Daemons of the Ruinstorm – Datasheets


High Command


Ruinstorm Daemon Sovereign
UNIT COMPOSITION: 1 SOVEREIGN
350 PointsPts
• This Model may be replaced with 1 Sovereign with Wings for +40 Points.

Daemon sovereigns display authority over their horde of underlings, and exhibit motivations beyond mere destruction. In form, there is little to match one to another, save that all are towering in stature and terrifying of visage in their own fashion. Of all the shifting mass of daemonkind, it is these creatures that are best known to the scholars of Mankind, for many fit the skein of ancient legend, terrors that stalked the nightmares of history. Some would acquire new titles and dark legends as they carved bloody paths between the stars, the horrors of their actions resonating across the Imperium for generations to come.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Sovereign (⌀100-130mm) 9 9 9 7
Sovereign (⌀100-130mm) 7 6 5 7 6 7 5 5 9 9 9 7 3+ 4+
Sovereign with Wings (⌀100-130mm) 9 9 9 7
Sovereign with Wings (⌀100-130mm) 12 6 5 7 6 7 5 5 9 9 9 7 3+ 4+
WARGEAR
  • Sovereign blade
TRAITS
  • Traitor
  • Champion of the Ruinstorm
  • [Ætheric Dominion]
SPECIAL RULES
Sovereign
  • Bulky (7)
  • Eternal Warrior (1)
  • Fear (1)
Soverwiethi Wginngs
  • Bulky (8)
  • Eternal Warrior (1)
  • Fear (1)
TYPE
  • Sovereign: Infantry (Champion, Malefic)
  • Sovereign with Wings: Infantry (Champion, Malefic, Antigrav)
OPTIONS
  • This Model may have its sovereign blade exchanged for one sovereign greatblade for +15 Points.

Command


Ruinstorm Daemon Harbinger
UNIT COMPOSITION: 1 HARBINGER
135 PointsPts

A large-scale incursion of Warp creatures requires a significant breach in the veil between reality and the Warp, yet the existence of the Ruinstorm allows handfuls of lesser Daemons a grip on reality through the smallest of tears. Often, such warbands are led by a harbinger of the Ruinstorm, a Daemon seemingly focused upon weakening the barrier between realms. These harbingers display a measure of discipline unseen by others of their kind, manipulating the weak-minded and targeting the undefended to ensure enough blood is spilt to beckon more Daemons across the veil.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Harbinger (⌀32-60mm) 8 8 9 6
Harbinger (⌀32-60mm) 7 5 3 5 4 3 5 4 8 8 9 6 4+ 5+
WARGEAR
  • Harbinger blade
  • Totem of Dominion
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
  • Bulky (3)
  • Eternal Warrior (1)
  • Fear (1)
  • Herald of Unreality
TYPE
  • Infantry (Command, Malefic)
SPECIAL RULES

Herald of Unreality

While all Daemons represent the instability of the veil between realms, there are instances of some further weakening of the barrier holding back the entities of the Warp. Their very presence twists the world around them, providing a bridge into reality over which more Daemons can cross.

During the Declare Mission Reserves Step, the Controlling Player may select one other Unit from the Daemons of the Ruinstorm Army List that is part of the Army, for each Model with this Special Rule in an Army. Each Model in each of the selected Units gains the Deep Strike Special Rule and the Warp Rift Trait for the duration of the Battle.

During any of their Reserves Sub-Phases, the Controlling Player of any Model with this Special Rule can select one friendly Model with this Special Rule, that is not Locked in Combat, to open a warp rift. If they do so, they can select one Unit from their Army that is in Reserves that only contains Models with the Warp Rift Trait. Reserve Rolls made for that Unit during this Sub-Phase are automatically successful, and the Unit performs a Deep Strike as normal, with the following exceptions:
  • The first Model from the Unit must be placed in Base-to-Base Contact with the Model that opened the warp rift.
  • The Unit may have a Charge declared for it in the Charge Sub-Phase of the same Player Turn.


Ruinstorm Daemon Hierarch
UNIT COMPOSITION: 1 HIERARCH
250 PointsPts
• This Model may be replaced with 1 Hierarch with Wings for +30 Points.

