Daemons of the Ruinstorm

The Daemons of the Ruinstorm Army List represents the barely understood or categorised strains and forms of Daemons that manifested into realspace as the years of the Horus Heresy progressed. At this time, the Ruinous Powers of Chaos were not yet in ascendance and only through the acts of Horus and his Legions, and through the horror and suffering of the Age of Darkness, were the Dark Gods risen to power.

This Army List is intended to be flexible and represents those Daemon incursions that consisted of creatures of primordial, shifting form. In later years, more and more Daemons would be manifested in the image of their patron, including those referred to in many records as Bloodletters, Plague Bearers, Daemonettes and Changeling Horrors. Such forces will be represented by Armies selected from forthcoming Army Lists which will be made available in future publications.

Players should feel free to use Games Workshop miniatures to represent a Daemons of the Ruinstorm Army using this Army List, however, future Army List supplements will include specific Rules and/or Unit Profiles pertaining to Daemons aligned to specific Chaos Gods.

The Rules found on this page are to be used in conjunction with the Rules for Armies in the Age of Darkness. The Rules in the Age of Darkness Rulebook describe the process of creating an Army, while the additional Rules presented below provide Unit Profiles for Armies of the Daemons of the Ruinstorm.

This page supplements the Army Lists found in the Liber Astartes and Liber Hereticus pages, allowing Players to include the Expanded Units contained within in their Battles.


Books

BookKindEditionVersionLast update
  Legacies of the Age of Darkness: Daemons of the Ruinstorm
  Legacies of the Age of Darkness: Daemons of the RuinstormExpansion31.0September 2025

The Warp at War: Building a Daemons of the Ruinstorm Army

Each Unit in this Daemons of the Ruinstorm Army List is an Expanded Unit and every Unit has the Traitor Trait. As such, it is not possible to use a Daemons of the Ruinstorm Army selected from this Army List with the Loyalist Allegiance.

‘Core’ and ‘Expanded’ Army List Profiles

All Army List Profiles for the Warhammer: The Horus Heresy - Age of Darkness range are divided into two categories: Core Units and Expanded Units. All of the Units in this document are ‘Expanded’ Units.

Both types of Unit may be freely used in any Horus Heresy Battle, and this category does not affect their availability as part of an Army or Detachment or the Rules for their use during a Battle.

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

Following the Horus Heresy community, Wаhapedia doesn't make any difference between Core and Expanded units (they can't be filtered, and they're not marked on the site). In practice, both are considered equally valid for all game variants.

Designer’s Note: Daemon Models and Base Sizes

The Daemons of the Ruinstorm Army List contains a number of Unit Profiles intended to be represented by specific named miniatures and in these circumstances, those miniatures should be mounted on the bases provided with them. Other Unit Profiles have no specific miniature that is intended to represent them, and instead provide the collector and player an opportunity to convert and paint a suitable Warhammer miniature of their choosing, to use in battles. In these circumstances, the following recommended base sizes are a guide - Models supplied with the corresponding sized base are considered suitable to use.

Ætheric Dominions

Every Unit from the Daemons of the Ruinstorm Army List has an Ætheric Dominion represented by a Trait on its Unit Profile. For Units which are not specific to an Ætheric Dominion, this will be represented by [Ætheric Dominion]. When you add such a Unit to your Army, you must select one of the following Ætheric Dominion Traits to replace this with:

All Units selected as part of an Army whose Primary Detachment contains any Units with any of the above Ætheric Dominion Traits must have the same Ætheric Dominion Trait unless another Rule or Special Rule states otherwise. Units which are specific to a certain Ætheric Dominion (such as Ka’bandha) will already have the appropriate Ætheric Dominion Trait, and this may not be replaced. Additional Ætheric Dominions may be introduced in future publications and in such cases the manner in which they apply to Models will be detailed.

Encroaching Ruin

Chaos in its purest form is a terror that few can stand before and remain sane. It hungers only for destruction, that all things mortal meet their predestined end and crumble into dust to be forgotten. To this singular end it moves inexorably, driven by a nightmarish purpose which subsumes the petty divisions of daemonkind.

A Model with this Trait gains the Deep Strike Special Rule and the Desecrators Special Rule. Additionally, a Model with this Etheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and have up to two of the following Psychic Disciplines selected for it:

Heedless Slaughter

The dark fury of battle and the red joy of life’s final end. For some among the hordes of the Warp, their only goal was to fight and to die - it mattered not where or why as long as blood flowed. Such vile entities would appear garbed in the trappings of conquerors and executioners, caring only for the tally of skulls and death they might reap from the mortal world, irrespective of such concerns as ‘friend’ or ‘foe’

A Model with this Trait gains the Desecrators Special Rule. Additionally, any Unit that contains at least one Model with this Trait can never be the Focus nor the Target of a Psychic Blessing or Psychic Curse.

Putrid Corruption

Among the hosts of Chaos there were those who embraced a slow corruption, that rotted away both body and soul, but gave no final release in death. They cared nothing for victory or defeat, only that suffering was spread to as many as possible. Such creatures were ushered forth into the material world in a miasma of disease and filth, content to spread their vile gifts to the world of mortals.

Any Model with this Trait gains the Desecrators Special Rule, the Feel No Pain (6+) Special Rule and the Heavy Sub-Type. Additionally, each Model with this Trait that also has any variant of the Bulky (X) Special Rule also gains the Explodes (5+) Special Rule.

A Model with this Ætheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and may have the Biomancy Psychic Discipline selected for it for +20 Points.

