Battlefield Fortifications – Datasheets


Fortifications


Aegis Defence Line
UNIT COMPOSITION: 1 CORE PLATFORM, 6 BARRICADES
70 PointsPts
• May include up to one additional Core Platform* and 6 Barricades for +50 Points

*This additional Core Platform must be placed within Unit Coherency of the first Core Platform when deployed.

These defensive fortifications are a common sight on the battlefield, set up rapidly to provide cover for a firing line when urgency prevents the construction of more imposing defences. They benefit from being cheap and simple, with little that can fail mid battle and few ways for the enemy to exploit them. Many a victory has been won thanks to the sturdy presence of a well-placed defence line.

Armour HP
Core Platform (⌀Use model) 11 3
WARGEAR
  • None
TRAITS
  • None
SPECIAL RULES
Core Platforms
  • Armoured Platform
Barricades
  • Aegis Barricades
TYPE
  • Fortification (Structure)
SPECIAL RULES

Armoured Platform

This fortification is constructed to allow infantry to use it as a fighting platform or mustering ground and is equipped with armoured barricades and plating to protect its occupants.

Models can be placed on top of this Model as if it were an Area of Terrain.

Models can move over and end a move on top of this Model, treating it as if it were an Area of Terrain that grants a 5+ Cover Save to all Models on it. This Area of Terrain allows Line of Sight to be drawn into and out of its zone, but a Model outside that zone cannot draw a Line of Sight through the Area of Terrain to Models on the other side.

Aegis Barricades

Set up to impede attackers and offer some small cover to warriors fighting from behind them, barricades are a common type of fortification.

Any Model with the Infantry or Paragon Types that is in base contact with an Aegis Barricade gains a 5+ Cover Save.

Aegis Defence Line Barricades do not have any Characteristics and cannot be targeted, attacked, damaged or otherwise affected by any Rule or Weapon. Models can move through an Aegis Barricade and if they do move through such a Barricade must reduce the maximum distance that can be moved in that Move by 2" as if it was Difficult Terrain. Aegis Barricades do not block a Line of Sight drawn through them. Aegis Barricades must be Deployed so that at least one part of each Barricade is in contact with an Aegis Defence Line Core Platform or another Barricade – as long as one Barricade in any chain of Barricades is itself in contact with a Core Platform. All Models with the Infantry or Paragon Types that are in contact with a Barricade gains a 5+ Cover Save. The destruction of linked Aegis Core Platforms has no effect on Aegis Barricades, which remain in place.


Aquila Strongpoint
UNIT COMPOSITION: 1 AQUILA STRONGPOINT
100 PointsPts

These sturdy gun emplacements are a common sight on worlds on the frontline of the Great Crusade. Built to repel enemy attacks either by means of massed artillery fire or by denying the enemy any means of landing in the first place, they are a potent reminder of the Imperium’s power. The only flaw of these fortifications is that while they excel at long range combat, once an enemy closes to tactical range they become less capable of defending themselves and must rely on allied forces to hold back the foe.

Armour HP BS Transport Capacity
Aquila Strongpoint (⌀Use model) 12 8 2 17
WARGEAR
  • None
TRAITS
  • None
SPECIAL RULES
  • Firing Point (3)
TYPE
  • Fortification (Emplacement, Bunker)
OPTIONS
  • The Aquila Strongpoint must have one of the following options selected for it:
  • Void Missile Silo: The Aquila Strongpoint gains the Orbital Defense Special Rule
    +100 Points
  • Macro Cannon: The Aquila Strongpoint gains a Turret Mounted Aquila macro-cannon
    +200 Points
WARGEAR

Aquila macro-cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Aquila macro-cannon
Aquila macro-cannon
216
1
12
4
3
Blast (7"), Barrage (3), Stun (3), Minimum Range (24), Macro
-

SPECIAL RULES

Minimum Range (X)

Some weapons are calibrated to fire only at the most distant of targets and struggle to hit any enemy inside that range.

A Model with this Special Rule may only be used to attack an enemy Unit that is at a range equal to or greater than the value of X attached to the specific variant of this Special Rule that it has.

Macro

These huge weapons are intended for the long range destruction of key enemy assets and are not equipped for rapid retargeting or for tracking lesser targets.

A Weapon with this Special Rule may only be used to attack an enemy Unit that fulfils one of the following conditions:
  • The target Unit includes at least one Model with the Vehicle Type.
  • The target Unit includes at least one Model with the Paragon Type.
  • The target Unit includes at least one Model with a Base Wounds Characteristic of 10 or more.

Further, a Weapon with this Special Rule may never be used to make any Reaction.

Orbital Defense

The Aquila Strongpoint includes one or more orbital missile launchers intended to keep the skies clear of enemy drop craft, but of limited use in targeting ground units. While these weapons are devastating to drop pods and other similar orbitally deployed transports, it lacks the sophisticated targeting systems or delicate thrusters to track and target smaller infantry or low altitude aircraft.

Enemy Drop Pods that deploy within 18" of a Model with this Special Rule suffer automatic Hits.

If an enemy Model with the Orbital Assault Vehicle Special Rule enters play using the Deep Strike Special Rule and is deployed anywhere within 12" of any point on a Model with this Special Rule, then once such a Model has been placed on the Battlefield, but before any Models are disembarked, each such enemy Model suffers one Hit with a Strength of 8, AP - and a Damage of 4.

Aquila Strongpoint Battlements

The area on top of the Aquila Strongpoint is treated as an area of Battlements. Models may only move onto this area of Battlements when Disembarking from the same Aquila Strongpoint, and may only leave it by Embarking onto the Aquila Strongpoint – or by simply moving off if they also have the Antigrav Sub-Type.


Firestorm Redoubt
UNIT COMPOSITION: 1 FIRESTORM REDOUBT
200 PointsPts

An uncommon pattern of pre-fabricated fortification in use with some Divisio Militaris forces, these constructs were largely intended to operate as anti-aircraft strongpoints and as expendable reinforcements to defence lines in high intensity warzones. No match for a concentrated assault by heavy enemy forces, they were ideal for turning back light attacks or enemy skirmishing forces and in smaller warzones could serve as vital rally points for warriors under concentrated assault.

Armour HP BS Transport Capacity
Firestorm Redoubt (⌀Use model) 12 8 2 10
WARGEAR
  • Two Turret Mounted Icarus lascannon arrays
TRAITS
  • None
SPECIAL RULES
  • Firing Point (3)
TYPE
  • Fortification (Emplacement, Bunker)
WARGEAR

Icarus lascannon array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Icarus lascannon array
Icarus lascannon array
48
2
9
2
2
Skyfire, Armourbane
Las

SPECIAL RULES

Firing Point (X)

Some fortifications have specially designed compartments where a limited number of combatants can make attacks at the enemy outside while remaining out of harm’s way. Such attacks are made with limited fields of view, due to the often cramped compartments and limited openings from which to fire, and the use of some dangerous weapons is avoided – lest an unfortunate overload causes catastrophic damage in the tight quarters of such bunkers.

A Model with this Special Rule can make extra attacks equal to the value of X with the Weapons of Embarked Models.

In the Shooting Phase, a Model with this Special Rule that has a Unit Embarked on it may have an additional Shooting Attack made for it. This additional Shooting Attack may target a different enemy Unit than its normal Shooting Attack and must be made as Snap Shots. The attack may use up to a number of Weapons equal to the value of X attached to this variant of the Firing Point (X) Special Rule, or the number of Embarked Models, whichever is lower. These Weapons are chosen from any Weapons that a Unit Embarked on the attacking Model has, but no Weapon with any variant of the Overload (X) Special Rule or any other Special Rule that can inflict Hits or Statuses on the attacking Unit on any of its profiles may be selected. This attack is made using the majority Ballistic Skill of the Unit Embarked on the attacking Model.

