Legio Titanicus

On this page you will find the Legio Titanicus Army List for Warhammer: The Horus Heresy - Age of Darkness, containing all of the Units and Rules needed to represent any of the Legio Titanicus which fought during the Horus Heresy. Those seeking to collect armies of the Legio Titanicus and those who wish to use them to engage in battle using the Warhammer: The Horus Heresy - Age of Darkness Rules will find this page essential. Rules for the colossal war machines fielded by the Titan Legios are fully detailed, as well as profiles for the Titans’ Secutarii auxiliaries.


Books

BookKindEditionVersionLast update
  Liber Questoris
  Liber QuestorisRulebook31.1October 2025
  Legacies of the Age of Darkness
  Legacies of the Age of DarknessExpansion31.1October 2025

The Legio Titanicus Army List

The following comprises a listing of the warriors and war machines of the feared Legio Titanicus. It includes Army List Profiles for the huge titans of the legios and the warriors that guard them, allowing Players to build and field small detachments of Legio Titanicus.

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

‘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 Legio Titanicus and are supported by a wide range of miniatures. Expanded Units will have Rules for their use provided in supplementary publications available from the Warhammer Community website, White Dwarf magazine or other places.

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

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

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

The Titan Legios at War: Building a Legio Titanicus Army

The Units represented in the Legio Titanicus Army List can be fielded in two ways, either by selecting a single Lord of War as part of a Lord of War Detachment in an Army using another Army List to fill its Primary Detachment, or by using the Titan Primary Detachment as part of the Engine Kill Mission Pack.

It is also possible to use the Legio Titanicus Army List to fill an Allied Detachment, however if such an Allied Detachment was to include any Lord of War Unit then the Points restrictions would restrict the use of such lists to Battles with very high Points Limits.

As with other Army Lists, every Unit from the Legio Titanicus Army List will have an Allegiance, represented by a Trait on its Unit Profile. For Units which are not specific to a particular Allegiance, this will be represented by ‘[Allegiance]’. When you add such a Unit to your Army, this Trait is replaced with either ‘Loyalist’ or ‘Traitor’, based on which Allegiance you have selected for your Army.

Titan Ordinal

[PRIMARY DETACHMENT]
This Primary Detachment may only be used if the Battle is being resolved using one of the Engine Kill Missions, or another Mission that specifically states that it may be used. A Player may not use this Primary Detachment when selecting an Army for use in any of the Core Missions. When using this Primary Detachment, all limits on the number or percentage of an Army’s Points that can be spent on Lords of War are ignored in all Detachments included as part of the Army - if a Player wishes, all of the Points available for selecting an Army using this Primary Detachment may be spent on a single Lord of War choice!


  • An Army that uses this Primary Detachment may also include a Lord of War Detachment - but such a Detachment may not include any Units selected from the Legio Titanicus Army List.
  • The Slots in this Primary Detachment may only be filled by Units with the Legio Titanicus Faction Trait. If a Player wishes to include Units of a different Faction as part of this Army, they will need to select an Allied Detachment of that Faction.

Allegiance and the Legio Titanicus

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

Designer’s Note
Due to the extreme power of the Lords of War available in the Legio Titanicus Army List, it is recommended that those Units only be used in Battles that also use the Engine Kill Missions presented in this book. Titans can be included in other Missions using the normal Rules for including Lords of War, or, in very large Battles, as part of an Allied Detachment, but will almost certainly dominate the Battle in a manner that may leave an opponent with limited tactical options. In general, if a Player wishes to field a Titan outside of the Engine Kill Missions, then we recommend giving the Opposing Player enough forewarning to make sure their Army is built to properly oppose such an engine of war.

Titans in the Age of Darkness

Titans are the largest and most devastating war machines that can be unleashed on the battlefields of the Age of Darkness. As such, these immense engines of destruction require a number of additional Rules to properly operate on the Battlefield - both to showcase their destructive power and to offer lesser Units some small chance of opposing them. When Titans are used in any Mission, the following Rules apply, though it should be noted that in most Mission Packs Titans may disrupt the balance of play. This book also includes a Mission Pack specifically designed to incorporate Titans, and when Players wish to use these towering machines they are encouraged to use the Engine Kill Mission Pack for those Battles.

Using Titans in Age of Darkness Battles

When used as part of an Age of Darkness Battle, Titans have the Vehicle Type and the Titan Sub-Type, which introduces a number of important changes to how Moving, Shooting and Assaults work when a Model with the Titan Sub-Type is involved. For the sake of brevity we will use the term ‘Titan’ in this section to refer to any Model with the Vehicle Type and Titan Sub-Type.

The Titan Sub-Type

A Titan is defined as any Model with the Titan Sub-Type, which may only be applied to a Model with the Vehicle Type, and the Rules presented here apply to that Model in any Mission where it is used.

Titan

The following Rules apply to all Models with the Titan Sub-Type:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, and may pass through Impassable Terrain as long as they do not end a Move on or within an area of Impassable Terrain.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type is limited on when and which Reactions may be made for it, see Titans and Reactions.
  • The Rules for applying Damage to a Model with this Sub-Type vary from those used with other Models with the Vehicle Type, see Titans and Damage.
  • The Rules for Shooting Attacks and Combats that involve Titans are changed as noted in Titans and the Shooting Phase and Titans and the Assault Phase sections.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.
  • A Model with this Sub-Type cannot gain any Tactical Statuses or Cybertheurgic Statuses.
  • A Model with this Sub-Type cannot be affected by any Psychic Weapon, Psychic Reaction or Psychic Power.
  • A Model with this Sub-Type may not be targeted by the Battlesmith (X) Special Rule.

Titans and Profiles

Unlike all other Models with the Vehicle Type, Titans are a single Model that is represented by multiple Profiles - one for each significant part of that Titan. Each of the Titans included in this book has four separate Profiles, though other Titans introduced in future books might have more or less.

A Titan is always counted as a single Model, but each Profile suffers Damage separately. When Damage is inflicted and causes the loss of Hull Points, it only ever affects one Profile and does not ‘spill over’ onto other Profiles of the same Model. However, some effects of Damage to a Profile that do not cause the loss of Hull Points can affect the entire Model or impose restrictions or penalties on other Profiles of the same Model.

Titans and Line of Sight

A Titan does not block Line of Sight to other Models and a Line of Sight can be drawn through the space occupied by a Titan to other Units. However, Models can still target Titans and draw Line of Sight to them normally. Furthermore, a Titan does block Line of Sight to other parts of the same Model - so a Model can only target the Head Profile if it can draw a Line of Sight to it, and cannot ignore the Titan itself in this instance.

Titans and Armour Facings

Titans, like most Models with the Vehicle Type, have different Armour Facings. However, unlike other Models with the Vehicle Type, a Titan’s Armour Facings are not tied to specific arcs on the Model and a Model with the Titan Sub-Type does not have a ‘Front’, ‘Side’ or ‘Rear’ Armour Facing. Instead a Titan has a ‘Primary’ and ‘Exposed’ Armour Facing for each of its Profiles. Most attacks will hit the Primary Facing, regardless of the direction from which the attack originates - and the Exposed Facing is only used when a Special Rule or a result of Damage allows the attacking Player to specifically target it.

Titans and Objectives

A Titan can never count as Holding, Controlling or Contesting an Objective of any kind and attacks or moves they make can never trigger Secondary Objectives that do not specify that they can be triggered by a Titan.

Titans and Reactions

A Titan may make Reactions - counting as a single Unit and thus able to make one Reaction per Turn. However, a Titan may not react to anything that does not have the Titan, Knight or Super-heavy Sub-Type or that is attacking with a Weapon that has a Ranged Strength or Strength Modifier of 10 or more.

Titan Classes

All Titans have a special variable Trait, the [Class] Trait. As with other Traits this confers no Rules on its own, but other Rules may reference it to decide how certain effects work. All Titans replace the generic [Class] Trait with one of the following specific Traits, all of which are considered variants of the [Class] Trait:
  • Scout
  • Light Battle
  • Battle
  • Heavy Battle
Future publications may add further variants of the [Class] Trait.

Titans and the Movement Phase

In the Movement Phase, a Titan is selected to be moved in the same way as any other Model with the Vehicle Type. However, when moving a Titan, a number of exceptions to the normal Rules apply:

When measuring distances to determine how far a Titan has moved, measure from any point on the Model where it makes contact with the Battlefield surface. If a Titan has been given a base, that base is not used to determine ranges or distances to or from that Model, or to determine if the Model is in Base Contact with any other Model.

When moving a Titan, it can be moved in any direction just as any other Model with the Vehicle Type, but may not change its facing. This means that when moving, regardless of the direction in which the Titan moves it must end that move without having changed facing - that is, without turning the Model to face a different direction.

In order to change facing, that is to turn the Model to face a different direction, a Titan Model must Pivot. When Pivoting a Titan, reduce the distance it can move in that Movement Phase by 10", but this cannot reduce the distance the Titan can move to less than 0 inches, and then the Controlling Player may turn the Model to face any direction. The Controlling Player may choose to have a Titan change facing at any point in the Movement Phase while it is the Model currently selected to be moved - either before, after or during that move.

Note that a Titan may never move off of the Battlefield for any reason and cannot be forced to move off of the Battlefield by any Special Rule or effect.

A Titan with either the Scout or Light Battle Traits may Rush - but if it does so then the Controlling Player may not change its facing in the same Turn. When Rushing, a Titan does not add an Initiative Characteristic to the distance moved, but instead adds 5 to its Movement Characteristic to determine the total distance that the Model can be moved.

When moving a Titan, ignore all penalties and other effects of Terrain. Difficult Terrain does not slow the Movement of a Model with the Titan Sub-Type, Dangerous Terrain does not cause such a Model to take Dangerous Terrain Checks and Impassable Terrain does not stop its movement. However, a Titan must not end its move on or within the bounds of any area of Impassable Terrain. Furthermore, a Titan may move over any Unit that does not include any Models with the Titan or Knight Sub-Type. However, a Titan may not end its move on top of a Model or the base of a Model with the Vehicle Type.

If a Titan ends its Move on top of a Model or the base of a Model that does not have the Vehicle Type then that Model or Models must each have a Cool Check made for them. If the Check is failed then the Model suffers a Strength 10, AP 2, Damage 4 Hit (Models that do not have a Cool Characteristic and Models with a Movement Characteristic of 0, automatically suffer these Hits). If a Model remains in play after suffering such a Hit it may then be moved to the point on the Battlefield that is closest to its original position, but not under the Titan and not in Base Contact with an enemy Model. This can cause a Model to be removed from Combat or Unit Coherency if necessary, and the choice of where it is placed is decided by its Controlling Player. If there is no valid place to move a Model that was under a Titan that has moved, then that Model is instead Removed as a Casualty.

If the Line of Movement for a Titan passes over any Unit, friendly or enemy, that does not include any Models with the Titan or Knight Sub-Type and does not end its Move on top of any Models from such a Unit, then any Unit that was moved over in this fashion must have a Cool Check made for it. If the Check is failed then the Unit gains the Stunned Tactical Status and suffers D3+1 Strength 10, AP 2, Damage 4 Hits (Models that do not have a Cool Characteristic and Models with a Movement Characteristic of 0 or ‘-’ automatically suffer these Hits). If the Check is passed then the Unit does not gain the Stunned Status and suffers only a single Hit with the noted Profile.

A Unit that uses the Reposition Reaction to move out of a Titan’s Line of Movement after the Titan has moved, or out from under a Titan that has just completed a move, does not suffer any Hits and does not take a Cool Check.

Titans and the Shooting Phase

In the Shooting Phase, a Titan is selected to make Shooting Attacks in the same way as any other Model with the Vehicle Type. However, when making Shooting Attacks for a Titan a number of additional Rules apply, as detailed in this section.

The Controlling Player of a Titan may always make Shooting Attacks using all of the Weapons that Model has, and may split them into multiple Shooting Attacks targeting different enemy Units. When a Titan is used to make multiple Shooting Attacks in a single Shooting Phase, it does not have to make any of those attacks as Snap Shots.

Titan Weapons

Titan Weapons are divided into three types: Tactical Weapons, Strategic Weapons and Strike Weapons.

