Forces of the Taghmata
 ]

The following comprises a full listing of the servants and armies of the Machine God during the dark age of the Horus Heresy. It includes full Army List entries for the esoteric armouries of the Mechanicum at the onset of the civil war, a time at which the Mechanicum was accumulating vast reserves of arms and armaments in preparation for a terrible coming war. This volume provides all of the rules which allow players to build and field armies of the Mechanicum Taghmata Omnissiah.


Books

BookKindEditionVersionLast update
  Liber Mechanicum
  Liber MechanicumRulebook31.1October 2025
  Legacies of the Age of Darkness
  Legacies of the Age of DarknessExpansion31.1October 2025

The Mechanicum Taghmata Army List

The following comprises a listing of the warriors and war machines of the disparate Mechanicum Taghmata. It includes Army List Profiles for the warriors that composed the mustered warriors of the Machine Cult, allowing players to build and field hosts of these stoic warriors.

The Rules found in this book are used in conjunction with the Rules for Armies in the Age of Darkness of the Warhammer: The Horus Heresy - Age of Darkness Rulebook. This will describe the process of creating an Army, along with the additional Rules presented below for Armies of the Mechanicum Taghmata.

‘Core’ and ‘Expanded’ Army List Profiles

All Army List Profiles for the Warhammer: The Horus Heresy - Age of Darkness range are divided into two categories: Core Units and Expanded Units. All of the Units in this book are ‘Core’ Units. These represent the mainstay of the Mechanicum and are supported by a wide range of miniatures. Expanded Units will have Rules for their use provided in supplementary publications available from the Warhammer Community website, White Dwarf magazine or other places.

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

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

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.

The Mechanicum at War: Building a Mechanicum Taghmata Army

Every Unit from the Mechanicum Taghmata Army List will have an Allegiance, represented by a Trait on its Unit Entry. For Units which are not specific to a particular Allegiance, this will be represented by ‘[Allegiance]’. When you add such a Unit to your Army, this Trait is replaced with either ‘Loyalist’ or ‘Traitor’, based on which Allegiance you have selected for your Army. Some Units within this Army List will have either the Loyalist or Traitor Trait on their Unit Entry. Such Units cannot select which Allegiance they have, and can only be selected in an Army with the appropriate Allegiance.

Allegiance and the Forge Worlds of the Mechanicum

This volume presents the armies of the Mechanicum as they were before the schism of the Horus Heresy, before the taint of the Dark Mechanicum. However, that does not mean that they can only be used to represent armies of the Loyalist Allegiance. Factions both large and small within each Forge World chose to defy their Archmagos and fight for the allegiance they deemed the true destiny of the Mechanicum and, as such, players should feel free to use this volume to create armies of either Allegiance.

Every Unit from the Mechanicum Taghmata Army List will also have a Faction represented by a Trait on its Unit Entry. For Units which are not specific to a High Tech Arcana or other Organisation, this will be represented by ‘[Mechanicum]’. When you add such a Unit to your Army, you must select one of the following Faction Traits to replace this with (this replaces only that individual instance of the [Mechanicum] Trait on that Unit Profile, not that of other Units in the same Army or Detachment):

Future publications may also provide other options for replacing the [Mechanicum] Trait on your Unit.

Units which are specific to a certain High Tech Arcana (such as the Reductor’s Thallax) will already have the appropriate Faction Trait, and this may not be replaced.

Faction Traits and Mechanicum Taghmata Detachments

When selecting Units as part of a Primary Detachment, Allied Detachment or Lord of War Detachment using the Mechanicum Taghmata Army List, the selected Units must have a variant of the Mechanicum Faction Trait, but are not required to have the same variant of that Faction Trait as other Units in the same Primary Detachment, Allied Detachment or Lord of War Detachment.

However, all Auxiliary Detachments or Apex Detachments selected using the Mechanicum Taghmata Army List may only include Models with one variant of the Mechanicum Faction Trait, and all Models in that Detachment must have the same variant of the Mechanicum Faction Trait. If an Apex Detachment or Auxiliary Detachment selected using the Mechanicum Taghmata Army List has the Logistical Benefit Prime Advantage selected for it, then the Unit selected with that Prime Advantage may have a different variant of the Mechanicum Faction Trait than the other Units in that Detachment.

Designer’s Note
Due to the nature of the Mechanicum, many Players will be fielding Armies with large numbers of Automata. There are a few odd quirks of the Rules that are worth pointing out when using Automata in numbers, with the following being the key ones:
  • Automata cannot control Objectives (unless an Archmagos, Magos or Tech-priest with the Cybernetica Trait joins the Unit).
  • Automata cannot make Reactions (unless a Model with a cortex controller joins the Unit).
  • Automata cannot ever gain Tactical Statuses, but can gain Cybertheurgic Statuses.
  • Given that Automata can never gain Tactical Statuses, while they can lose Combat they cannot be Routed. However, if joined by a Model which can gain Tactical Statuses and be Routed, such a Unit is Routed if it fails a Panic Check in Step 3 of the Resolution Sub-Phase.

Mechanicum Taghmata Auxiliary Detachments

An army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

In addition to the Auxiliary Detachments presented in the Age of Darkness Rulebook, all Primary or Allied Detachments selected using the Mechanicum Taghmata Army List have access to two additional Auxiliary Detachments, the Taghmata Cohort and Apprentice Cadre. These follow all the standard Rules for Auxiliary Detachments, but may have certain restrictions upon which Unit is used to fill the Command Force Organisation Slot which allows their selection.

TAGHMATA COHORT
[AUXILIARY DETACHMENT]
APPRENTICE CADRE
[AUXILIARY DETACHMENT]
  • Troops Slots in this Detachment may only be used to select Tech-priest Units.

Wargear Lists

These Wargear lists are used with many of the Units in this Army List. Where a Wargear Option on a Unit references a Wargear list from those below, one of the options from that list can be selected for that Model and the Points cost listed added to the cost of that Unit.

Mechanicum Wargear

  • - Cortex controller
    +10 points
  • - Augury scanner
    +10 points
  • - Cognis-signum
    +15 points
  • - Cyber-familiar
    +20 points
  • - Servo-arm
    +15 points
  • - Melta bombs
    +10 points
  • - Rad grenades
    +20 points
  • - Nuncio-vox
    +10 points

Mechanicum Magos Wargear

  • - Rad furnace
    +20 points
  • - Machinator array
    +20 points

Mechanicum Magos Weapons

  • - Paragon blade
    +15 points
  • - Corposant stave
    +10 points
  • - Archaeotech pistol
    +15 points
  • - Disintegrator pistol
    +15 points

Mechanicum Pistols

  • - Bolt pistol
    Free
  • - Volkite serpenta
    +5 points
  • - Plasma pistol
    +10 points

Mechanicum Ranged Weapons

  • - Volkite charger
    +5 points
  • - Maxima bolter
    +5 points
  • - Meltagun
    +15 points
  • - Graviton gun
    +10 points
  • - Flamer
    +5 points

Mechanicum Melee Weapons

  • - Power weapon
    +10 points
  • - Thunder hammer
    +15 points
  • - Power fist
    +15 points
  • - Chainfist
    +10 points
  • - Chainsword
    Free
  • - Chainaxe
    Free
  • - Heavy chainsword
    +5 points
  • - Heavy chainaxe
    +5 points

Cybertheurgic Rites

The following Cybertheurgic Rites may be selected for any Model with the Cybertheurgist Trait:
  • Overcharged Reactors
    +5 Points
  • Cogitator Purge
    +10 Points
  • Chastise the Machine Spirit
    +25 Points

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

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

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

The following Cybertheurgic Rite may only be selected for a Model with both the Cybertheurgist and Myrmidax Traits:
  • Fury of Ages
    +5 Points

High Tech Arcana Rules

Every Model in a Mechanicum Taghmata Army is part of one or more High Tech Arcana. Each High Tech Arcana offers a number of new options and Rules for use with Models that have the Trait for that High Tech Arcana. Each High Tech Arcana will list how, when and at what cost these options can be used or selected.


Archimandrite

The Archimandrite order are masters of the strict hierarchical politics of the Mechanicum, deft overseers and harsh project- masters. Their craft is not in the simple hammering of iron, or the twisting of flesh, but in the manipulation of ideas and the control of other magi. Where magi of other orders are often isolated and focussed solely on their works, the Archimandrites perceive the vast web of interlinked tech-priests and uncounted thralls that forms the body of the Mechanicum. As such, most Forge Worlds are governed by the initiates of this tech arcana, who jealously guard their power and influence.

An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Archimandrite Trait gains the Arcana Benefice: The Engram of Authority, and any Model with the Archimandrite Trait may make use of the other Arcana options.

ARCANA BENEFICE:

The Engram of Authority

A Model with this Arcana Benefice has the Base Value of its Leadership and Cool Characteristics increased by 1. Furthermore, a Model with this Arcana Benefice that is capable of joining Units may join a Unit that includes Models of a different Faction without incurring a penalty to any Characteristic due to differing Faction Traits and when joining any Unit that is composed of Models with any variant of the Mechanicum Trait is always counted as having the same Trait for the purposes of the Comptroller (X) Special Rule.

ARCANA OPTIONS:
An Archmagos or Archmagos on Abeyant with the Archimandrite Trait selected as a High Command Choice may be given the Theurgika Maximus Special Rule presented below for a cost of +10 Points.

Theurgika Maximus

A Model with this Special Rule may use two Cybertheurgic Rites per Turn.

A Unit that includes a Model with this Special Rule may have two Cybertheurgic Rites Invoked for it per Turn - but each Rite must be Invoked in a different Phase and the Model with this Special Rule must be the Focus of both Rites. Furthermore, a Model with this Special Rule ignores restrictions based on Faction Trait when having Cybertheurgic Rites selected for it.

The Heart of Power

[APEX DETACHMENT]

The lords of the Archimandrite use their influence to surround themselves with the most dangerous bodyguards and the most talented assistants. They understand that in the concentration of power is the purest expression of the Machine-cult’s influence and the superiority of their own doctrine.

If an Army includes a Model with the High Command Battlefield Role and the Archimandrite Trait, then the following Apex Detachment may be selected:


  • All Units with the Troops Battlefield Role selected as part of this Detachment must have the Combat Veterans Prime Advantage selected for them.


Cybernetica

Masters of the arcane science of the cybernetica cortex and architects of the deathless automata armies that protect the fanes of the Mechanicum. These coldly calculating magi are amongst those most commonly seen among the hosts of the Horus Heresy, for the hosts of automata they command are ever in demand on the frontlines of battle. More than any other creed of Mars they hold the flesh to be weak, and ever seek to attain the purity of a purely mechanical existence, with the eldest of their brethren little more than a last few organs supported by armoured cybernetic shells.

An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Cybernetica Trait gains the Arcana Benefice: The Deus Machina, and any Model with the Cybernetica Trait may make use of the other Arcana Options.

ARCANA BENEFICE:

The Deus Machina

A Unit that includes one or more Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Cybernetica Trait and one or more Models with the Automata Type, can Hold, Control and Contest an Objective.

ARCANA OPTIONS:

Mechanicum Prime Advantage: Paragon of Metal

This Prime Advantage may only be selected for a Unit composed entirely of Models with both the Automata Type and the Cybernetica Trait. One Model in a Unit for which this Prime Advantage is selected, chosen by the Controlling Player, has its Base Leadership, Intelligence and Willpower modified by +4 each, its base Initiative and Weapon Skill modified by +1 each, and gains the Sergeant Sub-Type. The Model that gains these benefits is also counted as a Tech-priest with the Cybernetica Trait for the purposes of The Deus Machina Arcana Benefice only.

Command Maniple

[APEX DETACHMENT]

The masters of the Cybernetica go to war surrounded not by a guard of flesh and blood warriors, but flanked by the greatest of their automata creations. These deathless warriors serve both as both as stalwart protectors and as evidence of the superlative craft of their creator.

If an Army includes a Model with the High Command Battlefield Role and the Cybernetica Trait, then the following Apex Detachment may be selected:


  • Slots in this Detachment may only be used to select Units that only include Models with the Automata Type.


Lacrymaerta

The flesh-smiths and slave masters of the Mechanicum, these magi drive the lay-population of the forge world both to labour and to war. While often looked down upon by more mechanically oriented arcana, these magi are essential to the operation of any Forge World and wield significant power, for without bodies to work the machines all industry grinds to a halt. Most Lacrymaerta magi keep close to their seats of power, the vast under-halls of the forge, but some few seek positions among the fleets of Imperial armies. These acquisitive magi seek to strip the dead in the wake of battle for husks to repurpose, and to claim a toll of the losing side as thralls for their forge.

An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Lacrymaerta Trait gains the Arcana Benefice: An Endless Servitude, and any Model with the Lacrymaerta Trait may make use of the other Arcana Options.

ARCANA BENEFICE:

An Endless Servitude

A Model with this Arcana Benefice and the Battlesmith (X) Special Rule may use the Battlesmith (X) Special Rule to restore lost Wounds to Models with the Infantry, Walker or Automata Types, as well as to restore lost Hull Points to those with the Vehicle Type.

In addition, a Model with this Arcana Benefice and the Battlesmith (X) Special Rule gains the following option when using the Battlesmith (X) Special Rule:

Reassemble - If this option is selected, then no Target Model is chosen. Instead, the Acting Model must be part of a Tech-thrall Covenant Unit to use this option, that Unit is referred to here as the Target Unit, and this option’s effects apply only to the Target Unit. A number of Tech-thrall Models equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model may be added to the Target Unit. These Models must be placed in Base Contact with the Acting Model, but thereafter are moved as part of the Unit. This option may increase the number of Models in a Techthrall Covenant Unit above its starting number and above the normal maximum size for a Tech-thrall Covenant Unit. This option may only be used once per Turn on any given Unit.

ARCANA OPTIONS:

Mechanicum Prime Advantage: Prime Specimens

This Prime Advantage may only be selected for a Unit composed entirely of Models with both the Infantry Type and the Lacrymaerta Trait. All Models in a Unit for which this Prime Advantage is selected have the Base Value of their Strength Characteristic modified by +2 and the Base Value of their Wounds Characteristic modified by +1.

The Panoply of Cruelty

[APEX DETACHMENT]

The lords of the Lacrymaerta do not dote on creations of cold metal, but on those that fuse the perfection of steel with flesh. These gory magi place high value on the most powerful bloodlines used to breed their war beasts and form their retinues of the most fearsome of such creatures.

