can overload and subvert enemy communication networks. While such signals cannot stop short range tight beam vox units, they can cripple long range communications and make coordination with newly arrived units all but impossible.

At the start of each Game Turn you can declare whether each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault during that turn is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.

TRAITOR LEGIONES ASTARTES

This section presents additional rules, Wargear and Army List Profiles that may only be used by a specific Traitor 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 World Eaters section may only be used in a Detachment with the Legiones Astartes (World Eaters) special rule).

Servants of the Warmaster

The Primarchs of each of the Legions presented here chose to rebel against the Emperor, and though some smaller commands in these Legions did fight on the opposing side, the vast majority joined their Primarch in the assault on Terra and the strongholds of the Emperor. History would come to refer to these Legions as the ‘Traitor Legions’ as these warriors had chosen to forsake their oaths of loyalty.

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

The Legiones Astartes Special Rule

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

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

The Legion Rule

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

Legion Reactions

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

New Wargear, Options, Consuls and Warlord Traits

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

New Units, Characters and Primarchs

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

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

Emperor’s Children

The Emperor’s Children were the only Legion to bear the Emperor’s own name and his own standard – the great Palatine Aquila – granted to them by his own hand. Few were ever so honoured among the Space Marine Legions and and few had less cause to betray a father than they. Given the plaudits and accolades accorded them, few could doubt that they were the embodiment of what the Emperor intended the Legiones Astartes to be: noble in action and aspect, excelling in all matters, strong, civilised, firm of purpose and loyal to the core. From this height they descended in treachery to the lowest and vilest of creatures, enslaved to pride and consumed by desires that no natural power could fulfil. The history of their deeds before their fall is not simply a history of what they were and what they achieved, but as with others that turned traitor, a history of how they created their own doom, for as the ancient texts say “Pride goeth before destruction”, and seldom has this proverb been more apt than in the case of the IIIrd Legion of the Space Marines.

Betrayal changed the Emperor’s Children beyond recognition: their quest for perfection became a hunger for excess, and the finely balanced order of the Legion’s structure twisted until it shattered. This new Legion showed its commitment to Horus’ cause through cruel massacres and brutal conquests, the indifference they showed for the suffering of friend and foe alike a sign of the change that had overtaken the Emperor’s Children. Despite this, it would be the martial prowess of the Emperor’s Children that formed the stable foundations of the Warmaster’s rebellion.

Legiones Astartes (Emperor’s Children)

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

FLAWLESS EXECUTION
On a turn in which they make a successful Charge, even if that Charge is considered a Disordered Charge, models with the Legiones Astartes (Emperor’s Children) special rule make their attacks in an assault at one Initiative step higher than normal – after any Initiative modifiers from other special rules have been taken into account. Models with the Legiones Astartes (Emperor’s Children) special rule and the Vehicle Unit Type gain a bonus of +1 to all To Hit rolls made for Defensive weapons when making a Shooting Attack as part of a Reaction.

The Perfect Tools
Models with this special rule gain access to unique Wargear options (see The Armoury of the Emperor’s Children).

The Phoenician’s Own
Any Legion Tartaros Centurion with this special rule may select the Phoenix Warden Consul upgrade.

Exemplars of War
A Warlord with this special rule may select a Warlord Trait from the Emperor’s Children Warlord Trait list.

Emperor’s Children Advanced Reaction

This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Emperor’s Children) 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 Perfect Counter – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy unit declares a Charge targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Emperor’s Children) special rule. When a Charge Distance roll is made for the enemy unit making the Charge, the Reactive player must also make a Charge Distance roll for the Reacting unit. If the result of the Reacting unit’s Charge Distance roll is equal to or greater than that of the enemy unit then the Reactive player may choose to make a Charge with the Reacting unit immediately (cancelling the enemy unit’s Charge if it is successful and gaining all the usual benefits of a successful Charge) or if the Reacting player’s Charge Distance roll is lower than that of the enemy unit, the Reactive player may choose to have the unit make a Shooting Attack targeting the enemy unit and which must be fully resolved before the enemy unit resolves its own Charge. A unit that makes a Shooting Attack as part of a The Perfect Counter Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule 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 The Perfect Counter Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally.

Emperor’s Children Warlord Traits

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

The Broken Mirror (Traitor only)

The Emperor’s Children had stood as exemplars of honour and virtue, and the fall of their Primarch wrought a terrible change upon the most loyal of his sons. Where once they had striven for greatness and challenged their followers to excel, now they wallowed in their own ego and inflicted horrific punishments on those who failed to meet their impossible standards.

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

When a friendly unit comprised of more than one model and within 12" of a Warlord with this Trait, including the Warlord and any unit it has joined, fails a Morale check, instead of Falling Back it must instead suffer one Wound that cannot be negated by any Armour Saves or Damage Mitigation rolls (this Wound is allocated by the unit’s controlling player). Once this Wound has been resolved, the unit is considered to have passed the Morale check and play continues as normal. 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.

Martyrs of Isstvan (Loyalist only)

As the horrors of the Horus Heresy fell across the Imperium, so too did the legend of the Martyrs of Isstvan, those brave warriors that had stood in the face of annihilation to delay the Warmaster and grant the Imperium a fighting chance at victory – and chief among the names of those immortalised in heroism was Saul Tarvitz, a humble captain of the Emperor’s Children. Some among the IIIrd Legion looked to this example as their Primarch wallowed in debauchery and their Legion accepted hubris like a virtue. These warriors cast off the yoke of Fulgrim’s treachery and swore to defend the Imperium to their dying breath.

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

A Warlord with this Trait and all models in a unit the Warlord has joined that have the Legiones Astartes (Emperor’s Children) special rule gain a bonus of +1 to all To Hit rolls made while locked in combat with an enemy unit that has any version of the Legiones Astartes (X) special rule and the Traitor Allegiance. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.

Paragon of Excellence

The Emperor’s Children prided themselves on excellence in all things, and those among their number that received the acknowledgement of Fulgrim himself were held as icons for the rest of the Legion to emulate. These warriors led by example, first onto the field and swore never to give ground in the face of the enemy. Those that followed them into battle strove to meet the standards they set, pushing themselves beyond their limits out of loyalty and to prove their own mettle.

When any friendly unit within 12" of a Warlord with this Trait, including the Warlord and any unit it has joined, passes a Morale check it gains +1 Weapon Skill until the end of the controlling player’s next turn (this benefit can only be applied once per Game Turn to any single unit). 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.


Emperor’s Children Rites of War

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

Rite of War: The Maru Skara

The Emperor’s Children took great pride both in its excellence on any battlefield, and its ability to systematise and replicate any tactic or strategic deployment it needed, and execute them flawlessly on command. Of the innumerable such formations and tactics the Emperor’s Children operated, one that found favour with the Legion’s praetors looking to achieve faultless victory — and thereby glory in the eyes of their peers and Primarch — was the Maru Skara or ‘Killing Cut’. Named after one of the most difficult strikes in the lore of the Pan-Europic duelling cults, it called for a precisely timed, rapid-moving feint designed to engage an opponent’s guard so that a second, invariably fatal, blow could be dealt against it which there could be no defence from.

Effects
  • Up to four units selected as Elites, Troops or Fast Attack choices in a Detachment with this Rite of War and that do not include any models with the Heavy, Slow or Bombard Unit Sub-type may be granted the Outflank special rule at the start of the battle, before any models are deployed.
  • All of the controlling player’s units made up entirely of models with the Legiones Astartes (Emperor’s Children) special rule that are part of a Detachment using this Rite of War and deployed on the battlefield at the start of the battle may add +1 to their Movement Characteristic until the start of any turn on which the controlling player chooses to bring any of their own units into play from Reserves, including those deployed as part of a Deep Strike Assault, Flanking Assault or Subterranean Assault.
  • The controlling player does not make Reserves rolls for any units assigned to a Flanking Assault or Subterranean Assault. Instead, the controlling player may choose to have all units assigned to a Flanking Assault or Subterranean Assault deploy onto the battlefield at the start of any of their turns after the first without making a Reserves roll.

Limitations

Rite of War: IIIrd Company Elite

In the aftermath of the Dropsite Massacre on Isstvan V, the Emperor’s Children experienced something of an existential crisis. The Primarch Fulgrim withdrew from his Legion for long months, for reasons that would not be understood for some time. In his absence, passions long held in check by duty and devotion were unleashed, and experiments begun at the earliest stages of the Legion’s fall found a foothold amongst willing subjects, most especially among the elite Third Company which soon came to be emblematic of the change that had overcome the Emperor’s Children.

Effects
  • Kakophoni Squads may be taken as Troops choices in a Detachment using this Rite of War.
  • Any unit composed entirely of models with both the Legiones Astartes (Emperor’s Children) special rule and the Infantry Unit Type that is part of a Detachment using this Rite of War may select a single Surgical Augment at +30 points per unit. All models in the unit must be given the same Surgical Augment.

Limitations
  • This Rite of War may only be used by a Detachment with the Traitor Allegiance.
  • All models with the Character Unit Sub-type in a Detachment using this Rite of War must have a Surgical Augment (either bought as part of an upgrade to the unit, using the rules for this Rite of War, or bought separately using the rules presented in The Armoury of the Emperor’s Children).

The Armoury of the Emperor’s Children

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

Surgical Augments

Towards the end of the Great Crusade, the Legion’s armourers and apothecaries had begun to experiment with surgical augments and psycho-sonic weaponry based, in part, on xenos designs. Although their true breakthroughs in these fields would not occur until given unholy impetus and inspiration during the Legion’s fall, some success had already been reached in creating effective combat implants which were finding selective use as the Horus Heresy dawned.

Any model with the Traitor Allegiance and both the Legiones Astartes (Emperor’s Children) special rule and the Character Unit Sub-type but not the Unique Sub-type may select a single Surgical Augment from the list below for a cost of +20 points:

- Sonic Shriekers – During a turn in which a unit with at least one model equipped with sonic shriekers successfully Charges, or is themselves successfully Charged, all models in any enemy unit(s) locked in combat with them suffer a -1 penalty to all To Hit rolls. Models which are immune to the effects of the Fear (X) special rule are not affected by this modifier.
- Sub-sonic Pulser – A model equipped with this upgrade, and any unit it joins, ignores the penalties to Leadership and Ballistic Skill imposed by the Night Fighting special rules.
- Sonic Lance – A model equipped with this upgrade gains the sonic lance weapon:
Range
Str
AP
Type
Sonic lance
Template
2
-
Assault 1, Breaching (6+), Pinning

Phoenix Pattern Power Weapons

Forged as works of art as much as they were fearsome weapons, the Phoenix pattern of power weapon relied on a certain artistry with the blade over brute force. They combined the finer aspects of the famed Charnabal blades with the power fields of Terran design, creating a weapon favoured by the Emperor’s Children over the more common power weapon.

Any model with the Legiones Astartes (Emperor’s Children) special rule and Character Unit Sub-type may exchange a power weapon for one of the following for no additional points cost.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons:
Range
Str
AP
Type
Phoenix rapier
-
User
3
Melee, Rending (6+), Murderous Strike (6+)
Phoenix power spear
-
+2
3
Melee, Reach (1), Murderous Strike (6+), Breaching (6+), Two-handed

Phoenix Wardens

A Legion Tartaros Centurion with the Legiones Astartes (Emperor’s Children) special rule may be upgraded to a Phoenix Warden.

