Legio Custodes

The following comprises a full listing of the warriors and war machines of the Legio Custodes, the Emperor’s own household and warriors of such skill and potency that even the Space Marines paled in comparison. lt includes Army List Profiles for the elite Sodalities of the Custodians at the apex of thelr might, allowing Players to build and field Legio Custodes Armies.

The Rules found in this book are used in conjunction with the Armies In The Age Of Darkness. The Rules in the Age of Darkness Rulebook describe the process of creating an Army, while the additional Rules that follow provide Unit Profiles for Armies of the Legio Custodes.


Books

BookKindEditionVersionLast update
  Liber Custodes
  Liber CustodesRulebook3March 2026
  Legacies of the Age of Darkness: Legio Custodes
  Legacies of the Age of Darkness: Legio CustodesExpansion31.0April 2025

Legio Custodes Army List

The following comprises a full listing of the warriors and war machines of the Legio Custodes, the Emperor’s own household and warriors of such skill and potency that even the Space Marines paled in comparison. lt includes Army List Profiles for the elite Sodalities of the Custodians at the apex of their might, allowing Players to build and field Legio Custodes Armies.

The Rules found in this book are used in conjunction with the Rules for Armies in the Age of Darkness on page 278 of the Warhammer: The Horus Heresy - Age of Darkness Rulebook. The Rules in the Age of Darkness Rulebook describe the process of creating an Army, while the additional Rules that follow provide Unit Profiles for Armies of the Legio Custodes.

‘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 forces of the Emperor 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 dearly 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 Legio Custodes at War: Building A Custodian Army

Unlike other Army Lists, the Units in the Legio Custodes Army List do not have an optional Allegiance represented by the [Allegiance] Trait, but always have the Loyalist Trait. As such, these Units can only ever be selected in an Army with the Loyalist Allegiance.

Allied Detachments and The Legio Custodes Army List

If an Army’s Primary Detachment is from the Legio Custodes Army List, any Allied Detachments in the Army may only include Units entirely composed of Models with the Talons of the Emperor Trait.

Additional Reaction Point

If an Army contains a Knight Households Primary Detachment, the Controlling Player gains one additional Reaction Point if that Detachment contains any Units with the Seneschal Household Rank Prime Advantage.

The Custodian Guard

Legio Tactica

All Models with the Legio Custodes Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Only In Death

The Legio Custodes stand alone at the pinnacle of the Emperor’s fighting forces, a body of warriors established to fight at the side of the most powerful being humanity has ever known, and for whom the only fear is dereliction of duty. In those few recorded instances where Custodians are known to have failed their assigned charge, the annals speak of dolorous last stands in the face of overwhelming opposition, for each Custodian would rather spend their life in service of the Emperor than take a single step backwards in the prosecution of his decree.

Units which only contain Models with this Special Rule become Stunned instead of Routed in Combat and cannot Fall Back or Disengage from a Combat.

Whenever a Model with this Special Rule would gain the Routed Tactical Status in the Make Panic Checks Step of the Resolution Sub-Phase of the Assault Phase, that Model instead gains the Stunned Tactical Status, unless there are any Models without this Special Rule in the same Unit as that Model. Additionally, a Unit which only contains Models with this Special Rule may never have the Disengage or Fall Back ~ftermath options selected for it, unless it is entirely composed of Models which also have the Antigrav Sub-Type, in which case it may still have the Disengage aftermath option selected for it.

Legio Custodes Detachments

An Army can include any number of Apex and Auxiliary Detachments, depending on the number and type of High Command and Command Choices selected respectively.

ln addition to the Detachments presented in the Warhammer: The Horus Heresy - Age of Darkness Rulebook, Armies which make use of the Legio Custodes Army List have access to a number of additional Apex and Auxiliary Detachments. These follow all the standard rules for Apex and Auxiliary Detachments, but only Units entirely composed of Models with the Legio Custodes Trait may be selected to till Force Organisation Slots in these Detachments.

Moritoi Convocation

[APEX DETACHMENT]

Usually fielded individually as support for the Legio Custodes’ myriad other elements, the towering Dreadnoughts of the Moritoi are occasionally deployed as dedicated Convocations, representing an overwhelming concentration of power and skill capable of crushing all in their path.


Hykanatoi Convocation

[AUXILIARY DETACHMENT]

The Hykanatoi warrior-caste’s Custodian and Sentinel Guard Sodalities are held as the archetypal image of the Legio Custodes, for they are the Legio’s first recourse in all matters military. In this manner, a Hykanatoi Convocation – no more than two dozen Custodians plus attached support elements – is a terrifyingly flexible and capable concentration of force, with the deployment of but a single Convocation often the last word on any threat the Legio is called to counter.



Tharanatoi Convocation

[AUXILIARY DETACHMENT]

A Tharanatoi Convocation is a singularly destructive configuration, its sole purpose to counter the most indomitable of foes through either sheer endurance or ruinous firepower. Typically held among larger Custodian hosts as a heavy reserve, the deployment of the Terminator Sodalities amassed within these Convocations is the gravest of omens upon the battlefield.


Ephoroi Convocation

[AUXILIARY DETACHMENT]

The nature of the Ephoroi has ever been veiled, and those few instances of discreet Ephoroi Convocations being openly deployed in battle likely serve both a demonstrative and practical purpose, with Venatari Sodalities descending from the skies to cut apart their allocated prey in a brutal show of violence.



Kataphractoi Convocation

[AUXILIARY DETACHMENT]

Mobility is paramount to the success of both the Legio Custodes’ defensive and offensive roles, with Kataphractoi Convocations rarely absent from any significant Custodian host, incorporating fast skimmers, armoured transports and grav-tanks of devastating power.



Additional Prime Advantages

If a Unit entirely composed of Models with the Legio Custodes Trait is selected to fill a Prime Force Organisation Slot in a Detachment, one of the following Prime Advantages may be selected:

Prefect

The title of Prefect denotes a senior Shield Captain, being a mark of both veterancy and authority. Whenever the overwhelming might of an entire Shield Host of the Legio Custodes is called to arms, a single Prefect is always appointed as second in command to its Tribune, or even - on rarer occasions - the Shield Host’s sole commander.

This Prime Advantage may only be selected for a Prime Slot used to select a Shield Captain Unit. All Models in the Unit selected to fill a Prime Slot with this Prime Advantage modify their Base Wounds Characteristic by + 1 and gain the Officer of the Line (2) Special Rule.

Hetaeron Guard

An inner circle within the Legio Custodes, the Hetaeron Guard serve as the Emperor’s closest protectors, aides and confidants, leaving his side rarely but for the direst of circumstances. Selected individually for their service by the Master of Mankind, they represent some of the most potent fighters in the lmperium - being the most skilled individuals among a force of warriors whose martial abilities are already beyond human. During the earlier years of the Great Crusade in which the Emperor himself personally directed the reclamation of lost worlds, the Hetaeron were a regular feature upon the worlds deserving of his attention. Yet as his actions were turned elsewhere, his inner guard would follow too, becoming almost a myth in their absence.

All Models in the Unit selected to fill a Prime Slot with this Prime Advantage which have the Legio Custodes Trait and the Infantry or Cavalry Type modify the value ofX of any version of the Eternal Warrior (X) Special Rule they have to '2'. This Prime Advantage may only be selected once per Army, unless the Army contains any Models with the Golden Exemplar Trait, in which case a single additional selection of this Prime Advantage may be made for each Model in the Army with that Trait.

Legio Custodes Advanced Reactions

The Blade Splits

The martial arts of the Legio Custodes are singular, centering on individual combat and fluid cohesion on the battlefield. Where many military hosts adhere to rigid unit structures, the Custodians’ Sodalities are intended to split apart as need requires, and many a foe has mistaken such a manoeuvre as the Custodians’ lines fragmenting, before being cut apart by their encirclement.

This Reaction allows the Reacting Unit to split into two new Units when an enemy Unit ends its move within 12".