If an army includes a Model with the High Command Battlefield Role and the Lacrymaerta Trait, then the following Apex Detachment may be selected:


  • Heavy Assault Slots in this Detachment may only be used to select Ursarax Cohort Units.


Macrotek

The builders of cities and keepers of titans. These magi care only for the grandest visions of the Omnissiah’s craft and in times of war they bring mighty war engines and armoured vehicles to the field, disdaining mere infantry and lesser automata as beneath them. They are often absent from the politics of the Forge World, giving little thought to the schemes and petty greed of lesser Tech-arcana as they contemplate the shaping of worlds and the tramp of gargantuan feet. Some few among their number are more active in the affairs of the Mechanicum, shepherding armoured squadrons across the battlefields of distant worlds and communing through the rumble of hundreds of armoured treads and the thunder of massed cannon.

An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Macrotek Trait gains the Arcana Benefice: Protector of Iron, and any Model with the Macrotek Trait may make use of the other Arcana Options.

ARCANA BENEFICE:

Protector of Iron

While a Model with this Arcana Benefice is within 3" of a friendly Model with the Vehicle Type that does not also have the Super-heavy Sub-Type, the Model with the Vehicle Type gains a 6+ Invulnerable Save (this Invulnerable Save does not stack with other Invulnerable Saves). Note that Models that are Embarked on a Vehicle are not counted as being within 3". If more than one friendly Model with the Vehicle Type is within 3" of a Model with the Macrotek Trait, then only one can benefit from this Rule - the Controlling Player must select one eligible target at the start of any Phase and indicate to the Opposing Player that this Model will benefit during that Phase.

ARCANA OPTIONS:

Mechanicum Prime Advantage: Prime Conveyor

This Prime Advantage may only be selected for a Unit composed of a single Model with the Vehicle Type that does not also have the Super-heavy Sub-Type. A Model for which this Prime Advantage is selected gains a bonus of +1 to its Front and Side Armour Values, to a maximum of 14, +2 to its Hull Points Characteristic. If the Unit selected includes any Models with the Transport Sub-Type, then the Transport Capacity of those Models is also modified by +2.

Iron Phalanx

[APEX DETACHMENT]

The lords of the Macrotek order take pride in the engines kept in their stables, each a masterwork of its kind. These ornate vehicles are both the symbol of that magos’pride and the proof of their skill.

If an Army includes a Model with the High Command Battlefield Role and the Macrotek Trait, then the following Apex Detachment may be selected:


  • All Models selected in this Detachment must have the Vehicle Type and must have the Prime Conveyor Prime Advantage selected for them.


Malagra

The secretive enforcers of orthodoxy and lore within the Mechanician. Few in number, but mighty in influence, the Malagra controlled the Magisterium, the body that decided and enforced doctrine and the use and distribution of STC designs. Few among their number controlled vast domains or commanded hordes of minions, but each was skilled in both in artifice and the distribution of sudden and fatal judgement. Singularly among the many warrior orders of the Mechanicum, the Malagra emphasised the techniques of swordsmanship and stealth, and many of their ilk went out of their way to make their outward form inspire fear.

An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Malagra Trait gains the Arcana Benefice: Even the Deathless May Know Fear, and any Model with the Malagra Trait may make use of the other Arcana Options.

ARCANA BENEFICE:

Even the Deathless May Know Fear

All Models in a Unit that includes any Models with any version of the [Mechanicum] Trait modify their Weapon Skill and Ballistic Skill Characteristics by -1 while at least one Model from that Unit is within 12" of one or more enemy Models with this Arcana Benefice. This Arcana Benefice has no effect on Units which only include Models with the Malagra Trait.

ARCANA OPTIONS:

Mechanicum Gambit: Power of the Machine Spirit


When selecting a Gambit, the Controlling Player of a Model with the Malagra Trait can select the Power of the Machine Spirit instead of any other available to that Model.

This Gambit may only be selected for a Model with the Malagra Trait. If this Gambit is selected, then the Controlling Player must make an Intelligence Check for the Model for which this Gambit was selected, before the Focus Roll is made for this Challenge. If the Intelligence Check is successful then the Controlling Player may use the value of X on the variant of the Battlesmith (X) Special Rule that the Model under their control has to modify one or more of the following Characteristics of that Model:
  • Weapon Skill
  • Strength
  • Attacks
  • Initiative

No single Characteristic may be increased by more than 2 by this Gambit, but the value of the Battlesmith Special Rule may be applied to a single Characteristic or split amongst more than one. Any modifiers applied by this Gambit last until the Model for which it was selected has made all of their attacks in the Strike Step. After all Models in the Challenge have resolved all of their attacks, the Model for which this Gambit was selected immediately suffers Cybertheurgic Feedback.

Crux of Judgement

[APEX DETACHMENT]

When the Executors of the Malagra order pronounce judgement on a tech-heretic they will dispatch a triumvirate of the Arcuitor Magisterium to see the sentence enacted. During the dark years of the Horus Heresy many such death writs were issued.

If an army includes a Model with the High Command Battlefield Role and the Malagra Trait, then the following Apex Detachment may be selected:


  • All slots in this Detachment must be filled with Arcuitor Magisterium Units. Models selected as part of this Detachment do not grant additional Auxiliary Detachments and all Models selected as part of this Detachment must be formed into a single Unit before being deployed and may not leave that Unit during the Battle.


Myrmidax

The lords of war, not for the sake of simple conquest or material gain, but as a spiritual duty whereby their spirits and skills are refined and they might commune with the Omnissiah. Most of the initiates of the Myrmidax are nomadic by nature, travelling in small conclaves from forge to forge, following on the heels of war and catastrophe. They are both a sign of impending disaster and welcome relief to those that can command their loyalty, and in the dark years of the Horus Heresy would come to wield much influence. No simple brutes, the magi of the Myrmidax are ancient indeed, among the oldest of the priests of Mars. Over the long centuries of war, such ancients have accumulated much wisdom and so many enhancements that they now tower over lesser mortals.

An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Myrmidax Trait gains the Arcana Benefice: The Strength of Ages, and any Model with the Myrmidax Trait may make use of the other Arcana Options.

ARCANA BENEFICE:

The Strength of Ages

A Model with this Arcana Benefice has the Base Value of its Wounds Characteristic increased by 1, and gains the Battle Meditation, Implacable Advance and Bulky (3) Special Rules and the Heavy Sub-Type. If the Model already has any variant of the Bulky (X) Special Rule, then instead of adding Bulky (3) modify the value of X on the existing variant of the Bulky (X) Special Rule by +3. Models with this Benefice that do not have the Command Sub-Type also gain the Champion Sub-Type.

ARCANA OPTIONS:

Mechanicum Gambit: The Myrmidon’s Path


When selecting a Gambit, the Controlling Player of a Model with the Myrmidax Trait can select The Myrmidon’s Path instead of any others available to that Model.

If this Gambit is selected, then the Controlling Player must roll an additional Dice in the Focus Step and discard the Dice with the highest result before determining the total. However, in the Strike Step, the Model for which this Gambit was selected may make a Shooting Attack with a single Ranged Weapon that does not have the Blast (X), Template or Barrage Special Rules before either Model makes any attacks. This Shooting Attack must target the other Model in the Challenge, with all wounds inflicted allocated to that Model. For the purpose of making this Shooting Attack, the other Model in the Challenge is always considered to be within Line of Sight and at a range of 1" from the attacking Model.

The Host of Destruction

[APEX DETACHMENT]

The warriors of the Myrmidax were never numerous and few armies can claim to field many, but when the ancient lords of this sub-cult take to the field it is at the heart of a host of their brethren.

If an army includes a Model with the High Command Battlefield Role and the Myrmidax Trait, then the following Apex Detachment may be selected:


  • Elite Slots in this Detachment may only be used to select Units that only include Models with the Myrmidax Trait.


Reductor

The Reductor order is something of a pariah among the ranks of its kin, for its goal is not in creation - but in destruction. The magi of the Reductor order are experts at the removal of fortifications by the most expedient means possible, usually employing heavy explosives or specialised cutting tools. Few magi of this order are sworn permanently to a single Forge World and often travel from warzone to warzone, seeking to hone their craft and uncover the secrets of the Omnissiah by disassembling his works. Many would find roles among the Expeditionary fleets of the Great Crusade, and later the fleets that took war to the worlds of the Imperium during the Florus Heresy.

An Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Reductor Trait gains the Arcana Benefice: Wall Breaker. Any Model with the Reductor Trait may make use of the other Arcana Options.

ARCANA BENEFICE:

Wall Breaker

While a Model with this Arcana Benefice is part of a Unit, any attack made by that Unit in any Phase that targets a Building, Fortification or Stationary Vehicle gains a modifier of +1 to the Strength of all Hits inflicted. Furthermore, the Target Unit of any Shooting Attack made by a Unit that includes a Model with this Arcana Benefice may not have the Shieldwall! Reaction declared for it.

ARCANA OPTIONS:

Mechanicum Prime Advantage: Thallaxi Principe

This Prime Advantage may only be selected for a Thallax Cohort Unit. All Models in a Unit with this Prime Advantage increase the Base Value of their Invulnerable Save Characteristic to 5+ and increase the Base Value of their Leadership Characteristic by +1.

Thallax Command Cohort

[APEX DETACHMENT]

The magi of the Reductor are pragmatic warriors, and eschew gaudy and ostentatious retinues. Instead, when they take to the field they are accompanied by the most battle-hardened of the Thallax cohorts under their command.

If an army includes a Model with the High Command Battlefield Role and the Reductor Trait, then the following Apex Detachment may be selected:


  • All Slots in this Detachment must be filled by Thallax Cohort Units and these Units must include a Praetorian.

Cybertheurgy

The magi and tech-priest of the Mechanician understand the subtle workings of electrical impulse, magnetic field and cogitator flux to a degree unmatched by any other force in the Imperium. They can accomplish feats by data-link and noospheric connection that appear to others to be akin to sorcery. This discipline of tech magic is known within the Cult Mechanicus as Cybertheurgy. Unlike the sudden and shocking power of warp-magic, Cybertheurgy is slow and subtle, hard to learn even the most basic of its secrets but limitless in its application. On the field of battle a Cybcrtheurgist cannot conjure sheets of green fire or twist and ruin the bodies of the foe, but their skills are no less destructive to an enemy advance.

How to Use the Cybertheurgy Rules


In Horus Heresy Battles certain Models may make use of various Cybertheurgic abilities to afflict Units with a special type of Statuses, known as Cybertheurgic Statuses. Cybertheurgic abilities are referred to as Cybertheurgic Rites and using such an ability is referred to as Invoking a Cybertheurgic Rite. Only a Model with the Cybertheurgist Trait can Invoke a Cybertheurgic Rite, and only a Rite that Model has. The Mechanicum Taghmata Army list details which Cybertheurgic Rites are available to which Models.

Trait: Cybertheurgist

Many of the Rules for Cybertheurgic Rites will only be usable by a ‘Cybertheurgist’. A Cybertheurgist is any Model that has the Cybertheurgist Trait on their Profile. As with all Traits, the Cybertheurgist Trait grants no Rules to a Model in and of itself, nor does it grant any Cybertheurgic Rites, it simply allows a Model to make use of Rules that require a Cybertheurgist in order to function, or as a trigger for Rules that target Cybertheurgists. For a Model to gain one or more Cybertheurgic Rites, they must either be listed on their profile or selected as options during Army Selection.

Invoking Cybertheurgic Rites

Once per Battle Turn, in the Controlling Player’s Turn as the Active Player, a Model with the Cybertheurgist Trait may have one Cybertheurgic Rite that the Model has Invoked for it. If a Unit includes more than one Model with the Cybertheurgist Trait then only one of those Models may have a Cybertheurgic Rite Invoked for it in the same Turn. A Unit may have a Cybertheurgic Rite Invoked for it at any of the following points in a Turn:
  • When a Unit is selected to move during the Movement Phase, but before any moves are made for that Unit. Invoking a Cybertheurgic Rite in the Movement Phase restricts the Invoking Unit from Rushing in that Turn, but it may otherwise be moved as normal after a Rite has been Invoked.
  • When the Unit is selected to make a Shooting Attack during the Shooting Phase, but before any Shooting Attacks are made for that Unit. Invoking a Cybertheurgic Rite in the Shooting Phase restricts the Model that is the Focus of the Rite from having any attacks made for it as part of a Shooting Attack, but does not restrict other Models in the Unit from having attacks made for them. If a Shooting Attack is made for the other Models in the Unit, it does not have to target the same Unit as the Cybertheurgic Rite.
  • When the Unit is selected to make a Charge during the Assault Phase, but before any Charges are declared or resolved for that Unit. Invoking a Cybertheurgic Rite in the Assault Phase does not restrict a Unit from making a Charge, but if a Charge is declared for it then that Unit may not make a Volley Attack.

A Model may not have a Cybertheurgic Rite Invoked for it if:
  • It, or any other Model in the same Unit, is under the effect of any Tactical Status.
  • It is Locked in Combat (this refers only to the Focus of the Invocation, each individual Cybertheurgic Rite will specify if the Target Unit may or may not be Locked in Combat).
  • It is Embarked on another Model.

To Invoke a Cybertheurgic Rite, the Controlling Player of the Cybertheurgist must follow this procedure:
  1. Declare the Model for which the Cybertheurgic Rite is being used. This Model is the Focus for the Invocation.
  2. Declare the Target Unit. This Unit does not have to be in Line of Sight, but at least one Model in the Unit must be within a certain Range of the Focus, with this Range being set by the Cybertheurgic Rite being Invoked. This Unit is the Target Unit for the Invocation.
  3. Make an Invocation Check (see below).
  4. If the Invocation Check is successful then apply the effects of the Cybertheurgic Rite to the Target Unit. If the Invocation Check is failed then there is no further effect, unless the Cybertheurgic Rite being invoked specifies otherwise (but no further Cybertheurgic Rites may be invoked in that Turn for the Focus or any Unit it is part of).

Invocation Checks

An Invocation Check is a type of Intelligence Check made when using Cybertheurgic Rites. An Invocation Check is always made using the Current Value of the Focus’ Intelligence Characteristic, with the following modifiers applied to it for that Invocation Check only:
  • The Difficulty Value of the Cybertheurgic Rite is applied as a negative Modifier to the Focus’ Intelligence Characteristic.
  • If there is more than one Model with the Cybertheurgist Trait in the same Unit as the Focus, add a +1 Modifier to the Focus’ Intelligence Characteristic.
  • If the Focus cannot draw an unobstructed Line of Sight to one or more Models in the Target Unit, then apply a -1 modifier to the Focus’ Intelligence Characteristic.
  • If any Models in the Target Unit have the Malefic Sub-Type then a -1 Modifier is applied to the Focus’ Intelligence Characteristic.
  • If no Model in the Target Unit has any variant of the Mechanicum Trait then a -1 Modifier is applied to the Focus’ Intelligence Characteristic.
  • If the Target Unit is an enemy Unit, then compare the Intelligence Characteristic of the Model in the Target Unit with the highest Intelligence against the Intelligence Characteristic of the Focus. If the Model in the Target Unit has a higher Intelligence Characteristic then apply the difference as a negative modifier to the Focus’ Intelligence Characteristic.

