Legio Titanicus – Datasheets


Command


Secutarii Axiarch
UNIT COMPOSITION: 1 AXIARCH
95 PointsPts

Tactical command of Secutarii forces is commonly delegated to a field officer known as an axiarch. Axiarchs are trained to serve both as frontline warriors, tactical commanders and as liaisons between soldiers on the ground and the titan princeps high above, serving a vital role in any battle that involves titans. These warriors are selected by an arcane process that concerns considerably more than merely rewarding meritorious service as it might be in a more commonplace military formation.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Axiarch (⌀32mm) 9 10 8 9
Axiarch (⌀32mm) 6 5 5 4 3 3 4 4 9 10 8 9 2+ 5+
WARGEAR
  • Arc lance
  • Mag-inverter shield
  • Frag grenades
TRAITS
  • [Allegiance]
  • Legio Titanicus
  • Shield
SPECIAL RULES
  • Legio Armsmen
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its arc lance exchanged for one of the following:
  • Power sword
    Free
  • Arc maul
    Free
  • This Model may have any of the following options selected for it:
  • Rad grenades
    +10 Points
  • Cyber-familiar
    +5 Points

Troops


Secutarii Cohort
UNIT COMPOSITION: 9 SECUTARII, 1 SECUTARII ALPHA
165 PointsPts
• May include up to 10 additional Secutarii at +15 Points each.

The inhumanly clinical training and cogitator-assisted battlefield protocols of the Secutarii allow them to operate both in dispersed skirmishing lines as escort for the god-engines or advance in densely packed ranks to obliterate resistance. They are the hunting dogs of the Titan Legios, unleashed to guard their masters or to flush other prey from hiding. Such is the Secutarii’s expertise in irregular operations, defence in extremis and battlefield reclamation that their services are also called on by the magi of the Taghmata, via ties of fealty and patronage to their governing Titan Legio.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Secutarii (⌀25mm) 7 8 7 8
Secutarii (⌀25mm) 6 4 4 4 3 1 3 2 7 8 7 8 4+ 6+
Secutarii Alpha (⌀25mm) 8 9 7 8
Secutarii Alpha (⌀25mm) 6 4 4 4 3 1 3 2 8 9 7 8 4+ 6+
WARGEAR
  • Arc lance
  • Mag-inverter shield
  • Frag grenades
TRAITS
  • [Allegiance]
  • Legio Titanicus
  • Shield
SPECIAL RULES
  • Legio Armsmen
TYPE
  • Secutarii: Infantry
  • Secutarii Alpha: Infantry (Sergeant)
OPTIONS
  • All Models in this Unit may have their arc lance and mag-inverter shield exchanged for one galvanic caster* for Free.
*If this option is selected then all Models in the Unit lose the Shield Trait and gain the Smokescreen Trait instead.
  • All Models in the Unit may have rad grenades selected for them for +2 Points per Model.
  • The Secutarii Alpha may have any of the following options selected for it:
  • Power sword
    Free
  • Arc maul
    Free
  • Volkite serpenta
    +2 Points
  • Arc pistol
    +5 Points

Transport


Triaros Armoured Conveyor
UNIT COMPOSITION: 1 TRIAROS
200 PointsPts

The Triaros is a heavy transport found on almost every Forge World in the Imperium. Its combination of heavy armour, potent weapons and a built in flare shield have been proven on a thousand worlds during the Great Crusade, and it proved ideal for Secutarii infantry forces seeking to keep up with their massive charges. Its speed allowed them to follow titans into battle and deploy in their protection without delay, while its potent weapons and armour made it a valuable support asset to otherwise lightly armed Secutarii cadres.

Armour Transport Capacity
M BS Front Side Rear HP
Triaros (⌀Use model)
Triaros (⌀Use model) 10 4 14 12 12 7 22
WARGEAR
  • Two Centreline Mounted volkite calivers
  • Pintle Mounted twin mauler bolt cannon
  • Flare shield
  • Searchlights
TRAITS
  • [Allegiance]
  • Legio Titanicus
SPECIAL RULES
  • Auto-repair (4+)
  • Shock Ram
TYPE
OPTIONS
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points per Weapon.
ACCESS POINTS
  • This Model has one Access Point on each Side Facing.

Lords of War


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.


