Contents | ||
| Book | Kind | Edition | Version | Last update |
Liber Custodes | ||||
Liber Custodes | Rulebook | 3 | March 2026 | |
Legacies of the Age of Darkness: Legio Custodes | ||||
Legacies of the Age of Darkness: Legio Custodes | Expansion | 3 | 1.0 | April 2025 |
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.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.
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.
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.
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.
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.
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.
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.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.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.
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:
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.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.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.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.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.
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+.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.
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.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.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.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.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+.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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 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.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.
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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.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.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.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.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.
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 |
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 |
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 |
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 |
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 |
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 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 |
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 |
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 |
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 |
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 |
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+) | - |
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) | - |
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 |
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 |
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 |
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.
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: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.
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.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.
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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.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.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.| COMMAND – The line officers of an Army. |


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: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: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.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.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.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.

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.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.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.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.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: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.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.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.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.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 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.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.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.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.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.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.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.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.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.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.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.Contents | ||