Contents | ||
| Book | Kind | Edition | Version | Last update |
Liber Hereticus | ||||
Liber Hereticus | Rulebook | 2 | 1.2 | December 2023 |
Liber Astartes | ||||
Liber Astartes | Rulebook | 2 | 1.2 | December 2023 |
The Siege of Cthonia | ||||
The Siege of Cthonia | Campaign | 2 | 1.0 | August 2023 |
By the end of the Horus Heresy many of its participants would have felt the corrupting influence of the Warp, either coerced by their superiors to bear its mark, or giving themselves willingly. At first this was a subtle thing, affecting the temperament of the Legion’s warriors, hut soon it had become a terrible and irreversible transformation. Many became something other than their brothers, no longer enhanced humans but a terrible fusion of man and malevolent entity.
If a Unit from the Legiones Astartes Army List with the Traitor Allegiance is selected to fill a Prime Slot, the Controlling Player can select the following Prime Advantage:Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the xther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.
The following Rules apply to all Models with the Malefic Sub-Type:Within the Space Marine Legions there are warriors that dedicate themselves to the skills offighting aboard an armoured vehicle. Some serve as skilful commanders, directing the crew to feats beyond that of regular commanders, others are specialists in the use of defensive weaponry or even in the defence of their metal mount in the press of the melee. Whatever their specialisation, these warriors are known by the title Legiones Decurion.
A Legiones Decurion may be selected as an upgrade for some Models with the Vehicle Type selected from the Legiones Astartes Army List. Each Legiones Decurion upgrade will specify which Models it may be selected as an upgrade for. No Unit may have more than one Legiones Decurion upgrade selected for it.Amongst the most common disciples of the Legiones Decurion creed are the defensors - charged with the protection of their mount in the heart of battle. They are experts at close defence and suppressing fire with pintle mounted weaponry.
This upgrade may be selected for any of the following Units from the Legiones Astartes Army List. A Model with this upgrade must also have a Pintle Mounted Weapon (excluding a Pintle Mounted havoc launcher):Many commanders stand tall atop their mount, driving the enemy back with deadly blasts from their pintle mounted weaponry.
When a Model with this Special Rule is the Target of a Charge, during Step 4 of the Charge Procedure, a Model with this Special Rule may make an additional Volley Attack. This additional Volley Attack is made as a separate Shooting Attack after resolving its first Volley Attack and the Controlling Player must select only one Pintle Mounted Weapon to make attacks as part of this second Volley Attack. If any Models are Removed as a Casualty as a result of this Model’s Shooting Attacks as part of this Volley Attack, the Charging Unit subtracts 1 from the result of any Charge Rolls made during this Phase.Many of the initiates of the Legiones Decurion are trained to track and optimise the fire of their mount’s main battery, ensuring that each salvo strikes true as well as identifying priority targets amid the maelstrom of battle.
This upgrade may be purchased for any of the following Units from the Legiones Astartes Army List:Parsing data from across the battlefield, this experienced commander identifies those foes who pose the biggest threat to their mount, enabling its weaponry to react to enemy fire with greater precision.
When making a Return Fire Reaction for a Model with this Special Rule, any Turret Mounted Weapons are treated as Defensive Weapons regardless of their Characteristics. If the Turret Mounted Weapon on a Model with this Special Rule is already a Defensive Weapon, the Controlling Player of that Model can instead add +1 to Hit Tests made for that Weapon’s Fire Group when making that Reaction.These Wargear lists are used with many of the Units in this Army List. Where a Wargear Option on a Unit references a Wargear list from those below, one of the options from that list can be selected for that Model and the Points cost listed added to the cost of that Unit.
In this part of the page you will find sections dedicated to those Legions who remained loyal to the Emperor and, for the most part, fought in his name during the Horus Heresy:
Each section will contain the following:
Dark AngelsWith a predilection towards long blades, even before the influence of the knightly Orders of Caliban, many among the 1st Legion carry two-handed swords into battle, wielding them with a preternatural skill.
Any Model with the Command, Champion or Sergeant Sub-Type and the Dark Angels Trait may have its power sword exchanged for one Calibanitc warblade for +5 Points per Model.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Calibanite warblade | |||||||
| Calibanite warblade | 1 | A | +1 | 3 | 1 | Breaching (5+) | Sword of the Order |
| Terranic greatsword | |||||||
| Terranic greatsword | -1 | A | +2 | 3 | 2 | Breaching (5+) | Sword of the Order |
An offshoot of more common plasma technology, these weapons vent plasma gas through a magnetic bottle in high-speed jets. Any enemy caught in the path of such a jet is quickly reduced to molten slag, annihilated by pressurised torrents of raw plasma, leaving no trace of its presence. However, the magnetic fields that keep the super-heated gas contained are fragile and emit a low-intensity’ field of radiation, and as such the average wielder remains combat viable for only a few short decades before requiring augmetic replacements or reassignment to a Dreadnought sarcophagus.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Plasma burner | |||||||
| Plasma burner | |||||||
| - Sustained fire | |||||||
| - Sustained fire | Template | 1 | 5 | 4 | 1 | Template, Breaching (6+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | Template | 1 | 6 | 4 | 1 | Template, Breaching (5+), Overload (1) | Plasma |
| Plasma incinerator | |||||||
| Plasma incinerator | |||||||
| - Sustained fire | |||||||
| - Sustained fire | Template | 1 | 5 | 4 | 2 | Template, Breaching (6+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | Template | 1 | 6 | 4 | 2 | Template, Breaching (5+), Overload (1) | Plasma |
Veiled in allegory and obscure symbolism, the Orders of the Hekatonystika bore the heavy burden of keeping the most secret and dangerous knowledge acquired on the battlefield. Many of the Legion’s most veteran warriors were initiates of the Orders and wore their colours with pride on the field of battle.
If a Centurion or Centurion with Jump Pack that has the Dark Angels Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:Ever have the warriors of the First Legion faced the terrors of the galaxy and undaunted they have met them head-on, for more than the warriors of any other Legion, they are the avatars of the death angel itself
Negative modifiers to Dark Angels’ Leadership, Willpower, Cool and Intelligence are limited.More than it was simply a weapon, the sword was emblematic of the First Legion, not only in terms of symbology but also in terms of their purpose - to deliver the killing blow to the foes of the Imperium, to cleave the head of the enemy from their shoulders swiftly and deftly.
This Gambit may be chosen when using sword Weapons in Challenges.They would not tire, nor would they wane, only in victory or death would the Dark Angels’ thirst for vengeance be sated.
The Ironwing holds sway over the vast armouries of the Dark Angels, commanding a force of war engines greater than almost any other Legion. Individual Ironwing Gauntlets provide a tactically flexible force of armoured tanks and transports that can be individually detached to elements of the other Hexagrammaton Wings or combined into vast armoured hosts.
When the Lion decrees that a world must die, it is the veterans of the Dreadwing that assume command of such operations. Dreadwing Cadres concentrate these grim warriors into detachments whose sole purview is the utter annihilation of their foe.
The Stormwing are masters of the open battlefield, artists of shot and shell, and their number forms the core of the Dark Angels Legion. Individual Stormwing Musters practise heavy infantry tactics developed from the initial doctrines of the 1st Legion’s earliest deployments in the Unification Wars, leveraging each Legionary’s individual power into an unstoppable tide.
Duty weighs heavily upon the oath-hound warriors of the Deathwing, once sworn to a task they will let no obstacle bar them from its completion. Deathwing Conclaves are among the most potent fighting divisions within the Ist Legion, for while small, some of the deadliest and most experienced fighters in the Imperium can he found among their number.
“The arrow knows the path." - this saying holds great meaning for the masters of the Ravenwing, a formation known for adhering to strange truths acquired from distant worlds, hut also for their success on the field of war. Ravenwing Lances showcase well this latter truth, for they are fleet and deadly in equal measure.
Firewing Echelons gather the most capable hunter-killers in the Legion, an unerring host whose lethality is only matched by their precision. These warriors single out enemy commanders for elimination, cutting the head from the enemy force with an overwhelming strike.
White ScarsBased on the ancient polearms of Mundus Planus, the power glaive is as much a mark of status amongst the White Scars as it is a weapon of war. Known in the language of the steppes tribes led by Jaghatai Khan as the Rising Moon Blade, the weapon is known both for its intimidating weight as well as the graceful sweeping strikes that characterise its use.
Any Model with the Command Sub-Type and the White Scars Trait may have its power weapon exchanged for one power glaive for +10 Points per Model.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power glaive | |||||||
| Power glaive | 1 | A | +1 | 3 | 1 | Impact (AP), Breaching (5+) | Power |
Crafted by the Techmarines of the Vth Legion, these dedicated servo-automata are based upon the form of great raptors, and are configured to act as advance scouts and pathfinders for their masters.
Cyber-hawkThe people ofChogoris are possessed of great wisdom and capable of deep compassion, but these characteristics are tempered by a fierce and uncompromising sense of justice that can lead them to acts of apparent cruelty when discipline or honour is compromised. Within the White Scars Legion, outright disobedience or catastrophic failure is rewarded with death, delivered by the hand of a warrior’s superior. Occasionally, however, this punishment might be commuted to exile by a merciful leader sympathetic to mitigating circumstances. Those exiled from their Brotherhood are known as penitents, or the ‘Sagyar Mazan’, and it is their fate to seek out an honourable death and, in so doing, wash away any stain of dishonour.
If a Unit which only includes Models with the White Scars Trait and the Infantry or Cavalry Type is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:Whether on foot or borne into battle upon the saddle of a mount, the White Scars were ever poised to spring into action, [crossing the battleft eld apace to close with their enemies and take the fight to them without hesitation nor delay.
The White Scars Player may increase their Model’s Movement Characteristic.Such is the strength of the bond between the warriors of the White Scars and the weapons they wield, and so immersed in the act of battle they become, their strikes become predetermined as if to fulfil a destiny that is laid out before them like the course of a stream flowing down from the mountains.