Mechanicum Ordinatus Sagittar
UNIT COMPOSITION: 1 ORDINATOR SAGITTAR
800 PointsPts

The fabled macro engines of the Centurio Ordinatus are rare and truly arcane technological wonders of staggering power. An esoteric weapon system capable of immense destruction, the Mechanicum Ordinatus Sagittar ranks among the smaller classes of Ordinatus, but nevertheless stands as a colossus of war and is one of the most potent war machines at the Imperium’s disposal. The Ordinatus Sagittar’s primary weapon system is a massive Belicosa pattern volcano cannon more commonly wielded by Warlord battle titans. This immense weapon is more than capable of obliterating most targets in a single blast and poses a significant threat even to the largest classes of titan. The sheer potency of this weapon has oft proved a double-edged sword, for such is its power that the appearance of such a vehicle on the front line makes it a priority target for enemy artillery. As such the Mechanicum has often been hesitant to deploy these rare Ordinatus to anything other than the most critical engagements.

Armour Transport Capacity
M BS Primary Exposed HP
Carriage
Carriage 10 4 14 10 14 -
Gun
Gun - 4 13 10 12 -
WARGEAR
  • The Carriage Profile has one Rear Mounted Ordinatus volkite culverin and two Front Mounted Ordinatus volkite culverin
  • The Gun Profile has one Boresight Mounted Belicosa volcano cannon
TRAITS
  • [Allegiance]
  • Macrotek
SPECIAL RULES
  • Repair Crew (D3)
  • Dispersal Field
TYPE
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.


Mechanicum Ordinatus Ulator
UNIT COMPOSITION: 1 ORDINATUS ULATOR
750 PointsPts

The fabled macro engines of the Centurio Ordinatus are rare and truly arcane technological wonders of staggering power. An esoteric weapon system capable of immense destruction, the Mechanicum Ordinatus Ulator ranks among the smaller classes of Ordinatus, but nevertheless stands as a colossus of war and is one of the most potent war machines at the Imperium’s disposal. The Ordinatus Ulator’s primary weapon system is the Ulator class sonic destructor, a terrifying weapon whose origins lie in the shadows of the Age of Strife; these devices, though inferior copies of the unique armament of the great Primus Ordinatus Mars, still operate on an order of magnitude far beyond anything mounted even on the largest super-heavy tank found in the Imperium’s common arsenal. Using a plasma reactor akin to those found on battle titans to power a directional sonic transduction generator of terrible power, it emits a varying waveform of destructive sound energy able to shatter the most resilient materials. The annihilating wave-pulse traverses the battlefield, wreaking havoc on all before it, the particular effect of its design meaning that the larger the target, the more damaging the wave’s impact.

Armour Transport Capacity
M BS Primary Exposed HP
Carriage
Carriage 10 4 14 10 14 -
Gun
Gun - 4 13 10 12 -
WARGEAR
  • The Carriage Profile has one Rear Mounted Ordinatus volkite culverin and two Front Mounted Ordinatus volkite culverin
  • The Gun Profile has one Boresight Mounted sonic destructor
TRAITS
  • [Allegiance]
  • Macrotek
SPECIAL RULES
  • Repair Crew (D3)
  • Dispersal Field
TYPE
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.


Reaver Titan
UNIT COMPOSITION: 1 REAVER TITAN
1500 PointsPts

The Reaver is a battle titan and a mainstay of the great Titan Legios. It is smaller and lighter than the massive Warlord class, but is still a vast machine, protected by thick adamantium armour plates and carrying devastating firepower. A truly ancient design, each Titan Legio maintains an active number of Reavers of various patterns and, in particular, the Mars pattern Reaver is said to be the oldest of all titans forged on the Red Planet, its origins long since forgotten by even the most erudite of magi. Each god-engine is regarded as a holy-of-holies by the Mechanicum; a reflection of the divine Omnissiah’s wrath that has brought destruction to their enemies and shielded their brethren from harm for countless centuries back into the long night of the Age of Strife. Only another war machine of similar power or entire tank battalions working together have any hope of defeating a Reaver battle titan in the field, as against the Reaver’s void shields and devastating weaponry, conventional ground troops and defences stand little chance.