Trigger: Once per Battle, the Reactive Player may declare a The Blade Splits Advanced Reaction in Step 2 of the Move Sub-Phase process, if an enemy Unit ends a move within 12" and in Line of Sight of a Unit under the Reactive Player’s Control.

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

Target: The Target Unit is always the Unit whose Move triggered the Advanced Reaction. Once the cost has been paid, the Reactive Player must select one Unit under their control that is within 12" and has Line of Sight to the Target Unit, and which contains only Models with the Legio Custodes and The Sodality Traits, and which also contains at least six Models. That Unit is the Reacting Unit.

Process
  1. Once the The Blade Splits Advanced Reaction has been declared, the Active Player must completely resolve the Target Unit’s Movement.
  2. Once the Target Unit has finished its move, the Reactive Player must move a number of Models from the Reacting Unit. When making this move, the Reactive Player must move at least three Models from the Reacting Unit a number of inches up to the Base Value of each Model’s Initiative Characteristic so that they are no longer in Unit Coherency with the rest of the Reacting Unit, but are in Unit Coherency with each other. Once this movement is complete, there must still be at least three Models from the Reacting Unit which did not move and which are still in Unit Coherency with each other.
  3. Once this movement has been resolved, the Models from the Reacting Unit which moved are considered to form a new Unit separate from the rest of the Reacting Unit for all purposes, including the scoring of Victory Points (excluding the Last Man Standing (X) Secondary Objective). All Models which were in the Reacting Unit when the The Blade Splits Advanced Reaction was declared are considered to have made a Reaction in this Player Tum.

Legio Custodes Gambits

While a Model with the Legio Custodes Trait is engaged in a Challenge, its Controlling Player may select the following Gambits instead of any others available to that Model:

Raptor's Surge

The Legio Custodes were seldom afforded the advantage of numerical superiority in battle, and many of their fighting styles were specifically focused upon countering multiple opponents at once, transforming the press of foes into a bloody killing ground.

This Gambit grants a Model additional attacks based on the number of enemy Models in the Combat from which the Model was selected.

If this Gambit is selected, then if the Opposing Player may claim a greater Outside Support Bonus in the Focus Step than the Controlling Player, the Model for which it was selected gains a bonus to its current Attacks Characteristic in the following Strike Step equal to the difference in the Outside Support Bonuses the Players could claim for that Challenge, to a maximum of +3.

World Serpent's Bane

Standing vigilant at the Emperor’s side since the earliest wars of Unification, the Custodians had cast down the most unspeakable horrors of Old Night, slaying towering monstrosities with a single pinpoint strike in defiance of their seeming invulnerability.

This Gambit limits a Model to one attack but sets that attack’s Damage Characteristic to the Model’s remaining wounds.

If this Gambit is selected, the Model for which it was selected may only make a single attack in the following Strike Step regardless of its Attacks Characteristic, but Damage Characteristic of the Weapon used to make that attack is modified to be equal to the Model’s current Wounds Characteristic while that attack is resolved.

Heavens' Strike

Rarely was a Custodian’s martial prowess ever matched in battle, but against those few champions who gave even the Emperor’s guardians pause, their lightning blows were said to coalesce into a handful of momentous, measured strikes that were almost impossible to counter.

This Gambit halves a Model’s Attacks Characteristic but replaces the Critical Hit (6+) Special Rule with Critical Hit (5+) on its Weapons.

If this Gambit is selected, then as long as the Model for which it was selected is declared to be using a Weapon with the Critical Hit (6+) Special Rule at the beginning of the Focus Step, that Special Rule is replaced with the Critical Hit (5+) Special Rule and that Model’s Base Attacks Characteristic is halved for the duration of the Strike Step.

Stone's Aegis

In concert with their peerless auramite armour and incredibly resilient physiology, the praesidium shields home by many Custodians rendered them nigh unstoppable, and a flurry of attacks from even the most terrible weapons could not forestall the lethal reprisal when their guard finally dropped.

This Gambit modifies a Model’s Toughness by +1 but causes Wound Tests made for it to fail on a 1 or 2.

This Gambit may only be selected for a Model with the 'Shield' Trait. If this Gambit is selected, then the Model for which it was selected gains a +1 modifier to its Toughness Characteristic for the duration of the Strike Step, but any Wound Tests made for that Model in the same Strike Step automatically fail on a natural result of 1 or 2.

The Anathema Psykana Army List

The following comprises a listing of the warriors and war machines of the Anathema Psykana, the Silent Sisterhood whose warriors enforced the Great Tithe throughout the lmperium. It includes Anny List Profiles for the core of the Silent Sisterhood, allowing players to build and field Anathema Psykana armies.

The Rules found in this book are used in conjunction with the Rules for Armies in the Age of Darkness on page 278 of the Warhammer: The Horus Heresy - Age of Darkness Rulebook. The Rules in the Age of Darkness Rulebook describe the process of creating an Anny, while the additional Rules that follow provide Unit Profiles for Armies of the Anathema Psykana.

The Silent Sisterhood

Legio Tactica

All Models with the Anathema Psykana Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Anathema

Psychic nulls such as the Sisters of Silence are almost impossible to affect with empyreal powers. Their minds are not simply absent or inert to a psyker’s mental perception, but howling abysses of darkness that not only negate psychic force directed at them but also actively interfere with the flow of the Warp around them.

Models with this Special Rule ignore the effects of Psychic Abilities and Psychic Weapons and can only be wounded by a Weapon with the Psychic or Immaterial Trait on a 5+.

A Unit which includes any Models with this Special Rule may never be selected as the target of a Psychic Blessing or Psychic Curse, and Models with this Special Rule ignore all Damage inflicted by Psychic Weapons, Psychic Powers, Psychic Reactions or Perils of the Warp. If such a Model is selected as the Target Model of any attack or wound inflicted by a Psychic Weapon, Psychic Power, Psychic Reaction, or Perils of the Warp then all Damage caused has no effect and no Wound Tests, Armour Saves or Damage Mitigation Tests are made.

Additionally, Wound Tests made for Weapons with the Psychic or Immaterial Trait that target any Unit that includes only Models with this Special Rule that have an unmodified result of 1, 2, 3 or 4 are never successful, regardless of the Strength Characteristic of a Hit or any Special Rules that set the Target Number for Wound Tests. This Special Rule has no effect on Armour Penetration Tests.

Agents of The Divisio Assassinorum

The following comprises a listing of the agents of the Divisio Assassinorum that remained loyal during the dark age of the Horus Heresy. lt includes Army List Profiles for a number of the individual Clades that were deployed in support of the forces of the lmperium, allowing players to field these operatives alongside their armies.

The Rules found in this book are used in conjunction with the Rules for Armies in the Age of Darkness on page 278 of the Warhammer: The Horus Heresy - Age of Darkness Rulebook. The Rules in the Age of Darkness Rulebook describe the process of creating an Army, while the additional Rules that follow provide Unit Profiles for including Units from the Divisio Assassinorum.

The following comprises a listing of the agents of the Divisio Assassinorum that remained loyal during the dark age of the Horus Heresy. It includes Army List Profiles for a number of the individual Clades that were deployed in support of the forces of the lmperium, allowing players to field these operatives alongside their armies.

The Rules found in this book are used in conjunction with the Rules for Armies in the Age of Darkness on page 278 of the Warhammer: The Horus Heresy - Age of Darkness Rulebook. The Rules in the Age of Darkness Rulebook describe the process of creating an Army, while the additional Rules that follow provide Unit Profiles for including Units from the Divisio Assassinorum.

'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 forces of the Emperor 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.

The Divisio Assassinorum at War: Including Assassins in Your Army

Unlike other Army Lists, the Units in the Divisio Assassinorum Army List do not have an optional Allegiance represented by the [Allegiance] Trait, but always have the Loyalist Trait. As such, these Units can only ever be selected in an Army with the Loyalist Allegiance.

Assassin Clades

A Detachment may never have the Divisio Assassinorum Faction, and as such, Units from the Divisio Assassinorum Army List cannot be selected to fill standard Force Organisation Slots. Instead, Armies with the Loyalist Allegiance may include Units from the Divisio Assassinorum Army List by making use of the Clade Operative Prime Advantage.