The Controlling Player may take a chance to gain a bonus to the Focus Roll.With the power the White Scars commanded, they were never hasty and with the might of their armouries, they were not reckless. Of all the champions of the Vth Legion, placement and timing were the mightiest, for even the faintest blow landed in precisely the correct position could see the greatest wall tumble.
This Advanced Reaction allows the Controlling Player to make an additional Move with the Reacting Unit.Favoured by the Chogorian recruits to the Vth Legion as the ideal subdivision of a fighting body of troops, the Chogorian Warhand was also employed by many of the Legion’s Terran warriors. Composed of a body of Legionaries mounted entirely on fleet warbikes and Scimitar jetbikes, or in other transport vehicles, these formations were ideal for harrying campaigns or lightning strike warfare.
Space WolvesA common weapon among the tribal warriors of Fenris, these heavy bladed axes often seem crude to outsiders, but their pattern-welded steel is capable ofcleaving through flesh and bone with terrible efficacy. When the warriors of Fenris began to join the ranks of Russ’ Legion, they brought these weapons with them, as much badges of office as they were weapons.
Any Model with the Space Wolves Trait may have its chainsword exchanged for one Fenrisian axe for +2 Points per Model.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Fenrisian axe | |||||||
| Fenrisian axe | 1 | A | +1 | - | 1 | Reaping Blow (1) | None |
Created by the weaponsmiths of the Fang, the famed frost blades were forged after detailed study of the arcane technologies of Leman Russ’ own Emperor-gifted blade, coupled with unique materials gleaned from the death world of Fenris itself, namely the preternaturally hard chitin-teeth of the Fenrisian krakens that haunted that death world’s deeps. Most took the shape of traditional Fenrisian battle axes or Terran-influenced double-edged chainblades, while some few were also fashioned after power claws or even broad-bladed war spears, hut all were finely made and equally lethal. Only a few such weapons were able to match the fabled paragon blades of Ancient Terra in destructive potential and quality, but all were truly formidable weapons in their own right.
Any Model with the Command or Champion Sub-Type and the Space Wolves Trait may have its power weapon exchanged for one frost sword or one frost axe for +5 Points per Model or have its lightning claw exchanged for one frost claw for +5 Points per Model.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Frost sword | |||||||
| Frost sword | 1 | A | +1 | 3 | 1 | Breaching (5+), Reaping Blow (1) | Power |
| Frost axe | |||||||
| Frost axe | -1 | A | +1 | 3 | 1 | Breaching (4+), Reaping Blow (1) | Power |
| Frost claw | |||||||
| Frost claw | 1 | A | S | 3 | 1 | Breaching (4+), Reaping Blow (1), Shred (6+) | Power |
| Great frost blade | |||||||
| Great frost blade | -2 | A | +3 | 2 | 2 | Reaping Blow (1) | Power |
A Pack Thegn or lesser Claw Leader is a proven warrior of a score of campaigns or more, who is deeply experienced in the making of murder. Long of fang and beard, often a Pack Thegn is a commander who has survived the loss of his company or lost esteem in the eyes of his betters and is side-lined from any hope of becoming a Jari. These warriors bind their fortunes to that of their favoured Jari (or indeed whichever Jari is willing to take them on if disgraced), sharing their cunning and expertise in war with his new recruits and teaching patience to his more savage pack members. A Pack Thegn will stay at the heel of that Jari, hunting at the head of his packs until death.
If an Optae that has the Space Wolves Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:Relentlessly, the warriors of the VIth Legion would stalk, closing with their prey until they were ready to strike. Finally, once the distance was closed, there would be no escape for their enemies, no chance to escape from the Wolves’ blades as they came for blood.
Space Wolves make a longer Set-up Move.Once the scent of their blood is in the air, few can escape the predation of the champions of the VIth Legion in battle.
This Gambit means that the Challenge only ends when one or both Models are Removed as Casualties.To live in the tales of legend is to live forever, ageless. Let your deeds stir the hearts of your kin when your bones are dust and you become an ancestor worthy of remembering.
This Gambit increases the Attacks Characteristic of a Unit that accompanies a Model fighting a Challenge.Those few that survived the onslaught of the VIth Legion would tell tales of warriors that took on the aspect of mythical beasts, overcome with animalistic fury and heedless of enemy fire. Although there was no evidence of this, the demeanour of the Space Wolves made it so that only a small step in the imagination was necessary to conjure such a fiction.
This Reaction allows the Reacting Unit to make a Damage Mitigation Roll against Wounds caused during the current Shooting Phase and also move towards an Enemy Unit.The Space Wolves have never shied from the gore-drenched demands of the all-out frontal assault, but in this, as with other facets of their way of war, their unique character and controlled savagery shapes much of what they do when faced with such a dire prospect. So-called ‘Bloodied Claw’ detachments exemplified this approach at the tactical level, gathering rapid skirmishers and heavy’ assault elements into a force which could both shatter the foe’s line and exploit the breach to wreak bloody carnage.
Imperial FistsThese augmented power fists are greatly favoured by the officers of the Imperial Fists Legion. Crafted in imitation of the ancient relics of Old Earth, they embody their Legion’s heraldic icon in the shape of a powerful weapon.
Any Model with the Command, Champion or Sergeant Sub-Type and the Imperial Fists Trait may have its power fist exchanged for one Solarite power gauntlet for +5 Points per Model.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Solarite Power Gauntlet | |||||||
| Solarite Power Gauntlet | -3 | A | +4 | 2 | 2 | Critical Hit (6+) | Power |
The Imperial Fists were the first to utilise the enhanced Vigil pattern storm shield design, which featured a uniquely potent field generator far exceeding those found elsewhere. The first of these had entered service with the Legion after the Ullanor Campaign, but difficulties in production meant only a few hundred had entered full service at the outset of the wars of the Horus Heresy.
This is an item of Wargear providing additional protection to specialist Imperial Fists Models.Upon the broad shoulders of the Lords Castellan were the foundations of the Imperium built. They are the unbending spine of the VIIth Legion, those chosen few lords of siege warfare who commanded armies in the name of their Primarch, conquering world after world. In their wake, the Castellans left only loyal, compliant civilisations; erecting upon those worlds which they conquered mighty Imperial redoubts from which the defence of entire sub-sectors could be coordinated.
If a Centurion Model that has the Imperial Fists Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:Although bolter and solid shot weapons were the mainstay of all Legion armouries by the time of the Horus Heresy, the Imperial Fists displayed notable commitment to their use, expecting a high level of training and proficiency regardless of their rank or role, from command elements to inductii. Legionaries commonly made individual modifications to their weapons, including the attachment of enhanced sighting reticules and ocular targetters not only to improve their performance on the battlefield but also as a mark of their dedication and commitment.
Imperial Fists gain a bonus of +1 when making Hit Tests with multiple bolt and auto Weapons.The Sons of Rogal Dorn each inherited a degree of the Praetorian of Terra’s resilience and fortitude, able to stand where others would fall, stoic and unfaltering even as they wore the wounds of the worst any enemy could muster.
The Controlling Player may choose to limit the Damage suffered in a Challenge.Even as the enemy closed upon them, no Imperial Fist would eschew his faith in firepower, trusting in the hail of bolt shell or storm of las fire to halt their charge and scour them from the battlefield as they made their approach.
This Reaction allows the Reacting Unit to make a Shooting Attack targeting an Enemy Unit that Moves within range.Whether fielded for offensive or defensive purposes, Siege Gauntlets formed a cornerstone of the Imperial Fists’ tactical doctrines, combining fire support elements with a core of boarding-shield equipped troops, providing phenomenally resilient interlocking defence with calculated bursts of relentless aggression.
Within each Legion there are those whose skill in armoured warfare and command of such vehicles is recognised, and their abilities put to use as Decurions. Such warriors have a limited degree of tactical autonomy, trusted to ensure their commanders’ orders are carried out by the squadrons they oversee. The Decurion Sagittars of the Imperial Fists further specialise in the defence of their charge, picking off the most vulnerable of the enemy’s assets as their mount tracks and destroys more critical targets. Such is their efficacy that they are dreaded by the enemy almost as much as the vehicles they crew.
This upgrade may be purchased for any of the following Units from the Legiones Astartes Army List which have the Imperial Fists Trait, and which do not have any Pintle Mounted Weapons:A prototype weapon system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the Iliastus Satellite in the Sol System by the Dyunique techno-esoteric cult.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Iliastus Assault Cannon | |||||||
| Iliastus Assault Cannon | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 24 | 3 | 6 | 4 | 1 | Heavy (FP), Breaching (6+) | Auto |
| - Maximal fire | |||||||
| - Maximal fire | 24 | 5 | 6 | 4 | 1 | Heavy (FP), Breaching (6+), Overload (1) | Auto |
Blood AngelsThe Legion’s tactical doctrines were heavily focused on the use of powerful shock assaults to shatter an enemy’s resistance in a single, devastating blow. Because of this, melta weaponry was strongly favoured, both because of its effectiveness and its ability to provide a fearsome display in action.
Any Model with the Blood Angels Trait may have its plasma pistol exchanged for one inferno pistol for +5 Points per Model.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Inferno pistol | |||||||
| Inferno pistol | 6 | 1 | 8 | 2 | 1 | Pistol, Melta (3) | Assault, Melta |
Though some would later attribute the various ‘Perdition’ weapons to the artifice of Sanguinius himself, these brutal weapons had been in the use of the IXth Legion since long before the Primarch had returned to them. The flame projectors built into these weapons are a legacy of the wars fought during Old Earth’s long darkness, the innovation of some long forgotten warlord brought to its pinnacle by the warriors of the IX"’ Legion.