  • Phoenix Warden+30 pts

The personal guards of the Primarch himself and commanders of the Phoenix Guard, these warriors were charged with both the highest standards of martial excellence and the most exacting code of appearance – for they represented Fulgrim and his Legion in the eyes of the other Legions.

Special Rules
The Phoenix Warden gains the Skill Unmatched and Living Icons special rules.

Skill Unmatched
When a combat that involves one or more models with this special rule is resolved, before the start of Initiative step 10 the controlling player of any models in that combat with this special rule may select one of the three following options and apply the effects of that option to all models with this special rule for the duration of that Assault phase. When a unit contains more than one model with this special rule, then all models in that unit must select the same option if one is chosen:
  • A Perfect Guard: If a model or models with the Skill Unmatched special rule selects this option, they must increase their Weapon Skill by +1 for the purpose of determining the score required for enemy models to make To Hit rolls only, but must reduce their Attacks Characteristic by -1.
  • A Perfect Strike: If a model or models with the Skill Unmatched special rule selects this option, they must increase their Weapon Skill by +1 for the purpose of determining the score required for that model’s To Hit rolls targeting enemy models only, but must reduce their Attacks Characteristic by -1.
  • A Perfect Fury: If a model or models with the Skill Unmatched special rule selects this option, they must increase their Attacks by +1, but must reduce their Weapon Skill by -1.

Living Icons

These warriors have dedicated themselves not just to the perfection of skill at arms, but in embodying the sublime elegance of their Primarch and standing as an example to their brethren. All the warriors of the Emperor’s Children aspire to such excellence, and in battle will suffer any hardship to avoid dishonour in the presence of such paragons.

A model with this special rule, and all models in any friendly unit with the Legiones Astartes (Emperor’s Children) special rule and at least one model within 6" of a model with this special rule, gains +1 to the score used to calculate the winner of a combat during the Assault phase. The effects of this special rule do not stack, and any given unit can only be affected by a single instance of this special rule – however, the effects of this special rule do stack with the effects of Fulgrim’s Sire of the Emperor’s Children special rule.

Wargear
  • The Phoenix Warden gains a Phoenix pattern power weapon of any kind and an iron halo at no additional points cost.

Legiones Decurion

Within the Space Marine Legions there are warriors that dedicate themselves to the skills of fighting aboard an armoured vehicle. Some serve as skillful commanders, directing the crew to feats beyond that of regular commanders, others are specialists in the use of defensive weaponry or even in the defence of their metal mount in the press of the melee. Whatever their specialisation, these warriors are known by the title Legiones Decurion.

The Legiones Decurion may be selected as an upgrade for models with the Vehicle Unit Type and the Legiones Astartes (X) special rule. No single model may select more than one Legiones Decurion upgrade, but more than one eligible model in an army may select Legiones Decurion upgrades. Furthermore, each individual Legiones Decurion upgrade may include specific limitations regarding which models may select that upgrade – these limitations will be detailed in the entry for that Legiones Decurion upgrade.

Each Legiones Decurion upgrade must be paid for at a cost in points, as indicated in the entry for that Legiones Decurion upgrade – note that the cost for a given Legiones Decurion upgrade may vary depending on the model that is to receive the upgrade. In addition, each Legiones Decurion upgrade may grant the model to be upgraded a number of new special rules or items of additional Wargear, or may modify the upgraded model’s Unit Type, Unit Sub-type or Characteristics. In all cases the Legiones Decurion upgrade will specify all changes, benefits and limitations. A Legiones Decurion upgrade does not use up a slot of any kind on the Force Organisation chart, or change the slot used by the unit to which it is applied as an upgrade.

All Legiones Decurion upgrades must be visually represented on the upgraded model by a suitable model placed in an otherwise empty cupola or hatch.

Unaligned Legiones Decurion Upgrades

The following Legiones Decurion upgrades can be purchased for specified models with any variant of the Legiones Astartes (X) special rule.

  • Legiones Decurion Defensor+20 pts

Amongst the most common disciples of the Legiones Decurion creed are the defensors – charged with the protection of their mount in the heart of battle. They are experts at close defence and suppressing fire with pintle mounted weaponry and in the direction and co-ordination of auxiliary batteries and sponsons.

This upgrade may be purchased for any or all models from any of the following units in an army – a model for which this upgrade is selected must have a Pintle Mounted weapon (excluding a Pintle Mounted havoc launcher):

Special Rules
A model with this upgrade may make the Point Defence Advanced Reaction.

Advanced Reaction: Point Defence

Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions they are activated in unique and specific circumstances as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points from a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their descriptions.

Point Defence – This Advanced Reaction may be made whenever an enemy unit declares a Charge or Shooting Attack targeting a unit that includes a model that is eligible to make the Point Defence Advanced Reaction. The Reacting unit may make a Shooting Attack with any Defensive weapons that are not Turret Mounted and any Pintle Mounted weapons, targeting the enemy unit that triggered this Reaction and following all the usual rules for Shooting Attacks, except that all Pintle Mounted weapons may make twice the normal number of attacks. A unit that makes a Shooting Attack as part of a Point Defence Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight. Template weapons used as part of a Point Defence Reaction must use the Wall of Death rule instead of attacking normally, but are assumed to inflict the maximum possible number of Hits instead of rolling to determine the number of Hits inflicted.

  • Legiones Decurion Locus+30 pts

Many of the initiates of the Legiones Decurion are trained to track and optimise the fire of their mount’s main battery, ensuring that each salvo strikes true as well as in identifying priority targets amid the maelstrom of battle.

This upgrade can be purchased for any or all models from any of the following units in an army:

Special Rules
A model with this upgrade may make the Locus Strike Advanced Reaction.

Wargear
A model with this upgrade gains a nuncio-vox.

Advanced Reaction: Locus Strike

Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they are activated in unique and specific circumstances as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points from a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their descriptions.

Locus Strike – This Advanced Reaction may be made whenever any enemy unit makes a Shooting Attack targeting a unit that includes a model eligible to make this Reaction. Once the Active player has resolved all To Hit rolls, Armour Penetration rolls, Invulnerable Saves and any Damage Mitigation rolls are made, but before effects of any lost Hull Points or Vehicle Damage Chart rolls as a result of the Shooting Attacks made by all weapons in the Active player’s unit that made the Shooting Attack are applied, the Reactive player may make a Shooting Attack with the model eligible to make this Reaction (but not with other models in their unit), targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A model with the Vehicle Unit Type attacking as part of this Reaction may attack with all of its Defensive weapons and up to one Battle weapon. However, if the controlling player chooses to attack with only a single Battle weapon and no Defensive weapons, then all of that model’s attacks as part of this Reaction gain a bonus of +1 to all To Hit rolls. Template weapons may only be used as part of a Locus Strike Advanced Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally.

The Legiones Inductii

Inductii Formations

For some of the Legiones Astartes, a steep price in manpower was paid in the opening gambits of the Horus Heresy and for others, the need to reinforce their number with additional troops mounted as attrition took hold over the course of arduous campaigns. The solution in almost every case was a scheme of forced induction to bolster the ranks based on the adoption of imperfect or barely understood techniques that reduced the amount of time and resources it took to create new Space Marines. The results were often inconsistent but provided fresh ranks of hypno-indoctrinated troops to take the place of the fallen on the front lines. This approach in itself represented a deviation from the ideals that each Legion previously adhered to when selecting candidates for Legionary induction but such was the desperation during the later days of the Age of Darkness, the sight of Inductii formations across almost all fronts became commonplace.

Legiones Astartes Inductii Templates

To represent the Inductii forces within each of the Legions, a system of templates are used to modify certain unit entries in the Legiones Astartes Army List. Each variation of the Legiones Astartes (X) rule is associated with a specific Inductii template, representing the specific form and function of Inductii each Legion created and utilised within their own ranks. These templates are applied to a unit when the unit is chosen during army selection, before any options are selected for the unit. The modifications that a template applies to a unit are only applied to the specific unit that it is chosen for. No unit may have more than one template applied to it.
INDUCTII TEMPLATE FORMAT
Each Inductii template includes the key information listed below:
  • Legiones Astartes (X): Each Inductii template may only be applied to units with a specific variation of the Legiones Astartes (X) special rule in a detachment with the same variation of the Legiones Astartes (X) Faction.
  • Units: Each Inductii template may only be applied to a specific list of units.
  • Unit Composition: Some Inductii templates will modify the composition of the unit. This could include the starting number of models, the inclusion of Sergeants, and the option to take additional models in the unit.
  • Characteristics Profile: Some Inductii templates will modify one or more of the Characteristics in the base unit entry.
  • Additional Unit Sub-types: All Inductii templates add the Inductii Unit Sub-type to all models in the base unit entry. Some Inductii templates will add, remove, or replace other Unit Sub-types in the base unit entry.
  • Wargear: Some Inductii templates will add, remove, or replace Wargear in the base unit entry. If a template removes or replaces Wargear which can normally be exchanged in the Options of the base unit entry, those options are no longer available to the unit.
  • Special Rules: Some Inductii templates will add, remove, or replace special rules in the base unit entry.

Inductii Unit Sub-Type

While the creation of the Inductii became necessary as the forces of the Emperor and the Warmaster tore the Imperium asunder, they were, by their very nature, incomplete. Records indicate that a variety of experimental or proscribed measures were employed to boost the fighting numbers of the Legions, often with a significantly increased attrition rate. While these recruits bore the appearance of their brother Legionaries, they lacked their experience, and were often less well versed in the culture and traditions of their Legion. Nevertheless, they played a valuable role in the conflict.

The following rules apply to all models with the Inductii Unit Sub-type:
  • A unit that includes any models with the Inductii Unit Sub-type cannot be joined by any other models or have any other models assigned to it.
  • No model in a unit that includes any models with the Inductii Unit Sub-type can exchange their power armour for artificer armour.
  • A unit that includes any models with the Inductii Unit Sub-type has the Support Squad special rule.

Legiones Astartes Inductii Templates

The following list is composed of the Inductii templates that may be applied to units in an army that has one of the variations of the Legiones Astartes (X) special rules.

Emperor’s Children Legion Inductii Template

As the fruits of Chief Apothecary Fabius’ work spread throughout the Legion, more and more recruits were subjected to experimentation by the Legion’s Apothecarion. Empowered by a potent cocktail of experimental combat stimulants and physical modifications, their tortured minds strove even more self-destructively towards a desire for perfection.

  • Legiones Astartes: Emperor’s Children
  • Units: Legion Despoiler Squads
  • Characteristic Profile: No modification.
  • Unit Composition: No modification.
  • Unit Sub-type: All models in a unit modified by the Emperor’s Children Legion Inductii template gain the Inductii Unit Sub-type.
  • Wargear: Any model in a unit modified by the Emperor’s Children Legion Inductii template may exchange their chainsword for a Charnabal weapon for +5 points each.
  • Special Rules: All models in a unit modified by the Emperor’s Children Legion Inductii template must replace the Heart of the Legion special rule with the Perfection Embodied special rule.
Perfection Embodied

The Inductii of the Emperor’s Children fought in a state of bliss that saw them fight on despite casualties. Only when they failed to completely annihilate their enemies was their resolve seen to waver, however briefly.