TACTICAL WEAPONS

Titan Tactical Weapons may be used to make Shooting Attacks as normal and are always counted as Defensive Weapons with the Assault Trait. These are usually smaller Weapons, such as defensor bolt cannon, defensor autocannon or defensor lascannon. A Tactical Weapon will have the Tactical Trait on its Profile.

STRATEGIC WEAPONS

Titan Strategic Weapons may be used to make Shooting Attacks as normal, but count as Battle Weapons, or they may be used to make Strategic Attacks. These are usually larger Weapons, such as Mori quake cannon, macro-gatling blasters or apocalypse missile launchers. A Strategic Weapon will have the Strategic Trait on its Profile.

STRIKE WEAPONS

Titan Strike Weapons may be used to make Shooting Attacks as normal, and count as Battle Weapons, but may only be used to target enemy Models with the Titan or Knight Sub-Type or any other Model with more than 10 Wounds. These represent titanscale melee Weapons, which, due to the huge size of a Titan, cannot target smaller combatants. These Weapons have an extremely short range and make Hit Tests using the same Rules as Ranged Attacks. To make up for these shortcomings, they cause more damage than their longer ranged equivalents. A Strike Weapon will have the Strike Trait on its Profile.

Strategic Attacks

Strategic Attacks require the Active Player to select a Strategic Target (this is a target not represented on the Battlefield that is determined by the Mission Special Rules, see Engine Kill Mission Objectives). When making a Strategic Attack, Hit Tests are always made using the Base Ballistic Skill Characteristic of the Model making the Attack. If the Strategic Weapon has the Blast (X) Special Rule, the result of Hit Tests made for Strategic Attacks with that Weapon are modified by +1. When making Armour Penetration Tests for a Strategic Attack, if a Glancing Hit is inflicted then no roll is made on the Vehicle Damage Table, but instead the Strategic Target suffers Damage equal to half of the Damage Characteristic of the Hit.

Titan Firing Arcs

A Titan will use a special set of Firing Arcs that are only used by Titans. These Firing Arcs are only used to determine which enemy Units the Controlling Player of a Titan may target with its Weapons and are not used when enemy Models attack a Titan (see Targeting a Titan). A Titan’s Firing Arcs are as shown in the diagram below:


The Front and Rear Arcs are determined by drawing a line through the centre of a Titan, with Front Mounted Weapons attacking targets in front of that line, and Rear Mounted Weapons attacking targets behind that line. The Boresight Arc is a narrow corridor that extends to the front of the Titan, in exactly the same manner as the Centreline Mount described in the Warhammer: The Horus Heresy - Age of Darkness Rulebook, except that the width of this corridor is determined by marking the centre point of the Titan as the middle of the corridor and its total width being 6".

In addition to the basic Titan Firing Arcs are several more specialised ones. These are Carapace Mounted Weapons and Arm Mounted Weapons.


CARAPACE MOUNTED - Carapace Mounted Weapons may attack enemy Units in any Firing Arc without restriction - except that all Models in the Target Unit must be more than 12" from the Titan.

ARM MOUNTED - Arm Mounted Weapons may attack enemy Units in the Front Arc. Arm Mounted Strategic Weapons may only be used to attack if all Models in the Target Unit are more than 6" from the Titan, but this restriction does not apply to Arm Mounted Strike Weapons.

When checking the distance of a target Model and a Weapon in the Arm or Carapace Arcs, always measure from the closest point on the Titan Model that is in contact with the Battlefield surface, not from the actual Weapon. Titans with the Scout Trait ignore the target distance restrictions on Carapace and Arm Mounted Weapons.

Titans and the Assault Phase

In the Assault Phase, a Titan may not be selected to make a Charge during the Charge Sub-Phase, though it can be the target of a Charge made by another Unit. Any Rule or Special Rule that would allow a Titan to Charge in another Phase or Sub-Phase has no effect. If Charged by an enemy Unit, a Titan may make Volley Attacks with Defensive Weapons at its full Ballistic Skill and can be Engaged by enemy Models.

In the Fight Sub-Phase, a Titan may be Engaged by enemy Models and enemy Models may have their attacks directed against it, but a Titan can never make attacks during the Fight Sub-Phase against any Model. Enemy Models that do not have the Knight or Antigrav Sub-Types may only direct attacks against a Titan’s Legs in the Fight Sub-Phase.

If a Titan is Engaged by any enemy Models that are part of a Combat, it inflicts D3+1 Strength 10, AP 2, Damage 4 Hits on all Units (friendly and enemy) in that Combat that do not include any Models with the Titan, Knight or Antigrav Sub-Type after all other attacks in that Combat have been made - it is not considered to have a Combat Initiative and does not affect the order in which other attacks are made. The Hits inflicted during a Combat by any Titan do not count for the purposes of Combat Resolution.

Regardless of which side of a Combat wins or loses, a Titan takes no action in the Resolution Sub-Phase and no Hits or attacks may target it during this Sub-Phase. A Titan cannot be Locked in Combat, and in following Movement Phases can move normally even if Engaged by enemy Models.

Titans and Damage

In any Phase where a Titan would be attacked, suffer Hits or suffer Damage, there are a number of additional Rules used to resolve those situations.

Targeting a Titan

When a Titan is the target of an attack, the Attacking Player must declare which of the Titan’s Profiles is the target of a Unit making a Shooting Attack or a Model making attacks as part of a Combat, with the target Profile declared during Step 1 of any Shooting Attack, when a target Unit is declared, or Step 3 of each Initiative Step in a Combat, when declaring a Titan as the target of any attacks. All Fire Groups from a Unit or attacks from a Model in Combat must then target the Profile declared as the target for that Unit or Model. A number of restrictions apply to which Profiles of a Titan may be selected as the target:
  • At least one Model in the Attacking Unit must be able to draw a direct line from the edge of any point on that Model’s base to a part of the physical component the chosen Profile represents in order to select it as a target of a Shooting Attack.
  • Models that are part of a Combat that includes a Titan may only target the Legs of that Titan - unless the attacking Model has the Knight or Antigrav Sub-Type.

Hit Tests made when the target is a Titan are made as normal - unless the target is the Titan’s Head, in which case all attacks are made as Snap Shots. Hit Tests made for Models that are Engaged with a Titan in a Combat are made against a Weapon Skill of 1 - except attacks which target the Head, which are made against a Weapon Skill of 4.

Note that, unlike other Models with the Vehicle Type, Models attacking a Titan do not need to determine which Armour Facing they are attacking. The Armour Value used to defend against attacks is not based on the direction of attack, but instead on whether that Profile has been Crippled or not.

Titans, Blast Markers and Templates

When an attack that targets a Titan has the Template Special Rule, then such an attack may only target the Legs Profile of the Titan. When an attack that targets a Titan has the Blast (X) Special Rule, then the attacking Player selects a single Profile which will be the only Profile hit if the attack succeeds - regardless of which parts of the Titan are covered by the Blast Marker. If an attack made using the Blast (X) Special Rule scatters and any part of the Blast Marker covers a Titan Model after it has been scattered, then the Player that controls the Titan selects one of the Titan’s Profiles which is at least partly under the Blast Marker and that is the only Profile hit by the scattered attack.

Damaging a Titan

When a Titan suffers Damage from any source, it must be allocated to a single Profile of that Titan. If the Damage was inflicted by an attack that targeted a specific Profile then it must be allocated to that Profile, if the source of the Damage does not specify a Profile then it is applied to the Legs Profile.

Each of a Titan’s Profiles suffers Damage separately, and Damage inflicted to one Profile has no effect on other Profiles. When Damage is allocated to a Profile it is resolved as normal, with an Armour Penetration Test made. An Armour Penetration Test made targeting a Titan uses the Primary Armour Value of that Profile, unless the Profile has been Crippled, in which case it uses the Exposed Armour Value. The result depends on the type of Hit inflicted:
  • If the Armour Penetration Test results in a Penetrating Hit, then the Current Value of that Profile’s Hull Points Characteristic is reduced by a value equal to the Damage of the attack.
  • If the Armour Penetration Test results in a Glancing Hit and the Profile being attacked is not Crippled, then a roll is made on the Titan Damage Table.
  • If the Armour Penetration Test results in a Glancing Hit and the Profile being attacked is Crippled, then it is treated as a Penetrating Hit instead, but the Damage of the Attack is reduced by 1 (to a minimum of 1).
  • If the Armour Penetration Test is unsuccessful then there is no further effect.
  • If the target Profile is Crippled then see Titan Critical Damage Table.

Titan Damage Table

DICERESULT
1-4Armour Scar: The Titan Profile that was the target loses 1 Hull Point, regardless of the Damage or Special Rules the attack has.
5-6System Burnout: The Titan loses no Hull Points, but suffers an additional effect determined by the Profile that was attacked:

  • HEAD: The Titan may not make multiple Shooting Attacks in a given Shooting Phase until the end of the Controlling Player’s next Turn.
  • CARAPACE: The Titan’s Carapace Profile’s Ballistic Skill Characteristic is reduced by 1 until the end of the Controlling Player’s next Turn. If the Titan’s Carapace Profile has a Ballistic Skill Characteristic of ‘-’, then instead apply the effects of Armour Scar from the Titan Damage Table.
  • ARMS: The Titan’s Arms Profile’s Ballistic Skill Characteristic is reduced by 1 until the end of the Controlling Player’s next Turn.
  • LEGS: The Titan’s Legs Profile’s Movement Characteristic is reduced by 2 until the end of the Controlling Player’s next Turn.

All Characteristic modifiers applied by the Titan Damage Table are cumulative, but can never reduce a Characteristic to a value of less than 1.

Crippling and Destroying Titans

When any one Titan Profile is reduced to 0 Hull Points, it is Crippled. A Crippled Profile is not destroyed and a Titan is not Removed as a Casualty if one or more of its Profiles is Crippled. However, being Crippled has different effects on a Profile and the Titan depending on the type of Profile, as shown below:

Head Crippled

With the delicate mechanisms and vox interlinks of the command module compromised, it becomes difficult to properly relay commands from the princeps and their moderati to the rest of the crew and systems. The MIU is compromised and continued operation of the titan risks the sanity and health of the princeps.

A Titan whose Head Profile is Crippled may not make Shooting Attacks if it moved in the Movement Phase of the same Player Turn.

Carapace Crippled

With the core of the titan breached, the reactor becomes unreliable and the radiation it emits becomes a real danger to the crew and delicate electronics of the titan. Such a breach, left unchecked, will literally cook the titan from the inside out, but in combat few princeps will break off for repair in the face of the enemy.

A Titan whose Carapace Profile is Crippled reduces the Ranged Strength of all Strategic Weapons on all of the Titan’s Profiles by 1 and the Titan may no longer make Reactions of any kind. Note that the Critical Damage result of ‘Reactor Cascade’ increases this penalty by 1 each time it is applied.

Arms Crippled

Damage to the actuators and auspex assemblies of the titan’s arms limit the ability of moderati to properly set targeting solutions. While the guns still roar, their accuracy is left woefully lacking until the titan can withdraw for lengthy repairs.

A Titan whose Arms are Crippled must make all Hit Tests made for any Weapons that are on the Arms Profile as Snap Shots.

Legs Crippled

Once the formidable plating and reinforced bastions of a titan’s legs are breached, its ability to manoeuvre are severely limited. Unable to trample lesser foes with as much ease, the titan becomes much more vulnerable to attacks by specially equipped infantry and risks being toppled and destroyed in the most ignominious manner.

A Titan whose Legs have been Crippled must reduce the Movement Characteristic of its Legs Profile by 5, may not Rush and increases the cost for such a Titan to pivot to the Current Value of the Titan’s Movement Characteristic.