For example, a Legion Veteran Tactical Squad that includes three Models with bolters, one Model with a plasma gun and one Model with a meltagun is embarked on a Model with the Firing Point (3) Special Rule. The Model with the Firing Point (3) Special Rule may make attacks with any Weapons that are part of that Model as per the normal Rules, and then make an additional Shooting Attack due to having a Unit Embarked on it. This additional Shooting Attack may use any three Weapons from the Embarked Unit – the Controlling Player chooses the meltagun and two bolters (the plasma gun may not be selected as it has the Overload (X) Special Rule on one of its profiles). The attack is made using the majority Ballistic Skill of the Embarked Unit, in this case 5, but must be made as Snap Shots and so would hit on a roll of 5+.

Firestorm Redoubt Battlements

The area on top of the Firestorm Redoubt is treated as an area of Battlements. Models may only move onto this area of Battlements when Disembarking from the same Firestorm Redoubt, and may only leave it by Embarking onto the Firestorm Redoubt – or by simply moving off if they also have the Antigrav Sub-Type.


Fortress of Redemption
UNIT COMPOSITION: 1 FORTRESS OF REDEMPTION
300 PointsPts

First put into use by the Dark Angels during the Rangdan Xenocides, these fortifications have proven invaluable as both a sturdy redoubt against enemy assault and also a potent protection against orbital drop craft. Its thick walls can shield troops from distant gunfire, while its turreted weapons can deter enemy armour and aircraft. However, its true power rests in the orbital missile batteries set within its armoured core, which ward the skies from enemy drop craft.

Armour HP BS Transport Capacity
Fortress of Redemption (⌀Use model) 12 10 2 22
WARGEAR
  • Turret Mounted twin Icarus lascannon
TRAITS
  • None
SPECIAL RULES
  • Orbital Defence
TYPE
  • Fortification (Emplacement, Bunker)
WARGEAR

Twin Icarus lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Icarus lascannon
Twin Icarus lascannon
48
2
9
2
1
Skyfire, Armourbane
Las

SPECIAL RULES

Orbital Defence

The Fortress of Redemption includes one or more orbital missile launchers intended to keep the skies clear of enemy drop craft, but of limited use in targeting ground units. While these weapons are devastating to drop pods and other similar orbitally deployed transports, it lacks the sophisticated targeting systems or delicate thrusters to track and target smaller infantry or low altitude aircraft.

Enemy Drop Pods that deploy within 18" of a Model with this Special Rule suffer automatic Hits.

If an enemy Model with the Orbital Assault Vehicle Special Rule enters play using the Deep Strike Special Rule and is deployed anywhere within 12" of any point on a Model with this Special Rule, then once such a Model has been placed on the Battlefield, but before any Models are disembarked, then each such enemy Model suffers one Hit with a Strength of 8, an AP of ‘-’ and a Damage of 4.

Fortress of Redemption Battlements

The area on top of the Fortress of Redemption is treated as an area of Battlements. Models may only move onto this area of Battlements when Disembarking from the same Fortress of Redemption, and may only leave it by Embarking onto the Fortress of Redemption – or by simply moving off if they also have the Antigrav Sub-Type.


Hammerfall Bunker
UNIT COMPOSITION: 1 HAMMERFALL BUNKER
150 PointsPts

Hammerfall Bunkers are launched from Space Marine warships in a similar manner to drop pods. Automated area-denial assets crewed by hard-wired servitors, they have all kinds of battlefield roles, including securing beachheads, hampering enemy assaults and wreaking havoc behind the foe’s lines.

Armour HP BS
Hammerfall Bunker (⌀Use model) 11 6 2
WARGEAR
  • Turret Mounted Hyperios missile launcher
  • Hull Mounted heavy bolter array
TRAITS
  • None
SPECIAL RULES
  • Forward Deployment
TYPE
  • Fortification (Emplacement)
OPTIONS
  • This Model may have its Hull Mounted heavy bolter array exchanged for the following:
  • Hull Mounted heavy flamer array
    Free
WARGEAR

Hammerfall Bunker Weapons


Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hyperios missile launcher
Hyperios missile launcher
48
3
7
3
2
Skyfire, Rapid Tracking
Missile
Heavy bolter array
Heavy bolter array
36
6
5
3
1
Heavy (FP), Weapons Array
Bolt
Heavy flamer array
Heavy flamer array
Template
1
5
4
1
Template, Panic (2), Weapons Array
Flame

SPECIAL RULES

Forward Deployment

These fortifications are often deployed ahead of the main advance to provide cover for an assault or to close a gap in the lines of an advance. Airdropped from another craft or even a spaceship in low orbit, special single use thrusters ensure the bunker survives its fall and can start defensive operations almost immediately

A Model with this Special Rule can be deployed anywhere on the Battlefield that is at least 12" from any point within the opposing Player’s Deployment Zone.

Weapons Array

Some weapons are tied into an array linked by a cogitator system to fire as a linked system into several different arcs of fire simultaneously. Most often such weapons are intended to hold back hordes of enemies via simplistic targeting systems that are unable to replicate the individual thinking of a trained unit of real soldiers.

Weapons with this Special Rule may make Shooting Attacks into multiple Firing Arcs.

When making a Shooting Attack with a Weapon that has this Special Rule, the Weapon may be used to attack once into all four Firing Arcs (Front, Left, Right and Rear). This does count as making multiple Shooting Attacks, but do not need to be made as Snap Shots.


0-1 Primus Redoubt
UNIT COMPOSITION: 1 PRIMUS REDOUBT
400 PointsPts

Rare even at the height of the Great Crusade, Primus Redoubts are specially constructed by teams of Mechanicum thralls and Tech-Priests for specific engagements. The most common use for such fortifications is to repel enemy super-heavy vehicles, though on some occasions they have been pressed into service to counter lone titans, but the sheer power of its armament allows it to annihilate lesser vehicles with ease. Commanders must be wary of enemy infantry though, for the gun is ill-placed to deter such foes, leaving it vulnerable if left undefended.

Armour HP BS Transport Capacity
Primus Redoubt (⌀Use model) 14 8 3 12
WARGEAR
  • One Turret Mounted Primus turbo laser
TRAITS
  • None
SPECIAL RULES
  • None
TYPE
  • Fortification (Emplacement, Bunker)
WARGEAR

Primus Turbo Laser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Primus Turbo Laser
Primus turbo laser
96
1
12
2
4
Blast (3"), Armourbane, Macro
Las

SPECIAL RULES

Macro

These huge weapons are intended for the long range destruction of key enemy assets and are not equipped for rapid retargeting or for tracking lesser targets.

A Weapon with this Special Rule may only be used to attack an enemy Unit that fulfils one of the following conditions:
  • The target Unit includes at least one Model with the Vehicle Type.
  • The target Unit includes at least one Model with the Paragon Type.
  • The target Unit includes at least one Model with a Base Wounds Characteristic of 10 or more.

Further, a Weapon with this Special Rule may never be used to make any Reaction.

Primus Redoubt Battlements

The area on top of the Primus Redoubt is treated as an area of Battlements. Models may only move onto this area of Battlements when Disembarking from the same Primus Redoubt, and may only leave it by Embarking onto the Primus Redoubt – or by simply moving off if they also have the Antigrav Sub-Type.


