Legio Titanicus – Mechanicum Ordinatus Aktaeus

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Mechanicum Ordinatus Aktaeus
UNIT COMPOSITION: 1 ORDINATUS AKTAEUS
900 PointsPts

Though they were not entirely unique war machines like the Ordinatus Primaris, the Ordinatus Minoris macro engines were still rarer yet than even the battle titans of the Legio Titanicus, and only a handful of Forge Worlds had the resources, or indeed the doctrinal blessing and religious authority, to produce or maintain such embodiments of the Omnissiah’s divine wrath. Such was the sacredness of these machines above all others, that an entire subcult of the Mechanicum was devoted to their worship and propitiation, and even the savants whose lives were devoted to this task seldom fully understood them. Amongst the Ordinatus Minoris, the Aktaeus is perhaps the most recognisable, a super-heavy transport designed to carve a path through the stony heart of a world to deliver its cargo of warriors to the centre of the battlefield. Known to the armies of the Emperor as the ‘Imperial Mole’, this vehicle is a siege engine adapted from the principles of terrascaping and earthscaping capable of rendering even the most formidable fortifications pointless by burrowing beneath them.

Armour Transport Capacity
M BS Primary Exposed HP
Carriage
Carriage 10 4 14 10 14 -
Gun
Gun - 4 13 10 12 42
WARGEAR
  • The Carriage Profile has two Front Mounted Ordinatus volkite culverin
  • The Gun Profile has one Boresight Mounted seismic macro-drill
TRAITS
  • [Allegiance]
  • Macrotek
SPECIAL RULES
  • Repair Crew (D3)
  • Dispersal Field
  • Macro-drill Transport Bay
TYPE
ACCESS POINTS
  • This Model has Access Points on both Side Facings.
SPECIAL RULES

Dispersal Field

A Model with this Special Rule may have the Dispersal Advanced Reaction made for it:

Dispersal
This Reaction allows the Reactive Player to reduce the Damage of all Hits in one Fire Group to 1.

Trigger: The Reactive Player may declare a Dispersal Reaction whenever a Model with the Dispersal Field Special Rule is the target of a Shooting Attack. The declaration is made after Step 3 of the Shooting Attack, once the Weapons to be used have been declared.

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

Target: The Unit that is making the Shooting Attack that triggered this Reaction is the Attacking Unit, the Unit that is the Target of the Shooting Attack is the Reacting Unit.

Process
  1. Once a Dispersal Reaction has been declared, the Active Player must resolve all remaining steps of the Shooting Attack Process as normal, up to the start of Step 5.
  2. In Step 5, the Controlling Player of the Reacting Unit may choose to reduce the Damage of all Hits in a Fire Group to 1.
  3. If the Reacting Player chooses not to reduce the Damage of Hits in the selected Fire Group then the Shooting Attack continues as normal, but the Reacting Player may make the same choice with each following Fire Group in that Shooting Attack.
  4. Once the Reacting Player has chosen to reduce the Damage of Hits in a single Fire Group, they may not affect any further Fire Groups and the Shooting Attack is resolved as normal.

Macro-drill Transport Bay

A Model with this Special Rule and the Transport Sub-Type may have Models Embark upon it as per the normal Rules – however Models of any Type other than Vehicle may Embark upon it, and more than one Unit may Embark at the same time. Only 4 Models may be Embarked that do not have the Paragon or Infantry Type, and Models with a variant of the Bulky (X) Special Rule with a value of X greater than 6, or Models with a Base Wounds Characteristic of 10 or more, may not Embark at all.

Further, Models may only Embark or Disembark from a Model with this Special Rule if it has not yet made an attack with the seismic macro-drill. Once an attack has been made with that Weapon then no Models may Embark or Disembark from this Model.