All models in a unit with this special rule are considered to have a Leadership Characteristic of 10 when resolving Morale checks in the Shooting phase or Pinning tests (but not Psychic checks). If a unit with this special rule is part of a combat that results in a draw, then a side that includes one or more models at the end of the Fight sub-phase with this special rule is counted as having lost the combat by 1 point. If both sides include models with this special rule then the combat remains a draw.

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
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.
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.
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
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.
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.
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
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
Fury of the Legion

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

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

Range
Str
AP
Bolter (Primary)
24"
4
5
Rapid Fire

Meltagun (Secondary)

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

Melta Weapons

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

All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Meltagun
12"
8
1
Assault 1, Armourbane (Melta)
Multi-melta
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked
Gravis melta cannon
24"
8
1
Heavy 2, Armourbane (Melta), Twin-linked
Magna-melta cannon
36"
8
1
Heavy 3, Armourbane (Melta), Twin-linked
Cyclonic melta lance
18"
8
1
Heavy 4, Armourbane (Melta)
Siege melta array
12"
8
1
Heavy 5, Armourbane (Melta), Twin-linked
Melta cutters
6"
8
1
Heavy 3, Armourbane (Melta)
Melta blast-gun
36"
8
1
Heavy 4, Armourbane (Melta)
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.
Scatter
Sometimes a rule will call for an object (a template, counter, model or even a whole unit) to be placed on the battlefield and then scattered. When this occurs, follow this procedure:
  • Place the object on the battlefield as instructed by the rule.
  • Roll a Scatter dice and 2D6 to determine the direction and distance of scatter in inches.
  • If a Hit is rolled on the Scatter dice, the object does not move – leave it in place and resolve the remainder of the rule.
  • If an arrow is rolled, move the object the distance shown on the 2D6 in the direction of the arrow. Ignore intervening terrain, units, etc, unless the rule states otherwise.
  • Once the object has scattered to its final position, resolve its effects.
Some rules may specify a distance to be determined other than 2D6, in which case, just replace the 2D6 in this procedure with the method listed in the rule.

Scatter dice and other dice and accessories that you can use in your games of Horus Heresy – Age of Darkness can be purchased from the Games Workshop website.
Bolter

Range
Str
AP
Bolter
24"
4
5
Rapid Fire

Shrapnel bolter

Range
Str
AP
Shrapnel bolter
18"
4
-
Rapid Fire, Pinning

Dark Emissary
A Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion with the Legiones Astartes (Sons of Horus) special rule and the Traitor Allegiance may be upgraded to a Dark Emissary:
Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Legion Spatha Combat Bike

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

A Legion Spatha combat bike has one twin-linked bolter. In addition, a model with a Legion Spatha combat bike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.

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

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

A Legion Scimitar jetbike has one heavy bolter. In addition, a model with a Legion Scimitar jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.

A model with the Infantry Unit Type that selects a Legion Scimitar jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 16 and gains the Firing Protocols (2), Hammer of Wrath (1) and Deep Strike special rules.
The Legiones Astartes (X) Special Rule
The various Legions are differentiated by means of the Legiones Astartes (X) special rule. When assembling a Legiones Astartes army, a single variation of the Legiones Astartes (X) special rule is chosen and no unit in the Primary Detachment may include any models with a different variation of this special rule. All special rules, Wargear options and Rites of War that apply to that version of the Legiones Astartes (X) special rule may be used by the army where appropriate, as defined by those rules and options.

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

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

Bitter Duty

Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.

A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).
Apothecarion Detachment

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

An Apothecarion Detachment is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in an Apothecarion Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Apothecaries that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Apothecary, and any Legion Apothecaries that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Apothecary. No Apothecary may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes an Apothecary as normal during either deployment or any following turn). No more than one Apothecary may be assigned to any given unit.

Once assigned to a unit, the Legion Apothecary is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Apothecary is removed as well. In battles using Victory points, no Victory points are ever scored for removing an Legion Apothecary as a casualty. When assigned to a unit, a Legion Apothecary gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
Techmarine Covenant

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

A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit.

Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
Master of the Legion

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

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

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

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

LIES AND OBFUSCATION
A model with this special rule is always considered to be 2" further away than it actually is when measuring range to it from any enemy model for the purpose of resolving a Shooting Attack, Charge or any Reaction declared by an enemy model or unit (this is cumulative with any other modifiers to range imposed by special rules, such as Night Fighting, or Wargear).

A Subtle Panoply
Models with this special rule gain access to unique Wargear options (see The Armoury of the Alpha Legion).

Saboteurs
A Legion Centurion may choose to select the Saboteur upgrade as an option for the Legiones Consularis special rule, as detailed in The Armoury of the Alpha Legion section.
Sons Of The Hydra
A Warlord with this special rule may select a Warlord Trait from the Alpha Legion Warlord Trait list.
The Rewards Of Treachery

The Alpha Legion was renowned for its false flag operations, taking such tactics far beyond a simple duplication of enemy iconography. Within the Alpha Legion’s ranks were entire cadres of warriors trained to match the tactics, organisation and weaponry of both friend and foe, all kept secret for the day they could be deployed to the greatest and most shocking effect.

The controlling player of a Detachment that has the Legiones Astartes (Alpha Legion) Faction may select a single variant of the Legiones Astartes (X) special rule other than Legiones Astartes (Alpha Legion) when forming the Detachment during army selection. That Detachment may include a single unit that is normally only available to Detachments with the variant of the Legiones Astartes (X) special rule that was selected.

A unit may only be selected if all models in that unit possess the Legiones Astartes (X) special rule, and no unit may be selected that includes any models with the Unique Unit Sub-type.

Any unit selected using this special rule is paid for from the army’s points total and using Force Organisation slots as part of that Detachment as dictated by the unit’s profile. However, all of the models in the selected unit exchange their original Legiones Astartes (X) special rule for the Legiones Astartes (Alpha Legion) special rule.
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.
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
Master-crafted

Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Power sword

Range
Str
AP
Power sword
-
User
3
Melee, Rending (6+)

Power axe

Range
Str
AP
Power axe
-
+1
2
Melee, Unwieldy

Power maul

Range
Str
AP
Power maul
-
+2
3
Melee

Power lance

Range
Str
AP
Power lance
-
+1
3
Melee, Reach (1)

Legiones Astartes (Sons Of Horus)
All models with this special rule are subject to the following provisions:

MERCILESS FIGHTERS
During a turn in which a unit made up entirely of models with the Legiones Astartes (Sons of Horus) special rule successfully Charges, or are successfully Charged, the Strength of all Melee attacks made against any model in that unit that does not have the Vehicle Unit Type suffers a modifier of -1. Models with the Vehicle Unit Type and this special rule instead inflict an additional 3 Hits (for a total of 1D6+3 Hits, or 2D6+3 if the Vehicle has the Super-heavy Sub-type) on units composed of models that do not have the Vehicle Unit Type when conducting a Ramming attack.

The Warmaster’s Armoury
Models with this special rule gain access to unique Wargear options (see The Armoury of the Sons of Horus).

Dark Emissary
A Sons of Horus Allied Detachment may use the Dark Emissary Legiones Consularis upgrade as detailed in The Armoury of the Sons of Horus section.

The Warmaster’s Own
A Warlord with this special rule may select a Warlord Trait from the Sons of Horus Warlord Trait list.
Disordered Charge
In certain situations, a Charge may be deemed to be Disordered. The most common occurrence of this is when a Charging unit contacts more than one enemy unit, or when a special rule or item of Wargear dictates that a Charge is Disordered. A unit making a Disordered Charge does not gain the +1 Charge Bonus to its number of Attacks usually gained from a Charge, or any other bonus granted by special rules that require the unit or model to have successfully Charged an enemy unit.
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.
Bayonet

Range
Str
AP
Bayonet
-
+1
-
Melee, Two-handed

Chain bayonet

Range
Str
AP
Chain bayonet
-
+1
-
Melee, Two-handed, Shred

Defensive Weapons and Battle Weapons
As part of the Vehicle rules, certain types of weapon are defined as Defensive, which, by inference, makes any non-Defensive weapon a Battle weapon. Throughout these rules, when a rule refers to ‘all weapons’ or simply ‘weapons’ without any further qualifiers, then this means that both Battle and Defensive weapons may be used. When a Shooting Attack is limited to only Defensive weapons or non-Defensive weapons, it will specifically state this.
Legiones Astartes (Iron Warriors)
All models with this special rule are subject to the following provisions:

WRACK & RUIN
When a model with this special rule makes a Shooting Attack or Melee Attack targeting a model with the Dreadnought, Automata, Vehicle or Building Unit Type, it gains +1 to the Strength of that attack.

The Armoury of Ruin
Models with this special rule gain access to unique Wargear options (see The Armoury of the Iron Warriors).

Warsmiths
A Detachment with this special rule may choose to upgrade a Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor to a Warsmith.

Iron Within, Iron Without
A Warlord with this special rule may select a Warlord Trait from the Iron Warriors Warlord Trait list.
Check Range
All weapons have a Maximum Range, which is the furthest distance at which they can be used to make attacks. A weapon must be in range of the target unit to make attacks. The following are examples of weapon ranges:

WeaponMaximum Range
Archaeotech pistol12"
Bolter24"
Havoc launcher48"

When checking range, simply measure from the attacking model to the nearest model in the target unit that is within Line of Sight of the attacking model. Any weapon that is found to be out of range of all models in the target unit to which line of sight can be drawn may not be used to make attacks.
Number of Shots
Some Ranged weapons fire multiple shots. Where this is the case, the number of shots a weapon fires is noted after its type. If a model fires a weapon with multiple shots, it must fire all shots from that weapon – for example, it could not decide to fire only two shots from its Heavy 4 weapon.

Some weapons can be used in different ways, representing different power settings or types of ammo. Some weapons can be used in melee combat as well as shooting. Where this is the case, there will be a separate line in the weapon’s profile for each, and you can choose which to use each phase.

If a weapon has D6, D3 or another randomly determined number of shots, roll the appropriate dice to work out how many shots are fired each time the model shoots.
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.
Dragon’s Breath flamer

Range
Str
AP
Dragon’s Breath flamer
Template
5
4
Assault 1, Dragon’s Breath

Re-roll
In some situations, the rules allow you to re-roll a dice. This is exactly what it sounds like – pick up the dice you wish to re-roll and roll it again. The second roll counts even if it means a worse result than the first, and no single dice can be re-rolled more than once, regardless of the source of the re-roll.

If you re-roll a 2D6 or 3D6 roll, you must re-roll all of the dice, not just some of them, unless the rules specify otherwise. Any modifiers that applied to the first roll also apply to the re-roll.