The Assassins

Divisio Tactica

All Models with the Divisio Assassinorum Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Nemesis

Despite their individual differences and specialisations in the many arts of death, the core of the battle doctrine of the Assassin Clades relies on the ability of the operative to strike from an unseen position, to seize the initiative and to catch their target unawares. Each Assassin wears a bodyglove which chroma-sychronises with their su"oundings to aid concealment, and even their style of movement is intended to throw off their foes’ perception, such that should they be discovered, accurately targeting them is almost impossible.

Unless it is the closest enemy Model, Shooting Attacks which target a Model with this Special Rule are always made as Snap Shots.

When a Unit that includes only Models with this Special Rule is the target of a Shooting Attack, all attacks made as part of that Shooting Attack must be made as Snap Shots, unless that Unit is the closest enemy Unit to the Unit making the Shooting Attack. This Special Rule has no effect on Volley Attacks and attacks made with the Precision (X) Special Rule.

The Clade Operative Prime Advantage

If a Unit with the Loyalist Allegiance is selected to fill a Prime Force Organisation Slot in a Detachment, the following Prime Advantage may be selected.

Clade Operative

Each Imperial Assassin is an army of one, a living weapon with their own singular methods of murder. Even when deployed as an Execution Force, such warriors pursue their owh deadly agenda with no interest in wider strategic concerns.

Add three additional slots of the Support Battlefield Role to the Detachment that includes the Prime Slot with this Prime Advantage. These Force Organisation Slots may only be filled by Units selected from the Divisio Assassinorum Army List. This Prime Advantage may only be selected for a single Force Organisation Slot in an Army’s Primary Detachment.

Divisio Assassinorum Advanced Reaction

Tactical Displacement

Although each a highly trained and specialised killer, the primary domain of the Clade Assassin was not upon the open battlefield where their subtle and discriminating arts of death counted for nought against shot and shell burst. Should the gunsights of the enemy tum to gaze plainly upon them, Assassins would follow a meticulously planned route of exfiltration in order to escape a needless death, not out of a sense of self-preservation but simply so that they could live to kill again.

This Advanced Reaction allows the Reactive Player to move Models with the Divisio Assassinorum Trait when they are targeted by a Shooting Attack.


Trigger: The Reactive Player may declare a Tactical Displacement Advanced Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player that targets a Unit that contains only Models with the Divisio Assassinorum Trait.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to de,clare a Tactical Displacement Advanced Reaction, this cost paid as soon as the declaration is made.

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

Process
  1. All Models in the Reacting Unit may be moved up to a number of inches equal to their Intelligence Characteristic, but may not end the move within 1" of any enemy Models.
  2. Once this move is resolved, if no Model within the Reacting Unit is determined to be within Line of Sight and/or Range of any Model in the Target Unit, the Active Player may select an alternative target for that Attacking Unit during the current Shooting Phase.

Special Rules

Aflame (X)

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

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

If a Melee Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, until the end of the Phase, that Unit is considered to be ‘aflame’. If the Controlling Player of a Unit that is aflame is required to make a Leadership Check during that Phase for a Combat that includes that Unit, the value of X on this Special Rule is applied as an additional negative modifier to the Leadership Characteristic being used for that Check.

Anathema

Psychic nulls such as the Sisters of Silence are almost impossible to affect with empyreal powers. Their minds are not simply absent or inert to a psyker’s mental perception, but howling abysses of darkness that not only negate psychic force directed at them but also actively interfere with the flow of the Warp around them.

Models with this Special Rule ignore the effects of Psychic Abilities and can only be wounded by a Weapon with the Psychic or Immaterial Trait on a 5+.

A Unit which includes any Models with this Special Rule may never be selected as the target of a Psychic Blessing or Psychic Curse, and Models with this Special Rule ignore all Damage inflicted by Psychic Weapons, Psychic Powers, Psychic Reactions or Perils of the Warp. If such a Model is selected as the Target Model of any attack or wound inflicted by a Psychic Weapon, Psychic Power, Psychic Reaction, or Perils of the Warp then all Damage caused has no effect and no Wound Tests, Armour Saves or Damage Mitigation Tests are made.

Additionally, Wound Tests made for Weapons with the Psychic or Immaterial Trait that target any Unit that includes only Models with this Special Rule that have an unmodified result of 1, 2, 3 or 4 are never successful, regardless of the Strength Characteristic of a Hit or any Special Rules that set the Target Number for Wound Tests. This Special Rule has no effect on Armour enetration Tests.

Annihilation Cascade (X)

When fired, neutronium cascade weapons emit a combination of baleful energy and exotic radiation of such intensity and instability that any target left standing risks continued molecular collapse.

Penetrating Hits inflicted by attacks with the Annihilation Cascade (X) Special Rule can cause additional Hits.

At the end of Step 9 of the Shooting Attack process or Step 8 of the Resolving an Initiative Step process for any Fire Group or Strike Group that includes Weapons with the Annihilation Cascade (X) Special Rule and which inflicted any Penetrating Hits, create a new Fire Group or Strike Group (respectively). This new Fire Group or Strike Group must then be selected in Step 10 of the Shooting Attack process or Step 9 of the Resolving an Initiative Step process (respectively) and resolved. This new Fire Group or Strike Group includes a number of Hits equal to the number of Hull Points the Target Model lost due to the Fire Group or Strike Group that triggered its creation. These Hits all have a Strength equal to the value ofX attached to the variant of the Annihilation Cascade (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.

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.

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.

Assault Vehicle

Some vehicles are designed to deploy assault troops directly into the heart of combat. Whether by means of assault ramps or other methods, they allow the troops aboard to disembark in fighting order and engage the foe without delay.

A Vehicle with this Special Rule allows Models to Disembark and Charge without penalty.

A Unit that is Disembarked from another Model that has the Assault Vehicle Special Rule may have a Charge declared for it in the Charge Sub-Phase of the same Player Turn without being forced to make a Disordered Charge.

Auto-Repair (X)

Some vehicles are either fitted with sophisticated auto-repair systems, or are simple enough in construction that their crew can effect repairs in the field. Such vehicles are able to shrug off minor damage that would otherwise reduce the fighting ability of their war machine.

A Model with this Special Rule has a bonus to Repair Tests to remove Statuses.

If the Active Player makes a Repair Test in the Statuses Sub-Phase of the End Phase for a Model with the Vehicle Type with this Special Rule, they ignore the usual Target Number of 6. Instead, the value of X attached to the variant of this Special Rule is used as the Target Number for that Repair Test. For example, a Model with the Auto-repair (4+) Special Rule would pass any Repair Tests made for it on the result of a 4 or higher.

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.

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.

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.

Combi

Some weapons feature multiple weapons systems linked to the same trigger. Often each weapon will have a specific role, but in extremis, both can be fired simultaneously, blasting the foe with a variety of deadly munitions.

A Weapon with this Special Rule can fire multiple profiles simultaneously.

Each time a Model makes a Shooting Attack with a Weapon Profile with this Special Rule, the Controlling Player can select another Profile from the same Weapon with this Special Rule and make attacks with it as part of the same Shooting Attack. Note that if that Profile also has the Limited (X) Special Rule, this does not allow it to be selected to make attacks more than the number of times equal to the value of X on that Special Rule.

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.

Deep Strike

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

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

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

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

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

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.

Duellist's Edge (X)

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

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

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

Eternal Warrior (X)

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

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

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

Ex Oblivio

The most potent psychic nulls are actively lethal to psykers in their proximity. They have managed through training and discipline to harness and focus the emptiness within and wield it as a weapon against the witch.

Models with this Special Rule automatically inflict Perils of the Warp on any Unit containing Models with the Psyker Trait or Malefic Sub-Type at the end of Combat.