Skyshield Landing Pad
UNIT COMPOSITION: 1 SKYSHIELD LANDING PAD
100 PointsPts

These structures are designed to allow for combat aircraft to easily deposit or collect warriors from the battlefield. Offering a stable platform for disembarkation under fire, it means that insertion into enemy territory can be accomplished more efficiently and with less risk of injury to the warriors entering battle. While they do not mount heavy cannon or boast thick defensive walls, these humble platforms can prove decisive in a fast moving conflict.

Armour HP
Skyshield Landing Pad (⌀Use model) 11 6
WARGEAR
  • None
TRAITS
  • None
SPECIAL RULES
  • Platform
  • Landing Pad
  • Forward Deployment
TYPE
  • Fortification (Structure)
SPECIAL RULES

Platform

This fortification is constructed to allow infantry to use it as a fighting platform or mustering ground.

Models can be placed on top of this Model as if it were an Area of Terrain.

Models can move over and end a move on top of this Model, treating it as if it were an area of Light Area Terrain. However, unlike other Areas of Terrain, protrusions and other parts of the Model do block Line of Sight.

Landing Pad

The Skyshield is designed to allow for an easy embarkation and disembarkation point for warriors and supplies carried by aerial transports.

If a Model with the Flyer Sub-Type that is assigned a Drop Mission ends a Move made as part of that Mission within 3" of a Model with this Special Rule, the Controlling Player may choose to deploy any disembarking Models onto any point on the Model with this Special Rule instead of in Base Contact with the Flyer Model they were Embarked upon.

Likewise, if a Model with the Flyer Sub-Type that has been assigned an Extraction Mission ends a Move made as part of that Mission within 3" of a Model with this Special Rule, then any friendly Unit that has all of its Models in base contact with the Model with this Special Rule may immediately be Embarked on the Model with the Flyer Sub-Type.

Forward Deployment

These fortifications are often deployed ahead of the main advance to provide cover for an assault or to close a gap in the lines of an advance. Airdropped from another craft or even a spaceship in low orbit, special single use thrusters ensure the bunker survives its fall and can start defensive operations almost immediately

A Model with this Special Rule can be deployed anywhere on the Battlefield that is at least 12" from any point within the opposing Player’s Deployment Zone.


Vengeance Weapon Battery
UNIT COMPOSITION: 1 VENGEANCE WEAPON BATTERY
100 PointsPts

These compact bunkers are often used by the various arms of the Divisio Militaris to hold ground that is not high value enough to warrant a true garrison, or to reinforce a critical defensive line. They bear armour that is proof against most small arms, but vulnerable to true anti-armour weaponry, and cannon powerful enough to hold off an infantry assault, but insufficient in the face of a dedicated assault force. Simple cogitators linked to a sensor augury suite guide the weapons, firing at any enemy that encroaches on the territory they are set to defend

Armour HP BS
Vengeance Weapon Battery (⌀Use model) 11 6 2
WARGEAR
  • Turret Mounted Vengeance battlecannon
TRAITS
  • None
SPECIAL RULES
  • None
TYPE
  • Fortification (Emplacement)
OPTIONS
  • This Model may have its Turret Mounted Vengeance battlecannon exchanged for the following:
  • Turret Mounted Avenger bolt cannon
    +15 Points
WARGEAR

Vengeance Weapon Battery Weapons


Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Avenger bolt cannon
Avenger bolt cannon
36
5
6
3
1
Suppressive (1)
Auto
Vengeance battlecannon
Vengeance battlecannon
48
1
8
3
2
Blast (3"), Pinning (1)
Auto


Void Shield Generator
UNIT COMPOSITION: 1 VOID SHIELD GENERATOR
120 PointsPts

Void shield generators are a common part of any major defence line, but are often vast structures with massive power generators attached to them. More common on a tactical scale are smaller ad-hoc systems that make use of improvised or unreliable power generators, while such fortifications do provide some defence to those within their aegis, they are unreliable. If pushed too hard for too long such ramshackle devices are prone to exploding, sometimes even proving dangerous to those sheltering beneath them.

Armour HP
Void Shield Generator (⌀Use model) 11 8
WARGEAR
  • Void shield generator
TRAITS
  • None
SPECIAL RULES
  • None
TYPE
  • Fortification (Structure)
WARGEAR

Void shield generator

True void shields are massive energy barriers used to protect cities, titans and void-borne craft from weapons of truly gargantuan power. Such devices are rarely deployed at a tactical scale due to the complexity of their systems and the power drain of such a device. A few highly sophisticated vehicles with powerful atomantic engines can empower limited void shielding, and a tactical scale power generator can, for a limited time, project a similar shield.

A Model with a Void Shield Generator can project a shield to protect nearby Models at some risk.

The Controlling Player of a Model with a void shield generator may choose to activate it in the Effects Sub-Phase of their Start Phase. When a Model with this Special Rule is activated, roll a Dice and add the number of times the Model has previously been activated in the same Battle to the result of that roll, before comparing the final result to the table below:

ResultEffect
1-3Warp Field Ignition – The Model for which this roll was made and all other Models with the Infantry, Automata, Walker or Paragon Types within 6" of any point of the Model with this Special Rule, gain a 6+ Invulnerable Save against Hits inflicted as part of a Shooting Attack until the start of the Controlling Player’s next Turn as the Active Player.
4-6Partial Warp Field Ignition – The Model for which this roll was made and all other Models with the Infantry, Automata, Walker or Paragon Types within 3" of any point of the Model with this Special Rule, gain a 6+ Invulnerable Save against Hits inflicted as part of a Shooting Attack until the start of the Controlling Player’s next Turn as the Active Player.
7Burnout – The Model for which this roll was made may no longer have the Void Shield Generator Special Rule activated for it.
8+Atomantic Implosion – Immediately place a 10" Blast Marker centred over the Model for which this roll was made. Resolve a Hit against each Model under the Blast Marker that does not have this Special Rule, these Hits have a Strength of 6, AP of - and a Damage of 1. Once all of these Hits have been resolved, remove the Model for which this roll was made from play as a Casualty.
Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
Unit Coherency
To be in Unit Coherency all Models in a Unit must be no more than 2" measured horizontally or 6" vertically from at least one other Model that is in the same Unit. In addition, all Models in a given Unit must form one contiguous group while also maintaining Unit Coherency, and even if the Models retain Coherency may not split into separate groups. When measuring distance to determine if a Unit is in Unit Coherency, all distances are measured Base-to-Base (see the Rules for Measuring).

The example pictured above shows a Unit of Salamanders in Unit Coherency - all of the Models form one contiguous group with no more than 2" between each Model and at least one other member of the same Unit.

A Unit must remain in Unit Coherency while on the Battlefield. All Models in a Unit that is being moved must end that move in Unit Coherency - if they cannot then they may not be moved. When removing Models from a Unit, Models may be removed in a manner that means the Unit will no longer be in Unit Coherency, however, note this may lead to penalties being applied - see the Rules for Out of Coherency below.

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
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.
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:
Armoured Platform

This fortification is constructed to allow infantry to use it as a fighting platform or mustering ground and is equipped with armoured barricades and plating to protect its occupants.

Models can be placed on top of this Model as if it were an Area of Terrain.

Models can move over and end a move on top of this Model, treating it as if it were an Area of Terrain that grants a 5+ Cover Save to all Models on it. This Area of Terrain allows Line of Sight to be drawn into and out of its zone, but a Model outside that zone cannot draw a Line of Sight through the Area of Terrain to Models on the other side.
Aegis Barricades

Set up to impede attackers and offer some small cover to warriors fighting from behind them, barricades are a common type of fortification.

Any Model with the Infantry or Paragon Types that is in base contact with an Aegis Barricade gains a 5+ Cover Save.