If two or more special rules combine to the effect that all failed and all successful dice results would have to be re-rolled, do not re-roll any dice; simply use the original result(s) instead.
HQ
HQ stands for Headquarters unit. A Headquarters unit might be a determined Solar Auxilia lord marshal thrust into the heart of the Horus Heresy or a mighty Space Marine praetor at the head of a Legion task force. These models are amongst the most powerful in the game and, as leaders, they have access to more special equipment than anyone else. They are not invincible, but can provide a powerful spearhead for an attacking army and a strong core for a defensive one.
Troops
These represent the most commonly available soldiers in an army. This does not necessarily mean that they are poor fighters – the category includes warriors ranging from the post-human warriors of the Space Marine Legions to the humble auxiliary levies of the Imperialis Militia. Typically, these are the warriors who make up the bulk of an army. Their main tactical role is that of consolidating the gains of the army and defending the objectives that have been taken by more specialised units.
Lords of War
Lords of War are among the most destructive weapons deployed during the wars of the Horus Heresy, outmatched only by the awe-inspiring firepower of an orbital bombardment. They include towering battle Titans, Super-heavy Vehicles and the largest and most imposing Fortifications.
Primarch
The Primarchs are the sons of the Emperor; the most powerful warriors and cunning generals of their age, there were only a handful of other warriors that could compare to these icons.
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.
Warlord Traits
Your Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which we refer to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected.
Embarking
A unit can Embark onto a Vehicle by moving each model to within 2" of its Access Points in the Movement phaseDangerous Terrain tests should be taken as normal. The whole unit must be able to Embark – if some models are out of range, the entire unit must stay outside. When the unit Embarks, remove it from the table and place it aside, making a note that the unit is being transported. If the players need to measure a range involving the Embarked unit (except for its shooting), this range is measured to or from the Vehicle’s hull.

If the Vehicle moved before its passengers got aboard, it cannot move further that turn (including pivoting on the spot). If the Vehicle did not move before its passengers got aboard, it can move as normal after they have Embarked. In either case, a Vehicle cannot Ram in a turn that a unit Embarks upon it.

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.
Scoring Units
Any unit with the Line sub-type, and other units whose Army List entries specifically note it, are a Scoring unit, unless:
Controlling Objective Markers
An Objective marker is considered under a player’s control if there is at least one model from one of that player’s Scoring units, and no models from enemy Scoring or Denial units, within 3" of it. As different Objective markers vary in shape and size, it is important to agree at the beginning of the game exactly from where this distance will be measured. Any unit that is in a Building or Fortification is considered to be within 3" of any Objective markers that are on or within 3" of the Building or Fortification.

A unit can only control one Objective marker at a time. If a unit moves into a position where it could control two Objective markers, the controlling player must make it clear to their opponent which Objective the unit is controlling.

For some missions, an Objective is defined as a certain area of the battlefield rather than an Objective marker. In these situations, the Objective is considered to be controlled by a player if there is at least one of that player’s Scoring units wholly within the defined zone, and no models from enemy Scoring units wholly within the defined zone. Any unit that is in a Building or Fortification is considered to be wholly within an Objective zone if the Fortification or Building they are embarked in is wholly within that zone. Note that, for controlling Objective zones, enemy Denial units are not counted, only Scoring units can control or contest an enemy’s control of a scoring zone.
Leadership (Ld)
Leadership reveals how courageous, determined and self-controlled a model is. The higher the value, the more reliable the model is under pressure. When Shooting Attacks or combat inflicts heavy casualties, Leadership is used to decide if the stricken unit flees or stands its ground.
Outflank

Some units make use of their inherent speed, stealth or other capabilities to launch a surprise assault on the foe from an unexpected direction.

A unit made up entirely of models with this special rule may perform a Flanking Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special rule.
Running
In order to maximise their potential movement, models can forego the chance to make a Shooting Attack in the turn’s Shooting phase in order to increase their maximum Movement distance. This can represent infantry sprinting ahead as well as combat bikes going at maximum speed or a Dreadnought breaking into a long-legged lope. Any unit may choose to Run during the Movement phase (except those units whose Type does not allow them to do so, such as Vehicles and Artillery – see Unit Types), but this must be declared before any models in the unit are moved. If the Active player chooses to Run with any of their units, that unit increases their movement by the value of the lowest Initiative Characteristic in the unit for the duration of the Movement phase.

However, a unit that Runs may not make Shooting Attacks of any kind during the following Shooting phase, or declare Charges during the Assault phase of the same player turn. If any models in a unit Run, then all models in that unit are counted as having Run, regardless of the distance moved by any individual model.

Units making a Reaction during their opponent’s turn may never choose to Run as part of that Reaction.
Initiative (I)
This represents the swiftness of a model. Models with a low Initiative Characteristic are slower to react than models with a high Initiative Characteristic. In close combat, Initiative dictates the order in which models strike.
UNIT SUB-TYPES
In addition to the base Unit Types (Infantry, Cavalry, Automata, Dreadnought, Primarch and Daemon), some models might be listed as belonging to one or more sub-types. Some sub-types may grant a model or unit additional special rules, an example of which is the Character sub-type which is covered in its own section of this rulebook. Other sub-types do not grant any special rules to models or units that possess them, but are instead used by other special rules to differentiate between otherwise similar units. In all cases, sub-types are presented after the base Unit Types in brackets. For example, a Legion Cataphract Sergeant has the following base Unit Type and sub-types: Infantry (Heavy, Character).

A number of key unit sub-types are presented here – more may be referenced in other Age of Darkness books.
Unit Coherency

When moving a unit, its individual models must remain in close proximity with each other in order to remain an effective fighting force. Once a unit has finished moving, the models that comprise it must be no more than 2" horizontally and 6" vertically away from at least one other model in the same unit, and all models in the unit must form one single group – with no clusters of models in the unit separated by more than 2". This is referred to as being in ‘Unit Coherency’.

During the course of a game, a unit can get broken up and lose unit coherency, usually because it has sustained casualties from enemy fire. If this happens, in their next Movement phase, the models in the unit must be moved in such a way that they restore unit coherency, or as close to unit coherency as possible. If the unit cannot move in its next turn, or is unable to restore unit coherency in a single turn, then the models must move to restore unit coherency as soon as they have the opportunity, including by Running if they have that option.
Cover Saves
Enemy models can often be protected by terrain, also known as being ‘in cover’. Where this is the case, the model will be entitled to a Cover Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, a Cover Saving Throw can still be taken.
Vehicles in the Movement Phase
As with all other models in the Horus Heresy – Age of Darkness rules, Vehicles have a Movement Characteristic which defines the maximum number of inches they may move on the battlefield. This Movement Characteristic is often much greater than any Infantry model, but the distance a Vehicle moves dictates how accurate its weapons fire will be, and so Vehicles that take full advantage of their powerful engines will be less capable of laying down support fire later in the turn.

Stationary – A Vehicle that remains Stationary will be able to attack with all of its weapons, regardless of type, with no modification to their accuracy.

Combat Speed – A Vehicle that travels equal to or less, than half of its Movement Characteristic is said to be moving at Combat Speed. This represents the Vehicle advancing slowly to keep firing. A Vehicle moving at Combat Speed may attack with all non-Ordnance or non-Destroyer weapons with no modification to their accuracy. A Vehicle moving at Combat Speed may only fire a single Ordnance or Destroyer weapon, and if it does so then all other weapons must be fired as Snap Shots.

Cruising Speed – A Vehicle that travels more than half of its Movement Characteristic is said to be moving at Cruising Speed. This represents the Vehicle diverting power to keep it moving as fast as possible, making all of its firepower wildly inaccurate. A Vehicle moving at Cruising Speed may fire a single weapon without modification to its BS and any other weapons as Snap Shots. However, a Vehicle moving at Cruising Speed may not fire Ordnance or Destroyer weapons.

Vehicles can turn any number of times as they move, just like any other model. Vehicles turn by pivoting on the spot about their centre point, rather than wheeling round. Pivoting on the spot alone does not count as moving, so a Vehicle that only pivots in the Movement phase counts as Stationary (however, Immobilised Vehicles cannot even pivot on the spot). Pivoting is always done from the centre of a Vehicle to prevent it from accidentally moving further than intended or allowed. Just like other units, Vehicles cannot move over friendly models. A Vehicle may only pivot during the Movement phase, unless another rule specifically allows it to do so at another point. Unlike other models, Vehicles may not move vertically in terrain or on Terrain Pieces in order to ascend levels.

Some Vehicle types, from combat aircraft to lumbering artillery vehicles, as detailed later in this section, can affect both the manner in which a Vehicle moves and the distances it may move.
Barrage

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:

Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.

Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value.
Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.
Ordnance Weapons

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.

Ordnance weapons hit with such force that when you roll to penetrate a Vehicle’s armour with an Ordnance weapon, roll two dice instead of one and pick the highest result.

RangeSAPType
Earthshaker cannon36"-240"94Ordnance 1, Barrage, Large Blast (5"), Pinning
Snap Shots
Under specific circumstances, models must fire Snap Shots. The most common occurrences of Snap Shots are when models with Heavy weapons move and make Shooting Attacks in the same turn. If a model is forced to make Snap Shots rather than attack normally, then its Ballistic Skill is counted as being 1 for the purpose of those attacks, unless it has a Ballistic Skill of 0, in which case it may not shoot.

The Ballistic Skill of a model making a Snap Shot can only be modified by special rules that specifically state that they affect Snap Shots, along with any other restrictions. If a special rule doesn’t specifically state that it affects Snap Shots, then the Snap Shot is resolved at Ballistic Skill 1.

Some weapon types, such as Ordnance, or those that have certain special rules, such as Blast, cannot be used to make Snap Shots. In addition, any Shooting Attack that does not use Ballistic Skill cannot be made as a Snap Shot. These exceptions aside, Snap Shots are treated in the same manner as any other Shooting Attack made with a Ballistic Skill of 1.
Fear (X)

Some beings are so monstrous or alien that they can force their foes to recoil in horror.

All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2.

Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable.

A model that causes Fear is not itself immune to Fear, and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
Psychic Focus
Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
Instant Death

Some blows can slay an enemy outright, no matter how hardy they may be.

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.
Regrouping
A unit that is Falling Back must attempt to Regroup by taking a Leadership test in their Movement phase just before they move.

If the unit fails this test, then it must immediately continue to Fall Back.

If the unit successfully passes the test, it stops Falling Back and can immediately move a number of inches equal to its Initiative. This move is unaffected by Difficult Terrain, but Dangerous Terrain tests must be taken as normal. If the unit is out of coherency when the Regroup test is made, then the move must be used to restore coherency, or as near as possible.

Once a unit has Regrouped, until the end of that player turn it cannot otherwise Move, Run or Charge in the Assault phase. However, it can make Shooting Attacks but until the end of that player turn counts as having moved and can only fire Snap Shots. A unit that has Regrouped may make Reactions as normal in subsequent player turns, including those that allow it to move.
Morale Checks
Morale represents the grit and determination of warriors on the battlefield. Morale checks are a specific kind of Leadership test.

Similar to other Leadership-based tests, Morale checks (also sometimes referred to as Morale tests) are taken by rolling 2D6 and comparing the total to the unit’s Leadership value.

If the total is equal to or less than the unit’s Leadership Characteristic, the test is passed and the unit does not suffer any ill effects.

If the total is higher than their Leadership Characteristic, the test is failed and the unit will immediately Fall Back.

Some units have special rules pertaining to Morale checks that are detailed in their Army List or Army List entry. For example, some units might always pass Morale checks, while others might always pass all Leadership tests. This difference is subtle, yet important. A unit that always passes Morale checks still has to test when hit by an attack with the Pinning special rule, while a unit that always passes all Leadership tests wouldn’t.
Fall Back
Units make a Fall Back Move immediately upon failing a Morale check – the only moves they can make in subsequent Phases are Fall Back Moves until they Regroup. In each subsequent Movement phase, they will make further Fall Back Moves instead of moving normally, until the unit Regroups, is destroyed or leaves the battlefield.