Cybertheurgic Feedback

Some Cybertheurgic Rites may instruct a Player to apply Cybertheurgic Feedback to a Unit. When directed by a Cybertheurgic Rite or other Special Rule to apply Cybertheurgic Feedback to a Unit, that Unit suffers 1 wound for each Model in the Unit. No Wound Tests are made, and each wound has an AP Characteristic of ‘-’ and a Damage Characteristic of 1. Cover Saves, Invulnerable Saves and Damage Mitigation Tests may not be made against these wounds, but Armour Saves may be made as normal. These wounds are allocated in the same manner as during a Shooting Attack.

If a Unit that includes any Models with the Vehicle Type suffers Cybertheurgic Feedback, then no wounds are inflicted, but instead each Model in the Unit with the Vehicle Type suffers a single Glancing Hit. No Armour Penetration Test is made and no Cover Saves, Invulnerable Saves and Damage Mitigation Tests may be made against the Glancing Hit.

Cybertheurgic Statuses

Cybertheurgic Rites may apply one or more Cybertheurgic Statuses to all Models in the Target Unit. Cybertheurgic Statuses operate in the same manner as Tactical Statuses, with the following exceptions:
  • A Cybertheurgic Status only applies the effects specific to that Status and not any of the general effects applied by Tactical Statuses.
  • A Cybertheurgic Status cannot be removed by a Check during the Status Phase, nor by any Special Rule that would remove a Tactical Status. Furthermore, the Restore option of the Battlesmith (X) Special Rule cannot remove Cybertheurgic Statuses.
  • Models with the Automata Type can gain and be affected by Cybertheurgic Statuses.
  • If a Model gains the Routed Tactical Status it removes all other Tactical Statuses and all Cybertheurgic Statuses.

Cybertheurgic Statuses are divided into two broad types, Orthodox and Heterodox. Orthodox Cybertheurgic Rites are the oldest and most widely known teachings of the Mechanicum and apply beneficial effects to friendly Units. Heterodox Cybertheurgic Rites are the province of more recent schismatic teachings and are considered improper by some factions of the Mechanicum, they apply detrimental effects to enemy Units. This book will focus on the Orthodox Rites that were the most common and approved version of Cybertheurgy. The various Cybertheurgic Statuses used by Cybertheurgic Rites in Liber Mechanicum are listed here:

Cybertheurgic Statuses

The following Cybertheurgic Statuses are Orthodox Cybertheurgic Statuses. In all cases any modifiers to Characteristics applied by a Cybertheurgic Status are removed when that Cybertheurgic Status is removed.

Cybertheurgic Status: Quicken

A Model under the effects of this Cybertheurgic Status gains a bonus of +1 to its Movement and Initiative Characteristics. If a Model under the effect of this Cybertheurgic Status does not have an Initiative Characteristic then it instead increases its Movement Characteristic by +3. If a Model has a Base Movement Characteristic of 0 or ‘-’ then this Cybertheurgic Status has no effect on it and it gains no bonuses to any Characteristics from it.

Cybertheurgic Status: Fortify

A Model under the effects of this Cybertheurgic Status gains a bonus of +1 to its Strength and Toughness Characteristics. If a Model under the effects of this Cybertheurgic Status does not have a Strength or Toughness Characteristic then it gains no bonus. If, instead of a Toughness Characteristic, a Model under the effect of this Cybertheurgic Status has an Armour Characteristic then instead increase the Armour Value of any one facing, chosen by the Controlling Player, by +1 - this may not increase any Armour Value of a target Model to more than 14.

Cybertheurgic Status: Guide

A Model under the effects of this Cybertheurgic Status gains a bonus of +1 to its Ballistic Skill and Weapon Skill Characteristics. If a Model has a Base Weapon Skill or Base Ballistic Skill of 0, then this Cybertheurgic Status has no effect on it and it gains no bonuses to any Characteristics from it.

Cybertheurgic Rites

The following Cybertheurgic Rites are available to Models in the Mechanicum Taghmata Army List. Some Cybertheurgic Rites may only be available to Models of a specific Faction, this will be noted as part of the Cybertheurgic Rite. A Unit’s profile will detail which Cybertheurgic Rites are available to that Model and what cost must be paid for them.

Standard Cybertheurgic Rites

The most basic teachings of the Omnissiah are widely known through out the ranks of the Mechanicum, made use of by adepts of all of the varying tech arcana. While often considered simple, they can still dramatically change the situation on the battlefield when applied wisely.

These Cybertheurgic Rites are available to any Model with both the Cybertheurgist and Mechanicum Traits.

Cybertheurgic Rite: Programming Interrupt

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

Difficulty:4Range:18"

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

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

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

Cybertheurgic Rite: Cogitator Purge

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

Difficulty:3Range:12"

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

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

Duration: This Cybertheurgic Rite is resolved immediately.

Cybertheurgic Rite: Overcharged Reactors

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

Difficulty:2Range:12"

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

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

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

Lacrymaerta Cybertheurgic Rites

The adepts of the Lacrymaerta have developed the arts of Cybertheurgy to affect not only the mechanical, but also the flesh. While they can exert only limited control over the crude machinery of the body, it is still enough to enhance their gruesome creations in battle.

These Cybertheurgic Rites are available to Cybertheurgists of the Lacrymaerta Sub-faction.

Cybertheurgic Rite: Omega Protocols

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

Difficulty:4Range:12"

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

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

Duration: This Cybertheurgic Rite is resolved immediately.

Cybertheurgic Rite: Flesh-knit Protocols

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

Difficulty:2Range:12"

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

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

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

Reductor Cybertheurgic Rites

The secretive adepts of the Ordo Reductor have developed their own rites and doctrines, which they jealously guard, even from their fellow adepts. These rites are designed to operate with the half machine, halfflesh warriors of the Thallax.

These Cybertheurgic Rites are available to Cybertheurgists of the Reductor Sub-faction.

Cybertheurgic Rite: Unseal the Portal

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

Difficulty:3Range:6"

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

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

Duration: This Cybertheurgic Rite is resolved immediately.

Cybertheurgic Rite: Deactivate Limiters

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

Difficulty:3Range:24"

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

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

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

Esoteric Cybertheurgic Rites

In addition to the more well known Cybertheurgic rites are those known only to the more reclusive factions or those sects that skirt with tech-heresy.

The Fury of Ages Cybertheurgic Rite is available to Cybertheurgists of the Myrmidax Sub-faction, while the Chastise the Machine Spirit Cybertheurgic Rite is available to Cybertheurgists of any Mechanicum Sub-faction.

Cybertheurgic Rite: Fury of Ages

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

Difficulty:2Range:6"

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

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

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

Cybertheurgic Rite: Chastise the Machine Spirit

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

Difficulty:4Range:18"

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

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

Duration: This Cybertheurgic Rite is resolved immediately.

Machina Malefica

In this section of this book you will find rules dedicated to the most dangerous creations of the Mechanicum. Machines whose technology stretched the boundaries of orthodox doctrine and paved the way for the emergence of darker and less tradition-bound monstrosities. This section contains the following:
  • New Sub-Types and other Rules required for the use of Machina Malefica as part of the Mechanicum Taghmata Army List.
  • Unit Profiles detailing these engines of war and how to use them on the Battlefield.

Note that all Characteristics for the Weapons presented here can be found in the Armoury Appendix. Further note that all Units presented here are considered part of the Mechanicum Taghmata Army List, and follow all the Rules stipulated for such Units.

Renegades, Madmen and Visionaries

For most followers of the Mechanician, the doctrine of the Omnissiah was absolute and unquestionable. It placed strict restrictions on the extent of technological innovation and the realms of science into which its adherents could delve. The Emperor himself had strung these chains about the heart of the Mechanicum, proclaiming it for their own protection, that the curse of Old Night remain sealed away and forgotten. However, for some these chains were not immovable barriers to be respected from afar, but rather cautious warnings to be explored and negotiated.

Some tested the boundaries of orthodoxy with the best of intentions, seeking new technologies to better Mankind, but many did so purely to further their vainglorious desires. With Mars and the adepts of the vigilant Malagra hard pressed to monitor all the far-flung domains of the Mechanicum, there were many opportunities for the weak-willed to stray. Few would label themselves ‘dark’ and none intended the overthrow of that order which they served, but all would be changed by the secrets they dared to lay bare.


Heterodoxists

In order to include any Units from those presented in this section as part of any Primary Detachment or Allied Detachment, that Detachment must include at least one Model with the Heterodox Trait. If a Primary Detachment or Allied Detachment includes at least one Model with the Heterodox Trait then any Auxiliary or Apex detachments linked to them may include the Units presented in this section.

The controlling player of a Model with the Cybertheurgist Trait may choose to give that Model the Heterodox Trait at no additional cost and may also give a Model with the Heterodox Trait the Malefic Sub-Type for no additional cost. A Model with the Heterodox Trait must have the Traitor Allegiance Trait. A Model that is given the Heterodox Trait may, if permitted to select Cybertheurgic Rites, select from the additional Heterodox Cybertheurgic Rites detailed in this section.

A Model with the Malagra Trait may not also have the Heterodox Trait.

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.

Heterodox Cybertheurgic Rites

Not truly in defiance of the laws of the Omnissiah, those practices considered heterodox tested the limits of what the Mechanicum was willing to countenance. However, many among the Malagra considered these practices a stepping stone to true heresy and spared no effort in tracking and prosecuting their practitioners.

The following Cybertheurgic Rites may only be selected for a Model with the Heterodox Trait, and a Model with the Heterodox Trait must always be the focus of such a rite when it is Invoked:
  • Ætheric Amplification
    +10 Points
  • Scrap-code Infection
    +10 Points

Heterodox Cybertheurgic Statuses

These Cybertheurgic Statuses are the twisted counterparts of Orthodox Cybertheurgy - an art that the Dark Mechanicum would turn into a horrific weapon. For those that simply dabbled in the forbidden it was a tool to confuse and confound, only a distant echo of the terror it would become.

The following Cybertheurgic Status is a Heterodox Cybertheurgic Status. Heterodox Cybertheurgic Statuses follow all of the same Rules as Orthodox Cybertheurgic Statuses.

A Model under the effect of this Cybertheurgic Status gains no bonuses or penalties - but when Null is applied to any Model in a Unit then all other Cybertheurgic Statuses on all Models in that Unit are discarded and the Unit suffers Cybertheurgic Feedback immediately regardless of whether any Cybertheurgic Statuses are discarded. If a Model in a Unit would gain another Cybertheurgic Status while any Models in that Unit have the Null Cybertheurgic Status (other than another instance of Null) then it does not gain that Cybertheurgic Status, all Models in the Unit discard Null and the Unit suffers Cybertheurgic Feedback.

THE UNSTOPPABLE SUB-TYPE

Unstoppable

Some war machines and warriors are utterly indifferent to the lesser fighters that swarm about them, whether due to great stature or force of will. These engines of destruction go where they will on the battlefield, unhindered by the efforts of the foe to hold them back.

The following Rules apply to all Models with the Unstoppable Sub-Type:
  • A Unit comprised entirely of Models with this Sub-Type is never Locked in Combat, and during the Movement Phase may move normally even if there is an enemy Model in Base Contact with it. Enemy Models in Base Contact with such a Model in the Assault Phase may attack it as though they were Locked in Combat and engaged with it.
  • A Model with this Sub-Type may move through enemy Models if it began the Movement Phase in Base Contact with one or more enemy Models - but may not end a move in the Movement Phase in Base Contact with an enemy Model.
  • A Model with this Sub-Type may never Embark on a Model with the Transport Sub-Type, even if another Special Rule would allow it to do so.
  • While there are one or more enemy Models in Base Contact with a Model with this Sub-Type, the Model with this Sub-Type may not make Shooting Attacks, even though it does not count as being Locked in Combat.

Cybertheurgic Rite: Ætheric Amplification

Many renegade magi sought to infuse technology with the power of the Warp - to harness the ætheric plane for the betterment of Mankind. Many would achieve short-lived success, managing to tap and manipulate the energies of Warp space, but always such experiments ended in disaster.

Difficulty:2Range:6"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Friendly Unit that includes only Models with the Malefic Sub-Type. The Target Unit may be Locked in Combat.

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

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

Cybertheurgic Rite: Scrap-code Infection

Unleashed with abandon in the opening moments of the Martian Civil War, scrap-code is one byproduct of unsanctioned research. A scourging data djinn capable of aggressively blanking cogitator units and even disorienting biological entities, it swiftly became a commonplace hindrance on the battlefields of the Horus Heresy.

Difficulty:2Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be an enemy Unit that includes at least one Model with a Cybertheurgic Status other than Null and that is not Locked in Combat.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit gain the Null Cybertheurgic Status.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Target Unit’s Controlling Player’s next Statuses Subphase. If the Cybertheurgic Status is removed during the Statuses Sub-Phase, rather than due to the effects of the Null Cybertheurgic Status, then the Target Unit suffers Cybertheurgic Feedback in that Statuses Sub-Phase.

Special Rules

Aegis of Pain

The Thallax of the Ordo Reductor are not automata, but rather living organisms reduced to little more than a nervous system and bound to an iron body. The cruel procedure that creates them grants them new power on the battlefield, but also leaves them tormented eternally by pain, with only the cybertheurgic limiters placed on their cortex preserving the last fragments of their sanity. When these limiters are deactivated, the Thallax can unleash their full power, but at the cost of a torment so terrible that their screams resound across the battlefield.

A Unit made up of Models with the Reductor Trait gain bonuses when they have Cybertheurgic Statuses.

All Models in a Unit composed entirely of Models with this Special Rule and the Reductor Trait gain the Fear (1) Special Rule while any Models in that Unit also have one or more Cybertheurgic Statuses. If a Unit that includes any Models with this Special Rule already has any variant of the Fear (X) Special Rule, then this Special Rule has no effect and does not stack with or otherwise improve any existing variant of the Fear (X) Special Rule that any Model in the Unit has.

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.