It is difficult to judge the order of the Ruinstorm hordes, yet amongst their vast throngs there stands evidence of champions who assert a measure of control over their lessers. Some are vast and terrifying creatures, close in power to the greatest sovereigns, while others are almost indistinguishable from the greater horde. In battle, they serve as extensions of some higher will and are a bane to those who stand against them.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Hierarch (⌀50-60mm) 8 8 9 7
Hierarch (⌀50-60mm) 7 5 4 6 5 4 5 4 8 8 9 7 3+ 4+
Hierarch with Wings (⌀50-60mm) 8 8 9 7
Hierarch with Wings (⌀50-60mm) 12 5 4 6 5 4 5 4 8 8 9 7 3+ 4+
WARGEAR
  • Hierarch blade
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
Hierarch
  • Bulky (5)
  • Eternal Warrior (1)
  • Fear (1)
  • Champion of the Dominion
Hierarch with Wings
  • Bulky (6)
  • Eternal Warrior (1)
  • Fear (1)
  • Champion of the Dominion
TYPE
  • Hierarch: Infantry (Champion, Malefic)
  • Hierarch with Wings: Infantry (Champion, Malefic, Antigrav)
OPTIONS
  • This Model may have its hierarch blade exchanged for one hierarch greatblade for +15 Points.
SPECIAL RULES

Champion of the Dominion

During the Challenge Sub-Phase, if a Model with this Special Rule is eligible, it must be declared as the Challenger or to accept a Challenge. If more than one Model with this Special Rule is eligible to be the Challenger or to accept a Challenge, the Controlling Player may select which one will be declared as the Challenger or to accept a Challenge.

Additionally, if a Model with this Special Rule would gain the Disgraced Status, it instead suffers automatic wounds as per the Malefic Sub-Type, but these wounds must be allocated to the Model with this Special Rule, and cannot be allocated to Models in any Unit it may have joined.

Heavy Assault


Ruinstorm Daemon Brutes
UNIT COMPOSITION: 3 BRUTES
120 PointsPts
• May include up to 6 additional Brutes at +40 Points per Model.

The hulking creatures referred to as ‘brutes’ act as the vanguard of Ruinstorm hordes, created to break the ranks of mortal armies and serve as a bulwark for the lesser Daemons that follow in their wake. Though myriad in form, each one towers over even the enhanced warriors of the Legiones Astartes and is capable of shrugging aside the mass reactive projectiles of boltguns. Thundering forth from the depths of the Warp, a phalanx of such creatures will rampage across the battlefield, revelling in the carnage until they are finally cast back to the Immaterium.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Brute (⌀50mm) 8 7 7 5
Brute (⌀50mm) 7 4 2 5 5 4 3 4 8 7 7 5 4+ 5+
WARGEAR
  • Immaterial armaments
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
  • Bulky (4)
  • Fear (1)
  • Impact (A)
TYPE
  • Infantry (Malefic)

Troops


Ruinstorm Daemon Swarms
UNIT COMPOSITION: 3 SWARMS
60 PointsPts
• May include up to 3 additional Swarms at +15 Points per Model.

It is common for larger Daemons to be followed into battle by teeming swarms of lesser manifestations that feed upon the slain like carrion shoals. Individually, such creatures are rarely larger than a human torso and, individually, pose little threat to a trained warrior. Their true strength lies in their numbers, moving across the battlefield as if a single entity, swarming those who threaten them in a tide of fangs and claws, scraps of torn flesh and broken bones the only trace left of their victims.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Swarm (⌀40mm) 6 6 6 2
Swarm (⌀40mm) 6 3 3 3 3 4 3 3 6 6 6 2 6+ 6+
WARGEAR
  • Daemon claws
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
  • Support Unit (1)
  • Infiltrate (12)
  • Bulky (4)
TYPE
  • Infantry (Malefic)


Ruinstorm Lesser Daemons
UNIT COMPOSITION: 10 LESSER DAEMONS
100 PointsPts
• May include up to 10 additional Lesser Daemons at +10 Points per Model.

Ruinstorm hordes are made up of throngs of lesser Daemons, each one a pale reflection of the patron which they serve. On the battlefield they gather in packs with others of their ilk, linked by identifying features such as blood-red skin, sinuous appendages, pus-ridden maws or innumerable other horrifying visages that defy mortal logic. Despite their unnatural and horrifying appearance, these Daemons appear to emulate the behaviours of warriors, albeit those of a barbaric and primitive ilk, presumably to fulfil duties at the behest of their dark patrons.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Lesser Daemon (⌀25-32mm) 7 7 7 6
Lesser Daemon (⌀25-32mm) 7 4 3 4 4 1 4 2 7 7 7 6 5+ 5+
WARGEAR
  • Daemon claws
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
  • Fear (1)
TYPE
  • Infantry (Malefic)
OPTIONS
  • Any Model in this Unit may have its daemon claws exchanged for one infernal blade for +1 Point per Model.
  • One Model in this Unit may have its daemon claws exchanged for one infernal greatblade for +5 Points.
  • Every Model in the Unit can be given immaterial projectiles for +2 Points per Model.
  • One Model in this Unit may have one Totem of Dominion selected for it for +20 Points.