Rapturous Sensation

For some among the numberless tide of Chaos, the ends of violence truly mattered not, merely that they were there to take part and to experience its vicissitudes, inflicting overwhelming pain and gorging on mortals’ fear. These daemonkind revelled in the sensory overload of war, bounding over shell-sundered battlefields to deliver blissful death as they exulted in each blinding flash and deafening blast.

A Model with this Trait gains the Desecrators Special Rule. Any Model with this Trait that does not have the Heavy Sub-Type gains the Light Sub-Type.

A Model with this Ætheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and have up to two of the following Psychic Disciplines selected for it:

Formless Distortion

Even as Daemons manifested as obscene parodies of mortal forms, the true essence of Chaos endlessly shifted - unknowable, twisting, changing - perverting everything it touched. Some Daemons who crossed the veil into realspace embodied this ceaseless distortion to its fullest, shaping themselves into roiling agglomerations of immaterial flesh and bone, for whom death was simply one component of the eternal metamorphosis they would inflict upon the material world.

A Model with this Trait gains the Desecrators Special Rule.

Each time a Unit that contains a Model with this Trait is declared as the Target Unit of a Charge Move, any Set-up Move made by the enemy Charging Unit is reduced by D3", to a minimum of 1".

A Model with this Ztheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and have up to two of the following Psychic Disciplines selected for it:

Infernal Tempest

Some hosts of daemonkind brought forth a maelstrom of raw warpstuff with them, manifesting the energy of the Immaterium as sheer elemental power. Around these entities roiled tempests of prismatic balefire, the air riven with crackling arcs of lightning as the earth twisted into fragments of shimmering crystal. To these Daemons, there was no higher purpose than the promulgation of that power and of its profligate use on the battlefields of the mortal realm.

Any Model with this Trait gains the Desecrators Special Rule and the Aflame (1) Special Rule.

A Model with this Ætheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and may have the Pyromancy Psychic Discipline selected for it for +10 Points.

Ravenous Dissolution

Such is the hatred that swirls within the Warp that it encompasses all things, and like the dragon of eternity that feasts upon its own tail, this hatred extends even to itself. To expect rational and sane logic from creatures such as these would be foolish, for Chaos was both its name and nature. Yet, in its self-destructive hatred there was no ally to be found, only a new and more unpredictable foe.

Any Model with this Trait gains the Desecrators Special Rule and the Hatred (Malefic, Psyker) Special Rule.

A Model with this Ætheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and have up to two of the following Psychic Disciplines selected for it:

Malevolent Artifice

Chaos reflects back a twisted mockery of humanity’s every facet, and so the very drive to create is perverted into a malevolent and destructive force within the Immaterium. Conjured forth into realspace, such daemonkind harnessed the works of mortals as a vector for their own annihilation, their monstrous machine-entity forms at once a mimicry of flesh and artifice, every action made to demonstrate their supremacy over mortal beings and everything they deigned to create.

Any Model with this Trait gains the Desecrators Special Rule and the Armour-breaker (4+) Special Rule.

If a Unit that is made up of Models with this Ætheric Dominion is selected to fill a Prime Slot, the following Prime Advantage may be selected:

Add one additional Force Organisation Slot to the Detachment that includes the Prime Slot, this Slot may be of any Battlefield Role other than High Command, Command, Warlord or Lord of War and can only be filled by a Unit selected from the Machina Malefica section of the Mechanicum Taghmata Army List (see Liber Mechanicum). This Advantage may only be selected once per Detachment.

Note that the Paragon of Malevolence Prime Advantage may be selected if the Unit chosen to fill the Prime Slot has the Unique Sub-Type, in the same manner as the Logistical Benefit Prime Advantage. However, the Paragon of Malevolence Prime Advantage can only be selected once per Detachment and cannot be selected if the Logistical Benefit Prime Advantage is also selected for that Detachment.

Additional Reaction Point

If an Army’s Primary Detachment is from the Daemons of the Ruinstorm Army List, the Controlling Player gains one additional Reaction Point if that Detachment or a Lord of War Detachment from the same Army List includes any Models with the Champion of the Ruinstorm Trait.

Special Rules

Aflame (X)

Some weapons are wreathed in flame emitted from small projectors, or burn with otherworldly fire, stirring a primaeval aversion in even the boldest warriors.

A Weapon with this Special Rule causes additional modifiers to a Target’s Leadership Characteristic.

If a Melee 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, until the end of the Phase, that Unit is considered to be ‘aflame’. If the Controlling Player of a Unit that is aflame is required to make a Leadership Check during that Phase for a Combat that includes that Unit, the value of X on this Special Rule is applied as an additional negative modifier to the Leadership Characteristic being used for that Check.

Armour-breaker (X)

Some weapons are designed to crack armour and deal massive damage to internal components of armoured fighting vehicles. Few tanks can withstand the firepower of such weapons for long.

Attacks made with the Armour-breaker (X) Special Rule can sometimes inflict an extra point of Damage.

When any Armour Penetration Test is made for an attack or Model with the Armour-breaker (X) Special Rule, and it results in a Penetrating Hit - roll a Dice. If the result of that Dice roll is equal to or greater than the value of X attached to this variant of the Armour-breaker (X) Special Rule, then the Damage Characteristic of that Penetrating Hit is increased by 1. Note that the Armour-breaker (X) Special Rule may only be triggered by an Armour Penetration Test and has no effect when making a Wound Test.

Desecrators

Through the destruction of all that is held dear by humanity and by the erection of debased fanes and devotional shrines to their patron gods, daemonkind propagate ruin and desecration throughout the Imperium.

