Battlefield Fortifications

Within are a selection of Units that can be included in a special Detachment that can be added to any Army, allowing Players to add Fortifications to their Armies. Such Fortifications will have no Faction Trait or Allegiance and do not gain one no matter which Army they are added to.


Books

BookKindEditionVersionLast update
  Legacies of the Age of Darkness
  Legacies of the Age of DarknessExpansion31.1October 2025

Battlefield Fortifications

Battlefield Fortifications are a special type of Unit that can be added to Armies of any Faction or Allegiance, representing bunkers, emplaced guns and other structures. Unlike Buildings, Fortifications are part of a military strategy to defeat the foe, and as such are intended to be selected as part of one Player’s Army List, rather than simply placed on the Battlefield as Terrain.

Selecting Fortifications

All Fortifications use the Fortification Battlefield Role and are not considered part of any Army List. Instead, any Player may select a Battlefield Fortifications Detachment as part of their Army – this Detachment is an Additional Detachment. A Fortification may be selected for an Army of any Allegiance even though a Fortification cannot have an Allegiance Trait itself. Note that a Fortification may never be added to another Detachment by means of the Logistical Benefit Prime Advantage.

BATTLEFIELD FORTIFICATIONS DETACHMENT

Fortifications and Allegiance

Models with the Fortification Type are not required to have an Allegiance Trait (either Loyalist or Traitor) and can be selected for an Army that uses either Allegiance. Unlike other Models they do not automatically gain an Allegiance Trait based on the Allegiance of the Army for which they are selected. Special Rules which target the Allegiance Trait cannot target a Fortification.

Fortifications in Battle

All Fortifications have the Fortification Type – this is similar to the Buildings in the Warhammer: The Horus Heresy – Age of Darkness Rulebook, but has a number of notable differences. In addition to this core Type, most Fortifications will also have one or more Sub-Types, which will be detailed separately in this document. Models with the Fortification Type only have an Armour and Hull Points Characteristic (certain Sub-Types may add other Characteristics).

Fortification

Military buildings are often vital to defensive operations, serving to shelter vulnerable troops, mount heavy guns or deploy other technological defences. During the Horus Heresy almost every force made use of such defences, though they were rarely considered a decisive element in any order of battle.

The following Rules apply to all Models with the Fortification Type:
  • A Model with the Fortification Type can never be moved by any Rule or effect after it has been Deployed.
  • A Model with the Fortification Type can never be placed into Reserves and must always be deployed at the start of a Battle (see the Rules for deploying Fortifications).
  • A Model with the Fortification Type may never Hold, Control or Contest an Objective Marker of any kind.
  • A Model with the Fortification Type can never be affected by any kind of Status, including both Tactical Statuses and Cybertheurgic Statuses. However, such a Model can be affected by Cybertheurgic Rites that do not apply a Cybertheurgic Status.
  • A Unit that includes a Model with the Fortification Type may never be joined by any other Models of any Type.
  • A Model with the Fortification Type cannot make Reactions of any kind, unless a specific Sub-Type states otherwise.

Deploying Fortifications

All Fortifications must be deployed after Deployment Maps have been selected and allocated, during Step 5 of the Core Mission Sequence, and before any other Models are deployed. In Step 5 of the Core Mission Sequence, once the Players have selected and allocated Deployment Maps, the Player that rolled highest when determining which Player would use which Deployment Zone must deploy all Fortifications in their Army into their Deployment Zone. Once the first Player has deployed all Fortifications, the other Player must do the same.

When playing Missions other than the Core Missions, Fortifications should always be deployed after Deployment Zones are allocated to Players and before any other Models are Deployed.

Attacking Fortifications

When determining if a Fortification can be targeted by a Shooting Attack, Charged and fought in Combat, or affected by a Special Rule, treat the Fortification as a Vehicle unless it is specifically stated otherwise. When attacking a Fortification, make Hit Tests and Armour Penetration Tests as if it were a Stationary Vehicle. In Combat, Fortifications are hit automatically and treated as having a Movement Characteristic of ‘0’ and can be attacked with Weapons that have the Detonation Special Rule.

If a Fortification suffers a Glancing Hit then it suffers 1 point of Damage, regardless of the Damage Characteristic of the Hit. If a Fortification suffers a Penetrating Hit, then that Fortification suffers Damage equal to the Damage Characteristic of the Hit.

When a Fortification has its Hull Points Characteristic reduced to 0, it is Removed as a Casualty and replaced by a zone of Medium Area Terrain that is also Difficult Terrain that covers the same area as the Fortification previously occupied. Any Unit Embarked on a Fortification that is Removed as a Casualty must immediately Disembark before the Fortification is removed and must have a Panic Check made for it once the Fortification has been Removed as a Casualty.

Fortifications and Combat

A Model with the Fortification Type can be the target of a Charge and can be Engaged and attacked during the Assault Phase. However, a Model with the Fortification Type may never make attacks of any kind during the Assault Phase and cannot Lock an enemy Unit in combat.