Support


Ruinstorm Daemon Beasts
UNIT COMPOSITION: 3 BEASTS
110 PointsPts
• May include up to 7 additional Beasts at +30 Points per Model.

Some Daemons take forms that are twisted mockeries of the myriad predatory life scattered across the galaxy. Like hunting hounds, such creatures race ahead of the horde, seeking out prey wherever it might hide; when found, the beasts tear them apart with fang, claw and horn. Their howls draw in others, directing the daemonic horde to where the fighting is thickest.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Beast (⌀50mm) 7 7 7 3
Beast (⌀50mm) 10 4 3 5 4 3 4 3 7 7 7 3 5+ 5+
WARGEAR
  • Maw & talon
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
  • Bulky (3)
  • Eternal Warrior (1)
  • Fear (1)
  • Impact (I)
TYPE
  • Cavalry (Malefic)


Ruinstorm Greater Daemon Beast
UNIT COMPOSITION: 1 GREATER DAEMON BEAST
150 PointsPts

Amongst the largest Daemons to be seen amid the Ruinstorm hosts, these great beasts often manifest as overgrown, mutated parodies of natural life, such as towering lizards or canid-like giants. Others defy all reason, taking the form of shuffling mounds of flesh and teeth, or a mass of sinuous limbs topped with eyes and maws. Regardless of their form, such Daemons prove deadly adversaries, able to withstand extensive damage as they bear down on enemy lines. When they reach the foe, they smash formations asunder, break open fortresses and trample infantry.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Greater Daemon Beast (⌀60-80mm) 8 7 7 2
Greater Daemon Beast (⌀60-80mm) 8 4 3 6 6 6 3 4 8 7 7 2 3+ 5+
WARGEAR
  • Great maw & talon
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
  • Bulky (6)
  • Eternal Warrior (1)
  • Fear (1)
  • Heedless
  • Impact (S)
TYPE
  • Infantry (Malefic)

War Engine


Ruinstorm Daemon Behemoth
UNIT COMPOSITION: 1 BEHEMOTH
250 PointsPts

Vast beyond comprehension, the largest Daemon monstrosities tower over the battlefield. Even the least blow from their limbs can smash tanks and the tread of their feet crush infantry like ants. During battle, they are as animate siege towers, lumbering monsters compelled to force a breach in the enemy’s defences. Their sheer size singles them out as a focus for the heavy guns of the armies that stand against them and only a concentrated barrage of heavy cannon can bring them down, even then the vile energy of the Warp steals any guarantee that death will be more than a temporary stall from their inexorable assault.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Behemoth (⌀130mm) 7 10 7 2
Behemoth (⌀130mm) 6 3 3 7 7 12 3 5 7 10 7 2 5+ 5+
WARGEAR
  • Pulverising limbs
  • Vile deluge
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
  • Bulky (10)
  • Fear (1)
  • Heedless
  • Move Through Cover
  • Slow and Purposeful
  • Primal Terror
TYPE
  • Infantry (Heavy, Malefic)

Recon


Ruinstorm Daemon Harriers
UNIT COMPOSITION: 6 HARRIERS
150 PointsPts
• May include up to 6 additional Harriers at +15 Points per Model.

Some lesser Daemons manifest with wings sprouting from their back, gifting them the power of flight across the battlefield. Such creatures lend a measure of air support to the Ruinstorm hosts, swooping down from above to snatch isolated warriors up into the air or overwhelm defensive positions with their superior numbers. Bat-like wings and avian pinions are the most common form of such methods of flight, but others take the form of overgrown insects, or logic-defying creatures that glide through the air without any visible means of propulsion.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Harrier (⌀60mm Round/90mm Oval) 7 7 7 6
Harrier (⌀60mm Round/90mm Oval) 12 4 3 4 4 1 4 3 7 7 7 6 4+ 6+
WARGEAR
  • Daemon claws
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
  • Bulky (2)
  • Vanguard (3)
  • Fear (1)
TYPE
  • Infantry (Antigrav, Malefic)
OPTIONS
  • Any Model in this Unit may have its daemon claws exchanged for one infernal blade for +1 Point per Model.
  • One Model in this Unit may have its daemon claws exchanged for one infernal greatblade for +5 Points.
  • Every Model in the Unit can be given immaterial projectiles for +2 Points per Model.
  • One Model in this Unit may have one Totem of Dominion selected for it for +20 Points.

