Contents | ||
Book | Kind | Edition | Version | Last update |
Liber Hereticus | ||||
Liber Hereticus | Rulebook | 2 | 1.2 | December 2023 |
Liber Astartes | ||||
Liber Astartes | Rulebook | 2 | 1.2 | December 2023 |
The Siege of Cthonia | ||||
The Siege of Cthonia | Campaign | 2 | 1.0 | August 2023 |
Legion Javelin Squadron | ||||
Legion Javelin Squadron | Datasheet | 2 | May 2023 | |
Legion Mastodon | ||||
Legion Mastodon | Datasheet | 2 | May 2023 |
Q: | Can Fury of the Legion be used when a unit makes a Return Fire Reaction? |
A: | Yes. |
Q: | When a model making attacks with a Rapid Fire weapon at a target up to half that Rapid Fire weapon’s Maximum Range is affected by a special rule that adds 1 to the number of shots fired (such as Fury of the Legion), how many attacks are made? |
A: | 3 |
Q: | Do the primary and secondary components of a combi-weapon count as a weapon of the same type as their standard version (e.g., do the bolter (Primary) and meltagun (Secondary) components of a Combimelta count as a ‘Bolt’ weapon and a ‘Melta’ weapon respectively in the same manner as a standard bolter and a standard meltagun)? |
A: | Yes. |
Q: | If I set up a model with a nuncio-vox as the first model as part of a Deep Strike Assault, can I then use that model’s nuncio-vox to re-roll the Scatter roll? |
A: | No. |
Q: | Can I replace part of a combi-weapon with a weapon option from a Legion Armoury section? (for example, could I replace the bolter component of a combi-weapon on an Iron Warriors model with a shrapnel bolter?) |
A: | No. |
Q: | Are the Emperor’s Children Phoenix Warden, Sons of Horus Dark Emissary, Word Bearers Diabolist and Alpha Legion Saboteur upgrades considered to be Consul upgrades (and therefore cannot be selected alongside another Consul upgrade)? |
A: | Yes. |
Q: | Can a Thousand Sons model with the Independent Character, Apothecarion Detachment or Techmarine Covenant special rules join or be assigned to a Thousand Sons unit which has a different Prosperine Arcana? |
A: | Yes. |
Q: | Can Zardu Layak leave the Anakatis Kul Blade Slaves? |
A: | Yes. Note however, that he must start the battle with them, and cannot join another unit until he has left the Anakatis Kul Blade Slaves. Note also that Zardu Layak can be the Leader of a Retinue Squad, and this will become part of the same unit as Zardu Layak and the Anakatis Kul Blade Slaves, but he will not be able to leave this unit until all models from the Retinue Squad have been removed as casualties. |
Q: | When including units selected using the Rewards of Treachery as part of the Coils of the Hydra Rite of War, can you select up to three different units? |
A: | No. |
Q: | Are the following Thousand Sons units treated as having gained the Psyker Unit Sub-type through the Cult Arcana ability (and are therefore not eligible to gain a Psychic Discipline unless they have another special rule or option which grants access to one)?:
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A: | Yes. |
Q: | If a Rite of War or other ability requires units to be designated or selected at the start of the battle, before any units have been deployed to gain a Special Rule, are these units designated before any Independent Characters are able to join those units? |
A: | Yes. Designer's Note: In these cases, the Independent Character could also be designated as one of these units and then join another of the designated units while in Reserves as normal. Note that Characters which already have the appropriate special rule granted from another source can also join designated units which are in reserves as normal. Similarly an Independent Character which has been joined by a Retinue Squad is treated as being a single unit for the purposes of designation. |
Q: | If a unit has a note on its unit entry that states it gains an additional attack for having two melee weapons, is this in addition to the additional attack granted by the core rules for having two melee weapons? |
A: | No. |
Q: | If a unit that is limited to not exceeding a certain percentage of your army’s total points cost (such as a Primarch) takes a Retinue Squad, is the Retinue Squad, and any Dedicated Transports purchased for them, considered part of the value of that original unit for the purposes of the total value of that unit? |
A: | Yes. |
Q: | When the Legion Chaplain Consul upgrade allows you to grant a power weapon the Master-crafted special rule, which weapons can be selected for this? |
A: | The following weapons can be selected:
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Q: | Can a model with the Independent Character and Bitter Duty special rules join a unit that does not have the Bitter Duty special rule? |
A: | Yes. |
Q: | Does the Sons of Horus Merciless Fighters special rule come into effect in a turn when a Disordered Charge is made by a unit belonging to either player? |
A: | Yes. |
Q: | Can a model that has upgraded their bolter to have a Legion-specific variant weapon (such as an Iron Warriors model that has upgraded their bolter to a shrapnel bolter) take other wargear options which require that model to have the original weapon (such as a bayonet or chain bayonet)? |
A: | No. |
Q: | When an Iron Warriors unit with the Vehicle Unit Type makes a Shooting Attack that only allows Defensive weapons to be used (such as part of the Return Fire or Overwatch Reactions) against a model with the Dreadnought, Automata, Vehicle or Building Unit Type, does the Strength bonus granted by the Legiones Astartes (Iron Warriors) special rule prevent weapons with a Strength Characteristic of 6 from making attacks? |
A: | No. |
Q: | Can Fury of the Legion be used when a unit makes a Return Fire Reaction? |
A: | Yes. |
Q: | When a model making attacks with a Rapid Fire weapon at a target up to half that Rapid Fire weapon’s Maximum Range is affected by a special rule that adds 1 to the number of shots fired (such as Fury of the Legion), how many attacks are made? |
A: | 3. |
Q: | Do the primary and secondary components of a combi-weapon count as a weapon of the same type as their standard version (e.g., do the bolter (Primary) and meltagun (Secondary) components of a combi-melta count as a ‘Bolt’ weapon and a ‘Melta’ weapon respectively in the same manner as a standard bolter and a standard meltagun)? |
A: | Yes. |
Q: | Can I replace part of a combi-weapon with a weapon option from a Legion Armoury section? (For example, could I replace the flamer component of a combi-flamer on a Salamanders model with a dragon’s breath flamer?) |
A: | No. |
Q: | If I set up a model with a nuncio-vox as the first model as part of a Deep Strike Assault, can I then use that model’s nuncio-vox to re-roll the Scatter roll? |
A: | No. |
Q: | If a Rite of War or other ability requires units to be designated or selected at the start of the battle, before any units have been deployed, to gain a Special Rule, are these units designated before any Independent Characters are able to join those units? |
A: | Yes. Designer's Note: In these cases, the Independent Character could also be designated as one of these units and then join another of the designated units while in Reserves as normal. Note that Characters which already have the appropriate special rule granted from another source can also join designated units which are in reserves as normal. Similarly an Independent Character which has been joined by a Retinue Squad is treated as being a single unit for the purposes of designation. |
Q: | If a unit has a note on its unit entry that states it gains an additional Attack for having two melee weapons, is this in addition to the additional Attack granted by the core rules for having two melee weapons? |
A: | No. |
Q: | If a unit that is limited to not exceeding a certain percentage of your army’s total points cost (such as a Primarch) takes a Retinue Squad, is the Retinue Squad, and any Dedicated Transports purchased for them, considered part of the value of that original unit for the purposes of the total value of that unit? |
A: | Yes. |
Q: | When the Legion Chaplain Consul upgrade allows you to grant a power weapon the Master-crafted special rule, which weapons can be selected for this? |
A: | The following weapons can be selected: - Power sword - Power axe - Power maul - Power lance |
Q: | Can a model with the Independent Character and Bitter Duty special rules join a unit that does not have the Bitter Duty special rule? |
A: | Yes. |
Q: | Can a model with the Independent Character, Legiones Astartes (X), Master of the Legion and Bitter Duty special rules select a Retinue of any kind that does not also have the Bitter Duty special rule? |
A: | Yes. |
‘Core’ and ‘Expanded’ Army List Profiles All Army List Profiles for the Warhammer: The Horus Heresy – Age of Darkness range are divided into two categories: Core units and Expanded units. All of the units in this book are ‘Core’ units. These represent the mainstay of the Legiones Astartes and are supported by a wide range of miniatures. Expanded units will have rules for their use provided in supplementary PDF downloads available from the Games Workshop website, White Dwarf magazine or other places. Both types of unit may be freely used in any Horus Heresy battle, and this category does not affect their availability as part of an army or Detachment or the rules for their use during a battle. As new units and models are released, their Army List Profiles will clearly state if those units are Core or Expanded units, and future publications may shift the category of a given unit, with any such changes clearly noted in the unit’s Army List Profile. | ||
ALLEGIANCE AND THE LEGIONES ASTARTES This volume presents those Legions of which the majority chose to remain loyal to the Emperor, however, that does not mean that they can only be used to represent armies of the Loyalist Allegiance. Factions both large and small within each of the Legions chose to defy their Primarchs and fight for the allegiance they deemed the true destiny of the Imperium and, as such, players should feel free to use this volume to create armies from those Legions that were historically loyal, but that have chosen to follow the Traitor Allegiance. The only exception to this rule is a unit that has a special rule or other note that forces it to use the Loyalist Allegiance. Such units will have this exception prominently noted in their Army List Profile. | ||
Lords of War and Primarchs in the Age of DarknessThe dominating presence of Lords of War and Primarch units can unbalance even the largest games, and so additional restrictions are applied to these Unit Types in order to ensure the most enjoyable game experience for all players. Lords of War and Primarch choices may only be included in an army whose total points value is at least 2,000 points, as long as the Force Organisation chart in use has the appropriate slots. In addition, the combined points value of all Lords of War and Primarch choices present in an army may not exceed 25% of the army’s total points cost, unless specified otherwise by the mission or Force Organisation chart being used. This means that the maximum combined points value for any Lords of War and Primarch choices included in the more common army sizes in the Horus Heresy – Age of Darkness is as follows:
CRUSADE FORCE ORGANISATION CHART Primary Detachment (Required)
Allied Detachment (Optional) Lords of War Detachment (Optional)
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Age of Darkness Levels of AllianceTo represent the long history of grudges, sworn compacts and battle-tested oaths that exist between the various Factions of the early Imperium, the Age of Darkness Allies chart is used. When an army features two or more Factions amongst its Detachments then the controlling player should check the chart to establish the level of alliance that exists between them, and how that will affect the various units of those Factions in play. Each of the various levels of alliance is described here, as well as the rules associated with them. Some entries may refer to ‘allied’ units, in these cases all units not part of the same Faction as the Primary Detachment are considered ‘allied’ units.Sworn Brothers The closest of allies who have fought beside each other many times. The two forces are considered ‘friendly units’ in all regards. This means, for example, that Sworn Brothers may be joined by allied Independent Characters, are treated as friendly units for the targeting of special abilities, Warlord Traits and so on. Note: Not even Sworn Brothers can embark in allied Transport Vehicles, and rules that affect a particular force owing to its Legiones Astartes special rule do not carry over to Sworn Brother allied units. Fellow Warriors The two forces are willing to fight together for common cause against their foes. Units in your army treat other units at the Fellow Warriors level of Alliance as not being part of the army with the exception that they may not be deliberately targeted, attacked, targeted with special abilities, etc, (note that Blasts and the like may still scatter over allied forces and adversely affect them). Fellow Warriors cannot benefit from the effects of allied Warlord Traits or be joined by allied Independent Characters, and are not counted as friendly units for the purposes of special abilities. In essence, the two forces fight alongside each other without any additional positive or negative effect. Distrusted Allies The two forces can make common cause against an enemy, but never fully trust each other due to a long-standing feud or inherent antipathy. Models in the allied detachment are treated exactly like Fellow Warriors except that units in this allied detachment are never counted as Scoring units and may not hold Objectives. By the Emperor’s (or the Warmaster’s) Command The two forces will only ever fight beside each other in the direst of circumstances or by the direct command of their overlord, be they the Emperor or the Warmaster. The two forces are dealt with as Distrusted Allies but, in addition, whenever a unit is within 6" of a unit that is part of a Faction that falls under this level of alliance then both units reduce their Leadership by -1 until they are no longer within 6" of any unit from that Faction that is part of the same army. Agents of the Emperor (or Warmaster) Some units are described as Agents of the Emperor (notably the Talons of the Emperor – the Legio Custodes and the Silent Sisterhood), or Agents of the Warmaster. These are always treated as Sworn Brothers to either all Loyalist or all Traitor forces respectively. | ||
Bloody-handed Some warlords are only satisfied by the clash of blades and the screams of the enemy as they fall before them. For such warriors, strategy is but a means to an end, a tool by which they can bring their forces into the brutal crucible of the melee as soon as possible. There, in the heart of the battlefield, they seek victory at any cost. Any combat with at least one friendly model within 12" of this Warlord, or a combat which includes this Warlord, gains a bonus of +1 to the number of Wounds caused for the purposes of combat resolution. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty. |
Stoic Defender This warlord is a rock, the hard place against which their foes are dashed and broken. When the enemy surges forth, they do not foolishly go to meet them, but dig in so that the foe may exhaust themselves against the defences prepared for them. Any friendly unit joined by a Warlord with this Trait that makes a Shooting Attack will force the target unit to make a Pinning test if it suffers any unsaved Wounds. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Shooting phase as long as the Warlord has not been removed as a casualty. |
Ever-vigilant Always ready to take advantage of the foe’s weakness, this warlord is a master of predicting and exploiting the flow of battle. Where the foe advances, this warlord falls back to better ground, where the foe retreats, this warlord advances, for victory is fickle and only falls into the grasp of those prepared for any eventuality. When this Warlord, and any unit he has joined, Runs during the Movement phase, it adds the value of the Warlord’s Initiative Characteristic, increased by 1, to the distance moved, rather than the lowest Initiative Characteristic in the unit. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty. |
This Army List includes a number of new Unit Sub-types to represent the vast panoply of the Space Marine Legions at the height of their terrible power and everlasting glory. These new Unit Sub-types are presented here for easy reference and operate under the rules established for Unit Types and Unit Sub-types in the Horus Heresy: Age of Darkness rulebook.
Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.
The following rules apply to all models with the Unique Sub-type:Intended to scout enemy positions and screen the advance of heavier units. Skirmishers rely on speed and use of cover to survive rather than heavy armour, rarely faring well when pitted in open battle against true shock infantry.
The following rules apply to all models with the Skirmish Sub-type:Certain vehicles are designed to mount one or more large and cumbersome weapons, most often long ranged artillery cannon. Such vehicles are large and heavy enough, or designed with specialised systems to stabilise them whilst they are moving, to allow for the continuous firing of their primary weapons.
The following rules apply to all models with the Bombard Sub-type:The mightiest armoured vehicles of the Horus Heresy featured multiple back-up systems, armoured internal bulwarks and reinforced armour plating. These imposing defences allowed these vehicles to shrug off anything but the most catastrophic damage and survive where lesser vehicles would be crippled and left impotent by enemy fire.
The following rules apply to all models with the Reinforced Sub-type:Though by the end of the Horus Heresy many of its participants would have felt the corrupting touch of Chaos, the Word Bearers would be the first to accept it and the first to bear its mark into battle. At first this was a subtle thing, affecting the temperament of the Legion’s warriors, but soon it had become a terrible and irreversible transformation. Some among the Word Bearers became something other than their brothers, no longer enhanced humans but a terrible fusion of man and Daemon.
Models with the Corrupted Unit Sub-type are subject to the following rules and restrictions:This section presents a set of Rites of War, powerful tactics and formations that allow Space Marine commanders to tailor their forces and doctrines to meet any threat in the most optimum manner. These devastating formations and strategic gambits are a key component of the Legiones Astartes’ success during the Great Crusade, allowing them to surpass other military formations that could not match the sheer versatility of the Emperor’s Space Marines.
All of the Legions maintained bodies of warriors dedicated to the vital battlefield duty of reconnaissance. When the Legion went to war en masse, it was often preceded by such a body, serving as pathfinders and scouts for the main force.
EffectsAlthough the strength of the Legiones Astartes ranged into the tens of thousands in each Legion, often they were confronted with enemies in the hundreds of thousands, even millions strong in open battle. The answer often to this imbalance was to ensure mobility and air supremacy, allowing the Legion’s force to rapidly redeploy to strike and strike again without becoming mired amid a sea of foes.
EffectsA Sky-hunter Phalanx represents a mustering of large numbers of a Legion’s fastest antigrav units, or a specialised chapter consisting entirely of such assets. Sky-hunter Phalanxes are employed to range ahead of large Legion deployments and to engage forward enemy units before they can react, embarking on wide flanking manoeuvres that isolate and then decapitate the foe.
EffectsOne theatre of warfare in which the Space Marine Legions were without peer was the orbital assault. With a sudden, calamitous strike from the void, were hundreds of worlds brought into Compliance during the Great Crusade, their leadership decapitated and their centres of power taken over at a bloody stroke, without the need for a protracted war of conquest.
EffectsDrop Pod AssaultA drop pod assault is a coordinated drop by specially prepared units from orbiting void craft or space stations. Only the most elite armies can hope to undertake such a risky strategy, for should the troops assigned to the drop waver then it is likely the entire strike will fail. However, a successful drop pod assault can see the enemy’s formation broken apart and its troops scattered. Before the start of the first turn, when placing units into Reserve, a player using the Drop Pod Assault Rite of War must assign all Legion Drop Pods, Legion Dreadnought Drop Pods, Legion Dreadclaw Drop Pods or Legion Kharybdis Assault Claws as well as the units Embarked upon them to perform a Drop Pod Assault.All units assigned to a Drop Pod Assault must enter play at the start of the controlling player’s first turn, before any other units are moved and following the Drop Pod Assault procedure as follows: Performing a Drop Pod Assault To deploy those models assigned to a Drop Pod Assault onto the battlefield, first the controlling player must select any one Legion Drop Pod, Legion Dreadnought Drop Pod, Legion Dreadclaw Drop Pod or Legion Kharybdis Assault Claw assigned to the assault. Place that model anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that model. If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain then the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If possible, the model must be placed in a position that will allow the models Embarked within to deploy (see as follows), and may only be placed in a position that denies the Embarked unit space to deploy if no other position is available. Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Drop Pod Assault is Disordered, and the opposing player may deploy each remaining Legion Drop Pod, Legion Dreadnought Drop Pod, Legion Dreadclaw Drop Pod and Legion Kharybdis Assault Claw in the Drop Pod Assault anywhere within 24" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys those models anywhere within 24" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. If possible, each model must be placed in a position that will allow the models Embarked within to deploy (see as follows), and may only be placed in a position that denies the Embarked unit space to deploy if no other position is available. Once all of the Legion Drop Pods, Legion Dreadnought Drop Pods, Legion Dreadclaw Drop Pods and Legion Kharybdis Assault Claw have been placed, any enemy units that have one or more models within 6" of any model deployed as part of the Drop Pod Assault must make an immediate Pinning test. Once all Pinning tests are resolved, all units Embarked on a Legion Drop Pod, Legion Dreadnought Drop Pod, Legion Dreadclaw Drop Pod and Legion Kharybdis Assault Claw deployed as part of this Drop Pod Assault, must Disembark following the normal rules for Disembarking. Any models that cannot be Disembarked are removed as casualties. Once all units taking part in the Drop Pod Assault have Disembarked, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Drop Pod Assault or that has Disembarked from a model deployed as part of the Drop Pod Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Drop Pod Assault. Once all units from the Drop Pod Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Drop Pod Assault may not Move or Run in the same turn as they are deployed, but may make Shooting Attacks as normal in the Shooting phase. During the Assault phase, only units deployed from a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal, other units deployed as part of a Drop Pod Assault may not declare or resolve a Charge on the same turn as they are deployed. | ||
Each Space Marine Legion had its elite, a core of veterans with experience of countless wars on worlds unnumbered. In battle these veterans, armed and armoured with the finest wargear the Legion possessed, could be deployed together like a clenched fist, focusing and maximising their killing power to destroy the most terrible enemies the Great Crusade faced.
EffectsThe Legiones Astartes were masters of unconventional and dangerous assaults, and massed attack by subterranean assault drills was a strategy that few other forces could prosecute. Most such assaults called for a small diversionary force on the surface to hold the enemy in place while the main body approached the field from below, emerging amid the enemy’s lines to cause havoc and bypass any fortifications or obstacles that might have slowed a conventional attack.
EffectsSubterranean AssaultA subterranean assault is a full scale attack conducted by units that have approached the target site by means of subsurface transport, emerging from below into the teeth of the enemy force, shattering its formation and sowing chaos amongst its ranks. Such attacks are most often initiated in order to counter enemy macro-fortifications or to navigate otherwise impassable terrain, but some commanders favour them for the sheer surprise they engender. Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model with the Transport Sub-type that has the Subterranean Assault special rule itself.When rolling for Reserves, roll a single dice for all of the units assigned to the Subterranean Assault rather than rolling separately for each unit. If the roll is successful then all of the Subterranean Assault units must enter play in that turn and follow this procedure: Performing a Subterranean Assault Once a Reserves roll for the units assigned to the Subterranean Assault has succeeded and the units are to be brought into play, the controlling player selects a single unit to deploy first. That player must place a single model with the Subterranean Assault special rule that is either a Dedicated Transport or a unit of its own (this model may have a unit Embarked within) anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that model. If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Subterranean Assault is Disordered, and the opposing player may deploy each remaining unit in the Subterranean Assault anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each other unit anywhere within 12" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. Any models Embarked on a model with the Transport Sub-type must remain Embarked and may not Disembark as part of a Subterranean Assault (but may Disembark normally during the following Movement phase). Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Subterranean Assault. Once all units from the Subterranean Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Subterranean Assault may Move, Run or Shoot as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault may not declare or resolve a Charge on the same turn as they are deployed. | ||
A common assault formation, the armoured spearhead was designed to deliver the Legion’s main strength into combat while shielding it from the predations of hostile shot and shell.