Battle Meditation

To the devotees of the Myrmidax Cult a duel between champions is the apex of wisdom, pitting one combatants’ knowledge of battle against another. Such contests are the ultimate form of meditation to such warriors, to be sought after and relished. When engaged in such a duel a Myrmidon will put forth their utmost effort, ignoring even the worst of injuries in order to claim victory and the wisdom it will bring.

A Model with this Special Rule gains bonuses when engaged in a Challenge.

A Model with this Special Rule gains the Feel No Pain (6+) Special Rule when engaged in a Challenge. If the enemy Model in the same Challenge has a Weapon Skill Characteristic equal to or greater than that of the Model with this Special Rule then the Model with this Special Rule instead gains the Feel No Pain (5+) Special Rule. If the Model with this Special Rule already has a variant of the Feel No Pain (X) Special Rule then this Special Rule has no effect and does not stack with or improve the existing variant of the Feel No Pain (X) Special Rule.

Command Throne

By dint of advanced communication gear, cybertheurgic skill or simply a loud and commanding voice, some leaders are able to keep better control over the warriors under their command.

A Model with this Special Rule can reduce the costs of Reactions declared by the Controlling Player.

If a Reaction is declared for a Unit that includes a majority of Models with any variant of the Mechanicum Trait, then the Controlling Player of the Reacting Unit may choose to make an Intelligence Check for any one Friendly Model with this Special Rule that is on the Battlefield - referred to here as the ‘Commanding Model’. The following modifiers are applied to the Commanding Model’s Intelligence Check:
  • If the Reacting Unit is not in Line of Sight of the Commanding Model, modify the result of the Check by +4.
  • If all Models in the Reacting Unit are more than 12" from the Commanding Model modify the result of the Check by +2.
  • If the Reacting Unit includes a nuncio-vox or command vox relay then modify the result of the Check by -1.

If the Check is Successful then the Reaction declared has its cost reduced by 1 (to a minimum of 0). If the Check is failed then the Unit that includes the Commanding Model suffers Cybertheurgic Feedback.

Once a Reaction has had its cost reduced due to the effects of this Special Rule no further rolls may be made by any Models with this Special Rule to reduce the cost of any further Reactions made in the same Player Turn.

Compact

Some automata are designed to facilitate transport on the various armoured conveyors available to the armies of the Imperium. Some are flexible enough to fit through apertures intended for smaller beings, some are created so they can be folded into a compact travel mode and others are simply small.

A Model with this Special Rule may Embark or Disembark from a Transport, even if its Type would normally stop it from doing so.

A Model with this Special Rule may Embark and Disembark from a Model with the Transport Sub-Type as though it had the Infantry Type. This does not replace its existing Type or grant it any other benefits of the Infantry Type, nor allow it to interact with other Rules or Special Rules that target or affect the Infantry Type.

Comptroller (X)

The armies of the Mechanicum are made of a host of terrors, from hulking automata to gruesome fusions of man and machine. Yet, while these war engines are capable of immense destruction, it is the tech-priests and magi of the Taghmata that direct them, and without these frail human components the Taghmata has little strategic unity or focus.

If a Model with this Special Rule is part of a Unit then it can score more Victory Points for holding an Objective.

The number of Victory Points scored when a Unit that includes a Model with this Special Rule controls an Objective is increased by the value of X attached to this variant of the Special Rule. This Special Rule has no effect and no bonus Victory Points are scored if any of the following are true:
  • The Unit controlling the Objective includes any Models with a different Faction to that of the Model with this Special Rule.
  • The majority of Models in the Unit controlling the Objective have the Command, Specialist or Champion Sub-Types.
If Models with multiple variants of this Special Rule are part of the same Unit, then the values of X do not stack and only the highest value is used.

Firestorm

Many units within the Legion conduct warfare at pointblank distances, blasting their foes with a deluge of short ranged firepower.

A Model with this Special Rule does not have to make Volley Attacks as Snap Shots.

When a Model with this Special Rule makes Volley Attacks, it is not required to fire Snap Shots. In addition, after making Volley Attacks in Step 4 of the Charge Procedure, a Unit containing any Models with this Special Rule is not required to make a Charge Roll in Step 5. If the Controlling Player chooses not to make a Charge Roll in Step 5 of the Charge Procedure then the Charge Procedure ends immediately.

Implacable Advance

The wargear of many Legiones Astartes warriors and war machines incorporates a variety of targeting and stabilisation systems, enabling larger weaponry to be brought to bear even at close ranges.

Models with this Special Rule can make Volley Attacks with other Weapons.

The Controlling Player of a Model with this Special Rule treats all Ranged Weapons such a Model has that do not have any variant of the Heavy (X) Special Rule or Ordnance (X) Special Rule as having the Assault Trait.

Limited Autonomy

Some automata include only a very limited cybernetica cortex, capable of processing only a limited set of instructions without outside input. Such automata are generally assigned as assistant units to magi or tech-priests or restricted to ver)’ specific duties. Despite these limitations, the specialised abilities of such units often make them indispensable on the battlefield.

Models with this Special Rule need a commander to move or attack.

A Unit that includes any Models with this Special Rule that does not also include a Model with the Command Sub-Type or Sergeant Sub-Type, may not move in the Movement Phase, make Shooting Attacks in the Shooting Phase or Charge in the Assault Phase - but fights as normal if charged or part of an ongoing Combat.

Master of Machines

The Magi of the Mechanicum are well versed in the vagaries of automata, and in many cases can operate alongside them more easily than they can more conventional units.

A Model with this Special Rule can join Units of Automata.

A Model with this Special Rule may join a Friendly Unit that includes Models with the Automata Type.

Melta (X)

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

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

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

Overload (X)

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

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

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

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

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

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

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

Phased Refractor Shields

Leveraging the powerful atomantic reactors of their combat automata, the Tech-priests of the Mechanicum calibrate the refractor fields protecting them to repulse enemy fire with greater efficiency. This has little effect on close range attacks, the frenzied strikes of melee, but allows bolt and blast to be repelled more effectively.

A Model with this Special Rule improves their Invulnerable Save against Shooting Attacks.

When the Controlling Player of a Model with this Special Rule chooses to make an Invulnerable Save for that Model against a wound generated by a Shooting Attack, that Invulnerable Save is improved by one step. For example, a Model with a 6+ Invulnerable Save Characteristic and this Special Rule that makes an Invulnerable saving throw against a wound inflicted by a Shooting Attack would have its Invulnerable Save Characteristic improved to a 5+ for that roll.

Rapid Tracking

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

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

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

Repair Automata

Created for the singular purpose of repairing and rebuilding other devices and engines of war, these automata can accomplish feats similar to those of their masters. When deployed en masse they are more than capable of performing routine maintenance and even complex repairs in the field.

A Unit that includes Models with this Special Rule may attempt to repair certain Models as if it was a single Model with the Battlesmith (X) Special Rule.

A Unit that includes one or more Models with this Special Rule may be used to activate the Battlesmith (X) Special Rule as if it was a single Model with that Special Rule. When activating the Battlesmith (X) Special Rule for a Unit that includes one or more Models with the Repair Automata Special Rule, select one Model in the Unit with the Repair Automata Special Rule to be the Acting Model and determine the value of X for this use of the Battlesmith (X) Special Rule based on the number of Models in the Unit with the Repair Automata Special Rule using the table below:

NUMBER OF MODELSVALUE OF X
1-41
5-82
9-123

Rite of Pure Thought

Tech thralls are granted a number of technological enhancements to boost their strength and toughness, but also have several of their higher functions burnt out and neutered. This serves to dull their reactions to pain, fear and discomfort and render them dependent on the direction of their callous masters. While this does make them more durable on the field of battle, it also makes them slow to react to the changing face of battle.

A Model with this Special Rule may not make Reactions or Volley Attacks and suffers other limitations.

A Model with this Special Rule may never make Reactions of any kind, make Volley Attacks or select any options other than Hold, Fall Back or Consolidate in the Resolution Sub-Phase. A Unit composed of a majority of Models with this Special Rule does not take Leadership Checks due to Models lost to a Shooting Attack, but does still make Checks due to the Panic (X) Special Rule. Furthermore, when Locked in Combat, no Combat Resolution Points are scored by any Player when a Model with this Special Rule is Removed as a Casualty.

Shock Ram

The shock ram focusses a field of arc energy into the frontal plating of an armoured vehicle, making it more deadly when ploughing through the ranks of the enemy. Such devices are power hungry in the extreme, and while effective are considered a dead end technology by most magi.

A Vehicle with this Special Rule inflicts more damage when it moves through enemy Units.

When a Model with this Special Rule and the Vehicle Type moves through an enemy Unit, the number of Hits inflicted is increased from D6 to D6+3. Furthermore, if the Reactive Player declares a Death or Glory Reaction with a Vehicle that has this Special Rule as the target, then the Vehicle with this Special Rule gains a 6+ Invulnerable save against all Hits inflicted as part of that Reaction.

Wargear

Augury Scanner

This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the user and their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.

Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.

When a Shooting Attack made by a Unit that includes any Models with an augury scanner inflicts any Hits (excluding Hits from attacks made as Snap Shots), Shrouded Damage Mitigation Rolls cannot be made against those Hits.

Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of armour, these enable the wearer to coordinate battlefield data with blinding speed.

A cognis-signum allows more accurate attacks to be made with Barrage Weapons.

Instead of making a Shooting Attack with a Model with a cognis-signum, the Controlling Player may instead make an Intelligence Check. If the Check is passed, the Controlling Player may select a single enemy Unit within Line of Sight of the Model with a cognis-signum. The next time the selected enemy Unit is targeted by a Shooting Attack that includes any Weapons with the Barrage (X) Special Rule during the current Shooting Phase, the Controlling Player may make Hit Tests for the attacks that have the Barrage (X) Special Rule as normal, ignoring the limitations of the Barrage (X) Special Rule if the Unit making the Shooting Attack is without Line of Sight to the Target Unit. If the Check is not passed, the cognis-signum has no effect this turn.

Cortex Controller

This device allows the wielder to witness the battlefield through the senses of the battle-automata under their command, and direct them accordingly.

Cortex controllers allow Automata to make Reactions.

A Unit that includes any Models with the Automata Type can ignore the restriction on making Reactions imposed by the Automata Type while it includes one or more Models with a cortex controller.

Cyber-familiar

Utilised by Techmarines and the adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls and other smaller drone units tied into the direct neural control of their operator. These are an extension of their master’s will and provide them with a host of additional senses and capabilities.

Cyber-familiars grant a bonus to Intelligence Checks.

The Controlling Player of a Model with a cyber-familiar can modify the results of Intelligence Checks made for that Model by -2.

Flare Shield

Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator, rumoured by some to be a product of Dark Age technology from a source best left forgotten.

Attacks which hit a Model with a flare shield gain no benefit from the Armourbane Special Rule.

When Making Armour Penetration Tests against a Model with a flare shield, no Weapon may make use of the Armourbane Special Rule.

Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

Frag grenades can be used to make attacks during the Volley Step.

When making Volley Attacks during Step 4 of the Charge Procedure with a Unit that includes at least one Model with frag grenades, the Controlling Player may choose to make a single attack with a frag grenade instead of making a normal Shooting Attack using the following profile:

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Frag Grenades
Frag Grenades
6
1
3
6
1
Blast (3")
Assault

Machinator Array

A more complex system akin to the common servo-arm, the machinator array is a semi-autonomous repair system. Unlike the servo-arm this system is not directly controlled by the wielder and instead works to a fixed set of orders, making it less useful as a weapon of war, but vastly more potent as a device for repair and maintenance under fire.

A Model with a machinator array can use the Battlesmith (X) Special Rule twice in the same Turn.

Each time the Controlling Player of a Model with a machinator array chooses to make use of the Battlesmith (X) Special Rule for that Model, it may be used twice - with each usage of the Special Rule targeting the same or different target Units as chosen by the Controlling Player and may apply different effects (all targets chosen must be valid targets). If a player chooses to apply the effects of a Machinator Array and makes two Battlesmith actions, then neither of those actions may be modified by the effects of a servo-arm and use only the full base value of the Model’s Battlesmith (X) Special Rule to determine their effect.

Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability to direct their forces, even during the most chaotic battles.

Nuncio-vox allow Units to remove Statuses in the Start Phase.

If a Unit includes one or more Models with a nuncio-vox, and there are one or more friendly Models on the Battlefield with the Command Sub-Type, then the Controlling Player may activate the nuncio-vox during the Start Phase of their Player Turn as the Active Player. When activated, the Controlling Player may make a Check to remove a single Tactical Status from all Models in the Unit that includes the nuncio-vox. This Check is made using the Characteristics of any one friendly Model on the Battlefield, chosen by the Controlling Player (using Cool, unless attempting to remove Routed, in which case Leadership is used). A nuncio-vox may only be activated once per Turn, and each friendly Model on the Battlefield with the Command Sub-Type may only be used once per Start Phase as part of this Rule.

Rad Furnace

Most of the creations of the Mechanicum draw their power from atomantic or fusion reactors, but some few rely instead on so-called rad furnaces. These devices are based on ancient technology that burns far stronger than modem reactors, but floods the area with deadly radiation, rendering them useless for most applications. However, in battle the deleterious effect on radiation on the enemy becomes a benefit rather than a drawback - though it means that only the most extensively augmented magi can accompany such units into battle.

A Model with a rad furnace reduces the enemy’s Toughness while Locked in Combat.

Any Model, friendly or enemy, that is part of a Combat that includes one or more Models with a rad furnace must reduce its Toughness Characteristic by 1 while a part of that Combat in the Fight Sub-Phase. This reduction is not cumulative with the effects of the Phage (X) Special Rule. Models with a rad furnace, the Automata Type or the Cybernetica Trait are unaffected and do not reduce their Toughness Characteristic. Additionally, a Unit that is composed of a majority of Models with rad furnaces does not reduce any Characteristics due to the effects of the Phage (X) Special Rule.

Searchlights

Mounted ilium-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.

Searchlights allow attacks to ignore Shrouded Damage Mitigation Rolls.

The target number of any Shrouded Damage Mitigation Tests is increased by +1 (to a maximum of 6+) when making Tests as a consequence of wounds, Penetrating Hits or Glancing Hits inflicted by Shooting Attacks made by a Model that has searchlights that has Line of Sight to the Target Unit. Additionally a Model with searchlights may not make Shrouded Damage Mitigation Tests to negate wounds, Penetrating Hits or Glancing Hits.

Servo-arm

Many mechanically-minded combatants take to the battlefield bearing additional mechanical arms mounted upon their armour, or even upon their body itself to aid repairs to armoured vehicles.