Fall Back Moves are 2D6", unless a rule specifies otherwise. Fall Back Moves are not slowed by Difficult Terrain, but incur Dangerous Terrain tests as normal. Units with models that Fall Back at different speeds always Fall Back at the speed of the slowest model in the unit.

Each model in the unit moves directly towards their own battlefield edge by the shortest possible route.

If playing a mission where there is no ‘own’ battlefield edge, models move towards the closest battlefield edge instead.

If any model from a unit that is Falling Back moves into contact with a battlefield edge, the entire unit is removed from the game as casualties as it scatters and flees the battle.
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.
Poisoned (X)

There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal.

If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
Torrent (X)

This weapon fires massive gouts of flame, gas or lethal fluids across the battlefield.

A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end.

For example, a weapon with the Torrent (18) special rule must place the narrow end of the template at a point within 18" and the wide end no closer to the firing model than the narrow end.
Flame Weapons

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

All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Hand flamer
Template
3
-
Pistol 1
Flamer
Template
4
5
Assault 1
Toxiferran flamer
Template
4
5
Assault 1, Poisoned (3+), Rending (6+)
Heavy flamer
Template
5
4
Assault 1
Flamestorm cannon
Template
6
4
Heavy 1, Torrent (18")
Plasma Burn

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

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

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

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

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

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

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

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

Though numerous, some formations are intended for specialised tasks on the battlefield and are rarely used for the more routine roles of military life.

A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.
Fortifications
Fortifications are battlefield defences, and include everything from barricades to towering fortresses. They are typically Buildings and/or battlefield debris that your army has either constructed or captured just before the start of the battle.
Impassable Terrain
Some terrain is simply so inhospitable, so dangerous that it cannot be traversed at all. Unless noted otherwise in their special rules, models cannot enter, cross, move into or move through Impassable Terrain – they must go around. The exceptions to this rule are typically units equipped with Jump Packs, or of the Skimmer or Flyer types which may move over, but not end their move, in Impassable Terrain.
Disembarking
A unit that begins its Movement phase Embarked upon a Vehicle can Disembark either before or after the Vehicle has moved (including pivoting on the spot) so long as the Vehicle has not moved more than half its Movement Characteristic.

If the Vehicle had not moved before the unit Disembarked, the Vehicle can then move normally. If the Vehicle had already moved before the unit Disembarked, the Vehicle cannot move further that turn (including pivoting on the spot). In addition, a Vehicle cannot Ram on a turn that a unit Disembarks from it.
Pinned
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 that 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 enemy units do not receive the Initiative penalty for having Charged a unit through Difficult Terrain, even if the Pinned unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails and the Pinned unit makes neither a Charge or Surge move. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Line of Sight
Line of sight determines what a model can ‘see’. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with a melee attack, or shooting attack. Line of sight literally represents your warriors’ view of the enemy – they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body.

Sometimes, all that will be visible of a model is a weapon, banner, or other ornament they are carrying. In these cases, the model is not visible. Similarly, mechanical appendages such as cables, probes and ammo feeds are ignored, even though they may be part of a model’s body. These rules are intended to ensure that models don’t get penalised for having impressive banners, weaponry, and so on.

In many cases, what a model can ‘see’ will be obvious – if there’s a hill, building or mechanical construct in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way.

On those other occasions, where it’s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model’s head for a ‘model’s eye view’. This means getting down to the level of your models and checking the battlefield from their perspective to ‘see what they can see’. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model’s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.
Advanced Reaction: Interceptor
Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they 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.

Interceptor - This Advanced Reaction may be made whenever an enemy unit enters play from Reserve within line of sight of a friendly unit, and within the maximum range of at least one weapon in that unit. The Reacting unit may make a Shooting Attack, targeting a unit deployed onto the battlefield in this Phase and following all the usual rules for Shooting Attacks. Vehicles may only fire Defensive weapons, unless another rule specifically states otherwise. Shooting Attacks made as part of the Interceptor Reaction do not cause Morale checks, regardless of the number of casualties inflicted.

Unless otherwise specified by another rule, making this Reaction expends a point from the Reactive player’s Reaction Allotment for the Phase in which the Reaction is made.
Assault Vehicle

This vehicle is specifically designed to disgorge troops into the thick of the action.

Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.
Elites
Elites units are, as the name suggests, the best soldiers an army has to offer, but there are rarely ever as many of them as a commander would like. In some cases, they will be specialists, while, at other times, they will be more experienced versions of regular soldiers.
Heavy Support
Heavy Support units are the big guns of the army and comprise the heaviest items of equipment and the toughest creatures. Assigned to the heaviest fighting, and to destroy the most dangerous foes, these units are vital for any army to claim victory.
Fast Attack
Fast Attack units are generally more mobile than their comrades, and are masters of manoeuvrability. Often, they are used for reconnaissance and scouting, while, at other times, they are ferocious assault troops who rely on speed to get their bloody work done.
Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Bulky (X)

This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.

Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit (see, for example, Rampage (X)).
Arriving from Reserve
At the start of the Active player’s second turn, roll a D6 for each unit in that player’s army that is being held in Reserve – these are known as ‘Reserve rolls’. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3, it remains in Reserve and is rolled for again next turn.

If a successful Reserve roll is made for a unit, that unit must be moved onto the battlefield this turn. From the start of Game Turn 4 all Reserve rolls are considered to automatically succeed, unless another special rule states otherwise, and all of the Active player’s units that are in Reserve must be moved onto the battlefield or they are considered destroyed.

Some special rules can modify the roll required for a unit to arrive from Reserve. Regardless of the modifier(s), a natural roll of a 1 always means that the unit in question remains in Reserve, and a natural roll of a 6 always means that the unit in question arrives from Reserve.

Any unit for which a successful Reserve roll has been made must move onto the Battlefield at the start of the Controlling player’s Movement phase, before any other models are moved. Select one of the Active player’s arriving units and deploy it, moving it onto the table in the manner described as follows. Then pick another arriving unit and deploy it, and so on until all arriving units are on the table. The Active player can then proceed to move their other units as normal.
Movement (M)
This Characteristic is a measure of a warrior’s ability to move across the battlefield. The higher the Characteristic, the further a model will be able to move in the Movement phase. Most Space Marines have a Movement of 7, but more bulky warriors, such as the Terminator elite of the Legiones Astartes, might move slower and some more fleet troops may move much further.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Cortex Controller

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

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

Cybertheurgists use all manner of feral code-constructs and sophisticated lex-simulacra collectively known as data-djinn to corrupt and sabotage the machine spirits of enemy constructs.

When allocated to a model that does not have the Automata, Vehicle or Dreadnought Unit Types or is not a Building or Fortification, any Hits from a weapon with this special rule automatically fail to Wound without any dice being rolled and regardless of the weapon’s Strength or the target’s Toughness.
Paragon of Metal

While each battle-automata of the Legio Cybernetica is in itself a creation of a near lost age of human power; a miracle of technological artifice and the product of arcane secrets without number, there remains among them war machines whose powers and capabilities are far beyond their peers. Whether somehow blessed by the Omnissiah, the product of a single magos’ unmatched genius or the darker influence of the forbidden, a Paragon of Metal is a near-unstoppable engine of war, albeit one perhaps not to be trusted, even by its master.

Only one model in an army may be upgraded to have the Paragon of Metal special rule. Models upgraded with the Paragon of Metal special rule must have the Automata (Cybernetica) Unit Type before the upgrade is applied. This rule confers the Paragon Sub-type, which replaces the Cybernetica Unit Sub-type, and confers the It Will Not Die (4+), Precision Strikes (4+), Precision Shots (4+) and Rampage (2) special rules. A model upgraded with the Paragon of Metal special rule also increases both their starting Wounds Characteristic and their Weapon Skill Characteristic by +1.

In addition, a model with the Paragon of Metal special rule may not be targeted or affected by any Cybertheurgic Power or any Weapon with the Data-djinn special rule, either friendly or enemy.
Eternal Warrior

Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors.

If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Cyber-familiar

Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
Refractor Fields & Iron Halos

These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.

A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Atomantic Deflector

Powered by the vast glut of energy from its atomantic heart, many of the more advanced Legiones Astartes war machines entered the field of battle veiled in a protective shroud of energy that could deflect or disperse las bolts and kinetic munitions. Yet, such was the power channelled through this little-understood device that, in death, these engines of war would erupt in fiery ruin, a danger to both friend and foe.

A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.
Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Combi-bolter

Range
Str
AP
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked

Force

Force weapons are charged by the psychic might of the wielder, turning them from mere physical tools to mystical weapons of incredible potency.

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

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

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

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

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

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of power armour, these enable the wearer to co-ordinate battlefield data with blinding speed.

A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum.
Area Denial Drop

An area denial drop is a co-ordinated attempt to close off an area of the battlefield to the enemy by seeding it with automated weapons systems and hunter seeker units.

Before the start of the first turn, when placing units into Reserve, a player must assign all models with this special rule in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player’s first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below:

Performing an Area Denial Drop
When deploying the Area Denial Drop, the controlling player selects one of the available units to deploy first. Place a single model from that unit anywhere on the battlefield that is at least 6" from any enemy model, battlefield edge or piece of Impassable Terrain and is outside of all Deployment Zones. Do not scatter the model.

If possible, the model must be placed in a position that will allow any other models in the same unit to deploy (as follows), and may only be placed in a position that denies the remainder of the squad a place within unit coherency if no other position is available.

Once the model’s final position has been decided, the remainder of the unit may be deployed anywhere that is within unit coherency and more than 6" from any enemy model or piece of Impassable Terrain. Any models that cannot be placed are removed as casualties.

Once this first unit has been deployed, roll a D6. On the roll of a ‘1’, the Area Denial Drop is Disordered and the opposing player may deploy each remaining unit in the Area Denial Drop anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each remaining unit anywhere within 12" of the first without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain.

Once all units are deployed, any enemy units within line of sight and range may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Area Denial Drop. Any units that are chosen to make the Interceptor Reaction do not expend any of the controlling player’s Reaction Allotment, but do count as having made a Reaction (and thus cannot React again before the next Phase begins). Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of an Area Denial Drop.

Once all units from the Area Denial Drop have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of an Area Denial Drop may not Move or Run in the Movement phase of the turn in which they are deployed, but may Shoot and declare Charges as normal (if the models deployed as part of the Area Denial Drop are allowed to make Charges).
Vox Disruptor Array

Rare and valuable comms disruptor units, these are calibrated to flood vox channels with static signals and engineered vox-phages that can overload and subvert enemy communication networks. While such signals cannot stop short range tight beam vox units, they can cripple long range communications and make coordination with newly arrived units all but impossible.

At the start of each Game Turn you can declare whether each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault during that turn is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.
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.
Combat Shields & Boarding Shields

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

Combat shields confer a 6+ Invulnerable Save, boarding shields confer a 5+ Invulnerable Save, but a model with a boarding shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.

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

Range
Str
AP
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon

Thunder hammer

Range
Str
AP
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon

Lightning claw

Range
Str
AP
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon

Archaeotech pistol

Range
Str
AP
Archaeotech pistol
12"
6
4
Pistol 1, Rending (3+), Master-crafted

Strength (S)
Strength gives a measure of how physically capable a warrior is. Models with a higher Characteristic have a much greater chance of inflicting Wounds upon its enemy.
Perils of the Warp
Common to all forms of psychic ability is the possibility of the Warp’s power rebelling and wreaking havoc on the Psyker and their allies. This is represented by the Perils of the Warp special rule. Most Psychic Powers and Weapons dictate under what conditions a Psyker must suffer Perils of the Warp, but in most cases this will be as the result of a failed Leadership test while using a Psychic Power or attack.