Fast Attack


Ruinstorm Daemon Riders
UNIT COMPOSITION: 6 DAEMON RIDERS
150 PointsPts
• May include up to 6 additional Daemon Riders at +15 Points per Model.

Some Daemons take forms that appear as a parody of the cavalry of ancient mortal armies or that are reminiscent of centaur myths. These often harry the flanks of the enemy, running down isolated foes while the bulk of the enemy force is preoccupied with the Daemon horde. The cavalry of the Daemon hosts is as varied as its foot soldiers, from lithe and swift coursers to vast plodding juggernauts, centaur-like creatures and lesser Daemons riding armoured monstrosities. Regardless of appearance, they are swift and deadly, often emerging from the Warp and striking before their foe is ready.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Daemon Rider (⌀60mm Round/90mm Oval) 7 8 7 5
Daemon Rider (⌀60mm Round/90mm Oval) 12 4 3 4 4 2 4 3 7 8 7 5 4+ 5+
WARGEAR
  • Daemon claws
TRAITS
  • Traitor
  • [Ætheric Dominion]
SPECIAL RULES
  • Bulky (2)
  • Fear (1)
  • Vanguard (3)
  • Impact (I)
TYPE
  • Cavalry (Malefic)
OPTIONS
  • Any Model in this Unit may have its daemon claws exchanged for one infernal blade for +1 Point per Model.
  • Any Model in this Unit may have its daemon claws exchanged for one infernal lance for +1 Point per Model.
  • Every Model in the Unit can be given immaterial projectiles for +2 Points per Model.

Lords of War


Cor’bax Utterblight
UNIT COMPOSITION: 1 COR’BAX UTTERBLIGHT
350 PointsPts

First summoned during the Horus Heresy by the treacherous Word Bearers Legion, Cor’bax Utterblight is one of the most powerful Daemons to appear within the hordes of the Ruinstorm. Accounts of his actions speak of waves of rot and decay that bring plague to all living things in its path. The resurgence of power heralded by the Ruinstorm signals the return of Cor’bax many times over, often unbound by the limitations of ward or ban. Free to indulge its own cruel whims, the corpulent creature has plunged many sectors into a renewed age of suffering and darkness, a new paean of horror for the powers Cor’bax serves.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Cor’bax Utterblight (⌀120 x 92mm) 12 10 10 6
Cor’bax Utterblight (⌀120 x 92mm) 7 6 5 7 7 10 5 5 12 10 10 6 3+ 4+
WARGEAR
  • Reaping claws
  • Noxious vomit
TRAITS
  • Traitor
  • Champion of the Ruinstorm
  • Putrid Corruption
SPECIAL RULES
  • Bulky (8)
  • Eternal Warrior (2)
  • Fear (1)
  • Explodes (4+)
  • Feel No Pain (5+)
  • Slow and Purposeful
  • Primal Terror
TYPE
  • Paragon (Unique, Heavy, Malefic)
WARGEAR

Reaping claws

With slender, bony digits each tipped with a blackened claw, Cor’bax sweeps the bodies of the dead and the still living into his gaping mouth, ceaselessly feeding on biological matter to fuel his physical form.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Reaping claws
Reaping claws
I
A
S
3
2
Reaping Blow (2), Breaching (6+)
Immaterial

Noxious vomit

Both repulsive and highly acidic, Cor’bax frequently belches forth a torrent of viscous bile, studded with the gnawed and decaying remains of those he has recently consumed.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Noxious vomit
Noxious vomit
Template
1
5
4
2
Template, Poisoned (5+), Panic (1)
Assault, Immaterial


Ka’bandha
UNIT COMPOSITION: 1 KA’BANDHA
600 PointsPts

Of all the dark legends spawned during the Age of Darkness, Ka’bandha casts a vast shadow that looms across history. This bat-winged terror, clad in impenetrable bronze plate and capable of cleaving a dozen men with each swing of its hell-forged weapons, has brought about the end of dozens of worlds, scouring them clean with fire and fury. Whether conjured forth by an ambitious summoner or torn free from the Warp of its own volition, time and again Ka’bandha unleashed fury and hatred upon the Imperium, and though repulsed each time, the cost in lives and ruined worlds will never be cheap.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Ka’bandha (⌀170 x 109mm) 12 10 10 6
Ka’bandha (⌀170 x 109mm) 12 8 5 8 8 8 6 7 12 10 10 6 3+ 4+
WARGEAR
  • Armaments of Ka’bandha
TRAITS
  • Traitor
  • Champion of the Ruinstorm
  • Heedless Slaughter
SPECIAL RULES
  • Bulky (12)
  • Eternal Warrior (2)
  • Fear (2)
  • Primal Terror
TYPE
  • Paragon (Unique, Antigrav, Malefic)
WARGEAR