If a Profile that is Crippled has more Hits allocated to it then any Armour Penetration Tests are made against the Exposed Armour Value rather than the Primary Armour Value. If any Damage is inflicted upon a Crippled Profile it does not reduce the Hull Points Characteristic of the Profile to a negative value, but instead a roll is made on the Titan Critical Damage Table, applying the amount of Damage suffered as a positive modifier to that roll:

Titan Critical Damage Table

When rolling on this table, note that the following modifiers apply:
  • If the attack that caused this roll had a Strength of 8 or less, then it is counted as having a Damage Characteristic of 1, regardless of the Weapon’s actual Damage Characteristic, and gains no bonus to this roll from having the Armour-breaker (X) or Armourbane Special Rules.
  • If the attack that caused this roll had the Armour-breaker (X) or Armourbane Special Rule then add a bonus of+1 to the result of this roll.
  • If the attack that caused this roll had a Strength greater than 10 then roll two Dice instead of one, but discard the lowest rolled Dice before determining the result.

DICERESULT
1-4Superficial Damage: No effect.
5-6Structural Damage: No immediate effect, but add 1 to all future rolls on this table when attacking any Profile (this is cumulative and lasts for the rest of the Battle).
7-19Secondary Explosions: Consult the specific results listed here based on the Profile that was hit.
20+Reactor Failure: The Titan slumps and deactivates, it remains in place but takes no further damage and may not Move or Attack in any Phase. It is considered destroyed but can be salvaged and the Opposing Player scores Victory Points from the Engine Kill Objective.

Secondary Explosions

If a result of Secondary Explosions was rolled on the Titan Critical Damage Table, then check here for the effect of that result, checking the specific entry for the Profile hit:

HEAD - A Mortal Blow: The Titan’s princeps is mortally wounded, and in each of the Controlling Player’s End Phases as the Active Player from this point onwards, including the one on the Turn in which this Damage was inflicted, roll a Dice. On a score of 4+ the princeps remains alive and no additional effect is applied. On a score of 3 or less the princeps dies and the Titan ceases to function as if the Reactor Failure result had been rolled on the Titan Critical Damage Table and the Opposing Player scores Victory Points from the Engine Kill Objective.

CARAPACE - Reactor Cascade: Every time this result is caused, the Titan’s Controlling Player must roll one Dice. If the result of that Dice roll is a 1, 2, 3, 4 or 5 then the penalties of a Crippled Carapace are increased by 1. If the result of the Dice roll is a 6, the Titan explodes, causing one Strength 16, AP 2, Damage 10 Hit to any Model within 6" of any part of the exploding Titan; a Strength 6, AP 3, Damage 4 Hit to any Model within 12" of any part of its Model and a Strength 4, AP ‘-’ Damage 1 Hit to all other Models on the Battlefield. The Titan is Removed as a Casualty and the Opposing Player scores half the normal Victory Points from the Engine Kill Objective.

ARMS - Weapon Break: All Strategic Weapons on one arm are rendered inoperable. One arm, either left or right, whichever is closest to the nearest Model in the attacking Unit, is selected and all Strategic Weapons on that arm may no longer be used for the remaining duration of this Battle. If it is not obvious which arm is the closest, then the target Titan’s Controlling Player selects which arm is affected. If the selected arm has already been affected by this result then count this as a result of Structural Damage.

LEGS - Titan Fall: The Titan becomes Unsteady until the end of the Controlling Player’s next Turn. If an Unsteady Titan is made Unsteady again then it collapses. When a Titan collapses, first determine the direction of fall and area of destruction (see Falling Titans). All Models within the area of destruction suffer a single Strength 14, AP 5, Damage 8 Hit. Once all Hits caused by the Titan’s collapse are resolved the Titan is Removed as a Casualty, and the Opposing Player scores half the normal Victory Points from the Engine Kill Objective.

Falling Titans

To resolve a Titan’s collapse, Players have two options. Which is to be used should be agreed by both Players, and applied to all Titan collapses that occur in that Battle.

The quickest option is to make the area of destruction encompass any Model that is within 9" of any point of the Titan that touches the surface of the Battlefield.

The more complex, but immersive, choice is to first determine a direction of fall for the Titan. To do so, the Player that made the attack that caused the collapse first nominates a direction by placing a Dice on the Battlefield within a fixed distance from any point on the Titan Model that touches the surface of the Battlefield. The distance within which the Dice may be placed is determined by the Class of Titan:

Scout:10"
Light Battle:20"
Battle:30"
Heavy Battle:35"

The Controlling Player of the Titan then scatters that Dice by D6". A line is then drawn from the centre of the Titan’s current position to the point where the Dice has scattered. All Models within 6" of any point on the line or the Dice are within the area of destruction.

The Tactics of Desperation

The following section presents Rules for special attacks that certain Units can make when attacking Titans. In all cases these Rules are intended to be used by Units that are normally incapable of damaging a Titan to allow them to have some impact on a Battle, and as such none of the Rules presented here may be used by any Model with the Titan or Knight Sub-Type, or any Model with a Base Wounds Characteristic of 10 or more.

In all cases, when using any of the Tactics of Desperation, they entirely replace all other effects of a Shooting Attack or Combat Round. Usually this means forfeiting the possibility of inflicting Hull Point Damage in order to attempt to apply a debilitating effect to the Titan. In all cases these options are intentionally difficult to accomplish without sacrifice - as it should be when confronting the true masters of the battlefield.

Tactic of Desperation: Swarm Assault

When confronted by an immense battle titan, most infantry weapons are utterly incapable of penetrating even the weakest of its armour plating. Such troops can either flee before such a monstrous engine of war, or clamber onto its superstructure and hope to find some tiny flaw that they might exploit to slow its advance across the battlefield.

This Tactic of Desperation may only be used for a Unit made up entirely of Models with the Infantry or Paragon Type and a Movement Characteristic greater than 0. When such a Unit is Engaged as part of a Combat only with enemy Models that have the Titan Sub-Type, this Tactic of Desperation may be used in the Assault Phase. When used it replaces all attacks the Unit it is used for would otherwise make in that round of Combat - it can be used in a Turn where the Unit using it has declared a Charge.

Step One: Declare Target and Focus

Once a Swarm Assault has been declared, the Player controlling the Unit that will make the Swarm Assault must declare its target: Head, Carapace, Arms or Legs. Once a target has been selected, the Player controlling the Unit making the Swarm Assault must declare if the Focus of the Swarm Assault will be to Inflict Damage or Escape Harm.

Step Two: Roll for Effect

Once a target and focus for the Swarm Assault has been declared, a roll must be made to determine the effectiveness of the Swarm Assault. This roll is an Intelligence Check, made by the Player whose Unit is making the Swarm Assault, applying modifiers based on the [Crew] Trait of the target Titan, the target Profile and the abilities of the Unit making the Swarm Assault. All listed modifiers are applied to the result of the roll and as such negative modifiers are beneficial:

TITAN [CREW]MODIFIER
Minoris-1
SeniorisNo modifier
Majoris+1
Ultima*+2

*Note that this Crew Trait is reserved for the most skilled crews, usually as part of a specific Mission or for a specific Titan named as part of the legendary battles of the Horus Heresy. It is included here for completeness and for compatibility with future publications.

TARGET PROFILEMODIFIER
Head+4
Carapace+3
Arms+3
LegsNo modifier

SWARMING UNIT HAS ANY MODELS WITHMODIFIER
The Light Sub-Type-1
The Heavy Sub-Type+2
The Antigrav Sub-Type-2
(Only if the target is not the Legs)
Movement Characteristic of less than 5+2

If the Player making the attack declared the Focus of the Swarm Assault as Inflict Damage, then when making the Intelligence Check that Player may roll an additional Dice and discard the highest rolled Dice before determining the result of the check.

If the Intelligence Check is successful, then the Player making the attack may select one of the following effects to be applied to the target Titan, noting that some may only be applied if a specific Profile was targeted:
  • STRIP THE ARMOUR: All further attacks made against the target Profile use the Exposed Armour Value to make any Armour Penetration Tests until the end of the Titan’s Controlling Player’s next Turn.
  • CUT THE HYDRAULICS : The Titan is made Unsteady (see the Titan Fall) until the end of the Titan’s Controlling Player’s next Turn. If a Titan has currently been made Unsteady by another Unit using this Tactic of Desperation then this option may not be selected, but it may be selected if the Titan has previously been made Unsteady by another effect.
  • JAM THE ACTUATORS : The Titan’s Controlling Player may not move the Titan or change its facing in that Player’s next Turn.
  • SPIKE THE GUNS : One Strategic Weapon on the target Profile must be selected. The next time the Titan’s Controlling Player chooses to attack with that Weapon, roll a Dice. On the result of a ‘1’ or a ‘6’, apply a single Hit to the Titan’s Arms as if the Weapon had attacked the Titan instead of making a Shooting Attack, otherwise the attack continues as normal. After the Weapon has been used to attack, this result has no further effects unless applied again by another Swarm Assault.
  • SMASH THE SHIELD EMITTERS : For the remainder of the Battle, the Armour Value of Void Shields granted by this Model’s Titan Void Shield Array (X) Special Rule is reduced by 1 for each time this result has been applied to the Titan, to a minimum of 10.
  • CUT POWER CONDUITS : Until the end of the Titan’s Controlling Player’s next Turn as the Active Player, if a Move is made with the Titan then it may not make Shooting Attacks using any Strategic Weapons in the same Turn.
  • FOUL THE AUSPEX : Until the end of the Titan’s Controlling Player’s next Turn, whenever that Player chooses to Move or Attack with this Titan, roll a Dice. On the result of a ‘1’ or a ‘6’, the Opposing Player makes that Move, deciding direction and distance moved, or may change the target of a Shooting Attack to another Unit that has one or more Models within 12" of the original target and is within Line of Sight of the Titan.

Step Three: Mitigate Cost

Once an Intelligence Check has been made and any effects applied, the Controlling Player of the Unit making the Swarm Assault must make a Cool Check for that Unit. If the Player declared the Focus of the Swarm Assault as Escape Harm, then when making the Cool Check that Player may roll an additional Dice and discard the highest rolled Dice before determining the result of the Check.

If the Cool Check is passed, then the Unit making the Swarm Attack suffers D6+1 Strength 8, AP 4, Damage 1 Hits, allocated by the Unit’s Controlling Player. If the Cool Check is failed then the Unit making the Swarm Attack suffers D6+1 Strength 8, AP 2, Damage 2 Hits, allocated by the Unit’s Controlling Player. These Hits are not counted for the purposes of Combat Resolution and replace the Damage usually inflicted on a Unit that has any Models engaged with an enemy Titan at the end of a Combat Round. However, a Unit that fails this Cool Check is considered to have lost Combat automatically, while a Unit that passes this Cool Check is considered to have won Combat automatically.

Legio Titanicus: Ordinatus

These additional Rules allow the Mechanicum Ordinatus to be used as part of the Legio Titanicus Rules presented in Liber Questoris. A copy of Liber Questoris will be required to use these Rules and to make use of the Mechanicum Ordinatus.

All Ordinatus Models have the Ordinatus Sub-Type, this is very similar to the Titan Sub-Type and follows most of the Rules provided for that Sub-Type in the Liber Questoris. Where those Rules are not used, this section will present the Rules that should be used instead. Unless stated otherwise in this addendum, any reference in the Legio Titanicus Rules in Liber Questoris to a ‘Titan’ also affects an ‘Ordinatus’.

The Ordinatus Sub-Type

An Ordinatus is defined as any Model with the Ordinatus Sub-Type, which may only be applied to a Model with the Vehicle Type, and the Rules presented here apply to that Model in any Mission where it is used.

Ordinatus

The following Rules apply to all Models with the Ordinatus Sub-Type:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, and may pass through Impassable Terrain as long as they do not end a Move on or within an area of Impassable Terrain.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type is limited on when and which Reactions may be made for it.
  • The Rules for applying Damage to a Model with this Sub-Type vary from those used with other Models with the Vehicle Type.
  • The Rules for Shooting Attacks and Combats that involve Ordinatus are changed as noted in this addendum.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.
  • A Model with this Sub-Type cannot gain any Tactical Statuses or Cybertheurgic Statuses.
  • A Model with this Sub-Type cannot be affected by any Psychic Weapon, Psychic Reaction or Psychic Power.
  • A Model with this Sub-Type may not be targeted by the Battlesmith (X) Special Rule.

Ordinatus and Reactions

An Ordinatus may make Reactions – counting as a single Unit and thus able to make one Reaction per Turn. However, an Ordinatus may not react to anything that does not have the Titan, Knight or Super-heavy Sub-Type or that is attacking with a Weapon that has a Ranged Strength or Strength Modifier of 10 or more.