A Model with a servo-arm repairs additional Wounds or Hull Points when using the Battlesmith (X) Special Rule.

Each time the Controlling Player of a Model with a servo-arm selects the Repair option when activating the Battlesmith (X) Special Rule for that Model, increase the number of Hull Points or Wounds gained by the Target Model by +1.

Armoury of the Mechanicum Taghmata

The Mechanicum Taghmata made use of a number of Weapons and items of Wargear that were unique to those legendary formations. This section presents the Rules for these Weapons and artefacts of the Horus Heresy.

Ranged Weapons


Arc Weapons

These weapons are powered by potent capacitors of ancient design, the schema for which are thought to reside on Mars alone, though uncorroborated reports suggest that the Forge World of Mezoa lays claim to such as well. When these energy repositories are discharged, they produce an ear-drum splitting crack of sound and a bolt of pure, blue-white lightning which can overload both a mechanical data-core and a biological cortex with equal ease.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lightning gun
Lightning gun
18
3
5
5
1
Shred (6+), Suppressive (0)
Assault, Arc
Arc blaster
Arc blaster
24
6
6
5
1
Suppressive (1), Shock (Suppressed)
Arc
Lightning lock
Lightning lock
36
1
7
3
2
Blast (3"), Shred (5+), Breaching (5+), Suppressive (0)
Arc
Lightning cannon
Lightning cannon
36
1
7
3
2
Blast (5"), Shred (5+), Breaching (5+), Suppressive (1)
Arc

Archaeotech Pistol

Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing fi repower and elegance. Be they bespoke slug throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents and the magi of the Mechanicum.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Archaeotech pistol
Archaeotech pistol
12
1
6
4
2
Pistol, Breaching (3+)
Assault
Twin archaeotech pistols
Twin archaeotech pistols
12
2
6
4
2
Pistol, Breaching (3+)
Assault

Auto Weapons

An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Even among the ranks of the Mechanicum there are few examples of these primitive devices in active use, but often refined to a degree unmatched by other armies of the Imperium.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin rotor cannon
Twin rotor cannon
24
5
4
-
1
Heavy (FP), Suppressive (2)
Auto
Kytan gatling cannon
Twin archaeotech pistols
36
12
6
4
1
Pinning (1), Shred (6+)
Auto
Scorpion cannon
Scorpion cannon
30
15
5
4
1
Shred (6+), Pinning (0)
Auto
Butcher cannon
Butcher cannon
36
4
8
4
2
Breaching (6+)
Assault, Auto

Bolt Weapons

A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would even become common among the ranks of the Mechanicum’s own Taghmata.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt
Maxima bolter
Maxima bolter
18
3
4
5
1
-
Assault, Bolt
Twin maxima bolters
Twin maxima bolters
18
5
4
5
1
Shred (6+)
Assault, Bolt
Bolter
Bolter
24
2
4
5
1
-
Bolt
Combi-bolter
Combi-bolter
24
4
4
5
1
-
Bolt
Mauler bolt cannon
Mauler bolt cannon
24
4
6
4
1
Pinning (0), Shred (5+)
Bolt
Twin mauler bolt cannon
Twin mauler bolt cannon
24
6
6
4
1
Pinning (2), Shred (4+)
Bolt
Twin heavy bolter
Twin heavy bolter
36
6
5
4
1
-
Bolt

Conversion Beam Weapons

These esoteric energy weapons fire a beam that induces a subatomic implosion in their target, with the beam itself gathering power over distance up to a terminal point of beam instability. Conversion beam weapons are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power. As a result, they are primarily used for dedicated siege warfare and only by the most learned of tech-magi.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Conversion beamer
Conversion beamer
<15
1
5
4
1
Heavy (RS), Blast (3")
Conversion
15-30
1
6
3
2
Heavy (RS), Blast (3")
Conversion
Moirax conversion beamer
Moirax conversion beamer
<15
1
6
4
1
Heavy (RS), Blast (3"), Suppressive (1)
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (3"), Suppressive (1)
Conversion
>30-45
1
8
2
3
Heavy (RS), Blast (3"), Suppressive (1)
Conversion

Disintegrator Weapons

These brutal Terran weapons disrupt the molecular bonding of the target, literally tearing it apart whether it be flesh or ceramite. Common during the dark years of Old Night, these weapons were valued as much for the psychological impact of their use as for the efficacy of their actinic bolts.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator pistol
Disintegrator pistol
12
1
4
3
2
Pistol, Overload (1)
Assault, Disintegrator

Graviton Weapons

Little understood even by the most learned Magi, the term ‘graviton gun’ refers to a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment. The power of the graviton gun’s highest settings is sufficient to rupture organs and crack bones even inside armour, but its primary use is to impede the enemy and damage machinery without the risks of secondary explosions.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton gun
Graviton gun
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1)
Graviton
Twin graviton guns
Twin graviton guns
18
1
6
4
1
Blast (5"), Breaching (6+), Shock (Pinned), Pinning (1)
Graviton
Graviton hammers
Graviton hammers
12
4
6
4
2
Breaching (5+), Shock (Pinned), Pinning (0)
Graviton
Graviton pulsar
Graviton pulsar
24
2
6
3
1
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton

Flame Weapons

Among the most ancient of weapons employed within the ranks of the Taghmata, flame has always been a potent weapon against creatures that lurk in darkness. Many magi consider the cleansing power offlame a key part of their creations, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.

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

Las Weapons

In the Imperium, the term ‘las’ is applied to a wide variety of weapons, from crude particle weapons such as the ubiquitous lascannon, to more complex and deadly weapons such as the neutron laser beam cannon. The defining features that link these disparate weapons are their nature as energy weapons, rather than projectile weapons, and their reliance on rechargeable power packs or portable generators instead of conventional magazines. This ability to draw and project vast quantities of power has often made such weapons ideal anti-tank weapons among the ranks of the Taghmata.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Las-lock
Las-lock
18
1
4
6
1
-
Las
Photon thruster
Photon thruster
24
2
8
2
1
Armourbane, Suppressive (1), Armour-breaker (5+)
Las
Pulsar-fusil
Pulsar-fusil
36
2
9
2
3
Ordnance (FP), Suppressive (2)
Las
Darkfire cannon
Darkfire cannon
36
2
8
2
1
Heavy (D), Suppressive (2)
Las
Sollex heavy-las
Sollex heavy-las
48
2
10
2
2
Ordnance (D), Shock (Suppressed), Armourbane
Las
Lascannon
Lascannon
48
1
9
2
1
Heavy (D), Armourbane
Las
Twin lascannon
Twin lascannon
48
2
9
2
1
Heavy (D), Armourbane
Las

Melta Weapons

Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in use among the armies of Old Earth, Mars and Jupiter long before the Emperor unifed Sol. However, the adepts of the Mechanicum are one of the few groups to have mastered and improved upon this technology.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta
Multi-melta
Multi-melta
24
1
8
2
3
Heavy (RS), Melta (8)
Melta
Sentry melta array
Sentry melta array
18
2
8
2
2
Heavy (RS), Melta (8)
Melta

Missile Weapons

Erom guided missiles to explosive rockets, even the technologically sophisticated Taghmata of the Mechanicum make use of a variety of rocket-propelled munitions. Though crude by comparison to many of the wonders created by the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Cyclone missile launcher
Cyclone missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (5")
Missile
- Krak
- Krak
48
2
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
2
8
4
1
Heavy (D), Skyfire
Missile
Hunter-killer missile
Hunter-killer missile
48
1
9
3
3
Armourbane, Limited (1)
Missile
Hyperios missile launcher
Hyperios missile launcher
48
3
7
3
2
Skyfire, Rapid Tracking
Missile
Orias frag missile
Orias frag missile
48
1
6
5
1
Barrage (3), Blast (5"), Limited (1)
Missile

Plasma Weapons

Understood only by the secretive Tech-priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
- Sustained fire
- Sustained fire
12
1
6
4
1
Pistol, Breaching (6+)
Assault, Plasma
- Maximal fire
- Maximal fire
12
1
7
4
1
Pistol, Breaching (5+), Overload (1)
Assault, Plasma
Phased plasma-fusil
Phased plasma-fusil
24
3
5
3
1
Breaching (5+)
Plasma
Twin phased plasma-fusils
Twin phased plasma-fusils
24
4
5
3
1
Breaching (4+)
Plasma
Plasma mortar
Plasma mortar
36
1
8
4
2
Ordnance (R), Breaching (5+), Blast (5"), Barrage (2)
Plasma

Rad Weapons

Special-issue weapons commonly only employed against the most dangerous ofxenoforms, rad grenades and warheads detonate with a short, intense burst of radiation and shower the immediate area with highly contaminated fall-out. As well as direct damage, these can be used to bombard an area, and have the effect of debilitating rather than slaying outright, rendering a target vulnerable to further injury.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Irad-cleanser
Irad-cleanser
Template
1
2
5
1
Template, Phage (T), Poisoned (2+), Panic (1)
Rad
Irradiation engine
Irradiation engine
Template
1
4
5
1
Template, Heavy (AP), Phage (T), Poisoned (2+), Panic (1)
Rad
Vultarax missile launcher
Vultarax missile launcher
- Airburst
- Airburst
36
1
6
4
1
Blast (5"), Phage (T), Panic (0)
Rad
- Shaped charge
- Shaped charge
36
2
10
2
2
Phage (T), Panic (0), Shock (Stunned)
Rad
Karacnos mortar battery
Karacnos mortar battery
60
1
6
4
1
Blast (5"), Barrage (2), Poisoned (2+), Phage (T), Pinning (3)
Rad
Irradiation blaster
Irradiation blaster
16
1
2
4
2
Blast (5"), Ordnance (D), Phage (T), Shock (Stunned), Poisoned (2+), Panic (2)
Rad
Rad grenades
Rad grenades
8
1
4
3
1
Poisoned (2+), Phage (T)
Rad

Volkite Weapons

‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, it is only among the ranks of the Mechanicum’s Taghmata that these weapons remain in widespread and common use.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10
2
5
5
1
Pistol, Deflagrate (5)
Assault, Volkite
Volkite charger
Volkite charger
15
2
5
5
1
Deflagrate (5)
Assault, Volkite
Volkite incinerator
Volkite incinerator
10
2
5
6
1
Deflagrate (5)
Assault, Volkite
Volkite culverin
Volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite
Volkite veuglaire
Volkite veuglaire
30
5
7
5
1
Heavy (FP), Deflagrate (7)
Volkite
Twin volkite charger
Twin volkite charger
15
3
5
5
1
Deflagrate (5)
Volkite
Twin volkite culverin
Twin volkite culverin
45
6
6
5
1
Heavy (FP), Deflagrate (6)
Volkite

Exotic and Miscellaneous Weapons

The Mechanicum also employs a number of other weapons that do not fall into any specific category.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Despoiler cannon
Despoiler cannon
18
1
10
3
3
Blast (5"), Breaching (5+), Armourbane
-
Twin hellmaw cannon
Twin hellmaw cannon
Template
1
7
4
1
Template, Panic (2), Shred (6+)
-
Soulburner petard
Soulburner petard
24
1
7
4
1
Blast (3"), Shred (5+), Poisoned (2+), Stun (0)
-
Impaler harpoon
Impaler harpoon
12
1
6
3
2
Phage (I)
Assault

Melee Weapons


Chain Weapons

These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy’ grips and a series of razor-edged blades mounted along the edge of the weapon and set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays offountaining gore it created as its effectiveness in battle.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainfist
Chainfist
-3
-1
+6
2
2
Armourbane, Shred (6+)
Chain
Chainsword
Chainsword
I
A
S
5
1
Shred (6+)
Chain
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain
Heavy chainaxe
Heavy chainaxe
-2
A
+3
4
1
Shred (6+)
Chain
Heavy chainsword
Heavy chainsword
-1
A
+2
4
1
Shred (6+)
Chain
Chain bayonet
Chain bayonet
I
A
S
5
1
Shred (6+)
Bayonet, Chain

Graviton Weapons

Little understood even by the Tech-priests of Mars, gravity projector devices are so sophisticated that the few that now remain are relics of a lost age. The Mechanicum holds the vast majority of such weapons, and the graviton ram is but one example of these powerful relic weapons. The power of the graviton ram’s highest settings is sufficient utterly pulverise organic matter, but its primary use is to shatter armour and ruin the delicate circuitry and electronics of heavy armour and other war machines.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Graviton ram
Graviton ram
I
A
+2
3
2
Armourbane, Armour-breaker (4+)
Graviton

Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, but are commonplace amongst the metal war-engines of the Mechanicum.

If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Scyllax combat array
Scyllax combat array
I
A
S
3
1
Breaching (5+)
Power
Domitar fists
Domitar fists
-1
A
+1
3
2
Breaching (5+), Armourbane
Power
Pair of power blades
Pair of power blades
I
A
S
3
1
Breaching (5+), Shred (5+)
Power
Pair of Ursarax claws
Pair of Ursarax claws
I
+3
S
3
1
Breaching (6+)
Power
Pair of Ursarax fists
Pair of Ursarax fists
-2
A
+2
2
2
-
Power
Gyges siege claw
Gyges siege claw
I
A
+5
3
3
Armour-breaker (5+), Breaching (5+)
Power
Paired Gyges siege claws
Paired Gyges siege claws
I
A
+6
3
4
Armour-breaker (5+), Breaching (5+)
Power

Paragon Weapons

Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, Paragon blades are few in number and may take many forms. The most common Paragon blades are two-handed power weapons of extraordinary balance and durability, although even more rarely unique chain weapons wrought from the teeth of terrifying xenos-beasts and certain night-black sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, Paragon blades are valued beyond price by the Imperium’s warriors.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paragon blade
Paragon blade
I
A
+1
2
1
Critical Hit (6+)
-

Exotic and Miscellaneous Weapons

The Mechanicum also employs a number of other weapons that do not fall into any specific category.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Corposant stave
Corposant stave
I
A
+1
3
1
Shock (Pinning, Stunned, Suppressed)
-
Shock chargers
Shock chargers
-1
A
+2
4
2
-
-
Dendrite talons
Dendrite talons
I
A
S
4
2
Breaching (6+)
-
Decimator claw
Decimator claw
I
A
S
3
2
Breaching (5+), Armourbane
-
Hellcrusher claws
Hellcrusher claws
I
A
S
2
3
Critical Hit (5+), Armourbane, Armour-breaker (4+)
-
Slaughterer blades
Slaughterer blades
I
A
S
3
1
Shred (5+), Breaching (5+), Reaping Blow (1)
-
Cleaver of slaughter
Cleaver of slaughter
-2
A
S
2
2
Shred (4+)
-
Scorian talons
Scorian talons
I
A
S
2
2
Critical Hit (6+)
-
The Vodian Sceptre
Vodian Sceptre
-1
-2
+3
2
2
Shock (Pinning, Stunned, Suppressed)
-
Servo-harness
Servo-harness
I
A
+3
4
2
Breaching (6+)
-
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-
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.
Army
An Army is a gaming element composed of one or more Detachments. The composition of a given Army is decided by the Controlling Player during Army selection based on the Army List being used for that Army. An Army’s main function is in deciding which Models and Units may be deployed in a Battle, and during an individual Battle imposes only limited restrictions for the Models and Units that are part of that Army.
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.
Allegiance
Allegiance is a type of Trait that defines the two sides of the Horus Heresy - Loyalist and Traitor. Each Model in an Army must belong to the same Allegiance, and most Battles will pit an Army composed of Models with one Allegiance against an Army composed of Models of the opposite Allegiance. Furthermore, some Special Rules may operate differently when targeting a Model with a certain Allegiance.
Faction
Faction is a type of Trait that refers to the various forces that fought during the Horus Heresy. Each Model in an Army must belong to one of these Factions. Examples of Factions include: each of the Space Marine Legions (Ultramarines, Sons of Horus, etc.), the Legio Custodes, the Sisters of Silence and the Mechanicum. A given Detachment will usually only include Models from one Faction (though an Army may include Models from more than one Faction) and certain Special Rules only affect Models with a certain Faction.
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.
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).
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.
Allied Detachments
Armies do not have to include an Allied Detachment and can include more than one, but no more than 50% of the Points Limit may be spent on allied Units and all Allied Detachments must be a different Faction than the Primary Detachment.