If the seismic macro-drill on a Model with this Special Rule is destroyed or otherwise rendered inoperable, then all Models Embarked on the Model suffer one Strength 8, AP3, Damage 4 Hit. Any Models that are not Removed as Casualties must then make an Emergency Disembarkation.
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.
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).
Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

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

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

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
COMBAT – 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.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

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

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

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

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

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

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

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

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

The [Allegiance] Trait is used in the following Legio Titanicus datasheets:

Command
Troops
Transport
Lords of War
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.
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:

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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.
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
Centreline Mounted – Centreline Mounted Weapons may only attack targets in the Centreline Firing Arc.
Transport

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

All Models with the Transport Sub-Type are bound by a set of Rules regarding how they operate:
  • All Models with the Transport Sub-Type have a Transport Capacity Characteristic, which determines the maximum number of Models that can Embark upon it - one Model per point of Transport Capacity, unless another Rule states otherwise.
  • Only Models with the Infantry or Paragon Type may Embark or Disembark upon a Model with the Transport Sub-Type.
  • A Unit may only Embark on a Model with the Transport Sub-Type if all Models in the Embarking Unit have the same Faction as the Model with the Transport Sub-Type.
  • A Model with the Transport Sub-Type may only have a single Unit Embarked upon it at any one time (Models with the Specialist Sub-Type, Command Sub-Type or Paragon Type that have joined a Unit are considered part of that Unit and may Embark alongside it).
  • A Unit may not be partially Embarked on a Model with the Transport Sub-Type - either all Models or no Models in a Unit may be Embarked on a given Model.
  • If a Model with the Transport Sub-Type has a Unit Embarked upon it, the Embarked Unit is not considered part of the same Unit. The two remain separate Units for all purposes.
Access Points
Each Model with the Transport Sub-Type will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. All Access Points are defined as being within a specific Facing, corresponding to one of the four Armour Facings that most Models with the Vehicle Type have - for example, a Rhino has one Rear Access Point, and Access Points on both Side Facings. An Access Point must be physically represented on the noted Armour Facing, and when Models are Embarking or Disembarking using that Access Point they count all points on that Armour Facing as an Access Point. Where a Model has two Side Access Points, this indicates one Access Point on each Side Facing. If a Model has an Access Point on only one Side Facing, then this will be noted as Side (Left) Access Point or Side (Right) Access Point to indicate which Facing the Access Point is present on.

Models that do not have the Vehicle Type but that do have the Transport Sub-Type and a Base, count the entirety of the edge of their Base as an Access Point, regardless of the facing of any Access Points they have. Likewise, Models with the Flyer Sub-Type that are mounted on Flying Bases also count the entirety of the edge of their Base as an Access Point.

If any Models in the Embarking Unit are more than 2" from a Facing on the Transport Model that has an Access Point, then no Models can Embark and the Unit remains in play. If all Models in the Embarking Unit are within 2" of a Facing on the Model with the Transport Sub-Type that has an Access Point, then all Models in the Unit are removed from the Battlefield. Players may find it useful to mark or otherwise note which Unit has Embarked on which Model with the Transport Sub-Type and this information should be declared to all Players.

The entire process of Embarkation is resolved during the activation of the Embarking Unit during the Move SubPhase, and as such does not interfere with the activation and movement of the Model the Unit Embarks on. A Model may have Units Embark on it after it has been activated and moved, and also may be activated (if it has not already been activated) and then moved during the Move Sub-Phase after another Unit has Embarked on it.
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.

This datasheet has Lords of War Battlefield Role. Full list of Legio Titanicus units sharing same Battlefield Role follows:

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.
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.
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.
BORESIGHT MOUNTED - 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".

FRONT AND REAR MOUNTED - 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.

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.

Ordinatus volkite culverin

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Ordinatus volkite culverin
Ordinatus volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite, Tactical

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

Lords of War
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.
Dispersal Field
A Model with this Special Rule may have the Dispersal Advanced Reaction made for it:

Dispersal
This Reaction allows the Reactive Player to reduce the Damage of all Hits in one Fire Group to 1.