Ordinatus and Moving

An Ordinatus uses all of the same Rules for Moving as a Titan – except that an Ordinatus may make a single Pivot for free each Turn, with any Pivots after the first paying the same cost as those made by a Titan.

Ordinatus and Damage

When a Model with the Ordinatus Sub-Type is attacked, the same Rules as those used for attacking a Titan are used, with the following exceptions.

When determining which Profiles of an Ordinatus may be attacked, the following restrictions are applied instead of those used for Titans:
  • At least one Model in the Attacking Unit must be able to draw a direct line from the edge of any point on that Model’s base to a part of the physical component the chosen Profile represents in order to select it as a target of a Shooting Attack.
  • Models that are part of a Combat that includes an Ordinatus may only target the Carriage Profile of that Ordinatus – unless the attacking Model has the Knight or Antigrav Sub-Type.

When making rolls on the Titan Damage Table for an Ordinatus, the following table is used to determine the results of the System Burnout result:
  • Carriage: The Ordinatus’ Carriage Profile’s Movement Characteristic is reduced by 4 until the start of the Controlling Player’s next Turn.
  • Gun: The Ordinatus’ Gun Profile’s Ballistic Skill Characteristic is reduced by 1 until the end of the Controlling Player’s next Turn.

When an Ordinatus Profile is Crippled use the following Rules to determine what effect that has:

Carriage Crippled

With its complex gears and tracks broken by enemy fire, an Ordinatus can be stopped in its tracks, but the metal beast remains a dangerous foe.

An Ordinatus whose Carriage has been Crippled must reduce the Movement Characteristic of its Carriage Profile to ‘-’. This does not stop the Ordinatus from making a single free Pivot each Turn.

Gun Crippled

The massive gun that forms the core of an Ordinatus can be damaged in any number of ways – ammo feeds severed, power units blasted or even simply by destroying the servo motors that allow the weapon to be aimed.

An Ordinatus whose Gun has been Crippled must make all Hit Tests made for any Weapons that are part of the Gun Profile as Snap Shots.

When an Ordinatus suffers a result of Secondary Explosions on the Titan Critical Damage Table, use the following Rules to determine its results:
  • Carriage – Reactor Breach: Every time this result is caused, the Ordinatus’ Controlling Player must roll one Dice. If the result of that Dice roll is 1, 2, 3 or 4 then the Ordinatus suffers the effects of Structural Damage. If the result of the Dice roll is a 5 or 6 then the Ordinatus explodes, causing one Strength 6, AP3, Damage 4 Hit to any Model within 12" of any part of the Ordinatus Model. The Ordinatus is Removed as a Casualty and the Opposing Player scores half the normal Victory Points from the Engine Kill Objective.
  • Gun – Weapon Break: All Strategic Weapons that are part of the Gun Profile are rendered inoperable. These Weapons may no longer be used for the remaining duration of this Battle. If this result has already been suffered, then count this as a result of Structural Damage instead.

Ordinatus and Combat

An Ordinatus is treated as a Titan and uses the Titans and the Assault Phase Rules if Charged or part of any Combat.

Ordinatus and Crew/Class Traits

Where a Special Rule requires a Model to have a Class Trait or Crew Trait, a Model with the Ordinatus Sub-Type is always considered to have the Light Battle Class Trait and the Senioris Crew Trait.

Ordinatus and Swarm Assaults

An Ordinatus may be the target of a Swarm Assault and is treated as a Light Battle Titan with a Senioris Crew. The following Target Profile Table should be used when making a Swarm Assault against an Ordinatus:

TARGET PROFILEMODIFIER
CarriageNo modifier
Gun+2

When making a Swarm Assault with an Ordinatus as the target, only the following effects may be selected:
  • Strip the Armour
  • Jam the Actuators
  • Spike the Guns*
  • Cut Power Conduits

*When directed to attack the Arms as part of a successful Spike the Guns effect, instead attack the Guns Profile if the target was an Ordinatus.

Engine Kill Missions

Originally used as a term used by princeps to confirm the successful completion of a fire order directed at an enemy titan, the use of the affirmative phrase "Engine-kill" extended to troops of all roles as the Horus Heresy unfolded.

The Engine Kill Missions centre around the use of one or more Titans and provide specific Objectives to create a balanced gaming experience for both Players.

The Engine Kill Missions are intended to be used when one or both Players wish to include Titans as part of their own Army. The Missions presented here incorporate specific Objectives for both Players to achieve that differ from the Core Mission Objectives, in order to create a balanced game experience whilst adequately representing the fearsome destructive power of the Titans that existed at the time of the Horus Heresy.

How To Use Engine Kill Missions

The following Rules allow Players to make use of the Engine Kill Missions when playing Battles, from selecting Armies through to resolving the end result of the Mission.

Battles Using The Engine Kill Missions

Regardless of whether using the Engine Kill Missions for standalone Battles or as part of a campaign, all Players must follow these Steps in order to resolve an Engine Kill Mission. Each of these Steps should be completed in the sequence they are presented in, with each Step being fully completed before moving on to the next.

Engine Kill Mission Sequence
  1. Select Engine Kill Mission.
  2. Select Armies.
  3. Prepare the Battlefield.
  4. Deploy Objectives.
  5. Declare Mission Reserves.
  6. Deploy Titans.
  7. Deploy Armies.
  8. Play Engine Kill Mission.
  9. Decide Victor.

1. Select Engine Kill Mission

The first step in resolving an Engine Kill Mission is to select a Mission for the Battle. The Players may either select one of the Engine Kill Missions that both Players agree on, based on the Models they intend to make use of, or roll a Dice on the table below to decide which Engine Kill Mission will be played.

Engine Kill Mission Table
DICERESULT
1-3War of Gods
4-6Giant Killer

2. Select Armies

When an Engine Kill Mission is played, during the Select Armies step of the Mission Sequence, both Players must use a Points Limit of 3,000 Points. If both Players agree, a higher Points Limit may be used, provided that the same Points Limit is used by both Players.

Players must follow the same process as outlined in the Select Armies step of the Core Mission Pack, as found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook, except where exceptions are made in the Engine Kill Mission Rules.

3. Prepare the Battlefield

During this Step, Players must follow the Rules outlined in the Prepare the Battlefield step of the Core Mission Pack, found in the Warhammer: The Horus Heresy - Age of Darkness Rulehook, however, consideration must be made for the sheer size of Titan Models. Accordingly, Players may wish to adjust the amount of Terrain used in order to place the Titans used safely on the Battlefield with reference to the Deployment Map in the selected Mission Rules. Once Terrain has been placed, Players must roll off, with the winner selecting the Deployment Zone they wish to use and the Opposing Player must use the remaining Deployment Zone.

4. Deploy Objectives

The Engine Kill Missions require Players to place Objective Marker tokens, as included in Warhammer: The Horus Heresy - Age of Darkness: Saturnine, in specific locations.

5. Declare Mission Reserves

During this step, Players must follow the Rules outlined in the Declare Mission Reserves step of the Core Mission Pack, found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook, with the additional exception that Titans may never be placed into Reserves of any kind, for any reason.

6. Deploy Titans

In this step, Players must alternate the deployment of any Titans they have selected within the Deployment Zone assigned to them before the rest of their Army. If both Players have selected Titans, they must roll off, with the Player that loses placing all Titans they have selected as part of their Army within the Deployment Zone allocated to them in the Prepare the Battlefield step. Once the Player that loses the roll-off has placed all Titans they have selected as part of their Army on the Battlefield, the Opposing Player must do likewise, placing all Titans they have selected as part of their Army within their respective Deployment Zone. When placing Titans within Deployment Zones on the Battlefield, any point on the Model that makes contact with the Battlefield surface must be within the Deployment Zone.

If, for any reason, all Titans selected as part of either Player’s Army cannot be placed on the Battlefield, it is recommended that Terrain be moved by the smallest distance required or alternatively removed from the Battlefield until it is possible to do so. If, after this step has been completed, any Titans cannot be placed on the Battlefield, these Titans may not be placed in Reserves and instead count as having been Removed as Casualties.

7. Deploy Armies

In this Step both Players must roll off. The Player that loses the roll-off must then deploy all remaining Units followed by the Opposing Player, as per the Deploy Armies step of the Core Mission Pack, found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook.

8. Play Engine Kill Mission

If only one Player has selected a Titan as part of their Army, the Titan Player takes the second Player Turn. If both Players have selected Titans as part of their Army, the Player that deployed first in the Deploy Armies step takes the first Player Turn.

Engine Kill Missions are intended to be played for four Battle Turns. At the end of the fourth Battle Turn, this Step ends and the Battle ends.

9. Decide Victor

Once all four Battle Turns have been completed, the victor is decided by the number of Victory Points each Player has scored.

Engine Kill Mission Objectives

The presence of an enemy titan dominates the battle sector. If unleashed, its macro weaponry will scythe through men and material with impunity. With enough firepower brought to bear though, even a Warlord titan can be felled but in order to prevail against such a foe, astute commanders must find the fortitude to see their strategy through.

In addition to using Primary and Secondary Objectives as detailed in the Warhammer: The Horus Heresy - Age of Darkness Rulebook, the Engine Kill Missions use additional Engine Kill Objectives and Strategic Objectives. The process of scoring Engine Kill and Strategic Objectives is detailed below and which Strategic Objectives are used in each Mission will be detailed in that Mission’s Special Rules.

Engine Kill

The Engine Kill Objective is achieved when an enemy Titan is Removed as a Casualty. Each time that a Player achieves the Engine Kill Objective, that Player scores a number of Victory Points depending on the Class of the Titan that was Removed as a Casualty, as follows:

Scout:8 Victory Points
Light Battle:10 Victory Points
Battle:12 Victory Points
Heavy Battle:15 Victory Points

Note that inflicting certain types of Damage on Titans may modify the amount of Victory Points scored for achieving this Objective.

Strategic Objectives

Strategic Objectives become active during the course of the Battle and can only be scored by Titans, as far as the Rules detailed in this volume are concerned. A Strategic Objective may only be attacked by making a Strategic Attack.

Strategic Attacks require the Active Player to select an active Strategic Objective (this is a target not represented on the Battlefield that is determined by the Mission Special Rules) and then make a Strategic Attack targeting it. Each Strategic Objective will note how many Victory Points can be scored based on the outcome of the Strategic Attack.

- STRATEGIC OBJECTIVE -

Macro Emplacement


Armour - 15Hull Points - Infinite

For each 5 Hull Points lost by this Strategic Target during a Player Turn, that Player scores 5 Victory Points, to a maximum of 15 Victory Points in any single Player Turn.

- STRATEGIC OBJECTIVE -

Communications Bunker


Armour - 14Hull Points - 20

When the Communications Bunker is reduced to 0 Hull Points, the Titan’s Controlling Player scores 10 Victory Points, and the Opposing Player only succeeds on Reserve Rolls on the score of a 6+ for the rest of the Battle.

- STRATEGIC OBJECTIVE -

Command Post


Armour - 14Hull Points - 20

When the Command Post is reduced to 0 Hull Points, the Titan Player scores 10 Victory Points, and the Opposing Player must make a Cool Check for each of their Units on the Battlefield that is not Engaged in Combat in the Effects Sub-Phase of that Player Turn. If the Cool Check is failed, that Unit gains the Suppressed Tactical Status.

Engine Kill Mission Special Rules


Dynamic Uplink

The landscape of battle is ever-changing as entire divisions of an army rely on the nigh-omnipotent power of titans to aid them. Continuous voxed requests for aid stream through to the data-manifolds of a titan. Relayed messages implore them as gods of battle, to rain down their wrath upon their enemies and deliver them to safety, or direct the fire of their guns to smite an enemy that stands against them. It is the thankless task of a princeps to decide who is worthy of their assistance and often, who will live and who will die.

When playing a Mission with this Special Rule, each Player that has selected a Titan as part of their Army must roll on the Dynamic Uplink table during the Start Phase of their first Player Turn. The result of the roll will determine which Strategic Objective is active for that Player during that Player Turn. Note that in some Missions, both Players may be required to determine their own Strategic Objective, in the event that both Players determine the same result, each instance of that Strategic Objective is considered to be a separate entity, with their remaining Hull Points and other effects recorded entirely separately from each other.