Armour Transport Capacity
M BS Primary Exposed HP
Head
Head - - 14 12 10 -
Carapace
Carapace - 3 15 14 12 -
Arms
Arms - 3 14 12 10 -
Legs
Legs 15 - 15 14 12 -
WARGEAR
  • The Carapace Profile has one Carapace Mounted apocalypse missile launcher
  • The Arms Profile has two Arm Mounted Weapons (see Options)
TRAITS
  • [Allegiance]
  • Legio Titanicus
  • Light Battle
  • [Crew]
SPECIAL RULES
  • Titan War Horn (2)
  • Repair Crew (D3+1)
  • Titan Void Shield Array (4)
  • Reinforced Structure (1)
TYPE
OPTIONS
  • When this Model is selected as part of an Army, the Controlling Player must exchange the [Crew] Trait for one of the following options, paying the listed Points cost for that option:
  • Replace [Crew] with Minoris
    Free
  • Replace [Crew] with Senioris and increase the BS Characteristic of this Model’s Arms Profile and Carapace Profile to 4
    +100 Points
  • Replace [Crew] with Majoris and increase the BS Characteristic of this Model’s Arms Profile and Carapace Profile to 5
    +200 Points
  • This Model must have two Arm Mounted Weapons selected for it from the following options:
  • Arm Mounted titan gatling blaster
  • Arm Mounted titan laser blaster
  • Arm Mounted titan melta cannon
  • Arm Mounted titan power fist
  • Arm Mounted titan volcano cannon


Warbringer Nemesis Titan
UNIT COMPOSITION: 1 WARBRINGER NEMESIS TITAN
2000 PointsPts

The Warbringer Nemesis titan is designed to destroy enemy titan-class targets at range, acting as a dedicated fire support platform in the maniples it is assigned to and, sitting in between the more common Reaver and Warlord classes, its mass and ft repower often see it assigned to the front lines of the battlefield alongside the various classes of battle titan. A sub-variation of the Warbringer class of titan, the Nemesis’ reinforced frontal plating allows it to weather most return fire with casual ease, and its defence batteries render it well-protected against aerial attacks, though its relatively light rear armour can leave it vulnerable to flanking attacks by ground armour. The Nemesis has a reputation for restless machine spirits and for driving its princeps and moderati to near-paranoid heights of awareness. Ghost sensor artefacts and other aberrant phenomena are commonplace, but so too are the incidents where such titans have locked targets long before their crews could react. The tech-adepts that serve these machines praise the intricate mysteries that brought them into creation and consider it a distinct honour to be assigned to such a wondrous example of the Omnissiah’s miracles.

Armour Transport Capacity
M BS Primary Exposed HP
Head
Head - - 14 12 12 -
Carapace
Carapace - 3 16 14 18 -
Arms
Arms - 3 14 12 12 -
Legs
Legs 10 - 15 14 14 -
WARGEAR
  • The Carapace Profile has one Boresight Mounted Weapon (see Options), two Carapace Mounted defensor autocannon, two Front Mounted defensor bolt cannon and one Rear Mounted defensor bolt cannon
  • The Arms Profile has two Arm Mounted Weapons (see Options)
TRAITS
  • [Allegiance]
  • Legio Titanicus
  • Battle
  • [Crew]
SPECIAL RULES
  • Titan War Horn (3)
  • Repair Crew (D6)
  • Titan Void Shield Array (6)
  • Reinforced Structure (2)
TYPE
OPTIONS
  • When this Model is selected as part of an Army, the Controlling Player must exchange the [Crew] Trait for one of the following options, paying the listed Points cost for that option:
  • Replace [Crew] with Minoris
    Free
  • Replace [Crew] with Senioris and increase the BS Characteristic of this Model’s Arms Profile and Carapace Profile to 4
    +200 Points
  • Replace [Crew] with Majoris and increase the BS Characteristic of this Model’s Arms Profile and Carapace Profile to 5
    +350 Points
  • This Model must have one Boresight Mounted Weapon selected for it from the following options:
  • Boresight Mounted Nemesis quake cannon
  • Boresight Mounted Nemesis volcano cannon
  • This Model must have two Arm Mounted Weapons selected for it from the following options:
  • Arm Mounted titan gatling blaster
  • Arm Mounted titan laser blaster
  • Arm Mounted titan volcano cannon
  • Arm Mounted titan melta cannon


Warhound Titan
UNIT COMPOSITION: 1 WARHOUND TITAN
750 PointsPts

Warhounds are the smallest class of‘true’ titan, although small in this case is purely in relation to its colossal brethren the battle titans. Classified as ‘scouts’ in reference to their standard operational roles within the Divisio Militaris of the Titan Legios, they are commonly used to range ahead of larger titan battle groups or detached in support of lesser ground forces, where the sheer scale and power of their weapons is enough to turn the tide of most battles in their allies’ favour. If matched against their larger counterparts, however, they cannot hope to directly contest them in terms of durability or raw firepower, so instead Warhounds must rely on their speed and manoeuvrability to survive, and use pack tactics to bring down the titans of a main battle line.