Models with this Special Rule that pass a Willpower Check gain the Line (X) Special Rule.

At the start of each Victory Sub-Phase, the Controlling Player of a Unit composed entirely of Models with this Special Rule may make a Willpower Check. If the Willpower Check is passed all Models in the Unit gain the Line (X) Special Rule until the end of the current Victory Sub-Phase. The value of X is determined by how much the final result of the Check is less than the Willpower Characteristic used for the Check:

0-1Line (1)
2Line (2)
3 or moreLine (3)


If the Willpower Check is failed, the Unit suffers Perils of the Warp.

Primal Terror

Monstrous daemonic beings manifested in the physical realm as nightmares given form, stirring the deepest feelings of dread and horror in the minds of all who looked upon them. Even the mightiest champions of the Imperium take pause when faced with such a foe and lesser warriors are often paralysed with fear.

Opposing Units must make Leadership Checks when making a Reaction triggered by, or a Charge targeting a Model with this Special Rule.

When a Unit with a Model with the Primal Terror Special Rule is declared as the Target Unit of a Charge or as the Target Unit of a Reaction or Advanced Reaction, the Controlling Player of the Unit the Charge or Reaction is declared for must make a Leadership Check. If the Leadership is passed, the Charge or Reaction is resolved as normal. If the Check is failed, the Unit for which the Charge or Reaction was declared for immediately gains the Stunned Status and the Controlling Player may not declare another Charge or Reaction for that Unit during this Phase, but their remaining Reaction Allotment is not reduced.

Wargear

Totem of Dominion

In a mocking parody of the flags and banners born aloft by mortal armies, the lesser Daemon manifestations march under banners and totems that appear to represent the cause of their masters. Under these warp-forged emblems, the Daemons are given strength and succour in the material realm.

Models with the Malefic Type suffer fewer wounds in place of gaining a Tactical Status, if the Unit they are part of has this Wargear item.

When a Unit composed entirely of Models with the Malefic Sub-Type that contains at least one Model with a Totem of Dominion would gain a Tactical Status of any kind, that Unit suffers 1 automatic wound with a Damage Characteristic of 1, against which no Saving Throws of any kind can be made, instead of D3 as per the Malefic Unit Sub-Type.

Armoury of the Ruinstorm Daemons

Ruinstorm Daemons manifested a number of esoteric Weapons and items of Wargear that defied standardisation and, in many cases, reason itself. Despite this, the Imperium’s commanders made every effort to define broad categories in order to formulate strategies with which to combat Daemon incursions. This section presents the Rules for these Weapons and artefacts of the Horus Heresy.

Some Weapon Profiles are marked with an *. Such Profiles may not be used when this Weapon is selected to make attacks with, unless the Controlling Player has selected the appropriate Wargear option on the firing Model’s Unit entry.

Ranged Weapons


Projectile Expulsions

In many cases, Ruinstorm Daemons take form in the physical realm bearing little or no panoply of war and instead their corporeal forms are made as weapons. Some vomit forth torrents of acidic bile from gaping mouths in their hideous faces or even set into their distended bodies, whilst others exhale gouts of warp-fire or project aetherial arcs of energy from their fingertips.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Vile deluge
Vile deluge
Template
1
4
5
1
Heavy (FP)
Assault, Immaterial

Immaterial Missiles

Of curious note, many Daemon incursions consist of manifestations bearing myriad weapons, formed in the image of those carried by the warriors of Mankind’s ancient ages. Where these armaments take the shape of primal slings and bows, this primitive appearance belies their deadly efficacy.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Immaterial projectiles
Immaterial projectiles
18
1
4
5
1
-
Assault, Immaterial

Melee Weapons


Immaterial Blades

The human mind comprehends such weapons as exaggerated replicas of primitive, yet deadly, weapons of bygone ages. The panoply of the Ruinstorm Daemons is not of physical adamantium or iron and is instead of the very stuff of the Warp, beckoned forth into the physical realm and imbued with aetherial power.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Sovereign blade
Sovereign blade
I
A
S
2
2
Phage (S), Reaping Blow (1)
Immaterial
Sovereign greatblade
Sovereign greatblade
-2
A
+3
2
3
Phage (S), Reaping Blow (2)
Immaterial
Hierarch blade
Hierarch blade
I
A
S
2
2
Duellist’s Edge (1), Critical Hit (6+)
Immaterial
Hierarch greatblade
Hierarch greatblade
-2
A
+2
2
2
Critical Hit (5+)
Immaterial
Harbinger blade
Harbinger blade
I
A
S
3
1
Breaching (5+), Shred (6+)
Immaterial
Immaterial armaments
Immaterial armaments
I
A
S
3
2
Breaching (5+)
Immaterial
Daemon claws
Daemon claws
I
A
S
5
1
Shred (5+)
Immaterial
Infernal blade
Infernal blade
I
-1
S
4
1
Breaching (6+)
Immaterial
Infernal greatblade
Infernal greatblade
-1
-1
+2
3
2
Breaching (6+)
Immaterial
Infernal lance
Infernal lance
+1
1
S
4
1
Breaching (6+)
Immaterial