During the Start Phase of their second and successive Player Turns in which they are the Active Player, each Player may choose to roll on the Dynamic Uplink Table again to determine a new active Strategic Objective. If a Player chooses to roll again on the Dynamic Uplink table, that result must be used.

DICESTRATEGIC OBJECTIVE
1-2Macro Emplacement: The Macro Emplacement Strategic Objective is active.
3-4Communications Bunker: The Communications Bunker Strategic Objective is active.
5-6Command Post: The Command Post Strategic Objective is active.

ENGINE KILL MISSION ONE

War of Gods

Two Titan Legios meet in battle, their princeps set on the annihilation of their counterpart. The magnitude of such a clash makes the battle raging around their feet seem little more than a petty squabble - the gods are at war and one must fall.


In order to claim victory in the War of Gods Mission, Players must bring down the Opposing Player’s Titan or Titans. If either Player can force their opponent’s Titan’s reactors to shut down, incapacitating the engine and leaving it salvageable, they will score more Victory Points than if it must be outright destroyed.

SELECT ARMIES
During this step, both Players must select at least one Titan Maniple Detachment in place of a Primary Detachment, with any remaining Points up to the agreed Points Value spent on any number of Allied Detachments, as per the Crusade Force Organisation Chart found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook.

DEPLOY OBJECTIVES
During this step, three Objective Markers each with a value of ‘2’ must be placed in the locations marked with a
on the Deployment Map below.

VICTORY CONDITIONS: A GOD FALLS
The following Mission Objectives are used in this Mission:

Primary Mission Objectives
  • Capture Objective Markers
  • Engine Kill

Strategic Objectives

Secondary Mission Objectives
  • Last Man Standing (3)
  • First Strike (1)

At the end of Battle Turn Four, the Player with the highest total of Victory Points is the winner.

Mission Special Rules
This Mission uses the Reserves, Seize the Initiative and Dynamic Uplink Mission Special Rules.

DEPLOYMENT MAP

ENGINE KILL MISSION TWO

Giant Killer

A single battle titan has roved ahead of the line and is bearing down on its selected targets. It must be brought down before its macro weaponry can turn the tide of the battle.


In order to claim victory in the Giant Killer Mission, the Attacker will face the might of a deity of battle made manifest, a Titan. The god-engine must be brought down at any cost.

SELECT ARMIES
During this step, Players must agree which Player will be the Defender and must select a Titan Maniple Detachment in place of a Primary Detachment, with any remaining Points up to the agreed Points Value spent on any number of Allied Detachments, as per the Crusade Force Organisation Chart found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook. The Opposing Player must be the Attacker and must select an Army up to the agreed Points Value according to the Rules available in their selected Army List.

DEPLOY OBJECTIVES
During this step, a single Objective Marker with a value of ‘3’ and two Objective Markers with a value of ‘2’ must be placed in the locations marked with a
on the Deployment Map below.

DEPLOY TITANS
During this step, the Defender must deploy all Titans within 12" of the short Battlefield Edge that borders the Defender’s Deployment Zone.

DEPLOY ARMIES
During this step, the Attacker must place all Models not in Reserves or Aerial Reserves within 24" of the short Battlefield Edge that borders the Attacker’s Deployment Zone. The Defender must then place all Models not in Reserves within 24" of the short Battlefield Edge that borders the Defender’s Deployment Zone.

FIRST TURN
The Attacker always takes the First Turn.

VICTORY CONDITIONS: A GOD FALLS
The following Mission Objectives are used in this Mission:

Primary Mission Objectives
  • Attacker: Capture Objective Markers
  • Attacker: Engine Kill

Strategic Objectives

Secondary Mission Objectives
  • Last Man Standing (2)
  • First Strike (1)

At the end of Battle Turn Four, the Player with the highest total of Victory Points is the winner.

Mission Special Rules
This Mission uses the Reserves and Dynamic Uplink Mission Special Rules.

DEPLOYMENT MAP

Special Rules

Legio Armsmen

The Secutarii are trained to fight as a screening force for the titans of their legio, and are inured to the many hardships of fighting on the same battlefield as a walking god of war.

Models with this Special Rule gain benefits when fighting alongside a friendly Titan.

A Unit composed entirely of Models with this Special Rule ignores all penalties applied by the Titan War Horn (X) Special Rule. Furthermore, while a friendly Titan is on the Battlefield, all Models with this Special Rule add a modifier of +1 to their Leadership Characteristic. However, whenever a friendly Titan is Removed as a Casualty or otherwise destroyed then all Units that include any Models with this Special Rule must make an immediate Panic Check.

Macro-auspex

Specialised auspexes designed to efficiently target larger war engines at great distances are often fitted to the largest titan weapons. These devices allow the long range duels of such gargantuan engines to be conducted at distances too great for most targeting units, but are less use when targeting smaller, closer enemies.

When not attacking Titans, Knights or Super-heavies, a Weapon with this Special Rule must make Snap Shots.

If the target of a Shooting Attack is not a Unit entirely composed of Models with the Titan, Knight or Super-heavy Sub-Type or other Models with a Base Wounds Characteristic of 10 or more, then all attacks made for a Weapon with this Special Rule must be made as Snap Shots.

Melta (X)

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

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

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

Power Hungry

Some weapons can drain even the reserves of titan reactors, their destructive power so vast that they must be reserved for the perfect shot. For lesser war engines such weapons would be impractical, but for the towering war-engines of the Mechanicum such devices are often the only means to fell a foe of equal stature.

A Weapon with this Special Rule makes other Weapons attack as Snap Shots when used.

If a Weapon with this Special Rule is used as part of a Model’s Shooting Attack, then all other Weapons used in that or any other Shooting Attack made by that Model in the same Phase, must attack as Snap Shots. If other Shooting Attacks have already been made in the same Phase by a Model with a Weapon that has this Special Rule and those attacks were not made as Snap Shots, then a Weapon with this Special Rule may not be fired in the same Shooting Phase. Furthermore, a Weapon with this Special Rule may not be used to attack as part of any Shooting Attack made as part of any Reaction.

Reinforced Structure (X)

The largest of war machines are constructed so that lesser weapons can cause only minor damage to their armoured hulls. Such behemoths can only be brought down by the largest calibre of weaponry and have little fear of the chaff of the battlefield.

A Model with this Special Rule suffers less Damage from most Weapons.

A Model with this Special Rule reduces the Damage of all Hits inflicted by Weapons that do not have the Strategic Trait or the Ordnance (X) Special Rule by the value of X attached to that variant of this Special Rule. This cannot reduce the Damage of a Hit below 1.

Repair Crew (X)

Unlike lesser war machines, a titan does not need to rely on the assistance of other warriors for its repairs, for within the metal hull of each such engine resides a dedicated repair crew.

A Model with the Repair Crew (X) Special Rule can repair itself.

In the Controlling Player’s Start Phase, during the Effects Sub-Phase they may choose to activate this Special Rule. Once activated, the Controlling Player of a Model with the Repair Crew (X) Special Rule, may restore a number of Hull Points equal to the value of the variant of this Special Rule possessed by a Model to any one of that Model’s Profiles. If the value of the variant of this Special Rule is greater than the number of lost Hull Points on the chosen Profile then the excess Hull Points may not be transferred to another Profile and cannot increase the value of the chosen Profile’s Hull Point Characteristic above its Base Value.

This Special Rule can restore Hull Points to a Profile that has been Crippled, and if a Profile is restored to one or more Hull Points then it is no longer Crippled.

Activating the Repair Crew (X) Special Rule does not limit the Model with that Special Rule when moving or attacking in the same Turn.

Shield-breaker (X)

Whether by means of a barrage of shots, or a concentrated beam, certain weapons are capable of punching through several layers of void shields at once. In battles between titans such weapons are highly valued for their ability to lay bare the weakness of a foe.

A Weapon with this Special Rule can collapse more than one Void Shield with a single attack.

A Weapon with this Special Rule that successfully collapses a void shield (either from the Void Shields (X) or Titan Void Shield Array (X) Special Rules), collapses a number of void shields equal to the value of X attached to the specific variant of this Special Rule that it has instead of just 1.

Shock Ram

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

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

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

Titan Void Shield Array (X)

Titans are equipped with an almost impenetrable array of energy shields. These relics from ancient times are known as void shields, and provide a defence against light enemy fire. Their only weakness is that to protect a war engine the size of a Titan, the energy bubble cannot cover the closest ranges.

A Model with this Special Rule gains an extra layer of defence against Shooting Attacks.

A Model with this Special Rule has a number of void shields equal to the value of X. While a Model with this Special Rule still has void shields, each time that Model suffers a Hit from a Shooting Attack it must be allocated to the void shields. Once all void shields have collapsed, any remaining Hits from Shooting Attacks must be allocated to the Titan Profile targeted by the attack.

A void shield has an Armour Value of 13, and any Glancing Hit or Penetrating Hit inflicted on it will cause that void shield to collapse. Regardless of the Damage value of a Hit it may not collapse more than one void shield, and once a Hit has collapsed a void shield or failed an Armour Penetration Test made against one it is discarded.

If, in the Effects Sub-Phase of the Controlling Player’s End Phase, a Titan has any collapsed void shields, the Controlling Player may roll a Dice for each collapsed void shield. Any Dice whose result is equal to or higher than the target number restores one void shield - with the target number decided by checking the [Crew] Trait of the Titan using the table below:

Minoris:6
Senioris:5+
Majoris:4+
Ultima:3+



Titan War Horn (X)

All titans mount massive arrays of vox emitters, which can be used to broadcast a deafening blast of sound. Though the exact sound emitted varies from legio to legio, the sheer volume at which it is projected is enough to shatter glass and burst eardrums. It is a warning to both friend and foe - no corner of the battlefield is now safe, for the gods of battle stalk it.

Models near a Model that activates the Titan War Horn (X) Special Rule must reduce their Advanced Characteristics.

Once per Battle, the Controlling Player of a Model with this Special Rule may choose to activate it in the Effects Sub-Phase of the End Phase of their Turn. When any Model from a Unit is within 24" of any part of a Model that has activated this 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 24" of any Model with the Titan War Horn (X) Special Rule. If a Unit would be affected by multiple instances of this Special Rule or the Fear (X) Special Rule, the value of X is not stacked and instead the single highest value is used as a negative modifier. Once activated, the effects of this Special Rule last until the Effects Sub-Phase of the Controlling Player’s next Start Phase, or until the Titan is removed from play for any reason.

Wargear

Cyber-familiar

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

Cyber-familiars grant a bonus to Intelligence Checks.

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

Flare Shield

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

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

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

Frag Grenades

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

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

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

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

Mag-inverter Shield

This large shield combines heavy ceramite plating with a compact grav generator that slows enemy combatants when they draw close to the wielder. This serves both to provide a level of protection from enemy fire and to grant the Secutarii a crucial split second advantage in close combat.

A mag-inverter shield reduces the distance moved by enemy Units that Charge.

A Model with a mag-inverter shield gains the Shield Trait. If a Unit that includes a majority of Models that have mag-inverter shields is the target of a Charge, reduce the distance moved by the Charging Unit by 1", to a minimum of 1".

Searchlights

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

Searchlights allow attacks to ignore Shrouded Damage Mitigation Rolls.

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

Armoury of the Legio Titanicus

The lesser and greater constructs of the Knight Households made use of a range of Weapons and items of Wargear that were often unique or elsewise much more advanced or esoteric variants of widespread patterns of Imperial weaponry. This section presents the Rules for these Weapons and artefacts of the Horus Heresy.