In the Resolution Sub-Phase of the Assault Phase, if one side of a Combat includes only Models with the Fortification Type then the opposing side of the Combat is always the winner, regardless of how many Combat Resolution Points are scored. However, a Model with the Fortification Type never takes Panic Checks and has no Aftermath option selected for it – any Units on the opposing side have Aftermath options selected as normal. If a side in a Combat has both Models with the Fortification Type and Models with other Types then the winner of the Combat is determined normally – but any Units that include Models with the Fortification Type do not have Aftermath options chosen for them.

If a Fortification that has a Unit Embarked on it is attacked in the Fight Sub-Phase and loses any Hull Points, then the Player that controls that Fortification must roll a Dice after all Aftermath options for the attacking Units have been resolved – a modifier of -1 is applied to the roll if any attacking Models used melta bombs or breacher charges to make attacks in that Fight Sub-Phase. If the final result of the roll is less than 2, then all Units Embarked on that Fortification must immediately Disembark and must take a Panic Check. If there is no path for the Embarked Unit to Disembark, due to the placement of enemy Models, then the Controlling Player may choose for any Embarked Units to remain Embarked instead.

Fortification Sub-Types

The Fortification Type has a number of unique Sub-Types that represent the more common variations of defensive structures found on the Battlefield. These largely serve to add key additional Rules to the base Fortification Type and often add or remove Characteristics to that Sub-Type of Fortification. The most common of these Sub-Types are presented here.

Emplacement

Emplacements are either purpose built military structures or civilian buildings hastily converted to mount ranged weapon batteries. Given the limited nature of the systems that control these structures they cannot be relied upon to fight a battle alone, but can serve as a useful means of delaying or corralling the foe while more traditional troops act elsewhere on the battlefield.

The following Rules apply to all Models with the Emplacement Sub-Type:
  • A Model with the Emplacement Sub-Type has a Ballistic Skill Characteristic and can make Shooting Attacks.
  • A Model with the Emplacement Sub-Type can have the Return Fire and Interceptor Reactions made for it.

Bunker

Bunkers are fortified shelters for infantry, allowing them to find temporary respite on the battlefield. Some such structures also boast fixed weapons batteries, allowing troops to continue to fight even as they take cover.

The following Rules apply to all Models with the Bunker Sub-Type:
  • A Model with the Bunker Sub-Type has a Transport Capacity Characteristic.
  • Only Models with the Infantry Type that have no variant of the Bulky (X) Special Rule may Embark on a Model with the Bunker Sub-Type.
  • A Model with the Bunker Sub-Type can be Captured (see the Rules for Capturing Fortifications).

Structure

Structures are specialised fortifications that carry no weapons, nor allow troops to shelter within, but instead allow the deployment of rare technological devices. From communications platforms to void shield generators, these platforms may seem irrelevant in the face of armoured gun turrets, but when wisely used can be equally as powerful.

The following Rules apply to all Models with the Structure Sub-Type:

Capturing Fortifications

Fortifications with certain Sub-Types can be Captured during a Battle – allowing the opposing Player to control that Unit until it is re-captured. Unless a Mission Special Rule or other Rule states otherwise, Capturing a Fortification does not allow either Player to score any Victory Points and does not allow the original Controller of that Model to count it as Destroyed or Removed from Play.

To Capture a Model with the Fortification Type, that Model must first have a Sub-Type or Special Rule that states that it can be Captured. If this is true then an Enemy Model can be Captured by the Active Player if, at the start of the Effects Sub-Phase of that Player’s End Phase all of the following conditions are met:
  • The Model to be Captured must have at least one Model Controlled by the Player that wishes to Capture it, and that does not have the Routed Tactical Status, in base contact with it.
  • There must be no Models controlled by the Player that currently Controls the Model to be Captured within 6" of that Model.
  • The Model to be Captured must have no Models Embarked on it in the Sub-Phase where it is to be Captured.

If all of these conditions are fulfilled, then the Active Player may declare they have Captured that Model. From that point onwards the Captured Model is treated as if it was Controlled by the Player that Captured it, and is treated as an Enemy Model by the Player that previously Controlled it. The Player that previously Controlled a capturable Model may attempt to re-capture it using the same Rules, and it is entirely possible that such a Model may change hands several times.

New Wargear: Breacher Charges

Any Model with the [Legiones Astartes] Trait and the Command or Sergeant Sub-Type which has a boarding shield may have breacher charges selected for it for +10 Points per Model.

Breacher Charges

The term breacher charge applies to a wide variety of explosive devices intended to break through the armour of static fortifications. They are powerful but often unwieldy devices – of little use against a mobile opponent, but devastating to vulnerable structures.

Breacher charges can be used in Close Combat to deal heavy damage to Fortifications.

In Step 2 of the Fight Sub-Phase a Model with breacher charges that is part of a Combat where all enemy Units are composed entirely of Models with the Fortification or Building Type may have the breacher charges declared as the Weapon that Model will use in that Sub-Phase.