Armour Transport Capacity
M BS Primary Exposed HP
Head
Head - - 14 12 8 -
Carapace
Carapace - - 14 12 10 -
Arms
Arms - 3 12 10 8 -
Legs
Legs 20 - 14 12 10 -
WARGEAR
  • The Arms Profile has two Arm Mounted Weapons (see Options)
TRAITS
  • [Allegiance]
  • Legio Titanicus
  • Scout
  • [Crew]
SPECIAL RULES
  • Titan War Horn (1)
  • Repair Crew (D3)
  • Titan Void Shield Array (2)
TYPE
OPTIONS
  • When this Model is selected as part of an Army, the Controlling Player must exchange the [Crew] Trait for one of the following options, paying the listed Points cost for that option:
  • Replace [Crew] with Minoris
    Free
  • Replace [Crew] with Senioris and increase the BS Characteristic of this Model’s Arms Profile to 4
    +50 Points
  • Replace [Crew] with Majoris and increase the BS Characteristic of this Model’s Arms Profile to 5
    +100 Points
  • This Model must have two Arm Mounted Weapons selected for it from the following options:
  • Arm Mounted Vulcan mega-bolter
  • Arm Mounted titan inferno cannon
  • Arm Mounted titan plasma blastgun
  • Arm Mounted titan turbo laser destructor


Warlord Titan
UNIT COMPOSITION: 1 WARLORD TITAN
3000 PointsPts

A true leviathan of the battlefield, the Warlord class titan is the mainstay of the Collegia Titanica. There are a number of subpatterns of the Warlord, such as the Lucius and the Anvillus, but it is the Mars pattern that is considered the most ancient and superior. This is not without reason, for each Mars Warlord is a gargantuan killing machine, proof against the petty assaults of small arms and all but impervious even to most forms of attack aircraft and heavy weapon, save the most technologically potent or massive. Furthermore, the Warlord is a fully sealable and protected environment, as able to fight upon an airless moon as a verdant plain so long as the geology under its feet will sustain it. But it is the destructive power of the Warlord that is its avatar, for their firepower rivals smaller void warships in potency and a single Warlord is capable of levelling a city or laying waste to an entire army. Such is their might that it is whispered by some that it is they, not the Legiones Astartes, that have truly won the Imperium’s domain in the fires of battle.

Armour Transport Capacity
M BS Primary Exposed HP
Head
Head - - 14 12 12 -
Carapace
Carapace - 3 16 14 18 -
Arms
Arms - 3 14 12 12 -
Legs
Legs 10 - 15 14 14 -
WARGEAR
  • The Carapace Profile has two Carapace Mounted Weapons (see Options), two Front Mounted defensor bolt cannon and two Rear Mounted defensor lascannon
  • The Arms Profile has two Arm Mounted Weapons (see Options)
TRAITS
  • [Allegiance]
  • Legio Titanicus
  • Battle
  • [Crew]
SPECIAL RULES
  • Titan War Horn (4)
  • Repair Crew (D6+1)
  • Titan Void Shield Array (8)
  • Reinforced Structure (3)
TYPE
OPTIONS
  • When this Model is selected as part of an Army, the Controlling Player must exchange the [Crew] Trait for one of the following options, paying the listed Points cost for that option:
  • Replace [Crew] with Minoris
    Free
  • Replace [Crew] with Senioris and increase the BS Characteristic of this Model’s Arms Profile and Carapace Profile to 4
    +300 Points
  • Replace [Crew] with Majoris and increase the BS Characteristic of this Model’s Arms Profile and Carapace Profile to 5
    +500 Points
  • This Model must have one of the following options selected for it:
  • Two Carapace Mounted apocalypse missile launchers
  • Two Carapace Mounted titan laser blasters
  • This Model must have two Arm Mounted Weapons selected for it from the following options:
  • Arm Mounted Mori quake cannon
  • Arm Mounted Belicosa volcano cannon
  • Arm Mounted macro-gatling blaster
  • Arm Mounted sunfury plasma annihilator
  • Arm Mounted Arioch power claw with an Arm Mounted Vulcan mega-bolter (these two Weapons count as a single selection)
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.
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.
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.
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.
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.
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.
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).
Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’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 Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
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.
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 Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a modifier to a Model’s Strength Characteristic to determine the Strength used to make Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