EffectsWARLORD TRAIT: MASTER OF ARMOUR A Warlord with this Warlord Trait gains the Master of the Legion special rule and a 5+ Invulnerable Save and increases its BS by +1, but may not select a Command Squad or any other unit that uses a variant of the Retinue special rule. | ||
As the relentless wars of the Horus Heresy ground ever on, few of the Legions were spared suffering losses on an apocalyptic scale. Most found some means of bolstering their ranks, some conventional, others arcane and proscribed. One fairly common method of temporarily filling depleted ranks was to induct allied Cybernetica maniples directly into line units, and some fought with such implacable ferocity that they were granted Legion heraldry and afforded a permanent place in the ranks. Few of these ‘iron brethren’ survived long, however, for they were often used as expendable assault waves attacking ahead of the more valuable and hard to replace Legionaries.
EffectsEven at the height of the Horus Heresy, it was considered wise to keep those Legionaries interred within the iron form of a mighty Dreadnought in stasis-slumber as much as possible, or else risk the total collapse of their sanity. At times however, circumstance dictated every available Dreadnought be awakened and committed to battle, even at the risk of their minds being sluggish until fully roused by the clamour of war.
A Contemptor Dreadnought with this upgrade gains the Character Sub-type, the Master of the Legion and Eternal Warrior special rules and an iron halo (increasing its Invulnerable Save to 4+, but not replacing all the effects of the atomantic deflector), but may not select a Command Squad or any other unit using a variant of the Retinue special rule. In addition, it must be selected as the Warlord of an army that includes it. | ||
TERMINOLOGY: CENTURIONS & CONSULS A Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion that selects any Consul upgrade is thereafter referred to as a Legion Consul. If a rule or requirement specifically calls for a Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion then that requirement may only be fulfilled by the specific model called for, that has not also selected a Consul upgrade. If a rule or requirement calls for a Legion Consul then that requirement may only be fulfilled by a model that has selected an appropriate Consul upgrade. Both Legion Centurions and Legion Consuls of any kind are HQ choices and may be chosen as Warlords unless a Consul’s specific rules state otherwise. | ||
For many years the Legions maintained cadres of battle-psykers in their ranks, warriors who fused these esoteric powers with a Space Marine’s superhuman physical power. But there were many within the Imperium’s hierarchy who were troubled by such dangerous and unstable potential, and after dark events in the Great Crusade’s later period, such adepts were forbidden from the use of their arts and arcane lore.
Special RulesA vital link between those desperately fighting and support elements of the Legion in battle, the Master of Signals is a strategic and communications specialist capable of interpreting and directing the flow of battle around them, and calling in support strikes from distant batteries and orbiting vessels.
Special RulesThe Legion Esoterists were a late occurrence among many of the armies embroiled in the Horus Heresy, as members of the Librarius returned to their studies with or without the blessing of their Primarchs, and delved into the forbidden lore that saw common use on the battlefields of that dark age.
Special RulesPsychic Discipline: AnathemataA Psyker with this Discipline and the Traitor Allegiance gains the Breach the Veil Psychic Power and the Void Darts and Aetheric Lightning Psychic Weapons. A Psyker with this Discipline and the Loyalist Allegiance gains the Seal the Veil Psychic Power and the Void Darts and Aetheric Lightning Psychic Weapons.
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Chosen from the best blades of the Legion, a Champion bears the honour of their chapter or company in battle, and is armed and armoured in the finest panoply of war. Their sworn task is to seek out the foe’s mightiest warriors, and slay them as an object lesson in the Imperium’s superiority.
Special RulesA Legion Delegatus is a mid-ranking Legion officer, such as a centurion, tasked with a specific mission by a Legion’s High Command and formally deputised to act in all matters with the full weight of their commander’s authority. As such, they can mobilise the Legion’s resources to the full, deploy its assets and, if performing a mission of vital strategic worth, assemble a strike force of chosen warriors.
Special RulesThe Chaplain Order, established towards the end of the Great Crusade, was intended to create a cadre of fearsome veteran warriors who would enforce a cohesion of doctrine and belief in the scattered and increasingly idiosyncratic Legions, far from Terra. Theirs was a mortuary symbol of sacrifice graven in the form of an ornate staff, mace or axe: the Crozius Arcanum, which served as both a badge of office and a deadly weapon.
Special RulesHighly skilled as watchers and hunters among their brethren, Vigilators are the eyes of their Legion on the ground, their wisdom paramount in scouting out the foe’s disposition and strength, and determining the best place to strike. Theirs also are the arts of sabotage and assassination, and while some Legions are more inclined to such subtleties than others, all see their military value.
Special RulesWithin the ranks of the Legions at the time of the outbreak of the Horus Heresy there were few remaining Scout cohorts, with most companies equipped with the scout armour long since reassigned to Recon detachments. Those few that remain are often veterans of over a century of war in the most hostile terrain known to humanity, and the last Pathfinders are the unchallenged experts on combat within such dangerous ground.
Special RulesAs the wars of the Horus Heresy spread to consume the galaxy, billions fought and died under the banners of warlords they had never seen or heard first-hand, and even among those such as the Legiones Astartes, near-religious fervour became common for those artefacts touched by Primarch, Warmaster or Regent, and given to a chosen emissary as a sign of authority and favour.
Special RulesMasters of the machine and foundry, Forge Lords are the most experienced and skilful of the Legion’s Techmarines. These warrior-smiths are skilled battle-leaders as much as they are artisans of war, and are often appointed to the command of Legion detachments comprised largely of tanks and armoured vehicles or battle-automata, as well as serving as stewards to a Legion’s Dreadnoughts.
Special RulesHigh officers of the Legion Apothecarion, the primus medicae of a Legion hold the onerous duties of both ensuring the battle-readiness and physical wellbeing of their battle-brothers. This is an authority which none but a Primarch or his chosen deputy can overrule, and such warriors are dedicated to preserving the gene-seed of the Legion from loss or contamination at any cost, even that of their lives.
Special RulesThe wreckers of cities, the bringers-down of fortress walls and the shatterers of strongholds, Siege Breakers are officers of the Legion whose speciality is precisely applied destruction against strategic targets. Placed often in command of armoured spearhead assaults and frontline artillery units, they prefer to closely observe their work, rather than sit back behind the lines, and so are deadly efficient in adapting their force’s attack patterns from moment to moment.
Special RulesFew individuals are capable of the unending operation of maintaining, categorising, requisitioning and dispensing the vast arsenals of an entire Space Marine Legion. Beyond this, many such officers of the Legions work to improve the weaponry at their disposal, running simulations and field tests of augmented weaponry. The skills required of an Armistos are much sought after by the Legion’s Master of Arsenal, particularly in those Legionaries of level temperament who are not apt to charge into the fray but are capable of supporting and supplying their battle brothers without desire for aggrandisement.
Special RulesSaid by some to be no less than death incarnate, and by others to be dishonourable murderers with no place in the Imperium’s order of battle, moritats are lone killers operating outside the Legion’s usual command structures at the behest, or at least sufferance of its high commanders. Regarded usually as dangerously unstable outcasts —perhaps created by some seldom-exposed flaw of gene-seed or indoctrination— they are also savage and proficient warriors, however, having become one with the act of killing, honing their superhuman reflexes to gun down the foe at close quarters to a preternatural degree.
Special RulesA specialised subset of Techmarines, mortificators are ultimately responsible for the Legion’s honoured dead, the furious Ancients entombed within cyborganic sarcophagi slumbering in the Legion’s sepulchres, and show a near-fanatical devotion to their charges, in some cases going so far as to contravene the tenets of the Martian Cult adopted by the Legion’s Forge Lords. A mortificator’s primary duties include the protection during slumber and rousing during war of the Legion’s complement of Dreadnoughts, and when necessary, extends to the controlling of those Dreadnoughts too long asleep or too choleric to be considered wholly sane.
Special RulesA Legion consul praevian is the keeper of the Legion’s bound automata, those soulless machines sworn to the Legion’s service and inducted into their ranks as honourary Legionaries after decades of service, a practice that increased as the Horus Heresy inflicted an ever-greater death toll on many Legions’ ranks. Initiated into the rites of the Mechanicum’s Cybernetica Tech-arcana, these officers oversee the maintenance and programming of their charges, and ensure that loyalty to the Legion and its traditions are enshrined in their core logic. On the field of battle, they march at the forefront of the inducted maniples, guiding them in the correct prosecution of war and acting as examples of true sons of the Legion. Often chosen from amongst the ranks of those veterans whose injuries have required extensive augmetic rebuild and left them ill-suited for other, more specialised, roles, these warriors are often solitary individuals, given to brooding and keeping to the company of their iron brothers. It is rare in most Legions for these warriors to advance higher up the chain of command, and some Legions use the rank as a dumping ground for those deemed unfit for other duties, while others, most notably the Iron Hands and Salamanders, consider it an honour to serve with such unique avatars of the Machine Cult’s craft.
This army list includes a number of new special rules to represent the vast panoply of the Space Marine Legions at the height of their terrible power and everlasting glory. These special rules are presented here for easy reference and operate under the rules established for special rules in the Horus Heresy: Age of Darkness rulebook.
The apothecarion of the Space Marine Legions stands outside the organisation of chapter and company, with small detachments of its warriors assigned to an army as necessity demands. Only on the longest campaigns would an apothecary find themselves going to war amongst the same warriors time and time again.
An Apothecarion Detachment is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in an Apothecarion Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Apothecaries that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Apothecary, and any Legion Apothecaries that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Apothecary. No Apothecary may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes an Apothecary as normal during either deployment or any following turn). No more than one Apothecary may be assigned to any given unit.An area denial drop is a co-ordinated attempt to close off an area of the battlefield to the enemy by seeding it with automated weapons systems and hunter seeker units.
Before the start of the first turn, when placing units into Reserve, a player must assign all models with this special rule in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player’s first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below:The largest of transports are so vast that they can carry smaller vehicles into battle. Such huge engines of war are rarely deployed, save to the most dangerous of conflicts where an army must bring the maximum possible force to bear upon the foe or must traverse the most dangerous of terrain.
Models with the Vehicle Unit Type may Embark on a model with this special rule, Embarking and Disembarking as per the normal rules for Embarking/Disembarking. A model with this special rule may carry one model with the Vehicle Unit Type whose starting Hull Points Characteristic is 4 or less. A model with the Vehicle Unit Type Embarking or Disembarking from a model with this special rule may do so from any point on the model’s base, or its hull if it has no base.Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.
A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.
When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.Some of the more powerful reactors in use by the vehicles of the Imperium are so potent as to cause terrible damage to those nearby should they be breached by enemy fire. Yet, the engines of war they feed are so vital that such risks are considered worthwhile.
If a model with this special rule suffers an Explodes result on the Vehicle Damage table then when determining the radius of the explosion roll D6+3 instead of D6.While the impact of any war machine can cripple an ordinary warrior, some vehicles are so massive that they can crush infantry like ants. Such engines of destruction can even cripple lesser vehicles, serving as battering rams of unequalled effectiveness when called upon.
When the controlling player resolves a Ram Attack using a model with this special rule, targeting an enemy model that has the Vehicle Unit Type, then any Hits inflicted are always resolved at Strength 12 (see the rules for Weapon Strengths above 10). When resolving a Ram Attack against a unit that is not made up entirely of models with the Vehicle Unit Type, 6+D6 Str 10 Hits are inflicted instead.Some weapons make no attempt to target individual warriors, but instead saturate the target zone with such a torrent of gunfire that few can escape their wrath. Such weapons are capable of causing high casualty numbers in a short space of time, but require vast stores of ammunition to maintain their attack.
When making a Shooting Attack, select up to four enemy units within range and line of sight of the attacking unit and make a Shooting Attack using the weapon’s profile against each unit instead of following the normal procedure (any individual enemy unit may only be selected as a target once, and if there are less than four enemy units within line of sight and range then each viable target may be attacked). Each unit targeted is attacked with the full number of attacks listed as part of the weapon’s profile, for example, a weapon with the Heavy 6 type and the Deathstorm special rule would select up to four enemy units within range and line of sight and roll six dice To Hit against each unit.A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.
A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.The towering Dreadnoughts of the Legiones Astartes were often organised into informal warbands, waiting only for the start of battle to advance and bring death to the foe.
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be placed within unit coherency, but afterwards operate independently and are not treated as a unit.Some transports are specially designed to allow the massive frames of Dreadnoughts to be transported into battle; from drop pods intended purely for the delivery of these armoured behemoths from orbit, to more versatile transports that can either ferry warriors or Dreadnoughts into the fires of war.
A model with this special rule may transport a single model with the Dreadnought Unit Type with no more than 8 Wounds instead of any other models. A Dreadnought model may not Embark upon a model with this special rule if any other models are already Embarked on it, and while a Dreadnought model is Embarked on a model with this special rule then no other models may Embark.Some weapons emit projectiles or energy beams of such terrible potency that, if fired, they can have terrible consequences for those that dare unleash their power. Whether due to energy surges in coherent energy beams, or failure in the arming systems of shells or warheads, a failure to properly arm the weapon and fully penetrate the enemy’s armour can cause lethal feedback.
If a weapon with this special rule fails its Armour Penetration roll against a target with an Armour Value, or fails a To Wound roll against any other model (note that successful Armour Saves or Damage Mitigation rolls do not count for this), roll a D6. If the result is a 1, the attacking model loses 1 Hull Point or Wound.The tactical Legionaries that form the core of every Space Marine Legion drill endlessly with the boltgun that is their hallmark. As a result, these warriors are capable of unleashing a torrent of gunfire that can halt any foe in its tracks.
If a model with this special rule has not moved or Run during the Movement phase of its controlling player’s turn then that model may add one to the number of shots fired when making a Shooting Attack with a bolter (this does not include combi-bolters, bolt pistols or other bolt weapons).These weapons emit an unstable stream of gravitons that causes a catastrophic implosion at the target point. Such is the power of these weapons that even the strongest of targets is dragged in and torn apart by the forces unleashed, the sheer mass of their armour serving only to increase the power of the detonation.
Instead of rolling To Wound normally with a weapon with this special rule, the controlling player of any model Hit by it must roll equal to or under that model’s Strength Characteristic on 2D6 or it suffers a Wound (Armour Saves and Damage Mitigation rolls may be taken as normal – except Shrouded rolls which may not be used). Against targets with an Armour Value, the attacking player rolls 4D6 for Armour Penetration instead.Running ahead of the heavy infantry that was the closed fist of the Space Marine Legions, these warriors harry and pursue the enemy. They strike at the foe’s most vulnerable points, depriving them of shelter and succour and leaving them at the mercy of the warriors that follow in their wake.
A unit that includes any models with this special rule may not join or be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit that includes any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring unit or a Denial unit regardless of any other special rules or Mission rules in use – however, a model with this special rule may re-roll all failed Shrouded Damage Mitigation rolls.Though often overshadowed in the annals of history by other more prestigious warriors, it is the courage and tenacity of the humble tactical Legionary that carried the Legions to victory after victory. It would be by the blood of these warriors that the course of the Horus Heresy would be decided, and by their sacrifice that the fate of the Imperium determined.
When a unit that includes at least one model with this special rule has at least half of its models within 6" of an Objective then all models in the unit gain the Feel No Pain (6+) and Stubborn special rules. If any model in the unit already has a variant of the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least half of its models within 6" of an Objective (for example, a model that already had Feel No Pain (5+) could choose to increase this to Feel No Pain (4+) while it fulfils the conditions of this special rule).Serving primarily to slow the descent of orbital strike craft, the thrusters of some such vehicles can also be used to scorch and burn enemy infantry. The most desperate or sadistic crews assigned to such craft often made use of this capability to reap a toll of the enemy, even after releasing their passengers into the heart of battle.
When a model with this special rule is deployed onto the battlefield using the Deep Strike special rule, and once all models arriving from Deep Strike in the same Phase have been placed in their final positions, but before any models Embarked on the model with this special rule have Disembarked, any models within 3+D3" (friendly or enemy) suffer a Str 6 AP 5 Hit (models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as an attack from a Flame weapon).Emitting a devastating beam of coherent energy, these weapons can engulf multiple targets in a single blast. Sweeping across the battlefield in a continuous beam of ravening destruction, the destructive power of such a burst can only be halted by the sturdiest of obstructions or most mighty of war machines.
When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model.Many assault vehicles have doors designed to release via explosive bolts, allowing their passengers to disembark as swiftly as possible.
When a model with this special rule is deployed, any doors on the model must be opened to their full extent. All models Embarked within a model with this special rule must then Disembark immediately and no models can thereafter Embark within that model for the remainder of the battle. Any model that has Disembarked from a model with this special rule may not have a Charge declared for it in the same turn. The physical doors attached to a model with this special rule are not treated as part of the model once opened and cannot be targeted by Shooting Attacks and do not impede Movement in any way.Orbital strike vehicles often mount sophisticated sensors to aid them in avoiding obstacles as they streak towards the battlefield. Those assigned to orbital assaults must rely on these systems to see them to the surface, for, given the sheer speed of their descent, no human pilot could hope to bring them safely down.
When deployed as the first model placed during a Deep Strike Assault, or other deployment that requires a model with this special rule to scatter, the distance the model scatters is reduced by half and if it scatters into Impassable Terrain or off of the battlefield then it is moved the minimum distance required to avoid such obstacles. In addition, if all units included in a Deep Strike Assault have the Inertial Guidance System special rule or are models Embarked on a model with that special rule then any rolls made to determine if the Deep Strike Assault is Disordered may be re-rolled.Whether due to intense training, indomitable armour or blind madness, some warriors will keep advancing no matter the firepower directed at them.
A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning test – except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.The most common transport vehicles are those dedicated to carrying the infantry that form the core of Mankind’s armies. Such bulk transports lack the specialised equipment to accommodate more unique warriors.
No model with any version of the Bulky (X) special rule may Embark on a model that has this special rule.Skilled beyond the arts of mortal warriors in the employment of artillery to its most deadly effect, these artists of shot and shell know best how to place each strike from their guns.
A Legion Rapier Battery must have one Legion Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Legion Rapier Battery contains fewer Legion Gunners than Rapier Carriers then only a number of Rapier Carriers equal to the number of Legion Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Legion Gunners in the unit as there are Rapier Carriers then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled, and all Legion Gunners in the unit gain a bonus of +1 to their Leadership Characteristic (this bonus is lost immediately once the number of Legion Gunners is reduced to less than the number of Rapier Carriers in the unit).Among the many officers of the Legiones Astartes, there are those with unique talents and hard-won skills that are honoured with the title and rank of consul. These warriors lead the Legion into battle and conduct the most arduous of missions, called upon by their lords when the specialised knowledge they guard is required in the struggle for victory and demise of the foe.
Any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may select a single Consul upgrade; no model may take more than one such upgrade (note that some upgrades are not available to Legion Cataphractii Centurions or Legion Tartaros Centurions, or Legion Centurions that have selected certain upgrades).Some weapons, either due to a restricted capacity to store shells, a terrifying rate of fire or a complex loading mechanism, are prone to running out of ammunition in the heat of battle. Once drained of their reserves, these weapons become little more than burdens to their wielders, impotent until the battle is concluded and specialised equipment can be used to replenish their stores.
After all Shooting Attacks for a weapon with this special rule have been fully resolved, roll a D6, adding +1 if the weapon has fired before in the same battle. If the total of this roll is 6 or more then the weapon may no longer be used to make Shooting Attacks in this battle. If this weapon is unable to make further Shooting Attacks then it may not be targeted by a Weapon Destroyed result on the Vehicle Damage table, and for the purposes of such a result is treated as though it had already been destroyed.Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.
A model with this special rule may only be included in an army that has the Loyalist Allegiance.Trained to identify and slaughter specific targets, certain cadres of warriors make an art of stalking and assassination. These warriors are singular in their focus, and, when unleashed upon the foe, are a decree of certain death.
At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a single enemy unit may be chosen by a player that controls any models with this special rule – this unit is considered ‘marked for death’. When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has ‘marked for death’, all failed To Wound rolls of ‘1’ may be re-rolled.Some warriors are trained to operate alongside the towering automata of the Mechanicum, well accustomed to the limitations of those war machines and how to best fight at their side.
A model with this special rule may join a unit that includes one or more models with the Automata Unit Type. While part of a unit that includes one or more models with the Automata Unit Type, a model with this special rule may not make Reactions and gains the Fearless special rule. If the Automata models in the unit are subject to the Programmed Behaviour provision then those rules are not used as long as a model with this special rule is part of the unit.The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.
The Master of the Legion special rule grants the following benefits:Designed specifically to degrade the complex neural circuitry and cogitators of the Mechanicum’s automata, these weapons are considered an affront to their Order. The exotic radiation emitted by such devices is the bane of the otherwise indefatigable steel warriors of the Mechanicum, leaving them as motionless, lifeless husks.
A weapon with this special rule gains the Instant Death special rule when targeting models with the Automata Unit Type.Drop pods and other dedicated orbital assault vehicles are intended for one purpose only – to deliver warriors and equipment from orbiting spacecraft to battlefields on a planet’s surface. Once deployed they play little further part in the battle, serving only to support the onslaught of their passengers.
A model with this special rule must be deployed onto the battlefield as part of a Deep Strike Assault, or other deployment that requires the Deep Strike special rule. It may never be deployed as normal, regardless of any other rule or mission, and if forced to do so it is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation). Furthermore, a model with this special rule may never move – and if forced to do so is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation).Certain plasma weapons are designed not just to break the target with the sheer power of its initial strike, but also to burn and short-circuit the internal workings exposed. The superheated matter emitted by plasma cannons serves ideally for this purpose, continuing to sear and burn long after impact.
If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable Saves or Damage Mitigation rolls allowed.Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.