A Model that has breacher charges selected as its Weapon always has a Combat Initiative of 0 and may only make a single attack. Any attacks made for such a Model automatically Hit and no Hit Test is made for them, each such Hit has a Strength of 10, an AP of ‘–’ and a Damage of D6.
Army
An Army is a gaming element composed of one or more Detachments. The composition of a given Army is decided by the Controlling Player during Army selection based on the Army List being used for that Army. An Army’s main function is in deciding which Models and Units may be deployed in a Battle, and during an individual Battle imposes only limited restrictions for the Models and Units that are part of that Army.
Faction
Faction is a type of Trait that refers to the various forces that fought during the Horus Heresy. Each Model in an Army must belong to one of these Factions. Examples of Factions include: each of the Space Marine Legions (Ultramarines, Sons of Horus, etc.), the Legio Custodes, the Sisters of Silence and the Mechanicum. A given Detachment will usually only include Models from one Faction (though an Army may include Models from more than one Faction) and certain Special Rules only affect Models with a certain Faction.
Allegiance
Allegiance is a type of Trait that defines the two sides of the Horus Heresy - Loyalist and Traitor. Each Model in an Army must belong to the same Allegiance, and most Battles will pit an Army composed of Models with one Allegiance against an Army composed of Models of the opposite Allegiance. Furthermore, some Special Rules may operate differently when targeting a Model with a certain Allegiance.
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
Buildings
Buildings are similar to immobile Transport Vehicles.

Buildings are a special Type of Model, and are bound by the following Rules:
  • Buildings are not, and cannot be, controlled by any Player.
  • Buildings may be targeted by Shooting Attacks and Charges.
  • Buildings have the Armour, Transport Capacity and Hull Points Characteristics.
  • Buildings may never be moved by either Player, and no Rule, Special Rule or other effect can move or re-deploy a Building.
  • All Glancing Hits inflicted on a Building inflict 1 point of Damage and no roll on the Vehicle Damage Table is ever made for a Building.
  • Buildings are all considered to have the Transport Sub-Type and any Player may Embark a Unit onto a Building, but only one Unit may be Embarked on a Building at any one time.
Army List
An Army List is a list of Units and Models that comprise a Faction. It is used by a Player to select an Army in conjunction with a Force Organisation Chart. The Rules governing Army Lists and Army selection are presented in more detail here.
Detachment
A Detachment is a gaming element composed of one or more Units. The composition of a given Detachment is decided by the Controlling Player during Army selection based on the Force Organisation Chart being used for that Army. A Detachment’s main function is in the selection of an Army, and during an individual Battle imposes only limited restrictions for the Models and Units that are part of that Detachment. Any restrictions imposed on Units during a Battle based on the Detachment it was selected as part of will most often be due to interactions between Units of different Factions.
Trait
A Trait is similar to a Characteristic, in that it is attached to specific Models, however a Trait has no numerical value attached to it. Unlike Characteristics a Trait has no intrinsic Rules attached to it, but other Rules may operate differently when targeting a Model with a specific Trait.
HIGH COMMAND – The highest ranked officers of an Army.
COMMAND – The line officers of an Army.
WARLORD – The eighteen Primarchs and a few other powerful warlords. No Army may spend more than 25% of its Points Limit on Units with either the Warlord or Lord of War Battlefield Role.
LORD OF WAR – The largest and most powerful Units available to any Army. No Army may spend more than 25% of its Points Limit on Units with either the Lord of War or Warlord Battlefield Role.
Logistical Benefit – Add one additional Force Organisation Slot to the Detachment that includes the Prime Slot, this Slot may be of any Battlefield Role other than High Command, Command, Warlord or Lord of War. This Advantage may only be selected once per Detachment.
Allegiance – Each Player must declare an Allegiance for their Army, which will affect the Primary Detachment and all other Detachments in the Army. The Allegiance chosen must be either Traitor or Loyalist and ideally each Player should declare a different Allegiance, so that each Battle includes at least one Player of each Allegiance.

When selecting Units for Detachments in later steps, these Units must have the same Allegiance Trait (Loyalist or Traitor) as the Allegiance declared in this Step. If a Model or Unit selected as part of a Detachment does not have an Allegiance Trait (Loyalist or Traitor) or has a placeholder Trait such as ‘Allegiance’, then once selected it gains the Allegiance Trait declared for the Army in this Step.

Various Rules will make Units, Army Lists and options available to Armies based on the Allegiance chosen for them. These Rules will detail which options are available or unavailable to Armies of specific Allegiances.
Reserves
Various Rules will allow or require Players to place Units in Reserves. Reserves is an area outside of the bounds of the Battlefield - Models that are in Reserves may not be selected or attacked during any Player’s Turn, but do not count as having been Removed as Casualties. Models that are in Reserves should be kept near the Battlefield, but separate from any Models Removed as Casualties and must be made known to all other Players in the game.

While Units are in Reserves, the Controlling Player may freely declare that Units in Reserves have Embarked upon another friendly Unit that is in Reserves if the Unit would normally be capable of doing so. Likewise, Models in Reserves that are capable of joining or leaving Units may join or leave a friendly Unit that is also in Reserves freely by means of the Controlling Player declaring it is so.

Entering Battle From Reserves
In the Reserves Sub-Phase of the Active Player’s Movement Phase, each Unit that the Active Player has in Reserves must take a Reserves Test. See Rules for taking Reserves Test and moving Models into play from Reserves.