Armaments of Ka’bandha

The panoply of Ka’bandha is in effect little more than an extension of the physical manifestation that is the Daemon itself, taking the form of an immense, arcane axe and a viciously barbed lash of sinew and iron.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Baneaxe
Baneaxe
I
A
S
2
2
Critical Hit (5+)
Immaterial

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
lronlash
lronlash
6
5
8
3
2
-
Assault, Immaterial


Samus
UNIT COMPOSITION: 1 SAMUS
400 PointsPts

The malignant whispers of Samus are said to have driven entire civilisations insane with paranoia and fear. Capable of possessing any but the most guarded of souls, Samus takes great pleasure in turning its host upon their companions, slaughtering those who, moments before, had been comrades-in-arms. Throughout the Age of Darkness, Samus has wreaked a trail of devastation across the wounded Imperium, encountered in a form bound to the will of the Traitor hosts as well as manifested fully of its own volition, the advent of the Ruinstorm letting it plague the worlds of Mankind once again.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Samus (⌀130mm) 12 10 10 7
Samus (⌀130mm) 8 7 5 7 7 7 6 6 12 10 10 7 3+ 4+
WARGEAR
  • Blade of Samus
TRAITS
  • Traitor
  • Champion of the Ruinstorm
  • Encroaching Ruin
SPECIAL RULES
  • Bulky (8)
  • Eternal Warrior (1)
  • Fear (1)
  • Deep Strike
  • Primal Terror
TYPE
  • Paragon (Unique, Malefic)
WARGEAR

Blade of Samus

Survivors’ recollections vary as to the exact appearance of the weapons wielded by the Daemon Samus, but they commonly describe massive blades with jagged, angular edges capable of cutting a human in half at the waist with ease.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Blade of Samus
Blade of Samus
I
A
S
2
2
Critical Hit (6+)
Immaterial
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.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the Assault Phase, with a higher value making it both easier for the Model to make attacks and more difficult for opponents to do so (see Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
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.
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).
Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’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 Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
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.
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.
Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a modifier to a Model’s Strength Characteristic to determine the Strength used to make Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

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

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

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

Sovereign blade

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

The Traitor Trait is used in the following Daemons of the Ruinstorm datasheets:

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.

The Champion of the Ruinstorm Trait is used in the following Daemons of the Ruinstorm datasheets:

High Command
Lords of War
• Samus

The [Ætheric Dominion] Trait is used in the following Daemons of the Ruinstorm datasheets:

High Command
Command
Heavy Assault
Troops
Support
War Engine
Recon
Fast Attack
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.
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.
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.
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.
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.
Eternal Warrior (X)

Some warriors are either so preternaturally tough, so bitterly intransigent or so favoured by fortune that they can survive almost any attack. Devastating close combat strikes and huge explosions all fail to bring down this warrior in a single hit and only repeated attacks can end their rampage.

A Model with this Special Rule takes less Damage from attacks.

When a Model with the Eternal Warrior (X) Special Rule is allocated an Unsaved Wound, the Damage of the Unsaved Wound is reduced by the value of X attached to the specific variant of the Eternal Warrior (X) Special Rule. The effects of this Special Rule cannot reduce the Damage of an Unsaved Wound to less than 1, regardless of the value of X.
Fear (X)

Some warriors exude such a terrifying aura that even those hardened by war and death are apprehensive in their presence. Whether this is due to a reputation for cruelty or brutal slaughter or the result of some technological device or psychic glamour makes little difference in the effect it has on the battlefield. Wise commanders will seek to keep their distance and engage such fearsome enemies at range rather than risk their wrath.

Models near an enemy Model with the Fear (X) Special Rule must reduce their Advanced Characteristics.

When any Model from a Unit is within 12" of an enemy Model with the Fear (X) Special Rule, all Models in that Unit must reduce their Leadership, Willpower, Cool and Intelligence Characteristics by the value of X. This negative modifier is removed as soon as no Models in a given Unit are within 12" of any Model with the Fear (X) Special Rule. If a Unit would be affected by multiple instances of the Fear (X) Special Rule, the value of X is not stacked and instead the single highest value is used as a negative modifier.