Any Model with the Command, Champion or Sergeant Sub-Type and the Blood Angels Trait may have its power sword, power axe, power spear or power maul exchanged for one Blade of Perdition, one Axe of Perdition, one Spear of Perdition or one Maul of Perdition for +5 Points per Model.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Blade of Perdition | |||||||
| Blade of Perdition | 1 | A | S | 3 | 1 | Breaching (6+), Aflame (1) | Power, Flame |
| Axe of Perdition | |||||||
| Axe of Perdition | -1 | A | +1 | 3 | 1 | Breaching (5+), Aflame (1) | Power, Flame |
| Maul of Perdition | |||||||
| Maul of Perdition | -1 | A | +2 | 3 | 1 | Breaching (6+), Aflame (1) | Power, Flame |
| Spear of Perdition | |||||||
| Spear of Perdition | +1 | A | S | 3 | 1 | Precision (6+), Aflame (1) | Power, Flame |
A prototype weapons system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the Iliastus Satellite in the Sol System by the Dyzanique cult.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Iliastus Assault Cannon | |||||||
| Iliastus Assault Cannon | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 24 | 3 | 6 | 4 | 1 | Heavy (FP), Breaching (6+) | Auto |
| - Maximal fire | |||||||
| - Maximal fire | 24 | 5 | 6 | 4 | 1 | Heavy (FP), Breaching (6+), Overload (1) | Auto |
| Twin Iliastus assault cannon | |||||||
| Twin Iliastus assault cannon | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 24 | 6 | 6 | 4 | 1 | Heavy (FP), Breaching (6+) | Auto |
| - Maximal fire | |||||||
| - Maximal fire | 24 | 8 | 6 | 4 | 1 | Heavy (FP), Breaching (6+), Overload (1) | Auto |
The IXth Legion would march to war as Blood Angels, resplendent in lustrous crimson and gilded filigree, but their darker past would ever haunt them. As the horrors of the Warmaster’s treachery unfolded, they would once again become Revenants - savages clad in stark grey ceramite and splattered with the rust-red of their enemy’s blood, reliving a past they tried to forget and foreshadowing a fate they could not escape.
If a Unit which only includes Models with the Blood Angels Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:Slow to anger and with little proclivity’ to speak out in hubris, the Blood Angels maintained a degree of composure and restraint in the application of force. When loosed upon their enemies, however, their righteous fury knew no bounds.
The strength of their attacks is increased when Blood Angels successfully Charge.Their union with Sanguinius reforged the IXth Legion but their past forever haunted them, ever a lingering shame deep in the recesses of their minds. Only in their darkest moments would a Blood Angel allow themselves to revert to their old ways as savage, debased killers, murdering and feasting on the blood of the slain.
This Model may ignore negative modifiers for Wounds lost, but cannot gain Outside Support.Incensed by their enemies’ def ance instead of cowed by their display of firepower, the Blood Angels are known to surge towards their attackers in a ferocious assault. So aggressive is this bold action, many of the IXth Legion’s foes turn on their heels and seek cover as crimson-armoured warriors fall upon their lines.
This Reaction allows the Reacting Unit to Move towards an Enemy Unit that Targets it with a Shooting Attack.Many a Blood Angels assault began suddenly, scores of red- armoured warriors descending from on-high on wings of fire, reaping a fearsome tally of the foe.
Iron HandsThese secret devices of necro-technic engineering were among the fell technologies bound within the sealed vaults of Ferrus Manus. This technology is capable of harnessing the stolen energy of sentient life to power engines of mechanical destruction and repair. Those Iron Fathers who raided the Vaults ofMimir in the wake of the death of their Primarch would unleash this dark techno-heresy upon the galaxy once more and as the Horus Heresy drew towards its climax, it was sighted with terrible frequency among the ranks of Ferrus Manus’ grief-maddened sons.
Vehicles may decrease the Target Number of Repair Tests if Models were Removed as Casualties from nearby Units.Crafted to a standard which rivalled many of the Mechanicum’s pre-eminent forges, the power axes wielded by the Iron Hands were outfitted with advanced power emitters and blades of dense Medusan alloy, such that a well-placed blow could inflict ruinous damage to even the most heavily armoured foe.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Artificer Power Axe | |||||||
| Artificer Power Axe | -1 | A | +1 | 3 | 1 | Breaching (5+), Shred (5+) | Power |
Ferrus Manus was amongst the most gifted of his brethren with the more exotic techniques of the Mechanician, and bent much of his will towards the study and understanding of such secrets. Able to emit a salvo of more precise graviton pulses, these weapons excel at the pinpoint destruction of heavy vehicles or disrupting an infantry advance with a salvo of gravitic bolts.
Any Model with the Command or Champion Sub-Type and the Iron Hands Trait may have its plasma pistol exchanged for one graviton pistol for +5 Points per Model.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Graviton pistol | |||||||
| Graviton pistol | 12 | 2 | 6 | 4 | 1 | Pistol, Breaching (6+), Shock (Pinned), Pinning (1) | Assault, Graviton |
So depleted were they by the losses they had already suffered and so embittered were they by Horus’ treachery, the ire of the Xth Legion could not be stayed, even in death. Those who fell, too injured to be saved by the ministrations of the Legion apothecarion, were interred within the iron embrace of a dreadnought chassis where their compulsion for vengeance and retribution could be sustained.
If a Unit which only includes Models with the Iron Hands Trait and the Command Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:As their genesire was tempered by the fires of war, so too were his sons able to shrug off the superficial wounds to their flesh made by shrapnel and gunf re, as they advanced ceaselessly and with unerring purpose.
Shooting Attacks targeting Iron Hands suffer a Strength penalty.In battle, the surviving Iron Hands were unified by the betrayal of the Traitor Legions and became self-sufficient fighting units, looking to their closest brethren for their aid in a war that was, for them, made more personal than for any other.
The Model gains more benefits from outside support when this Gambit is selected.Methodical in their approach to warfare, the Iron Hands would unleash furious barrages of scornful fire at any enemy bold enough to attempt to close on their positions, until gun barrels glowed white-hot and shell casings were piled knee-high.
This Reaction allows the Reacting Unit to make a Shooting Attack targeting a Unit that makes a Charge.The Iron Hands were exemplars of armoured warfare, melding heavy armour detachments with accompanying troops mounted in robust transports. These broke through enemy lines with ease, shattering their defiance with the thunder of heavy guns.
Typical Iron Hands spearhead assaults were led by phalanxes of implacable Terminators supported by Dreadnought walkers and backed up by cyber-augmented warriors to maintain its momentum where required.
UltramarinesCreated to the specifications of Guilliman himself after a comprehensive study of thousands of individual power weapon designs from across the many worlds of humanity, the Legatine axe is a precise and perfectly balanced instrument of war.
Any Model with the Command, Champion or Sergeant Sub-Type and the Ultramarines Trait may have its power axe exchanged for one Legatine axe for +5 Points per Model.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Legatine axe | |||||||
| Legatine axe | 1 | A | +1 | 3 | 1 | Breaching (4+) | Power |
The Argyrum pattern boarding shield is a prototype boarding shield created by the Magi of the Forge Moon of Gantz that contained a larger field generator that greatly enhanced the protection of its bearer. Carried to battle by Ultramar’s greatest champions, such as the Invictarus Suzerains, the Argyrum pattern boarding shield is as much a symbol of status and power as it is an instrument of war.
This Wargear provides an enhanced save against attacks made in close combat.Of the numerous strengths of the Ultramarines Legion was the efficiency with which they prosecuted the act of warfare. At the macro scale, entire chapters moved with fluidity, their Praetors and Centurions overseeing the deployment and actions of vast numbers of troops in carefully orchestrated manoeuvres and utilising interlocking tactics. At the micro scale, each squad and vehicle crew was permitted to make tactical decisions on equipment, occasionally removing additional ammunition supplies or even non-essential spare parts from their vehicles in order to better fulfil the specific requirements of the mission at hand.
If a Unit which only includes Models with the Ultramarines Trait that have the Command Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:The ‘Logos Lectora’, or, more commonly and imprecisely rendered, the ‘pronouncement of writ’, is a battlefield formation which takes advantage of an interlocking range of Legion units to their best effect. Where employed, such formations allow for the rapid enactment of sophisticated command and control protocols which are reliant on the faultless obedience and rigid discipline characteristic of the XIIIth Legion. If the Logos Lectora has a disadvantage as a tactic, it is that its interlocking units form a coherent pattern somewhat inflexible in their make-up and deployment.
An Ultramarines army may reduce the cost of a Reaction each Turn.The strength of one is nothing compared to the strength of many and in each champion of the XIIIth Legion there was distilled the collective teachings and experiences of their contemporaries, all urging them on to victory.
This Gambit allows Models to gain additional bonuses to the Focus Roll.For the Ultramarines it was not enough to defy the enemy. Instead, the warriors of the XIIIth must know the enemy and predict its actions in order to make the perfect counter. A theoretical solution to each eventuality must be factored and every individual must be ready to implement it.
This Reaction allows a Unit to return fire in response to an enemy Shooting Attack directed at a friendly Unit.The Ultramarines deployed their forces in a variety of standardised formations. Each of these templated strike forces contained a flexible mix of units, each warrior well-briefed and drilled, knowing his role and objectives before their arrival on the battlefield.
SalamandersDrakenscale, taken from the hides of the great beasts of Nocturne, is prized not only for its cultural and ceremonial significance but also for its physical properties. Despite its primitive origins, this organic material is capable of absorbing vast amounts of heat and can dissipate even the focused blasts ofmelta weapons or the sun-fire of plasma armaments. As such, veterans of the Salamanders Legion march to battle draped in mantles of Drakenscale not only as a mark of their hard-won experience, but also to augment the protection of their battleplate.
Drakenscale reduces the Damage of wounds inflicted by Weapons with specific Traits.Heedless of their own safety’ and unshakable in their purpose, the Salamanders were unerring in the conduct of their duty. Where it was reckoned that those of the Death Guard did not feel pain, to claim the same of Vulkan’s sons was to diminish their sacrifice for it was for them that no excruciation or agony was great enough to turn them from their purpose.