Entering Reserves from the Battlefield
A Unit may only enter Reserves from the Battlefield if a Special Rule allows it to do so. Where this is the case, the Special Rule in question will detail how this is accomplished. The only Core Rules that allow Models to enter Reserves from the Battlefield are those for Models with the Flyer Sub-Type.

In general Models may not move ‘off of the Battlefield’, and moving to the Battlefield Edge does not allow a Unit to enter Reserves.

The Cybertheurgist Trait is used in the following Forces of the Taghmata datasheets:

High Command
Command
• Magos
Troops
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to-Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.
Cybertheurgic Rite: Overcharged Reactors

The most basic of the Cybertheurgist’s arts allowed them to boost the output of the reactors that powered the various machines in their charge. While such manipulation ran the risk of burning out actuators, voiding cortex chips or crippling electrical relays, it also proved a significant boost to combat prowess.

Difficulty:2Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that is not Locked in Combat and includes only Models with the Automata, Walker or Vehicle Types or the Cybertheurgist Trait. This Cybertheurgic Rite may not target a Unit that includes any Models with the Super-heavy or Knight Sub-Types.

Effect: When Invoked, this Cybertheurgic Rite grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken, Fortify or Guide.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Cogitator Purge

In the terrible darkness of the Horus Heresy many among the ranks of the Mechancum swiftly found ways to use their arcane knowledge to undo the works of those of their kin they now called enemy. The subtle data-djinn used to empower a machine could also be turned against it, forcing servos past their tolerance, burning out circuitry and overcharging weapons systems.

Difficulty:3Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be an enemy Unit that is not Locked in Combat and includes only Models with the Automata, Walker or Vehicle Types or the Cybertheurgist Trait.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit immediately lose all Cybertheurgic Statuses they have. If any Cybertheurgic Statuses are removed due to the use of this Cybertheurgic Rite, then the Target Unit suffers Cybertheurgic Feedback and if more than one Cybertheurgic Status is removed then the number of wounds inflicted on the Unit by Cybertheurgic Feedback is increased to 2 Wounds for each Model in that Unit.

Duration: This Cybertheurgic Rite is resolved immediately.
Cybertheurgic Rite: Chastise the Machine Spirit

Some tech-priests focussed their skills not on the manipulation of technology on a grand scale, but on the subtle control of hand cogitator and optic relay. In war, such adepts could confound the enemy by debilitating key wargear mid-battle, leaving the foe shorn of the technology they relied on.

Difficulty:4Range:18"

Restrictions: The Target Unit for this Cybertheurgic Rite must be an enemy Unit that is not Locked in Combat. This Cybertheurgic Rite may not target a Unit that includes any Models with the Paragon Type or Super-heavy Sub-Type.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit gain one of the following Tactical Statuses: Stunned or Suppressed (All Models in the Unit must gain the same Tactical Status, chosen by the Player that Invoked this Cybertheurgic Rite). If this Cybertheurgic Rite is unsuccessfully Invoked then the Unit that includes the Focus suffers Cybertheurgic Feedback.

Duration: This Cybertheurgic Rite is resolved immediately.
Cybertheurgic Rite: Programming Interrupt

The most powerful cybertheurgists were capable not only of boosting the prowess of their charges, but also of implanting temporary programming shunts. These were intended to allow even simple automata to react with more haste to the changing nature of the battlefield, though at the risk of damage to their internal systems.

Difficulty:4Range:18"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that is not Locked in Combat and includes only Models with the Automata or Vehicle Types or the Cybertheurgist Trait. This Cybertheurgic Rite may not target a Unit that includes any Models with the Super-heavy or Knight Sub-Types.

Effect: When Invoked, this Cybertheurgic Rite grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken, Fortify or Guide. If the Target Unit makes a Reaction in the Controlling Player’s next Turn as the Reactive Player following a successful Invocation of this Cybertheurgic Rite it does not cost a point of that Player’s Reaction Allotment, but instead the Cybertheurgic Status granted by this Cybertheurgic Rite is removed.

Duration: If the Cybertheurgic Status granted by this Cybertheurgic Rite is not removed in order to make a Reaction, then it is automatically removed in the Controlling Player’s next Start Phase. Immediately after the Cybertheurgic Status granted by this Cybertheurgic Rite is removed the Target Unit suffers Cybertheurgic Feedback.

The Lacrymaerta Trait is used in the following Forces of the Taghmata datasheets:

Cybertheurgic Rite: Flesh-knit Protocols

While the vast majority of the servants of the Lacrymaerta are flesh rather than steel, the complex web of implants and augmetics that enslaves them allows their masters to employ Cybertheurgy on them. Though it is more difficult to coax the same performance from sinew and bone, the effect in battle can be worth the difficulty. Sadly, the flesh of servitors and thralls rarely survives the ministrations of their masters, fortunately it is considered easily replaceable.

Difficulty:2Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Friendly Unit that is not Locked in Combat and includes only Models with the Lacrymaerta Trait.