Whenever a Psyker or other model/unit suffers Perils of the Warp, apply the rule below:

Perils of the Warp: When a model or unit suffers Perils of the Warp, it receives D3 Wounds against which only Invulnerable Saves may be taken (no Damage Mitigation rolls may be made to negate these Wounds). These Wounds may be allocated to any model in the unit, including models without the Psyker Sub-type, in the same manner as those received during a Shooting Attack. If the Psyker is a Vehicle, it suffers D3 Hull Points of damage against which only Invulnerable Saves may be taken.

These Hull Points of damage may be allocated to other Vehicle models in the same Squadron, in the same manner as a Shooting Attack.
Aetheric Lightning (Psychic Weapon)

Aetheric lightning is the fury of the Warp itself, coalesced and given form by the will of the psyker and directed at their foes like a storm of eldritch power.

Range
Str
AP
Aetheric Lightning
18"
3
4
Assault 4, Force

Force: Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the test is successful then the Strength value of any attacks made is doubled. If the test is failed then a Perils of the Warp attack is resolved targeting the unit containing the model that failed its test. If the Psyker survives Perils of the Warp then it may attack as normal.
Roll To Hit (Close combat)
Once it has been determined which models must make attacks in a given Initiative step, the controlling player makes To Hit rolls for those models.

To make a To Hit roll, roll a D6 for each attack a model gets to make and compare the WS of the attacking model to the WS of the target unit. Then, consult the To Hit chart below to find the minimum result needed on a D6 To Hit.

As the chart below shows, if the target’s WS is half or less than that of the attacker’s, they are hit on a 2+; lower than the attacker’s but more than half, they are hit on 3+; if the target’s WS is equal to the attacker’s, they are hit on 4+; if it is higher but not twice the attacker’s, they are hit on 5+; and if it is twice or more than the attacker’s, then they are hit only on a 6+.

UNITS WITH MULTIPLE WEAPON SKILLS
Some units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values.

Toughness (T)
This is a measure of a model’s ability to resist physical damage and pain. The tougher a model is, the better it can withstand an enemy’s blows. Models with a higher Characteristic are better able to withstand the rigours of the battlefield.
Weapon Skill (WS)
This Characteristic defines the close combat skill a warrior possesses. The higher the Characteristic, the more likely the model is to hit an opponent in close combat. A Mechanicum Tech-Priest has Weapon Skill 3, whilst a genetically engineered Space Marine Legionary might have Weapon Skill 4 or higher.
Fearless

Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.

Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
Murderous Strike (X)

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.
Paragon blade

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

Leadership Tests
At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances.

To take a Leadership test, use the following procedure:
  • Roll 2D6 and compare the result to the model’s Leadership Characteristic.
  • If the result is equal to or less than the model’s Leadership Characteristic, then the test has been passed.
  • If the result is greater than the model’s Leadership Characteristic, the test has been failed and the model faces the consequences as detailed in the rule that prompted the test.
If a unit has to take a Leadership test and it includes models with different Leadership values, always use the highest Leadership from among them.
Hatred (X)

In the far future, hatred is a powerful ally.

This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit.

For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.

The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
Marked for Death

Trained to identify and slaughter specific targets, certain cadres of warriors make an art of stalking and assassination. These warriors are singular in their focus, and, when unleashed upon the foe, are a decree of certain death.

At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a single enemy unit may be chosen by a player that controls any models with this special rule – this unit is considered ‘marked for death’. When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has ‘marked for death’, all failed To Wound rolls of ‘1’ may be re-rolled.
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.
Infiltrate

Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.

You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
Shell Shock (X)

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.

For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
Nemesis bolter

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

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

Legion Warhawk Jump Pack

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

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.

A model with a Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running.

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

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

Some warriors are skilled at moving over broken and tangled terrain.

A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
Pathfinder

Some warriors are specially trained to bypass the most dangerous hazards of the battlefield, or adapted to ignore the dangers they present.

A unit with at least one model with this special rule automatically passes Dangerous Terrain tests.
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.
Scout Armour

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

Scout armour provides a 4+ Armour Save.
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.
Astartes shotgun

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

Legion Standard

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

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

Those versed in the secret arts and teachings of the Mechanicum, whether Techmarine, Forge Lord or Magos, have the skill and ability to reconstruct and effect field repairs to war machinery in the very heat of battle.

If a model with the Battlesmith (X) special rule is in base contact with, or Embarked upon, one or more damaged Vehicles, Dreadnoughts or Automata during the Shooting phase, they can attempt to repair one of them. If they do so, the model that attempted the repair cannot shoot any weapons or use any other abilities that would be used instead of making a Shooting Attack. Roll a D6. If the result is equal to or more than the value listed in brackets as part of this rule then one of the following options may be applied to any one Vehicle, Dreadnought or Automata the model is in base contact with or Embarked upon:
If a Weapon Destroyed result is repaired, that weapon may not be used to attack in the same phase as it is repaired, but may be used to attack as normal in any phase after that. The Battlesmith cannot use this ability if they are Pinned or Falling Back.
Master of Automata

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

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

Range
Str
AP
Machinator array
-
+1
2
Melee, Unwieldy, Shred, Armourbane (Melee)

It Will Not Die (X)

In the dark corners of the galaxy, there are creatures that heal at a terrifying speed.

At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.
Narthecium

A complex dispenser of medical unguents and serums intended to keep even the most horrifically injured Space Marines combat-capable. These often take the form of small pistols or servo-arm mounted pressure-syringes.

All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gain the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.
Needle pistol

Range
Str
AP
Needle pistol
12"
2
-
Pistol 2, Poisoned (3+), Pinning

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.
Crawling Fire

Phosphex, sometimes known as the ‘crawling fire’, seeks out and extinguishes life with a terrifying hunger.

After the Blast marker for a weapon with this special rule is placed, the attacking unit’s controlling player may move the marker up to 2" in any direction so long as this would cover more models than it previously would have.
Lingering Death

Many of the terrible weapons unleashed during the Horus Heresy tainted the very worlds they were used to conquer, poisoning the soil and burning the sky, leaving only calamity in their wake.

When a Blast weapon with this rule is used, after the attack is resolved leave the Blast marker in play for the rest of the game and mark it with a counter of some kind. This area is now treated as Dangerous Terrain for all models with a Toughness value.
Phosphex bomb

Range
Str
AP
Phosphex bomb
6"
5
2
Assault 1, One Use, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death

Quad launcher

Range
Str
AP
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)

Phosphex canister shot (Rapier)

Range
Str
AP
Phosphex canister shot (Rapier)
12"-24"
4
3
Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death

Morbus bombard

Range
Str
AP
Morbus bombard
36"
10
4
Ordnance 1, Barrage, Large Blast (5"), Pinning, Rending (6+)

Phosphex shell (Arquitor Morbus Bombard)

Range
Str
AP
Phosphex shell (Arquitor Morbus Bombard)
24"
5
2
Ordnance 1, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death

Heavy bolter

Range
Str
AP
Heavy bolter
36"
5
4
Heavy 4

Volkite culverin

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

Lascannon

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

Plasma cannon

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

Multi-melta

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

Autocannon

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

Heavy flamer

Range
Str
AP
Heavy flamer
Template
5
4
Assault 1

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

Counter-attack (X)

Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy.

If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counter-attack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.

If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counter-attack special rule has no effect.
Roll To Hit (Shooting)
To determine if the attacking model has hit its target, roll a D6 for each attack that is in range. Most models only get to make one attack – however, some weapons are capable of firing more than once, as will be explained in more detail later. The dice roll needed To Hit will depend on the Ballistic Skill (or BS) of the attacking model. The chart below shows the minimum D6 roll needed to score a Hit.

Firer’s BS12345
Roll needed To Hit65+4+3+2+

To Hit rolls are easy to remember if you subtract the Ballistic Skill of the attacking model from 7. For example, a model with BS 2 needs to roll a 5 or more (7-2=5).

Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic Hit and a roll of a 1 always misses.
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.
Rad Grenades

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

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

Range
Str
AP
Disintegrator pistol
12"
5
2
Pistol 1, Instant Death, Gets Hot

Servo-arm

Range
Str
AP
Servo-arm
-
8
2
Melee, Unwieldy

Resolving Damage
A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks.

Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point.

Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage.

After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table.
Haywire

Haywire weapons send out powerful electromagnetic pulses.

For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:

D6Result
1No Effect.
2-5A model with the Vehicle Unit Type that is part of the target unit suffers 1 Glancing Hit. Any other model suffers 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Glancing Hits or Wounds inflicted by this result.
6A model with the Vehicle Unit Type that is part of the target unit suffers 1 Penetrating Hit. Any other model suffers 1 Wound. No Saves or Damage Mitigation rolls may be taken against Penetrating Hits or Wounds inflicted by this result.
Corposant stave

Range
Str
AP
Corposant stave
-
+1
4
Melee, Two-handed, Haywire

Victory Points
Most of the Horus Heresy – Age of Darkness missions published in this and other supplements use Victory points. Such games are referred to as ‘Victory Point games’. Victory points are acquired by securing Primary and Secondary Objectives, and the winner is the army with the most Victory points at the end of the game. If the winner has twice the number of Victory points as their opponent, it can be considered a crushing victory! If both armies have the same number of Victory points, the game is a tactical draw.
Reaction Allotments
The Reactive player may attempt a set number of Reactions in each Phase of the Active player’s turn. This set number is referred to as the Reaction Allotment, and always begins at a base value of one. A player must expend one point of their Reaction Allotment in order to have a unit under their control make a Reaction and once the Reaction Allotment for that Phase is reduced to 0, sometimes referred to as being exhausted, then no more Reactions may be made.

Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn.

The Reaction Allotment of any player may be modified by special rules or other effects, granting that player additional Reactions either in every Phase (an increase of the Reaction Allotment) or in specific Phases. This may either increase the base Reaction Allotment, that is the number of Reactions allowed in every Phase, or only grant a bonus to the Reaction Allotment in specific Phases.

For example, a player might have a special rule that states ‘This special rule increases the Reaction Allotment to two’, which would indicate that the player could make two Reactions in every Phase of their opponent’s turn. However, a special rule that states ‘This special rule increases the number of Reactions that may be made during the Assault phase by +1’ would allow a player with a Reaction Allotment of one to make a single Reaction in the Shooting and Movement phases, but two in the Assault phase.

Regardless of any special rules or other effects, no player may ever increase their base Reaction Allotment above three, nor may any player ever make more than three Reactions in a given Phase unless a special rule specifically allows for a number of Reactions above the normal limit of three.

A Reaction may be made with any unit controlled by the Reactive player, though in a number of situations a special rule or condition may deny a unit the opportunity to react. The most common such conditions where a unit may not make a Reaction are:
Roll To Wound (Shooting)
To determine whether a Hit causes damage, compare the weapon’s Strength Characteristic with the target’s Toughness Characteristic using the To Wound chart below. The number indicated on the chart is the minimum result on a D6 needed to convert the Hit into a Wound. A value of ‘-’ indicates that the target cannot be wounded by the attack.