If a Unit which only includes Models with the Salamanders Trait that has the Troops Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:The forges of Nocturne were capable of producing weapons and equipment that were the finest examples of their type, using patterns that many speculated to be of Vulkan’s own design. Such weapons were carried to war by his sons who bore them with great pride and purpose, passing them on to their successors when their deeds proved them to be worthy.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Forge-crafted power sword | |||||||
| Forge-crafted power sword | I | +1 | S | 3 | 1 | Breaching (6+) | Power |
| Forge-crafted power axe | |||||||
| Forge-crafted power axe | -1 | +1 | +1 | 3 | 1 | Breaching (5+) | Power |
| Forge-crafted power maul | |||||||
| Forge-crafted power maul | -1 | +1 | +2 | 3 | 1 | Breaching (6+) | Power |
| Forge-crafted power lance | |||||||
| Forge-crafted power lance | -1 | +1 | S | 3 | 1 | Precision (6+) | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Forge-crafted power fist | |||||||
| Forge-crafted power fist | -3 | A | +4 | 2 | 3 | - | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Forge-crafted thunder hammer | |||||||
| Forge-crafted thunder hammer | -2 | +1 | +3 | 2 | 2 | - | Power |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Forge-crafted hand flamer | |||||||
| Forge-crafted hand flamer | Template | 1 | 3 | - | 2 | Template, Pistol | Flame, Assault |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Forge-crafted flamer | |||||||
| Forge-crafted flamer | Template | 1 | 4 | 5 | 2 | Template, Panic (1) | Flame |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Forge-crafted heavy flamer | |||||||
| Forge-crafted heavy flamer | Template | 1 | 5 | 4 | 2 | Template, Panic (2) | Flame |
The blood of Vulkan runs through each of his sons. In each is bestowed a portion of his preternatural vitality and endurance, a strength of both body and will that furthers the strength of even the Space Marine physiology.
Wound Tests made against Salamanders fail on the unmodified roll of 1 or 2.To those forged in the crucible fires of Nocturne, no flame nor conflagration holds fear over them. Through any inferno they stride, scorched ash black as smoke lifts from armour and flesh alike, their focus unbroken.
Units of Salamanders may ignore Tactical Status Checks applied from Flame Weapons.There would be no victory without sacrifice, no endurance without pain. He who lived would know a pain greater than he who would fall, for triumph would be bought by suffering and the Salamanders would gladly pay a price greater than any others to see Horus defeated.
This Gambit allows the Player to choose to suffer wounds in return for a bonus to their own Focus Roll.The duty of safeguarding the Imperium was placed before the safety of each of Vulkan’s sons. With a selfless fervour they placed their own bodies between the enemy and the heart of the Imperium, willing to sacrifice their lives in order to strike at the traitorous followers of Horus. This was their duty and their honour which they carried into battle with pride.
This Reaction allows the Reacting Unit to increase certain Characteristics during the Assault Phase.When an especially stubborn foe requires destruction, the Salamanders will deploy Vindicator siege tanks, reducing their fortifications to rubble before sending in support squads equipped for short ranged engagements backed up by Predator tanks mounting deadly flame weaponry.
Raven GuardThese ornate weapons are artefacts of the Tech Guilds of Kiavahr, looted from one of the many armouries overrun during the rebellion. As with much Guild tech, these weapons are primitive by the standards of the Mechanicum, but brutally effective nonetheless, using electrically charged rounds of massive size to pulverise their targets. Stunning any who survive the impact, the Fulcrum is a lethal weapon in the hands of a skilled marksman.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Fulcrum hand cannons | |||||||
| Fulcrum hand cannons | 12 | 5 | 6 | 4 | 1 | Heavy (FP), Breaching (6+) Stun (0) | Assault, Auto |
| Fulcrum hand cannons | |||||||
| Fulcrum hand cannons | 1 | +1 | 6 | 2 | 1 | Shred (5+) | - |
These unique and jealously guarded variants of lightning claws, each a work of art in its own right, were both synonymous with the Raven Guard Legion and often bestowed as a mark of honour among them.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Raven’s Talon | |||||||
| Raven’s Talon | 1 | A | S | 3 | 1 | Impact (IM), Rending (6+), Breaching (6+) | Power |
| Pair of Raven’s Talons | |||||||
| Pair of Raven’s Talons | 1 | +2 | S | 3 | 1 | Impact (IM), Rending (6+), Breaching (6+) | Power |
A redesigned version of the tried and tested Warhawk pattern jump pack, the Corvid pattern adds a sophisticated vector thrust assembly that allows its wearer to make a longer, more precise, leap and avoid obstacles at the point of impact with ease.
Any Model from the following list with the Raven Guard Trait may have one Corvid pattern jump pack selected for it for +10 Points per Model.The preternatural ability with which the warriors of the XIXth Legion could go unseen was legendary amongst those who had witnessed it, even the bulk of a fully armoured Space Marine blending into the shadows of the surroundings, seemingly able to shift out of physical reality itself. The truth, known not freely even amongst the Raven Guard, was that this ability was an aspect ofCorax’s lineage, a mutation in genetics that was not fully understood by the Legion Apothecarion and one that it was forbidden to delve into.
If a Unit which only includes Models with the Raven Guard Trait that has the Troops Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:The Raven Guard possessed an innate ability to go unseen, a talent beyond the fieldcraft skills that were indoctrinated into every Legionary warrior, becoming one with the shadows and hiding even their armoured forms from the sight of their enemies.
Raven Guard Models are harder to hit with Shooting Attacks made at longer range.Unlike those of other Legions who were prone to indulgence and grandeur in battle, to deliver the killing blow, to swiftly eliminate the strategic command structure of the enemy with cold efficacy was the way of the XlXth Legion.
This Gambit allows the Model to make a single attack first, followed by the remainder of their attacks, if the first is successful.Even when the enemies’ sights were upon the Raven Guard, in the moment it would take to pull the trigger of their weapon, the ebon-clad warriors would be gone, enveloped in shadow or slipped away beyond sight.
This Reaction allows the Reacting Unit to make a Move when it is Targeted by a Shooting Attack and gain a Damage Mitigation Roll for the duration of the Shooting Phase.Years of murder and death on Kiavahr had sharpened the skills of Kaedes Nex to the point that there were few marksmen in the Imperium that could match his skills. Once he had set his sights on a target, there was little that could be done to stop his wrath.
Kaedes Nex always uses his full Ballistic Skill and reduces the effectiveness of an enemy’s Damage Mitigation Rolls.The Raven Guard combat doctrine encourages swift precision strikes against key targets. Decapitation Cadres feature roving Reconnaissance squads to locate key enemy command posts, before calling in fast-moving Dark Furies to overwhelm these foes in a blur of shredding claws.
Some weapons are wreathed in flame emitted from small projectors, or burn with otherworldly fire, stirring a primaeval aversion in even the boldest warriors.
A Weapon with this Special Rule causes additional modifiers to a Target’s Leadership Characteristic.Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.
Models with this Special Rule may not join Units that do not also have this Special Rule.Some weapons feature multiple weapons systems linked to the same trigger. Often each weapon will have a specific role, but in extremis, both can be fired simultaneously, blasting the foe with a variety of deadly munitions.
A Weapon with this Special Rule can fire multiple profiles simultaneously.Many units within the Legion conduct warfare at pointblank distances, blasting their foes with a deluge of short ranged firepower.
A Model with this Special Rule does not have to make Volley Attacks as Snap Shots.Mounted on a static cruciform carriage, this emplacement provides a stable firing platform for the armoured turret above.
A Model with this Special Rule has special restrictions that apply when ranges are measured to and from it.Many drop pods have doors or hatches designed to release via explosive bolts upon landing, either allowing their passengers to disembark as swiftly as possible or for built-in weaponry to be unleashed upon nearby foes.
A Model with this Special Rule must be deployed with its doors open.The wargear of many Legiones Astartes warriors and war machines incorporates a variety of targeting and stabilisation systems, enabling larger weaponry to be brought to bear even at close ranges.
Models with this Special Rule can make Volley Attacks with other Weapons.Some specialists are trained in field medicine and carry specialist equipment, from a simple satchel of bandages and pain suppressants to the complex narthecium devices carried by Legion apothecaries. If able to tend to the injured in time, such warriors can he returned to the battle, enabling them to fight on.
This Special Rule determines the difficulty of any Recovery Tests made due to other Reactions or Special Rules.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.Drop pods and other dedicated orbital assault vehicles are intended for one purpose only - to deliver warriors and equipment from orbiting spacecraft to battlefields on a planet’s surface. Once deployed they play little further part in the battle, serving only to support the onslaught of their passengers.
A Model with this Special Rule must Deep Strike.Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.
Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.
Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.Some weapons are designed to feed from multiple small magazines loaded with specialist ammunition. The most common of these are the Tempest and Scorpius rounds commonly issued to Seeker Squads, but many other Legion forces may utilise even more esoteric and specialised ammunition.
Weapons with this Special Rule gain one optional additional Special Rule when used to attack.Many warriors are steady hut sure, slow to advance but no less deadly for it.
Models with this Special Rule cannot Pursue fleeing enemy Units.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.Some Esoterists study the Warp with the sole intent of discovering the weakness of those creatures that dwell within. Others see them as tools for the prosecution of war, unburdened by loyalty or purpose.
A Model with the Anathemata Discipline gains the following benefits:Painstakingly crafted to sub-molecular tolerances and meeting the exacting specifications of each Vigilator, each of these masterworks of mechanical technology are calibrated to deliver hardened penetrator rounds with immeasurably little variance between the point of aim and the point of impact.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Void Darts (Psychic Weapon) | |||||||
| Void Darts (Psychic Weapon) | 18 | D6 | 5 | 4 | 1 | Shred (5+), Force (D) | Psychic |
Binding the denizens of the Warp to their will, the Esoterist breaches the fabric of reality, dragging their otherworldly allies onto the battlefield and setting them upon their foe.