Effect: When Invoked, this Cybertheurgic Rite grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken or Fortify.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Omega Protocols

With calculated disregard for terror and pain inflicted on their own charges, the priests of the Lacrymaerta have been known to intentionally push their servants past tolerance when battle threatens to overwhelm them. The explosive demise of units whose end was inevitable may yet take some few of the enemy with them - a worthy trade in the eyes of the flesh-smiths of the Lacrymaerta.

Difficulty:4Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that includes only Models with the Lacrymaerta Trait, is affected by at least one Cybertheurgic Status and that is Locked in Combat with one or more enemy Units.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit immediately lose all Cybertheurgic Statuses they have. If any Cybertheurgic Statuses are removed then the Target Unit suffers Cybertheurgic Feedback - if any Models in the Target Unit are Removed as Casualties then all other Units in the same Combat (friendly and enemy) suffer two Hits at Strength 6, with an AP of 5 and a Damage of 1 for each Model Removed as a Casualty in the Target Unit. Models Removed as Casualties due to this Rite are not counted for the purpose of Combat Resolution.

Duration: This Cybertheurgic Rite is resolved immediately.

The Reductor Trait is used in the following Forces of the Taghmata datasheets:

High Command
Command
• Magos
Troops
Support
War Engine
Transport
Heavy Transport
Cybertheurgic Rite: Deactivate Limiters

The cybernetic creations of the Ordo Reductor had always been more complex engines than simple automata, blending the nervous system of a living being with a cold skeleton of metal. When the priests of the Ordo Reductor let slip the limiters of the Thallax’s reactors it boosted the output of their metal frames, but tormented the living nerves with searing pain, often seeing them loose terrible screams as they were driven into a frenzy.

Difficulty:3Range:24"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a friendly Unit that is not Locked in Combat and includes only Models with the Reductor Trait.

Effect: When this Cybertheurgic Rite Invoked it grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Quicken, Fortify or Guide.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Unseal the Portal

The priests of the Ordo Reductor know well the arts of lock and bolt, there are few doors or portals whose mechanisms they cannot subvert. If they can force a passage to any fortress’ gate then they have no need of cannon or drill to pierce its protections, and those that cower inside must face their wrath without the protection of the tall walls or tank’s gullet.

Difficulty:3Range:6"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Building, Fortification or a Unit that is not Locked in Combat and is composed of a single Model with the Vehicle Type.

Effect: When Invoked, all Models Embarked on the Target Unit must immediately make an Emergency Disembarkation and the Target Unit suffers Cybertheurgic Feedback.

Duration: This Cybertheurgic Rite is resolved immediately.

The Myrmidax Trait is used in the following Forces of the Taghmata datasheets:

Cybertheurgic Rite: Fury of Ages

The adepts of the Myrmidax have always been some of the most ancient of the creeds of Mars, and within the data-engrams of their remote storage was kept the centuries of accumulated wisdom, the bitterness of defeat and the glory of victory. The tech-priests of that order could loose that ancient data to boost the prowess of their warriors and suffuse their augmetics with the fury of warriors long dead.

Difficulty:2Range:6"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Friendly Unit that includes only Models with the Myrmidax Trait. This Cybertheurgic Rite may target Units that are Locked in Combat.

Effect: When this Cybertheurgic Rite is Invoked, it grants all Models in the Target Unit one of the following Cybertheurgic Statuses, chosen by the Controlling Player (all Models must be granted the same Status): Fortify or Guide.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rites
The following Cybertheurgic Rites may be selected for any Model with the Cybertheurgist Trait:
  • Overcharged Reactors
    +5 Points
  • Cogitator Purge
    +10 Points
  • Chastise the Machine Spirit
    +25 Points

The following Cybertheurgic Rite may only be selected for an Archmagos or Archmagos on Abeyant:
  • Programming Interrupt
    +20 Points

The following Cybertheurgic Rites may only be selected for a Model with both the Cybertheurgist and Lacrymacrta Traits:
  • Flesh-knit Protocols
    +5 Points
  • Omega Protocols
    +15 Points

The following Cybertheurgic Rites may only be selected for a Model with both the Cybertheurgist and Reductor Traits:
  • Deactivate Limiters
    +5 Points
  • Unseal the Portal
    +20 Points

The following Cybertheurgic Rite may only be selected for a Model with both the Cybertheurgist and Myrmidax Traits:
  • Fury of Ages
    +5 Points
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.
CHARGE – A ‘Charge’ is a special type of multi-stage move made during the Assault Sequence. Unlike a normal move, Models moved as part of any Step of a Charge may end the move in Base Contact with an enemy Model.
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
Moved vs Stationary
In order to have moved, one or more Models in a Unit must end the Movement Phase in a different position than that which they started the Phase. A Model cannot be ‘moved’ in such a fashion that it ends its ‘move’ in the same position as it began the move. In cases where the distance a Model has been moved is important to a Rule, only the distance between that Model’s position at the start of the Movement Phase and its position at the end of the Movement Phase is counted. When determining this distance, if the direct line between a Model’s starting position and current position passes through an Area of Impassable Terrain or other obstacle through which a Model cannot move, then count the distance of the Model’s path of movement around the obstacle rather than the direct line between its start and end positions. If, when a Player has the option of moving a Unit, they choose not to move any of the Models in that Unit, and no Models in the Unit otherwise change position on the Battlefield, other than to pivot in place, then that Unit is considered to be Stationary.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Detonation

Designed to be carefully attached to a target and blast precise holes in the thickest armour, these cumbersome devices are ill-suited to open war. However, when a vulnerable target can be isolated in battle, there are no better tools for piercing its protection.