Aegis Defence Line Barricades do not have any Characteristics and cannot be targeted, attacked, damaged or otherwise affected by any Rule or Weapon. Models can move through an Aegis Barricade and if they do move through such a Barricade must reduce the maximum distance that can be moved in that Move by 2" as if it was Difficult Terrain. Aegis Barricades do not block a Line of Sight drawn through them. Aegis Barricades must be Deployed so that at least one part of each Barricade is in contact with an Aegis Defence Line Core Platform or another Barricade – as long as one Barricade in any chain of Barricades is itself in contact with a Core Platform. All Models with the Infantry or Paragon Types that are in contact with a Barricade gains a 5+ Cover Save. The destruction of linked Aegis Core Platforms has no effect on Aegis Barricades, which remain in place.
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.
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.
Cover Tests
Cover Saves are granted by Terrain and Special Rules and are not listed as a Characteristic on a Model’s Profile.

If a Model cannot have an Armour Save made for it, or the Controlling Player chooses not to make an Armour Test, but has access to a Cover Save then that Saving Throw may be made instead of an Armour Test or an Invulnerable Test. A Cover Test is resolved in exactly the same manner as an Armour Test. Cover Tests are normally provided by certain types of Battlefield Terrain, but may also be granted by certain Special Rules. Note that Cover Tests are not affected by the AP value of a wound, however a Model may not have a Cover Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Cover Saves or that no Cover Test may be made.
  • The attack is being made as part of a Combat during the Fight Sub-Phase, or a Challenge in the Challenge Sub-Phase.
  • A Cover Test may be taken to discard a Penetrating Hit, if one is available to the Model.
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

To determine Line of Sight, use a tape measure or other device to determine if an unbroken straight line can be drawn between the first Model and its target. If a piece of Terrain, Model with the Vehicle Type or other obstruction breaks the line between those two Models then there is no Line of Sight, if the line is unobstructed then both Models have Line of Sight to each other.

In the example pictured above, a Salamander is in close proximity to two Iron Warriors. The topmost Iron Warrior and the Salamander have Line of Sight to each other, as no terrain or other obstruction breaks the line between the two Models. However, no Line of Sight exists between the lower Iron Warrior and the Salamander, as the building breaks the line between the two Models.

Area Terrain only obstructs Line of Sight if the line passes through more than 3" of an Area of Terrain - except for Heavy Area Terrain, which always obstructs Line of Sight, and Light Area Terrain, which never blocks Line of Sight. Models that do not have the Vehicle Type do not obstruct Line of Sight regardless of their size. Models that are Embarked on another Model, in Reserves or otherwise not on the Battlefield never have Line of Sight to any other Model. Note that if a Model has Line of Sight to another Model, then that Model must have Line of Sight to the first Model, and that a Model is always considered to have Line of Sight to itself and is always considered to be in range of itself while it is on the Battlefield.

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
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.
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.
Paragon

Mightiest of all the Emperor’s creations and the greatest warriors and generals of their age, the Primarchs of the Space Marine Legions epitomise the dark ages of the Horus Heresy. These colossi of war were powerful beyond the capabilities of any mortal warrior or steel-forged automata - for their only equal was another of their own kind.

The following Rules apply to all Models with the Paragon Type:
  • Any Hits inflicted by a Model with the Paragon Type, as part of either Shooting Attacks or in close combat, are allocated by the attacking Model’s Controlling Player and not the Controlling Player of the Target Unit.
  • Models with the Paragon Type may join and leave a Unit that includes Models with the Infantry Type, and Models with the Infantry Type may join and leave a Unit that includes one or more Models with the Paragon Type.
  • Models with the Paragon Type may Embark and Disembark upon Models with the Transport Sub-Type.
  • A Model with the Paragon Type may Issue and Accept Challenges.
  • The Controlling Player of a Unit that includes one or more Models with the Paragon Type may use the Characteristics of one of those Models to resolve any Characteristic Checks made for that Unit.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Paragon Type counts as a number of Models equal to that Model’s Base Wounds Value.
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.
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.
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).
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
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).
Overload (X)

Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.

Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.

When the Controlling Player declares that attacks will be made for a Model using a Weapon or profile that has the Overload (X) Special Rule, any Hit Tests made for those attacks that result in a number that is equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had, before any modifiers are applied to the roll, are Misfires.

For Weapons that do not make Hit Tests, such as Weapons with the Template Special Rule, instead roll a number of dice equal to the Firepower Characteristic of the Weapon used to make the attack after the attack has been declared and the number of Models hit is determined. Each Dice that results in a number equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had creates a Misfire. This does not affect the number of Hits on the Target Unit created by this attack.

For each Misfire, the Unit for which the Hit Tests were made suffer a Hit - these Hits must form a new Fire Group or Strike Group, referred to as the ‘Misfire Group’.

Once the current Shooting Attack and any Reactions triggered by it have been fully resolved, the Misfire Group must be resolved. A Misfire Group is resolved in the same way as any other Fire Group or Strike Group, using the Profile of the Weapon used for the Fire Group or Strike Group it was created from. Wounds, Glancing Hits or Penetrating Hits from this Misfire Group are allocated by the Controlling Player, and must be allocated to a Model that made attacks as part of the Fire Group or Strike Group that generated the Misfire Group. If a Hit from a Misfire Group is generated by an attack made by a Model with the Vehicle Type, then it is resolved against the lowest Armour Value from all of the Model’s facings.

Hits, wounds or Casualties inflicted upon a Unit as a result of this Special Rule do not cause Leadership or Cool Checks, and Hits inflicted as part of a Misfire Group do not trigger any Special Rules that take effect as a result of a certain value on a Hit Test.
Firing Point (X)

Some fortifications have specially designed compartments where a limited number of combatants can make attacks at the enemy outside while remaining out of harm’s way. Such attacks are made with limited fields of view, due to the often cramped compartments and limited openings from which to fire, and the use of some dangerous weapons is avoided – lest an unfortunate overload causes catastrophic damage in the tight quarters of such bunkers.

A Model with this Special Rule can make extra attacks equal to the value of X with the Weapons of Embarked Models.

In the Shooting Phase, a Model with this Special Rule that has a Unit Embarked on it may have an additional Shooting Attack made for it. This additional Shooting Attack may target a different enemy Unit than its normal Shooting Attack and must be made as Snap Shots. The attack may use up to a number of Weapons equal to the value of X attached to this variant of the Firing Point (X) Special Rule, or the number of Embarked Models, whichever is lower. These Weapons are chosen from any Weapons that a Unit Embarked on the attacking Model has, but no Weapon with any variant of the Overload (X) Special Rule or any other Special Rule that can inflict Hits or Statuses on the attacking Unit on any of its profiles may be selected. This attack is made using the majority Ballistic Skill of the Unit Embarked on the attacking Model.

For example, a Legion Veteran Tactical Squad that includes three Models with bolters, one Model with a plasma gun and one Model with a meltagun is embarked on a Model with the Firing Point (3) Special Rule. The Model with the Firing Point (3) Special Rule may make attacks with any Weapons that are part of that Model as per the normal Rules, and then make an additional Shooting Attack due to having a Unit Embarked on it. This additional Shooting Attack may use any three Weapons from the Embarked Unit – the Controlling Player chooses the meltagun and two bolters (the plasma gun may not be selected as it has the Overload (X) Special Rule on one of its profiles). The attack is made using the majority Ballistic Skill of the Embarked Unit, in this case 5, but must be made as Snap Shots and so would hit on a roll of 5+.
Orbital Assault Vehicle

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

A Model with this Special Rule must Deep Strike.