Trigger: The Active Player may choose to Manifest the Breach the Veil Psychic Power at the start of the Reserves Sub-Phase of their Movement Phase.Many Esoterists master the sealing ofxtheric energy and investigate any method of repelling the foul entities that spill from that realm, no matter how strange or ritualistic such arcane tricks might be.
Trigger: The Reactive Player may choose to declare a Seal the Veil Psychic Reaction at the start of Step 3 of the Charge Procedure for a Charge declared by the Active Player for a Unit which includes any Models with the Malefic Sub-Type.The rituals of stormcalling were a subset of wider shamanistic practise delved into by the White Scars who would otherwise bear the title of Librarians within most other Legions. Such acts, frowned upon by the Imperium even before the edicts of Nikaea, seemingly allowed its practitioners to summon forth what they believed was but a fraction the power of Chogoris, elemental forces that could be unleashed upon their foes or even used to manipulate the earth beneath their feet.
A Model with the Stormcalling Discipline gains the following benefits:A bolt of lightning summoned forth from the endless blue sky, this is the hallmark of the Stormseer’s power and a potent weapon against the enemies of the White Scars.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Unseen Bolt (Psychic Weapon) | |||||||
| Unseen Bolt (Psychic Weapon) | 36 | 1 | 4 | 4 | 1 | Blast (5"), Barrage (2), Stun (2), Force (RS) | Psychic |
Calling upon the ancient wisdom of the Chogorian shaman, a Stormseer can see the currents of the winds of the future, and speed his brethren along the swift path to victory.
This Power is used in the Movement Phase and can allow the Target Unit to move its full Rush distance as a normal Move.Amongst: the VIth Legion were warriors who acted as seers orspaemen, individuals who traced the threads of fate and harnessed what they understood to be the power of Fenris, beckoning it forth at will and directing it against their enemies.
A Model with the Runecasting Discipline gains the following benefits:The Caster of Runes summons a storm from the cold hearth of Morkai and channels it into an icy blast which shatters its frozen victims.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Wrath of the Death Wolf (Psychic Weapon) | |||||||
| Wrath of the Death Wolf (Psychic Weapon) | Template | 1 | 6 | 4 | 1 | Template, Stun (1), Force (D) | Psychic, Assault |
Calling forth a sudden blizzard from the aether, the Caster of Runes shrouds his own from the enemy’s depredations.
Trigger: The Reactive Player may choose to declare a Stormwrought Psychic Reaction in the Shooting Phase, at the start of Step 3 of a Shooting Attack made by the Active Player.This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the userand their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.
Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.Utilised primarily in boarding actions and Zone Mortalis operations, hoarding shields are bulkier than the similar combat shield, offering a measure of additional protection to the hearer and allowing them to form a formidable bulwark against enemy assault.
Boarding shields grant a 5+ Invulnerable Save, the Shield Trait and the Heavy Sub-Type.The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of armour, these enable the wearer to coordinate battlefield data with blinding speed.
A cognis-signum allows more accurate attacks to be made with Barrage Weapons.A combat shield is a wrist-mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage.
A combat shield grants a 5+ Invulnerable Save and a bonus to Focus Rolls.These powerful omni-vox arrays allow those leaders fortunate enough to have access to such rare assets to carefully judge the flow of battle and maintain close watch over their troops, urging them onwards to victory.
A command vox relay grants a bonus to Reserves Tests and can be used to grant other benefits.Within each of the Legions, individual companies maintain their own standards or icons, listing the battle honours earned. Whenever that formation goes to war, this icon is displayed proudly at the forefront of their advance.
A company standard adds a bonus to Combat Resolution.This device allows the wielder to witness the battlefield through the senses of the battle-automata under their command, and direct them accordingly.
Cortex controllers allow Automata to make Reactions.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.Dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.
Dozer blades allow Models to ignore the Movement penalties of Difficult Terrain.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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Frag Grenades | |||||||
| Frag Grenades | 6 | 1 | 3 | 6 | 1 | Blast (3") | Assault |
Each Legion maintains the military’ tradition of the battle standard. Be they a tattered flag that has weathered the shot and shell of a hundred battlefields, a burning steel standard, or a trophy rack bedecked with the heads of slain xenos, it is in the shadow of such icons that battles are won or lost.
Legion standards grant bonuses to Combat Resolution.The narthecium is a complex dispenser of wrist-mounted pressure-syringes. Filled with potent stimulants, these devices are intended to keep even the most horrifically injured Space Marines combat-capable.
A narthecium allows Recovery Tests to be made in the Morale Sub-Phase.A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability’ to direct their forces, even during the most chaotic battles.
Nuncio-vox allow Units to remove Statuses in the Start Phase.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.Many mechanically-minded combatants take to the battlefield bearing additional mechanical arms mounted upon their armour, or even upon their body itself, to aid repairs to armoured vehicles.
A Model with a servo-arm repairs additional Wounds or Hull Points when using the Battlesmith (X) Special Rule.Constructed by a series of armour-mounted generators, these layered energy shields diffuse heat energy around the bearer, protecting them from lethal energy strikes.
Thermal diffraction fields reduce the Damage of wounds inflicted by Weapons with specific Traits.The humble vexilla displays the heraldry of a particular squad or officer, proclaiming not only its designation in the Legion but also its proud legacy in the annals of the Great Crusade.
A vexilla adds a bonus to Combat Resolution scores.Some warriors specialise in battlefield triage and providing medical aid to their fellows, even under heavy fire. Such specialists are often identified by the variety of medical equipment they carry, from simple bindings and stim-packs, to complex arrays of piston-driven syringes dispensing unguents, serums and potent stimulants to keep their brethren combat-capable.
This Reaction allows the Reactive Player to make Recovery Tests for a Unit that is the target of a Shooting Attack if the Target Unit has a Medic.Many warriors go to battle carrying large protective shields, commonly issued when the fighting is expected to be conducted at close ranges, such as Zone Mortalis or breach storming engagements. With sufficient training, these warriors can form a moving bulwark, layering and overlapping such shields to provide protection against all hut the most determined attacks.
This Reaction allows the Reactive Player to gain a bonus to the Toughness Characteristic of Models in a Unit targeted by a Shooting Attack or Volley Attack if the majority of those Models have the Shield Trait.Many troops and even vehicles are fitted with an array of deployable defensive measures, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke grenade launchers. Despite their variety, all have the same simple purpose: to hide the users from the enemy.
This Reaction allows the Reactive Player to gain Shrouded Damage Mitigation Rolls for a Model with the Smokescreen Trait.The Legiones Astartes made use of a number of Weapons and items of Wargear that were unique to those legendary formations. This section presents the Rules for these Weapons and artefacts of the Horus Heresy.
Some Weapon Profiles are marked with an *. Such Profiles may not be used when this Weapon is selected to make attacks with unless the Controlling Player has selected the appropriate Wargear option on the firing Model’s Unit entry.
Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing firepower and elegance. Be they bespoke slug-throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents and the masters of the Space Marine Legions.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Archaeotech pistol | |||||||
| Archaeotech pistol | 12 | 1 | 6 | 4 | 2 | Pistol, Breaching (3+) | Assault |
Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves - used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these cannon rely on either huge, explosive payloads or advanced armour piercing technologies to achieve a destructive capacity that few other weapons can match.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Demolisher cannon | |||||||
| Demolisher cannon | 24 | 1 | 12 | 3 | 3 | Blast (3"), Breaching (5+), Ordnance (D), Stun (1) | - |
| Morbus bombard | |||||||
| Morbus bombard | |||||||