Sovereign greatblade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Sovereign greatblade
Sovereign greatblade
-2
A
+3
2
3
Phage (S), Reaping Blow (2)
Immaterial
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.

Harbinger blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Harbinger blade
Harbinger blade
I
A
S
3
1
Breaching (5+), Shred (6+)
Immaterial
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 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.

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.
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:
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.
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.
Herald of Unreality
While all Daemons represent the instability of the veil between realms, there are instances of some further weakening of the barrier holding back the entities of the Warp. Their very presence twists the world around them, providing a bridge into reality over which more Daemons can cross.

During the Declare Mission Reserves Step, the Controlling Player may select one other Unit from the Daemons of the Ruinstorm Army List that is part of the Army, for each Model with this Special Rule in an Army. Each Model in each of the selected Units gains the Deep Strike Special Rule and the Warp Rift Trait for the duration of the Battle.

During any of their Reserves Sub-Phases, the Controlling Player of any Model with this Special Rule can select one friendly Model with this Special Rule, that is not Locked in Combat, to open a warp rift. If they do so, they can select one Unit from their Army that is in Reserves that only contains Models with the Warp Rift Trait. Reserve Rolls made for that Unit during this Sub-Phase are automatically successful, and the Unit performs a Deep Strike as normal, with the following exceptions:
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.
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.
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.
Player Turn
A Player Turn is defined as one cycle through the Turn Sequence with the same Player acting as the Active Player in each Phase. Once a Player Turn has been completed, a new one is begun with the other Player taking the role of Active Player.
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.

Hierarch blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Hierarch blade
Hierarch blade
I
A
S
2
2
Duellist’s Edge (1), Critical Hit (6+)
Immaterial
Champion of the Dominion
During the Challenge Sub-Phase, if a Model with this Special Rule is eligible, it must be declared as the Challenger or to accept a Challenge. If more than one Model with this Special Rule is eligible to be the Challenger or to accept a Challenge, the Controlling Player may select which one will be declared as the Challenger or to accept a Challenge.

Additionally, if a Model with this Special Rule would gain the Disgraced Status, it instead suffers automatic wounds as per the Malefic Sub-Type, but these wounds must be allocated to the Model with this Special Rule, and cannot be allocated to Models in any Unit it may have joined.

Hierarch greatblade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Hierarch greatblade
Hierarch greatblade
-2
A
+2
2
2
Critical Hit (5+)
Immaterial
The Disgraced Status
A Model with the Disgraced Status has its Weapon Skill and Leadership Characteristics halved for the duration of the Assault Phase in which the Status is gained. All effects that would normally apply to a Unit that includes a Model with a Status affect any Models in the same Unit as a Model with the Disgraced Status - including being reduced to a Combat Initiative of 1. Unlike other Statuses, the Disgraced Status is automatically removed in the End Phase of the same Player Turn in which it was inflicted with no Check needed to remove it. Note that Models that would be unaffected by other Statuses are also unaffected by the Disgraced Status and the Disgraced Status can be removed before the End Phase by other Rules and effects that can remove Statuses.

A Unit that includes Models with the Routed Status can include Models that have the Disgraced Status.

Immaterial armaments

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Immaterial armaments
Immaterial armaments
I
A
S
3
2
Breaching (5+)
Immaterial
Impact (X)

Some warriors are trained or equipped to make the most of the force of a charge. When they slam into enemy ranks, it is with the force of a thunderbolt.

On a successful Charge, a Model with the Impact (X) Special Rule temporarily increases a Characteristic by 1.

If a Unit that includes any Models with the Impact (X) Special Rule or any Models that have any Weapons with the Impact (X) Special Rule, and that Unit makes a successful Charge, then this Special Rule is triggered. Once triggered, until the end of that Assault Phase, when making Melee Attacks for Models in that Unit, each Model or Weapon that is selected for one of those Models, that has a variant of this Special Rule gains a modifier of +1 to any Characteristics that is the value of X.

Daemon claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Daemon claws
Daemon claws
I
A
S
5
1
Shred (5+)
Immaterial
Support Unit (X)

Following behind frontline forces and providing fire support to overcome especially dug-in foes, some units are not equipped for holding positions or seizing ground, and instead focus their attention on aiding their allies.

A Unit that contains Models with this Special Rule scores fewer Victory Points for Controlling Objective Markers.

A Unit that includes any Models with the Support Unit (X) Special Rule may only ever score a maximum number of Victory Points equal to the value of X for Controlling an Objective, regardless of the Value of that Objective, or any other Special Rules Models in that Unit might have (such as the Line (X) Special Rule).
Infiltrate (X)

Some warriors are skilled at infiltrating enemy lines. When battle commences the foe will find such warriors almost upon them, ready to fight even before the first shot is fired.