A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.Certain powerful reactors, when destroyed, erupt in a devastating blast capable of destroying other engines of war.
When the controlling player resolves an Explodes result on the Vehicle Damage table for a model with this special rule, the Strength of any Hits inflicted is increased to 10.Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.
If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).Some vehicles are robust enough or simple enough in their construction that the crew can conduct minor repairs in the field.
In any of the controlling player’s Shooting phases, instead of making any Shooting Attacks with a model with this special rule, the controlling player may instead roll a D6. On the roll of a ‘4’ or more, a damage result of Immobilised that has been inflicted on this model may be removed but no Hull Points are returned.Many of the most famous and powerful commanders went to war with a dedicated cadre of bodyguards and adjutants. These guardians served both to protect their master in the heat of battle, preserving his life against all threats, and as a vital reserve of skilled warriors to press the attack at the most crucial moment.
A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.Some weapons require a stable firing platform in order to deliver their payload with maximum destructive force. When forced to fire without the proper preparations their effect is greatly reduced, but when firing from prepared positions they can unleash such a devastating torrent of fire that few enemies can survive their wrath.
If a model that has a weapon with this special rule does not move in the Movement phase of a given turn, that weapon may be given the Rending (4+) and Pinning special rules until the start of the controlling player’s next turn.The warriors of the Space Marine Legions knew full well that to leave any foe alive was to compromise the Great Crusade, to endanger the long march of humanity across the galaxy. So in war, they deployed warriors specifically to harry those that attempted to flee or that haunted the edges of the battlefield.
If a Charge is declared for a unit that includes at least one model with this special rule, targeting an enemy unit that is Pinned, Falling Back or includes no models with the Character Sub-type or the Chosen Warriors special rule, then all models in the Charging unit gain a bonus of +1 Attacks for the duration of the Assault phase in which the Charge is declared.Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.Employed to cover the advance of the infantry companies below, those who pilot the aircraft of the Space Marine Legions are masters of the interception and destruction of enemy aircraft and airborne xenos beasts.
A unit or model with this special rule may be placed into Combat Air Patrol at the start of the battle, before any models are deployed onto the battlefield. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction.Advanced Reaction: Combat Air PatrolAdvanced Reactions are available to specific players as noted in their description. Unlike Core Reactions they are activated in unique and specific circumstances, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.Combat Air Patrol – This Advanced Reaction may be made whenever any enemy model that has the Vehicle Unit Type and the Flyer Sub-type enters the battlefield from Reserves. The Reactive player may nominate any one model that has been assigned to Combat Air Patrol. Once the enemy model with the Vehicle Unit Type and Flyer Sub-type that triggered this Reaction has finished any and all Movement as it is brought into play, the chosen model assigned to Combat Air Patrol is brought into play from any point on the edge of the battlefield, moving into play as if it had entered play from Reserves. Once the Combat Air Patrol model has finished its Movement it may immediately make a Shooting Attack targeting the enemy model that triggered this Reaction – as long as it has finished its Movement with line of sight to that model. Only models with the Vehicle Unit Type and Flyer Sub-type may make the Combat Air Patrol Reaction. | ||
With most Legions boasting only a small cadre of Techmarines, those that are available are a vital resource for any Legion task force. These warriors are assigned only as is necessary, placed in the units and formations that can best benefit from their unique skills.
A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit.Driven by technology little understood, even by the initiates of the Mechanicum, these weapons are the bane of the complex war machines of the Horus Heresy. Once such weapons have cut through the target’s armour, their exotic energies and sheer destructive power wreak havoc on the delicate internal machinery of the target.
When a target with an Armour Value is struck by a weapon with this special rule, the amount of Hull Point damage caused by the weapon is doubled.In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.
A model with this special rule may only be included in an army that has the Traitor Allegiance.Some of the largest transport vehicles are specially designed to carry both infantry and engines of war into battle, allowing versatile battle groups to be deployed to the battlefield at once. These rare war machines are often restricted to the most elite of an army, and used to tackle the most perilous of missions.
A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.Some vehicles are equipped with almost impenetrable shields of energy, relics from ancient times known as void shields.
A model with this special rule has a number of void shields, as listed on its profile. Shooting Attacks which Hit a model with this special rule instead target this model’s void shields while at least one remains active. Void shields have an Armour Value of 12. A successful Glancing Hit, Penetrating Hit or any successful Hit from a Destroyer weapon which targets a void shield causes it to collapse, reducing the number ‘X’ by -1. When the number of void shields is reduced to 0, this special rule has no further effect and subsequent Shooting Attacks target the model instead. Void shields have no effect on close combat attacks, and may not be affected by close combat attacks.Even at the height of the Imperium’s power, plasma weapons were poorly understood and often dangerous to put into use. The most destructive of these weapons required large and volatile tanks of super-heated gas, which would often detonate should a vehicle carrying them suffer catastrophic damage, scattering plasma on any nearby.
If a model with this special rule loses its last Hull Point due to the Gets Hot special rule then it also suffers the effects of the Explodes result on the Vehicle Damage table. When a model with this special rule suffers an Explodes result (as shown on the Vehicle Damage table), the Strength of any Hits it causes is increased to 10.The Legiones Astartes made use of a number of weapons and items of Wargear that were unique to those legendary formations. This section presents the rules for these weapons and artefacts of the Horus Heresy.
Weapon Strengths Above 10On certain extremely powerful weapons, the Strength value of the weapon can be higher than 10. These weapons roll for armour penetration against models with the Vehicle Unit Type and Buildings as normal – adding their full Strength value to the roll of a D6. When rolling to Wound a model with a Toughness value, the weapon is treated as though it had a Strength value of 10 on the To Wound table. However, when determining if such a weapon inflicts Instant Death use its full Strength value. | ||
Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing firepower and elegance. Be they bespoke slug throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents and the masters of the Space Marine Legions.
The archaeotech pistol, like several classes of weaponry available to Space Marine leaders, is intended to represent a wide variety of weapons and to give players a Profile that can be used for converted or unusual handguns whose power exceeds that of more common weaponry.Range | Str | AP | Type | |
Archaeotech pistol | 12" | 6 | 4 | Pistol 1, Rending (3+), Master-crafted |
Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves – used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these cannon rely on either huge explosive payloads or advanced armour piercing technologies to achieve a destructive capacity that few other weapons can match.
Range | Str | AP | Type | |
Demolisher cannon | 24" | 12 | 3 | Ordnance 1, Blast (3"), Sunder, Rending (6+), Brutal (3) |
Morbus bombard | 36" | 10 | 4 | Ordnance 1, Barrage, Large Blast (5"), Pinning, Rending (6+) |
Quad launcher | ||||
- Frag | 12"-60" | 5 | 5 | Heavy 1, Barrage, Large Blast (5"), Shred |
- Shatter | 36" | 8 | 4 | Heavy 4, Sunder |
- Incendiary | 12"-60" | 4 | 5 | Heavy 1, Barrage, Large Blast (5"), Ignores Cover, Pinning, Shred |
- Splinter | 12"-36" | 2 | 4 | Heavy 1, Barrage, Large Blast (5"), Rending (6+), Pinning, Shell Shock (1) |
Dreadhammer siege cannon | 24" | 12 | 3 | Ordnance 1, Large Blast (5"), Rending (4+), Sunder, Brutal (4) |
Thunderhawk cannon | 72" | 8 | 4 | Destroyer 1, Massive Blast (7"), Rending (6+) |
An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, but a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.
All weapons listed here are counted as ‘Auto’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Astartes shotgun | 12" | 4 | - | Assault 2, Concussive (1) |
Rotor cannon | 30" | 3 | - | Assault 4, Pinning, Shell Shock (1) |
Autocannon | 48" | 7 | 4 | Heavy 2, Rending (6+) |
Reaper autocannon | 36" | 7 | 4 | Heavy 2, Rending (6+), Twin-linked |
Kheres assault cannon | 24" | 6 | 4 | Heavy 6, Rending (6+) |
Gravis autocannon | 48" | 7 | 4 | Heavy 3, Rending (6+), Twin-linked |
Gravis autocannon battery | 48" | 7 | 4 | Heavy 4, Rending (6+), Twin-linked |
Predator cannon | 48" | 8 | 4 | Heavy 4, Rending (6+) |
Punisher rotary cannon | 36" | 6 | 4 | Heavy 18, Pinning, Shell Shock (1) |
Accelerator autocannon | 48" | 7 | 4 | Heavy 8, Rending (6+), Exoshock (6+) |
Fellblade accelerator cannon | ||||
- HE shell | 100" | 8 | 3 | Ordnance 1, Massive Blast (7") |
- AE shell | 100" | 10 | 2 | Ordnance 1, Armourbane (Ranged) |
Skyreaper battery | 48" | 7 | 4 | Heavy 5, Skyfire, Twin-linked |
Anvilus autocannon battery | 48" | 7 | 4 | Heavy 4, Rending (5+), Sunder, Twin-linked |
Anvilus snub autocannon | 24" | 7 | 4 | Heavy 2, Sunder, Rending (5+), Twin-linked |
Leviathan storm cannon | 24" | 7 | 4 | Heavy 6, Rending (5+), Sunder |
Kratos battlecannon | ||||
- HE shells | 36" | 8 | 4 | Heavy 1, Large Blast (5"), Pinning |
- AP shells | 36" | 8 | 2 | Heavy 2, Sunder |
- Flashburn shells | 24" | 10 | 1 | Heavy 1, Armourbane (Ranged), Gets Hot |
A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.
All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Bolt pistol | 12" | 4 | 5 | Pistol 1 |
Bolter | 24" | 4 | 5 | Rapid Fire |
Combi-bolter | 24" | 4 | 5 | Rapid Fire, Twin-linked |
Kraken bolter | 30" | 4 | 4 | Rapid Fire |
- Tempest rounds | 18" | 3 | 6 | Assault 3, Ignores Cover |
- Scorpius rounds | 24" | 5 | 4 | Assault 1, Breaching (4+) |
Nemesis bolter | 72" | 5 | 5 | Heavy 1, Rending (5+), Sniper, Pinning |
Heavy bolter | 36" | 5 | 4 | Heavy 4 |
Gravis bolt cannon | 48" | 5 | 4 | Heavy 6, Twin-linked |
Gravis heavy bolter battery | 48" | 5 | 4 | Heavy 8, Twin-linked |
Avenger bolt cannon | 36" | 6 | 3 | Heavy 7 |
An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.
Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.Range | Str | AP | Type | |
Bolter (Primary) | 24" | 4 | 5 | Rapid Fire |
Flamer (Secondary) | Template | 4 | 5 | Assault 1 |
Meltagun (Secondary) | 12" | 8 | 1 | Assault 1, Armourbane (Melta), One Shot |
Plasma gun (Secondary) | 24" | 7 | 4 | Rapid Fire, Breaching (4+), Gets Hot, One Shot |
Volkite charger (Secondary) | 15" | 5 | 5 | Assault 2, Deflagrate |
Grenade launcher (Secondary) | ||||
- Frag | 24" | 3 | 6 | Assault 1, Blast (3"), Pinning |
- Krak | 24" | 5 | 4 | Assault 1 |
Disintegrator* (Secondary) | 24" | 5 | 2 | Rapid Fire, Instant Death, Gets Hot, One Shot |
These esoteric energy weapons fire a beam that induces a subatomic implosion in their target, with the beam itself gathering power over distance up to a terminal point of beam instability. Conversion beam weapons are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power. As a result, they are primarily used for dedicated siege warfare or starship breaching assaults by specialised operators such as Techmarines and Mechanicum Destructors. More rarely, larger conversion beam weapons are mounted on a vehicle chassis with advanced control mechanisms and an abundance of reactor power such as the Contemptor pattern Dreadnought.
All weapons listed here are counted as ‘Conversion Beam’ weapons for those rules that affect such weapons. An attack made with a conversion beam weapon has a number of different profiles, the use of which depends upon how far the chosen target is from the attacking model up to the weapon’s maximum range. When attacking with one of these weapons measure the distance to the target, place the weapon’s Blast template and scatter as normal for a blast weapon. Once the final location of the template has been determined, measure to the centre of the Blast marker and consult the weapon’s chart to determine the effect.Range | Str | AP | Type | |
Conversion beam cannon | ||||
Up to 18" | 7 | - | Heavy 1, Blast (3"), Blind | |
More than 18"-42" | 9 | 4 | Heavy 1, Blast (3"), Blind | |
More than 42"-72" | 12 | 1 | Heavy 1, Blast (3"), Blind | |
Heavy conversion beam cannon | ||||
Up to 18" | 7 | - | Heavy 1, Large Blast (5"), Blind | |
More than 18"-42" | 9 | 4 | Heavy 1, Large Blast (5"), Blind | |
More than 42"-72" | 12 | 1 | Heavy 1, Large Blast (5"), Blind |
These brutal Terran weapons disrupt the molecular bonding of the target, literally tearing it apart whether it be flesh or ceramite. Common during the dark years of Old Night, these weapons were valued as much for the psychological impact of their use as for the efficacy of their actinic bolts.
All weapons listed here are counted as ‘Disintegrator’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Disintegrator pistol | 12" | 5 | 2 | Pistol 1, Instant Death, Gets Hot |
Disintegrator | 24" | 5 | 2 | Rapid Fire, Instant Death, Gets Hot |
Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.
All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Hand flamer | Template | 3 | - | Pistol 1 |
Flamer | Template | 4 | 5 | Assault 1 |
Toxiferran flamer | Template | 4 | 5 | Assault 1, Poisoned (3+), Rending (6+) |
Heavy flamer | Template | 5 | 4 | Assault 1 |
Flamestorm cannon | Template | 6 | 4 | Heavy 1, Torrent (18") |
Little understood even by the Tech-priests of Mars, the term ‘graviton gun’ refers to a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment. The power of the graviton gun’s highest settings is sufficient to rupture organs and crack bones even inside armour, but its primary use is to impede the enemy and damage machinery without the risks of secondary explosions.
All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Graviton gun | 18" | † | 4 | Heavy 1, Blast (3"), Concussive (1), †Graviton Pulse, Haywire |
Graviton cannon | 36" | † | 4 | Heavy 1, Large Blast (5"), Concussive (1), †Graviton Pulse, Haywire |
Graviton-charge cannon | 24" | † | 4 | Ordnance 1, Massive Blast (7"), Barrage, Concussive (1), †Graviton Pulse, Haywire |
Grav-flux bombard | 18" | † | 4 | Heavy 1, Large Blast (5"), †Graviton Collapse, Torsion Crusher, Ignores Cover, Concussive (1) |
In the Imperium, the term ‘las’ is applied to a wide variety of weapons, from crude particle weapons such as the ubiquitous lascannon, to more complex and deadly weapons such as the neutron laser beam cannon. The defining features that link these disparate weapons are their nature as energy weapons, rather than projectile weapons, and their reliance on rechargeable power packs or portable generators instead of conventional magazines. This ability to draw and project vast quantities of power has often made such weapons ideal anti-tank weapons among the ranks of the Legiones Astartes.
All weapons listed here are counted as ‘Las’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Lascannon | 48" | 9 | 2 | Heavy 1, Sunder |
Gravis lascannon | 48" | 9 | 2 | Heavy 2, Sunder |
Lascannon array | 48" | 9 | 2 | Heavy 2, Twin-linked, Sunder |
Arachnus heavy lascannon battery | 48" | 10 | 2 | Heavy 2, Sunder, Exoshock (5+), Twin-linked |
Laser destroyer | 36" | 9 | 1 | Ordnance 2, Twin-linked, Exoshock (6+) |
Magna laser destroyer | 36" | 9 | 1 | Ordnance 3, Twin-linked, Exoshock (6+) |
Neutron beam laser | 36" | 10 | 1 | Ordnance 2, Concussive (3), Shock Pulse, Gets Hot |
Neutron blaster | 24" | 10 | 1 | Heavy 1, Concussive (3), Shock Pulse, Sunder, Gets Hot |
Neutron laser battery | 72" | 10 | 1 | Ordnance 4, Concussive (3), Feedback, Shock Pulse, Gets Hot |
Volcano cannon | 120" | 14 | 1 | Destroyer 1, Large Blast (5"), Ignores Cover |
Neutron-wave cannon | 120" | 10 | 1 | Destroyer 1, Large Blast (5"), Shock Pulse, Ignores Cover |
Turbo-laser destructor | 96" | 12 | 2 | Destroyer 1, Large Blast (5"), Ignores Cover |
Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in common use among the armies of Old Earth, Mars and Jupiter long before the Emperor unified Sol. However, it has been in use within the Legiones Astartes since their inception and every Legion bears examples of this venerable and fearsome weapon.
All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Meltagun | 12" | 8 | 1 | Assault 1, Armourbane (Melta) |
Multi-melta | 24" | 8 | 1 | Heavy 1, Armourbane (Melta), Twin-linked |
Gravis melta cannon | 24" | 8 | 1 | Heavy 2, Armourbane (Melta), Twin-linked |
Magna-melta cannon | 36" | 8 | 1 | Heavy 3, Armourbane (Melta), Twin-linked |
Cyclonic melta lance | 18" | 8 | 1 | Heavy 4, Armourbane (Melta) |
Siege melta array | 12" | 8 | 1 | Heavy 5, Armourbane (Melta), Twin-linked |
Melta cutters | 6" | 8 | 1 | Heavy 3, Armourbane (Melta) |
Melta blast-gun | 36" | 8 | 1 | Heavy 4, Armourbane (Melta) |
From advanced guided missiles to crude explosive rockets, the Legiones Astartes make use of a variety of rocket-propelled munitions. Most common is the humble missile launcher, a man portable weapon used to supplement the firepower of the Legion cohorts, but a number of vehicle mounted launchers serve as both artillery and anti-aircraft weapons. Though such weapons are crude by comparison to many of the wonders bestowed upon the Legions by the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade.
All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Missile launcher | ||||
- Frag | 48" | 4 | 6 | Heavy 1, Blast (3"), Pinning |
- Krak | 48" | 8 | 3 | Heavy 1 |
- Flak | 48" | 7 | 3 | Heavy 1, Skyfire |
Vengeance launcher | 48" | 5 | 4 | Heavy 2, Large Blast (5") |
Havoc launcher | 48" | 5 | 5 | Heavy 1, Blast (3"), Twin-linked |
Hunter-killer missile | 48" | 8 | 3 | Heavy 1, One Shot |
Hellstrike missile | 72" | 9 | 2 | Heavy 1, Sunder, One Shot |
Deathstorm missile launcher | 18" | 6 | 4 | Heavy 9, Pinning, Deathstorm, Limited Ammunition |
Rotary missile launcher | 60" | 8 | 2 | Heavy 3, Exoshock (6+), Ignores Cover, Twin-linked |
Sabre missile | 36" | 7 | 4 | Heavy 1, Rending (6+), One Shot |
Tempest rocket | 60" | 7 | 4 | Heavy 1, Sunder, One Shot |
Aiolos missile launcher | 60" | 6 | 3 | Heavy 3, Pinning, Guided Fire |
Boreas air defence missile | 48" | 8 | 2 | Heavy 1, Skyfire, Guided Fire, One Shot |
Spicula rocket system | 72" | 7 | 4 | Ordnance 1, Massive Blast (7"), Rending (6+), Limited Ammunition |
Arcus missile launcher | ||||
- Arcus warheads | 36" | 8 | 2 | Heavy 5, Twin-linked |
- Skyspear warheads | 48" | 7 | 2 | Heavy 5, Skyfire, Twin-linked |
- Pyrax warheads | 36" | 5 | 4 | Heavy 1, Large Blast (5"), Ignores Cover, Pinning |
- Neutron-flux warheads | 36" | 7 | 4 | Heavy 4, Twin-linked, Neutron-flux, Breaching (5+) |
Cyclone missile launcher | ||||
- Frag | 48" | 4 | 6 | Heavy 1, Large Blast (5"), Pinning |
- Krak | 48" | 8 | 3 | Heavy 2, Twin-linked |
- Flak | 48" | 7 | 3 | Heavy 2, Skyfire, Twin-linked |
Scorpius missile launcher | 48" | 8 | 4 | Heavy 1, Barrage, Large Blast (5"), Rocket Barrage |
Macro-bomb cluster | - | 8 | 4 | Bomb 1, Apocalyptic Barrage (6), One Shot |
Phosphex is a rare corrosive toxic and incendiary compound utterly inimical to life, deployed both in the form of large canister bombs and heavy shells. It expands on contact with air into a seething, liquid mist which burns with an eerie white-green flame which is attracted to movement. This gelid flame ignites metal and eats relentlessly into living tissue, and cannot be extinguished short of exposure to vacuum. As effective as this horrific weapon is, its use is not widespread as it has a tainting effect beyond even rad weapons on the areas in which it is employed, and so it remains within the arsenals of the Space Marine Legions as a weapon of dire resort.
All weapons listed here are counted as ‘Phosphex’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Phosphex bomb | 6" | 5 | 2 | Assault 1, One Use, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death |
Phosphex discharger | 18" | 5 | 2 | Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death |
Phosphex shell (Arquitor Morbus Bombard) | 24" | 5 | 2 | Ordnance 1, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death |
Phosphex canister shot (Rapier) | 12"-24" | 4 | 3 | Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death |
Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.