Ranged Weapons


Arc Weapons

These weapons amplify the force of a weapon’s blows or blasts with powerful electrostatic discharges which detonate like thunderclaps when striking their target. These weapons are considered rare and advanced even by the adepts of the Mechanicuni and are rarely seen outside of the ranks of that order, for few others could keep such temperamental weapons operational on the battlefields of the Age of Darkness.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Arc pistol
Arc pistol
12
2
6
5
1
Pistol, Suppressive (1), Shock (Suppressed)
Arc, Assault
Galvanic caster
Galvanic caster
24
3
3
6
1
Shred (5+), Rending (5+)
Arc, Assault

Bolt Weapons

A branch of weaponry rare outside the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self- propelled and mass-reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin mauler bolt cannon
Twin mauler bolt cannon
24
6
6
4
1
Pinning (2), Shred (4+)
Bolt

Missile Weapons

From advanced guided missiles to crude explosive rockets, the households of the Questoris Familia make use of a variety of rocket-propelled munitions. Several are held in common with the other militant hosts of the Imperium, and while the towering knight armours of the households are replete with many more advanced weapon systems, the ease with which these armaments can be repaired and replaced ensures they retain a valuable place in the knights’ arsenal.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hunter-killer missile
Hunter-killer missile
48
1
9
3
3
Armourbane, Limited (1)
Missile

Rad Weapons and Irradiation Projectors

‘Irad’ or ‘rad’ projectors are potent anti-personnel weapons and relics of the Dark Age of Technology, used exclusively by the militant forces of the Mechanicum. They commonly comprise a bulky generator unit terminating in a dish-like projector that unleashes a powerful blast of deadly cross-spectrum radiation. Victims caught in the blast of such a weapon suffer an appalling death as they are boiled alive from within - their tissues blasted apart on a cellular level. Thick barriers of solid matter between the beam and the target provide some protection from this effect, though victims who survive the initial blast will often die later of extreme radioactive contamination.

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

Titan Tactical Weapons

These weapons are servitor-guided and fixed to the hull of larger battle titans to serve as deterrents to infantry and other auxiliary forces that might try to impede the progress of the titan. Powerful enough to kill infantry and other light assets, but no threat to other titans or macro-scale engines of war, these weapons are often described as ‘tactical weapons’.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Defensor autocannon
Defensor autocannon
48
3
7
4
2
Breaching (6+), Skyfire
Auto, Tactical
Defensor bolt cannon
Defensor bolt cannon
36
6
5
4
1
-
Bolt, Tactical
Defensor lascannon
Defensor lascannon
48
2
9
2
2
Armourbane
Las, Tactical
Ordinatus volkite culverin
Ordinatus volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite, Tactical

Titan Strategic Weapons

These weapons are the main firepower of any battle titan, designed to engage macro-scale war engines at colossal ranges. While certainly capable of reducing lesser vehicles and warriors to ash with ease, they are unwieldy at close ranges and their auspex arrays lack the focus to lock such small targets effectively. Given these minor deficiencies, a titan’s primary foe of choice is always another titan, and few princeps relish the chance to waste their ire on the chaff of the battlefield.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Vulcan mega-bolter
Vulcan mega-bolter
48
12
7
3
2
Suppressive (3)
Bolt, Strategic
Titan inferno cannon
Titan inferno cannon
Template
1
7
3
3
Template (Hellstorm), Panic (3)
Flame, Strategic
Titan plasma blastgun
Titan plasma blastgun
- Sustained fire
- Sustained fire
60
1
8
2
5
Blast (3")
Plasma, Strategic
- Maximal fire
- Maximal fire
60
1
9
2
7
Blast (5"), Power Hungry
Plasma, Strategic
Titan turbo laser destructor
Titan turbo laser destructor
96
1
12
2
6
Blast (3"), Armourbane
Las, Strategic
Titan gatling blaster
Titan gatling blaster
82
5
9
2
4
Armourbane
Auto, Strategic
Titan laser blaster
Titan laser blaster
82
3
10
2
5
Armourbane
Las, Strategic
Titan melta cannon
Titan melta cannon
60
1
12
2
8
Blast (5"), Melta (48)
Las, Strategic
Titan volcano cannon
Titan volcano cannon
120
1
13
2
12
Blast (3"), Power Hungry, Macro-auspex
Las, Strategic
Apocalypse missile launcher
Apocalypse missile launcher
150
1
9
3
4
Blast (10"), Shield-breaker (3)
Missile, Strategic
Nemesis quake cannon
Nemesis quake cannon
150
1
12
2
10
Blast (5"), Power Hungry, Macro-auspex
Auto, Strategic
Nemesis volcano cannon
Nemesis volcano cannon
150
1
13
2
12
Blast (3"), Power Hungry, Macro-auspex
Las, Strategic
Mori quake cannon
Mori quake cannon
150
1
12
2
10
Blast (5"), Macro-auspex
Auto, Strategic
Belicosa volcano cannon
Belicosa volcano cannon
150
1
13
2
12
Blast (3"), Macro-auspex
Las, Strategic
Macro-gatling blaster
Macro-gatling blaster
96
5
10
2
5
Armourbane, Macro-auspex
Auto, Strategic
Sunfury plasma annihilator
Sunfury plasma annihilator
- Sustained fire
- Sustained fire
82
1
9
2
6
Blast (5"), Macro-auspex
Plasma, Strategic
- Maximal fire
- Maximal fire
82
1
12
2
9
Blast (7"), Power Hungry, Macro-auspex
Plasma, Strategic
Sonic destructor
Sonic destructor
- Dispersed blast
- Dispersed blast
72
1
7
3
1
Blast (7"), Shred (4+), Panic (4), Breaching (6+)
Strategic
- Focussed charge
- Focussed charge
72
1
10
2
8
Macro-auspex, Armourbane, Panic (4)
Strategic
Seismic macro-drill
Seismic macro-drill
36
1
-
-
-
Blast (5"), Barrage, Seismic Macro-drill, Limited (1)
Strategic

Titan Strike Weapons

Some battle titans bear not only long range weapons capable of destroying war engines of their own size, but also massive melee weapons intended for the same purpose. While these weapons resemble those carried by lesser warriors, they are controlled and aimed more akin to short ranged projectiles than true melee weapons.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Titan power fist
Titan power fist
6
1
12
2
10
Armourbane
Strike
Arioch power claw
Arioch power claw
8
1
13
2
12
Armourbane
Strike

Volkite Weapons

‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common, they had fallen largely from favour by the time of the Horus Heresy, and were superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite
Volkite serpenta
Volkite serpenta
10
2
5
5
1
Pistol, Deflagrate (5)
Assault, Volkite

Melee Weapons


Arc Weapons

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

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Arc lance
Arc lance
+1
A
+1
3
1
Precision (6+), Shock (Suppressed)
Arc
Arc maul
Arc maul
-1
A
+3
3
2
Shock (Suppressed)
Arc

Power Weapons

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

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power
LORD OF WAR – The largest and most powerful Units available to any Army. No Army may spend more than 25% of its Points Limit on Units with either the Lord of War or Warlord Battlefield Role.
WARLORD – The eighteen Primarchs and a few other powerful warlords. No Army may spend more than 25% of its Points Limit on Units with either the Warlord or Lord of War Battlefield Role.
Lord of War Detachments
An Army may include one Lord of War Detachment, it may be of any Faction.

An Army does not have to include a Lord of War Detachment and may not include more than one such Detachment. Units selected to fill Force Organisation Slots in a Lord of War Detachment may be selected from any Army List or Faction, but all Units in the Detachment must be selected from the same Army List or Faction. The total Points Value of all Units selected as part of a Lord of War Detachment and any Units selected in other Detachments that have the Warlord Battlefield Role must be no more than 25% (rounded up to the nearest whole number) of the Points Limit set for a Battle.
HIGH COMMAND – The highest ranked officers of an Army.
COMMAND – The line officers of an Army.
Primary Detachments
All Armies must include one, and no more than one, Primary Detachment.

Every Army must include a single Primary Detachment - and may never include more than one. Each High Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Apex or Auxiliary Detachment to be added to the Army. Likewise, each Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Apex and Auxiliary Detachments added to the Army in this manner are linked to the Primary Detachment and must use the same Army List to select any Units that are selected to fill Force Organisation Slots in those Detachments. Players may choose not to add additional Detachments when eligible to do so.
Allied Detachments
Armies do not have to include an Allied Detachment and can include more than one, but no more than 50% of the Points Limit may be spent on allied Units and all Allied Detachments must be a different Faction than the Primary Detachment.

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

Each Command Force Organisation Slot filled in an Allied Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Auxiliary Detachments added to the Army when selecting Command Choices for an Allied Detachment remain separate Detachments, but are linked to that Allied Detachment that allowed their selection and must use the same Army List to select any Units that are selected to fill Force Organisation Slots. Players may choose not to add additional Detachments when eligible to do so.
Points, Points Limits, And Points Value
Points are used to gauge the relative value of a given Model, Unit, Special Rule or item of Wargear. Every Army is selected by expending Points from a fixed Points Limit agreed before a Battle (the standard Points Limit for a Battle is 3,000 Points) to add Units to the Army. Each Army List assigns a fixed Points Value to each Model, Unit and option available as part of that Army List, a value which is only used as part of selecting an Army. The Points Value of each Unit and the total Points Value of the Army must be listed on that Army’s Army Roster. The total Points Value of an Army can be any value equal to or lower than the Points Limit for that Battle - but may not be greater than the Points Limit agreed.
Trait
A Trait is similar to a Characteristic, in that it is attached to specific Models, however a Trait has no numerical value attached to it. Unlike Characteristics a Trait has no intrinsic Rules attached to it, but other Rules may operate differently when targeting a Model with a specific Trait.
Unit Profile
Sometimes the Rules may refer to a Unit Profile, this indicates the set of variables that determine what is included in a Unit as well as the Points Value of the Unit. A Unit Profile is most often presented as a full page which clearly indicates the Unit’s Points Value, composition, Wargear options and other important characteristics.

A Unit Profile does not exist in isolation, and each Unit Profile is considered part of an Army List - a collection of Unit Profiles that defines a single Faction and determines which Units may be included in a given Detachment (see Army and Army List).

The Legio Titanicus Trait is used in the following Legio Titanicus datasheets:

Command
Troops
Transport
Lords of War
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.
Titan
The following Rules apply to all Models with the Titan Sub-Type:
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.
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.
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.
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.
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.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
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.
Battlesmith (X)

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

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

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

If the Check, is failed there is no further effect, but if the Check is passed then the Player controlling the Acting Model may select one of the following options:
  • Repair – The Target Model gains a number of Wounds or Hull Points equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model. This cannot increase the Target Model’s Wounds or Hull Points above its Base Value.
  • Restore – A number of Statuses equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model may be removed from the Target Model.
Activating the Battlesmith (X) Special Rule does not limit the Acting Model or the Target Model when moving or attacking in the same Turn.
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

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

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

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

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
Super-heavy

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


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

*See Liber Questoris for more details on these Unit Sub-Types.
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.
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.
Rush
A Unit that makes a Rush may not make Shooting Attacks or Charge, but moves further.

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

Note that a Player may only choose to have a Unit Rush when Moving that Unit during the Move Sub-Phase or Reserves Sub-Phase of a Player Turn where they are the Active Player. Units may not Rush as part of any Reaction that allows them to make a Move, or have a Rush declared for them in any Phase or Sub-Phase other than the Move Sub-Phase or Reserves Sub-Phase.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
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.
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.
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.
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:
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.
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.
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.

Defensor bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Defensor bolt cannon
Defensor bolt cannon
36
6
5
4
1
-
Bolt, Tactical
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.
Skyfire

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

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

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

Defensor autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Defensor autocannon
Defensor autocannon
48
3
7
4
2
Breaching (6+), Skyfire
Auto, Tactical
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
Armourbane

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

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

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.

Defensor lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Defensor lascannon
Defensor lascannon
48
2
9
2
2
Armourbane
Las, Tactical
Battle Weapons – All Weapons on a Model with the Vehicle Type that have a Strength greater than 6 and that are not Pintle Mounted or otherwise designated specifically as Defensive Weapons are Battle Weapons.
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.
Macro-auspex

Specialised auspexes designed to efficiently target larger war engines at great distances are often fitted to the largest titan weapons. These devices allow the long range duels of such gargantuan engines to be conducted at distances too great for most targeting units, but are less use when targeting smaller, closer enemies.

When not attacking Titans, Knights or Super-heavies, a Weapon with this Special Rule must make Snap Shots.