Weapons with this Special Rule can only attack Vehicles and immobile Models.

A Weapon or attack with this Special Rule may only be selected during Step 2 of any Combat in the Fight Sub-Phase if the Unit making attacks is only Locked in Combat with enemy Units composed of Models with the Vehicle Type and Models with a Movement Characteristic of ‘0’ or ‘-’. If a Unit is Locked in Combat with any enemy Units that include any Models that do not have the Vehicle Type or a Movement Characteristic of ‘0’ or ‘-’ then no Model may use a Weapon or other attack that has this Special Rule.

A Weapon or other attack with this Special Rule may also be used to make attacks targeting a Model with the Building Type or a Terrain Piece that has a Toughness or Armour Characteristic.
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Removed as a Casualty
A Model Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other Model or Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an Emergency Disembarkation.

A number of Rules, including Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
Area Terrain
Area Terrain grants Cover Saves.

A zone of closely packed Terrain is considered Area Terrain. Any Area Terrain on the Battlefield must have a clearly delineated zone which it covers, as agreed by all Players. As with Terrain Pieces, some Area Terrain may have a Base, but these are ignored for the purposes of measuring distances or adjudicating the placement of Models - other Models may be placed on top of an Area Terrain Base, and never count as being in Base Contact with Area Terrain. When placing a zone of Area Terrain, the Players must define a boundary for that zone of Area Terrain. This can be the Base, if the zone has one, or any other clear boundary point that shows where the Area Terrain begins and ends.

Any Model that is within the boundary of a zone of Area Terrain is eligible for a Cover Save and all zones of Area Terrain are also considered Difficult Terrain. The Cover Save provided by a given zone of Area Terrain is determined by its class, either Light Area Terrain, Medium Area Terrain or Heavy Area Terrain, as noted below:
  • Light Area Terrain provides a 6+ Cover Saves to all Models within its boundaries.
  • Medium Area Terrain provides a 5+ Cover Save to all Models within its boundaries.
  • Heavy Area Terrain provides a 4+ Cover Save to all Models within its boundaries.

Medium Area Terrain blocks Line of Sight if that Line of Sight passes through more than 3" of an Area of Terrain. Heavy Area Terrain always blocks Line of Sight, Models within Heavy Area Terrain cannot ever draw Line of Sight to any other Models and Models outside of Heavy Area Terrain cannot draw Line of Sight to Models within Heavy Area Terrain. Line of Sight can never be drawn through Heavy Area Terrain, regardless of the distance covered by the Terrain. Light Area Terrain does not block Line of Sight.

Some Areas of Terrain may include multiple levels, such as ruins with more than one floor upon which Models can be placed. These follow all of the usual Rules for Terrain levels, and the floors are all considered as being within the same Area of Terrain - with the exception that Weapons with the Blast (X) and Barrage Special Rules are only required to attack the uppermost floor if the Target Model or point on the Battlefield is on one of the numbered floors or on the Battlefield surface directly under the first Terrain level. This is intended to stop attacks targeting Models distant from any levels within an Area of Terrain being unfairly protected from attack by Weapons with the Barrage Special Rule.
Difficult Terrain
Difficult Terrain slows down Models moving through it.

Tangled or otherwise restrictive Terrain is considered Difficult Terrain. Note that an Area of Difficult Terrain does not grant a Cover Save unless it is within a zone of Area Terrain.
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Embarking
Embarking covers the Rules for moving Units ‘into’ transports.

When selected during the Move Sub-Phase of the Movement Phase, the Controlling Player may have a Unit Embark on a friendly Model that has the Transport Sub-Type. The Model upon which the Unit is attempting to Embark must have a Transport Capacity high enough for all Models in the Unit to Embark - if the Transport Capacity is not high enough then any attempt to Embark is automatically unsuccessful.

To Embark upon a Model with the Transport Sub-Type, a Unit must end or begin the Move Sub-Phase with all Models in the Unit within 2" of any point on a Facing on that Model that has an Access Point.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
Fortification

Military buildings are often vital to defensive operations, serving to shelter vulnerable troops, mount heavy guns or deploy other technological defences. During the Horus Heresy almost every force made use of such defences, though they were rarely considered a decisive element in any order of battle.