All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Plasma pistol | 12" | 7 | 4 | Pistol 1, Breaching (4+), Gets Hot |
Plasma gun | 24" | 7 | 4 | Rapid Fire, Breaching (4+), Gets Hot |
Plasma cannon | 36" | 7 | 4 | Heavy 1, Blast (3"), Breaching (4+), Gets Hot |
Gravis plasma cannon | 36" | 7 | 4 | Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot |
Plasma blaster | 18" | 7 | 4 | Assault 2, Breaching (4+), Gets Hot |
Executioner plasma destroyer | 60" | 7 | 4 | Heavy 1, Large Blast (5"), Rending (4+) |
Hellfire plasma cannonade | ||||
- (Sustained fire) | 36" | 7 | 4 | Heavy 6, Breaching (4+) |
- (Maximal fire) | 36" | 8 | 4 | Heavy 1, Rending (4+), Gets Hot, Large Blast (5") |
Omega plasma array | ||||
- (Sustained fire) | 36" | 7 | 4 | Heavy 8, Breaching (4+), Twin-linked |
- (Maximal fire) | 36" | 9 | 4 | Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked |
Special-issue weapons commonly only employed against the most dangerous of xenoforms, rad grenades and warheads detonate with a short, intense burst of radiation and shower the immediate area with highly contaminated fallout. As well as direct damage, these can be used to bombard an area, and have the effect of debilitating rather than slaying outright, rendering a target vulnerable to further injury.
All weapons listed here are counted as ‘Rad’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Rad missile (missile launcher) | 48" | 4 | 3 | Heavy 1, Blast (3"), Fleshbane, Rad-phage |
‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Horus Heresy, and been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.
All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Volkite serpenta | 10" | 5 | 5 | Pistol 2, Deflagrate |
Volkite charger | 15" | 5 | 5 | Assault 2, Deflagrate |
Volkite caliver | 30" | 6 | 5 | Heavy 3, Deflagrate |
Volkite culverin | 45" | 6 | 5 | Heavy 5, Deflagrate |
Volkite dual-culverin | 45" | 6 | 5 | Heavy 6, Deflagrate, Twin-linked |
Volkite falconet | 45" | 7 | 5 | Heavy 8, Deflagrate, Twin-linked, Pinning |
Volkite saker | 25" | 6 | 5 | Heavy 6, Deflagrate |
Volkite macro-saker | 45" | 6 | 5 | Heavy 8, Deflagrate |
Volkite carronade | 45" | 8 | 3 | Heavy 1, Heavy Beam, Deflagrate |
Volkite cardanelle | 45" | 7 | 5 | Heavy 12, Deflagrate, Pinning |
The Legiones Astartes also employ a number of other weapons that do not fall into any specific category.
A needle pistol counts as a ‘Needle’ weapon for rules that affect such weapons.Range | Str | AP | Type | |
Lascutter (Ranged) | 8" | 10 | 1 | Assault 1, Armourbane (Ranged) |
Needle pistol | 12" | 2 | - | Pistol 2, Poisoned (3+), Pinning |
Range | Str | AP | Type | |
Basic close combat weapon | - | User | - | Melee |
These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy grips and a series of razor-edged blades mounted along the edge of the weapon and set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays of fountaining gore it created as its effectiveness in battle.
All weapons listed here are counted as ‘Chain’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Chainsword | - | User | - | Melee, Shred |
Heavy chainsword | - | +2 | - | Melee, Shred, Two-handed |
Chainaxe | - | +1 | - | Melee, Shred |
Chainfist | - | x2 | 2 | Melee, Armourbane (Melee), Unwieldy |
Gravis chainfist | - | 10 | 2 | Melee, Armourbane (Melee), Murderous Strike (5+) |
Chain bayonet | - | +1 | - | Melee, Two-handed, Shred |
With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them. As well as the nobles of the Terran Court, certain Space Marine Legion officers favour the Charnabal weapons over more ‘clumsy’ power weapons as they see them as being more responsive to true martial skill, while others think them effete and decadent weapons.
All weapons listed here are counted as ‘Charnabal’ weapons for those rules that affect such weapons. A model that is eligible to select a Charnabal weapon may take any of the weapons included in this Profile.Range | Str | AP | Type | |
Charnabal sabre | - | User | - | Melee, Breaching (5+), Duellist’s Edge (1) |
Charnabal tabar | - | +2 | - | Melee, Breaching (6+), Duellist’s Edge (1) |
Charnabal glaive | - | +1 | - | Melee, Breaching (5+), Duellist’s Edge (2), Two-handed |
Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors.
All weapons listed here are counted as ‘Force’ weapons for those rules that affect such weapons. A model that is eligible to select a force weapon may take any of the weapons included in this Profile.Range | Str | AP | Type | |
Force sword | - | User | 3 | Melee, Rending (6+), Force |
Force axe | - | +1 | 2 | Melee, Unwieldy, Force |
Force maul | - | +2 | 3 | Melee, Force |
Force staff | - | +1 | 3 | Melee, Reach (1), Force |
These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.
All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.Range | Str | AP | Type | |
Power sword | - | User | 3 | Melee, Rending (6+) |
Power axe | - | +1 | 2 | Melee, Unwieldy |
Power maul | - | +2 | 3 | Melee |
Power lance | - | +1 | 3 | Melee, Reach (1) |
Range | Str | AP | Type | |
Power fist | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
Gravis power fist | - | 9 | 2 | Melee, Brutal (3) |
Thunder hammer | - | x2 | 2 | Melee, Unwieldy, Brutal (2), Specialist Weapon |
Lightning claw | - | User | 3 | Melee, Shred, Rending (6+), Specialist Weapon |
Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, Paragon blades are few in number and may take many forms. The most common Paragon blades are two-handed power weapons of extraordinary balance and durability, although even more rarely unique chain weapons wrought from the teeth of terrifying xenos-beasts and certain night-black sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, Paragon blades are valued beyond price by the Imperium’s warriors.
Range | Str | AP | Type | |
Paragon blade | - | +1 | 2 | Melee, Murderous Strike (6+), Specialist Weapon |
Complex arrays of industrial claws and manipulators, as well as more exotic and disturbing tools, these weapons are often spliced or directly connected to the wielder and double as mechanical aids. Most often found on those members of the Legiones Astartes assigned to the armoury and the position of Techmarine, they supplement that warrior’s already potent ability in combat.
A model with a servo-arm may make a single additional attack in the Assault phase as well as any they would normally be eligible to make, while a model with a machinator array makes two additional attacks in the Assault phase. These attacks are made using the weapon profiles shown below.Range | Str | AP | Type | |
Servo-arm | - | 8 | 2 | Melee, Unwieldy |
Machinator array | - | +1 | 2 | Melee, Unwieldy, Shred, Armourbane (Melee) |
The Legiones Astartes also employ a number of other weapons that do not fall into any specific category.
Range | Str | AP | Type | |
Lascutter (Melee) | - | 7 | 1 | Melee, Unwieldy, Cumbersome |
Melta bomb | - | 8 | 1 | Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death |
Leviathan siege claw | - | 10 | 2 | Melee, Brutal (3) |
Leviathan siege drill | - | 12 | 2 | Melee, Armourbane (Melee) |
Corposant stave | - | +1 | 4 | Melee, Two-handed, Haywire |
Bayonet | - | +1 | - | Melee, Two-handed |
Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.
Artificer armour confers a 2+ Armour Save.Powered by the vast glut of energy from its atomantic heart, many of the more advanced Legiones Astartes war machines entered the field of battle veiled in a protective shroud of energy that could deflect or disperse las bolts and kinetic munitions. Yet, such was the power channelled through this little-understood device that, in death, these engines of war would erupt in fiery ruin, a danger to both friend and foe.
A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity.
A unit that includes at least one model with an augury scanner gains all of the following benefits:The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of power armour, these enable the wearer to co-ordinate battlefield data with blinding speed.
A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum.A combat shield is a wrist mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage, while boarding shields are larger, bulkier versions of the same.
Combat shields confer a 6+ Invulnerable Save, boarding shields confer a 5+ Invulnerable Save, but a model with a boarding shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.Certain designated command vehicles mount powerful omni-vox relays, which occupy much of their internal compartments. These arrays allow those leaders fortunate enough to have access to such rare assets to carefully judge the flow of battle and maintain close watch over their troops, urging them onwards to victory.
While any model with the Character Sub-type is Embarked upon a model with this special rule, friendly units with the same version of the Legiones Astartes special rule that are within 18" or that include a model with a nuncio-vox may use the Embarked model’s Leadership Characteristic for Morale checks and Pinning tests. If more than one model with the Character Sub-type is Embarked upon a model with this special rule then the controlling player chooses which model’s Leadership Characteristic is used.This control and signalling device uses data-djinn to command Battle-automata fitted with Cybernetica cortex systems, allowing the wielder to witness the battlefield through the automata’s own senses as well as monitor their status and exact precise control over their actions. Only the most highly experienced and specifically augmented adepts of the Mechanicum and the Forge Lords of the Legiones Astartes can hope to fathom the use of these fractious devices and successfully interpret the storm of data streaming from their un-living minions.
Any unit that includes one or more models with the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type while within 12" of a friendly model with a cortex controller.Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.Ranging from simple slabs of steel crudely attached to a vehicle’s hull, to the artfully fitted and specially designed blades borne by the Legiones Astartes, dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.
A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.A complex web of augurs, scanners and atmospheric probes allow certain Space Marine vehicles to gather a wide variety of valuable battlefield information.
At the start of each of the controlling player’s turns, that player may choose to activate the explorator augury web in either Disruption or Relay mode, the effects of which last until the beginning of the controlling player’s next turn:Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator rumoured by some to be a product of Dark Age technology from a source best left forgotten.
A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.These powerful vox-linked transmitters and geo-locator beacons allow the user to guide distant troops to the battlefield with pin-point accuracy. Once deployed to a battle zone, a praetor or centurion can be linked immediately to their reinforcements and assured of their imminent arrival.
As long as a model with this special rule is deployed on the battlefield, the controlling player may choose to re-roll all failed Reserves roll they make.An auxiliary weapon system fitted to Terminator armour, the grenade harness unleashes a barrage of fragmentation bombs at the foe as the Terminator charges.
A unit that includes at least one model with a grenade harness makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.Small hand-held explosives have been a feature of warfare for millennia, with a near-infinite variety in use by both human and xenos armies. Even within the Imperium there are innumerable patterns and designs, all intended to perform similar tasks. The Divisio Militaris orders such devices into broad categories to ease the burden of supply and distribution.
Representing a huge variety of handheld explosive devices used for an equally vast number of battlefield roles, grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules.A more sophisticated variant of the krak grenade, utilising cleverly designed shaped charges or simply larger payloads, to breach the fortified walls of bunkers.
The controlling player may choose to have a model with a breacher charge that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification model, inflict one automatic Str 10, AP 2 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using breacher charges may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.
The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.
During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight Sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.This class of grenade is one of the most eclectic, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke bombs, yet all with the same simple purpose: to hide the users from the enemy.
Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with shroud bombs is considered to be 6" further than the actual range between the two units – enemy models with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, a unit that includes at least one model with shroud bombs is always treated as though it was out of line of sight when scattering any attacks.The helical targeting array is a complex system of augurs and tracking baffles. It is designed to enable a war machine’s weapons to strike true, even against the most evasive targets, and to penetrate even the most esoteric of shrouds.
The controlling player of a model with a helical targeting array may activate it at the start of any of their own turns, or, if the controlling player is not taking the first turn of the battle, at the start of the battle, before the beginning of the opposing player’s first turn. Once the helical targeting array is activated, the model is affected by the following conditions until the beginning of the controlling player’s next turn:Larger than other speeders employed by the Legiones Astartes, the Javelin serves as a mobile fire-support platform. Mounting weaponry equal to a light tank, but far faster and more agile than such vehicles, these potent engines of war poses a dire threat to enemy armour.
A Legion Javelin Land Speeder has one heavy bolter and one cyclone missile launcher (with frag and krak missiles).Intended for long-range reconnaissance and strike missions, the Proteus Land Speeder trades some of the jetbike’s legendary agility for a more robust frame and the ability to carry heavier armaments. These deadly strike vehicles are often deployed ahead of the Legion’s advance, both to locate the foe and to destroy their supplies and munitions.
A Legion Proteus Land Speeder has one heavy bolter.Rare and deadly machines, whose compact and extremely powerful grav-repellor motors are limited in production to only a handful of sources in the galaxy-spanning Imperium, Space Marine Scimitar jetbikes are a glorious sight in battle, and often the last one an enemy sees.
A Legion Scimitar jetbike has one heavy bolter. In addition, a model with a Legion Scimitar jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.To some greater or lesser extent, each Space Marine Legion deploys bike squadrons as battlefield scouts and pursuit troops. Some of these bikes are based on venerable patterns predating the Dark Age of Technology, such as the Iron Shadow, while others, such as the Wyvern, were developed on the far flung worlds of humanity in response to local conditions. The most common pattern in use by the Legiones Astartes is the Spatha, a more heavily armoured version of the Wyvern, intended for light combat and harassment of the foe.
A Legion Spatha combat bike has one twin-linked bolter. In addition, a model with a Legion Spatha combat bike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.Each Space Marine Legion maintains the ancient military tradition of the battle standard being a rallying point and spur to glory. These icons vary greatly from Legion to Legion depending on their particular martial culture. Be they a tattered flag that has weathered the shot and shell of a hundred battlefields, a burning steel standard, or a trophy rack bedecked with the heads of slain xenos, it is in the shadow of such banners and icons that battles are won or lost.
All of the controlling player’s units with the Legiones Astartes (X) special rule within 6" of a friendly model with a Legion standard are considered to have a Leadership Characteristic of 10 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Legion standard gain the Line Sub-type as long as they remain part of that unit – this benefit is lost immediately if the model with the Legion standard is removed as a casualty.The humble vexilla displays the heraldry of a particular squad, proclaiming not only its designation in the Legion but also its proud legacy in the annals of the Great Crusade.
A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds score used to determine if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with a Legion vexilla may, before any dice are rolled to determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced to move off the edge of the battlefield will instead stop moving, with any model that would have moved off of the battlefield ending its Fall Back move prematurely when it reaches 1" from the edge of the battlefield.The Warhawk is the standard pattern of jump pack unit employed by the Space Marine Legions. Its ability to function in almost any atmosphere and its robust systems have proven better than many of the more advanced devices in use by the Mechanicum and xenos forces.
At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.Specially designed emitters that use concentrated bursts of exotic radiation and microwaves to superheat a target at extremely close range.
When a model with melta cutters makes a Ram Attack targeting a model with the Vehicle Unit Type or a Building, it adds an additional modifier of +2 to the Strength of the attack, to a maximum of Strength 10.A complex dispenser of medical unguents and serums intended to keep even the most horrifically injured Space Marines combat-capable. These often take the form of small pistols or servo-arm mounted pressure-syringes.
All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gain the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.A nuncio-vox is a beacon and communications array that allows constant co-ordination with other elements of an army – be they in a neighbouring region or in orbit high overhead. This allows precision reinforcements to be deployed nearby and strikes to be targeted with deadly accuracy.
While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.
Power armour provides a 3+ Armour Save.These arcane devices allow a trained battle-psyker to detect the concentrations of warp energy that indicate enemy psykers and focus their own power to thwart their rituals.
Any enemy model within 18" and line of sight of a model with a psychic hood must reduce its Leadership by -2 when making Psychic checks. This modifier is not cumulative and no model may suffer from penalties from more than one psychic hood.Using similar technology to the flare shield, this system channels the plasma heat and radiated waste of a vehicle’s powerful engines into a scattering super-heated plasma field, leaving a fiery, comet-like trail in the vehicle’s wake.
A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type.These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.
A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.Forged of the same composite plating as the more common power armour, but with reduced coverage and density in order to facilitate freedom of movement and speed of reaction, scout armour is a relatively recent innovation among the Legiones Astartes, intended to outfit highly skilled teams of infiltrators and fast strike troops.
Scout armour provides a 4+ Armour Save.Mounted illum-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.
A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights.Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations. Such devices are of most use in slow moving engagements, as a vehicle at maximum speed will quickly disperse or outrun its own smoke shield.
The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.These rare and highly sophisticated devices attach to portable heavy weapons systems partially negating their weight (if not their bulk), allowing them to be wielded in the manner of an assault weapon, although at a reduced effective range.
A heavy weapon with a suspensor web may be treated as having the type Assault rather than Heavy when used to attack as part of any Shooting Attack at targets at up to half the weapon’s usual maximum range.Terminator armour features a powerful support exoskeleton and internal energy supply, but pays for its unparalleled protection with bulk.
One of the first issued Tactical Dreadnought Armour patterns, the Cataphractii suits were even more heavily protected than their contemporaries, with slab-like ceramite pauldrons housing additional shield generators. This design has the unfortunate side effect of overstraining the armour’s exoskeleton and slowing the wearer dangerously, however. This difference led to the pattern’s declining use with some Legions at the outbreak of the Horus Heresy.
Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii Terminator armour may not make Sweeping Advances.A Note on Unique and Variant Terminator Armour: If a unit is described as having a particular additional variant of Terminator armour, such as the Gorgon Terminators of the Iron Hands, or as wearing a personalised and unique suit, such as the armour worn by the Primarch Horus, the rules for this armour will be provided in the unit’s description and should not be inferred from elsewhere. | ||
This was an advanced pattern of Terminator armour developed late on during the Great Crusade in parallel with the Maximus pattern power armour, and was considered a technological masterwork. Tartaros armour is more streamlined and power efficient than its predecessors, making it more agile and providing short bursts of extra speed when needed, but was also more difficult and resource intensive to manufacture. Regardless of this, it had become one of the most widely-circulated patterns issued in the decades before the outbreak of the Horus Heresy.
Legion Tartaros Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable Save.Rare and valuable comms disruptor units, these are calibrated to flood vox channels with static signals and engineered vox-phages that can overload and subvert enemy communication networks. While such signals cannot stop short range tight beam vox units, they can cripple long range communications and make coordination with newly arrived units all but impossible.
At the start of each Game Turn you can declare whether each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault during that turn is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.This section presents additional rules, Wargear and Army List Profiles that may only be used by a specific 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).
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 ReactionThis 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. | ||
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. |
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. |
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. |
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.
EffectsIn 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.
EffectsTowards 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:Range | Str | AP | Type | |
Sonic lance | Template | 2 | - | Assault 1, Breaching (6+), Pinning |
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.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 |
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 RulesThese 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.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 Iron Within, Iron WithoutA Detachment with this special rule may choose to upgrade a Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor to a Warsmith. A Warlord with this special rule may select a Warlord Trait from the Iron Warriors Warlord Trait list. | ||
Iron Warriors Advanced ReactionThis Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Iron Warriors) 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.Bitter Fury – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Iron Warriors) special rule. Once the Active player has resolved all To Hit and To Wound rolls, and Armour Saves are made, but before any Damage Mitigation rolls are made or casualties removed, the Reactive player may make a Shooting Attack, targeting the unit that triggered this Reaction, with all weapons making twice their normal number of attacks but gaining the Gets Hot special rule. To Hit rolls for weapons that already possess the Gets Hot special rule trigger that special rule on a roll of 1 or 2 during this Shooting Attack, instead of only on a 1. A unit that makes a Shooting Attack as part of a Bitter Fury Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapon or special rule that otherwise ignore line of sight, and Vehicles may only fire Defensive weapons. Template weapons used as part of a Bitter Fury Reaction use the Wall of Death rule instead of firing normally. | ||
Tyrant of the Apolokron The Brethren of Steel are kin to the emotionless automata of the Mechanicum, students of both their construction and efficiency. In battle they are as Iron – inflexible and unmoving, when they advance they give no care to the shells of the foe and make no battle cry save the roar of their weapons. Those who survive the secret and terrible rites of initiation of this Order and reach the rank of Tyrant are often seen in the company of the automata they hold in such reverence. A Warlord with this Trait gains the Fearless special rule, but may not join any unit that is not entirely composed of models with the Legiones Astartes (Iron Warriors) special rule. However, the Warlord and all models in any unit it joins must adhere to the following restrictions: during both the controlling player’s Shooting phase and the Charge sub-phase, the unit must attempt a Shooting Attack and/or Charge if there is an enemy unit within range, and must target the closest enemy unit possible that is within its line of sight and is a valid target for a Shooting Attack or Charge. If two or more targets are equally close then the controlling player chooses which will be the target of a Shooting Attack or Charge. 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. |
Tyrant of the Dodekathon The Brethren of Stone are the masters of fortifications – their creation and destruction. Those warriors that pass their strict initiation rituals and attain the rank of Tyrant are among the finest siege masters in all of the Imperium. On the battlefield such warriors are not daunted by the walls that the foe chooses to cower behind, for such temporary redoubts are little more than irritants to be crushed. After all armies have been deployed onto the battlefield but before Scout moves and Infiltrators are placed, the controlling player of a Warlord with this Trait may nominate one area of terrain, Building or Fortification on the battlefield. If the chosen item is an area of terrain that provides a Cover Save, then that Cover Save is removed and the area counts as both Difficult Terrain and Dangerous Terrain instead. If the item chosen is a Building or Fortification then all rolls on the Building Damage table made for that Building or Fortification gain a modifier of +1. 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. |
Tyrant of the Lyssatra The Brethren of Thunder are pariahs amongst a Legion of stoics and warrior-scholars, given to wild fury and sudden rage. The so-called ‘Burned Men’ are always at the forefront of any attack, loosing their weapons with wild fervour as they advance screaming the wild battle-cries of their Order. Those few willing to endure the horrific rituals of the Order and reach the rank of Tyrant are blast-deafened fanatics whose restraint in battle has long since vanished. A Warlord with this Trait, and every model with the Infantry Unit Type in a unit it has joined with the Legiones Astartes (Iron Warriors) special rule may choose to roll an additional dice when making a Shooting Attack with any Rapid Fire, Assault or Heavy weapon that does not have the Blast or Template special rules, but these weapons gain the Gets Hot special rule for that Shooting Attack. If a Warlord and/or unit under the effect of this Trait makes the Bitter Fury Reaction, then a single additional dice is added to the number of attacks made by each model after the effects of Bitter Fury have been applied. In addition, whenever a Warlord with this Trait, and any unit it has joined, is the target of an enemy Shooting Attack it must make either the Return Fire or Bitter Fury Reactions if possible – this Reaction does not cost a point of the Reactive player’s Reaction Allotment, but does not allow that unit to make any further Reactions in that Phase and does not allow the Bitter Fury Reaction to be made more than once per battle. However, a Warlord with this Trait and any unit it has joined may make no other Reaction in any Phase, excepting only the Interceptor Advanced Reaction. |
Masters of siege warfare and attrition assault tactics, the Iron Warriors favour the use of murderous firepower as their principal agency of war, and are renowned for their use of heavy armour and fortifications, spurning vainglorious ideals of personal combat and valour for the brutal determination to achieve victory by any means necessary. This culminated in tactical formations such as that which became known as the Hammer of Olympia, designed to carry out an unyielding close range attack and shatter the strongest enemy defence line under a weight of armoured warriors and a hurricane of weapons fire.