If the target of a Shooting Attack is not a Unit entirely composed of Models with the Titan, Knight or Super-heavy Sub-Type or other Models with a Base Wounds Characteristic of 10 or more, then all attacks made for a Weapon with this Special Rule must be made as Snap Shots.

Mori quake cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Mori quake cannon
Mori quake cannon
150
1
12
2
10
Blast (5"), Macro-auspex
Auto, Strategic

Macro-gatling blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Macro-gatling blaster
Macro-gatling blaster
96
5
10
2
5
Armourbane, Macro-auspex
Auto, Strategic
Void Shields (X)

Some especially large vehicles are equipped with almost impenetrable shields of energy, akin to those used on Titan god-engines, relics from ancient times known as void shields.

A Model with this Special Rule ignores Penetrating Hits as long as it still has active void shields.

A Model with this Special Rule has a number of void shields equal to the value of X. While a Model with this Special Rule still has void shields, each time that Model suffers a Penetrating Hit as a result of a Shooting Attack, reduce the Damage of that Penetrating Hit to ‘0’ and reduce the number of void shields this Model has by 1. If the number of void shields a Model has is reduced to 0, this Special Rule has no further effect during that battle.
Titan Void Shield Array (X)

Titans are equipped with an almost impenetrable array of energy shields. These relics from ancient times are known as void shields, and provide a defence against light enemy fire. Their only weakness is that to protect a war engine the size of a Titan, the energy bubble cannot cover the closest ranges.

A Model with this Special Rule gains an extra layer of defence against Shooting Attacks.

A Model with this Special Rule has a number of void shields equal to the value of X. While a Model with this Special Rule still has void shields, each time that Model suffers a Hit from a Shooting Attack it must be allocated to the void shields. Once all void shields have collapsed, any remaining Hits from Shooting Attacks must be allocated to the Titan Profile targeted by the attack.

A void shield has an Armour Value of 13, and any Glancing Hit or Penetrating Hit inflicted on it will cause that void shield to collapse. Regardless of the Damage value of a Hit it may not collapse more than one void shield, and once a Hit has collapsed a void shield or failed an Armour Penetration Test made against one it is discarded.

If, in the Effects Sub-Phase of the Controlling Player’s End Phase, a Titan has any collapsed void shields, the Controlling Player may roll a Dice for each collapsed void shield. Any Dice whose result is equal to or higher than the target number restores one void shield - with the target number decided by checking the [Crew] Trait of the Titan using the table below:

Minoris:6
Senioris:5+
Majoris:4+
Ultima:3+


Shield-breaker (X)

Whether by means of a barrage of shots, or a concentrated beam, certain weapons are capable of punching through several layers of void shields at once. In battles between titans such weapons are highly valued for their ability to lay bare the weakness of a foe.

A Weapon with this Special Rule can collapse more than one Void Shield with a single attack.

A Weapon with this Special Rule that successfully collapses a void shield (either from the Void Shields (X) or Titan Void Shield Array (X) Special Rules), collapses a number of void shields equal to the value of X attached to the specific variant of this Special Rule that it has instead of just 1.

Apocalypse missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Apocalypse missile launcher
Apocalypse missile launcher
150
1
9
3
4
Blast (10"), Shield-breaker (3)
Missile, Strategic
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to-Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.
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.
Pursue – Roll a single Dice for each Unit that has been chosen to Pursue. Each Model in a Pursuing Unit must move a number of inches equal to their Initiative Characteristic, added to the result of the Dice rolled for the Unit that Model is part of, directly towards the nearest enemy Model from a Unit that has made a Fall Back Move from the selected Combat. If any Model from the Unit that is Pursuing ends its move in Base Contact with an enemy Model, then it is considered to have made a successful Charge and is Locked in Combat with the Unit that includes that enemy Model.

In the example pictured above the Unit marked in green has beaten the Unit marked in yellow. The yellow marked Unit has Fallen Back, while the green marked Unit will Pursue. The red marked Unit was not a part of the Combat. All Models in the green marked Unit must move directly towards Models in the yellow marked Unit when making their Pursue Move and cannot move towards Models in the red Marked Unit even though it is closer.
Hold – All Models in a Unit that Holds must make an immediate Pile-in Move and if any of its Models are in Base Contact with an enemy Model, the Unit remains Locked in Combat.
Disengage – A Unit that Disengages must make an immediate Disengage Move. To make a Disengage Move, the Controlling Player of the Unit must move each Model in the Unit a distance equal to the Model’s Movement Characteristic. This move can be made in any direction, as long as each Model moving is moving away from any enemy Models that are part of the Combat the Model is Disengaging from. If the Model cannot move without moving closer to such an enemy Model then a Disengage Move may not be made for the Unit that Model belongs to and the Unit must instead Hold (see above). Each Model moved must end its move in Unit Coherency with at least one other Model from the same Unit and may not end the move in Base Contact with any enemy Model. If, for any reason, a Unit ends a Disengage Move with any Models in that Unit out of Unit Coherency or in Base Contact with an enemy Model, then all Models in the Unit gain the Routed Status.

Models making a Disengage move can freely move through all enemy Models that are Locked in the same Combat. This is an exception to the normal Rules for moving that state a Model cannot move through any area within 1" of an enemy Model or any Model Locked in Combat. If any Models making a Disengage Move from a Combat would end their move less than 2" from an enemy Model still Locked in that Combat, extend the Disengage move by the minimum amount needed for that Model to end its Move more than 2" from any enemy Model. Models making a Disengage Move have the distance they Move reduced as normal by Terrain and must take Dangerous Terrain Tests as normal.
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:
  • The Controlling Player of a Unit that includes any Models that are Pinned may not choose to have that Unit move, Rush or Charge in any Phase and any effect that would force them to move or Charge has no effect.
  • A Unit that includes any Models with the Pinned Status that is Locked in Combat makes any Pile-in Moves as normal, but may not choose to Pursue or Disengage during the Resolution Sub-Phase.
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:
Vehicle Damage Table
DICERESULT
1-2IMPAIRED SENSORS: The Model gains the Stunned Status.
3-4BROKEN MOTORS: The Model gains the Pinned Status.
5-6WEAPONS DAMAGED: The Model gains the Suppressed Status.

If a Model that already has a specific Status would have that Status applied to them again by a result from the Vehicle Damage Table, then they instead lose a single Hull Point (no Saving Throw of any kind or Damage Mitigation Roll may be taken against this).
Centreline – The Centreline Arc is determined by drawing two imaginary lines along the sides of the Model’s hull extending out past the front of the Model as shown in the diagram below. The space between the two lines is the Centreline Arc. Unless otherwise noted the Centreline Arc always extends from the Model’s front, but if specified in the Model’s profile, it can instead/also extend from the Model’s rear.

STRATEGIC WEAPONS

Titan Strategic Weapons may be used to make Shooting Attacks as normal, but count as Battle Weapons, or they may be used to make Strategic Attacks. These are usually larger Weapons, such as Mori quake cannon, macro-gatling blasters or apocalypse missile launchers. A Strategic Weapon will have the Strategic Trait on its Profile.
STRIKE WEAPONS

Titan Strike Weapons may be used to make Shooting Attacks as normal, and count as Battle Weapons, but may only be used to target enemy Models with the Titan or Knight Sub-Type or any other Model with more than 10 Wounds. These represent titanscale melee Weapons, which, due to the huge size of a Titan, cannot target smaller combatants. These Weapons have an extremely short range and make Hit Tests using the same Rules as Ranged Attacks. To make up for these shortcomings, they cause more damage than their longer ranged equivalents. A Strike Weapon will have the Strike Trait on its Profile.
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.
Antigrav

Whether equipped with antigrav repulsors or empowered by some esoteric, psychic art, this unit is able to skim above the ground. While incapable of true flight, this does allow it to avoid any of the hampering effects of the prevailing terrain, gliding over obstacles that would ensnare or entangle more conventional troops.

The following Rules apply to all Models with the Antigrav Sub-Type:
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore the effects of any and all Terrain it passes over during movement, including passing over Impassable Terrain without penalty or restriction. However, such Units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain Tests as normal.
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore both friendly and enemy Models and Units when moving. However, when moving over a friendly Unit all Models with the Antigrav Sub-Type must end their move at least 1" away from all Models that are not part of the same Unit, or if moving over an enemy Unit, must end their move at least 1" away from any enemy Model.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the Assault Phase, with a higher value making it both easier for the Model to make attacks and more difficult for opponents to do so (see Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
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.
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.
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.
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.
CARAPACE - Reactor Cascade: Every time this result is caused, the Titan’s Controlling Player must roll one Dice. If the result of that Dice roll is a 1, 2, 3, 4 or 5 then the penalties of a Crippled Carapace are increased by 1. If the result of the Dice roll is a 6, the Titan explodes, causing one Strength 16, AP 2, Damage 10 Hit to any Model within 6" of any part of the exploding Titan; a Strength 6, AP 3, Damage 4 Hit to any Model within 12" of any part of its Model and a Strength 4, AP ‘-’ Damage 1 Hit to all other Models on the Battlefield. The Titan is Removed as a Casualty and the Opposing Player scores half the normal Victory Points from the Engine Kill Objective.
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.
Combat Round – A Combat Round is a single pass through all Initiative Steps used in a given Combat. In each Fight Sub-Phase a given Combat resolves a single Combat Round, and if any Models remain Locked in Combat then further Combat Rounds are resolved in later Player Turns.
Infantry

Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.

Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.
Paragon

Mightiest of all the Emperor’s creations and the greatest warriors and generals of their age, the Primarchs of the Space Marine Legions epitomise the dark ages of the Horus Heresy. These colossi of war were powerful beyond the capabilities of any mortal warrior or steel-forged automata - for their only equal was another of their own kind.

The following Rules apply to all Models with the Paragon Type:
  • Any Hits inflicted by a Model with the Paragon Type, as part of either Shooting Attacks or in close combat, are allocated by the attacking Model’s Controlling Player and not the Controlling Player of the Target Unit.
  • Models with the Paragon Type may join and leave a Unit that includes Models with the Infantry Type, and Models with the Infantry Type may join and leave a Unit that includes one or more Models with the Paragon Type.
  • Models with the Paragon Type may Embark and Disembark upon Models with the Transport Sub-Type.
  • A Model with the Paragon Type may Issue and Accept Challenges.
  • The Controlling Player of a Unit that includes one or more Models with the Paragon Type may use the Characteristics of one of those Models to resolve any Characteristic Checks made for that Unit.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Paragon Type counts as a number of Models equal to that Model’s Base Wounds Value.
LEGS - Titan Fall: The Titan becomes Unsteady until the end of the Controlling Player’s next Turn. If an Unsteady Titan is made Unsteady again then it collapses. When a Titan collapses, first determine the direction of fall and area of destruction (see Falling Titans). All Models within the area of destruction suffer a single Strength 14, AP 5, Damage 8 Hit. Once all Hits caused by the Titan’s collapse are resolved the Titan is Removed as a Casualty, and the Opposing Player scores half the normal Victory Points from the Engine Kill Objective.
Light

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

The following Rules apply to all Models with the Light Sub-Type:
  • A Unit that includes only Models with the Light Sub-Type gains a +2 modifier to its Initiative when determining how far that Unit may Rush (this bonus stacks with other bonuses to Rush distance).
  • A Unit that includes only Models with the Light Sub-Type may make Shooting Attacks after having Rushed, but makes all such Shooting Attacks as Snap Shots. Models or Weapons that cannot attack as Snap Shots may not make attacks.
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.
Ordinatus
The following Rules apply to all Models with the Ordinatus Sub-Type:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, and may pass through Impassable Terrain as long as they do not end a Move on or within an area of Impassable Terrain.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type is limited on when and which Reactions may be made for it.
  • The Rules for applying Damage to a Model with this Sub-Type vary from those used with other Models with the Vehicle Type.
  • The Rules for Shooting Attacks and Combats that involve Ordinatus are changed as noted in this addendum.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.
  • A Model with this Sub-Type cannot gain any Tactical Statuses or Cybertheurgic Statuses.
  • A Model with this Sub-Type cannot be affected by any Psychic Weapon, Psychic Reaction or Psychic Power.
  • A Model with this Sub-Type may not be targeted by the Battlesmith (X) Special Rule.
Engine Kill
The Engine Kill Objective is achieved when an enemy Titan is Removed as a Casualty. Each time that a Player achieves the Engine Kill Objective, that Player scores a number of Victory Points depending on the Class of the Titan that was Removed as a Casualty, as follows:

Scout:8 Victory Points
Light Battle:10 Victory Points
Battle:12 Victory Points
Heavy Battle:15 Victory Points

Note that inflicting certain types of Damage on Titans may modify the amount of Victory Points scored for achieving this Objective.
Last Man Standing (X): If, at the end of the Battle, a Player has more Units that include no Models with the Routed Status on the Battlefield than all Opposing Players combined, then that Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective. This Secondary Objective cannot be scored if the Battle ends due to the Sudden Death Rule.
First Strike (X): If a Player causes one or more enemy Units to have all of their remaining Models Removed as Casualties (Units that Fall Back off the Battlefield count for this purpose) in their first Player Turn as the Active Player, then that Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective.
Dynamic Uplink

The landscape of battle is ever-changing as entire divisions of an army rely on the nigh-omnipotent power of titans to aid them. Continuous voxed requests for aid stream through to the data-manifolds of a titan. Relayed messages implore them as gods of battle, to rain down their wrath upon their enemies and deliver them to safety, or direct the fire of their guns to smite an enemy that stands against them. It is the thankless task of a princeps to decide who is worthy of their assistance and often, who will live and who will die.