Forms of Ruin

Even without weapons in the conventional sense, the manifested form of Ruinstorm Daemons is used to devastating effect in battle, with immense limbs and massive bodies thrashing in the midst of a melee, crushing and tearing their enemies apart with ease.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Maw & talon
Maw & talon
I
A
S
4
2
Breaching (6+)
Immaterial
Great maw & talon
Great maw & talon
I
A
S
4
2
Breaching (5+)
Immaterial
Pulverising limbs
Pulverising limbs
I
A
S
5
2
-
Immaterial
Army List
An Army List is a list of Units and Models that comprise a Faction. It is used by a Player to select an Army in conjunction with a Force Organisation Chart. The Rules governing Army Lists and Army selection are presented in more detail here.
Detachment
A Detachment is a gaming element composed of one or more Units. The composition of a given Detachment is decided by the Controlling Player during Army selection based on the Force Organisation Chart being used for that Army. A Detachment’s main function is in the selection of an Army, and during an individual Battle imposes only limited restrictions for the Models and Units that are part of that Detachment. Any restrictions imposed on Units during a Battle based on the Detachment it was selected as part of will most often be due to interactions between Units of different Factions.
Unit Profile
Sometimes the Rules may refer to a Unit Profile, this indicates the set of variables that determine what is included in a Unit as well as the Points Value of the Unit. A Unit Profile is most often presented as a full page which clearly indicates the Unit’s Points Value, composition, Wargear options and other important characteristics.

A Unit Profile does not exist in isolation, and each Unit Profile is considered part of an Army List - a collection of Unit Profiles that defines a single Faction and determines which Units may be included in a given Detachment (see Army and Army List).
Base
Most Models are supplied with a Base - a plastic or resin support upon which they stand. When measuring to or from a Model with a Base, a Player must always measure to or from the nearest edge of the Base - not to the actual Model itself. Some Models are dynamically posed, and can extend over the edge of the Base, but this is ignored and any measurements are still made to and from the edge of that Model’s Base. Models that are not supplied with a Base (notably Models with the Vehicle Type) have their own Rules for measuring to and from those Models.
The Cavalry Trait is used in the following Daemons of the Ruinstorm datasheets:

Support
Fast Attack
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.
Encroaching Ruin

Chaos in its purest form is a terror that few can stand before and remain sane. It hungers only for destruction, that all things mortal meet their predestined end and crumble into dust to be forgotten. To this singular end it moves inexorably, driven by a nightmarish purpose which subsumes the petty divisions of daemonkind.

A Model with this Trait gains the Deep Strike Special Rule and the Desecrators Special Rule. Additionally, a Model with this Etheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and have up to two of the following Psychic Disciplines selected for it:
Heedless Slaughter

The dark fury of battle and the red joy of life’s final end. For some among the hordes of the Warp, their only goal was to fight and to die - it mattered not where or why as long as blood flowed. Such vile entities would appear garbed in the trappings of conquerors and executioners, caring only for the tally of skulls and death they might reap from the mortal world, irrespective of such concerns as ‘friend’ or ‘foe’

A Model with this Trait gains the Desecrators Special Rule. Additionally, any Unit that contains at least one Model with this Trait can never be the Focus nor the Target of a Psychic Blessing or Psychic Curse.
Putrid Corruption

Among the hosts of Chaos there were those who embraced a slow corruption, that rotted away both body and soul, but gave no final release in death. They cared nothing for victory or defeat, only that suffering was spread to as many as possible. Such creatures were ushered forth into the material world in a miasma of disease and filth, content to spread their vile gifts to the world of mortals.

Any Model with this Trait gains the Desecrators Special Rule, the Feel No Pain (6+) Special Rule and the Heavy Sub-Type. Additionally, each Model with this Trait that also has any variant of the Bulky (X) Special Rule also gains the Explodes (5+) Special Rule.

A Model with this Ætheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and may have the Biomancy Psychic Discipline selected for it for +20 Points.
Rapturous Sensation

For some among the numberless tide of Chaos, the ends of violence truly mattered not, merely that they were there to take part and to experience its vicissitudes, inflicting overwhelming pain and gorging on mortals’ fear. These daemonkind revelled in the sensory overload of war, bounding over shell-sundered battlefields to deliver blissful death as they exulted in each blinding flash and deafening blast.

A Model with this Trait gains the Desecrators Special Rule. Any Model with this Trait that does not have the Heavy Sub-Type gains the Light Sub-Type.

A Model with this Ætheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and have up to two of the following Psychic Disciplines selected for it:
Formless Distortion

Even as Daemons manifested as obscene parodies of mortal forms, the true essence of Chaos endlessly shifted - unknowable, twisting, changing - perverting everything it touched. Some Daemons who crossed the veil into realspace embodied this ceaseless distortion to its fullest, shaping themselves into roiling agglomerations of immaterial flesh and bone, for whom death was simply one component of the eternal metamorphosis they would inflict upon the material world.

A Model with this Trait gains the Desecrators Special Rule.

Each time a Unit that contains a Model with this Trait is declared as the Target Unit of a Charge Move, any Set-up Move made by the enemy Charging Unit is reduced by D3", to a minimum of 1".

A Model with this Ztheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and have up to two of the following Psychic Disciplines selected for it:
Infernal Tempest

Some hosts of daemonkind brought forth a maelstrom of raw warpstuff with them, manifesting the energy of the Immaterium as sheer elemental power. Around these entities roiled tempests of prismatic balefire, the air riven with crackling arcs of lightning as the earth twisted into fragments of shimmering crystal. To these Daemons, there was no higher purpose than the promulgation of that power and of its profligate use on the battlefields of the mortal realm.

Any Model with this Trait gains the Desecrators Special Rule and the Aflame (1) Special Rule.