The following Rules apply to all Models with the Fortification Type:
  • A Model with the Fortification Type can never be moved by any Rule or effect after it has been Deployed.
  • A Model with the Fortification Type can never be placed into Reserves and must always be deployed at the start of a Battle (see the Rules for deploying Fortifications).
  • A Model with the Fortification Type may never Hold, Control or Contest an Objective Marker of any kind.
  • A Model with the Fortification Type can never be affected by any kind of Status, including both Tactical Statuses and Cybertheurgic Statuses. However, such a Model can be affected by Cybertheurgic Rites that do not apply a Cybertheurgic Status.
  • A Unit that includes a Model with the Fortification Type may never be joined by any other Models of any Type.
  • A Model with the Fortification Type cannot make Reactions of any kind, unless a specific Sub-Type states otherwise.
Characteristics and Modifiers
Characteristics can be modified by various Rules and Special Rules, temporarily altering the Base Value of that Characteristic, with the modified value referred to as its Current Value. If no modifiers have been applied to a given Characteristic then its Current Value is the same as its Base Value. The most common modifiers will add or subtract a fixed number from the Characteristics Base Value for a set duration, though some modifiers may multiply or divide the Base Value.

If a Rule calls for a modifier to be applied to a Characteristic that has already been modified, then that modifier is applied to the Current Value, not the Base Value. Modifiers that add or subtract a fixed value to the Characteristic do so to the Current Value and modifiers that multiply or divide the Characteristic multiply or divide the Current Value. Where multiple modifiers are applied to a Characteristic at the same time, any modifiers that multiply the Characteristic and/or modifiers that divide the Characteristic are applied first, then any modifiers that add to or subtract from the Characteristic are applied last.

Designer’s Note
Where any Rules call for multiple modifiers of different kinds to be applied to a value, they are always applied in the following order: multiplication then division, then addition and finally subtraction.

Some modifiers may simply ‘set’ the Current Value of a Characteristic to a specific value instead of modifying the Current Value or Base Value. Such modifiers override all other modifiers and are always applied last, replacing the modified Current Value with the set value.

For example, a Model’s Strength Characteristic has a Base Value of 4 on its Unit Profile.
  • If this Characteristic has a modifier of ‘+1’ applied to it, its Current Value would become 5.
  • If it had modifiers of both ‘+3’ and ‘-1’ applied to it then its Current Value would be 6.
  • If it had a modifier of ‘x2’ applied to it then its Current Value would be 8.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it then its Current Value would be 9.
  • If a modifier set its value to ‘2’, then its Current Value would be 2.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it and another modifier also set its value to ‘2’, then its Current Value would be 2.
Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a modifier to a Model’s Strength Characteristic to determine the Strength used to make Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

For example, a Legionary selected from the Imperial Fists Faction and selected as part of a Loyalist Army would have the Loyalist and Imperial Fists Traits. On their own these Traits have no effect on the Model’s Characteristics, Points cost or other features, but Rules that target Imperial Fists or Loyalist Models will apply their effects to the Model.

In addition to Models, Weapons can also have Traits. These are usually different to those possessed by Models, but are used for the same purposes. Weapons will commonly have Traits that define the type of Weapon it is or a specific type of usage. For example, a bolt pistol has the following Traits: Assault, Bolt. These identify which ‘family’ of Weapons it belongs to for any Rules that might only affect ‘Bolt’ Weapons and notes that it can be used for attacks where only ‘Assault’ Weapons may be used.

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
Armourbane

Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.

A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.

Melta bombs

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Shooting Phase: Return Fire
This Reaction allows the Reactive Player to make a Shooting Attack for a Unit that is the target of an enemy Shooting Attack.

Trigger: The Reactive Player may declare a Return Fire Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Return Fire Reaction - this cost paid as soon as the declaration is made.

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction.

Process
  1. Once a Return Fire Reaction has been declared, the Active Player must resolve all remaining Steps of the Shooting Attack process as normal, up to the start of Step 11.
  2. Before resolving Step 11, the Reactive Player makes a Shooting Attack with the Reacting Unit (including with any Models that have been reduced to 0 Wounds and before any Panic Checks are taken) targeting only the Target Unit.
  3. Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Players must then finish resolving Step 11 of the original Shooting Attack that triggered the Reaction.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Defensive Weapons – All Weapons on a Model with the Vehicle Type that have a Strength Characteristic of 6 or less are Defensive Weapons. Other Weapons may also be specifically designated as Defensive Weapons on their profile. When a Player chooses to have a Model with the Vehicle Type attack multiple different Units in the same Shooting Phase, Defensive Weapons do not have to make their attacks as Snap Shots.
Intercept
This Advanced Reaction allows a Unit to attack Units moving into play from Reserves.

Trigger: The Reactive Player may declare an Intercept Reaction whenever the Active Player brings a Unit into play from Reserves or Aerial Reserves. The declaration is made as soon as the last Model from the Unit is placed on the Battlefield and has made any moves it is permitted to make when it enters play.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare an Intercept Reaction - this cost paid as soon as the declaration is made.

Target: The Unit entering play from Reserves or Aerial Reserves is always the Target Unit of this Reaction. After declaring this Reaction, the Reactive Player must select one Unit under their control, this Unit must be able to draw a Line of Sight to at least one Model in the Target Unit. The selected Unit is the Reacting Unit.