Note that the minimum roll needed To Wound is always at least 2. When rolling To Wound, there is no such thing as an automatic Wound and a roll of 1 always fails.

Each weapon has its own Strength Characteristic, which is given in its profile or in the description of the weapon. The following are examples of weapons and their Strength Characteristics:

WeaponStrength
Bolter4
Lightning gun7
Laser destroyer9
Allocate Wounds (Shooting)
First, the player whose unit is the target of the attack selects any one model in the unit that is within line of sight and range of the attacking unit.

If any model in the target unit has already lost one or more Wounds, but has not been removed as a casualty then the Wound must be allocated to such a model, unless that model is out of line of sight of all models in the attacking unit or has the Character sub-type.
Ramming
When moving a Vehicle, the controlling player may declare that the Vehicle will attempt to Ram instead of moving normally. A Ram Attack allows a Vehicle to use its sheer bulk as a weapon, crushing infantry and battering even the most heavily-armoured war machines. The Vehicle attempting a Ram Attack, and any Embarked troops, may only fire Snap Shots in that turn’s Shooting phase.

To perform a Ram Attack, first turn the Vehicle on the spot to face the direction you intend to move it in, and, after measuring, declare how many inches the Vehicle is going to move, up to a maximum of its Movement Characteristic. If, due to the size of the Vehicle model making the Ram, pivoting the model brings it into contact with an enemy unit then move the Ramming Vehicle the minimum distance required to keep it 1" away from any other model before beginning the Ram. Once the Vehicle has been ‘aimed’ and the intended distance declared, move the Vehicle straight forwards until it comes into contact with a unit, enemy or friendly, or it reaches the distance declared – no other changes of direction are allowed during a Ram.

Note that a Vehicle conducting a Ram may not contact a unit that is locked in combat. If its movement would bring it into contact with a unit that is locked in combat then it must halt its movement 1" away from that unit, ending the Ram.

If a non-Vehicle unit is reached then that unit suffers D6 automatic Hits. These hits are resolved at a Strength equal to half the Front Armour Value of the Ramming Vehicle, rounding up, and with an AP of -. If the Ramming Vehicle is a Super-heavy Vehicle then the Strength of the attack is always 10, and the number of Hits is increased to 2D6. Once all Hits sustained from the Ram have been resolved, the unit that has been rammed must take a Morale check and immediately Fall Back if it fails. Regardless of the result of the check, the Vehicle stops moving 1" away from any other models and does not move any further this turn.

If the Ramming Vehicle comes into contact with an enemy Vehicle or Building, then all Vehicles or Buildings immediately inflict a Hit against any Armour Facing that is in contact with another Vehicle. The Strength of Hits inflicted on all Vehicles will be equal to half the Armour Value, rounding up, on the facing that is in contact with an enemy Vehicle or Building.

If the Ramming Vehicle has more starting Hull Points than any Vehicle or Building it is in contact with, add +1 to the Strength of the Hit, and if the Ramming Vehicle has the Slow or Super-heavy type, or is a Building, add +4 Strength, to a maximum value of 10. Both players roll for armour penetration against any of their opponent’s Vehicles or Building involved in the Ramming Attack, and any results are immediately applied. Regardless of the damage dealt to any Vehicles or Buildings involved in the Ram Attack, once the Ram Attack is resolved the Ramming Vehicle halts 1" away from any other models and does not move further this turn.

If, at any point in its move, the Vehicle would enter into contact with Impassable Terrain or a battlefield edge, or if it passes within 1" of units in combat or friendly units, it immediately stops moving 1" away from any other model.
Movement (M)
Vehicles have a Movement Characteristic just like other units and it represents the maximum possible speed for that Vehicle. Most Vehicles can choose to move less than their maximum speed in order to fire more weapons with greater accuracy.
Attacks (A)
This shows the number of attacks a model may make during close combat. Most warriors have an Attacks Characteristic of 1, so they will normally make one attack each in close combat, although some elite troops or characters may be able to strike several times and have Attacks 2, Attacks 3, or more.
Wounds (W)
This Characteristic represents how much damage a model can take before it dies. Most Infantry models have a Wounds Characteristic of 1, while some characters and larger models may have a Wounds Characteristic of 2 or more.
Armour Penetration Rolls
Once a hit has been scored on a Vehicle, roll a D6 and add the weapon’s Strength, comparing this total with the Armour Value of the appropriate facing of the Vehicle.
  • If the total is less than the Vehicle’s Armour Value, the attack has no effect.
  • If the total is equal to the Vehicle’s Armour Value, the attack inflicts a Glancing Hit.
  • If the total is greater than the Vehicle’s Armour Value, the attack inflicts a Penetrating Hit.
Armour Value (AV)
The Armour Value, sometimes referred to simply as Armour, of a Vehicle represents how hard it is to damage. Vehicles have separate Armour Values to represent the protection on their Front (F), Sides (S) and Rear (R). Armour Values typically range from 10-14, depending on which Facing of the Vehicle is being attacked, with the lightest armour usually on the Rear.
Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Shrouded (X)

The source of the darkness around these warriors matters not – only a lucky shot has any chance of piercing the shroud that hides them from view.

When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that ‘no Saves of any kind are allowed’). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models (excluding models with the Primarch Unit Type) with the Fearless special rule.

Roll a D6 each time an unsaved Wound, Glancing Hit or Penetrating Hit is suffered by a model with this special rule. On a result that is equal to or greater than the value in brackets, that unsaved Wound, Glancing Hit or Penetrating Hit is ignored. On any other result, the Wound, Glancing Hit or Penetrating Hit is applied as normal. For example, a unit with the special rule Shrouded (6+) would need to score a 6 in order to ignore a Wound, Glancing Hit or Penetrating Hit inflicted upon it.

If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+).

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound, Glancing Hit or Penetrating Hit.
Denial Units
Any other units in the game are considered Denial units, unless:
Feel No Pain (X)

Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.

When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).

Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.

For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound.
Deep Strike

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.
Vehicle Facing and Armour Values
Not all vehicles are equally armoured. Countless layers of adamantium and ceramite plates protect some tanks, while lighter vehicles rely more on their speed to avoid incoming fire.

As such, Vehicles have different Armour Values, representing the thickness of their armour. Armour Values for individual Vehicles often vary between its Front, Side and Rear Facings. Attacks are resolved against the Facing of the Vehicle that the attack comes from. To see what Facing an attack is coming from, draw two imaginary lines through the corners of the Vehicle (see diagram below). If a unit has firing models in two or more different Facings of a target Vehicle (some models in the Front and some in the Side, for example), attacks are resolved separately for each Facing. Each individual model may only direct its attacks at a Facing it can draw line of sight to and, in situations where a model can draw line of sight to more than one Facing, the controlling player may choose which Facing will be the target of any attacks.

This may require attacks targeting a Vehicle to be divided into separate pools, each resolved against the appropriate Facing and the Armour Value attached to that Facing. In any situation where a model is hit by a weapon or attack which fires Indirectly or does not otherwise require line of sight to its target, Hits are always resolved against the Side Armour Value. The direction a turret is facing has no bearing on what arc of a Vehicle you are firing at.

Modifiers
Certain pieces of Wargear or special rules can modify a model’s Characteristics positively or negatively by adding to it (+1, +2, etc), subtracting from it (-1, -2, etc) or even setting its value (1, 8, etc). A model’s Initiative cannot be modified below 1, and no other Characteristic can be modified below 0.
Emergency Disembarkation
If any models cannot Disembark, because of enemies or because they would end up in Impassable Terrain, the unit can perform an Emergency Disembarkation. In this case, a model can be placed anywhere in contact with the Vehicle’s hull, though it must also be in contact with the battlefield and may not be placed on top of the Vehicle itself, and then can move as for a normal Disembarkation. The unit cannot then perform any voluntary actions for the rest of the turn. If even this Disembarkation is impossible, because it is impossible to place one or more models, then the unit can’t Disembark.

Chosen Warriors

Trusted lieutenants or paragons of martial virtue, these warriors let no challenge go unanswered in the heat of battle.

A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type.
Active and Reactive player
Other rules, most notably those for the Reactions used by units in certain situations, will specify actions by the ‘Active’ or ‘Reactive’ player. The Active player is always the player whose turn is currently being played, while the Reactive player is always the player whose turn is not currently being played.
Transport Capacity
Each Transport Vehicle has a maximum passenger capacity that can never be exceeded. A Transport can carry a single Infantry unit and/or any number of Independent Characters with the Infantry or Primarch Unit Types, up to a total number of models equal to the Vehicle’s Transport Capacity. The entire unit must be Embarked on the Transport if any part of it is – a unit cannot be partially Embarked or be spread across multiple Transports.

Only Infantry models can Embark upon Transports unless specifically stated otherwise. Certain special rules, notably the Bulky (X) special rule, may modify the Transport Capacity required for a given model to Embark upon a Transport, and this will be specified in the model’s rules. Sometimes, there will be constraints on which types of models can Embark upon a particular Vehicle, and this will be specified in the unit’s entry. Whilst Embarked upon a Transport, units gain the Fearless special rule and cannot be made to Fall Back or become Pinned while Embarked upon the Transport.
Destroyer

Mounted only on the largest and most fearsome of war machines, Destroyer class weapons are capable of annihilating smaller targets and tearing through even the thickest armour with ease.

A model making a Shooting Attack with a Destroyer weapon attacks the number of times indicated on the weapon’s profile whether or not the bearer has moved. A model carrying a Destroyer weapon can attack with it in the Shooting phase and still Charge in the Assault phase. In addition, when you roll for armour penetration with Hits caused by a Destroyer weapon, roll three dice instead of one and discard the single lowest dice rolled, or any one of the lowest dice in the case of tied results. Use the total of the remaining dice to determine the result.

In addition, when a Destroyer weapon inflicts a Glancing Hit or a Penetrating Hit, it inflicts D3 Hull Points of Damage instead of a single Hull Point. When a Destroyer weapon inflicts a Wound on a non-Vehicle model, it inflicts D3 Wounds instead of a single Wound.

RangeSAPType
Volcano cannon120"101Destroyer 1, Large Blast (5")
Massive Blast
Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons.
Exoshock (X)

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.

If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.
Firing Protocols (X)

Those warriors or war engines equipped with multiple weapons often incorporate sophisticated tracking systems, or have received advanced training to allow them to wield them all simultaneously on the battlefield.

When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing Protocols (2) special rule may attack with up to two different weapons.
Blind

This attack looses a brilliant flare of light, searing the sight of the victim and forcing them to fight blind for a few moments.

Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current Phase. If the Test is passed, there is no further effect. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill 1 and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, they automatically pass the Test. Any model that does not have an Initiative Characteristic (for example, Vehicles, Buildings, etc) is unaffected by this special rule.
Graviton Pulse

Some weapons crush their targets, cracking bones and rupturing organs.

Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the start of the next turn of the player that made the attack.
Graviton Collapse

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

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

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

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

Some weapons emit such a storm of radiation and electrical impulses that they can temporarily incapacitate even the most well-armoured fighting vehicles.

Any model with the Vehicle, Dreadnought or Automata Unit Type that suffers a Penetrating Hit or unsaved Wound from an attack with this special rule may only make Snap Shots when it next makes a Shooting Attack either as part of a Reaction or during its сontrolling player’s Shooting phase.
Feedback

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

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

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

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

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

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

Whether by advanced technology or arcane influence, some attacks are able to reach their target no matter what obstacles obscure them.