FURY OF OLYMPIA Trained to excel in close range firefights through sheer weight of fire and bloody minded determination, the Iron Warriors are a force to be reckoned with on the battlefield. Marching across the battlefield, they maintain a volume of fire that is unmatched among the Legiones Astartes. A model with this special rule may add one to the number of shots fired when making a Shooting Attack with a shrapnel bolter or shrapnel pistol (but not with shrapnel cannon or Gravis shrapnel cannon or any other ‘Bolt’ weapon). | ||
A siege doctrine conceived by the Warsmith Idriss Krendl in the aftermath of the fall of the Schadenhold Bastion, the Iron Fire Protocol facilitates the rapid capture of Loyalist strongholds without the need to commit an entire Grand Company, thus serving the Warmaster’s orders to the Iron Warriors to topple Loyalist fortresses ahead of the march on Terra. Corrupted mindimpulse technology taken from the Forge World of Diamat allowed Iron Warriors gunners to interface with their weapons so closely that they could target heavy ordnance with preternatural accuracy, allowing them to unleash a rolling bombardment ahead of assault units closing on enemy positions.
The Iron Warriors were widely renowned for their siege-craft and engineering skills. The foremost practitioners of these arts were the Warsmiths, whose knowledge of the workings of war engines and automata was second only to the Magi of the Mechanicum.
A single Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with the Legiones Astartes (Iron Warriors) special rule in any given Detachment may be upgraded to a Warsmith for +20 points. A Warsmith gains a cortex controller and servo-arm as well as the Master of Automata and Battlesmith (3+) special rules. A model upgraded to a Warsmith may not be given a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.Developed from Mechanicum technology by Perturabo’s own genius, the graviton crusher is a device of savage power, fitted to melee weapons and able to emit deadly electro-magnetic pulses on impact.
Any model with the Legiones Astartes (Iron Warriors) special rule and the Character Sub-type may exchange a power weapon for a Graviton mace or exchange a thunder hammer for a Graviton crusher for no additional points cost. Additionally, any model with the Legiones Astartes (Iron Warriors) special rule and the Dreadnought Unit Type may exchange a Gravis power fist for a Graviton maul for +15 points per weapon (this does not replace or remove the in-built weapon included with the Gravis power fist).Range | Str | AP | Type | |
Graviton mace | - | User | 3 | Melee, Haywire |
Graviton crusher | - | +2 | 2 | Melee, Unwieldy, Two-handed, Haywire |
Graviton maul | - | +2 | 2 | Melee, Brutal (2), Haywire |
An Olympian innovation, these weapons are tuned to detonate their mass reactive shells just before impact – spraying the target with a cloud of metallic shards. While they lack the penetrative power of the more traditional bolter shell, they more than make up for it with the terrible wounds caused and the panic they engender among the foe.
Any model with the Legiones Astartes (Iron Warriors) and Independent Character special rules may exchange a bolt pistol for a shrapnel pistol or a bolter for a shrapnel bolter for no additional points cost.Range | Str | AP | Type | |
Shrapnel pistol | 10" | 4 | - | Pistol 1, Pinning |
Shrapnel bolter | 18" | 4 | - | Rapid Fire, Pinning |
Shrapnel cannon | 24" | 5 | 6 | Heavy 4, Pinning |
Gravis shrapnel cannon | 36" | 5 | 6 | Heavy 5, Twin-linked, Pinning |
Powerful hulking war machines equipped with the finest weapons and bulky armour, these units are given the sole purpose of bringing ruin upon a foe.
The following rules apply to all models with the Cybernetica Unit Sub-type:Legiones Astartes (Night Lords)All models with this special rule are subject to the following provisions:A TALENT FOR MURDER When a unit made up entirely of models with this special rule attacks during the Fight sub-phase or makes a Shooting Attack against an enemy unit that is Pinned, Falling Back or outnumbered by the attacking unit, it gains a bonus of +1 to all To Wound or Armour Penetration rolls made during the Shooting Attack or Assault. When determining if a unit is outnumbered, models with the Bulky (X) special rule count as a number of models equal to the value included as part of that special rule. Models with the Vehicle Unit Type count as ten models for the purposes of determining if the model is outnumbered by another unit. Panoply of Slaughter Models with this special rule gain access to unique Wargear options (see The Armoury of the Night Lords). Children of the Night A Warlord with this special rule may select a Warlord Trait from the Night Lords Warlord Trait list. | ||
Night Lords Advanced ReactionThis Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Night Lords) 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 Better Part of Valour – This Advanced Reaction may be made once per battle during the Assault phase when any enemy unit declares a Charge targeting a friendly unit under the Reactive player’s control with the Legiones Astartes (Night Lords) special rule. Before the Charge is resolved the target unit Falls Back, as if it had failed a Morale check, but immediately Regroups once that move is completed and suffers none of the usual restrictions for a unit that has Regrouped and may Move, Run, Charge and make Shooting Attacks as normal. If this movement causes the target unit to Move more than 12" from, or out of sight of, the Charging unit then the Active player may re-direct the Charge to target another enemy unit within range, but if the target unit remains within 12" and within line of sight of the Charging unit, the target unit must attempt the original Charge. If the Fall Back caused by this Reaction forces the Reacting unit to reach the edge of the battlefield, it immediately stops moving and Regroups, but suffers none of the usual restrictions for a unit that has Regrouped and may Move, Run, Charge and make Shooting Attacks as normal. | ||
Warmonger (Traitor only) As Konrad Curze slipped further and further into madness, many in his Legion came to doubt the ability of their Primarch to lead them. Some became marauders bound to no will but their own, while others sought desperately to restore the Night Haunter’s sanity – others sought out a new master. To some among the ranks of the Night Lords it seemed that Horus was to be the new lord of Mankind, and that those who bent the knee to him and served with distinction would profit, while those that clung to a failing and broken lord would vanish from history. This Warlord Trait may only be selected by a model with the Traitor Allegiance. |
Jadhek Clanlord One of many of Nostramo’s Jadhek clansmen recruited into the Night Lords Legion, this warrior retains the wild savagery that was the defining trait of those vagrant marauders. With the arrival of the Horus Heresy and the loosing of madness on the Imperium, the Night Lords fell further and further into disorder, and warriors such as this fell back into their old patterns – more pirates and raiders than the disciplined Legionaries that had won the Great Crusade. A Warlord with this Trait and all models that are part of a unit he joins gain the Counter-attack (1) special rule and ignore all penalties to their Movement and Charge rolls due to Terrain and may re-roll all failed Dangerous Terrain tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty. |
Flaymaster Among the Night Lords, the title of Flaymaster denoted a warrior that had raised the art of torture to what the morbid warriors of that Legion considered an art form. In the excruciation, dismemberment and brutalisation of the foe these warriors were pre-eminent, and upon the battlefield they made use of these skills to destroy the morale of their opponents just as their blades destroyed their leaders. A Warlord with this Trait gains the Fear (1) special rule, and each time that Warlord is part of a combat that results in all enemy units being destroyed, by having all their models removed as casualties or as part of a Sweeping Advance, or that is part of a Challenge in which the enemy combatant is removed as a casualty, it increases the value of that special rule by +1 (up to a maximum of Fear (3)). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty. |
The Jadhek clans of Nostramo were amongst the most hateful and murderous of that world’s vile denizens, swift and fearless warriors with an affinity for wanton violence. When the Night Haunter purged the various criminal gangs and syndicates, the Jadhek were amongst the last to bend the knee to his new law, clinging to the freedom of their traditional reaving lifestyle. The legacy of those clans remained hidden within the Night Lords Legion until after the events of Isstvan, when the Legion began to disregard the commands of its Primarch and regress to the old ways of the Jadhek clans once more.
EffectsThe infamous speciality of the Night Lords Legion was the Terror Assault, often conducted under conditions of complete darkness, whether natural or artificially induced. Such attacks were not just designed to overwhelm their foe, but to sow as much gut-wrenching terror in both their victims and any who were left to survive to tell the tale, so as to shroud whole worlds in a pall of fear.
EffectsThe inhabitants of Nostramo have long relied on a cruel brand of chain weapons in war, designed as much to horrify the foe with their use as to inflict harm. The Night Lords favour these weapons over all others, and when they take to the field of battle it is to the sound of growling chainblades and howling motors.
Any model with the Character Sub-type and the Legiones Astartes (Night Lords) special rule may exchange a power weapon for a chainblade or chainglaive for +10 points per model or a Headsman’s axe for +15 points per model.Range | Str | AP | Type | |
Chainblade | - | +1 | 3 | Melee, Shred, Breaching (6+) |
Chainglaive | - | +2 | 3 | Melee, Two-handed, Shred, Breaching (6+) |
Headsman’s axe | - | x2 | 3 | Melee, Two-handed, Shred, Breaching (6+) |
A brutal prototype weapon combining the energy field and mass acceleration of a power fist with the shredding talons of a lightning claw, the Escaton power claw was re-engineered from a piece of archaeotech discovered in the final years of the Great Crusade on the war-ravaged world of Elemghast. Early versions of the Escaton claw saw limited testing with all of the Legions, but the first shipment of finished, energised gauntlets was directed by Horus primarily to the armouries of the Sons of Horus and Night Lords Legions.
Any model with the Independent Character and Legiones Astartes (Night Lords) special rule may exchange a power fist for an Escaton power claw for +10 points per model.Range | Str | AP | Type | |
Escaton power claw | - | x2 | 2 | Melee, Shred, Murderous Strike (6+), Unwieldy, Specialist Weapon |
Among the Night Lords, the predilection towards carnage and visceral destruction of the enemy as a battlefield tactic was not restricted to the line warriors. Indeed many of their greatest ‘heroes’ were steeped in the art of murder and slaughter.
Any model with both the Independent Character and Legiones Astartes (Night Lords) special rules that does not also have the Unique Sub-type may be given the Bloody Murder special rule for +5 points.The Night Lords were renowned for their vicious cruelty in battle, they always sought to target their foes at their weakest point and when they found such a weakness, left only twisted and mutilated corpses in their wake.
When a unit composed entirely of models with this special rule declares a Charge targeting a unit that is Pinned or Falling Back, the Charge roll gains an additional +1 modifier, and if the Charge is successful then all models in the Charging unit gain +1 Attack for the duration of the turn in which that Charge is made.Similar to the infravisors in use by other Legions, these unique sensor suites were manufactured on Nostramo to the specification of the Night Lords and granted them a significant edge in battle.
All models in a unit composed entirely of models with the Legiones Astartes (Night Lords) special rule may be given the Night Vision special rule for +15 points per unit.The Night Lords favour the use of terror as a weapon, as embodied by the artefacts they refer to as trophies of judgement – the visceral remains of enemies defeated in battle and rendered into gory relics. These trophies are carried into battle by the Night Lords’ champions, as much a mark of rank as a weapon against the foe.
Any model with the Legiones Astartes (Night Lords) special rule and the Character Unit Sub-type may be given the Fear (1) special rule for +10 points. A model that already has any version of the Fear (X) special rule may not be upgraded with Trophies of Judgement.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 Hounds Of WarA 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. A Warlord with this special rule may select a Warlord Trait from the World Eaters Warlord Trait list. | ||
World Eaters Advanced ReactionThis Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (World Eaters) 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 Savage Tide – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit with the Infantry Unit Type under the Reactive player’s control with the Legiones Astartes (World Eaters) special rule. All models in the Reacting unit gain the Feel No Pain (5+) special rule against all Wounds inflicted as part of the Shooting Attack that triggered this Reaction. If the Reacting unit already has a version of the Feel No Pain (X) special rule, then this does not stack or increase that rule, and the Reacting player may choose to use any one of the Feel No Pain (X) special rules available to them. Once the Shooting Attack has been completely resolved, the Reacting unit may make a Charge, following all the normal rules for Charging, targeting the enemy unit that made the Shooting Attack. The enemy unit may not make a Reaction to this Charge. | ||
Blood Hunger (Traitor only) Just as Angron was consumed by madness and corruption, the most loyal of his children would follow him down that dark path. These warriors revelled in the red rage forced upon them by the Butcher’s Nails and freely gave vent to the dark and terrible hunger that fell upon them, seeking blood and death wherever they walked. Strategy and tactics mean nothing to such a warrior; for them the battlefield holds only the clash of blades and the blood of the fallen, a red wash of death that feeds the madness growing inside them. This Warlord Trait may only be selected by a model with the Traitor Allegiance. |
Cloaked in Blood Such is the infamy of the XIIth Legion that many enemies have quit the field merely at the mention of their name and even the most hardened of warriors have fled in the face of the charge of their gore-spattered berserkers. This warlord, whether through cruel cunning or brutal disinterest, leaves his battle-plate marked by the crimson stains of those that have fallen before him. Any model that does not have the Legiones Astartes (World Eaters) special rule must reduce its Leadership by -2 while locked in combat with this Warlord or any unit that includes this Warlord. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty. |
The Butcher’s Claws Some among the children of Angron have gained a measure of control over the Butcher’s Nails, the implants that flood their minds with rage. Though they cannot end the torment imposed upon them, they can channel the rage, focus it to a razor’s edge and turn it upon the foe as a weapon of such tempered fury that few can stand before them. When a Warlord with this Trait, and all models with the Legiones Astartes (World Eaters) special rule in a unit that it has joined, gain a bonus attack from the Violence Incarnate clause of the Legiones Astartes (World Eaters) special rule they also gain +1 Strength for the remainder of that turn. 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. |
In the aftermath of the betrayal at Isstvan III, the World Eaters Legion, under their savage Primarch Angron, became ever more insular as a Legion and uncontrollable on the battlefield, proving a double-edged sword even to their allies. The psycho-surgery rife within the Legion became even more widespread and extreme in its use, and the neophytes inducted with ever-increasing pace into the World Eaters’ ranks to replace the fallen were cerebrally mutilated with the implants as a matter of course. All-out infantry assaults supported by fast-moving armour, with the aim of immediately closing into bloody melee with the foe, had always been a hallmark of the Legion, and now became often their goal: carnage for its own sake beyond any strategic objective to the contrary.
EffectsFrom the earliest days of the Great Crusade, the XIIth Legion was known for its Legionaries’ willingness to pay even the highest butcher’s bill in exchange for victory. At times, it was observed that they seemed able to shrug off injuries that should have laid them low, somehow staving off death for the few moments more that it took to close upon the breach so that World Eater and enemy might die together in the mutual embrace of death. This horrifying spectacle grew ever more common as the Legion’s descent into damnation accelerated, until, by the advent of the Shadow Crusade, it was almost a standard battle doctrine in certain assault companies.
EffectsLong before the outbreak of the Horus Heresy, the World Eaters were rumoured to have experimented with psycho-surgical techniques that enhanced the savagery of their warriors, while also turning them into crude and brutal berserkers. Under the aegis of Horus’ Dark Empire these efforts were redoubled and such mindless killers became ever more common amongst the Legion.
Any model with both the Independent Character and Legiones Astartes (World Eaters) special rules that does not also have the Psyker Sub-type, may be upgraded to a Berserker for +20 points and gains the Ravening Madmen special rule and increases its Attacks Characteristic by +1.Giving themselves over to frenzy and blind rage, these warriors pay no heed to strategy or the plans of distant generals. Instead, they charge forwards without regard for enemy fire or formations, seeking to lose themselves in the red ruin of melee.
Any model making a To Wound roll in the Assault phase against a unit composed entirely of models with this special rule reduces its Strength by -1 when determining the score required To Wound (this does not affect the attacking unit’s Strength for the purposes of inflicting Instant Death). Additionally, any To Hit rolls made in the Assault phase targeting a unit that includes one or more models with this special rule, always count the majority Weapon Skill of the target unit as 3, regardless of the actual Weapon Skill of the models in that unit.Among all the Legiones Astartes, the World Eaters were possessed of a savage and bloodthirsty fervour and most often eschewed the use of the tried and tested chainsword in favour of the far more brutal chainaxe.
Any model with the Legiones Astartes (World Eaters) special rule with a chainsword may exchange the chainsword for a chainaxe for no additional cost in points.Based upon the ritual weapons of the cyber-augmetic gladiators of the savage world on which their bloody-handed Primarch was once cast, it was Angron himself who revived the use of the Caedere among his Legion’s ranks. Brutal and difficult to master, the weapons of the Caedere remain largely the preserve of the Rampagers – World Eaters who have responded the best to the addition of the cranial berserker implants which are a hallmark of the Legion and its champions.
A model with Caedere weapons may select one of the following weapons when it is selected as part of an army. Additionally, any model with either the Independent Character special rule or Character Sub-type and the Legiones Astartes (World Eaters) special rule may exchange a chainsword for one of the Caedere weapons for +15 points:Range | Str | AP | Type | |
Meteor hammer | - | +2 | 4 | Melee, Two-handed, Reach (1), Breaching (5+) |
Excoriator chainaxe | - | +2 | 3 | Melee, Two-handed, Shred, Murderous Strike (5+), Unwieldy |
Falax blade* | - | +1 | 5 | Melee, Specialist Weapon, Rending (4+), Duellist’s Edge (1) |
Barb-hook lash | - | User | 5 | Melee, Two-handed, Fleshbane, Reach (1), Rending (5+) |
Legiones Astartes (Death Guard)All models with this special rule are subject to the following provisions:REMORSELESS A model with this special rule that does not have the Cavalry Unit Type or Artillery Unit Sub-type ignores any modifiers or restrictions on moving during the Movement phase (including modifiers imposed by Terrain or restrictions from rules such as Pinning which would normally stop them from moving) as long as the model does not Run or make use of another alternative form of Movement such as ‘activating’ a jump pack, Disembarking or deploying via Deep Strike. Furthermore, as long as the model has not Run or used another alternative form of Movement in the controlling player’s Movement phase, it is counted as Stationary when making Shooting Attacks until the start of the controlling player’s next turn. This special rule does not affect whether or not a model may make a Charge, and does not allow models with the Vehicle Unit Type to ignore the effects of an Immobilised result on the Vehicle Damage table (but does allow a model with the Vehicle Unit Type to move even when under the effect of the Crew Stunned result on the Vehicle Damage table). The Reaper’s Arsenal Models with this special rule gain access to unique Wargear options (see The Armoury of the Death Guard). Sons Of Barbarus A Warlord with this special rule may select a Warlord Trait from the Death Guard Warlord Trait list. | ||
Death Guard Advanced ReactionThis Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Death Guard) special rule. Unlike Core Reactions, Advanced Reactions are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.Remorseless Advance – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control with the Legiones Astartes (Death Guard) special rule. All models in the unit targeted by the Shooting Attack that triggered this Reaction gain the Feel No Pain (4+) special rule against Hits inflicted by the Shooting Attack and automatically pass any Morale checks or Pinning tests they are called upon to take as a result of the Shooting Attack. Once the Shooting Attack has been entirely resolved, the unit may make a Move in any direction up to 7" and obeying all the normal rules for making a Move. | ||
The Reaper’s Visage (Traitor only) Many among the Death Guard bore the skeletal appearance of their Primarch, an appearance that many outside the Legion had likened more to a corpse than to the regal features of many of the other Primarchs, but some revelled in this similarity. The death’s head grin and unflinching glare of this warlord are as that of his gene-father, a weapon to inspire dread and to set the foe to flight as he advances, for few will stand and fight in the face of his terrible gaze. This Warlord Trait may only be selected by a model with the Traitor Allegiance. Any enemy unit with at least one model within 12" of a Warlord with this Trait must reduce the Leadership of all models in that unit by -2 whenever making a Leadership test, a Morale check, or attempting to Regroup – unless that unit also includes at least one model with the Independent Character special rule or the Primarch Unit Type. 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. |
Witch Hunter Mortarion had always made plain his hatred for the psyker and the witch. These evils were the cause of both his own and the Imperium’s woes in the eyes of that grim Primarch, and he taught his warriors to loathe such creatures and gave them the tools and training to strike them down on the field of battle. This warrior is one of the Primarch’s psy-hounds, a finder of witches and burner of magi with few equals. A Warlord with this Trait gains +1 to his Toughness and Weapon Skill when locked in combat with any unit that includes at least one model with the Psyker Sub-type. All friendly units composed entirely of models with the Legiones Astartes (Death Guard) special rule, and with at least one model within 12" of the Warlord gain a 6+ Invulnerable Save against any Hits inflicted by a Psychic Weapon, Psychic Power or Perils of the Warp. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty. |
The Blood of Barbarus The people of Barbarus inhabited one of the most terrible death worlds in the Imperium and had grown supremely hardy in the face of such adversity. Many of the Death Guard retained this all but unbelievable resistance to the effects of poisons and phages, able to shrug off toxins and wounds that would lay even a mighty Space Marine low. Even amongst such warriors, this warlord is renowned for his unflinching fortitude on the field of battle. Any Hits with the Rending (X), Murderous Strike (X), Poisoned (X) or Fleshbane special rule allocated to a Warlord with this Trait, or any model with the Legiones Astartes (Death Guard) special rule in a unit he joins, only gain the benefit of those special rules on a D6 roll of a 6 instead of the value listed as part of that special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty. |
The Death Guard were arguably the most remorseless and among the most feared of the Space Marine Legions. This was not simply because of their power in battle or force of arms, but also because there seemed to be no loss they would not accept to ensure eventual victory and no hell they would not endure to reach their foe. Although specialising in entrenched and attritional warfare, the Legion also had a number of formations and tactics that enabled it to operate in concentrated and crushing force in an attack – one such was dubbed ‘The Reaping’ by those who had fought alongside the Death Guard during the Great Crusade. A heavily reinforced column of attack particularly suited to urban warfare and shattered landscapes, the Reaping was deliberately slow moving and utterly murderous in its methodical assault pattern and, like the reaper’s scythe, little escaped it.