A Model with this Special Rule must be Deployed onto the Battlefield using the Deep Strike Special Rule and is treated as though it has that Special Rule. It may never be deployed without using the Deep Strike Special Rule, regardless of any other Rule or Mission, and if forced to do so it is immediately reduced to 0 Hull Points.
Orbital Defense

The Aquila Strongpoint includes one or more orbital missile launchers intended to keep the skies clear of enemy drop craft, but of limited use in targeting ground units. While these weapons are devastating to drop pods and other similar orbitally deployed transports, it lacks the sophisticated targeting systems or delicate thrusters to track and target smaller infantry or low altitude aircraft.

Enemy Drop Pods that deploy within 18" of a Model with this Special Rule suffer automatic Hits.

If an enemy Model with the Orbital Assault Vehicle Special Rule enters play using the Deep Strike Special Rule and is deployed anywhere within 12" of any point on a Model with this Special Rule, then once such a Model has been placed on the Battlefield, but before any Models are disembarked, each such enemy Model suffers one Hit with a Strength of 8, AP - and a Damage of 4.
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail 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).
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.
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.
Blast (X)

Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.

Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.

When making attacks with a Weapon that has the Blast (X) Special Rule, before any Hit Tests are made, a Blast Marker must first be placed to determine how many Hits may be inflicted by the attack. The Player making the attack must place the Blast Marker indicated in brackets as part of the Special Rule so that the hole in the middle is entirely over the Base of any one Model in the Target Unit. Once the Blast Marker has been placed, the Player making the attack must make a Hit Test for the attack, and each Model from the Target Unit that is fully or partially under the Blast Marker will suffer 1 Hit if the Hit Test is successful.

Hits on Other Units
If any Models from Units other than the Target Unit are fully or partially covered by the Blast Marker, then a new Fire Group must be created for those Hits and set to one side. Continue resolving the Shooting Attack on the original Target Unit, and once that Shooting Attack has been completely resolved begin a new Shooting Attack to resolve those additional Fire Groups generated for Units other than the original Target Unit.

If the Hit Test is unsuccessful then no Hits are inflicted and the Player making the attack must make a Scatter Roll for the Blast Marker. Once a Scatter Roll has been made for the Blast Marker and it has been moved, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker.

Hits can be scored on both friendly and enemy Units by attacks using the Blast (X) Special Rule. Hits inflicted by Weapons with the Blast (X) Special Rule are allocated in the same manner as other Hits, regardless of which actual Models were under the Blast Marker and the Blast Marker may not be used to inflict Hits on specific Models.

If a Fire Group includes multiple attacks made with the Blast (X) Special Rule, do not place multiple Blast Markers. A single Blast Marker is placed using the Rules detailed above, and a Hit Test is made for each attack in that Fire Group. For each successful Hit Test, one Hit is inflicted for each Model from the target Unit that is fully or partially under the Blast Marker. If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests. For each Hit Test that was unsuccessful, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.
Barrage (X)

Long range artillery fire is the terror of any infantry advance, striking its targets no matter what cover they seek or where they attempt to take shelter.

A Weapon with this Special Rule may be used to attack Target Units out of Line of Sight.

If a Unit for which a Shooting Attack is made includes any Models with one or more Weapons with this Special Rule, then in Step 2 of the Shooting Attack process they may ignore the restriction on requiring Line of Sight to a Target Unit. If a Player uses this Special Rule to declare a Shooting Attack on a Unit that the attacking Unit cannot draw a Line of Sight to, then in Step 3 of the Shooting Attack process that Player may only declare attacks with Weapons that have this Special Rule.

If a Weapon with this Special Rule and the Blast (X) Special Rule is used to attack a Unit without Line of Sight to that Unit, then no Hit Test is made and an Indirect Scatter Roll must be made for the Blast Marker placed as part of the attack. If such a Weapon makes more than a single attack then a separate Indirect Scatter Roll is made for each attack. When making an Indirect Scatter Roll for such an attack, the number of Dice rolled alongside the Scatter Dice is determined by the value of X for the Weapon with the Barrage (X) Special Rule, the value of these Dice is then totalled to find the distance the attack Scatters.
Stun (X)

Some weapons are designed not only to kill and main, but also to shock and disorient the foe. Such weapons may rely on blinding flares, bursts of enervating energy or even subtle poisons to slow and disable the enemy, but their effects are the same. Debilitated and vulnerable, warriors struck by such weapons become easy prey.

Weapons and other attacks that have the Stun (X) Special Rule have a chance of inflicting the Stunned Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Stunned Status and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.
Minimum Range (X)

Some weapons are calibrated to fire only at the most distant of targets and struggle to hit any enemy inside that range.

A Model with this Special Rule may only be used to attack an enemy Unit that is at a range equal to or greater than the value of X attached to the specific variant of this Special Rule that it has.
Macro

These huge weapons are intended for the long range destruction of key enemy assets and are not equipped for rapid retargeting or for tracking lesser targets.

A Weapon with this Special Rule may only be used to attack an enemy Unit that fulfils one of the following conditions:
  • The target Unit includes at least one Model with the Vehicle Type.
  • The target Unit includes at least one Model with the Paragon Type.
  • The target Unit includes at least one Model with a Base Wounds Characteristic of 10 or more.

Further, a Weapon with this Special Rule may never be used to make any Reaction.

Aquila macro-cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Aquila macro-cannon
Aquila macro-cannon
216
1
12
4
3
Blast (7"), Barrage (3), Stun (3), Minimum Range (24), Macro
-
Deep Strike

Deep strike deployments are usually conducted en-masse and at a distance from the enemy, lest the attacking force be destroyed in detail as it lands.

The Deep Strike Special Rule allows a Unit to enter play anywhere on the Battlefield.

A Unit that includes only Models with the Deep Strike Special Rule that enters play from Reserves may make a Deep Strike instead of deploying as described in the Reserves Rules. No more than one Unit may attempt a Deep Strike in a given Player Turn. The Unit attempting a Deep Strike may have another Unit without the Deep Strike Special Rule Embarked upon it if the Deep Striking Unit includes Models with the Transport Sub-Type (note that some Missions may allow more Units to attempt a Deep Strike in the same Player Turn. This will be specifically noted in the Mission Special Rules section of that Mission). Note that in Missions where the Reserves Mission Special Rule is not in use, the Deep Strike Special Rule has no effect. Furthermore, Units may not make use of the Deep Strike Special Rule during the first Battle Turn, even if they enter play from Reserves.

To perform a Deep Strike, the Active Player must declare an Eligible Unit that has entered play from Reserves in the Reserves Sub-Phase as the Deep Striking Unit. The Active Player must then select one Model from that Unit and place it anywhere on the Battlefield. This Model must be placed at least 1" away from any enemy Model, Battlefield Edge or piece of Impassable Terrain. Once this first Model has been placed, the remaining Models in the Unit must be placed within Unit Coherency with at least one other Model in the same Unit and within 6" of the first Model placed. No Models may be placed within 1" of an enemy Model, any Battlefield Edge or a piece of Impassable Terrain. Any Models that cannot be placed using these Rules must be Removed as a Casualty immediately. This deployment must take place during the Reserves Sub-Phase, and a Unit that deploys as a Deep Strike may not move in the Move Sub-Phase of the same Player Turn or have a Charge declared for it in the Charge Sub-Phase of the same Player Turn, but may make Shooting Attacks as normal. A Unit that is Embarked on a Model that is deployed as part of a Deep Strike may Disembark during the Move Sub-Phase of the same Player Turn, but may not make any move other than the move made to Disembark and may not have a Charge declared for it in the Charge Sub-Phase of the same Player Turn.