If, during Step 1 of the Resolution Sub-Phase of the Combat Phase (after any Models which made attacks as part of a Challenge have been returned to Combat), a Combat includes one or more Models with this Special Rule, then all Units (friendly or enemy) in that Combat which contain at least one Model with the Psyker Trait or the Malefic Sub-Type immediately suffer the Warp Rupture result on the Perils of the Warp Table. Any Models Removed as Casualties as a result of wounds inflicted by this are considered to have been removed in the Fight Sub-Phase for the purpose of scoring Combat Resolution Points.

Additionally, a Model with this Special Rule is considered to have the Psyker Trait for the purposes of nominating a Model as the Focus of the Nullify Advanced Reaction, as long as at least one Model from the Target Unit is within 12" of the Model with this Special Rule.

Explodes (X)

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

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

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

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.

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.

Hatred (X)

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

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

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

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.

Heedless

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

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

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

Impact (X)

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

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

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

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.

Infiltrate (X)

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

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

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

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

Light Transport

Some transports are made to carry a lighter cargo, and the bulkiest of troops cannot make use of them in combat.

Models with this Special Rule cannot carry Models with the Bulky (X) Special Rule.

Models that have any variant of the Bulky (X) Special Rule may not Embark on a Model that has this Special Rule.

Lightning Blows

The speed and precision with which the Legio Custodes fight is terrifying to behold, and each is capable of harnessing the momentum of a charge to land a series of lightning blows that tear apart their foe’s weaknesses.

On a successful Charge, a Model with the Lightning Blows Special Rule temporarily gains the Critical Hit (6+) Special Rule on its Melee Weapons.

If a Unit that includes any Models with the Lightning Blows Special Rule makes a successful Charge, then until the end of that Assault Phase, all Models with the Lightning Blows Special Rule in that Unit gain the Critical Hit (6+) Special Rule on any Melee Weapons they have.

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.

Move Through Cover

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

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

A Unit that includes at least one Model with the Move Through Cover Special Rule ignores the effects of Difficult Terrain and Dangerous Terrain. If called upon to take a Dangerous Terrain Test then such a Unit is assumed to automatically pass without any Dice being rolled.

Officer of the Line (X)

Some officers are not renowned for their skills in combat or for the great glories they have won, but rather for their steadfast leadership and skill in logistics. Often unassuming and under-appreciated, it is these warriors that hold the armies of the Imperium together and only the most foolish general will overlook them in favour of more vainglorious officers.

Models with this Special Rule allow more Auxiliary Detachments to be included in an Army.

If a Model with this Special Rule is selected to fill a Command Slot in any Detachment in the Crusade Force Organisation Chart, then the Controlling Player may select a number of Auxiliary Detachments equal to the value of X in the specific variant of this Special Rule instead of just one.

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.

Outflank

Whether by stealth or sheer speed, some warriors approach the battlefield from unexpected directions. Such an attack can derail even the most well-laid plans and upend the strategies of any general, turning the tide of battle.

A Unit of Models with the Outflank Special Rule can enter play from outside of Deployment Zones.

A Unit made up entirely of Models with this Special Rule that enters play from Reserves may do so from any point on the Battlefield Edge. The Unit may not enter play from any point that is within the Opposing Player’s Deployment Zone or within 7" of any enemy Model.

Note that a Unit Embarked on a Model with the Outflank Special Rule does not need to have the Outflank Special Rule in order for the Model it is Embarked upon to benefit from it. A Model that enters the Battlefield from a point outside of the Controlling Player’s Deployment Zone by means of this Special Rule, and any Units Embarked on such a Model, may not have a Charge declared for them in the Player Turn on which they enter play.

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.

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.

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.

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.

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.

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.

Psy-Shock

Some weapons are created to distort and fracture ;etheric space, their detonations causing panic attacks and confusion in the unattuned - but to those trained to channel the power of the Warp, they can trigger a spontaneous and uncontrolled manifestation of power that is often fatal to the psyker and those around them.

A Unit containing any Models with the Psyker Trait or Malefic Sub-Type which suffers a wound from a Weapon with this Special Rule also suffers Perils of the Warp.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit which contains any Models with the Psyker Trait or Malefic Sub-Type, regardless of whether any Damage is inflicted, that Target Unit suffers the Warp Rupture result on the Perils of the Warp Table at the end of Step 9 of that Shooting Attack.

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.

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.

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.

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.

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.

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.

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.

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.


Vanguard (X)

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

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

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

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

Wargear

Arae-Shrike

Rendered as living representations of the aquila, araeshrikes conceal an array of ancient mechanisms within the cyber-corpus of a Terran preybird of antiquity. Considered blasphemous in principle and arcane in function by the Mechanicum, these devices facilitate both precise telemetry for the legio Custodes’ teleporter crucibles and counterintelligence purposes by means of malifica-djinn and hostile blight-code. Together, these allow the Custodians to conduct rapid, pinpoint teleport assaults while impeding their foe’s efforts at counter-attack and reinforcement, leaving utter disarray in their wake.

A Model with an arae-shrike gains the Deep Strike Special Rule and confers it to any Unit it joins, and can apply a penalty to Enemy Reserves Tests.

A Model with an arae-shrike gains the Deep Strike Special Rule, and if it joins a Unit entirely composed of Models with the Legio Custodes Trait in Reserves, all Models in that Unit also gain the Deep Strike Special Rule.

In addition, in the Effects Sub-Phase of the End Phase of their Player Tum, the Controlling Player of a Model with an arae-shrike which is on the Battlefield can make an Intelligence Check for that Model. If that Check is successful, then the Opposing Player must apply a -1 modifier to the result of the first Reserves Test they make in the Reserves Sub-Phase of the subsequent Player Tum. Any Reserves Test may only be modified by a single araeshrike in this manner.

Eclipse Shield

These energy fields are designed to absorb and reflect incoming kinetic and energy strikes, a powerful defence that few weapons can penetrate. The only flaw of these ancient and inscrutable devices is the huge power drain they exert and the rarity of their construction.

Eclipse shields grant a 5+ Shrouded Damage Mitigation Roll against Shooting Attacks once a Model suffers a Penetrating Hit.

The first time in a Battle Tum a Model with an eclipse shield suffers a Penetrating Hit, it gains a 5+ Shrouded Damage Mitigation Roll against all subsequent Shooting Attacks until it is returned to Aerial Reserves.

Magisterium Vexilla

The icons and standards borne by the Legio Custodes represent the inviolable and nigh-omnipotent authority of the Emperor; a seal of ultimate sanction and the might of humanity. Known as the Magisterium, their mere presence on the battlefield is enough to wrack those who face his wrath with fear and dread, for where the Legio Custodes walk, there can be no hope of victory.

Units within 8" of a Model with a magisterium vexilla must pass a Leadership Check when scoring an Objective or only a single Victory Point is scored.

In the Victory Sub-Phase of any End Phase, when a Unit with at least one Model within Line of Sight and 8" of an enemy Model with a magisterium vexilla would score Victory Points for Controlling or Contesting an Objective, it must first make a Leadership Check. lf this Check is failed, that Unit may only score 1 Victory Point for Controlling or Contesting the Objective in that Victory Sub-Phase, regardless of other Special Rules like Line (X) or Comptroller (X). lf the Check is successful, there is no further effect.

Misericordia

For long centuries of unbridled internecine carnage on Ancient Terra during the Age of Strife, the ’Blade of Mercy’ or ’Misericordia’ came to represent the complete power of life and death, for the bearing of such a blade - usually in the form of a long dagger or short sword made to perpetrate a single killing thrust - marked one with the dread authority of the executioner-judge. Beyond the power it represented, the Misericordia might also be used in practice to carry out a ’clean’ sentence of death on a transgressor, or to offer terminal surcease to a warrior grievously wounded in battle at their master’s discretion, in either case living up to its name as an agent of mercy as well as death. When the Emperor attained dominion over Terra and ended the bloody cycle of the warlords’ reign, his agents and judges, and only they, came to carry the Misericordia as his mastery eclipsed all others, and it is a tradition the Legio Custodes still uphold.

A Unit containing any Models with a Misericordia may select a unique aftermath option in which it makes a single attack against an enemy Unit from the same Combat.