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

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

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
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.
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.
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
Precision (X)

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

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

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

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

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

Arc lance

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
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.
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".
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.
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

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

Command
Troops
Transport
Lords of War

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

Command
Troops
Transport
Lords of War

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

Command
Troops
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.
Command

Representing the elite of any army, commanders oversee the disposition of their troops, set strategy for the coming battle and often stand at the forefront of the conflict. The actions of such heroes can change the tide of battle in an instant.

The following Rules apply to all Models with the Command Sub-Type:
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:
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.
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.

Power sword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power

Arc maul

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Arc maul
Arc maul
-1
A
+3
3
2
Shock (Suppressed)
Arc
Poisoned (X)

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

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

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

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

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

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

Rad grenades

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

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

The following Rules apply to all Models with the Sergeant Sub-Type:
  • The Controlling Player of a Unit that includes one or more Models with the Sergeant Sub-Type may use the Characteristics of one of those Models to resolve any Characteristic Check made for that Unit.
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.
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.

Galvanic caster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Galvanic caster
Galvanic caster
24
3
3
6
1
Shred (5+), Rending (5+)
Arc, Assault
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.
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.
Deflagrate (X)

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

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

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

Volkite serpenta

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

Arc pistol

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
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).
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.

Volkite caliver

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite
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.
Pintle Mounted – Pintle Mounted Weapons may attack targets in any Firing Arc without restriction, and are always counted as Defensive Weapons and as having the Assault Trait regardless of the Weapon’s Characteristics.
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.

Twin mauler bolt cannon

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
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.
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
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.
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.
Auto-repair (X)

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

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

If the Active Player makes a Repair Test in the Statuses Sub-Phase of the End Phase for a Model with the Vehicle Type with this Special Rule, they ignore the usual Target Number of 6. Instead, the value of X attached to the variant of this Special Rule is used as the Target Number for that Repair Test. For example, a Model with the Auto-repair (4+) Special Rule would pass any Repair Tests made for it on the result of a 4 or higher.
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.
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.
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some Units may specify Side as an arc - this means both Left and Right arcs.

For example, a Land Raider Carrier has a Hull (Front) Mounted twin heavy bolter - this Weapon may only attack targets in the Front Firing Arc.
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.
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.

Hunter-killer missile

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
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.
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
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".

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

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.
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.
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.
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:
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.
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.
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.

Belicosa volcano cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Belicosa volcano cannon
Belicosa volcano cannon
150
1
13
2
12
Blast (3"), Macro-auspex
Las, Strategic
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.

Sonic destructor

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
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
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.
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
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.
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.
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.

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

Lords of War
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.
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.

Titan gatling blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Titan gatling blaster
Titan gatling blaster
82
5
9
2
4
Armourbane
Auto, Strategic

Titan laser blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Titan laser blaster
Titan laser blaster
82
3
10
2
5
Armourbane
Las, Strategic
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.

Titan melta cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Titan melta cannon
Titan melta cannon
60
1
12
2
8
Blast (5"), Melta (48)
Las, Strategic

Titan power fist

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
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.

Titan volcano cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Titan volcano cannon
Titan volcano cannon
120
1
13
2
12
Blast (3"), Power Hungry, Macro-auspex
Las, Strategic
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

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

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

Lords of War

Nemesis quake cannon

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

Nemesis volcano cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Nemesis volcano cannon
Nemesis volcano cannon
150
1
13
2
12
Blast (3"), Power Hungry, Macro-auspex
Las, Strategic

Vulcan mega-bolter

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
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.

Titan inferno cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Titan inferno cannon
Titan inferno cannon
Template
1
7
3
3
Template (Hellstorm), Panic (3)
Flame, Strategic

Titan plasma blastgun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
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

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Titan turbo laser destructor
Titan turbo laser destructor
96
1
12
2
6
Blast (3"), Armourbane
Las, Strategic

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

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

Sunfury plasma annihilator

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
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

Arioch power claw

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

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