| - HE shell | |||||||
| - HE shell | 36 | 1 | 9 | 4 | 1 | Ordnance (D), Blast (5"), Barrage (2), Breaching (6+), Pinning (1) | - |
| - Phosphex shell* | |||||||
| - Phosphex shell* | 24 | 1 | 5 | 3 | 1 | Blast (5"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+) | Phosphex |
| Quad launcher | |||||||
| Quad launcher | |||||||
| - Frag | |||||||
| - Frag | 60 | 1 | 5 | 5 | 1 | Heavy (FP), Blast (5"), Barrage (2) | - |
| - Shatter | |||||||
| - Shatter | 36 | 4 | 7 | 4 | 1 | Heavy (D), Armourbane | - |
| - Phosphex canister shot* | |||||||
| - Phosphex canister shot* | 24 | 1 | 5 | 3 | 1 | Blast (3"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+) | Phosphex |
| Dreadhammer siege cannon | |||||||
| Dreadhammer siege cannon | 24 | 1 | 12 | 3 | 3 | Ordnance (D), Blast (5"), Breaching (5+), Stun (1) | - |
An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, hut a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour-piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Astartes shotgun | |||||||
| Astartes shotgun | 12 | 2 | 4 | - | 1 | Stun (0) | Assault, Auto |
| Rotor cannon | |||||||
| Rotor cannon | 24 | 3 | 3 | - | 1 | Heavy (FP), Suppressive (1) | Auto |
| Autocannon | |||||||
| Autocannon | 48 | 2 | 7 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Reaper autocannon | |||||||
| Reaper autocannon | 36 | 2 | 6 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Kheres assault cannon | |||||||
| Kheres assault cannon | 24 | 5 | 6 | 4 | 1 | Breaching (6+), Heavy (FP) | Auto |
| Gravis autocannon | |||||||
| Gravis autocannon | 48 | 3 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Gravis autocannon battery | |||||||
| Gravis autocannon battery | 48 | 5 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Predator cannon | |||||||
| Predator cannon | 48 | 3 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
| Punisher rotary cannon | |||||||
| Punisher rotary cannon | 36 | 8 | 6 | 4 | 1 | Ordnance (FP), Suppressive (2) | Auto |
| Twin accelerator autocannon | |||||||
| Twin accelerator autocannon | 48 | 6 | 7 | 4 | 2 | Breaching (6+), Rapid Tracking, Skyfire | Auto |
| Quad accelerator autocannon | |||||||
| Quad accelerator autocannon | 48 | 10 | 7 | 4 | 2 | Breaching (6+), Rapid Tracking, Skyfire | Auto |
| Fellblade accelerator cannon | |||||||
| Fellblade accelerator cannon | |||||||
| - HE shell | |||||||
| - HE shell | 100 | 1 | 8 | 3 | 2 | Blast (5"), Stun (2) | Auto |
| - AE shell | |||||||
| - AE shell | 100 | 1 | 12 | 2 | 3 | Blast (3"), Ordnance (D) | Auto |
| Skyreaper battery | |||||||
| Skyreaper battery | 48 | 6 | 7 | 4 | 2 | Rapid Tracking, Skyfire | Auto |
| Anvilus autocannon battery | |||||||
| Anvilus autocannon battery | 48 | 6 | 8 | 4 | 2 | Breaching (5+), Rapid Tracking, Skyfire | Auto |
| Anvilus snub autocannon | |||||||
| Anvilus snub autocannon | 24 | 3 | 7 | 4 | 2 | Breaching (5+) | Auto |
| Leviathan storm cannon | |||||||
| Leviathan storm cannon | 24 | 4 | 7 | 4 | 2 | Heavy (FP), Breaching (5+) | Auto |
| Kratos battlecannon | |||||||
| Kratos battlecannon | |||||||
| - HE shells | |||||||
| - HE shells | 36 | 1 | 8 | 4 | 1 | Ordnance (D), Blast (5"), Stun (1) | Auto |
| - AP shells | |||||||
| - AP shells | 36 | 1 | 8 | 2 | 2 | Ordnance (D), Armourbane | Auto |
| - Flashburn shells* | |||||||
| - Flashburn shells* | 24 | 1 | 9 | 2 | 3 | Ordnance (D), Armourbane, Overload (1) | Auto |
A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | 1 | Pistol | Assault, Bolt |
| Bolter | |||||||
| Bolter | 24 | 2 | 4 | 5 | 1 | - | Bolt |
| Twin bolter | |||||||
| Twin bolter | 24 | 4 | 4 | 5 | 1 | - | Bolt |
| Combi-bolter | |||||||
| Combi-bolter | 24 | 4 | 4 | 5 | 1 | - | Bolt |
| Kraken bolter | |||||||
| Kraken bolter | 30 | 2 | 4 | 4 | 1 | Precision (4+), Shot Selector | Bolt |
| Nemesis bolter | |||||||
| Nemesis bolter | 48 | 1 | 4 | 5 | 1 | Heavy (RS), Breaching (5+), Pinning (1), Precision (4+) | Bolt |
| Heavy bolter | |||||||
| Heavy bolter | 36 | 3 | 5 | 4 | 1 | Heavy (FP) | Bolt |
| Twin heavy bolter | |||||||
| Twin heavy bolter | 36 | 6 | 5 | 4 | 1 | - | Bolt |
| Gravis bolt cannon | |||||||
| Gravis bolt cannon | 36 | 6 | 5 | 4 | 2 | Heavy (FP) | Bolt |
| Gravis heavy bolter battery | |||||||
| Gravis heavy bolter battery | 36 | 8 | 5 | 4 | 1 | Suppressive (2) | Bolt |
| Twin Avenger bolt cannon | |||||||
| Twin Avenger bolt cannon | 36 | 10 | 6 | 3 | 1 | Suppressive (2) | Bolt |
An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.
Each Combi-weapon will have two components; a bolter Primary component and a Secondary component. Unless otherwise specified, each Combi-weapon has the following components:| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolter (Primary) | |||||||
| Bolter (Primary) | 24 | 2 | 4 | 5 | 1 | Combi | Bolt |
| Flamer (Secondary) | |||||||
| Flamer (Secondary) | Template | 1 | 4 | 5 | 1 | Template, Panic (1), Limited (1), Combi | Flame |
| Meltagun (Secondary) | |||||||
| Meltagun (Secondary) | 12 | 1 | 8 | 2 | 3 | Melta (6), Limited (1), Combi | Melta |
| Plasma gun (Secondary) | |||||||
| Plasma gun (Secondary) | 24 | 2 | 6 | 4 | 1 | Breaching (6+), Limited (1), Combi | Plasma |
| Volkite charger (Secondary) | |||||||
| Volkite charger (Secondary) | 15 | 2 | 5 | 5 | 1 | Deflagrate (5), Combi | Volkite |
| Grenade launcher (Secondary) - Krak | |||||||
| Grenade launcher (Secondary) - Krak | 24 | 1 | 6 | 4 | 2 | Combi | - |
| Graviton gun (Secondary) | |||||||
| Graviton gun (Secondary) | 18 | 1 | 6 | 4 | 1 | Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1), Limited (1), Combi | Graviton |
These esoteric energy weapons fire a beam that induces a subatomic implosion in their target, with the beam itself gathering power over distance up to a terminal point of beam instability. Conversion beam weapons are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power. As a result, they are primarily used for dedicated siege warfare or starship breaching assaults by specialised operators such as Techmarines and Mechanicum Destructors. More rarely, larger conversion beam weapons are mounted on a vehicle chassis with advanced control mechanisms and an abundance of reactor power such as the Contemptor pattern Dreadnought.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Conversion beam cannon | |||||||
| Conversion beam cannon | |||||||
<15 | 1 | 6 | 4 | 1 | Heavy (RS), Blast (3") | Conversion | |
15-30 | 1 | 7 | 3 | 2 | Heavy (RS), Blast (3") | Conversion | |
>30-45 | 1 | 8 | 2 | 3 | Heavy (RS), Blast (3") | Conversion | |
| Heavy conversion beam cannon | |||||||
| Heavy conversion beam cannon | |||||||
<15 | 1 | 6 | 4 | 1 | Heavy (RS), Blast (5") | Conversion | |
15-30 | 1 | 7 | 3 | 2 | Heavy (RS), Blast (5") | Conversion | |
>30-45 | 1 | 8 | 2 | 3 | Heavy (RS), Blast (5") | Conversion | |
| Inversion beamer | |||||||
| Inversion beamer | |||||||
<15 | 1 | 8 | 2 | 3 | Heavy (RS), Blast (5") | Conversion | |
15-30 | 1 | 7 | 3 | 2 | Heavy (RS), Blast (5") | Conversion | |
These brutal Terran weapons disrupt the molecular bonding of the target, literally tearing it apart whether it be flesh or ceramite. Common during the dark years of Old Night, these weapons were valued as much for the psychological impact of their use as for the efficacy of their actinic bolts.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Disintegrator pistol | |||||||
| Disintegrator pistol | 12 | 1 | 4 | 3 | 2 | Pistol, Overload (1) | Assault, Disintegrator |
| Disintegrator rifle | |||||||
| Disintegrator rifle | 24 | 1 | 4 | 3 | 2 | Overload (1) | Disintegrator |
| Disintegrator blaster | |||||||
| Disintegrator blaster | 18 | 1 | 5 | 2 | 2 | Overload (1) | Disintegrator |
| Heavy disintegrator | |||||||
| Heavy disintegrator | 24 | 1 | 6 | 2 | 2 | Heavy (FP), Overload (1) | Disintegrator |
| Twin heavy disintegrator | |||||||
| Twin heavy disintegrator | 24 | 2 | 7 | 2 | 2 | Overload (2) | Disintegrator |
| Disintegrator cannon | |||||||
| Disintegrator cannon | 24 | 2 | 9 | 2 | 3 | Overload (2) | Disintegrator |
Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Hand flamer | |||||||
| Hand flamer | Template | 1 | 3 | - | 1 | Template, Pistol | Assault, Flame |
| Flamer | |||||||
| Flamer | Template | 1 | 4 | 5 | 1 | Template, Panic (1) | Flame |
| Heavy flamer | |||||||
| Heavy flamer | Template | 1 | 5 | 4 | 1 | Template, Panic (1) | Flame |
| Twin heavy flamer | |||||||
| Twin heavy flamer | Template | 1 | 5 | 4 | 1 | Template, Panic (2) | Flame |
| Flamestorm cannon | |||||||
| Flamestorm cannon | Template | 1 | 6 | 4 | 2 | Template, Panic (2) | Flame |
| Photonic incinerator | |||||||
| Photonic incinerator | Template | 1 | 6 | 4 | 1 | Template, Panic (2) | Assault, Flame |
Little understood even by the Tech-Priests of Mars, the term ‘graviton gun’ refers to a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment. The power of the graviton gun’s highest settings is sufficient to rupture organs and crack bones even inside armour, but its primary use is to impede the enemy and damage machinery without the risk of secondary explosions.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Graviton gun | |||||||
| Graviton gun | 18 | 1 | 6 | 4 | 1 | Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1) | Graviton |
| Graviton cannon | |||||||