Enemy Units may declare Intercept Reactions against a Unit deployed as part of a Deep Strike, but not Reposition Reactions.
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.
Antigrav

Whether equipped with antigrav repulsors or empowered by some esoteric, psychic art, this unit is able to skim above the ground. While incapable of true flight, this does allow it to avoid any of the hampering effects of the prevailing terrain, gliding over obstacles that would ensnare or entangle more conventional troops.

The following Rules apply to all Models with the Antigrav Sub-Type:
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore the effects of any and all Terrain it passes over during movement, including passing over Impassable Terrain without penalty or restriction. However, such Units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain Tests as normal.
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore both friendly and enemy Models and Units when moving. However, when moving over a friendly Unit all Models with the Antigrav Sub-Type must end their move at least 1" away from all Models that are not part of the same Unit, or if moving over an enemy Unit, must end their move at least 1" away from any enemy Model.
Skyfire

Most combat aircraft fly at such speeds that regular weaponry is hard pressed to track or hit them. Only cannon and beams specifically designed to strike such swift targets have any hope of landing hits upon them by any means other than sheer luck.

Attacks made with the Skyfire Special Rule ignore penalties when attacking Flyers.

A Hit Test made for a Weapon with the Skyfire Special Rule ignores any rule that would require attacks made targeting an enemy Unit that contains any Models with the Flyer Sub-Type to be made as Snap Shots. Instead such an attack makes a normal Hit Test using the Ballistic Skill of the attacking Model - this includes attacks made as part of any Reaction. A Unit that includes any Models with any Tactical Status may not benefit from the effects of this Special Rule.
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.

Icarus lascannon array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Icarus lascannon array
Icarus lascannon array
48
2
9
2
2
Skyfire, Armourbane
Las
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.
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).
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).
Rending (X)

Some weapons cleave flesh with ease, inflicting terrible wounds that no mortal toughness can resist. Though of less use against armour and steel, such munitions are capable of tearing bloody holes in the ranks of advancing infantry and stalling any attack in its tracks.

With a Weapon that has the Rending (X) Special Rule, there is a chance that a Hit Test may result in an automatic wound.

When any Hit Test is made for an attack with the Rending (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Rending (X) Special Rule, then if a Hit is inflicted by that Hit Test, that Hit becomes a ‘Rending Hit’.

When required to make a Wound Test for a Rending Hit, no Dice are rolled and the Wound Test succeeds automatically regardless of the Weapon’s Strength or the Target’s Toughness. The Wound Test is treated as if the result had been ‘6’ for the purposes of any Rules that would be triggered on certain results of a Wound Test. Wounds caused by a Rending Hit use the AP and Damage Characteristics of the Weapon used to make the attack and retain any Special Rules that Weapon had.

If the Target Unit for an attack made with a Weapon that has this Special Rule includes any Models with the Vehicle Type, then this Special Rule has no effect.
Critical Hit (X)

Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.

Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.

When any Hit Test is made for an attack with the Critical Hit (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Critical Hit (X) Special Rule, then if a Hit is inflicted by that Hit Test, that Hit becomes a ‘Critical Hit’.

A Critical Hit automatically inflicts a wound without any Dice being rolled, counting as the roll of a ‘6’ for any variable Special Rules that might be triggered by a Wound Test, and increases the Damage Characteristic of the Hit by +1.
Ranged Hit Tests
Ranged Hit Tests include all Hit Tests made outside of Combat or at a distance further than Base-to-Base Contact. Ranged Hit Tests are normally part of a Shooting Attack which details how to select targets. The Rules in this section are focussed only on the process of rolling Hit Tests.

When making a Ranged Hit Test for any Model, roll a number of Dice equal to the Firepower Characteristic of any one Weapon that the Model has (or when instructed roll all of the Dice for attacks made using the same Ballistic Skill and for identical Weapons - a grouping known as a Fire Group - see the Rules for the Shooting Phase for more details). These Dice are rolled as a Test, using the Ranged Hit Test Table and the attacking Model’s Ballistic Skill to determine the Target number for the Test.

RANGED HIT TEST TABLE
The following table is used to determine the Target Number for Ranged Hit Tests:

BS10+987654321
Target NumberAC3+C4+C5+C6+2+3+4+5+6+
*Snap Shots2+3+3+4+4+5+5+6+6+F
BS10+9876
Target NumberAC3+C4+C5+C6+
*Snap Shots2+3+3+4+4+
BS54321
Target Number2+3+4+5+6+
*Snap Shots5+5+6+6+F
*Some Rules may require Ranged Hit: Tests to be made as Snap Shots, such Hit Tests use this row to determine their Target Number.

Where a number is shown, that is the Target Number of the Ranged Hit Test. For other entries, use the following Rules to resolve the Hit Test:

F (Fail) – If the table shows an ‘F’ then no Dice are rolled and the Test automatically fails to Hit, applying any effects a miss would normally apply to the attacking Model. For Weapons with the Rending (X) Special Rule, a result of F does not trigger the Rending (X) Special Rule.
A (Automatic) – if the table shows an ‘A’ then no Dice are rolled and the Test automatically succeeds as if the Dice’s natural result had been a ‘6’, applying all effects that such a result would normally apply. In addition, such an attack also applies all of the effects of a Critical Hit (see the Critical Hit (X) Special Rule).
CX+ (Critical Hit) – If the table shows a ‘CX+’, then the Target Number of the Ranged Hit Test is 2+, but if the roll results in a value equal to or greater than the value of ‘X’ then the Hit gains the effects of the Critical Hit (X) Special Rule.

As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a Hit on the Target Unit.

Bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter
Bolter
24
2
4
5
1
-
Bolt
Breaching (X)

Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Floras Heresy. While many such weapons are rare or temperamental in use, the sheer power of their attacks more than makes up for this.

With a Weapon that has the Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves.

When any Wound Test is made for an attack with the Breaching (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Breaching (X) Special Rule, then if a wound is inflicted by that Wound Test, that wound becomes a ‘Breaching Wound’.

A Breaching Wound is always treated as having an AP Characteristic of 2 regardless of the Characteristics of the Weapon used to make the attack.

Plasma gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma gun
Plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (5+), Overload (1)
Plasma
Melta (X)

The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.

This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.

If at least one Model in a Unit with the Vehicle Type that is targeted by a Shooting Attack made by a Model using a Weapon with this Special Rule is within a range equal to or less than the value specified by X, that attack has the Armourbane Special Rule and the Damage of Penetrating Hits caused by that attack is doubled.

Meltagun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta
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.

Twin Icarus lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Icarus lascannon
Twin Icarus lascannon
48
2
9
2
1
Skyfire, Armourbane
Las
Orbital Defence

The Fortress of Redemption includes one or more orbital missile launchers intended to keep the skies clear of enemy drop craft, but of limited use in targeting ground units. While these weapons are devastating to drop pods and other similar orbitally deployed transports, it lacks the sophisticated targeting systems or delicate thrusters to track and target smaller infantry or low altitude aircraft.

Enemy Drop Pods that deploy within 18" of a Model with this Special Rule suffer automatic Hits.

If an enemy Model with the Orbital Assault Vehicle Special Rule enters play using the Deep Strike Special Rule and is deployed anywhere within 12" of any point on a Model with this Special Rule, then once such a Model has been placed on the Battlefield, but before any Models are disembarked, then each such enemy Model suffers one Hit with a Strength of 8, an AP of ‘-’ and a Damage of 4.
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.
Rapid Tracking

Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.

Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.