Models with the Infiltrate (X) Special Rule can deploy outside of their Deployment Zone.

At the start of a Mission, when deploying Units, the Controlling Player of a Unit that is composed entirely of Models with the Infiltrate (X) Special Rule may choose to deploy that Unit outside of that Player’s Deployment Zone. That Unit may be deployed anywhere that is either in the Controlling Player’s Deployment Zone or outside of the Opposing Player’s Deployment Zone and is at least a number of inches equal to the highest value of X attached to any variant of the Infiltrate (X) Special Rule in that Unit away from any enemy Model.

Units deployed using the Infiltrate (X) Special Rule are deployed at the same time as other Units under a Player’s control, unless the specific Rules of a given Mission state otherwise. The Infiltrate (X) Special Rule only has an effect when deploying Units before the start of the First Turn of a Battle, and Units deploying onto the Battlefield after the First Turn has begun gain no benefit from this Special Rule. A Unit that is deployed outside of the Controlling Player’s Deployment Zone by means of this Special Rule may not have a Charge declared for it in the First Battle Turn.

Infernal blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Infernal blade
Infernal blade
I
-1
S
4
1
Breaching (6+)
Immaterial

Infernal greatblade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Infernal greatblade
Infernal greatblade
-1
-1
+2
3
2
Breaching (6+)
Immaterial
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).

Immaterial projectiles

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

Maw & talon

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Maw & talon
Maw & talon
I
A
S
4
2
Breaching (6+)
Immaterial
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.
Cavalry

Cavalry use their fast speed to strike deep into enemy territory and escape before their opponent is able to react. This type includes units mounted on bikes, jetbikes, land speeders and even traditional cavalry mounted on riding beasts.

The following Rules apply to all Models with the Cavalry Type:
  • When making a Fall Back Move for a Model with the Cavalry Type, that Model moves a distance equal to the Initiative Characteristic of the Model plus the total of two Dice rolled and added together.
  • Models with the Cavalry Type may not make use of any Cover Save granted by Terrain Features or Areas of Terrain.

Great maw & talon

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Great maw & talon
Great maw & talon
I
A
S
4
2
Breaching (5+)
Immaterial
Heedless

Among the tumult of battle, some warriors take no stock in tactical considerations and focus solely upon the murderous arts demanded of them.

A Unit that includes any Models with this Special Rule cannot claim Objectives.

A Unit that includes any Models with this Special Rule cannot Control or Contest any Objective Marker - this overrides any other Rule or Special Rule that may apply to the Unit regardless of the source of the Rule or effect.

Pulverising limbs

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pulverising limbs
Pulverising limbs
I
A
S
5
2
-
Immaterial
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.

Vile deluge

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
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.
Move Through Cover

Pathfinders and scouts are vital parts of any army, able to lead troops through even the worst terrain at speed. Cunning generals will seek to use such troops to outflank and outmanoeuvre the foe.

The Move Through Cover Special Rule allows the penalties of terrain to be ignored.

A Unit that includes at least one Model with the Move Through Cover Special Rule ignores the effects of Difficult Terrain and Dangerous Terrain. If called upon to take a Dangerous Terrain Test then such a Unit is assumed to automatically pass without any Dice being rolled.
Pursue – Roll a single Dice for each Unit that has been chosen to Pursue. Each Model in a Pursuing Unit must move a number of inches equal to their Initiative Characteristic, added to the result of the Dice rolled for the Unit that Model is part of, directly towards the nearest enemy Model from a Unit that has made a Fall Back Move from the selected Combat. If any Model from the Unit that is Pursuing ends its move in Base Contact with an enemy Model, then it is considered to have made a successful Charge and is Locked in Combat with the Unit that includes that enemy Model.

In the example pictured above the Unit marked in green has beaten the Unit marked in yellow. The yellow marked Unit has Fallen Back, while the green marked Unit will Pursue. The red marked Unit was not a part of the Combat. All Models in the green marked Unit must move directly towards Models in the yellow marked Unit when making their Pursue Move and cannot move towards Models in the red Marked Unit even though it is closer.
Slow and Purposeful

Many warriors are steady but sure, slow to advance but no less deadly for it.

Models with this Special Rule cannot Pursue fleeing enemy Units.