EffectsAs the Horus Heresy ground onwards, the Death Guard unsealed ever more forbidden arsenals and unleashed ever more potent weapons long denied to the Legiones Astartes by edict of the Emperor himself. At length, they were able to concentrate such weapons along the line of advance creating a rolling bombardment of chemical munitions and a relentless coiling chem-fog from which the Death Guard would assault in lockstep, somehow untouched by weapons able to render entire forests to fetid swamps.
EffectsWith the blessing of their grim Primarch, the Death Guard made free use of a number of forbidden weapons, the most common of which were the various toxic compounds which they deployed in place of the more common promethium gel as ammunition for flame weapons. These compounds could reduce flesh to a rancid slurry in moments, but were also known to corrode the feed mechanisms of the flamer used to deploy them, though the Death Guard paid little heed to the casualties this caused among their own ranks.
Any model with the Legiones Astartes (Death Guard) special rule may choose to exchange a hand flamer for an alchem pistol, a flamer for an alchem flamer, a heavy flamer for a heavy alchem flamer (including the in-built heavy flamers included as part of a Contemptor Dreadnought’s Gravis power fist or chainfist), or a flamestorm cannon for an alchem cannon at no additional cost. A model with the Legiones Astartes (Death Guard) and equipped with a combi-weapon may select an alchem combi-flamer as the secondary weapon of their combi-weapon; it is counted as a ‘minor’ combi-weapon.Range | Str | AP | Type | |
Alchem pistol | Template | 3 | - | Pistol 1, Fleshbane, Gets Hot |
Alchem flamer | Template | 4 | 5 | Assault 1, Fleshbane, Gets Hot |
Alchem combi-flamer (Secondary) | Template | 4 | 5 | Assault 1, Fleshbane, Gets Hot |
Heavy alchem flamer | Template | 5 | 4 | Assault 1, Fleshbane, Gets Hot |
Alchem cannon | Template | 6 | 4 | Heavy 1, Torrent (18"), Fleshbane, Gets Hot |
Among the many forbidden tools the Death Guard removed from the armoury vaults of Barbarus were huge stockpiles of ancient nerve-phages and toxins. These chemical agents, though not powerful enough to slay a Space Marine, were more than capable of causing debilitating haemorrhaging and temporary weakness, and the Death Guard made widespread use of them with no regard for the damage done to the ecosystems of the worlds on which they fought.
Any model with the Character Sub-type, Legiones Astartes (Death Guard) special rule and Traitor Allegiance may take toxin bombs for +10 points.These unique power weapons are used to great effect by the Death Guard, wielded in great sweeping arcs lopping off limbs and slicing apart the foe with ease. Many among the grim Legion of Mortarion favoured them as much for the fear inspired by their form as for the carnage they inflicted upon the foe.
Any model with both the Character Sub-type and the Legiones Astartes (Death Guard) special rule may exchange a power weapon for a power scythe for no additional cost.Range | Str | AP | Type | |
Power scythe | - | +2 | 3 | Melee, Rending (6+), Two-handed, Reaping Blow (1) |
Legiones Astartes (Thousand Sons)All models with this special rule are subject to the following provisions:CULT ARCANA All models with the Infantry or Cavalry Unit Type (but not those with the Artillery or Automated Artillery Sub-type) with this special rule gain the Psyker Sub-type (this does not grant any Disciplines, but does not otherwise remove any Disciplines a model already has access to). In addition, all models with the Infantry or Cavalry Unit Type and the Character Unit Sub-type that have this special rule must select one Minor Arcana option (see the Prosperine Arcana special rule). Any model with the Infantry or Cavalry Unit Types and both the Independent Character and Legiones Astartes (Thousand Sons) special rules that does not already have one or more Psychic Disciplines may be upgraded for +15 additional points to gain a single Psychic Discipline from the Core Psychic Discipline list. Prosperine Arsenal Models with this special rule gain access to unique Wargear options (see The Armoury of the Thousand Sons). | ||
Thousand Sons Advanced ReactionThis Advanced Reaction is available only to units composed entirely of models with both the Legiones Astartes (Thousand Sons) special rule and the Psyker Sub-type. 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.Fortress of the Mind – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a unit under the Reactive player’s control, made up entirely of models with the Legiones Astartes (Thousand Sons) special rule and the Psyker Subtype. Once the Active player has resolved all To Hit and To Wound rolls, but before any Armour Saves are made, the Reactive player must make a Psychic check. If the Check is passed, the Reacting unit gains a 3+ Invulnerable Save against all Wounds inflicted as part of the Shooting Attack that triggered the Reaction. If the Check is failed then the Reacting unit gains only a 5+ Invulnerable Save and both the attacking unit and the reacting unit suffer Perils of the Warp, removing any casualties immediately before resolving any unsaved Wounds inflicted by the Shooting Attack that triggered this Reaction. | ||
The psychic powers and occult training of the Thousand Sons were focused around the disciplines of their Cult temples and secret Orders; these provided their initiates with unique abilities on the field of battle.
All models with the Character and Psyker Unit Sub-types in a Thousand Sons Detachment must select one Minor Arcana upgrade from the following options during army selection, before the beginning of the battle.Raptora When a unit that includes a Psyker with this power is selected to make a Move or a Run move during the controlling player’s Movement phase that ends within 12" of an enemy unit, the controlling player may make a Psychic check for the Psyker with this power before any models in the unit are moved. If the Psychic check is successful then all models in the unit with the Psyker Subtype and the Legiones Astartes (Thousand Sons) special rule gain a 6+ Invulnerable Save, or if the unit already has an Invulnerable Save, that save is increased by one step (for example, from 6+ to 5+) up to a maximum of a 4+ Invulnerable Save, until the start of the controlling player’s next turn. If the Psychic check is failed then the Psyker suffers Perils of the Warp. |
Pyrae When a Charge is declared for a unit that includes a Psyker with this power, the controlling player may make a Psychic check for the Psyker with this power before any dice are rolled to determine if the Charge is successful. If the Psychic check is passed then all models in the Charging unit with the Psyker Sub-type and Legiones Astartes (Thousand Sons) special rule gain the Hammer of Wrath (2) special rule – with all hits inflicted by this Hammer of Wrath special rule counting as ‘Flame’ attacks. If the Check is failed then the Psyker suffers Perils of the Warp. |
Pavoni When a unit that includes a Psyker with this power is selected to make a Move or a Run move during the controlling player’s Movement Phase, the controlling player may make a Psychic check for the Psyker with this power before any models in the unit are moved. If the Check is successful then all models in the moving unit with the Psyker Sub-type and the Legiones Astartes (Thousand Sons) special rule add a bonus of +3 to the distance moved and may ignore any penalties to their movement for moving through Difficult Terrain during the Movement phase only. If the Psychic check is failed then the unit suffers Perils of the Warp. |
Corvidae When a unit that includes a Psyker with this power makes a Shooting Attack, the controlling player may make a Psychic check for the Psyker with this power before any rolls To Hit are made. If the Check is successful then the first Wound scored on the target unit by the Shooting Attack is allocated by the Psyker’s controlling player (but once this model has been removed as a casualty, any further Wounds are allocated as per the normal rules). If the Psychic check is failed then the Psyker suffers Perils of the Warp. |
Athanaen When a unit that includes a Psyker with this power makes a Shooting Attack, the controlling player may make a Psychic check for the Psyker with this power before any rolls To Hit are made or Reactions declared. If the Psychic check is successful, then the enemy unit targeted by the Shooting Attack must reduce the Leadership Characteristic of all models in the unit by 1 for any Pinning test or Morale check caused by the Shooting Attack. If the Psychic check is failed then the Psyker suffers Perils of the Warp. |
Evoker of Pain (Traitor only) In the aftermath of the ravaging of Prospero, many among the Thousand Sons nursed an abiding hatred for those that had abandoned and betrayed them, casting aside the laws of morality that had been put in place to limit them and giving full vent to the powers that coursed through the Warp. The cowards that served the false Emperor would be little more than chattel to feed their powers, a sacrifice to be laid at the feet of new patrons that would see the Thousand Sons reborn in glory. This Warlord Trait may only be selected by a model with the Traitor Allegiance. |
Magister of Prospero The Magisters of Prospero were the greatest leaders of the Thousand Sons, the lords of the great cults and sorcerers unequalled in the other Legions. It was warriors bearing this title that would oversee some of the Great Crusade’s most famous victories and, when the Imperium turned against Magnus and his children, it was warriors with this title that would lead them into rebellion. A Warlord with this Trait, and any model with the Legiones Astartes (Thousand Sons) special rule in a unit it joins that makes a Psychic check (such as when using the Force or Psychic Focus special rules) may roll an additional dice and discard the highest rolled dice before determining the result of the Check. 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. |
Eidolon of Suffering Not all of the Thousand Sons were gifted with the same potential as sorcerers and mystics. Whether stunted in some sorcerous experiment gone wrong, broken for some transgression against the rules of the Legion or simply afflicted with some defect in their gene-seed, some were not only incapable of channelling the ethereal but suffered pain at its touch. These outcasts would be granted the most difficult and dangerous of missions, sent out to find an honourable death in battle rather than linger as something less than a full warrior of the Thousand Sons. A Warlord with this Trait may not use Psychic Powers or Psychic Weapons and gains the Adamantium Will (3+) special rule. When another model, friendly or enemy, makes a Psychic check within 12" of the Warlord, the controlling player must roll a D6. On the score of a ‘1’, there is no effect, and on the score of a ‘2’ or higher the Warlord gains the Rage (2) special rule for the remainder of the battle. If this Trait would grant the Warlord the Rage (2) special rule a further time then it instead increases the value of the Rage special rule by +1 (from Rage (2) to Rage (3) and so on) up to a maximum of Rage (4). 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. |
As a Legion that had suffered terrible losses from the mutation that had long afflicted it, the Thousand Sons had adapted to bolster their numbers by other means. To fulfil this need, their Numerologist cadres, which other Legions named ‘Techmarines’, maintained hosts of advanced automata that incorporated arcane technologies that were distasteful to the Mechanicum of Mars. Such was the desperation of the Legion in its waning years that they were willing to turn to any means to remain in the field. Prior to Magnus’ return, it was not uncommon for Thousand Sons armies to be composed of almost as many hulking automata as it was Space Marines.
EffectsIn the days before Nikaea, when the Thousand Sons took to the field and encountered a foe so mighty that their own master, the terrifyingly powerful Magnus the Red, deemed it required that he take to the battlefield to best it, he often did so at the head of a configuration of his Sekhmet, supported by the most deadly elements of his arcane Legion and an unimaginable concentration of psychic force. Before the Guard of the Crimson King, foul xenos warlords that had slain whole worlds and mysterious entities hellish beyond description fell broken and shattered, and even the might of ancient terrors such as the Eldar and the M’Varta could not stand.
EffectsA later development of the Pyrae Cult Techmarine artificers, these modified plasma weapons utilised both occult lore and the unique techno-arcana of the Forge World of Zhao-Arkhad in their construction.
Any model with the Legiones Astartes (Thousand Sons) special rule may exchange a plasma pistol for an Æther-fire pistol; a plasma gun or plasma blaster for an Æther-fire blaster; a plasma cannon for an Æther-fire cannon; or a Gravis plasma cannon for an Æther-fire magna-cannon for no additional points cost. All weapons listed here are counted as ‘Plasma’ and ‘Force’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Æther-fire pistol | 10" | 6 | 4 | Pistol 1, Rending (6+), Achean Force |
Æther-fire blaster | 18" | 6 | 4 | Assault 2, Rending (6+), Achean Force |
Æther-fire cannon | 24" | 6 | 4 | Heavy 1, Blast (3"), Rending (6+), Achean Force |
Æther-fire magna-cannon | 36" | 6 | 4 | Heavy 1, Large Blast (5"), Rending (6+), Achean Force |
Tainted with a psycho-reactive toxin of unknown origins, the Thousand Sons were able to arm their elite with these unusual and highly lethal munitions. These shells were first believed to have been developed on Prospero for use with relatively primitive projectile weapons made to defend against the Psychneuein, but the difficulties of mass production and scaling of their effect limited their deployment.
Any model with the Legiones Astartes (Thousand Sons) special rule may exchange a bolt pistol for an Asphyx bolt pistol or a bolter for an Asphyx bolter for +1 point per weapon:Range | Str | AP | Type | |
Asphyx bolt pistol | 8" | 4 | 5 | Pistol 1, Shred |
Asphyx bolter | 18" | 4 | 5 | Rapid Fire, Shred |
Asphyx bolt cannon | 24" | 6 | 4 | Heavy 4, Shred |
The Achean pattern of force weapons uses a mesh of psycho-conductive filament worked into the surface of an adamantite blade to conduct the raw psychic fury of the wielder. Unlike the more common force weapons, these refined devices allow only a lesser portion of the psykers’ will to be channelled through the weapon; a spiritual circuit-breaker that allows these weapons to be safely employed en-masse by the warriors of the Thousand Sons.
Any model with both the Legiones Astartes (Thousand Sons) special rule and the Character Unit Sub-type may exchange a power weapon for any one Achea pattern force weapon for no additional points cost (a model with the Independent Character special rule may not select this option):Range | Str | AP | Type | |
Achea force sword | - | User | 3 | Melee, Rending (6+), Achean Force |
Achea force axe | - | +1 | 2 | Melee, Unwieldy, Achean Force |
Achea force maul | - | +2 | 3 | Melee, Achean Force |
Psy-automata Unit Sub-typeRather than the cybernetica cortex utilised on the most advanced Mechanicum battle-automata, or even the clumsier cognis-wafer blocks used by more primitive robots, the Castellax-Achea utilises a crystalline cogitator matrix charged with an intricate web of psychic energies woven from the stuff of the Immaterium. Pure tech-blasphemy according to the doctrines of the Omnissiah and the laws of the Imperium both, these esoteric devices give the Castellax-Achea the ability to be seamlessly manipulated like puppets under a psyker’s remote control, and a limited self-will, allowing it to recognise friend from foe with reasonable accuracy when not under direction. But even with all the safeguards and geas-wards the Thousand Sons provided them with, the spirits within were not entirely faithful. The following rules apply to all models with the Psy-automata Sub-type:
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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 The Warmaster’s OwnA Sons of Horus Allied Detachment may use the Dark Emissary Legiones Consularis upgrade as detailed in The Armoury of the Sons of Horus section. A Warlord with this special rule may select a Warlord Trait from the Sons of Horus Warlord Trait list. | ||
Sons Of Horus Advanced ReactionThis Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Sons of Horus) 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.Death Dealers – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Sons of Horus) special rule that is within 12" of the attacking unit. Before the enemy unit resolves any To Hit rolls, the Reacting unit may make a Shooting Attack targeting the unit that triggered this Reaction, increasing its BS by +1 for the duration of the Reaction. A unit that makes a Shooting Attack as part of a Death Dealers 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 Vehicles may only fire Defensive weapons. Template weapons may only be used as part of a Death Dealers Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally. Once this Shooting Attack is fully resolved, and all casualties caused by it removed from play, the enemy unit may resolve its own Shooting Attack – though models removed as casualties due to this Reaction may still attack. | ||
Horus was the Primarch of the Luna Wolves Legion and greatest of his superhuman kind. A tactical genius and charismatic battle leader, Horus proved himself over the course of the Great Crusade as a warlord second only to the Emperor whom he served and called father. So it was that when the Emperor stood apart from the burden of the command of the Great Crusade, it was Horus that he named Warmaster to act in his stead. But ambition and pride festered within the Warmaster’s heart and at Davin he fell, and the lies and corruption of the Warp infected his soul. From then on he plotted with dark forces to usurp the Emperor’s throne and become the master of Mankind, throwing the galaxy into bloody civil war.
If the Horus Ascended upgrade is selected then the Horus Ascended profile is used to determine the Primarch’s Characteristics and Unit Type. In addition, if upgraded to Horus Ascended the following special rules are gained: Feel No Pain (4+), Rage (3), A Dark Fate, The Power of Chaos Eternal, and The Spreading Corruption.A Dark Fate As the Horus Heresy spread out across the galaxy, the grim fate that would await Horus on distant Terra grew ever more irrevocable – for such was the cataclysmic destruction and cosmic terror unleashed by the fallen Warmaster that none could see an end to that dark age. No mortal blade nor engine of war could end Horus’ tragic ascension nor seal away the powers the Warmaster had set loose upon Mankind. What had begun at Isstvan could only be finished on Terra, where the Emperor awaited the arrival of his son. The first time in any battle that Horus Ascended loses his last Wound, or is otherwise removed from play as a casualty, the model is instead placed into Reserves with a single Wound remaining – any unit Horus Ascended was part of remains in play, even a Retinue or other unit that would normally not allow the removal of a model from the unit. After having been placed in Reserves due to this special rule, Horus Ascended may choose to re-enter play, with the controlling player making Reserves rolls for the model as per the normal rules. If the Slay the Warlord objective, or any other objective that requires the enemy Warlord be removed as a casualty to score Victory points, is in effect then it is still triggered when Horus Ascended is moved into Reserves due to this special rule – and may be triggered a second time if Horus Ascended returns to play and is removed as a casualty again. |
The Power of Chaos Eternal In reward for his devotion to greed, destruction and the pursuit of power, Horus’ unseen benefactors bestowed upon him a power that allowed him to eclipse any of his brethren. Transfigured into a grim and terrible giant whose form towered over even his brother Primarchs and whose strength sundered the armour of battle tanks or tore apart the weak bodies of mortal warriors with sickening ease. Yet, this power came at a cost, for as his body swelled with unnatural power Horus’ anger and irrational hatred grew in turn, and on the battlefield even the most loyal of his own followers were not safe from his rage. Once per battle, at the start of any Assault phase (whether Horus Ascended’s controlling player is the Active or Reactive player), Horus Ascended’s controlling player may choose to activate the Power of Chaos Eternal. Once activated, Horus Ascended increases his Strength and Toughness Characteristics to 10 for the duration of the Assault phase and ignores all the effects of the Unwieldy special rule on attacks made with Worldbreaker. Once the Assault phase is ended, all combats being fought have been resolved and the effects of the Power of Chaos Eternal have ended, Horus Ascended automatically suffers Perils of the Warp – but any Wounds caused must be allocated to friendly models in the same unit as Horus Ascended, if any such models exist, before they are allocated to Horus Ascended. |
The Spreading Corruption Even as Horus himself fell further into the embrace of the fel powers of the Warp, so too did those loyal warriors that had bound their fate to the Warmaster’s. Corruption spread through the ranks of his host like wildfire, igniting old hatreds and fuelling the grim fervour of the Traitors as they tore down the empire they had helped to build. Few would recognise the proud Legion that had once borne the name ‘Luna Wolves’ in the savage throng that now stood at the side of the Warmaster. All models in a unit made up entirely of models with the Infantry, Cavalry or Dreadnought Unit Types in the same Detachment as Horus Ascended may be given the Corrupted Unit Sub-type at a cost of +25 points per unit (See page 307). If this upgrade is selected for a unit then all models in the unit must gain the Corrupted Sub-type – models that are attached to units, such as Apothecaries or Techmarines, must be upgraded separately. For Apothecary Detachments, Techmarine Covenants and other units which are bought as a single Force Organisation slot and then separated, divided or attached to other units (including units bought using the Retinue special rule or any variant of that rule which allows a unit to be counted as part of the same Force Organisation slot as a Leader model), the upgrade is bought once for the entire set of models before they are separated and must be applied to all models chosen as part of that Force Organisation slot. |
Chosen by Dark Gods (Traitor only) Just as with Horus, many of the greatest warriors of the Sons of Horus gained the blessings of new gods when they cast aside their loyalty to the Emperor. These dark spirits goad them to greater heights of pride and grant them the power to seize the glory that is their birthright. In the early days of the Warmaster’s rebellion there seemed no price for this boon, but as the years passed, those chosen by these new gods would see the true cost of their new power. This Warlord Trait may only be selected by a model with the Traitor Allegiance. The controlling player of a Warlord with this Trait may choose to roll a D6 at the start of each of that player’s turns. On the roll of a 2-5, the Warlord’s Strength and Toughness Characteristics are increased by +1 until the start of the controlling player’s next turn, and on the roll of a 6 the Warlord may also regain a single Wound (this may not take that model’s Wound score above its starting amount). However, on the roll of a 1 the Warlord suffers a single Wound instead which cannot be negated by any Saving Throw (including Invulnerable Saves) or Damage Mitigation roll (but can be regained as normal, either by this Trait or another special rule that restores Wounds). 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. |
Wolf of Luna (Loyalist only) This warrior’s armour bears no mark of loyalty to Horus, only the old and proud heraldry of the Luna Wolves – once the most trusted of the Emperor’s Space Marines. Now he is part of a dead Legion, its colours discarded by the Warmaster and its honour blackened by the massacre at Isstvan. He fights not for redemption, for that can never be granted him, but to find death in battle and perhaps some small measure of absolution. This Warlord Trait may only be selected by a model with the Loyalist Allegiance. A Warlord with this Trait may only join a unit composed entirely of models with both the Legiones Astartes (Sons of Horus) special rule and the Loyalist Allegiance. Both the Warlord and any unit it joins gain +1 Attack on any turn in which they successfully Charge, or are successfully charged by, an enemy unit that includes any models with both the Legiones Astartes (X) special rule and the Traitor Allegiance. These increases are in addition to any other bonuses granted by other special rules. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty. |
The Armour of Pride As a member of the Warmaster’s own Legion and a commander chosen by Horus himself, this warrior knows without a doubt that he is among the mightiest combatants in the galaxy. His pride stands as a shield against all the terrors of the galaxy, for he will not allow himself to be bested, will not accept that there can be any other fate for him and his Legion than victory. The first time in any battle when a Warlord with this Trait is reduced to 0 Wounds for any reason, the controlling player must immediately make a Leadership test for that model. If the Test is failed then the Warlord is removed as a casualty as normal, but if the Test is passed then the Warlord is not removed as a casualty, remains in play and regains D3 Wounds. This has no effect against attacks or rules which remove the model as a casualty without inflicting Wounds or against attacks with the Instant Death special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty. |
With the treachery of the Warmaster, their gene-father, the Sons of Horus Legion grew ever more savage and proud. Freed of the last remaining shackles imposed on them by the distant rule of the Emperor and the dim remembrance of Terra’s martial traditions, they fought with callous, calculated fury, born both of the darkness in their hearts and shadowed powers which Horus had found communion with. Their battle tactics became ever more predatory, while the Warmaster himself saw to it that as the rebellion burned on, his own Legion lacked neither for recruits nor the finest weapons and wargear his enthralled Mechanicum allies could supply. This Rite of War represents just such a Sons of Horus formation, a highly co-ordinated strike force which encircles and tears apart its victims like a pack of nightmarish predators.