An Army does not have to include an Allied Detachment, but may include any number of Allied Detachments the Controlling Player chooses - as long as the total Points Value of all Units selected in all Allied Detachments combined is no more than 50% (rounded up to the nearest whole number) of the Points Limit set for a Battle. All Units selected to fill Force Organisation Slots in an Allied Detachment must be selected from a different Faction than that used for the Primary Detachment. If more than one Allied Detachment is included in an Army, then all Allied Detachments in the Army must be of a different Faction than the Primary Detachment, but may be the same as other Allied Detachments.

Each Command Force Organisation Slot filled in an Allied 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. Auxiliary Detachments added to the Army when selecting Command Choices for an Allied Detachment remain separate Detachments, but are linked to that Allied Detachment that allowed their selection and must use the same Army List to select any Units that are selected to fill Force Organisation Slots. Players may choose not to add additional Detachments when eligible to do so.
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.
Auxiliary Detachments
An Army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

An Army may include any number of Auxiliary Detachments. The number available in any Army is determined by the number of Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Auxiliary Detachment to be taken. A Player may also choose to include an Auxiliary Detachment for one or more of the High Command Force Organisation Slots available to them, gaining one Auxiliary Detachment for each High Command Slot selected, but any High Command Slots selected in this manner no longer grant the Player an Apex Detachment. All Auxiliary Detachments are linked to other Detachments, usually either Primary or Allied Detachments, which determines which Army List and Faction must be used by the Auxiliary Detachment.
Apex Detachments
An Army can include any number of Apex Detachments, depending on the number and type of High Command Choices selected.

An Army may include any number of Apex Detachments. The number available in any Army is determined by the number of High Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Apex Detachment to be taken. Any High Command Force Organisation Slots that were optionally used to include an additional Auxiliary Detachment in the Army do not also allow an Apex Detachment to be included - for each High Command Slot the Controlling Player may include one Apex Detachment or one Auxiliary Detachment, not both. All Apex Detachments are linked to other Detachments, usually Primary Detachments, which determines which Army List and Faction must be used by the Apex Detachment. Each High Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Apex Detachment or Auxiliary Detachment to be linked to the Primary Detachment. Furthermore, each Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Auxiliary Detachment to be linked to the Primary Detachment.
LORD OF WAR – The largest and most powerful Units available to any Army. No Army may spend more than 25% of its Points Limit on Units with either the Lord of War or Warlord Battlefield Role.
Logistical Benefit – Add one additional Force Organisation Slot to the Detachment that includes the Prime Slot, this Slot may be of any Battlefield Role other than High Command, Command, Warlord or Lord of War. This Advantage may only be selected once per Detachment.

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

Cortex Controller

This device allows the wielder to witness the battlefield through the senses of the battle-automata under their command, and direct them accordingly.

Cortex controllers allow Automata to make Reactions.

A Unit that includes any Models with the Automata Type can ignore the restriction on making Reactions imposed by the Automata Type while it includes one or more Models with a cortex controller.
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.
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.
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.
Routed
The Routed Status reflects a Unit that has suffered such a catastrophic reversal that it must fall back from the front line in order to regroup and recover.

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

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

Designer’s Note
Astute readers will have noted that a Unit under the Reactive Player’s control that loses Combat and gains the Routed Status will be forced to Fall Back from that Combat and will then have to Fall Back a second time in the Controlling Player’s following Movement Phase. This is entirely intentional, and is intended to avoid Units ‘ping-ponging’ in and out of Combat. Players whose Units have been Routed will benefit from the fact that they must halt at the Battlefield Edge, stopping them running to their doom, and the fact that being attacked while Routed does not result in the immediate removal of the Routed Unit, nor stop them from shooting. Furthermore, the various Liber books will present additional options and Wargear that will allow Players the opportunity to mitigate or remove Statuses outside of the Statuses Sub-Phase.
TROOPS – The line troops that hold ground and allow generals to claim victory.
Wargear
Wargear represents the Weapons and equipment shown on Models. Wargear can be broken down into two types, those that are used to make attacks and those that are not. Wargear that is used to make attacks is often referred to as a Weapon and has a separate Weapon Profile, while Wargear that is not used to make attacks will be formatted more like a Special Rule.
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.
Augury Scanner

This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the user and their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.

Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.

When a Shooting Attack made by a Unit that includes any Models with an augury scanner inflicts any Hits (excluding Hits from attacks made as Snap Shots), Shrouded Damage Mitigation Rolls cannot be made against those Hits.
Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of armour, these enable the wearer to coordinate battlefield data with blinding speed.

A cognis-signum allows more accurate attacks to be made with Barrage Weapons.

Instead of making a Shooting Attack with a Model with a cognis-signum, the Controlling Player may instead make an Intelligence Check. If the Check is passed, the Controlling Player may select a single enemy Unit within Line of Sight of the Model with a cognis-signum. The next time the selected enemy Unit is targeted by a Shooting Attack that includes any Weapons with the Barrage (X) Special Rule during the current Shooting Phase, the Controlling Player may make Hit Tests for the attacks that have the Barrage (X) Special Rule as normal, ignoring the limitations of the Barrage (X) Special Rule if the Unit making the Shooting Attack is without Line of Sight to the Target Unit. If the Check is not passed, the cognis-signum has no effect this turn.
Cyber-familiar

Utilised by Techmarines and the adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls and other smaller drone units tied into the direct neural control of their operator. These are an extension of their master’s will and provide them with a host of additional senses and capabilities.

Cyber-familiars grant a bonus to Intelligence Checks.

The Controlling Player of a Model with a cyber-familiar can modify the results of Intelligence Checks made for that Model by -2.
Servo-arm

Many mechanically-minded combatants take to the battlefield bearing additional mechanical arms mounted upon their armour, or even upon their body itself to aid repairs to armoured vehicles.

A Model with a servo-arm repairs additional Wounds or Hull Points when using the Battlesmith (X) Special Rule.

Each time the Controlling Player of a Model with a servo-arm selects the Repair option when activating the Battlesmith (X) Special Rule for that Model, increase the number of Hull Points or Wounds gained by the Target Model by +1.
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.
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.
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
Armourbane

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

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

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.
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.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Detonation

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

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

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

A Weapon or other attack with this Special Rule may also be used to make attacks targeting a Model with the Building Type or a Terrain Piece that has a Toughness or Armour Characteristic.

Melta bombs

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-
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).
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.
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.

Rad grenades

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rad grenades
Rad grenades
8
1
4
3
1
Poisoned (2+), Phage (T)
Rad
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.
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.
Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability to direct their forces, even during the most chaotic battles.

Nuncio-vox allow Units to remove Statuses in the Start Phase.

If a Unit includes one or more Models with a nuncio-vox, and there are one or more friendly Models on the Battlefield with the Command Sub-Type, then the Controlling Player may activate the nuncio-vox during the Start Phase of their Player Turn as the Active Player. When activated, the Controlling Player may make a Check to remove a single Tactical Status from all Models in the Unit that includes the nuncio-vox. This Check is made using the Characteristics of any one friendly Model on the Battlefield, chosen by the Controlling Player (using Cool, unless attempting to remove Routed, in which case Leadership is used). A nuncio-vox may only be activated once per Turn, and each friendly Model on the Battlefield with the Command Sub-Type may only be used once per Start Phase as part of this Rule.
Rad Furnace

Most of the creations of the Mechanicum draw their power from atomantic or fusion reactors, but some few rely instead on so-called rad furnaces. These devices are based on ancient technology that burns far stronger than modem reactors, but floods the area with deadly radiation, rendering them useless for most applications. However, in battle the deleterious effect on radiation on the enemy becomes a benefit rather than a drawback - though it means that only the most extensively augmented magi can accompany such units into battle.

A Model with a rad furnace reduces the enemy’s Toughness while Locked in Combat.

Any Model, friendly or enemy, that is part of a Combat that includes one or more Models with a rad furnace must reduce its Toughness Characteristic by 1 while a part of that Combat in the Fight Sub-Phase. This reduction is not cumulative with the effects of the Phage (X) Special Rule. Models with a rad furnace, the Automata Type or the Cybernetica Trait are unaffected and do not reduce their Toughness Characteristic. Additionally, a Unit that is composed of a majority of Models with rad furnaces does not reduce any Characteristics due to the effects of the Phage (X) Special Rule.
Machinator Array

A more complex system akin to the common servo-arm, the machinator array is a semi-autonomous repair system. Unlike the servo-arm this system is not directly controlled by the wielder and instead works to a fixed set of orders, making it less useful as a weapon of war, but vastly more potent as a device for repair and maintenance under fire.

A Model with a machinator array can use the Battlesmith (X) Special Rule twice in the same Turn.

Each time the Controlling Player of a Model with a machinator array chooses to make use of the Battlesmith (X) Special Rule for that Model, it may be used twice - with each usage of the Special Rule targeting the same or different target Units as chosen by the Controlling Player and may apply different effects (all targets chosen must be valid targets). If a player chooses to apply the effects of a Machinator Array and makes two Battlesmith actions, then neither of those actions may be modified by the effects of a servo-arm and use only the full base value of the Model’s Battlesmith (X) Special Rule to determine their effect.
Critical Hit (X)

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

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

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

A Critical Hit automatically inflicts a wound without any Dice being rolled, counting as the roll of a ‘6’ for any variable Special Rules that might be triggered by a Wound Test, and increases the Damage Characteristic of the Hit by +1.
Paragon blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paragon blade
Paragon blade
I
A
+1
2
1
Critical Hit (6+)
-

Shock (X)

Blasts of exotic radiation, malignant scrap-code or other targeted attacks can render the systems of complex war engines vulnerable without penetrating their armour. While such weapons are less likely to leave their target as a broken ruin, the deleterious effects of their attacks can render even the most powerful war machines impotent.

Weapons with the Shock (X) Special Rule have a chance of inflicting Statuses on Vehicles even if it does not penetrate their armour.

When making a Hit Test for a Weapon with this Special Rule against a Target Unit that includes any Models with the Vehicle Type or Walker Type, the result of the Hit Test before any modifiers are applied must be checked. If any Hit Test for a Weapon with the Shock (X) Special Rule results in a ‘5’ or ‘6’ before any modifiers are applied, then all Models with the Vehicle Type or Walker Type in the Target Unit gain a Status at the end of Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process. The Status gained is indicated by the value of X attached to that variant of the Shock (X) Special Rule. If the Model already has the stated Status or the attack would apply the Status multiple times there is no additional effect and this Special Rule never causes a Model to lose Wounds or Hull Points. Hits inflicted by a Weapon with this Special Rule must still have Wound Tests or Armour Penetration Tests made for them, and are not discarded if they trigger this Special Rule.

Corposant stave

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Corposant stave
Corposant stave
I
A
+1
3
1
Shock (Pinning, Stunned, Suppressed)
-
Pistol

Compact and deadly, pistols are ideal weapons in close quarters. They lack the sheer range of larger weapons, but can be brought to bear with impressive speed and are no less deadly than their larger counterparts.

A Model may attack with two Weapons that have the Pistol Special Rule.

During Step 3 of any Shooting Attack, a Player may choose to have a Model under their control make attacks with two Weapons rather than one if both Weapons have the Pistol Special Rule.
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.

Archaeotech pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Archaeotech pistol
Archaeotech pistol
12
1
6
4
2
Pistol, Breaching (3+)
Assault
Overload (X)

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

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

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

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

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

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

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

Disintegrator pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator pistol
Disintegrator pistol
12
1
4
3
2
Pistol, Overload (1)
Assault, Disintegrator

Bolt pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt
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).
Deflagrate (X)

Exotic beam weapons of arcing energy or sequential explosions triggered by the death of the first victim, some weapons cause not a single casualty, but a slew of them. Such weapons are wielded with grim efficiency against close packed formations of troops on the battlefields of the Horus Heresy. The most well-known examples are the volkite weapons of Mars, but many others are known.

Unsaved Wounds inflicted by attacks with the Deflagrate (X) Special Rule can cause additional Hits.

At the end of Step 9 of the Shooting Attack process for any Fire Group or Strike Group that includes Weapons with the Deflagrate (X) Special Rule, create a new Fire Group or Strike Group that must then be selected in Step 10 and resolved. This new Fire Group or Strike Group includes a number of Hits equal to the number of Unsaved Wounds caused by the Fire Group or Strike Group that triggered its creation. These Hits all have a Strength equal to the value of X attached to the variant of the Deflagrate (X) Special Rule possessed by Weapons in the preceding Fire Group or Strike Group, an AP of a Damage of 1 and no Special Rules.