A Unit which contains any Models with a Misericordia may have the Blade of Mercy aftermath option selected for it in Step 4 of the Resolution Sub-Phase of the Assault Phase for any Combat in which that Unit has won or drawn the Combat.

The Blade of Mercy - The Controlling Player selects a single Model in this Unit which has a Misericordia to resolve Steps 4-10 of the Resolving an Initiative Step sequence with, targeting one enemy Unit from the selected Combat which has had the Fall Back aftermath option selected for it. Attacks made as part of this aftermath option are resolved using the following profile:
IMAMSMAPDSpecial RulesTraits
I1S3*Precision (2+), Breaching (5+)Power


* This Melee Weapon’s Damage Characteristic is equal to the number of Models with a Misericordia in the Unit for which this aftermath option has been selected.


Praesidium Shield

Ornate precursors to the later storm shields, the praesidium shields of the Legio Custodes are forged from all but indestructible layered ceramite and resilient alloys reinforced with inbuilt field generators.

A model with a praesidium shield gains a 5+ Invulnerable Save and the Shield Trait.

Smoke Launchers

Many armoured vehicles utilise countermeasure devices for protection and concealment. Whether these launch simple projectiles that surround the vehicle’s hull with concealing smoke or employ more complex payloads capable of disrupting enemy targeting devices with infra-red strobes or disruptive radiation signatures, all find use during the Age of Darkness.

A Model with smoke launchers has the Smokescreen Trait.

Additional Advanced Reactions

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.

Smokescreen

Many troops and even vehicles are fitted with an array of deployable defensive measures, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke grenade launchers. Despite their variety, all have the same simple purpose: to hide the users from the enemy.

This Reaction allows the Reactive Player to gain Shrouded Damage Mitigation Rolls for a Model with the Smokescreen Trait.

Trigger: The Reactive Player may declare a Smokescreen Advanced 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.

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

Target: For a Smokescreen Advanced Reaction, the Reacting Unit is always the Unit that was the Target of the Shooting Attack that triggered the Advanced Reaction. This Unit must include a majority of Models with the Smokescreen Trait at the point where the Advanced Reaction is declared.

Process
  • The Active Player continues to resolve this Shooting Attack as normal.
  • All Models in the Unit for which this Reaction was declared gain a 5+ Shrouded Damage Mitigation Test against any wounds, Penetrating Hits or Glancing Hits inflicted during any Shooting Attack made in the same Phase in which this Reaction was declared.

Armoury of The Emperor's Forces

The forces of the Emperor made use of a number of Weapons and items of Wargear of unique or rare provenance. This section presents the Rules for these Weapons and artefacts of the Honts Heresy.

Ranged Weapons


Adrathic Weapons

Relics of the Dark Age of Technology believed to be all but unique to Terra, Adrathic weaponry uses a potent but dangerously unstable energy beam to sever the internal bonds of matter, causing objects caught in their path to unravel in a spectacularly destructive manner, leaving only a flaring afterimage of what was. Such weapons were legend during the Age of Strife, and devastating wars were fought on anarchic Old Terra solely over the possession of some unearthed cache of Adrathic guns and the promise of the power they held. When the Emperor came to dominion and ended Old Night on Ancient Terra, all Adrathic weapons were given over to Him on pain of death, not simply to the one who retained them but to their entire land and nation, such was the importance he placed on controlling this technology. These weapons have remained in his care ever since, and only his own personal weaponsmiths gained and kept the knowledge of how to replicate them in small numbers, much to the jealousy of Mars.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Adrathic combi-destructor
Adrathic combi-destructor
12
2
5
2
2
Rending (6+)
Disintegrator
Adrathic devastator
Adrathic devastator
18
1
6
2
4
Rending (5+)
Disintegrator
Adrathic desolator
Adrathic desolator
24
2
7
2
4
Rending (4+)
Disintegrator

Arachnus Las Weapons

While several instances of the Arachnus Mechanicum’s specialised [as technology are fielded across the lmperium’s military forces, the Legio Custodes has sole access to several patterns of high-output rotary [as weapons exclusively fabricated by the Forge World’s synod, their like unseen anywhere else among the Emperor’s domain. Ranging in size, each is composed of several parallel chamber and barrel assemblies arranged akin to a traditional rotary projectile weapon, providing an amplified rate of fire in contrast to the extended cooling and charging cycles of comparable-output las weapons. These weapons’ most potent feature, however, is achievable only with the utter precision with which their collimator and emitter arrays are engineered, which allows a high-speed barrel rotation to issue a volley of sequential, near-synchronous shots on an identical trajectory, burning through even the most robust armour to ruinous effect.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Arachnus blaze cannon
Twin Arachnus blaze cannon
- Concentrated fire
- Concentrated fire
48
2
9
2
2
Heavy (D), Armourbane
Las
- Burst fire
- Burst fire
36
5
6
3
1
Heavy (FP)
Las
Twin Arachnus blaze carronade
Twin Arachnus blaze carronade
- Concentrated fire
- Concentrated fire
72
2
10
2
2
Ordnance (D), Armourbane
Las
- Burst fire
- Burst fire
48
6
7
3
2
Heavy (FP)
Las
Arachnus storm cannon
Arachnus storm cannon
- Concentrated fire
- Concentrated fire
30
2
9
2
3
Heavy (FP), Armourbane
Las
- Burst fire
- Burst fire
24
4
6
3
2
Heavy (FP)
Las
Twin Arachnus storm carronade
Twin Arachnus storm carronade
- Concentrated fire
- Concentrated fire
30
2
10
2
2
Heavy (D), Armourbane
Las
- Burst fire
- Burst fire
24
6
7
3
2
Heavy (FP)
Las

Corvae Las Weapons

Most directly related to the various patterns of laser destroyer in service with the Legiones Astartes, the particular branch of las technology developed by the Terrawatt Corvae Clan has broadly been subsumed into the Imperial Household’s service, as has much of the Terrawatt Clans’ output. The most prominent examples of these armaments in use with the Legio Custodes are mounted upon Gyrfalcon jetbikes and the Contemptor-Achillus’ immense dreadspear, each being a powerful las weapon attuned to emit short-range, high intensity blasts that sacrifice the reach of conventional /as weapons for unparalleled armour penetration.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Corvae las-pulser
Twin Corvae las-pulser
18
1
10
3
3
Armourbane, Armour-breaker (4+)
Las

Infernus Flame Weapons

Though they may seem rudimentary compared to the array of exclusive and esoteric weapons also counted among the Legio Custodes’ arsenal, the masterwork ’infemus’ flame armaments wielded by the Emperor’s Custodians are testament to the Legio’s willingness to wield fire as a weapon of terror.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
lnfemus incinerator
lnfemus incinerator
Template
1
6
4
1
Template, Panic (1)
Flame
lnfemus firepike
lnfemus firepike
Template
1
6
4
1
Template, Panic (2)
Flame
lnfemus firebomb clusters
lnfemus firebomb clusters
18
1
6
4
2
Blast (7"), Panic (2), Limited (1)
Flame

Iliastus Accelerator Weapons

Developed by the Dyzanique techno-esoteric cult upon the Solar satellite of lliastus, the lliastus accelerator weapons of the Legio Custodes represent perhaps the most successful attempt at miniaturising the lmperium’s magnetic accelerator technology, which had previously only proved efficacious for titan- or voidship-grade projectile weapons. Each is a masterwork weapon that easily outclasses analogous autocannon patterns in both penetrative force and effective range, armaments of such power and versatility that they were retro-engineered to form the basis of a more widespread - albeit less potent - arsenal of accelerator weaponry for the Legiones Astartes.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Iliastus accelerator fusil
Twin lliastus accelerator fusil
24
4
7
3
2
Breaching (6+), Rapid Tracking
Auto
Twin Iliastus accelerator cannon
Twin Iliastus accelerator cannon
60
6
7
3
2
Breaching (6+), Rapid Tracking
Auto
Iliastus accelerator culverin
Iliastus accelerator culverin
36
4
9
3
2
Breaching (5+), Rapid Tracking
Auto