EffectsEven before the advent of the Warmaster’s heresy, the Sons of Horus Legion was honoured as the first among equals. After Isstvan V, they formed the main body of the Traitors’ great advance towards Terra, a relentless, all-conquering host that swept all before it and against which no world could stand.
EffectsThe labyrinthine tunnels and dim caverns of Cthonia have long been the battlefield for the various feral clans that infest the planet’s ancient cities, and those ferocious warriors have long held certain cruel patterns of weapon in high esteem. When the warriors of Cthonia were inducted en-masse into the Luna Wolves they brought these weapons with them, and they have since become commonplace among Horus’ followers.
Any model with the Legiones Astartes (Sons of Horus) special rule may exchange a power weapon for a Carsoran power axe at no additional points cost.Range | Str | AP | Type | |
Carsoran power axe | - | User | 3 | Melee, Breaching (5+), Specialist Weapon |
These mysterious variant bolt shells, believed to have been designed in secret within the armouries of the Alpha Legion long before the outbreak of the Horus Heresy, had it seems a sole purpose: to breach the ceramite power armour of Space Marines. Used openly for the first time at the Dropsite Massacre on Isstvan V, their dense explosive cores and firing stresses reduced their range and swiftly degraded the firing weapon, but their effect against the betrayed Legions was devastating. Fortunately for the Loyalists, supplies of these difficult to manufacture munitions rounds were limited, and only the Alpha Legion and the Sons of Horus were able to field them in substantial numbers beyond that incident of brutal treachery.
Any model with both the Independent Character and the Legiones Astartes (Sons of Horus) special rules may exchange a bolter for a Banestrike bolter or a combi-bolter for a Banestrike combi-bolter for +5 points each. Additionally, all models in a Legion Seeker Squad that is composed entirely of models with the Legiones Astartes (Sons of Horus) special rule may exchange their Kraken bolters for Banestrike bolters for no additional points cost or all models in a Legion Veteran Squad composed entirely of models with the Legiones Astartes (Sons of Horus) special rule may exchange their bolters for Banestrike bolters for +2 points per model.Range | Str | AP | Type | |
Banestrike bolter | 18" | 5 | 4 | Rapid Fire, Breaching (6+) |
Banestrike combi-bolter | 18" | 5 | 4 | Rapid Fire, Twin-linked, Breaching (6+) |
These ominous warriors were the eyes of the Warmaster, sent out among the stars to observe and guide those forces that pledged themselves to Horus’ service. They would act as an example of the martial skill the Warmaster demanded from those that followed him and as executioners for those that failed to fulfil Horus’ wishes.
Special RulesRange | Str | AP | Type | |
Staff of Dark Authority | - | +1 | 3 | Melee, Unwieldy, Murderous Strike (6+) |
The Sons of Horus that fought on Cthonia made use of a number of unique tactics and items of Wargear. Many of these were born of the teachings of the Precepts of Cthonia, and others were developed during the fighting that occurred on that war-torn world. However, all were highly effective on the battlefield and would see use elsewhere once Cthonia had met its final fate.
A variant of the more common power weapon technology, the STC designs which were extracted from the ancient cogitator cores of the Cthonian hives and manufactured in the last of its automated factorum. They were cruel and deadly weapons, fitting for the merciless warriors of Cthonia – though both the design and ability to construct them would be lost with the destruction of that world.
Any model with the Legiones Astartes (Sons of Horus) special rule may exchange a power weapon for one of the weapons listed here as Carsoran power weapons for no additional costRange | Str | AP | Type | |
Carsoran power axe | - | User | 3 | Melee, Breaching (5+), Specialist Weapon |
Carsoran power tabar | - | +1 | 3 | Melee, Breaching (4+), Two-handed |
True Son (Traitor Only) As the vast Traitor host, and even Horus himself, descended into corruption and madness, the True Sons of Cthonia sought to return to the honour and dignity that had marked the Legiones Astartes during the height of the Great Crusade, the apex of their glory. They spurned the whispered promises of Chaos and fought in the old way, seeking to preserve the soul of their Legion even as the other traitors fell into frenzy and debauchery. This Warlord Trait may only be selected by a model with the Traitor Allegiance and may not be selected if the Primary Detachment of the army whose Warlord it is selected for includes any models with the Corrupted Unit Sub-type or Daemon Unit Type. |
Cast in Gold One of the most well-known traditions the Sons of Horus brought from the depths of Cthonia to the stars is the taking of skulls, to be gilded in gold to immortalise the most challenging and worthy opponents. Rooted in the ferocious rituals of the deep Cthonian gangs, it had originated as a mark of respect but during the long years of the Great Crusade it would become something darker and more sinister. When a Warlord with this Trait is engaged in a Challenge with an enemy model that has a Weapon Skill that is equal to or greater than the Weapon Skill of the Warlord with this Trait, then the Warlord with this Trait gains +1 Strength and +1 Attacks for the duration of that Challenge (if both models in the Challenge have this Trait, then both models gain the bonus regardless of the Weapon Skill of either model). Furthermore, if the Warlord with this Trait causes an enemy model with a Weapon Skill equal to or greater than the Weapon Skill of the Warlord with this Trait to be removed as a casualty during a Challenge, the controlling player of the Warlord with this Trait gains 1 Victory Point in addition to any gained from any other rule or mission objective. 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. |
Legiones Astartes (Word Bearers)All models with this special rule are subject to the following provisions:TRUE BELIEVERS A model with this special rule may never have its Leadership Characteristic modified below a value of 6. Furthermore, if one or more models with this special rule are 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 won the combat by 1 point. If both sides include models with this special rule then the combat remains a draw. The Arms Of Colchis Models with this special rule gain access to unique Wargear options (see The Armoury of the Word Bearers). Priests Of Forgotten Gods Disciples Of LorgarAny Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with this special rule may select the Burning Lore upgrade, and any models with both the Legiones Astartes (Word Bearers) and the Legiones Consularis special rules gain access to the Diabolist upgrade – see The Armoury of the Word Bearers for details. A Warlord with this special rule may select a Warlord Trait from the Word Bearers Warlord Trait list. | ||
Word Bearers Advanced ReactionThis Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Word Bearers) 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.Glorious Martyrdom – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control with the Legiones Astartes (Word Bearers) special rule. Once this Reaction has been declared, a single model in the Reacting unit with the Legiones Astartes (Word Bearers) special rule is selected by the Reacting unit’s controlling player – that model is removed as a casualty immediately without any To Hit or To Wound rolls being made by the attacking unit and with no Armour Saves or Damage Mitigation rolls made by the Reactive player. This ends the Shooting Attack, with no further rolls or Tests being made – if any of the weapons in the attacking unit would normally inflict further Hits after causing an unsaved Wound (such as weapons with the Deflagrate special rule) or other effects due to inflicting Hits or Unsaved Wounds (such as weapons with the Blind or Concussive (X) special rules) then these additional Hits or effects are ignored and have no effect. Any attacks made with weapons with the Ordnance or Destroyer types or the Blast or Template special rules ignore the effect of this Reaction and are resolved as normal. | ||
Enslaved by Darkness (Traitor only) Among those that accepted the favour of Chaos into their flesh, there were those who conquered the corruption and became more than human and those that did not. This warrior is among the unfortunate majority that found themselves subsumed and overcome by the other – the Daemon. Now a fleshly puppet controlled by the vicious intelligence from the realm of the æther, the warrior continues in service to the Word Bearers as a servant of Erebus and a gleeful participant in the destruction of the Imperium. This Warlord Trait may only be selected by a model with the Traitor Allegiance and the Corrupted Unit Sub-type. |
Unswerving Devotion The Word Bearers had always been renowned for one trait above all others, their devotion to those that led them – first to the Emperor, then to Lorgar and finally to darker, less benevolent masters. On the field of battle their leaders evoked a loyalty far stronger than that found among the other Legions, and this warrior is no exception – for where he leads his warriors follow without hesitation, regardless of the price their loyalty will demand from them. Any units that include at least one model with the Legiones Astartes (Word Bearers) special rule and have at least one model within 6" of a Warlord with this Trait (including the Warlord himself and any unit he has joined) automatically pass the first failed Morale check or Pinning test they are called upon to make each turn. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty. |
Iconoclast Once, the Word Bearers were devoted to the destruction of the symbols, marks and leaders of other creeds and religions, the literal destruction of fear and superstition. This duty had once been at the heart of the Emperor’s Great Crusade, but over time fell out of favour with Lorgar and the new leaders of the Legion. Yet, some of the Word Bearers still remember the old days of the Legion and continue the traditions of the Iconoclast, whether for the simple joy of destruction or the hope of redemption for their Legion. A Warlord with this Trait, and any unit he has joined, gain a bonus of +1 Attack when locked in combat with an enemy unit that includes at least one model with the Independent Character special rule, a Legion vexilla or a Legion standard. When making a Shooting Attack or Melee Attack targeting a Fortification, Building or other Terrain piece with a Toughness Characteristic, they gain a bonus of +2 to their Strength or the Strength of any weapons used. 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. |
Before the canker of corruption took root within the Word Bearers Legion, it was renowned for the cohesion and selfless sacrifice with which it fought in the Emperor’s name. After it came to the worship of older and more nightmarish gods, parts of the Legion took to enacting horrific rites on the eve of battle to curry favour from the Warp. Such warbands soon became shadowed with the foulest and most unnatural evil, often paying with the blood and souls of their own brethren to appease their new masters.
EffectsThe Serrated Sun Chapter of the Legiones Astartes Word Bearers were the first sons of Lorgar to walk the Path of the Ruinous Powers, and most of its Legionaries fell in battle at the hands of the betrayed Raven Guard at the Isstvan V Dropsite Massacre. Later on, the chapter’s legacy would be passed on to the Vakrah Jal, but for a time the survivors of the Serrated Sun formed a vengeful, dedicated and utterly damned elite within the XVIlth Legion and maintained the specialised drop assault doctrines in which it had once been unequalled.
EffectsMany of the Word Bearers’ finest commanders gave themselves willingly to the corruption of the Warp. They utterly forswore their oaths and pledged themselves to new masters in exchange for a dark and terrible power.
Any Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with the Legiones Astartes (Word Bearers) special rule may select the Burning Lore upgrade for +25 points. A model with the Burning Lore upgrade gains the Corrupted and Psyker Unit Sub-types as well as the Diabolism Discipline.While not all of the rank and file of the Legion were fully aware of the truth behind Lorgar’s new teachings, the vast majority accepted the new rites they were taught and followed the precepts of this new doctrine without question.
Any unit with the Traitor Allegiance, and the Infantry or Dreadnought Unit Type as well as the Legiones Astartes (Word Bearers) special rule may be upgraded with Dark Channelling for +25 points per unit. All models in a unit with this upgrade gain the Corrupted Unit Sub-type.Once proud weapons and relics of the Great Crusade polluted by the accursed practices of the fallen Word Bearers, who took a perverse pride in bearing the tainted relics of their former allegiance into battle against those of their kin who remained loyal.
Any model with both the Character Sub-type and the Legiones Astartes (Word Bearers) special rule may exchange a power weapon for a Tainted blade, Tainted axe or Tainted maul for +10 points each:Range | Str | AP | Type | |
Tainted blade | - | User | 3 | Melee, Rending (6+), Murderous Strike (6+) |
Tainted axe | - | +1 | 2 | Melee, Unwieldy, Murderous Strike (6+) |
Tainted maul | - | +2 | 3 | Melee, Murderous Strike (6+) |
Tainted claw | - | 9 | 2 | Melee, Brutal (2), Murderous Strike (5+) |
Tainted talons | - | User | 3 | Melee, Rending (6+), Murderous Strike (6+) |
The Word Bearers applied their blasphemous theories not only to their creed and bodies, but also to their weapons. The workings of the so-called ‘warpfire’ weapons defy all conventional wisdom, indeed they should not function at all. Yet, in battle these weapons emit a searing burst of ætheric fire with a scream that can drive warriors to panic and dismay.
Any model with the Legiones Astartes (Word Bearers) special rule may exchange a plasma pistol for a Warpfire pistol for +5 points per model; a plasma gun or plasma blaster for a Warpfire blaster for +5 points per model; or a plasma cannon or Gravis plasma cannon for a Warpfire cannon for +5 points per model.Range | Str | AP | Type | |
Warpfire pistol | 12" | 6 | 4 | Pistol 1, Breaching (4+), Pinning |
Warpfire blaster | 24" | 6 | 4 | Assault 2, Breaching (4+), Pinning |
Warpfire cannon | 36" | 6 | 4 | Heavy 1, Blast (3"), Breaching (4+), Pinning |
As much twisted organic monstrosities as they are technological artefacts, these weapons vomit forth a torrent of bolt shells propelled by a mechanism that tech-priests cannot identify.
All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Boltspitter | 24" | 4 | 5 | Rapid Fire |
Greater boltspitter | 48" | 5 | 4 | Heavy 6, Twin-linked |
When the Word Bearers turned from the Imperial Truth and began to explore the powers of the Warp, unfettered by sanity or reason, they took the first step on a dark path. By the outbreak of the Horus Heresy, many among their number had gained a power that allowed them to unleash the full terror of the Warp upon their foes.
Special RulesPsychic Discipline: DiabolismA Psyker with this Discipline gains the listed Powers, Weapon and other special rules, as well as the Aetheric Lightning Psychic Weapon.
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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 Sons Of The HydraA 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. A Warlord with this special rule may select a Warlord Trait from the Alpha Legion Warlord Trait list. | ||
The Rewards Of TreacheryThe 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. | ||
Alpha Legion Advanced ReactionThis Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Alpha Legion) 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.Smoke and Mirrors – This Advanced Reaction may be made once per battle during the Shooting phase when any enemy player declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Alpha Legion) special rule. Before resolving the Shooting Attack, the unit targeted by the Shooting Attack may be redeployed. To redeploy the unit, the controlling player selects one model from the unit making this Reaction and places it anywhere within 12" of its original position and then scatters the model D6" (if the Scatter roll would place the model within Impassable Terrain, a building or fortification, within 1" of any enemy model, or off the edge of the battlefield then the model is moved the shortest distance possible to place it free of all obstacles and within the bounds of the battlefield). Once this model is placed, all other models from the Reacting unit may be placed anywhere within 6" of that model, at least 1" from any enemy model, and in Unit Coherency. Any models that cannot be placed must be removed as casualties. Once the redeployment is complete, the Active player may resolve their Shooting Attack as normal – if the Shooting Attack is no longer valid once this redeployment is complete (due to the enemy unit no longer having line of sight to the target unit, for example) then the Active player may not select a different target and no attacks are made or dice rolled for that unit. | ||
The Mobius Configuration (Loyalist Only) Despite Alpharius’ declaration of loyalty to the Warmaster and his Legion’s efforts on behalf of the Traitor cause, there are numerous instances of Alpha Legion detachments known for their dedication to their Primarch fighting in support of Loyalist armies. As opposed to the smaller renegade factions of the other Traitor Legions that held true to their oaths to the Emperor, these detachments appeared to be prosecuting battles as part of some greater plan that saw the Alpha Legion fight on both sides, seeking to prolong the fighting rather than bring either side to victory. This Warlord Trait may only be selected for a model with the Loyalist Allegiance. |
Master of Lies The Alpha Legion are renowned for their skill at misdirection and subterfuge. There are few leaders who can accurately predict the intentions of these obtuse warriors and on the field of battle they are all but impossible to pin down or contain. An army whose Warlord has this Trait, may, at the start of the battle once all players have deployed all of their units onto the battlefield (including Infiltrators and Scouts) and any rolls to Seize the Initiative have been made, select up to three units that are under their control. The selected units may be redeployed as the controlling player wishes, within the constraints of the mission being played – they may be placed into Reserves, but may not be brought out of Reserves and onto the battlefield or assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault. 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. |
Hydran Excursor Some amongst the Alpha Legion are dedicated to the study of one of their brother Legions, some even having infiltrated and fought as part of the Legions they have studied. With the outbreak of the Horus Heresy these warriors brought vital knowledge to their compatriots, the secrets of both ally and enemy alike that could be turned against the enemy and used to bring victory to the ranks of the Alpha Legion. A Warlord with this Trait, must select any one variant of the Legiones Astartes (X) special rule other than Legiones Astartes (Alpha Legion) at the start of the battle, before any models are deployed. The Warlord and any unit he has joined gain a bonus of +1 to all To Hit rolls made against models with the chosen variant of the Legiones Astartes (X) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the Shooting phase as long as the Warlord has not been removed as a casualty. |
The deceit and subterfuge for which the Alpha Legion was famed was a means to an end; the end, more often than not, placing their foes at a disadvantage on the battlefield, leaving them vulnerable to sudden surprise attack by rapid moving strike forces whose goal was nothing short of wholesale slaughter.
EffectsThe activities of the Alpha Legion throughout the Great Crusade and the Horus Heresy were ever shrouded in mystery, few more so than the operations of its elite Headhunters. Though no first-hand eye witness accounts describe such missions in reliable detail, secondary evidence of such operations being carried out has been discovered the length and breadth of the war-torn Imperium.
EffectsThese unique power weapons are a particular speciality of the Alpha Legion, crafted specifically for hidden strikes and coup de grace attacks. Many among the other Legions consider them dishonourable weapons, the weapons of assassins and cowards, but the Alpha Legion see them as eminently practical tools of war.
Any model with the Legiones Astartes (Alpha Legion) special rule and the Character Unit Sub-type may take a power dagger for +5 points per model.Range | Str | AP | Type | |
Power Dagger | - | 3 | 3 | Melee, Sudden Strike (1), Breaching (5+) |
These mysterious variant bolt shells, believed to have been designed in secret within the armouries of the Alpha Legion long before the outbreak of the Horus Heresy, had it seems a sole purpose: to breach the ceramite power armour of Space Marines. Used openly for the first time at the Dropsite Massacre on Isstvan V, their dense explosive cores and firing stresses reduced their range and swiftly degraded the firing weapon, but their effect against the betrayed Legions was devastating. Fortunately for the Loyalists, supplies of these difficult to manufacture munitions rounds were limited, and only the Alpha Legion and the Sons of Horus were able to field them in substantial numbers beyond that incident of brutal treachery.
Any model with both the Independent Character and the Legiones Astartes (Alpha Legion) special rules may exchange a bolter for a Banestrike bolter or a combi-bolter for a Banestrike combi-bolter for +5 points each. Additionally, any models in a Legion Seeker Squad that has the Legiones Astartes (Alpha Legion) special rule may exchange their Kraken bolters for Banestrike bolters for no additional points cost or any models in a Legion Veteran Squad that has the Legiones Astartes (Alpha Legion) special rule may exchange their bolters for Banestrike bolters for +2 points per model.Range | Str | AP | Type | |
Banestrike Bolter | 18" | 5 | 4 | Rapid Fire, Breaching (6+) |
Banestrike Combi Bolter | 18" | 5 | 4 | Rapid Fire, Twin-linked, Breaching (6+) |
An exotic variant of the more commonplace grenades employed by the Space Marines. These advanced weapons contain toxinimpregnated crystalline splinters that have been darkly claimed to be based on xenos technology.
Any model with the Legiones Astartes (Alpha Legion) special rule and the Character Unit Sub-type may take one venom sphere for +10 points per model. Venom spheres are a weapon with the following profile:Range | Str | AP | Type | |
Venom spheres | 8" | 1 | - | Assault 6, Poisoned (3+), One Shot |
The Saboteur specialises in covert infiltration, assassination and sabotage, arts usually considered beneath the Legiones Astartes but at which the Alpha Legion has always excelled. Saboteurs make their presence known on the battlefield by the destruction they wreak, often in the opening moments of a major engagement, striking against enemy command structures, vital units or defences, leaving the foe reeling before the Alpha Legion’s onslaught.