Trigger: The Reactive Player may declare a Dispersal Reaction whenever a Model with the Dispersal Field Special Rule is the target of a Shooting Attack. The declaration is made after Step 3 of the Shooting Attack, once the Weapons to be used have been declared.

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

Target: The Unit that is making the Shooting Attack that triggered this Reaction is the Attacking Unit, the Unit that is the Target of the Shooting Attack is the Reacting Unit.

Process
  1. Once a Dispersal Reaction has been declared, the Active Player must resolve all remaining steps of the Shooting Attack Process as normal, up to the start of Step 5.
  2. In Step 5, the Controlling Player of the Reacting Unit may choose to reduce the Damage of all Hits in a Fire Group to 1.
  3. If the Reacting Player chooses not to reduce the Damage of Hits in the selected Fire Group then the Shooting Attack continues as normal, but the Reacting Player may make the same choice with each following Fire Group in that Shooting Attack.
  4. Once the Reacting Player has chosen to reduce the Damage of Hits in a single Fire Group, they may not affect any further Fire Groups and the Shooting Attack is resolved as normal.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.

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

The following Advanced Reactions are presented in this section:
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.

Seismic macro-drill

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Seismic macro-drill
Seismic macro-drill
36
1
-
-
-
Blast (5"), Barrage, Seismic Macro-drill, Limited (1)
Strategic
Macro-drill Transport Bay
A Model with this Special Rule and the Transport Sub-Type may have Models Embark upon it as per the normal Rules – however Models of any Type other than Vehicle may Embark upon it, and more than one Unit may Embark at the same time. Only 4 Models may be Embarked that do not have the Paragon or Infantry Type, and Models with a variant of the Bulky (X) Special Rule with a value of X greater than 6, or Models with a Base Wounds Characteristic of 10 or more, may not Embark at all.

Further, Models may only Embark or Disembark from a Model with this Special Rule if it has not yet made an attack with the seismic macro-drill. Once an attack has been made with that Weapon then no Models may Embark or Disembark from this Model.

If the seismic macro-drill on a Model with this Special Rule is destroyed or otherwise rendered inoperable, then all Models Embarked on the Model suffer one Strength 8, AP3, Damage 4 Hit. Any Models that are not Removed as Casualties must then make an Emergency Disembarkation.
Embarking
Embarking covers the Rules for moving Units ‘into’ transports.

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

To Embark upon a Model with the Transport Sub-Type, a Unit must end or begin the Move Sub-Phase with all Models in the Unit within 2" of any point on a Facing on that Model that has an Access Point.
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.
Bulky (X)

Transport vehicles are designed to balance armour and capacity, attempting to mount the most protection without compromising how many warriors they can carry. Yet, some warriors are plated in such imposing armour or even spawned in such an aberrant nature that they occupy far more space than any regular fighter. Such warriors are mighty in both power and stature, but prove more difficult to ferry into battle.

Models with the Bulky (X) Special Rule take up more space on Transport Models.

A Model with the Bulky (X) Special Rule does not use up 1 Point of Transport Capacity when it Embarks on a Model with the Transport Sub-Type. Instead it uses up a number of points of Transport Capacity equal to the value of X attached to the variant of the Bulky (X) possessed by that Model.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
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.
Emergency Disembarkation
Some Rules will instruct a Player to have a Unit make an Emergency Disembarkation. This is done using the following procedure:
  1. The Controlling Player of the Unit making an Emergency Disembarkation selects one Model from that Unit and places it anywhere in Base Contact with the hull or Base of the Model it was Embarked upon. When Disembarking, a Model’s Base cannot be placed within 1" of an enemy Model or within Impassable Terrain. If there is no other location for the Disembarking Model to be placed then it is instead Removed as a Casualty.

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

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

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

  5. Once all Models from a Unit making an Emergency Disembarkation have been placed on the Battlefield then a Cool Check must immediately be made for that Unit. If this Check is failed then the Unit that made the Emergency Disembarkation gains the Pinned Status.
© Vyacheslav Maltsev 2013-2026