A Model with this Ætheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and may have the Pyromancy Psychic Discipline selected for it for +10 Points.
Ravenous Dissolution

Such is the hatred that swirls within the Warp that it encompasses all things, and like the dragon of eternity that feasts upon its own tail, this hatred extends even to itself. To expect rational and sane logic from creatures such as these would be foolish, for Chaos was both its name and nature. Yet, in its self-destructive hatred there was no ally to be found, only a new and more unpredictable foe.

Any Model with this Trait gains the Desecrators Special Rule and the Hatred (Malefic, Psyker) Special Rule.

A Model with this Ætheric Dominion Trait that has the Command or Champion Sub-Type may be given the Psyker Trait and have up to two of the following Psychic Disciplines selected for it:
Malevolent Artifice

Chaos reflects back a twisted mockery of humanity’s every facet, and so the very drive to create is perverted into a malevolent and destructive force within the Immaterium. Conjured forth into realspace, such daemonkind harnessed the works of mortals as a vector for their own annihilation, their monstrous machine-entity forms at once a mimicry of flesh and artifice, every action made to demonstrate their supremacy over mortal beings and everything they deigned to create.

Any Model with this Trait gains the Desecrators Special Rule and the Armour-breaker (4+) Special Rule.

If a Unit that is made up of Models with this Ætheric Dominion is selected to fill a Prime Slot, the following Prime Advantage may be selected:

Add one additional Force Organisation Slot to the Detachment that includes the Prime Slot, this Slot may be of any Battlefield Role other than High Command, Command, Warlord or Lord of War and can only be filled by a Unit selected from the Machina Malefica section of the Mechanicum Taghmata Army List (see Liber Mechanicum). This Advantage may only be selected once per Detachment.

Note that the Paragon of Malevolence Prime Advantage may be selected if the Unit chosen to fill the Prime Slot has the Unique Sub-Type, in the same manner as the Logistical Benefit Prime Advantage. However, the Paragon of Malevolence Prime Advantage can only be selected once per Detachment and cannot be selected if the Logistical Benefit Prime Advantage is also selected for that Detachment.
HIGH COMMAND – The highest ranked officers of an Army.
COMMAND – The line officers of an Army.
Primary Detachments
All Armies must include one, and no more than one, Primary Detachment.

Every Army must include a single Primary Detachment - and may never include more than one. Each High Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Apex or Auxiliary Detachment to be added to the Army. Likewise, each Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Apex and Auxiliary Detachments added to the Army in this manner are linked to the Primary Detachment and must use the same Army List to select any Units that are selected to fill Force Organisation Slots in those Detachments. Players may choose not to add additional Detachments when eligible to do so.
Trait
A Trait is similar to a Characteristic, in that it is attached to specific Models, however a Trait has no numerical value attached to it. Unlike Characteristics a Trait has no intrinsic Rules attached to it, but other Rules may operate differently when targeting a Model with a specific Trait.
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.
Line (X)

Some units are drilled to hold the ground captured by the vanguard. Vigilant and steadfast, they are vital assets in any battle, standing sentinel over the vital objectives captured in any assault and holding back the foe’s counter-assault.

A Unit of Models with this Special Rule can control Objectives more easily and scores more Victory Points from controlling an Objective.

If a Unit that Controls an Objective includes a majority of Models with the Line (X) Special Rule then, whenever the Controlling Player scores Victory Points for Controlling that Objective, an additional number of Victory Points equal to the value of X are scored. For example, a Unit of 10 Models, of which the majority have the Line (3) Special Rule, hold an Objective worth 1 Victory Point, when the Controlling Player scores Victory Points for that Objective, they would score a total of 4 Victory Points.

Furthermore, the value of X is added to the Tactical Strength of a Model that has that Special Rule to determine its ability to Control Objectives (see Core Mission Primary Objectives).
Desecrators

Through the destruction of all that is held dear by humanity and by the erection of debased fanes and devotional shrines to their patron gods, daemonkind propagate ruin and desecration throughout the Imperium.

Models with this Special Rule that pass a Willpower Check gain the Line (X) Special Rule.

At the start of each Victory Sub-Phase, the Controlling Player of a Unit composed entirely of Models with this Special Rule may make a Willpower Check. If the Willpower Check is passed all Models in the Unit gain the Line (X) Special Rule until the end of the current Victory Sub-Phase. The value of X is determined by how much the final result of the Check is less than the Willpower Characteristic used for the Check:

0-1Line (1)
2Line (2)
3 or moreLine (3)


If the Willpower Check is failed, the Unit suffers Perils of the Warp.
Command

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

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

At the front of any charge and the heart of any defensive line are an army’s champions. These warriors stand ever ready to accept the challenge of their foes and inspire their allies.

The following Rules apply to all Models with the Champion Sub-Type:
  • A Model with the Champion Sub-Type may Issue and Accept Challenges.
Trait: Psyker
Many of the Rules for psychic abilities will only be usable by a ‘Psyker’. A Psyker is any Model that has the Psyker Trait on their profile. As with all Traits, the Psyker Trait grants no Rules to a Model in and of itself, nor does it grant any Psychic Weapons, Powers or Reactions, it simply allows a Model to make use of Rules that require a Psyker in order to function, or as a trigger for Rules that target Psykers. For a Model to gain one or more Psychic Weapons, Powers or Reactions, they must either be listed on their profile or selected as options during Army Selection.
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.
Feel No Pain (X)

Some warriors are so inured to pain and suffering that nothing but the most grievous of hurts will slow their onslaught. The only way to stop such a berserk is to hit them again and again until at last they fall, the toll of their hurts far more than any mortal warrior should be capable of bearing.

Feel No Pain (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.