Volkite serpenta

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10
2
5
5
1
Pistol, Deflagrate (5)
Assault, Volkite

Plasma pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
- Sustained fire
- Sustained fire
12
1
6
4
1
Pistol, Breaching (6+)
Assault, Plasma
- Maximal fire
- Maximal fire
12
1
7
4
1
Pistol, Breaching (5+), Overload (1)
Assault, Plasma

Volkite charger

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite charger
Volkite charger
15
2
5
5
1
Deflagrate (5)
Assault, Volkite

Maxima bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Maxima bolter
Maxima bolter
18
3
4
5
1
-
Assault, Bolt
Melta (X)

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

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

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

Meltagun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.
Blast (X)

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

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

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

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

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

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

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

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

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

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

Graviton gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton gun
Graviton gun
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1)
Graviton
Template

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

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

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

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

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

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

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

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

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

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

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

Flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame
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.
Precision (X)

On the battlefields of the Horus Heresy, precision proves far more valuable than wanton carnage, allowing attacks to be placed on the most valuable targets and not the chaff of the enemy army. Whether through well-honed skill or artfully crafted weapons, warriors capable of such feats are highly sought after in any host.

Attacks made with the Precision (X) Special Rule are allocated by the Attacking Player, not the Defender.

When any Hit Test is made for an attack with the Precision (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 Precision (X) Special Rule, then if a Hit is inflicted by that roll, that Hit becomes a ‘Precision Hit’.

These Precision Hits must form a separate Fire Group or Strike Group. Wound Tests are made as normal for Precision Hits and cause Precision wounds. In Step 8 of the Shooting Attack process or Step 7 of the Initiative Step sequence, when selecting a Target Model for a Fire Group or Strike Group that is made up of Precision wounds, the Target Model is not selected using the normal Rules. Instead the attacking Player chooses which Model in the Target Unit will be the Target Model, and may select any Model that is a part of that Unit.

Note that Models Engaged in a Challenge cannot use this Special Rule to allocate Hits to any Model other than the enemy Model that is Engaged in the same Challenge and that any attacks which are made as Snap Shots, or for Weapons or attacks that have either the Blast (X), Barrage (X), Template or Reaping Blow (X) Special Rules, may never trigger the Precision (X) Special Rule no matter what the result of the Hit Test is.
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.
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.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, but are commonplace amongst the metal war-engines of the Mechanicum.

If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Scyllax combat array
Scyllax combat array
I
A
S
3
1
Breaching (5+)
Power
Domitar fists
Domitar fists
-1
A
+1
3
2
Breaching (5+), Armourbane
Power
Pair of power blades
Pair of power blades
I
A
S
3
1
Breaching (5+), Shred (5+)
Power
Pair of Ursarax claws
Pair of Ursarax claws
I
+3
S
3
1
Breaching (6+)
Power
Pair of Ursarax fists
Pair of Ursarax fists
-2
A
+2
2
2
-
Power
Gyges siege claw
Gyges siege claw
I
A
+5
3
3
Armour-breaker (5+), Breaching (5+)
Power
Paired Gyges siege claws
Paired Gyges siege claws
I
A
+6
3
4
Armour-breaker (5+), Breaching (5+)
Power

Thunder hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power

Power fist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power fist
Power fist
-3
A
+4
2
2
-
Power

Chainfist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainfist
Chainfist
-3
-1
+6
2
2
Armourbane, Shred (6+)
Chain

Chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainsword
Chainsword
I
A
S
5
1
Shred (6+)
Chain

Chainaxe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain

Heavy chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Heavy chainsword
Heavy chainsword
-1
A
+2
4
1
Shred (6+)
Chain

Heavy chainaxe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Heavy chainaxe
Heavy chainaxe
-2
A
+3
4
1
Shred (6+)
Chain

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

High Command
Command
• Magos
Troops
Cybertheurgic Rite: Overcharged Reactors

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

Difficulty:2Range:12"

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

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

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

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

Difficulty:3Range:12"

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

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

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

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

Difficulty:4Range:18"

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

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

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

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

Difficulty:4Range:18"

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

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

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

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

Cybertheurgic Rite: Flesh-knit Protocols

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

Difficulty:2Range:12"

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

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

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

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

Difficulty:4Range:12"

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

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

Duration: This Cybertheurgic Rite is resolved immediately.

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

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

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

Difficulty:3Range:24"

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

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

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

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

Difficulty:3Range:6"

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

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

Duration: This Cybertheurgic Rite is resolved immediately.

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

Cybertheurgic Rite: Fury of Ages

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

Difficulty:2Range:6"

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

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

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

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

High Command
Command
• Magos
Retinue
Troops
War Engine
Transport
Heavy Transport
Recon
Comptroller (X)

The armies of the Mechanicum are made of a host of terrors, from hulking automata to gruesome fusions of man and machine. Yet, while these war engines are capable of immense destruction, it is the tech-priests and magi of the Taghmata that direct them, and without these frail human components the Taghmata has little strategic unity or focus.

If a Model with this Special Rule is part of a Unit then it can score more Victory Points for holding an Objective.

The number of Victory Points scored when a Unit that includes a Model with this Special Rule controls an Objective is increased by the value of X attached to this variant of the Special Rule. This Special Rule has no effect and no bonus Victory Points are scored if any of the following are true:
  • The Unit controlling the Objective includes any Models with a different Faction to that of the Model with this Special Rule.
  • The majority of Models in the Unit controlling the Objective have the Command, Specialist or Champion Sub-Types.
If Models with multiple variants of this Special Rule are part of the same Unit, then the values of X do not stack and only the highest value is used.
Cybertheurgic Rites
The following Cybertheurgic Rites may be selected for any Model with the Cybertheurgist Trait:
  • Overcharged Reactors
    +5 Points
  • Cogitator Purge
    +10 Points
  • Chastise the Machine Spirit
    +25 Points

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

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

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

The following Cybertheurgic Rite may only be selected for a Model with both the Cybertheurgist and Myrmidax Traits:
  • Fury of Ages
    +5 Points
Combat Veterans – All Models in the Unit selected to fill the Prime Slot gain a bonus of +1 to their Leadership, Cool, Intelligence and Willpower Characteristics to a maximum of 10 (this includes only Models selected as part of the Unit, not Models that later join the Unit either before or during a Battle).
Automata

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

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

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

The following Rules apply to all Models with the Sergeant Sub-Type:
  • The Controlling Player of a Unit that includes one or more Models with the Sergeant Sub-Type may use the Characteristics of one of those Models to resolve any Characteristic Check made for that Unit.
The Deus Machina
A Unit that includes one or more Archmagos, Archmagos on Abeyant, Magos, Magos on Abeyant or Tech-priest with the Cybernetica Trait and one or more Models with the Automata Type, can Hold, Control and Contest an Objective.
Battlesmith (X)

An army without war engines is easy prey for the foe, and without specially trained warriors to repair those machines they will soon fail in the face of the Horus Heresy’s fury. Battlesmiths are charged with seeing to the care of the metal behemoths that lead every assault, keeping them operational and ensuring their guns never fall silent.

A Model with the Battlesmith (X) Special Rule can repair Vehicles, Automata and other mechanical Units.

In the Controlling Player’s Movement Phase as the Active Player, when a Model with the Battlesmith (X) Special Rule has been selected, but either before or after it has been moved, the Controlling Player of that Model may activate this Special Rule. Once activated, the Controlling Player of the Model with the Battlesmith (X) Special Rule, hereafter referred to as the ‘Acting Model’, must select one friendly Model within 6" of the Acting Model. The Model selected must have the Vehicle, Automata or Walker Type and is hereafter referred to as the ‘Target Model’. Once a Target Model has been selected, the Player controlling the Acting Model must make an Intelligence Check for the Acting Model.

If the Check, is failed there is no further effect, but if the Check is passed then the Player controlling the Acting Model may select one of the following options:
  • Repair – The Target Model gains a number of Wounds or Hull Points equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model. This cannot increase the Target Model’s Wounds or Hull Points above its Base Value.
  • Restore – A number of Statuses equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model may be removed from the Target Model.
Activating the Battlesmith (X) Special Rule does not limit the Acting Model or the Target Model when moving or attacking in the same Turn.
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.
Walker

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

The following Rules apply to all Models with the Walker Type:
  • When targeting a Unit that includes any Models with the Walker Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Model with the Walker Type may attack with all Weapons they have in each Shooting Attack they make, including as part of a Reaction. Note that this does not allow Weapons that do not have the Assault Trait to be used to attack as part of a Volley Attack.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Walker Type counts as a number of Models equal to that Model’s Base Wounds Value.
Turn
A Battle is split into a number of Turns. Once the last Turn of a Battle has been completely resolved, the Battle ends. In general, when used without a qualifier, the term Turn refers to Battle Turns.
HEAVY ASSAULT – Heavy assault Units used to break the enemy lines.

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

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.
Super-heavy

From the lumbering Baneblade tanks of the Imperial Army to the destructive power of the Legiones Astartes Falchion, all of the war machines that fall into this category are huge armour-clad constructions that each wield enough firepower to destroy an entire army.


The following Rules apply to all Models with the Super-heavy Sub-Type:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, but may still neither pass through nor end their move in Impassable Terrain.
  • A Model with this Sub-Type always gains any benefits for having remained Stationary when making Shooting Attacks, regardless of whether the Model moved in the preceding Movement Phase or the distance moved. This does not count if the Model has Rushed in the Preceding Movement Phase.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type may only make Reactions in response to actions undertaken by Units that contain one or more Models with the Paragon Type, Super-heavy Sub-Type, Knight Sub-Type* or Titan Sub-Type*.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.

*See Liber Questoris for more details on these Unit Sub-Types.
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.
Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Transport

From armoured transports, to fleet orbital shuttles and even more esoteric modes of travel, mounting infantry atop faster moving transports is an ancient tactic. The best transports offer a safe haven for fragile infantry as well as a means to traverse even the most difficult terrain at speed.

All Models with the Transport Sub-Type are bound by a set of Rules regarding how they operate:
  • All Models with the Transport Sub-Type have a Transport Capacity Characteristic, which determines the maximum number of Models that can Embark upon it - one Model per point of Transport Capacity, unless another Rule states otherwise.
  • Only Models with the Infantry or Paragon Type may Embark or Disembark upon a Model with the Transport Sub-Type.
  • A Unit may only Embark on a Model with the Transport Sub-Type if all Models in the Embarking Unit have the same Faction as the Model with the Transport Sub-Type.
  • A Model with the Transport Sub-Type may only have a single Unit Embarked upon it at any one time (Models with the Specialist Sub-Type, Command Sub-Type or Paragon Type that have joined a Unit are considered part of that Unit and may Embark alongside it).
  • A Unit may not be partially Embarked on a Model with the Transport Sub-Type - either all Models or no Models in a Unit may be Embarked on a given Model.
  • If a Model with the Transport Sub-Type has a Unit Embarked upon it, the Embarked Unit is not considered part of the same Unit. The two remain separate Units for all purposes.
Mechanicum Prime Advantage: Prime Conveyor
This Prime Advantage may only be selected for a Unit composed of a single Model with the Vehicle Type that does not also have the Super-heavy Sub-Type. A Model for which this Prime Advantage is selected gains a bonus of +1 to its Front and Side Armour Values, to a maximum of 14, +2 to its Hull Points Characteristic. If the Unit selected includes any Models with the Transport Sub-Type, then the Transport Capacity of those Models is also modified by +2.

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

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.
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.
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.
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.
Battle Meditation

To the devotees of the Myrmidax Cult a duel between champions is the apex of wisdom, pitting one combatants’ knowledge of battle against another. Such contests are the ultimate form of meditation to such warriors, to be sought after and relished. When engaged in such a duel a Myrmidon will put forth their utmost effort, ignoring even the worst of injuries in order to claim victory and the wisdom it will bring.

A Model with this Special Rule gains bonuses when engaged in a Challenge.

A Model with this Special Rule gains the Feel No Pain (6+) Special Rule when engaged in a Challenge. If the enemy Model in the same Challenge has a Weapon Skill Characteristic equal to or greater than that of the Model with this Special Rule then the Model with this Special Rule instead gains the Feel No Pain (5+) Special Rule. If the Model with this Special Rule already has a variant of the Feel No Pain (X) Special Rule then this Special Rule has no effect and does not stack with or improve the existing variant of the Feel No Pain (X) Special Rule.
Implacable Advance

The wargear of many Legiones Astartes warriors and war machines incorporates a variety of targeting and stabilisation systems, enabling larger weaponry to be brought to bear even at close ranges.

Models with this Special Rule can make Volley Attacks with other Weapons.

The Controlling Player of a Model with this Special Rule treats all Ranged Weapons such a Model has that do not have any variant of the Heavy (X) Special Rule or Ordnance (X) Special Rule as having the Assault Trait.
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.
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.
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.
Barrage (X)

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

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

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

If a Weapon with this Special Rule and the Blast (X) Special Rule is used to attack a Unit without Line of Sight to that Unit, then no Hit Test is made and an Indirect Scatter Roll must be made for the Blast Marker placed as part of the attack. If such a Weapon makes more than a single attack then a separate Indirect Scatter Roll is made for each attack. When making an Indirect Scatter Roll for such an attack, the number of Dice rolled alongside the Scatter Dice is determined by the value of X for the Weapon with the Barrage (X) Special Rule, the value of these Dice is then totalled to find the distance the attack Scatters.
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

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

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

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

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
ELITES – The most deadly of warriors available to an Army.
Buildings
Buildings are similar to immobile Transport Vehicles.

Buildings are a special Type of Model, and are bound by the following Rules:
  • Buildings are not, and cannot be, controlled by any Player.
  • Buildings may be targeted by Shooting Attacks and Charges.
  • Buildings have the Armour, Transport Capacity and Hull Points Characteristics.
  • Buildings may never be moved by either Player, and no Rule, Special Rule or other effect can move or re-deploy a Building.
  • All Glancing Hits inflicted on a Building inflict 1 point of Damage and no roll on the Vehicle Damage Table is ever made for a Building.
  • Buildings are all considered to have the Transport Sub-Type and any Player may Embark a Unit onto a Building, but only one Unit may be Embarked on a Building at any one time.
Moved vs Stationary
In order to have moved, one or more Models in a Unit must end the Movement Phase in a different position than that which they started the Phase. A Model cannot be ‘moved’ in such a fashion that it ends its ‘move’ in the same position as it began the move. In cases where the distance a Model has been moved is important to a Rule, only the distance between that Model’s position at the start of the Movement Phase and its position at the end of the Movement Phase is counted. When determining this distance, if the direct line between a Model’s starting position and current position passes through an Area of Impassable Terrain or other obstacle through which a Model cannot move, then count the distance of the Model’s path of movement around the obstacle rather than the direct line between its start and end positions. If, when a Player has the option of moving a Unit, they choose not to move any of the Models in that Unit, and no Models in the Unit otherwise change position on the Battlefield, other than to pivot in place, then that Unit is considered to be Stationary.
Shieldwall!