Any attacks made using a weapon with this special rule do not require line of sight, but must still be within range.
Neutron-flux

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

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

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

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

Bombs are high explosive or incredibly powerful munitions that are dropped by aircraft as they fly over the battlefield.

Bombs are weapon types unique to Flyers. All Bombs have the One Use special rule. Unlike other weapons, Bombs must be used in the Movement phase of their turn in a special kind of attack called a Bombing Run. A model can only attack with one Bomb type weapon in its Movement phase. If a model attacks with a Bomb type weapon, it counts as having already attacked with one weapon in its ensuing Shooting phase. However, any additional weapons it fires that turn can choose a different target to that of the Bomb.
Apocalyptic Barrage
An Apocalyptic Barrage follows all of the rules for a Barrage weapon, but uses the clover-shaped Apocalyptic Barrage marker. Before the marker is placed, the attacker is allowed to rotate the marker about its centre to maximise the number of models that could potentially be hit. Place the marker and roll for scatter in the same way you would for a Barrage. If the marker scatters, be careful to maintain the same orientation as you move it.

Once the final position of the marker has been determined, roll a number of dice equal to the number of attacks on the weapon’s profile. So, for example, with a weapon with the type ‘Heavy 4, Apocalyptic Barrage’, you would roll four dice. Each dice roll corresponds to a ‘strike’ on one of the circles on the Apocalyptic Barrage marker. For example, each roll of a 2 indicates a strike on circle number 2. Resolve the strikes as for a Multiple Barrage, as if each were a Barrage attack that had landed on that circle and hit all the models underneath it. To determine Cover Saves, always assume the shot is coming from the centre of the entire Apocalyptic Barrage marker.
Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Rad-phage

One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck.

A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.
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).
Flamer

Range
Str
AP
Flamer
Template
4
5
Assault 1

Meltagun

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

Cumbersome

Whether due to its inherent weight, shape or because it was never meant for use in combat, this weapon proves difficult to wield even for the most accomplished of warriors.

A model using a close combat weapon with this special rule can only ever make a single attack at WS 1 in an Assault phase, regardless of their profile or any bonus or other special rule.
Night Vision

Some warriors can see almost as clearly in the darkness as they can in daylight.

A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
Characteristic Tests
A model will sometimes be called upon to take a Characteristic test. Such a test can be applied against any Characteristic that the model has, except for Leadership and Armour Save. A Toughness test is a Characteristic test, as is a Strength test or an Initiative test, a Wounds test, and so on.

Models don’t have a choice of what Characteristics to use – the Characteristic to be tested will be specified in the rule.

To make a Characteristic test, follow these steps:
  • Roll a D6 and compare the result to the relevant Characteristic in the model’s profile.
  • If the result is equal to or less than the number in the profile, the test is passed.
  • If the result is greater than the number in the model’s profile,the test has been failed and the model faces the consequences as detailed in the rule that prompted the test.
When a single test is required for the whole unit, use the highest relevant Characteristic in the unit.
Dangerous Terrain Tests
To take Dangerous Terrain tests, roll a D6. On a 1, that model suffers a Wound. No Armour Save, Cover Save or Damage Mitigation roll may be made against this Wound, but Invulnerable Saves may still be made.

A model is only required to make a maximum of one Dangerous Terrain test during a Phase. Any subsequent Dangerous Terrain tests it would be required to make during that Phase are assumed to have automatically been passed.
Charging through Difficult Terrain
Models are slowed when charging through Difficult Terrain. If, when charging, one or more models have to move through Difficult Terrain in order to reach the enemy by the shortest possible route, the entire unit applies a modifier of -2 to its Charge Distance. This modifier is applied in addition to any other modifiers that might apply to the unit’s Charge Distance. If at least one model in the Charging unit moved through Difficult Terrain as part of its Charge Move, all of the unit’s models must attack at Initiative step 1, regardless of other Initiative modifiers, even if the Charging unit is not slowed by Difficult Terrain. Note that Charging models must engage as many enemies in the target unit as possible, even when charging through terrain.
Sweeping Advances
When a unit Falls Back from combat, the victors can make a Sweeping Advance, attempting to cut down the enemy as they flee.

When a Sweeping Advance is performed, both the unit Falling Back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative Characteristics, use the highest Characteristic. The units then compare their totals.

If the winner’s total (Initiative + dice roll) is greater than their opponents’, the Falling Back unit is caught by the Sweeping Advance and destroyed. All models in the destroyed unit are immediately removed as casualties. Unless otherwise specified, no Save or other special rule can prevent the unit from being destroyed.

If the Falling Back unit’s total is higher, or the final result is a tie, they break off from the combat successfully. Make a Falls Back move for the losing unit. The winners can then Consolidate.
Cyclone missile launcher

Range
Str
AP
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

Hammer of Wrath (X)

Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe.

If a model with this special rule ends its Charge Move in base contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the model’s unmodified Strength with AP-. These attacks do not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). These attacks are resolved during the Fight sub-phase at Initiative step 10, but do not grant the model an additional Pile-in Move.

If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
Determine Assault Results
To decide who has won the combat, total up the number of unsaved Wounds inflicted by each side on their opponents. This includes all Wounds caused during the Fight sub-phase, whether from normal attacks, the Hammer of Wrath special rule, or other factors.

Do not include Wounds caused in the Charge sub-phase,such as those from Reactions, failed Dangerous Terrain tests, etc.

The side that inflicted the most unsaved Wounds is the winner. The losing unit must make a Morale check and must Fall Back if it fails. If both sides suffer the same number of Wounds, the combat is drawn and continues next turn. If one side destroys the enemy completely, it wins the combat automatically, even if it sustained more casualties than the other unit.

Wounds that have been negated by Saving Throws or special rules do not count towards determining who won the combat. Neither do Wounds in excess of a model’s Wounds Characteristic; only the Wounds actually suffered by enemy models count (including all of the Wounds lost by models that have suffered Instant Death). In rare cases, certain models can cause Wounds on themselves or their allies – these Wounds are added to the other side’s total for working out who has won.
Legiones Astartes (World Eaters)
All models with this special rule are subject to the following provisions:

VIOLENCE INCARNATE
On any turn in which a unit with this special rule makes a successful Charge it gains +1 Attack for the remainder of that turn in addition to any other bonuses, even if that Charge is considered a Disordered Charge.

The Butcher’s Panoply
Models with this special rule gain access to unique Wargear options (see The Armoury of the World Eaters).

World Eaters Berserkers
A model with the Legiones Astartes (World Eaters) special rule gains access to the World Eaters Berserkers upgrade, as detailed in The Armoury of the World Eaters.

Hounds Of War
A Warlord with this special rule may select a Warlord Trait from the World Eaters Warlord Trait list.
Legiones Astartes (Emperor’s Children)
All models with this special rule are subject to the following provisions:

FLAWLESS EXECUTION
On a turn in which they make a successful Charge, even if that Charge is considered a Disordered Charge, models with the Legiones Astartes (Emperor’s Children) special rule make their attacks in an assault at one Initiative step higher than normal – after any Initiative modifiers from other special rules have been taken into account. Models with the Legiones Astartes (Emperor’s Children) special rule and the Vehicle Unit Type gain a bonus of +1 to all To Hit rolls made for Defensive weapons when making a Shooting Attack as part of a Reaction.

The Perfect Tools
Models with this special rule gain access to unique Wargear options (see The Armoury of the Emperor’s Children).

The Phoenician’s Own
Any Legion Tartaros Centurion with this special rule may select the Phoenix Warden Consul upgrade.

Exemplars of War
A Warlord with this special rule may select a Warlord Trait from the Emperor’s Children Warlord Trait list.
Wall of Death
Template weapons can fire Snap Shots at any non-Flyer target. If a Template weapon fires as a Snap Shot, it automatically inflicts D3 Hits on the target unit, resolved at its normal Strength and AP value, as long as the target unit either has at least one model within 8" or if the target unit is resolving a Charge against the unit making the Shooting Attack. If the weapon is also a Hellstorm weapon then it instead inflicts D6 Hits.
Locked in Combat
If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat. The unit is considered to be locked in combat as soon as an enemy model is moved into base contact with any model in that unit and remains locked in combat until there are no enemy models remaining in base contact with any model that is part of that unit. Units that are locked in combat must attack and be attacked in the next Fight sub-phase, resolving the combat as per the standard rules. Units are no longer locked in combat if, at the end of any Phase, they no longer have any models in base contact with an enemy model.

Units that are locked in combat cannot move in any other Phase or make Shooting Attacks for any reason. Similarly, models cannot choose to target units locked in combat with Shooting Attacks for any reason. Blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, but they may end up there after scattering and will then cause Hits on any units or models they contact as normal.

Units that are locked in combat do not take Morale checks or Pinning tests caused by Shooting Attacks, and cannot be Pinned.
Surgical Augments

Towards the end of the Great Crusade, the Legion’s armourers and apothecaries had begun to experiment with surgical augments and psycho-sonic weaponry based, in part, on xenos designs. Although their true breakthroughs in these fields would not occur until given unholy impetus and inspiration during the Legion’s fall, some success had already been reached in creating effective combat implants which were finding selective use as the Horus Heresy dawned.

Any model with the Traitor Allegiance and both the Legiones Astartes (Emperor’s Children) special rule and the Character Unit Sub-type but not the Unique Sub-type may select a single Surgical Augment from the list below for a cost of +20 points:

- Sonic Shriekers – During a turn in which a unit with at least one model equipped with sonic shriekers successfully Charges, or is themselves successfully Charged, all models in any enemy unit(s) locked in combat with them suffer a -1 penalty to all To Hit rolls. Models which are immune to the effects of the Fear (X) special rule are not affected by this modifier.
- Sub-sonic Pulser – A model equipped with this upgrade, and any unit it joins, ignores the penalties to Leadership and Ballistic Skill imposed by the Night Fighting special rules.
- Sonic Lance – A model equipped with this upgrade gains the sonic lance weapon:
Range
Str
AP
Type
Sonic lance
Template
2
-
Assault 1, Breaching (6+), Pinning
Phoenix Pattern Power Weapons

Forged as works of art as much as they were fearsome weapons, the Phoenix pattern of power weapon relied on a certain artistry with the blade over brute force. They combined the finer aspects of the famed Charnabal blades with the power fields of Terran design, creating a weapon favoured by the Emperor’s Children over the more common power weapon.

Any model with the Legiones Astartes (Emperor’s Children) special rule and Character Unit Sub-type may exchange a power weapon for one of the following for no additional points cost.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons:
Range
Str
AP
Type
Phoenix rapier
-
User
3
Melee, Rending (6+), Murderous Strike (6+)
Phoenix power spear
-
+2
3
Melee, Reach (1), Murderous Strike (6+), Breaching (6+), Two-handed
Weapon Mounts
Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs.

For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc.

Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction.

Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc.

Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profile will note if this is not the case) and fire into the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be fired at another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target.

Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics.
Havoc launcher

Range
Str
AP
Havoc launcher
48"
5
5
Heavy 1, Blast (3"), Twin-linked

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.
Chainsword

Range
Str
AP
Chainsword
-
User
-
Melee, Shred

Charnabal Weapons

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

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

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

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

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