A Model with the Feel No Pain (X) Special Rule gains a Feel No Pain Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process or Step 8 of the Initiative Step of the Fight Sub-Phase process to discard wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Feel No Pain Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule.
Heavy

Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.

The following Rules apply to all Models with the Heavy Sub-Type:
  • A Unit that includes only Models with the Heavy Sub-Type gains a bonus of +1 to its Cool Characteristic for Checks to avoid gaining Tactical Statuses.
  • A Unit that includes any Models with the Heavy Sub-Type may not Rush.
  • A Unit that includes any Models with the Heavy Sub-Type only uses its Movement Characteristic to determine how far it moves as part of a Set-up Move, not Movement and Initiative totalled.
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.
Bulky (X)

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

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

A Model with the Bulky (X) Special Rule does not use up 1 Point of Transport Capacity when it Embarks on a Model with the Transport Sub-Type. Instead it uses up a number of points of Transport Capacity equal to the value of X attached to the variant of the Bulky (X) possessed by that Model.
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).
Explodes (X)

Volatile fuel, overpowered reactors or dangerous munitions can cause some war engines to explode when destroyed. Such explosions can prove devastating to friend and foe alike.

A Model with this Special Rule can explode and cause Hits to nearby Models and Units.

Before a Model with the Explodes (X) Special Rule is Removed as a Casualty, the Controlling Player must roll a Dice. If the result of that roll equals or exceeds the value of X attached to this variant of the Explodes (X) Special Rule, the Model explodes. Every Unit with one or more Models within 6" of an exploding Model suffers a number of Hits equal to the Base Wounds Characteristic or Base Hull Points Characteristic of the exploding Model. Each such Hit has a Strength of 8, an AP of ‘-’ and a Damage of 1. Once all Hits caused by this Special Rule have been resolved, the Model with the Explodes (X) Special Rule is Removed as a Casualty as normal.
Light

Light troops are equipped and trained to fight on the move, pausing only briefly and trusting to speed over cover or heavy armour. Many armies will make use of such warriors as scouts, but they also serve as harassers and pursuit troops.

The following Rules apply to all Models with the Light Sub-Type:
  • A Unit that includes only Models with the Light Sub-Type gains a +2 modifier to its Initiative when determining how far that Unit may Rush (this bonus stacks with other bonuses to Rush distance).
  • A Unit that includes only Models with the Light Sub-Type may make Shooting Attacks after having Rushed, but makes all such Shooting Attacks as Snap Shots. Models or Weapons that cannot attack as Snap Shots may not make attacks.
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
Aflame (X)

Some weapons are wreathed in flame emitted from small projectors, or burn with otherworldly fire, stirring a primaeval aversion in even the boldest warriors.

A Weapon with this Special Rule causes additional modifiers to a Target’s Leadership Characteristic.

If a Melee 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, until the end of the Phase, that Unit is considered to be ‘aflame’. If the Controlling Player of a Unit that is aflame is required to make a Leadership Check during that Phase for a Combat that includes that Unit, the value of X on this Special Rule is applied as an additional negative modifier to the Leadership Characteristic being used for that Check.
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.
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
Hatred (X)

Hatred can be a force as potent as any munition, driving troops to fight harder and more ferociously. The Horus Heresy would stoke old hatreds and spawn many new ones, granting canny commanders ample opportunity to set troops against their chosen foes.

The Hatred (X) Special Rule grants bonuses against enemies of a specific Faction, Type or Trait.

When Locked in Combat, or Engaged in a Challenge, with any enemy Models that have the Type or Trait that is the value of X, then all Models with this variant of the Hatred (X) Special Rule gain a bonus of +1 to all Wound Tests made in that Combat.
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.
Armour-breaker (X)

Some weapons are designed to crack armour and deal massive damage to internal components of armoured fighting vehicles. Few tanks can withstand the firepower of such weapons for long.

Attacks made with the Armour-breaker (X) Special Rule can sometimes inflict an extra point of Damage.

When any Armour Penetration Test is made for an attack or Model with the Armour-breaker (X) Special Rule, and it results in a Penetrating Hit - roll a Dice. If the result of that Dice roll is equal to or greater than the value of X attached to this variant of the Armour-breaker (X) Special Rule, then the Damage Characteristic of that Penetrating Hit is increased by 1. Note that the Armour-breaker (X) Special Rule may only be triggered by an Armour Penetration Test and has no effect when making a Wound Test.
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.
WARLORD – The eighteen Primarchs and a few other powerful warlords. No Army may spend more than 25% of its Points Limit on Units with either the Warlord or Lord of War Battlefield Role.
Lord of War Detachments
An Army may include one Lord of War Detachment, it may be of any Faction.

An Army does not have to include a Lord of War Detachment and may not include more than one such Detachment. Units selected to fill Force Organisation Slots in a Lord of War Detachment may be selected from any Army List or Faction, but all Units in the Detachment must be selected from the same Army List or Faction. The total Points Value of all Units selected as part of a Lord of War Detachment and any Units selected in other Detachments that have the Warlord Battlefield Role must be no more than 25% (rounded up to the nearest whole number) of the Points Limit set for a Battle.
Model
A Model is a single gaming piece - usually representing one warrior or war machine on the Battlefield. A Model is the smallest category of gaming element referred to by the Rules - with Units composed of one or more Models, Detachments composed of one or more Units, and Armies composed of one or more Detachments. Some larger Models may contain multiple elements arranged on a single Base, but these are counted as a single Model as they are still a single playing piece that is moved as a single element by the Controlling Player.
Characteristic Checks
The most common type of Check is the Characteristic Check, often separately named for the Characteristic to be checked (e.g., Leadership Check, Intelligence Check, Cool Check or Willpower Check).