Special RulesThe Alpha Legion are masters of false colours operations, relying on confusing the enemy over more traditional stealth techniques. The Saboteurs are trained to walk among the foe unnoticed, selecting the most deadly moment to reveal their presence and unleash destruction upon those that have earned the ire of the Legion. A unit composed entirely of models with this special rule may not be targeted with a Shooting Attack by an enemy unit as long as the unit with this special rule has not made a Shooting Attack at any point in the battle. Once a unit or model with this special rule has made a Shooting Attack or successfully Charged an enemy unit (including during a Reaction) then this special rule has no further effect, nor does this special rule restrict the enemy from declaring Charges targeting a model or unit that has this special rule. | ||
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.
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):Advanced Reaction: Point DefenceAdvanced 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. | ||
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:Advanced Reaction: Locus StrikeAdvanced 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. | ||
As the brutality of the Horus Heresy changed the Sons of Horus and its Primarch, the Legion adopted many new practices and tactics. The Lanius was one such adaption, a cruelly practical approach to morale on the battlefield and a reminder of the increasingly bloody price to be paid for failing the Warmaster in the battle to control the Imperium.
This upgrade can be purchased for any one model with the Legiones Astartes (Sons of Horus) special rule that has not been upgraded with a Pintle Mounted weapon of any kind and is part of any of the following units:Range | Str | AP | Type | |
Banestrike bolt cannon | 24" | 6 | 4 | Heavy 4, Breaching (6+) |
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: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.
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. | ||
Utterly indoctrinated into their unyielding master’s methods of waging war, the Inductii of the Iron Warriors were likened to the automata of the Cybernetica cohorts. Many observers compared them to statues, lurching into life to destroy their foe with roaring bolters before returning to unmoving silence.
Souls of Iron The Inductii of the Iron Warriors were conditioned to place no value on their own lives, marching stoically forwards, devastating each wave of foes in turn with bolter and blade. During the controlling player’s Shooting phase, a unit with this special rule must attempt a Shooting Attack if there is an enemy unit within range, and must target the closest enemy unit possible that is within its line of sight and is a valid target for a Shooting Attack. If two or more targets are equally close then the controlling player chooses which will be the target of a Shooting Attack. In addition, this unit automatically passes any Pinning tests it is required to take. | ||
The scattered bands of Night Lords reaved throughout the Imperium, each warlord recruiting the most vicious killers they could find and demanding their obedience. Such Inductii were undoubtedly skilled killers, though their psychological makeup would have horrified the recruitment masters of more disciplined Legions.
Range | Str | AP | Type | |
Killer’s blades | - | User | - | Melee, Breaching (6+) |
Unscrupulous Murderers The Inductii of the Night Lords employed every underhand trick imaginable to kill their foes, feigning honourable intent to distract a powerful foe before ensuring they were laid low with a murderer’s blade in their back. If the Legion Despoiler Sergeant of a unit with this special rule is involved in a Challenge, at the start of Initiative step 10 you can select up to two other models from the same unit and roll a D6 for each model selected. On a 2+, that model can resolve its attacks during this step. These attacks can only be allocated to the enemy model involved in that challenge. On a 1, that model must resolve its attacks during this step against their own unit. If they do so, these attacks can only be allocated to the Legion Despoiler Sergeant model from their own unit and any wounds inflicted do not count towards the Assault results. If either model involved in the Challenge is destroyed by these attacks, the Challenge is no longer considered to be ongoing and the remaining model can fight normally when their Initiative step is reached. | ||
The Inductii of the World Eaters lived short and typically brutal lives, thrown into battles with little regard for preservation of forces or minimising attrition. Implanted with the Butcher’s Nails at a young age, their tortured minds inhabited vat-grown bodies, resulting in even more unstable, but undoubtedly ferocious, killers, devoid of any sense of pain, fear or defeat.
The Inductii of the Death Guard spent much of their training separated from the bulk of the Legion. Sent forth from smaller holdings and from Barbaras itself to fortify, endure and if possible, expand their numbers, these warriors spread through the galaxy like a pestilence. Many foes were destroyed upon stumbling across these hidden garrisons, unaware of the threat before it consumed them.
Legiones Astartes: Death GuardBarbaran Resilience The Inductii of the Death Guard were indoctrinated and trained to be resilient in the face of anything the enemy could throw at them. The more of their brethren that were laid low, the more determined the survivors were to outlast their foes. When a model with this special rule suffers an unsaved Wound, it can make a special Barbaran Resilience roll to avoid suffering the Wound. Barbaran Resilience rolls may not be made against Wounds that have the Instant Death special rule.Roll a D6 each time an unsaved Wound is suffered. If a unit with this special rule includes ten or more models at the start of a given Phase, this rule has no effect. If a unit with this special rule includes less than ten models at the start of a given Phase, then on a roll of 6+ the unsaved Wound is discounted. If a unit with this special rule includes less than five models at the start of a given Phase, then on a roll of 5+, the unsaved Wound is discounted. Treat discounted Wounds as having been saved. On any other result the Wound is taken as normal. This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound. | ||
In the aftermath of the destruction of Prospero, the Thousand Sons were forced to be less discerning in their recruitment. Experimenting with forbidden bio-alchemy and psychic indoctrination techniques in an attempt to rapidly rebuild their scattered Legion, the resulting Inductii were undoubtedly potent warriors and sorcerers, but exhibited a greater susceptibility to the Flesh Change.
Unattuned Practitioners The prosecution of the Horus Heresy left little time for extensive instruction in any but the most basic arcana. A model with this special rule gains the Ætheric Guidance Psychic Power and may not select a Minor Arcana from those presented by the Prosperine Arcana special rule.Ætheric Guidance One of the simplest arcana, this allowed the practitioner to form a bond between mind and weapon, ensuring each shot finds weaknesses in their foe’s armour. When a unit that includes a Psyker with this power makes a Shooting Attack, the controlling player may make a Psychic check for the Psyker with this power before any rolls To Hit are made. If the Psychic check is successful then until that Shooting Attack is resolved, attacks made by this unit have the Breaching (6+) special rule. If the Psychic check is failed then the unit suffers Perils of the Warp and receives 1 additional wound when it does so. | ||
The Sons of Horus were reasonably indiscriminate in their recruiting practices, operating as they did at the forefront of the civil war. Their most successful Inductii, however, were taken from worlds whose gang traditions mirrored those of Cthonia, ensuring the new Legionaries already understood the culture of strength and the requirement to prove their worth in the eyes of their superiors.
Creed of Brutality Inducted into the Warmaster’s own Legion, the Inductii of the Sons of Horus sought ever to prove their worth to their superiors in a Legion which increasingly placed value on brutality and resilience. At the start of each Assault phase, if a unit that includes at least one model with this special rule has any models within 6" of a friendly model with the Legiones Astartes (Sons of Horus) special rule that has a Weapon Skill characteristic of 5 or more, all models in the unit with this special rule gain the Rampage (1) and Furious Charge (1) special rules until the end of that Phase. | ||
As the civil war progressed, the Word Bearers’ mastery of profane lore became a core part of their strategies, unleashing the powers of the Empyrean upon their unsuspecting foes. Marked with diabolic runes and brands, their Inductii were routinely exposed to the energies of the Warp, hardening their souls, and preparing their bodies for the eventual binding of malevolent warp entities.
Empty Vessels The Inductii of the Word Bearers strove to attract the eye of their newfound gods through their actions, their ritually marked bodies a beacon to the denizens of the Warp. At the end of each Game Turn, the controlling player of a unit with this special rule rolls a D6 for each such unit that does not have the Corrupted Unit Sub-type. Add 1 to the result if any enemy units were destroyed as a result of an attack or sweeping advance made by that unit during this Game Turn and add 1 to the result if the enemy Warlord has been destroyed during the battle. On a 5+, that unit suffers D3 wounds with an AP value of ‘-’ and gains the Corrupted Unit Sub-type and the Furious Charge (1) special rule. | ||
A thorough examination of XXth Legion activity throughout the Horus Heresy has led some to speculate that the Alpha Legion had been performing mass induction of recruits since their very inception, using what other Legions would call Inductii as the mainstay bulk of their Legion. Utilised in holding positions while their more experienced brethren encircled the enemy, these warriors were employed in less clandestine roles than was typical of the XXth Legion’s operations.
Treacherous Lure Though relatively inexperienced, the Inductii of the Alpha Legion were still adept at mimicking the signals of their foes, luring them in close before opening fire. A unit made up entirely of models with this special rule may not be selected as the target of Shooting Attacks in any Phase of the first Game Turn of the battle. However, the unit may be the target of a Shooting Attack made as part of the Interceptor Advanced Reaction, and it may suffer Hits and Wounds from attacks that scatter onto it, or are otherwise allocated to it due to the effects of another special rule. | ||
The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.
After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).Pistols are light enough to be carried and fired one-handed.
A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.
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Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired as effectively when a squad is advancing as when taking single, long-ranged shots.
A model armed with a Rapid Fire weapon can make two attacks at a target up to half the weapon’s Maximum Range away. Alternatively, it can instead make one attack at a target over half the weapon’s range away, up to the weapon’s Maximum Range.
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These weapons are grafted to the same targeting system for greater accuracy.
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.Some weapons can inflict critical strikes against which no armour can protect.
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.
When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.
A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.
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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.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.These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.
When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.
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Sniper weapons are precision instruments, used to pick out a target’s weak points.
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.
If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.
All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Bolt pistol | 12" | 4 | 5 | Pistol 1 |
Bolter | 24" | 4 | 5 | Rapid Fire |
Combi-bolter | 24" | 4 | 5 | Rapid Fire, Twin-linked |
Kraken bolter | 30" | 4 | 4 | Rapid Fire |
- Tempest rounds | 18" | 3 | 6 | Assault 3, Ignores Cover |
- Scorpius rounds | 24" | 5 | 4 | Assault 1, Breaching (4+) |
Nemesis bolter | 72" | 5 | 5 | Heavy 1, Rending (5+), Sniper, Pinning |
Heavy bolter | 36" | 5 | 4 | Heavy 4 |
Gravis bolt cannon | 48" | 5 | 4 | Heavy 6, Twin-linked |
Gravis heavy bolter battery | 48" | 5 | 4 | Heavy 8, Twin-linked |
Avenger bolt cannon | 36" | 6 | 3 | Heavy 7 |
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).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.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.An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.
Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.Range | Str | AP | Type | |
Bolter (Primary) | 24" | 4 | 5 | Rapid Fire |
Flamer (Secondary) | Template | 4 | 5 | Assault 1 |
Meltagun (Secondary) | 12" | 8 | 1 | Assault 1, Armourbane (Melta), One Shot |
Plasma gun (Secondary) | 24" | 7 | 4 | Rapid Fire, Breaching (4+), Gets Hot, One Shot |
Volkite charger (Secondary) | 15" | 5 | 5 | Assault 2, Deflagrate |
Grenade launcher (Secondary) | ||||
- Frag | 24" | 3 | 6 | Assault 1, Blast (3"), Pinning |
- Krak | 24" | 5 | 4 | Assault 1 |
Disintegrator* (Secondary) | 24" | 5 | 2 | Rapid Fire, Instant Death, Gets Hot, One Shot |
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) |
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.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.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.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.Terminator armour features a powerful support exoskeleton and internal energy supply, but pays for its unparalleled protection with bulk.
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).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.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.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: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.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.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.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.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.Some weapons 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.These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.
All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.Range | Str | AP | Type | |
Power sword | - | User | 3 | Melee, Rending (6+) |
Power axe | - | +1 | 2 | Melee, Unwieldy |
Power maul | - | +2 | 3 | Melee |
Power lance | - | +1 | 3 | Melee, Reach (1) |
Range | Str | AP | Type | |
Power fist | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
Gravis power fist | - | 9 | 2 | Melee, Brutal (3) |
Thunder hammer | - | x2 | 2 | Melee, Unwieldy, Brutal (2), Specialist Weapon |
Lightning claw | - | User | 3 | Melee, Shred, Rending (6+), Specialist Weapon |
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.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.
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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.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.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.Barrage weapons lob shells high into the air, landing them in the midst of the foe.
All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.
When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.
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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.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.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.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.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") |
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.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 |
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.‘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 |
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.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.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.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.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.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.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.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.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.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.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 -.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.Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors.
All weapons listed here are counted as ‘Force’ weapons for those rules that affect such weapons. A model that is eligible to select a force weapon may take any of the weapons included in this Profile.Range | Str | AP | Type | |
Force sword | - | User | 3 | Melee, Rending (6+), Force |
Force axe | - | +1 | 2 | Melee, Unwieldy, Force |
Force maul | - | +2 | 3 | Melee, Force |
Force staff | - | +1 | 3 | Melee, Reach (1), Force |
These 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.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.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:Rare and valuable comms disruptor units, these are calibrated to flood vox channels with static signals and engineered vox-phages that can overload and subvert enemy communication networks. While such signals cannot stop short range tight beam vox units, they can cripple long range communications and make coordination with newly arrived units all but impossible.
At the start of each Game Turn you can declare whether each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault during that turn is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.This 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: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.Range | Str | AP | ||
Power fist | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
Range | Str | AP | ||
Thunder hammer | - | x2 | 2 | Melee, Unwieldy, Brutal (2), Specialist Weapon |
Range | Str | AP | ||
Lightning claw | - | User | 3 | Melee, Shred, Rending (6+), Specialist 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 |
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.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.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.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.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.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.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.A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.
A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.The 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.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.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.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.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.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).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.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: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.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.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.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.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.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.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) |
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.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.
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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.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.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:
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Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn. | ||
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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.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).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.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.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.
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Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.
If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.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.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.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.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.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.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.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.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.Some weapons, either due to a restricted capacity to store shells, a terrifying rate of fire or a complex loading mechanism, are prone to running out of ammunition in the heat of battle. Once drained of their reserves, these weapons become little more than burdens to their wielders, impotent until the battle is concluded and specialised equipment can be used to replenish their stores.
After all Shooting Attacks for a weapon with this special rule have been fully resolved, roll a D6, adding +1 if the weapon has fired before in the same battle. If the total of this roll is 6 or more then the weapon may no longer be used to make Shooting Attacks in this battle. If this weapon is unable to make further Shooting Attacks then it may not be targeted by a Weapon Destroyed result on the Vehicle Damage table, and for the purposes of such a result is treated as though it had already been destroyed.Whether 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.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.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 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.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.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.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).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.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.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.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:Range | Str | AP | Type | |
Sonic lance | Template | 2 | - | Assault 1, Breaching (6+), Pinning |
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.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 |
An Olympian innovation, these weapons are tuned to detonate their mass reactive shells just before impact – spraying the target with a cloud of metallic shards. While they lack the penetrative power of the more traditional bolter shell, they more than make up for it with the terrible wounds caused and the panic they engender among the foe.
Any model with the Legiones Astartes (Iron Warriors) and Independent Character special rules may exchange a bolt pistol for a shrapnel pistol or a bolter for a shrapnel bolter for no additional points cost.Range | Str | AP | Type | |
Shrapnel pistol | 10" | 4 | - | Pistol 1, Pinning |
Shrapnel bolter | 18" | 4 | - | Rapid Fire, Pinning |
Shrapnel cannon | 24" | 5 | 6 | Heavy 4, Pinning |
Gravis shrapnel cannon | 36" | 5 | 6 | Heavy 5, Twin-linked, Pinning |
Trained to excel in close range firefights through sheer weight of fire and bloody minded determination, the Iron Warriors are a force to be reckoned with on the battlefield. Marching across the battlefield, they maintain a volume of fire that is unmatched among the Legiones Astartes.
A model with this special rule may add one to the number of shots fired when making a Shooting Attack with a shrapnel bolter or shrapnel pistol (but not with shrapnel cannon or Gravis shrapnel cannon or any other ‘Bolt’ weapon).Range | Str | AP | ||
Gravis power fist | - | 9 | 2 | Melee, Brutal (3) |
One of many of Nostramo’s Jadhek clansmen recruited into the Night Lords Legion, this warrior retains the wild savagery that was the defining trait of those vagrant marauders. With the arrival of the Horus Heresy and the loosing of madness on the Imperium, the Night Lords fell further and further into disorder, and warriors such as this fell back into their old patterns – more pirates and raiders than the disciplined Legionaries that had won the Great Crusade.
A Warlord with this Trait and all models that are part of a unit he joins gain the Counter-attack (1) special rule and ignore all penalties to their Movement and Charge rolls due to Terrain and may re-roll all failed Dangerous Terrain tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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 |
The Night Lords were renowned for their vicious cruelty in battle, they always sought to target their foes at their weakest point and when they found such a weakness, left only twisted and mutilated corpses in their wake.
When a unit composed entirely of models with this special rule declares a Charge targeting a unit that is Pinned or Falling Back, the Charge roll gains an additional +1 modifier, and if the Charge is successful then all models in the Charging unit gain +1 Attack for the duration of the turn in which that Charge is made.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).So strong of mind is this warrior that the powers of the Warp have little grasp upon them.
Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).Bloodlust is a powerful weapon on the battlefield, spurring a warrior to hack their foes apart in a flurry of mindless carnage.
In a turn in which a model with this special rule Charges into combat, it gains a number of Attacks equal to the value of X for Charging, rather than +1. A model that has made a Disordered Charge that turn receives no benefit from Rage.As the Horus Heresy spread out across the galaxy, the grim fate that would await Horus on distant Terra grew ever more irrevocable – for such was the cataclysmic destruction and cosmic terror unleashed by the fallen Warmaster that none could see an end to that dark age. No mortal blade nor engine of war could end Horus’ tragic ascension nor seal away the powers the Warmaster had set loose upon Mankind. What had begun at Isstvan could only be finished on Terra, where the Emperor awaited the arrival of his son.
The first time in any battle that Horus Ascended loses his last Wound, or is otherwise removed from play as a casualty, the model is instead placed into Reserves with a single Wound remaining – any unit Horus Ascended was part of remains in play, even a Retinue or other unit that would normally not allow the removal of a model from the unit. After having been placed in Reserves due to this special rule, Horus Ascended may choose to re-enter play, with the controlling player making Reserves rolls for the model as per the normal rules. If the Slay the Warlord objective, or any other objective that requires the enemy Warlord be removed as a casualty to score Victory points, is in effect then it is still triggered when Horus Ascended is moved into Reserves due to this special rule – and may be triggered a second time if Horus Ascended returns to play and is removed as a casualty again.
In reward for his devotion to greed, destruction and the pursuit of power, Horus’ unseen benefactors bestowed upon him a power that allowed him to eclipse any of his brethren. Transfigured into a grim and terrible giant whose form towered over even his brother Primarchs and whose strength sundered the armour of battle tanks or tore apart the weak bodies of mortal warriors with sickening ease. Yet, this power came at a cost, for as his body swelled with unnatural power Horus’ anger and irrational hatred grew in turn, and on the battlefield even the most loyal of his own followers were not safe from his rage.
Once per battle, at the start of any Assault phase (whether Horus Ascended’s controlling player is the Active or Reactive player), Horus Ascended’s controlling player may choose to activate the Power of Chaos Eternal. Once activated, Horus Ascended increases his Strength and Toughness Characteristics to 10 for the duration of the Assault phase and ignores all the effects of the Unwieldy special rule on attacks made with Worldbreaker. Once the Assault phase is ended, all combats being fought have been resolved and the effects of the Power of Chaos Eternal have ended, Horus Ascended automatically suffers Perils of the Warp – but any Wounds caused must be allocated to friendly models in the same unit as Horus Ascended, if any such models exist, before they are allocated to Horus Ascended.
Even as Horus himself fell further into the embrace of the fel powers of the Warp, so too did those loyal warriors that had bound their fate to the Warmaster’s. Corruption spread through the ranks of his host like wildfire, igniting old hatreds and fuelling the grim fervour of the Traitors as they tore down the empire they had helped to build. Few would recognise the proud Legion that had once borne the name ‘Luna Wolves’ in the savage throng that now stood at the side of the Warmaster.
All models in a unit made up entirely of models with the Infantry, Cavalry or Dreadnought Unit Types in the same Detachment as Horus Ascended may be given the Corrupted Unit Sub-type at a cost of +25 points per unit (See page 307). If this upgrade is selected for a unit then all models in the unit must gain the Corrupted Sub-type – models that are attached to units, such as Apothecaries or Techmarines, must be upgraded separately. For Apothecary Detachments, Techmarine Covenants and other units which are bought as a single Force Organisation slot and then separated, divided or attached to other units (including units bought using the Retinue special rule or any variant of that rule which allows a unit to be counted as part of the same Force Organisation slot as a Leader model), the upgrade is bought once for the entire set of models before they are separated and must be applied to all models chosen as part of that Force Organisation slot.
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.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).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 more sophisticated variant of the krak grenade, utilising cleverly designed shaped charges or simply larger payloads, to breach the fortified walls of bunkers.
The controlling player may choose to have a model with a breacher charge that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification model, inflict one automatic Str 10, AP 2 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using breacher charges may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).This class of grenade 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.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.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 |
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).Giving themselves over to frenzy and blind rage, these warriors pay no heed to strategy or the plans of distant generals. Instead, they charge forwards without regard for enemy fire or formations, seeking to lose themselves in the red ruin of melee.
Any model making a To Wound roll in the Assault phase against a unit composed entirely of models with this special rule reduces its Strength by -1 when determining the score required To Wound (this does not affect the attacking unit’s Strength for the purposes of inflicting Instant Death). Additionally, any To Hit rolls made in the Assault phase targeting a unit that includes one or more models with this special rule, always count the majority Weapon Skill of the target unit as 3, regardless of the actual Weapon Skill of the models in that unit.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.For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack.
At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. If the value in brackets is randomly determined by rolling dice, then roll once for each such variant of the Rampage special rule present in the unit to determine the number of Attacks that may be made, applying the result to all models with that variant for the current phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.Some warriors use the impetus of the charge to fuel their own fury.
In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model’s Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength.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.Contents | ||