Kinetic Weapons

The Custodians’ kinetic armaments comprise a class of archaeotech weaponry both extremely rare in nature and of ancient pedigree. Unearthed from a stasis vault within the skeletal remains of a crashed voidship deep below the sediment of what was once one of Te"a’s ancient oceans, the few examples of these weapons that yet exist are dated back to the earliest ages of Mankind’s expansion amongst the stars. When fired, they release a huge amount of directed kinetic force through the expenditure of energy shells, each an i"eplaceable munition sourced from the same cache as the weapons themselves. Though tens of thousands were uncovered alongside the kinetic armaments, they will one day be completely exhausted, as the science of their making is beyond even the greatest of the lmperium’s weaponsmiths.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Kinetic destroyer
Kinetic destroyer
12
3
7
4
1
Breaching (5+)
Assault

Lastrum Bolt Weapons

Lastrum bolt weapons are named for the weaponsmiths of the Last rum Core Clan of the Appolyne workshops of Terra, exemplars of their craft made remarkable by the hand-manufactured, customised mass-,;eactive heliothermic warheads they produce for the Legio Custodes. Upon penetrating their target, these munitions burst into brief, but sun-hot, incendiary detonations, incinerating their victims from within. These shells are uncommonly dense, requiring a far stronger charge to launch than common bolt shells, and only the Lastrum’s uniquely sturdy construction for a weapon of their size can withstand the stresses of their repeated firing. The sheer resources and artifice of these weapons are immense, and they could never hope to be mass produced to arm the Space Marine Legions, with the output of entire generations of the Lastrum Clan barely able to satisfy the Legio Custodes’ demands.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lastrum storm bolter
Lastrum storm bolter
24
4
5
4
1
Shred (5+)
Bolt
Lastrum bolt cannon
Lastrum storm bolter
36
3
6
4
2
-
Bolt
Twin Lastrum bolt cannon
Twin Lastrum bolt cannon
36
6
6
4
2
-
Bolt

Neutronium Cascade Weapons

Sequestered exclusively within the armouries of the Legio Custodes, neutronium cascade weapons are an uncommon and unpredictable branch of technology ostensibly related to more widespread neutron and rad armaments, albeit with a destructive magnitude several degrees greater. It is unclear how the Legio Custodes sources the immensely rare neutronium matter hypothesised to power such weapons, for its fabrication is certainly beyond the known abilities of the Mechanicum. Regardless of their provenance, neutronium cascade weapons are tools of absolute destruction, wielded against those who cannot be permitted to endure among the Emperor’s domain without hesitation by the Legio Custodes.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin neutronium cascade projector
Twin neutronium cascade projector
Template
1
7
3
2
Template, Breaching (6+), Annihilation Cascade (10), Phage (T)
Assault
Neutronium magna-cascade cannon
Neutronium magna-cascade cannon
Template
1
10
3
3
Template (Hellstorm), Breaching (6+), Annihilation Cascade (10), Phage (T)
Assault

Spiculus Launchers

The ’spiculus’ weapons of the Legio Custodes house heliothermic warheads akin to those of lastrum bolt rounds, albeit within a significantly larger missile housing which allows for both a greater range and higher intensity incendiary detonation. Launched as clusters of unguided missiles, the sheer volume of fire from these weapons can throw an enemy advance into chaos and see even the toughest abomination blasted into ruin. When the Legio Custodes advances, it is the thunderous roar of these weapons that sound as its drums and the screams of the enemy that mark its arrival.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Spiculus missile launcher
Spiculus missile launcher
36
6
5
4
1
Breaching (6+), Suppressive (2)
Missile
Spiculus heavy missile pod
Spiculus heavy missile pod
48
4
6
4
2
Breaching (5+), Suppressive (1)
Missile

Weapons of The Silent Sisterhood

The armoury of the Silent Sisterhood is incredibly well served, second only perhaps to the Legio Custodes in the scope and customisation of its arsenal. It has long maintained myriad different weapons and tactical systems suited to its needs, from patterns of the Terran bolter - a weapon more commonly associated with the Space Marine Legions - manufactured for use by unaugmented humans, to the exquisitely fashioned and utterly lethal executioner’s power blades carried by its Vigilators.

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
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt
Bolter
Bolter
24
2
4
5
1
-
Bolt
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame
Hellion heavy cannon array
Hellion heavy cannon array
24
6
7
4
1
Suppressive (1)
Auto
Vratine heavy missiles
Vratine heavy missiles
48
1
4
5
1
Blast (3"), Panic (1), Psy-Shock, Limited (1)
Missile

Guardian Weapons

Despite being the element which sets this class apart from other melee weaponry, the ranged armaments incorporated into every guardian weapon are often overlooked in light of the lethal blades with which they are paired. Nevertheless, each is a brutally powerful assault and close defence weapon, ranging in design from advanced boltguns to massive flamers, and every such armament is a masterwork example of its type, hand-crafted by one of the many artificer enclaves swam to the Imperial Household’s service.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Guardian spear
Guardian spear (Ranged)
18
2
4
4
1
Shred (5+)
Assault, Bolt
Sentinel warblade
Sentinel warblade (Ranged)
8
3
4
4
1
Shred (6+)
Assault, Bolt
Verutum lance
Verutum lance (Ranged)
8
1
5
4
1
Stun (1)
Assault
Achillus dreadspear
Achillus dreadspear (Ranged)
18
1
10
3
2
Armourbane, Armour-breaker (4+)
Las
Galatus warblade
Galatus warblade (Ranged)
Template
1
6
4
2
Template, Panic (2)
Flame
Eternity spear
Eternity spear (Ranged)
18
2
4
3
1
Shred (5+)
Assault, Bolt

Melee Weapons


Guardian Weapons

Named for the iconic glaive- or axe-bladed polearms which stand as the hallmark of the Custodian Guard, guardian weapons are an uncommon fusion of ranged and melee weapons, the use of which is central to the unique fighting arts practised by the Legio Custodes. Each incorporates some configuration of powered blade, from colossal Dreadnought-scale broadswords to precision lance-tips, outfitted with disruption field emitters of such potency that little other than an energy shield stands a chance of resisting their devastating touch.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Guardian spear
Guardian spear (Melee)
I
A
+1
2
1
Impact (AM)
Power
Sentinel warblade
Sentinel warblade (Melee)
I
A
S
2
1
-
Power
Verutum lance
Verutum lance (Melee)
I
A
+1
2
1
Precision (5+), Impact (AM)
Power
Achillus dreadspear
Achillus dreadspear (Melee)
I
A
+3
2
3
Armourbane, Impact (AM)
Power
Galatus warblade
Galatus warblade (Melee)
I
A
S
2
2
Aflame (2), Reaping Blow (3)
Power
Eternity spear
Eternity spear (Melee)
I
A
+1
2
1
Aflame (2), Critical Hit (6+), Impact (AM), Shred (5+)
-

Eternity Weapons

Upon ascension to command, each Shield Captain of the Legio Custodes is bequeathed a unique weapon of peerless quality, wrought by the Emperor’s own artificers and fashioned in a form of the Custodian’s preference. Bearing their own evocative names, together these blades are known colloquially as ’Eternity’ weapons after the Eternity Gate, on whose steps the Emperor himself entrusts each blade to its recipient in a ceremony believed to impart a minuscule fragment of the Emperor’s psychic might onto the weapon.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Eternity blade
Eternity blade
+1
A
+1
2
1
Aflame (2), Critical Hit (6+), Shred (4+), Duellist’s Edge (1)
-