When a Characteristic Check is made for an individual Model, then the Target Number for the Check is always equal to the value of the Characteristic of the same name possessed by the Model. For example, the Target Number of a Willpower Check made for a Model with Willpower 7 would be 7.

When a Characteristic Check is made for a Unit rather than an individual Model, the Target Number for the Check is equal to the value of the Characteristic of the same name possessed by the Model with the lowest Characteristic of the same name in the Unit. For example, the Target Number of a Leadership Check made for a Unit that includes Models with Leadership Characteristics of 6, 8 and 10 would be 6 - the lowest of the available Characteristic values. Note that if the Unit includes a Model with the Sergeant or Command Sub-Types then that Model’s Characteristic may always be used instead of any other Model’s.

In most cases if a Check is passed then there is no further effect, while failure will often result in the Model for which the Check is made being affected by the Rule which called for the Check. Unlike Tests, Checks must be rolled one at a time and should not be rolled in batches in order to avoid confusion over which Dice refer to which Check.
Characteristics and Modifiers
Characteristics can be modified by various Rules and Special Rules, temporarily altering the Base Value of that Characteristic, with the modified value referred to as its Current Value. If no modifiers have been applied to a given Characteristic then its Current Value is the same as its Base Value. The most common modifiers will add or subtract a fixed number from the Characteristics Base Value for a set duration, though some modifiers may multiply or divide the Base Value.

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

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

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

For example, a Model’s Strength Characteristic has a Base Value of 4 on its Unit Profile.
  • If this Characteristic has a modifier of ‘+1’ applied to it, its Current Value would become 5.
  • If it had modifiers of both ‘+3’ and ‘-1’ applied to it then its Current Value would be 6.
  • If it had a modifier of ‘x2’ applied to it then its Current Value would be 8.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it then its Current Value would be 9.
  • If a modifier set its value to ‘2’, then its Current Value would be 2.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it and another modifier also set its value to ‘2’, then its Current Value would be 2.
Wound Tests
Once a Unit has one or more Hits inflicted on it, whether a Rule has dictated their application or they have been inflicted as part of a Shooting Attack or Combat, a Wound Test must be made to resolve those Hits. The Rules presented here cover only the process of making Wound Tests and resolving their effects; See rules regarding inflicting Hits as part of a Shooting Attack or Combat.

A Wound Test must be made for each Hit inflicted on a Unit, but Wound Tests for Hits with different Strengths, AP values or Special Rules must be rolled separately so that all Players know which Hit is being resolved by a given Wound Test. The order in which differing Wound Tests are made is decided by the Player making the attacks (see the Rules for Shooting Attacks and the Fight Sub-Phase).

To make a Wound Test, roll a number of Dice equal to the number of Hits with the same Strength, AP, Damage and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, using the Wound Table shown here to compare the Hit’s Strength and the Model’s Toughness to determine a Target Number for the Test.


As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a wound on the Target Unit. Wounds with different Strength, AP or Damage values should be resolved separately in order to streamline the Wound Test process.
Perils of the Warp
When rolling doubles to manifest a Psychic Power or Psychic Reaction, Perils of the Warp can trigger and inflict Statuses or Wounds on the Focus.

Common to all forms of psychic ability is the possibility of the Warp’s power rebelling and wreaking havoc on the Psyker and their allies. This is represented by the Perils of the Warp Special Rule. The effects of the Perils of the Warp Special Rule are applied to the Unit that includes the Focus of the Psychic Power or Reaction if a Willpower Check made as a Manifestation Check or Resistance Check for a Psychic Power or Psychic Reaction results in ‘doubles’. In this case, doubles refers to a natural, unmodified result where both Dice rolled as part of the Check and selected to determine the final result show the same number on their uppermost face. Where other Rules specify that a Unit should have the effects of Perils of the Warp applied to it, that rule will detail how and when this will occur.

Note that both Resistance and Manifestation Checks both automatically succeed on a result of two ‘1’s and automatically fail on a result of two ‘6’s. However, this does not stop them from also triggering Perils of the Warp. A Manifestation Check or Resistance Check that rolls a double 1 or 6 does trigger Perils of the Warp unless another Rule specifically states otherwise.
CHARGE – A ‘Charge’ is a special type of multi-stage move made during the Assault Sequence. Unlike a normal move, Models moved as part of any Step of a Charge may end the move in Base Contact with an enemy Model.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.

This rulebook presents a number of Advanced Reactions that may be made by a Player of any Faction or Allegiance. Future publications may present additional Advanced Reactions that may only be used by Players of a specific Faction or Allegiance, or that cover more niche situations.

The following Advanced Reactions are presented in this section:
Stunned
The Stunned Status reflects a Unit rendered insensible or stopped in its tracks by the sheer force of an impact, explosion or other battlefield event.

The Stunned Status is primarily inflicted as part of the effects of the Stun (X) Special Rule, but may also be applied by specific Special Rules.

The following Rules apply to any Unit that includes one or more Models that have the Stunned Status:
Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
Malefic

Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the ӕther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.