Process
Once an Intercept Reaction has been declared, the Reactive Player may make a Shooting Attack for the Reacting Unit, targeting only the Target Unit. All attacks made as part of this Shooting Attack must be made as Snap Shots and Models with the Vehicle Type may only attack with Defensive Weapons.
Infantry

Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.

Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.
Bulky (X)

Transport vehicles are designed to balance armour and capacity, attempting to mount the most protection without compromising how many warriors they can carry. Yet, some warriors are plated in such imposing armour or even spawned in such an aberrant nature that they occupy far more space than any regular fighter. Such warriors are mighty in both power and stature, but prove more difficult to ferry into battle.

Models with the Bulky (X) Special Rule take up more space on Transport Models.

A Model with the Bulky (X) Special Rule does not use up 1 Point of Transport Capacity when it Embarks on a Model with the Transport Sub-Type. Instead it uses up a number of points of Transport Capacity equal to the value of X attached to the variant of the Bulky (X) possessed by that Model.
Routed
The Routed Status reflects a Unit that has suffered such a catastrophic reversal that it must fall back from the front line in order to regroup and recover.

The Routed Status can be inflicted by any of the following:
  • As part of the effects of the Panic (X) Special Rule.
  • If a Unit has had 25% or more of the Models that were part of that Unit at the start of a Shooting Attack Removed as Casualties due to that Shooting Attack, then the Controlling Player must pass a Leadership Check for that Unit or it gains the Routed Status (see the Rules for Panic in the Morale Sub-Phase
  • The Controlling Player of a Unit that loses Combat must take a Leadership Check for that Unit in the Resolution Sub-Phase and if the Check is failed then the Unit gains the Routed Status.
  • Other Rules may also apply the Routed Status, these Rules will specify how and when this occurs.

The following Rules apply to any Unit that includes one or more Models that have the Routed Status:
  • The Controlling Player of a Unit that includes any Models that are Routed must make all Shooting Attacks for that Unit as Snap Shots.
  • The Controlling Player of a Unit that includes any Models that are Routed may not declare any Reactions for that Unit.
  • A Unit with the Routed Status may not move in the Move Sub-Phase of the Movement Phase - any effect that would force them to move or Rush in the Movement Phase has no effect.
  • In the Rout Sub-Phase of the Movement Phase, a Unit that includes any Models with the Routed Status must Fall Back.
  • Any Models that have the Routed Status and move into contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone stop moving, and any Models that have the Routed Status and begin the Rout Sub-Phase in contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone remain Stationary.
  • If a Unit that includes one or more Models with the Routed Status enters contact with an edge of the Battlefield within the Controlling Player’s Deployment Zone as part of a Fall Back Move, a Leadership Check must be made for that Unit once all Models in the Unit have completed their moves. If that Leadership Check is failed, then all Models in the Unit are immediately removed from play as Casualties. However, if that Leadership Check is passed then the Unit remains in play and all Models in the Unit lose the Routed Status, but gain the Suppressed Status.
  • In the Assault Phase Charges may not be declared for a Unit that includes any Models with the Routed Status and any Rule or effect that would otherwise force such a Unit to make a Charge has no effect.
  • A Unit that includes any Models with the Routed Status in the Resolution Sub-Phase of the Assault Phase must always Fall Back at the end of that Sub-Phase.

Designer’s Note
Astute readers will have noted that a Unit under the Reactive Player’s control that loses Combat and gains the Routed Status will be forced to Fall Back from that Combat and will then have to Fall Back a second time in the Controlling Player’s following Movement Phase. This is entirely intentional, and is intended to avoid Units ‘ping-ponging’ in and out of Combat. Players whose Units have been Routed will benefit from the fact that they must halt at the Battlefield Edge, stopping them running to their doom, and the fact that being attacked while Routed does not result in the immediate removal of the Routed Unit, nor stop them from shooting. Furthermore, the various Liber books will present additional options and Wargear that will allow Players the opportunity to mitigate or remove Statuses outside of the Statuses Sub-Phase.

The [Legiones Astartes] Trait is used in the following Legiones Astartes datasheets:

Command

Representing the elite of any army, commanders oversee the disposition of their troops, set strategy for the coming battle and often stand at the forefront of the conflict. The actions of such heroes can change the tide of battle in an instant.

The following Rules apply to all Models with the Command Sub-Type:
Sergeant

The humble sergeant stands as one of the greatest weapons in the arsenals of any army. Skilled in war and in leadership, each sergeant is the beating heart of their unit and the cornerstone upon which victory is built.

The following Rules apply to all Models with the Sergeant Sub-Type:
  • The Controlling Player of a Unit that includes one or more Models with the Sergeant Sub-Type may use the Characteristics of one of those Models to resolve any Characteristic Check made for that Unit.
Boarding Shield

Utilised primarily in boarding actions and Zone Mortalis operations, hoarding shields are bulkier than the similar combat shield, offering a measure of additional protection to the hearer and allowing them to form a formidable bulwark against enemy assault.

Boarding shields grant a 5+ Invulnerable Save, the Shield Trait and the Heavy Sub-Type.

A Model with a boarding shield gains a 5+ Invulnerable Save. In addition it gains the Shield Trait and the Heavy Sub-Type.

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