When playing a Mission with this Special Rule, each Player that has selected a Titan as part of their Army must roll on the Dynamic Uplink table during the Start Phase of their first Player Turn. The result of the roll will determine which Strategic Objective is active for that Player during that Player Turn. Note that in some Missions, both Players may be required to determine their own Strategic Objective, in the event that both Players determine the same result, each instance of that Strategic Objective is considered to be a separate entity, with their remaining Hull Points and other effects recorded entirely separately from each other.

During the Start Phase of their second and successive Player Turns in which they are the Active Player, each Player may choose to roll on the Dynamic Uplink Table again to determine a new active Strategic Objective. If a Player chooses to roll again on the Dynamic Uplink table, that result must be used.

DICESTRATEGIC OBJECTIVE
1-2Macro Emplacement: The Macro Emplacement Strategic Objective is active.
3-4Communications Bunker: The Communications Bunker Strategic Objective is active.
5-6Command Post: The Command Post Strategic Objective is active.
War of Gods
ENGINE KILL MISSION ONE

Two Titan Legios meet in battle, their princeps set on the annihilation of their counterpart. The magnitude of such a clash makes the battle raging around their feet seem little more than a petty squabble - the gods are at war and one must fall.


In order to claim victory in the War of Gods Mission, Players must bring down the Opposing Player’s Titan or Titans. If either Player can force their opponent’s Titan’s reactors to shut down, incapacitating the engine and leaving it salvageable, they will score more Victory Points than if it must be outright destroyed.

SELECT ARMIES
During this step, both Players must select at least one Titan Maniple Detachment in place of a Primary Detachment, with any remaining Points up to the agreed Points Value spent on any number of Allied Detachments, as per the Crusade Force Organisation Chart found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook.

DEPLOY OBJECTIVES
During this step, three Objective Markers each with a value of ‘2’ must be placed in the locations marked with a
on the Deployment Map below.

VICTORY CONDITIONS: A GOD FALLS
The following Mission Objectives are used in this Mission:

Primary Mission Objectives
  • Capture Objective Markers
  • Engine Kill

Strategic Objectives

Secondary Mission Objectives
  • Last Man Standing (3)
  • First Strike (1)

At the end of Battle Turn Four, the Player with the highest total of Victory Points is the winner.

Mission Special Rules
This Mission uses the Reserves, Seize the Initiative and Dynamic Uplink Mission Special Rules.

DEPLOYMENT MAP
Aerial Reserves
As such, all Models with the Flyer Sub-Type must always begin any Battle in a special type of Reserves referred to as Aerial Reserves. Aerial Reserves operate in exactly the same fashion as Reserves, with the exception that only Rules that specifically reference Aerial Reserves can allow Models to enter or leave Aerial Reserves or otherwise modify or affect Models in Aerial Reserves or any Reserves Rolls made for them.
Giant Killer
ENGINE KILL MISSION TWO

A single battle titan has roved ahead of the line and is bearing down on its selected targets. It must be brought down before its macro weaponry can turn the tide of the battle.


In order to claim victory in the Giant Killer Mission, the Attacker will face the might of a deity of battle made manifest, a Titan. The god-engine must be brought down at any cost.

SELECT ARMIES
During this step, Players must agree which Player will be the Defender and must select a Titan Maniple Detachment in place of a Primary Detachment, with any remaining Points up to the agreed Points Value spent on any number of Allied Detachments, as per the Crusade Force Organisation Chart found in the Warhammer: The Horus Heresy - Age of Darkness Rulebook. The Opposing Player must be the Attacker and must select an Army up to the agreed Points Value according to the Rules available in their selected Army List.

DEPLOY OBJECTIVES
During this step, a single Objective Marker with a value of ‘3’ and two Objective Markers with a value of ‘2’ must be placed in the locations marked with a
on the Deployment Map below.

DEPLOY TITANS
During this step, the Defender must deploy all Titans within 12" of the short Battlefield Edge that borders the Defender’s Deployment Zone.

DEPLOY ARMIES
During this step, the Attacker must place all Models not in Reserves or Aerial Reserves within 24" of the short Battlefield Edge that borders the Attacker’s Deployment Zone. The Defender must then place all Models not in Reserves within 24" of the short Battlefield Edge that borders the Defender’s Deployment Zone.

FIRST TURN
The Attacker always takes the First Turn.

VICTORY CONDITIONS: A GOD FALLS
The following Mission Objectives are used in this Mission:

Primary Mission Objectives
  • Attacker: Capture Objective Markers
  • Attacker: Engine Kill

Strategic Objectives

Secondary Mission Objectives
  • Last Man Standing (2)
  • First Strike (1)

At the end of Battle Turn Four, the Player with the highest total of Victory Points is the winner.

Mission Special Rules
This Mission uses the Reserves and Dynamic Uplink Mission Special Rules.

DEPLOYMENT MAP
ROLL-OFFS
A roll-off is a simple method to decide which Player gets to pick an option. To conduct a roll-off, both Players roll a single Dice and the Player whose Dice has the higher result wins. If the Dice show the same result, then re-roll them until one Player has a higher result than the other.
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.
Destroyed & Removed as Casualties
Throughout these Rules the terms ‘Destroyed’ and ‘Removed as Casualties’ have been used to refer to Models and Units that have been taken out of play by enemy action - usually as the result of a Shooting Attack or Combat. Units that are ‘Destroyed’ or entirely ‘Removed as Casualties’ are often used as a means for the Opposing Player to score Victory Points and thus win a Battle. The two terms can be used interchangeably, but most often the term ‘Removed as Casualties’ is used to refer to the removal of an entire Unit that was composed of multiple Models, while ‘Destroyed’ is more commonly used to refer to the removal of a single Model or a Unit that was composed of a single large Model, such as a tank.
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.
Seize The Initiative
When this Mission Special Rule is in use, before beginning the First Turn of the Battle, the Player that is not taking the first Player Turn may choose to roll a Dice. If the result of this Dice roll is 6 or more, then that Player takes the First Player Turn instead.
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.
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.
Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Death or Glory
This Advanced Reaction allows a Unit that a Vehicle has moved through to attack the Vehicle.

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

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

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

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

If a Model cannot have an Armour Test or Cover Test made for it, or the Controlling Player chooses not to make an Armour Test or a Cover Test, but has access to an Invulnerable Save then that Saving Throw may be made instead of an Armour Test or a Cover Test. An Invulnerable Test is resolved in exactly the same manner as an Armour Test. Note that Invulnerable Tests are not affected by the AP value of a wound, however a Model may not have a Invulnerable Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Invulnerable Tests or that no Invulnerable Test may be made.
  • An Invulnerable Test may be taken to discard a Penetrating Hit if one is available to the Model.

No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Poisoned (X)

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

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

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

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

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

If an attack made for a Weapon or Model with this Special Rule inflicts one or more Unsaved Wounds on a Target Unit, then once the Shooting Attack or Initiative Step in which the Unsaved Wound was inflicted has been completely resolved, all remaining Models in the Unit that was the target of the attack must reduce the Characteristic that is the value of X for that variant of the Phage (X) Special Rule by 1 for the remainder of the Battle. Models in a Unit may have any number of different Characteristics reduced by 1 by the Phage (X) Special Rule, but no individual Characteristic may be reduced by more than 1 by the Phage (X) Special Rule no matter how many Unsaved Wounds with any variant of that Special Rule are allocated to Models in that Unit.
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.
Deflagrate (X)

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

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

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

Some weapons can drain even the reserves of titan reactors, their destructive power so vast that they must be reserved for the perfect shot. For lesser war engines such weapons would be impractical, but for the towering war-engines of the Mechanicum such devices are often the only means to fell a foe of equal stature.

A Weapon with this Special Rule makes other Weapons attack as Snap Shots when used.

If a Weapon with this Special Rule is used as part of a Model’s Shooting Attack, then all other Weapons used in that or any other Shooting Attack made by that Model in the same Phase, must attack as Snap Shots. If other Shooting Attacks have already been made in the same Phase by a Model with a Weapon that has this Special Rule and those attacks were not made as Snap Shots, then a Weapon with this Special Rule may not be fired in the same Shooting Phase. Furthermore, a Weapon with this Special Rule may not be used to attack as part of any Shooting Attack made as part of any Reaction.
Melta (X)

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

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

If at least one Model in a Unit with the Vehicle Type that is targeted by a Shooting Attack made by a Model using a Weapon with this Special Rule is within a range equal to or less than the value specified by X, that attack has the Armourbane Special Rule and the Damage of Penetrating Hits caused by that attack is doubled.
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.
Seismic Macro-drill
When a Weapon with this Special Rule is used to make a Shooting Attack, the Player making the attack may choose to target any point on the Battlefield within range, ignoring Line of Sight and without the need to target an enemy Model. The Hit Test is made as normal, but once the final position of the Blast Marker is determined the Attacking Player does not resolve any Hits, regardless of whether there are Models under the Blast Marker or not, and must instead choose one of the following two options: Emerge or Tunnel.

If the Attacking Player chooses to Tunnel, then the Blast Marker is left in place, but no Hits are resolved and the Marker has no effect on Line of Sight, Movement or any other feature of play – it simply marks the position of the macro-drill deep underground. At the start of the Controlling Player’s next Shooting Phase, the Player must again choose to either Tunnel or Emerge. If they choose to Tunnel again, then the Blast Marker may be moved up to 36" in any direction and is once more left in place until the Controlling Player’s next Shooting Phase.

Emerge may only be chosen if no part of the Blast Marker is touching Impassable Terrain. Once selected, all enemy Models covered fully or partially by the Template suffer one wound with an AP of 2 and a Damage of 1 and all enemy Models not covered by the Marker, but within 2" of any point on its edge, suffer one Strength 6 Hit with an AP of 4 and a Damage of 1. If any Unit suffers one or more Casualties from either of these two effects, then a Cool Check must be made for that Unit and if the Check is failed then all Models in that Unit gain the Stunned Status.

Once all Hits and wounds have been fully resolved, any enemy Models fully or partially covered by the Blast Marker are moved by their Controlling Player the shortest distance possible so that they are no longer covered by the Marker. The Controlling Player of the seismic macro-drill may then choose to Disembark any or all Units Embarked on the seismic macro-drill using any point on the Blast Marker as an Access Point. Models deployed in this fashion may be placed onto the Marker. The Blast Marker is left in place and any Models still Embarked on the seismic macro-drill may Disembark from the Marker in later Movement Phases as normal, but may not Embark again. The Marker is left in place until all Models have Disembarked from the seismic macro-drill and does not block Line of Sight or impede Movement, nor is it counted as any type of Terrain.

Despite being a Strategic Weapon, a Weapon with this Special Rule may not be used to target Strategic Objectives.
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.
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.

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