The following Rules apply to all Models with the Malefic Sub-Type:
  • When a Unit composed entirely of Models with the Malefic Sub-Type would gain a Tactical Status of any kind, that Tactical Status is not applied to the Models in the Unit, but instead the Unit suffers D3 automatic wounds with an AP of 2 and a Damage Characteristic of 1 against which no Saving Throws of any kind may be made. Once these wounds are resolved, no Tactical Status is applied to any Model in the Unit.
  • Models with the Malefic Sub-Type are not affected by Special Rules that negatively modify their Leadership, Cool, Willpower or Intelligence Characteristics.
  • No Model that does not also have the Malefic Sub-Type may join or be joined by a Unit that includes one or more Models with the Malefic Sub-Type.
Armour Tests
Armour Saves are listed as a Characteristic on each Model’s Profile.

Once a Model has one or more wounds, the Controlling Player may make an Armour Test for that Model if possible. An Armour Test that is successful will cause the wound for which it is made to be discarded. A Model may not have an Armour Test made for it if:
  • The Model has an Armour Save Characteristic of ‘-’.
  • The AP value of the wound for which the Armour Test is being made is equal to or lower than the Model’s Armour Save Characteristic.
  • A Special Rule or other effect attached to the wound specifies that it ignores Armour Tests or that no Armour Test may be made.
  • An Armour Test may not be made to discard a Penetrating Hit.

One Armour Test may be made for each wound inflicted on a Model, but Armour Tests for wounds with different Strengths, AP, Damage values or Special Rules must be rolled separately so that all Players know which wound is being affected by a given Armour Test. To make an Armour Test, roll a number of Dice equal to the number of wounds with the same Strength, AP and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, with the Model’s Armour Save Characteristic as the Target Number. As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded. A success causes the wound for which the Test was made to be discarded with no further effect, while a failure means the wound remains and must be converted into Damage. A Player may choose not to make an Armour Test even if one is available, usually with the intent of taking a superior Cover or Invulnerable Saving Throw.
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.
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.
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.
Saving Throws
Saving Throws are a sub-type of Characteristic not used by all Types. Unlike most other types of Characteristics, Saving Throws represented by a lower value are better than Saving Throws represented by a higher value. All Saving Throws are recorded as a single number followed by a ‘+’ sign.
  • Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
  • Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
  • Cover Save (COV) – A Cover Save is used to negate wounds that would normally ignore or bypass an Armour Test. Few Models will have a Cover Save Characteristic, but other Rules may grant them one temporarily - such as Area Terrain. When a Model’s Cover Save is at its minimum value of ‘-’, that Model may not make Cover Tests.
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.
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.
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.
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.
Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a modifier to a Model’s Strength Characteristic to determine the Strength used to make Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
Phage (X)

Vile toxins, exotic radiation and all-consuming chemical agents all sap the abilities of warriors in the field even as they kill them. Most terrible are the effects of phosphex, choking the life and strength from those it touches, or the fleshcorroding properties of the dreaded life-eater virus.

Unsaved Wounds with the Phage (X) Special Rule reduce a Characteristic by 1.

If an attack made for a Weapon or Model with this Special Rule inflicts one or more Unsaved Wounds on a Target Unit, then once the Shooting Attack or Initiative Step in which the Unsaved Wound was inflicted has been completely resolved, all remaining Models in the Unit that was the target of the attack must reduce the Characteristic that is the value of X for that variant of the Phage (X) Special Rule by 1 for the remainder of the Battle. Models in a Unit may have any number of different Characteristics reduced by 1 by the Phage (X) Special Rule, but no individual Characteristic may be reduced by more than 1 by the Phage (X) Special Rule no matter how many Unsaved Wounds with any variant of that Special Rule are allocated to Models in that Unit.
Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Reaping Blow (X)

Whether by skill or the merits of a weapon’s design, some warriors are capable of sweeping strikes that scythe through the ranks of the foe.

If a Model with this Special Rule is outnumbered, it gains extra attacks.

If a Model is outnumbered in Combat and either has this Special Rule or is made to attack with a Weapon that has this Special Rule, then that Model gains a bonus to its Attacks Characteristic equal to the value of X attached to the variant of this Special Rule it has access to. To be considered outnumbered, the total number of Friendly Models Locked in the same Combat must be less than the total number of Enemy Models Locked in the same Combat - Models with the Bulky (X) Special Rule count as a number of Models equal to the value of X in the variant of the Bulky (X) Special Rule that Model has. This Special Rule has no effect during the Challenge Sub-Phase, and no Model that is Engaged in a Challenge may gain additional Attacks due to this Special Rule.
Duellist’s Edge (X)

Some weapons are designed for use in personal challenges rather than the vulgar press of battle. Often light and perfectly balanced, they provide a key edge in duels and bouts of honour.

A Weapon with the Duellist’s Edge (X) Special Rule grants a bonus to Focus Rolls in Challenges.

In Step 3 of the Challenge Sub-Phase, the Focus Step, if a Player has declared that the Model under their control will use a Weapon with the Duellist’s Edge (X) Special Rule or has the Duellist’s Edge (X) Special Rule, then that Player gains a bonus equal to the value of X on the Focus Roll.
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.
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.
Shred (X)

Designed to rip and tear flesh, some weapons are fearsome and intimidating tools of warfare. Whether by the gnashing teeth of a chainblade or the jagged edges of flechette ammunition, these weapons scythe great holes in the lines of even the toughest of infantry and the largest of warriors.

Attacks made with the Shred (X) Special Rule can sometimes inflict an extra point of Damage.

When any Wound Test is made for an attack with the Shred (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 Shred (X) Special Rule, then if a wound is inflicted by that Wound Test, the Damage Characteristic of that wound is increased by 1. Note that the Shred (X) Special Rule may only be triggered by a Wound Test and has no effect when making an Armour Penetration Test.

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