| Graviton cannon | 36 | 1 | 8 | 3 | 1 | Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (2) | Graviton |
| Graviton-charge cannon | |||||||
| Graviton-charge cannon | 24 | 1 | 9 | 3 | 2 | Heavy (D), Blast (5"), Barrage (1), Breaching (6+), Shock (Pinned), Pinning (3) | Graviton |
| Grav-flux bombard | |||||||
| Grav-flux bombard | 18 | 1 | 7 | 4 | 1 | Heavy (D), Blast (5"), Breaching (6+), Shock (Pinned), Pinning (2) | Graviton |
| Graviton pulveriser | |||||||
| Graviton pulveriser | 18 | 1 | 9 | 3 | 3 | Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (3) | Graviton |
In the Imperium, the term ‘las’ is applied to a wide variety’ of weapons, from crude particle weapons, such as the ubiquitous lascannon, to more complex and deadly weapons, such as the neutron laser beam cannon. The defining features that link these disparate weapons are their nature as energy weapons, rather than projectile weapons, and their reliance on rechargeable power packs or portable generators instead of conventional magazines. This ability to draw and project vast quantities of power has often made such weapons ideal anti-tank weapons among the ranks of the Legiones Astartes.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Lascannon | |||||||
| Lascannon | 48 | 1 | 9 | 2 | 1 | Heavy (D), Armourbane | Las |
| Twin lascannon | |||||||
| Twin lascannon | 48 | 2 | 9 | 2 | 1 | Heavy (D), Armourbane | Las |
| Lascannon array | |||||||
| Lascannon array | 48 | 2 | 9 | 2 | 3 | Armourbane | Las |
| Arachnus heavy lascannon battery | |||||||
| Arachnus heavy lascannon battery | 48 | 2 | 9 | 2 | 4 | Heavy (RS), Armourbane, Skyfire | Las |
| Laser destroyer | |||||||
| Laser destroyer | 36 | 2 | 10 | 2 | 2 | Heavy (D), Armourbane | Las |
| Magna laser destroyer | |||||||
| Magna laser destroyer | 36" | 2 | 10 | 2 | 3 | Ordnance (D), Armourbane | Las |
| Neutron beam laser | |||||||
| Neutron beam laser | 36 | 2 | 10 | 2 | 2 | Ordnance (D), Armourbane, Shock (Suppressed) | Las |
| Neutron blaster | |||||||
| Neutron blaster | 24 | 1 | 9 | 2 | 3 | Armourbane, Shock (Suppressed), Overload (1) | Las |
| Neutron laser battery | |||||||
| Neutron laser battery | 72 | 3 | 10 | 2 | 3 | Ordnance (D), Armourbane, Shock (Suppressed), Overload (1) | Las |
| Neutron-wave cannon | |||||||
| Neutron-wave cannon | 120 | 2 | 12 | 2 | 4 | Ordnance (D), Armourbane, Shock (Stunned) | Las |
| Turbo-laser destructor | |||||||
| Turbo-laser destructor | 96 | 1 | 12 | 2 | 6 | Blast (3"), Armourbane | Las |
Capable offocusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in use among the armies of Old Earth, Mars and Jupiter long before the Emperor unified Sol. However, it has been in use within the Legiones Astartes since their inception and every Legion bears examples of this fearsome weaponry.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Meltagun | |||||||
| Meltagun | 12 | 1 | 8 | 2 | 3 | Melta (6) | Melta |
| Multi-melta | |||||||
| Multi-melta | 24 | 1 | 8 | 2 | 3 | Heavy (RS), Melta (8) | Melta |
| Twin multi-melta | |||||||
| Twin multi-melta | 24 | 1 | 9 | 2 | 3 | Heavy (RS), Melta (8) | Melta |
| Gravis melta cannon | |||||||
| Gravis melta cannon | 24 | 1 | 9 | 2 | 4 | Heavy (RS), Melta (8) | Melta |
| Magna-melta cannon | |||||||
| Magna-melta cannon | 36 | 1 | 9 | 2 | 4 | Heavy (RS), Melta (12) | Melta |
| Cyclonic melta lance | |||||||
| Cyclonic melta lance | 12 | 3 | 8 | 2 | 3 | Heavy (RS), Melta (8) | Melta |
| Siege melta array | |||||||
| Siege melta array | 12 | 1 | 10 | 2 | 4 | Heavy (RS), Blast (5"), Melta (6) | Melta |
| Melta cutters | |||||||
| Melta cutters | 6 | 1 | 8 | 2 | 3 | Heavy (RS), Blast (3"), Melta (3) | Melta |
| Melta blast-gun | |||||||
| Melta blast-gun | 36 | 2 | 9 | 2 | 4 | Heavy (RS), Melta (24) | Melta |
| Sentry melta array | |||||||
| Sentry melta array | 18 | 2 | 8 | 2 | 2 | Heavy (RS), Melta (8) | Melta |
From guided missiles to explosive rockets, the Legiones Astartes make use of a variety’ of rocket-propelled munitions. Most common is the missile launcher, a man-portable weapon used to supplement the firepower of the Legion cohorts, but a number of vehicle mounted launchers serve as both artillery and anti-aircraft weapons. Though crude by comparison to many of the wonders bestowed upon the Legions by the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Missile launcher | |||||||
| Missile launcher | |||||||
| - Frag | |||||||
| - Frag | 48 | 1 | 4 | 6 | 1 | Heavy (RS), Blast (3") | Missile |
| - Krak | |||||||
| - Krak | 48 | 1 | 8 | 3 | 1 | Heavy (D) | Missile |
| - Flak | |||||||
| - Flak | 48 | 1 | 8 | 4 | 1 | Heavy (D), Skyfire | Missile |
| Vengeance launcher | |||||||
| Vengeance launcher | 48 | 1 | 7 | 4 | 1 | Blast (5") | Missile |
| Havoc launcher | |||||||
| Havoc launcher | 48 | 1 | 5 | 5 | 1 | Blast (3"), Stun (1) | Missile |
| Hunter-killer missile | |||||||
| Hunter-killer missile | 48 | 1 | 9 | 3 | 3 | Armourbane, Limited (1) | Missile |
| Hellstrike missile | |||||||
| Hellstrike missile | 48 | 1 | 9 | 3 | 3 | Armourbane, Limited (1) | Guided Missile |
| Deathstorm missile launcher | |||||||
| Deathstorm missile launcher | 18 | D3 | 6 | 4 | 1 | Pinning (1) | Missile |
| Kharybdis missile launcher | |||||||
| Kharybdis missile launcher | 18 | 5 | 6 | 4 | 1 | Pinning (1) | Missile |
| Rotary missile launcher | |||||||
| Rotary missile launcher | 48 | 3 | 8 | 2 | 2 | - | Missile |
| Sabre missile | |||||||
| Sabre missile | 36 | 1 | 7 | 4 | 2 | Breaching (6+), Limited (1) | Missile |
| Tempest rocket | |||||||
| Tempest rocket | 48 | 1 | 7 | 4 | 3 | Armourbane, Limited (1) | Guided Missile |
| Aiolos missile launcher | |||||||
| Aiolos missile launcher | 60 | 1 | 6 | 4 | 1 | Heavy (FP), Blast (3"), Barrage (1) | Missile |
| Boreas air defence missile | |||||||
| Boreas air defence missile | 48 | 1 | 8 | 2 | 3 | Limited (1), Skyfire, Rapid Tracking | Missile |
| Spicula rocket system | |||||||
| Spicula rocket system | 72 | 1 | 7 | 4 | 1 | Blast (7"), Barrage (2), Suppressive (1) | Missile |
| Arcus missile launcher | |||||||
| Arcus missile launcher | |||||||
| - Arcus warheads | |||||||
| - Arcus warheads | 36 | 5 | 8 | 2 | 2 | - | Missile |
| - Skyspear warheads | |||||||
| - Skyspear warheads | 36 | 3 | 8 | 2 | 2 | Skyfire, Armourbane, Rapid Tracking | Missile |
| - Pyrax warheads | |||||||
| - Pyrax warheads | 36 | 1 | 5 | 4 | 1 | Blast (5"), Panic (1) | Missile |
| - Neutron-flux warheads | |||||||
| - Neutron-flux warheads | 36 | 3 | 7 | 4 | 1 | Shock (Suppressed) | Missile |
| Cyclone missile launcher | |||||||
| Cyclone missile launcher | |||||||
| - Frag | |||||||
| - Frag | 48 | 1 | 4 | 6 | 1 | Heavy (RS), Blast (5") | Missile |
| - Krak | |||||||
| - Krak | 48 | 2 | 8 | 3 | 1 | Heavy (D) | Missile |
| - Flak | |||||||
| - Flak | 48 | 2 | 8 | 4 | 1 | Heavy (D), Skyfire | Missile |
| Scorpius missile launcher | |||||||
| Scorpius missile launcher | 48 | 1 | 8 | 4 | 1 | Heavy (FP), Blast (3"), Barrage (2), Breaching (5+) | Missile |
| Hyperios missile launcher | |||||||
| Hyperios missile launcher | 48 | 3 | 7 | 3 | 2 | Skyfire, Rapid Tracking | Missile |
| Orias frag missile | |||||||
| Orias frag missile | 48 | 1 | 6 | 5 | 1 | Barrage (3), Blast (5"), Limited (1) | Missile |
Spraying a spread of supercharged particles, these weapons strip the enemy apart atom by atom.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Particle shredder | |||||||
| Particle shredder | Template | 1 | 6 | 3 | 1 | Template, Breaching (6+), Overload (1) | Assault, Particle |
| Heavy particle shredder | |||||||
| Heavy particle shredder | Template | 1 | 6 | 3 | 2 | Template, Breaching (6+), Overload (1) | Assault, Particle |
Phosphex is a rare, corrosive, toxic and incendiary compound utterly inimical to life, deployed both in the form of large canister bombs and heavy shells. It expands on contact with air into a seething, liquid mist that burns with an eerie white-green flame which is attracted to movement. This gelid flame ignites metal and eats relentlessly into living tissue, and cannot be extinguished short of exposure to vacuum. As effective as this horrific weapon is, its use is not widespread, as it has a tainting effect beyond even rad weapons on the areas in which it is employed, and so it remains within the arsenals of the Space Marine Legions as a weapon of dire resort.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Phosphex bomb | |||||||
| Phosphex bomb | 6 | 1 | 5 | 3 | 1 | Blast (3"), Poisoned (3+), Panic (3), Breaching (5+) | Phosphex |
| Phosphex discharger | |||||||
| Phosphex discharger | 18 | 1 | 5 | 3 | 1 | Blast (3"), Limited (3), Poisoned (3+), Panic (3), Breaching (5+) | Phosphex |
Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental, magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielderas to the foe, and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Plasma pistol | |||||||
| Plasma pistol | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 12 | 1 | 6 | 4 | 1 | Pistol, Breaching (6+) | Assault, Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 12 | 1 | 7 | 4 | 1 | Pistol, Breaching (5+), Overload (1) | Assault, Plasma |
| Overcharged plasma pistol | |||||||
| Overcharged plasma pistol | 12 | 3 | 8 | 4 | 1 | Pistol, Breaching (4+), Overload (1) | Assault, Plasma |
| Plasma gun | |||||||