Many warriors go to battle carrying large protective shields, commonly issued when the fighting is expected to be conducted at close ranges, such as Zone Mortalis or breach storming engagements. With sufficient training, these warriors can form a moving bulwark, layering and overlapping such shields to provide protection against all but the most determined attacks.

This Reaction allows the Reactive Player to gain a bonus to the Toughness Characteristic of Models in a Unit targeted by a Shooting Attack or Volley Attack if the majority of those Models have the Shield Trait.

Trigger: The Reactive Player may declare a Shieldwall! Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player, or at the start of Step 4 of a Charge declared by the Active Player.

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

Target: For a Shieldwall! Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack or Charge that triggered the Reaction. This Unit must include a majority of Models with the ‘Shield’ Trait at the point when the Reaction is declared.

Process
  1. The Active Player continues to resolve this Shooting Attack as normal.
  2. All Models in the Unit for which this Advanced Reaction is declared have their Toughness Characteristic modified by +1 for the duration of the Phase in which this Reaction was declared.
Battle Turn
A Battle Turn is defined as all Players having resolved a single Player Turn as the Active Player (thus there are usually two Player Turns in each Battle Turn). In general a Battle is measured in Battle Turns to allow all Players to have the same number of Player Turns as the Active Player and so an equal chance to interact with the Mission, accumulate Victory Points and win. In general, Player Turns within a Battle Turn will always follow the same order - in that one Player will always take the role of the Active Player first in each Battle Turn.
Rush
A Unit that makes a Rush may not make Shooting Attacks or Charge, but moves further.

When the Active Player selects a Unit under their control to move in the Move Sub-Phase, they may declare that the Unit will Rush. A Unit that Rushes may not make Shooting Attacks in the Shooting Phase of the same Player Turn or have a Charge declared for it in the Assault Phase of the same Player Turn. All Models in a Unit that Rushes add the value of that Model’s Initiative Characteristic to the value of its Movement Characteristic when determining how many inches a Model that Rushes may move.

Note that a Player may only choose to have a Unit Rush when Moving that Unit during the Move Sub-Phase or Reserves Sub-Phase of a Player Turn where they are the Active Player. Units may not Rush as part of any Reaction that allows them to make a Move, or have a Rush declared for them in any Phase or Sub-Phase other than the Move Sub-Phase or Reserves 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.
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.
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.
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.
Damage Mitigation Tests
Damage Mitigations Tests are similar to Saving Throws, and follow all the same Rules for making them - except that a Model may have one Saving Throw and one Damage Mitigation Test made for each wound inflicted on it. Damage Mitigation Tests are only ever granted to a Model by Special Rules and do not appear as a Characteristic, the Special Rule that grants a Model a Damage Mitigation Test will indicate the Target Number for that Test and will state under what circumstances it may be taken.
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.
Destroyed & Removed as Casualties
Throughout these Rules the terms ‘Destroyed’ and ‘Removed as Casualties’ have been used to refer to Models and Units that have been taken out of play by enemy action - usually as the result of a Shooting Attack or Combat. Units that are ‘Destroyed’ or entirely ‘Removed as Casualties’ are often used as a means for the Opposing Player to score Victory Points and thus win a Battle. The two terms can be used interchangeably, but most often the term ‘Removed as Casualties’ is used to refer to the removal of an entire Unit that was composed of multiple Models, while ‘Destroyed’ is more commonly used to refer to the removal of a single Model or a Unit that was composed of a single large Model, such as a tank.
Removed as a Casualty
A Model Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other Model or Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an Emergency Disembarkation.

A number of Rules, including Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
Emergency Disembarkation
Some Rules will instruct a Player to have a Unit make an Emergency Disembarkation. This is done using the following procedure:
  1. The Controlling Player of the Unit making an Emergency Disembarkation selects one Model from that Unit and places it anywhere in Base Contact with the hull or Base of the Model it was Embarked upon. When Disembarking, a Model’s Base cannot be placed within 1" of an enemy Model or within Impassable Terrain. If there is no other location for the Disembarking Model to be placed then it is instead Removed as a Casualty.

  2. Once a Disembarking Model has been placed, it remains in contact with the Model with the Transport Sub-Type that it was Embarked upon and may not be moved, then the next Model in the Unit making an Emergency Disembarkation must be placed. Models placed after the first must be placed in Base Contact with the hull or the Base of the Model it was Embarked upon if possible.

  3. If any Models making an Emergency Disembarkation after the first cannot be placed in contact with the hull or Base of the Model on which they were Embarked then they may instead by placed in Base Contact with another Model from the same Unit that has already been placed as part of the Emergency Disembarkation.

  4. Repeat this process until all Models from the Unit making an Emergency Disembarkation have been placed on the Battlefield - unlike a regular Disembarkation they do not need to be in Unit Coherency. Any Model making an Emergency Disembarkation that cannot be placed on the Battlefield using the Rules presented here must instead be Removed as a Casualty.

  5. Once all Models from a Unit making an Emergency Disembarkation have been placed on the Battlefield then a Cool Check must immediately be made for that Unit. If this Check is failed then the Unit that made the Emergency Disembarkation gains the Pinned Status.
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.
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:
Suppressed
The Suppressed Status reflects a Unit that is distracted and confused by heavy enemy fire, environmental effects or psychological warfare.

The Suppressed Status is primarily inflicted as part of the effects of the Suppressive (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 Suppressed Status:
Saving Throws
Wounds inflicted on a Model will cause Damage, reducing the Model’s Wounds Characteristic and possibly removing it from play as a Casualty. However, before any Damage is inflicted, wounds can be negated by means of Saving Throws. A Model may have one Saving Throw made for each wound inflicted on it, with a successful Saving Throw causing that wound to be discarded - however, only one Saving Throw may be made for any given wound that has been inflicted on a Model, regardless of how many Saving Throws a Model may have.

If a Model has any Saving Throws available they will be listed either on that Model’s profile as Characteristics or detailed by any Special Rules that apply to the Model. A Saving Throw will normally be listed as a numerical value followed by a ‘+’ symbol, for example, an Armour Save of ‘4+’. The value listed as part of any Saving Throw is the Target Number for the associated Test. The various types of Saving Throw available are in this section, indicating when they may be made and any additional Rules that apply to that type of Saving Throw.
Cybertheurgic Rite: Ætheric Amplification

Many renegade magi sought to infuse technology with the power of the Warp - to harness the ætheric plane for the betterment of Mankind. Many would achieve short-lived success, managing to tap and manipulate the energies of Warp space, but always such experiments ended in disaster.

Difficulty:2Range:6"

Restrictions: The Target Unit for this Cybertheurgic Rite must be a Friendly Unit that includes only Models with the Malefic Sub-Type. The Target Unit may be Locked in Combat.

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

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Target Unit’s Controlling Player’s next Start Phase and after the Cybertheurgic Status is removed the Target Unit suffers Cybertheurgic Feedback.
Cybertheurgic Status: Null
A Model under the effect of this Cybertheurgic Status gains no bonuses or penalties - but when Null is applied to any Model in a Unit then all other Cybertheurgic Statuses on all Models in that Unit are discarded and the Unit suffers Cybertheurgic Feedback immediately regardless of whether any Cybertheurgic Statuses are discarded. If a Model in a Unit would gain another Cybertheurgic Status while any Models in that Unit have the Null Cybertheurgic Status (other than another instance of Null) then it does not gain that Cybertheurgic Status, all Models in the Unit discard Null and the Unit suffers Cybertheurgic Feedback.
Cybertheurgic Rite: Scrap-code Infection

Unleashed with abandon in the opening moments of the Martian Civil War, scrap-code is one byproduct of unsanctioned research. A scourging data djinn capable of aggressively blanking cogitator units and even disorienting biological entities, it swiftly became a commonplace hindrance on the battlefields of the Horus Heresy.

Difficulty:2Range:12"

Restrictions: The Target Unit for this Cybertheurgic Rite must be an enemy Unit that includes at least one Model with a Cybertheurgic Status other than Null and that is not Locked in Combat.

Effect: When this Cybertheurgic Rite is Invoked, all Models in the Target Unit gain the Null Cybertheurgic Status.

Duration: The Cybertheurgic Status granted by this Cybertheurgic Rite is automatically removed in the Target Unit’s Controlling Player’s next Statuses Subphase. If the Cybertheurgic Status is removed during the Statuses Sub-Phase, rather than due to the effects of the Null Cybertheurgic Status, then the Target Unit suffers Cybertheurgic Feedback in that Statuses Sub-Phase.
Embarking
Embarking covers the Rules for moving Units ‘into’ transports.

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

To Embark upon a Model with the Transport Sub-Type, a Unit must end or begin the Move Sub-Phase with all Models in the Unit within 2" of any point on a Facing on that Model that has an Access Point.
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.
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.
Roll (Re-Roll)
The term Roll indicates when one or more Dice are to be picked up by a Player and rolled onto the Battlefield or other flat surface and the results noted to resolve an attack or Special Rule. The result of a Roll is determined by reading the uppermost face on the Dice after it has come to rest. Each individual action that requires a Roll will detail how many Dice are to be Rolled and how the results are to be interpreted. Sometimes a Rule may allow for one or more Dice to be Re-rolled, this means the Dice indicated may be Rolled again after it has come to rest, and the new result replaces the first result - no single Dice may ever be Re-rolled more than once.
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.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
Specialist

Some warriors are renowned not purely for their skill at arms, but for the specific skills they bring to the aid of their fellows. Such warriors move among the ranks as they are needed, taking up position to use their abilities to the greatest advantage amid the shifting tide of battle.

The following Rules apply to all Models with the Specialist Sub-Type:
Rending (X)

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

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

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

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

If the Target Unit for an attack made with a Weapon that has this Special Rule includes any Models with the Vehicle Type, then this Special Rule has no effect.
Ranged Hit Tests
Ranged Hit Tests include all Hit Tests made outside of Combat or at a distance further than Base-to-Base Contact. Ranged Hit Tests are normally part of a Shooting Attack which details how to select targets. The Rules in this section are focussed only on the process of rolling Hit Tests.

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

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

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

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

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

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

Huge artillery cannon and vast laser weapons are commonly employed as the primary armament of the greatest war machines of the Imperium. These weapons are devastating when properly braced and prepared for firing - more than capable of destroying smaller war engines in a single blast.

Weapons with the Ordnance (X) Special Rule double the value of a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Ordnance (X) Special Rule, a modifier of x2 is applied 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 that Characteristic is AP, then the AP is instead changed to AP 2). The value of X in the specific variant of the Ordnance (X) Special Rule determines which Characteristic gains the x2 modifier.
Defensive Weapons – All Weapons on a Model with the Vehicle Type that have a Strength Characteristic of 6 or less are Defensive Weapons. Other Weapons may also be specifically designated as Defensive Weapons on their profile. When a Player chooses to have a Model with the Vehicle Type attack multiple different Units in the same Shooting Phase, Defensive Weapons do not have to make their attacks as Snap Shots.
Intercept
This Advanced Reaction allows a Unit to attack Units moving into play from Reserves.

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

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

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

Process
Once an Intercept Reaction has been declared, the Reactive Player may make a Shooting Attack for the Reacting Unit, targeting only the Target Unit. All attacks made as part of this Shooting Attack must be made as Snap Shots and Models with the Vehicle Type may only attack with Defensive Weapons.
Hold – All Models in a Unit that Holds must make an immediate Pile-in Move and if any of its Models are in Base Contact with an enemy Model, the Unit remains Locked in Combat.
Consolidate – All Models in the Unit may move a number of inches equal to their Initiative Characteristic in any direction, but must end this move in Unit Coherency and at least 2" from any enemy Model. The distance moved as part of the Consolidate option cannot be modified by Terrain - but Dangerous Terrain Tests are made as normal.
Death or Glory
This Advanced Reaction allows a Unit that a Vehicle has moved through to attack the Vehicle.

Trigger: The Reactive Player may declare a Death or Glory Reaction whenever the Active Player moves through an enemy Unit with a Model that has the Vehicle Type.

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

Target: For a Death or Glory Reaction, the Target Model is always the enemy Model with the Vehicle Type that triggered this Reaction. The Unit that was being moved through by the Target Unit is considered the Reacting Unit.

Process
  • Once declared, the Target Model must temporarily halt its move in Base Contact with one or more Models from the Reacting Unit.
  • The Reactive Player must nominate any one Model in the Reacting Unit, referred to hereafter as the Attacking Model. The Attacking Model does not have to be in Base Contact with the Target Model. The Attacking Model may not have the Vehicle Type.
  • The Attacking Model may attack with either a Melee or Ranged Weapon, making a number of attacks equal to the Firepower of the selected Ranged Weapon or the Attacks Characteristic of the Attacking Model, modified by the selected Melee Weapon’s Attacks Modifier Characteristic. Whatever form the attack takes, all attacks automatically hit and any Armour Penetration Tests are resolved against the Target Model’s Front Armour.
  • If the attack causes the Target Model to be Removed as a Casualty or inflicts the Pinned Status, then the Attacking Model remains in play - otherwise it is immediately Removed as a Casualty with no Saving Throws or Damage Mitigation Tests of any kind allowed. If the Target Model is Removed as a Casualty then no Hits are inflicted due to it moving through an enemy Unit. If it remains in play then such Hits are inflicted as normal.
Shrouded (X)

Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.

Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.

A Model with the Shrouded (X) Special Rule gains a Shrouded Damage Mitigation Test that may be used in Step 9 of the Shooting Attack 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 Shrouded Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule. A Shrouded Damage Mitigation Test may not be made against wounds inflicted by a Melee Weapon.
Suppressive (X)

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

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

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

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

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

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

Some weapons carry only a severely limited stock of munitions. Often intended as weapons of last resort, used at the correct point they can turn the tide of battle.

A Weapon with the Limited (X) Special Rule can only be used to attack a limited number of times per Battle.

A Weapon with the Limited (X) Special Rule may only be used to make attacks as part of a Shooting Attack or Combat a number of times equal to the value of X attached to the specific variant of the Special Rule. Each time it is used to make attacks, the Firepower Characteristic or Attacks Modifier Characteristic of the Weapon is not modified by this Special Rule, only the number of times it may be selected in a given Battle.
Rapid Tracking

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

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

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

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

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

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

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