In Step 4 of the Resolution Sub-Phase, a Player that has won Combat cannot choose for a Unit that includes any Models with this Special Rule to Pursue, and must instead select another eligible option for that Unit.
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.
Vanguard (X)

Warriors trained to break the foe’s lines are often at the forefront of their host, but are ill-suited to holding ground in the face of an enemy counter-attack.

A Unit that includes Models with this Special Rule scores fewer Victory Points for controlling Objectives, but can score Victory Points for destroying enemy Units that hold Objectives.

A Unit that includes a majority of Models with the Vanguard (X) Special Rule may only ever score 1 Victory Point for Controlling an Objective, regardless of that Objective’s value. However, the Player that controls a Unit that includes a majority of Models with the Vanguard (X) Special Rule gains Victory Points equal to the value of X in the Vanguard (X) Special Rule, in addition to any Victory Points scored for controlling an Objective, whenever either of the following two statuses are fulfilled:
  • If an attack made for a Unit that includes a majority of Models with the Vanguard (X) Special Rule causes the last Model in an enemy Unit that is Controlling or Contesting an Objective to be Removed as a Casualty.
  • If a Unit that includes a majority of Models with the Vanguard (X) Special Rule has at least one attack made for it in a Combat that results in one or more enemy Units that had at least one Model within 3" of an Objective at the start of that Assault Phase either Falling Back from Combat or being Massacred.

Note that the Vanguard (X) Special Rule may only be used to score Victory Points once per Objective per Player Turn - no matter how many enemy Units were Controlling or Locked in Combat near that Objective.

Infernal lance

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Infernal lance
Infernal lance
+1
1
S
4
1
Breaching (6+)
Immaterial

Reaping claws

With slender, bony digits each tipped with a blackened claw, Cor’bax sweeps the bodies of the dead and the still living into his gaping mouth, ceaselessly feeding on biological matter to fuel his physical form.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Reaping claws
Reaping claws
I
A
S
3
2
Reaping Blow (2), Breaching (6+)
Immaterial
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.
Poisoned (X)

Poison is a subtle weapon, relying not on brute strength to bring harm to the foe, hut on its own insidious bite. Though some consider it a dishonourable tool, there are many that are willing to make use of it in the name of victory.

A Weapon with the Poisoned (X) Special Rule has a chance to cause a wound regardless of the target’s Toughness.

When making Wound Tests for Hits that have the Poisoned (X) Special Rule, if the result of any Dice rolled is equal to or greater than the value of X attached to the specific variant of this Special Rule then a wound is caused automatically, regardless of the Toughness Characteristic used to determine the Target Number. A Hit that has this Special Rule may still inflict a wound by passing a Wound Test as normal, instead of using this Special Rule, but never inflicts more than 1 wound if it would both pass the Wound Test and trigger the Poisoned (X) Special Rule. Wounds caused using the Poison (X) Special Rule retain the AP and Damage of the Weapon and Saving Throws and Damage Mitigation Tests may be made to discard them as normal. The Poisoned (X) Special Rule has no effect on Models that have the Vehicle Type, and limited effect on Models with the Automata or Walker Types.
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.

Noxious vomit

Both repulsive and highly acidic, Cor’bax frequently belches forth a torrent of viscous bile, studded with the gnawed and decaying remains of those he has recently consumed.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Noxious vomit
Noxious vomit
Template
1
5
4
2
Template, Poisoned (5+), Panic (1)
Assault, Immaterial
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.
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.
Unique

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

The following Rules apply to all Models with the Unique Sub-Type:
  • An Army may not include more than a single instance of a given Model with this Sub-Type. For example, if Model A and Model B both have the Unique Sub-Type then a single Army could include one of Model A and one of Model B, but no more than one of either Model.
  • A Model with the Unique Sub-Type or a Unit composed entirely of Models with the Unique Sub-Type may not have any options other than those included on its Army List Profile selected for them.
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.
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.

Armaments of Ka’bandha

The panoply of Ka’bandha is in effect little more than an extension of the physical manifestation that is the Daemon itself, taking the form of an immense, arcane axe and a viciously barbed lash of sinew and iron.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Baneaxe
Baneaxe
I
A
S
2
2
Critical Hit (5+)
Immaterial

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
lronlash
lronlash
6
5
8
3
2
-
Assault, Immaterial
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.

Blade of Samus

Survivors’ recollections vary as to the exact appearance of the weapons wielded by the Daemon Samus, but they commonly describe massive blades with jagged, angular edges capable of cutting a human in half at the waist with ease.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Blade of Samus
Blade of Samus
I
A
S
2
2
Critical Hit (6+)
Immaterial
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:

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