Each time a Model makes a Shooting Attack as part of the Intercept Advanced Reaction, its Controlling Player can select a Weapon with this Special Rule for that Shooting Attack, even if it is not a Defensive Weapon.

Hyperios missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hyperios missile launcher
Hyperios missile launcher
48
3
7
3
2
Skyfire, Rapid Tracking
Missile
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some Units may specify Side as an arc - this means both Left and Right arcs.

For example, a Land Raider Carrier has a Hull (Front) Mounted twin heavy bolter - this Weapon may only attack targets in the Front Firing Arc.
Heavy (X)

Some weapons are so heavy that, while they can be fired on the move, are more powerful when properly braced and made ready before shooting. Warriors on the battlefield must use their judgement to decide when speed is required and when the full firepower of their arsenal must be unleashed.

Weapons with the Heavy (X) Special Rule gain +1 to a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Heavy (X) Special Rule, a modifier of +1 is added to a Characteristic if the Model with that Weapon is part of a Unit that remained Stationary in the Controlling Player’s previous Movement Phase. If the Characteristic listed is AP, then instead it improves the AP by one Step (see the Rules for modifying Saves and AP). The value of X in the specific variant of the Heavy (X) Special Rule determines which Characteristic gains the +1 modifier.
Weapons Array

Some weapons are tied into an array linked by a cogitator system to fire as a linked system into several different arcs of fire simultaneously. Most often such weapons are intended to hold back hordes of enemies via simplistic targeting systems that are unable to replicate the individual thinking of a trained unit of real soldiers.

Weapons with this Special Rule may make Shooting Attacks into multiple Firing Arcs.

When making a Shooting Attack with a Weapon that has this Special Rule, the Weapon may be used to attack once into all four Firing Arcs (Front, Left, Right and Rear). This does count as making multiple Shooting Attacks, but do not need to be made as Snap Shots.

Heavy bolter array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy bolter array
Heavy bolter array
36
6
5
3
1
Heavy (FP), Weapons Array
Bolt
Forward Deployment

These fortifications are often deployed ahead of the main advance to provide cover for an assault or to close a gap in the lines of an advance. Airdropped from another craft or even a spaceship in low orbit, special single use thrusters ensure the bunker survives its fall and can start defensive operations almost immediately

A Model with this Special Rule can be deployed anywhere on the Battlefield that is at least 12" from any point within the opposing Player’s Deployment Zone.
Template

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets.

Weapons and attacks with the Template Special Rule use the Flame Template to determine how many Models they Hit.

When making attacks for a Weapon or other effect that has the Template Special Rule, or otherwise uses a Template, no Hit Tests are made for the attack. Instead, when directed to make Hit Tests for such an attack, a single Template is placed to determine how many Hits are generated. A Template must be placed so that its narrow end is touching the Base of the Model, the edge of a Model’s Hull (if it has the Vehicle Type) or other point being used to make the attack, and so that no part of the Template covers or touches a friendly Model’s Base, Hull or otherwise would inflict Hits on a friendly Model. Within these restrictions, the Player making the attack may place the Template in an orientation of their choosing as long as at least one Model from the original Target Unit remains under the Template. If the Template cannot be placed under these restrictions, such as if it cannot be placed without covering or touching friendly Models, then no attack may be made.

Once the Template has been placed, a number of Hits using the profile of the Weapon or effect are inflicted on the Target Unit equal to the number of Models touched or covered by the Template. If the Weapon or attack has a Firepower Characteristic greater than 1 then only a single Template is placed, but the number of Hits inflicted per Model touched or covered by the Template is equal to the Firepower Characteristic of the attack or Weapon. If more than one enemy Unit has Models that are touched or covered by the Template in its final position, then Hits are inflicted on all such Units as noted above, Hits on Units other than the original target form a new Fire Group that must be placed to one side and used to resolve a separate Shooting Attack on the additional Target Unit once all attacks and Fire Groups from the original Shooting Attack have been fully resolved. When resolving Armour Penetration Tests for Hits inflicted by a Weapon with this Special Rule, the position of the Model that was used to make the attack is used to determine which Armour Facing is used.

Note that the Rules require a Template to be placed in Base Contact with the Model being used to make the attack, but this Model is not counted as having been Hit by the attack and does not stop the attack from being made. However, this only applies to the individual Model being used to make the attack, not to other Models in the same Unit.

Weapons with this Special Rule will have their Range Characteristic as Template’. This does not count as a value of ‘0’ or ‘-’. If a Rule requires a number for the Range Characteristic then all Weapons and attacks with this Special Rule are considered to have a Range Characteristic of ‘8’.

OTHER TEMPLATES
In some rare cases a Weapon may use a different Template than the standard Flame Template, in these cases the Template Rule may be expressed with a bracketed section stating which Template must be used when attacking with that Weapon. Otherwise, the Rules for its use are unchanged from those noted under the Template Special Rule, with the exception of the Range Characteristic it is considered to have.

An example of this is the use of the Hellstorm Template for certain very large Weapons. In this case the Rule would be expressed as ‘Template (Hellstorm)’ and the attack would be resolved using the Template Special Rule, but placing the larger Hellstorm Template. Weapons with the Template (Hellstorm) Special Rule are considered to have a Range Characteristic of ‘16’ when a Rule requires such weapons to have a numbered Range Characteristic.
Panic (X)

Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.

Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Leadership Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Routed Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Leadership Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule. If the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Heavy flamer array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy flamer array
Heavy flamer array
Template
1
5
4
1
Template, Panic (2), Weapons Array
Flame

Primus Turbo Laser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Primus Turbo Laser
Primus turbo laser
96
1
12
2
4
Blast (3"), Armourbane, Macro
Las
Platform

This fortification is constructed to allow infantry to use it as a fighting platform or mustering ground.

Models can be placed on top of this Model as if it were an Area of Terrain.

Models can move over and end a move on top of this Model, treating it as if it were an area of Light Area Terrain. However, unlike other Areas of Terrain, protrusions and other parts of the Model do block Line of Sight.
Landing Pad

The Skyshield is designed to allow for an easy embarkation and disembarkation point for warriors and supplies carried by aerial transports.

If a Model with the Flyer Sub-Type that is assigned a Drop Mission ends a Move made as part of that Mission within 3" of a Model with this Special Rule, the Controlling Player may choose to deploy any disembarking Models onto any point on the Model with this Special Rule instead of in Base Contact with the Flyer Model they were Embarked upon.