Solarite Weapons

First fashioned to arm the elite of the Thunder Warriors, the Solarite power gauntlets and their raptor-taloned variants are potent weapons. They differ from the standard power fists and claws utilised by the Legiones Astartes in both the nearirreplaceable artefact power coils which energise their disruption field generators and the ~igh-indestructible materials their casings and blades are fashioned from, forged as they are in furnaces recovered from the ancient Tempest galleries near Terra’s molten core.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Solarite power gauntlet
Solarite power gauntlet
-3
A
+4
2
2
Critical Hit (6+)
Power
Solarite power talon
Solarite power talon
I
A
S
2
1
Critical Hit (6+), Reaping Blow (2)
Power
Solarite power lance
Solarite power lance
- Charging strike
- Charging strike
+4
0
+5
2
3
Impact (AM), Critical Hit (6+), Armourbane
Power
- Defensive strike
- Defensive strike
-1
A
S
2
1
Critical Hit (6+)
Power
Telemon caestus
Telemon caestus
I
A
+3
2
3
Critical Hit (6+), Shock (Pinned), Armourbane
Power
Paired Telemon caestus
Paired Telemon caestus
I
+1
+3
2
4
Critical Hit (6+), Shock (Pinned), Armourbane
Power

Miscellaneous Weapons

Populated by artificer-wrought wargear and archaeotech relics, the arsenal of the Legio Custodes holds many devices reserved for their exclusive use, most of which defy easy classification.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Neutronium cascade mine
Neutronium cascade mine
-3
1
9
3
3
Armourbane, Annihilation Cascade (9), Detonation
Power

Weapons of The Silent Sisterhood

The armoury of the Silent Sisterhood is incredibly well served, second only perhaps to the Legio Custodes in the scope and customisation of its arsenal. It has long maintained myriad different weapons and tactical systems suited to its needs, from patterns of the Terran bolter - a weapon more commonly associated with the Space Marine Legions - manufactured for use by unaugmented humans, to the exquisitely fashioned and utterly lethal executioner’s power blades carried by its Vigilators.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paragon blade
Paragon blade
I
A
+1
2
1
Critical Hit (6+)
-
Execution blade
Execution blade
I
A
+1
3
1
Rending (6+), Breaching (6+)
Power
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.
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.
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.
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.
Seneschal (0-1 per Army)

The martial traditions and aristocratic rule of the Knight Households demanded a rigid hierarchy and at the apex of this order was the seneschal. For a knight to have attained a rank heavy with such symbolic authority and might, they must have proven themselves both in tactical command and the more insidious battlefield of dynastic struggle, alongside the simple, gruelling prerequisite of having endured long enough to reach such heights.

When a Model in a Unit selected to fill a Prime Slot with this Household Rank Prime Advantage is allocated a Penetrating Hit, the Damage of the Penetrating Hit is modified by -1, to a minimum of 1. Additionally, a Unit with this Household Rank Prime Advantage counts as being a High Command Choice for the purposes of any version of the Slay the Warlord (X) Secondary Objective.
Model
A Model is a single gaming piece - usually representing one warrior or war machine on the Battlefield. A Model is the smallest category of gaming element referred to by the Rules - with Units composed of one or more Models, Detachments composed of one or more Units, and Armies composed of one or more Detachments. Some larger Models may contain multiple elements arranged on a single Base, but these are counted as a single Model as they are still a single playing piece that is moved as a single element by the Controlling Player.
Characteristic Checks
The most common type of Check is the Characteristic Check, often separately named for the Characteristic to be checked (e.g., Leadership Check, Intelligence Check, Cool Check or Willpower Check).

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

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

In most cases if a Check is passed then there is no further effect, while failure will often result in the Model for which the Check is made being affected by the Rule which called for the Check. Unlike Tests, Checks must be rolled one at a time and should not be rolled in batches in order to avoid confusion over which Dice refer to which Check.
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.
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.
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.
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).
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.
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.
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.
Repair Tests
One Repair Test can be made by the Active Player for each Model with the Vehicle Type under their control in the Statuses Sub-Phase. A Repair Test is made by rolling a single Dice and with a Target Number of ‘6’. Some Special Rules may allow more Dice to be rolled for a given Model with the Vehicle Type or change the Target Number, any such Special Rules will note their effects and how they are to be applied. Each successful Repair Test allows the Controlling Player to remove one Status from the Model for which the Repair Test was made.
Blast Marker
A Blast Marker is a round Marker of a specific diameter used to determine which Models have been hit by certain types of attack and other effects. The standard size for a Blast Marker is a 3" diameter Marker, but 5" (Large) and 7" (Massive) are also used. Blast Markers and the Rules for using them are presented here.
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.
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Embarking
Embarking covers the Rules for moving Units ‘into’ transports.

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

To Embark upon a Model with the Transport Sub-Type, a Unit must end or begin the Move Sub-Phase with all Models in the Unit within 2" of any point on a Facing on that Model that has an Access Point.
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.
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.
Reserves
Various Rules will allow or require Players to place Units in Reserves. Reserves is an area outside of the bounds of the Battlefield - Models that are in Reserves may not be selected or attacked during any Player’s Turn, but do not count as having been Removed as Casualties. Models that are in Reserves should be kept near the Battlefield, but separate from any Models Removed as Casualties and must be made known to all other Players in the game.

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

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

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

In general Models may not move ‘off of the Battlefield’, and moving to the Battlefield Edge does not allow a Unit to enter Reserves.
Mission Special Rules
The Core Missions make use of a number of Mission Special Rules. These are Special Rules that only apply during a Mission that lists them and supersede certain aspects of the Core Rules or add new options to play. The Mission Special Rules used in the Core Missions are detailed here.
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.
Impassable Terrain
Models may not move into or onto Impassable Terrain.

Unless noted otherwise in their Special Rules, Models cannot enter, cross, move into or move through Impassable Terrain - they must go around. The exceptions to this Rule include Models with the Antigrav or Flyer Sub-Types which may move over, but not end their move in, Impassable Terrain.
Unit Coherency
To be in Unit Coherency all Models in a Unit must be no more than 2" measured horizontally or 6" vertically from at least one other Model that is in the same Unit. In addition, all Models in a given Unit must form one contiguous group while also maintaining Unit Coherency, and even if the Models retain Coherency may not split into separate groups. When measuring distance to determine if a Unit is in Unit Coherency, all distances are measured Base-to-Base (see the Rules for Measuring).

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

A Unit must remain in Unit Coherency while on the Battlefield. All Models in a Unit that is being moved must end that move in Unit Coherency - if they cannot then they may not be moved. When removing Models from a Unit, Models may be removed in a manner that means the Unit will no longer be in Unit Coherency, however, note this may lead to penalties being applied - see the Rules for Out of Coherency below.
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.
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.
Movement Phase: Reposition
This Reaction allows the Reactive Player to move a Unit when an enemy Unit ends its move within 12".

Trigger: The Reactive Player may declare a Reposition Reaction in Step 2 of the Move Sub-phase process, if an enemy Unit ends a move within 12" and in Line of Sight of a Unit under the Reactive Player’s Control.

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

Target: The Target Unit is always the Unit whose move triggered the Reaction. Once the cost has been paid, the Reactive Player must select one Unit under their control that is within 12" and has Line of Sight to the Target Unit - that Unit is the Reacting Unit.

Process
  1. Once a Reposition Reaction has been declared, the Active Player must completely resolve the Target Unit’s movement.
  2. Once the Target Unit has finished its move, the Reactive Player may move the Reacting Unit. When making this move, each Model in the Reacting Unit may move a number of inches up to the Base Value of its Initiative Characteristic.
  3. Once the Reacting Unit has completed this move, the Movement Phase continues as normal.
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.
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.
Terrain Pieces
Terrain Pieces block Line of Sight.

Terrain Pieces are physically represented by a Model, but do not have Profiles or Characteristics - they may not be targeted by attacks or affected by any Rule or other effect unless a Special Rule specifies otherwise. Some Terrain Pieces may have Bases, but these are ignored for the purposes of measuring distances or adjudicating the placement of Models - other Models may be placed on top of a Terrain Piece Base, and never count as being in Base Contact with a Terrain Piece.

Some Terrain Pieces may have additional Special Rules - in all cases these will be detailed by the Special Rule itself.
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).
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).
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.
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.
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.
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.
Rending (X)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a Hit on the Target Unit.
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.
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.
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.
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.
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.
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.
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.
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.
Difficult Terrain
Difficult Terrain slows down Models moving through it.