Likewise, if a Model with the Flyer Sub-Type that has been assigned an Extraction Mission ends a Move made as part of that Mission within 3" of a Model with this Special Rule, then any friendly Unit that has all of its Models in base contact with the Model with this Special Rule may immediately be Embarked on the Model with the Flyer Sub-Type.
The Flyer Sub-Type
The following Rules are exceptions to the Core Rules that always apply to a Model with the Flyer Sub-Type at all times during a Horus Heresy Battle:
  • Whilst on the Battlefield, a Model with the Flyer Sub-Type does not block Line of Sight or the Movement of any Model.
  • When moving a Model with the Flyer Sub-Type, ignore all Terrain effects and Rules. However, a Model with the Flyer Sub-Type may still not end a move in or on Impassable Terrain, a Terrain Feature or a Building.
  • Models with the Flyer Sub-Type may move through Models with the Vehicle Type, but never inflict Hits on enemy Units they move through and are never eligible to be the Target of the Death or Glory Advanced Reaction.
  • No Model of any kind may join a Unit that includes a Model with the Flyer Sub-Type.
  • A Model with the Flyer Sub-Type can never gain any Tactical Statuses and ignores any Rules that would force it to do so.
  • A Model with the Flyer Sub-Type may never be Locked in Combat or attacked in any way during the Assault Phase and may not be targeted by attacks made using a Melee Weapon.
  • A Model with the Flyer Sub-Type may never make a Reaction of any kind, unless that Reaction specifically states it may be made by Models with the Flyer Sub-Type - but can be targeted by Reactions.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
Aerial Reserves
As such, all Models with the Flyer Sub-Type must always begin any Battle in a special type of Reserves referred to as Aerial Reserves. Aerial Reserves operate in exactly the same fashion as Reserves, with the exception that only Rules that specifically reference Aerial Reserves can allow Models to enter or leave Aerial Reserves or otherwise modify or affect Models in Aerial Reserves or any Reserves Rolls made for them.
Combat Assignment: Extraction Mission
A Model assigned an Extraction Mission must have the Transport Sub-Type and may not have any Units Embarked upon it when assigned an Extraction Mission. Once assigned an Extraction Mission in the Reserves Sub-Phase, a Model must be immediately placed onto the Battlefield by its Controlling Player. The Model may be placed anywhere along the Battlefield Edge that is within the Controlling Player’s Deployment Zone. This deployment can trigger the Intercept Advanced Reaction, but any attacks made at the Model are made as Snap Shots.

In the Movement Phase, a Model with an Extraction Mission can be selected and must then move up to a number of inches equal to its Movement Characteristic straight forwards without turning. At this point a Combat Air Patrol can be declared by the Reactive Player. Once any Combat Air Patrol Reactions have been resolved, an eligible Unit that has all of its Models within 2" may Embark upon the Model performing the Extraction Mission, even if that Unit has a Tactical Status that would prevent it from being able to Embark. Note that the Model assigned the Extraction Mission uses the edge of its flying base as an Access Point.

In the Shooting Phase, a Model that has been assigned an Extraction Mission may make Shooting Attacks, but may only attack with Defensive Weapons. At the end of the Controlling Player’s Shooting Phase, the Model assigned an Extraction Mission is removed from play and returned to Aerial Reserves. Any Units Embarked upon the Model assigned an Extraction Mission remain Embarked while this Model is in Aerial Reserves, but any Tactical Statuses the Models in the Embarked Unit have are removed.
Pinning (X)

The crack of the sniper’s rifle or the burst of heavy artillery, both signal a sudden and indiscriminate death and send infantry scurrying for cover. Such weapons are meant as much to pin the foe in place as to kill them, breaking up advancing ranks of troops and shattering defensive formations.

Weapons and other attacks that have the Pinning (X) Special Rule have a chance of inflicting the Pinned Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Pinned Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Vengeance battlecannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Vengeance battlecannon
Vengeance battlecannon
48
1
8
3
2
Blast (3"), Pinning (1)
Auto
Vengeance battlecannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Vengeance battlecannon
Vengeance battlecannon
48
1
8
3
2
Blast (3"), Pinning (1)
Auto

Suppressive (X)

A hail of enemy gunfire serves to keep any warrior’s head down, and some weapons are designed specifically to suppress the foe. Only the most steadfast of troops will continue the advance when all they can hear is the whistle and crack of gunshots and the screams of the fallen.

Weapons and other attacks that have the Suppressive (X) Special Rule have a chance of inflicting the Suppressed Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed all Models in the Unit gain the Suppressed Status, and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Avenger bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Avenger bolt cannon
Avenger bolt cannon
36
5
6
3
1
Suppressive (1)
Auto
Automata

The steel warriors of the Mechanicum are unlike any other force in the galaxy, unflinching automatons of logic engrams and gears. Though far more rugged than even the Emperor’s Legiones Astartes, they are bound to the unchanging dictates of their programming and lack the tactical flexibility of flesh and blood warriors.

The following Rules apply to all Models with the Automata Type:
  • Models with the Automata Type cannot gain any Tactical Statuses and are considered to automatically pass any Check made to avoid gaining a Tactical Status. However, if a Unit that contains any Models with the Automata Type also includes any Models that do not have the Automata Type, that Check must be made using the Characteristics of one of the Models that does not have the Automata Type and is not automatically passed.
  • When targeting a Unit that includes any Models with the Automata Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Unit that includes one or more Models with the Automata Type may not make Reactions.
Walker

These massive engines of war are unlike the soulless warriors of the Mechanicum, for at their heart rests a mortal warrior whose instincts and experience guides their steel body on the field of battle.

The following Rules apply to all Models with the Walker Type:
  • When targeting a Unit that includes any Models with the Walker Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Model with the Walker Type may attack with all Weapons they have in each Shooting Attack they make, including as part of a Reaction. Note that this does not allow Weapons that do not have the Assault Trait to be used to attack as part of a Volley Attack.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Walker Type counts as a number of Models equal to that Model’s Base Wounds Value.
Invulnerable Tests
Invulnerable Saves are listed as a Characteristic on each Model’s Profile, and can also be applied by Special Rules or Wargear.

If a Model cannot have an Armour Test or Cover Test made for it, or the Controlling Player chooses not to make an Armour Test or a Cover Test, but has access to an Invulnerable Save then that Saving Throw may be made instead of an Armour Test or a Cover Test. An Invulnerable Test is resolved in exactly the same manner as an Armour Test. Note that Invulnerable Tests are not affected by the AP value of a wound, however a Model may not have a Invulnerable Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Invulnerable Tests or that no Invulnerable Test may be made.
  • An Invulnerable Test may be taken to discard a Penetrating Hit if one is available to the Model.

No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.
Blast Marker
A Blast Marker is a round Marker of a specific diameter used to determine which Models have been hit by certain types of attack and other effects. The standard size for a Blast Marker is a 3" diameter Marker, but 5" (Large) and 7" (Massive) are also used. Blast Markers and the Rules for using them are presented here.

Void shield generator

True void shields are massive energy barriers used to protect cities, titans and void-borne craft from weapons of truly gargantuan power. Such devices are rarely deployed at a tactical scale due to the complexity of their systems and the power drain of such a device. A few highly sophisticated vehicles with powerful atomantic engines can empower limited void shielding, and a tactical scale power generator can, for a limited time, project a similar shield.

A Model with a Void Shield Generator can project a shield to protect nearby Models at some risk.

The Controlling Player of a Model with a void shield generator may choose to activate it in the Effects Sub-Phase of their Start Phase. When a Model with this Special Rule is activated, roll a Dice and add the number of times the Model has previously been activated in the same Battle to the result of that roll, before comparing the final result to the table below:

ResultEffect
1-3Warp Field Ignition – The Model for which this roll was made and all other Models with the Infantry, Automata, Walker or Paragon Types within 6" of any point of the Model with this Special Rule, gain a 6+ Invulnerable Save against Hits inflicted as part of a Shooting Attack until the start of the Controlling Player’s next Turn as the Active Player.
4-6Partial Warp Field Ignition – The Model for which this roll was made and all other Models with the Infantry, Automata, Walker or Paragon Types within 3" of any point of the Model with this Special Rule, gain a 6+ Invulnerable Save against Hits inflicted as part of a Shooting Attack until the start of the Controlling Player’s next Turn as the Active Player.
7Burnout – The Model for which this roll was made may no longer have the Void Shield Generator Special Rule activated for it.
8+Atomantic Implosion – Immediately place a 10" Blast Marker centred over the Model for which this roll was made. Resolve a Hit against each Model under the Blast Marker that does not have this Special Rule, these Hits have a Strength of 6, AP of - and a Damage of 1. Once all of these Hits have been resolved, remove the Model for which this roll was made from play as a Casualty.

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