Tangled or otherwise restrictive Terrain is considered Difficult Terrain. Note that an Area of Difficult Terrain does not grant a Cover Save unless it is within a zone of Area Terrain.
Dangerous Terrain
Dangerous Terrain can inflict wounds on Models.

Dangerous Terrain follows all the Rules for Difficult Terrain and, in addition, any Model that enters, leaves or moves through an Area of Dangerous Terrain must make a Dangerous Terrain Test. This Test must be made immediately when a Model moves into an Area of Dangerous Terrain or begins a move while within an Area of Dangerous Terrain.
Dangerous Terrain Tests
To take a Dangerous Terrain Test, the Player controlling a Model that has moved into or through an Area of Dangerous Terrain must roll a Dice. On a result of ‘1’, that Model suffers a wound with an AP of 2 and a Damage Characteristic of 1. No Armour Save, Cover Save or Damage Mitigation Roll may be made to discard this wound, but Invulnerable Saves may still be made.

Once a Dangerous Terrain Test has been made for a given Model in a Phase, then no further Dangerous Terrain Tests are taken for that same Model in the same Phase, regardless of whether it enters further Areas of Dangerous Terrain.
COMMAND – The line officers of an 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.
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.
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.
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.
Pinned
The Pinned Status reflects a Unit that has been forced to take cover in the face of overwhelming firepower or the sudden crack of a sniper’s rifle.

The Pinned Status is primarily inflicted as part of the effects of the Pinning (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 Pinned Status:
Checks
In order to make a Check, the rolling Player rolls two Dice and compares the total of the two results against a Target Number. If the combined result of the two rolled Dice is equal to or lower than the Target Number then the Check has been passed, but if the combined result of the two Dice is higher than the Target Number then the Check has been failed.

The Target Number for most Checks is determined by one of the Characteristics of the Model for which the Check is made (only Cool, Willpower, Intelligence or Leadership may be used for Characteristic Checks), unless stated otherwise the Target Number for a Check will be the value of the noted Characteristic, though some Rules may apply additional modifiers or use a fixed value instead of a Characteristic.
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.
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.
Automata

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

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

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

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

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

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

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

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

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

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

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

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

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

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

If a Weapon with this Special Rule and the Blast (X) Special Rule is used to attack a Unit without Line of Sight to that Unit, then no Hit Test is made and an Indirect Scatter Roll must be made for the Blast Marker placed as part of the attack. If such a Weapon makes more than a single attack then a separate Indirect Scatter Roll is made for each attack. When making an Indirect Scatter Roll for such an attack, the number of Dice rolled alongside the Scatter Dice is determined by the value of X for the Weapon with the Barrage (X) Special Rule, the value of these Dice is then totalled to find the distance the attack Scatters.
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.
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.
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.
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:
Template
A Template is a type of Marker of irregular shape, unlike Blast Markers which are always circular. The most common type of Template is the teardrop shaped Flame Template, which is used like a Blast Marker to determine which Models are hit by certain attacks. Templates and the Rules for using them are presented here.
Falling Back
A Unit with the Routed Status may not be moved during the Move Sub-Phase, but must instead make a Fall Back Move during the Rout Sub-Phase. Other Rules may also require a Unit to make a Fall Back Move, those Rules will detail when such a move must be made.

To make a Fall Back Move, the Controlling Player of the Unit that is falling back moves each Model in the Unit a distance equal to the total of the Current Value of the Model’s Initiative Characteristic added to the result of a Dice roll (roll one Dice once for all Models in the same Unit and add the same result to each Model’s individual Initiative Characteristic) directly towards the nearest point on the Battlefield Edge that is within that Player’s Deployment Zone. If the Mission in use does not define a Deployment Zone for that Player, then Models move towards the closest Battlefield Edge instead.

Models making a Fall Back Move have the distance they move reduced as normal by Terrain and, unlike in a normal move, must move around obstacles or obstructions in a specific manner. When a Unit’s path is obstructed while making a Fall Back Move, the Controlling Player must always determine a Line of Movement that allows the Model to move as far as possible towards the target point on the Battlefield Edge. The Controlling Player must end the move of any Model in Unit Coherency if possible, but all Models must move the full distance possible which may force the Controlling Player to place Models so that they are no longer in Unit Coherency. Note that a Unit that ends its move out of Unit Coherency while it has the Routed Status never gains the Suppressed Status. Models making a Fall Back Move may not end that move within 1" of any enemy Model. If no other Line of Movement, other than one that would leave a Model making a Fall Back Move within 1" of an enemy Model, is available then the Model making a Fall Back Move must end that move early at the furthest point it can reach in the direction of the Battlefield Edge whilst also remaining at least 1" from any enemy Model.

If any Model in a Unit that is Falling Back moves into Base Contact with any point on the Battlefield Edge within the Controlling Player’s Deployment Zone, then that Model must end its movement at the point where it entered contact with the Battlefield Edge. Once all Models in a Unit that includes one or more Models which have entered contact with a Battlefield Edge that is within the Controlling Player’s Deployment Zone as part of a Fall Back Move have finished their moves, a Leadership Check must be made for that Unit. If that Leadership Check is failed, then all Models in the Unit are immediately Removed 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.
Massacres
Sometimes, a Combat Round may result in all Models under one Player’s control being Removed as Casualties, leaving the surviving Units no longer Locked in Combat. This is referred to as a Massacre. Any Unit or Units that remain after a Massacre may be selected during the Resolution Sub-Phase, but do not use the normal Combat Resolution process and instead skip to Step 4 and must Consolidate.

Note that it is not considered a Massacre if all Models that are part of a Unit in the Fight Sub-Phase are Removed as Casualties, but a Model that was taking part in a Challenge is ‘returned’ to that Unit at the start of the Resolution Sub-Phase. In such a case the Combat Resolution Process is resolved as normal, retaining all Combat Resolution Points scored as a result of Casualties inflicted during the Fight Sub-Phase and Challenge Sub-Phase.
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.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these Wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.

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

The following Advanced Reactions are presented in this section:
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.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

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

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

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

When fired, neutronium cascade weapons emit a combination of baleful energy and exotic radiation of such intensity and instability that any target left standing risks continued molecular collapse.

Penetrating Hits inflicted by attacks with the Annihilation Cascade (X) Special Rule can cause additional Hits.

At the end of Step 9 of the Shooting Attack process or Step 8 of the Resolving an Initiative Step process for any Fire Group or Strike Group that includes Weapons with the Annihilation Cascade (X) Special Rule and which inflicted any Penetrating Hits, create a new Fire Group or Strike Group (respectively). This new Fire Group or Strike Group must then be selected in Step 10 of the Shooting Attack process or Step 9 of the Resolving an Initiative Step process (respectively) and resolved. This new Fire Group or Strike Group includes a number of Hits equal to the number of Hull Points the Target Model lost due to the Fire Group or Strike Group that triggered its creation. These Hits all have a Strength equal to the value ofX attached to the variant of the Annihilation Cascade (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.
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.
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.
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.
Psy-Shock

Some weapons are created to distort and fracture ;etheric space, their detonations causing panic attacks and confusion in the unattuned - but to those trained to channel the power of the Warp, they can trigger a spontaneous and uncontrolled manifestation of power that is often fatal to the psyker and those around them.

A Unit containing any Models with the Psyker Trait or Malefic Sub-Type which suffers a wound from a Weapon with this Special Rule also suffers Perils of the Warp.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit which contains any Models with the Psyker Trait or Malefic Sub-Type, regardless of whether any Damage is inflicted, that Target Unit suffers the Warp Rupture result on the Perils of the Warp Table at the end of Step 9 of that Shooting Attack.
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.
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.
Impact (X)

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

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

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

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

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

If a Melee Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, until the end of the Phase, that Unit is considered to be ‘aflame’. If the Controlling Player of a Unit that is aflame is required to make a Leadership Check during that Phase for a Combat that includes that Unit, the value of X on this Special Rule is applied as an additional negative modifier to the Leadership Characteristic being used for that Check.
Duellist’s Edge (X)

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

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

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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2026