| Plasma gun | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 24 | 2 | 6 | 4 | 1 | Breaching (6+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 24 | 2 | 7 | 4 | 1 | Breaching (5+), Overload (1) | Plasma |
| Twin plasma gun | |||||||
| Twin plasma gun | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 24 | 2 | 6 | 4 | 1 | Breaching (5+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 24 | 2 | 7 | 4 | 1 | Breaching (4+), Overload (1) | Plasma |
| Plasma bombard | |||||||
| Plasma bombard | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 24 | 1 | 6 | 4 | 1 | Blast (3"), Barrage (1), Breaching (6+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 24 | 1 | 7 | 4 | 1 | Blast (3"), Barrage (1), Breaching (5+), Overload (2) | Plasma |
| Heavy plasma bombard | |||||||
| Heavy plasma bombard | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 36 | 1 | 7 | 4 | 2 | Blast (5"), Barrage (1), Breaching (6+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 36 | 1 | 8 | 4 | 2 | Blast (5"), Barrage (1), Breaching (5+), Overload (2) | Plasma |
| Plasma cannon | |||||||
| Plasma cannon | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 36 | 1 | 6 | 4 | 1 | Heavy (RS), Blast (3"), Breaching (6+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 36 | 1 | 6 | 4 | 1 | Heavy (RS), Blast (3"), Breaching (5+), Overload (2) | Plasma |
| Gravis plasma cannon | |||||||
| Gravis plasma cannon | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 36" | 1 | 7 | 4 | 1 | Heavy (RS), Blast (5"), Breaching (6+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 36" | 1 | 7 | 4 | 2 | Heavy (RS), Blast (5"), Breaching (5+), Overload (1) | Plasma |
| Plasma blaster | |||||||
| Plasma blaster | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 18 | 2 | 7 | 4 | 1 | Breaching (6+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 18 | 2 | 8 | 4 | 1 | Breaching (5+), Overload (1) | Plasma |
| Executioner plasma destroyer | |||||||
| Executioner plasma destroyer | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 36 | 1 | 8 | 4 | 1 | Blast (5"), Breaching (5+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 36 | 1 | 8 | 4 | 2 | Blast (5"), Breaching (4+), Overload (1) | Plasma |
| Hellfire plasma cannonade | |||||||
| Hellfire plasma cannonade | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 36 | 6 | 6 | 4 | 1 | Heavy (RS), Breaching (5+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 36 | 1 | 7 | 4 | 2 | Heavy (RS), Blast (5"), Breaching (4+), Overload (1) | Plasma |
| Omega plasma array | |||||||
| Omega plasma array | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 36 | 6 | 7 | 4 | 2 | Breaching (5+) | Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 36 | 1 | 8 | 4 | 2 | Blast (5"), Breaching (4+), Overload (1) | Plasma |
Special-issue weapons commonly only employed against the most dangerous ofxenoforms, rad grenades and warheads detonate with a short, intense burst of radiation and shower the immediate area with highly contaminated fall-out. As well as direct damage, these can be used to bombard an area, and have the effect of debilitating rather than slaying outright, rendering a target vulnerable to further injur}’.
| 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 |
Using waves of focused sound, sonic weapons brutally pummel their victims into submission, shattering armour plate, cracking bones and turning organs to jelly.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Concussive resonator | |||||||
| Concussive resonator | Template | 2 | 6 | 5 | 1 | Template, Overload (1), Stun (2) | Assault, Sonic |
‘Volkite’ is an arcane Martian term for a variety’ of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Horus Heresy and had been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Volkite serpenta | |||||||
| Volkite serpenta | 10 | 2 | 5 | 5 | 1 | Pistol, Deflagrate (5) | Assault, Volkite |
| Overcharged volkite serpenta | |||||||
| Overcharged volkite serpenta | 10 | 4 | 6 | 5 | 1 | Pistol, Deflagrate (5), Overload (1) | Assault, Volkite |
| Volkite charger | |||||||
| Volkite charger | 15 | 2 | 5 | 5 | 1 | Deflagrate (5) | Assault, Volkite |
| Twin volkite charger | |||||||
| Twin volkite charger | 15 | 3 | 5 | 5 | 1 | Deflagrate (5) | Volkite |
| Volkite caliver | |||||||
| Volkite caliver | 30 | 2 | 6 | 5 | 1 | Deflagrate (6) | Volkite |
| Twin volkite caliver | |||||||
| Twin volkite caliver | 30 | 3 | 6 | 5 | 1 | Heavy (FP), Deflagrate (6) | Volkite |
| Volkite culverin | |||||||
| Volkite culverin | 45 | 3 | 6 | 5 | 1 | Heavy (FP), Deflagrate (6) | Volkite |
| Twin volkite culverin | |||||||
| Twin volkite culverin | 45 | 6 | 6 | 5 | 1 | Heavy (FP), Deflagrate (6) | Volkite |
| Volkite falconet | |||||||
| Volkite falconet | 45 | 10 | 7 | 5 | 1 | Deflagrate (7), Pinning (2) | Volkite |
| Volkite saker | |||||||
| Volkite saker | 25 | 6 | 6 | 5 | 1 | Deflagrate (6) | Volkite |
| Volkite macro-saker | |||||||
| Volkite macro-saker | 45 | 8 | 6 | 5 | 2 | Deflagrate (6) | Volkite |
| Volkite carronade | |||||||
| Volkite carronade | 45 | 12 | 8 | 3 | 2 | Deflagrate (8) | Volkite |
| Volkite cardanelle | |||||||
| Volkite cardanelle | 45 | 12 | 7 | 5 | 2 | Deflagrate (7), Suppressive (1) | Volkite |
The Legiones Astartes also employ a number of other weapons that do not fall into any specif c category.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Grenade harness | |||||||
| Grenade harness | 6 | 1 | 5 | 6 | 1 | Blast (3"), Limited (1) | - |
| Grenade launcher | |||||||
| Grenade launcher | |||||||
| - Frag | |||||||
| - Frag | 24 | 1 | 3 | 6 | 1 | Blast (3") | - |
| - Krak | |||||||
| - Krak | 24 | 1 | 6 | 4 | 2 | - | - |
| Lascutter | |||||||
| Lascutter† | 8 | 1 | 10 | 2 | 2 | Ordnance (D), Armourbane | - |
These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy grips and a series of razor-edged blades mounted along the edge of the weapon and are set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays of fountaining gore it created as its effectiveness in battle.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Chainsword | |||||||
| Chainsword | 1 | A | S | 5 | 1 | Shred (6+) | Chain |
| Heavy chainaxe | |||||||
| Heavy chainaxe | -2 | A | +3 | 4 | 1 | Shred (6+) | Chain |
| Heavy chainsword | |||||||
| Heavy chainsword | -1 | A | +2 | 4 | 1 | Shred (6+) | Chain |
| Chainaxe | |||||||
| Chainaxe | -1 | A | +1 | 5 | 1 | Shred (6+) | Chain |
| Chainfist | |||||||
| Chainfist | -3 | -1 | +6 | 2 | 2 | Armourbane, Shred (6+) | Chain |
| Gravis chainfist | |||||||
| Gravis chainfist | -1 | A | +4 | 2 | 3 | Armourbane, Shred (6+) | Chain |
| Paired Gravis chainfists | |||||||
| Paired Gravis chainfists | -1 | A | +4 | 2 | 4 | Armourbane, Shred (6+) | Chain |
| Chain bayonet | |||||||
| Chain bayonet | 1 | A | S | 5 | 1 | Shred (6+) | Bayonet, Chain |
With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality’. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them. As well as the nobles of the Terran Court, certain Space Marine Legion officers favour the Charnabal weapons over more ‘clumsy’ power weapons, as they see them as being more responsive to true martial skill, while others think them effete and decadent weapons.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Charnabal sabre | |||||||
| Charnabal sabre | +1 | A | S | - | 1 | Breaching (6+), Duellist’s Edge (1) | Charnabal |
| Charnabal tabar | |||||||
| Charnabal tabar | 1 | A | +1 | - | 1 | Breaching (6+), Duellist’s Edge (1) | Charnabal |
Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors.
If a Model has a force weapon as part of its Wargear, you can select one of the following for that Model to have:| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Force sword | |||||||
| Force sword | 1 | A | +1 | 3 | 1 | Force (D) | Psychic |
| Force axe | |||||||
| Force axe | -1 | A | +2 | 2 | 1 | Force (D) | Psychic |
| Force maul | |||||||
| Force maul | -1 | A | +3 | 3 | 1 | Force (D) | Psychic |
| Force staff | |||||||
| Force staff | +1 | A | +2 | 4 | 1 | Force (D) | Psychic |
Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, Paragon blades are few in number and may take many forms. The most common Paragon blades are two-handed power weapons of extraordinary balance and durability, although even more rarely unique chain weapons wrought from the teeth of terrifying xenos-heasts and certain night-hlack sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, Paragon blades are valued beyond price by the Imperium’s warriors.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Paragon blade | |||||||
| Paragon blade | 1 | A | +1 | 2 | 1 | Critical Hit (6+) | - |
These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close-packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.
If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power sword | |||||||
| Power sword | 1 | A | S | 3 | 1 | Breaching (6+) | Power |
| Power axe | |||||||
| Power axe | -1 | A | +1 | 3 | 1 | Breaching (5+) | Power |
| Power maul | |||||||
| Power maul | -1 | A | +2 | 3 | 1 | Breaching (6+) | Power |
| Power lance | |||||||
| Power lance | +1 | A | S | 3 | 1 | Precision (6+) | Power |
| Power fist | |||||||
| Power fist | -3 | A | +4 | 2 | 2 | - | Power |
| Gravis power fist | |||||||
| Gravis power fist | 1 | A | +3 | 2 | 3 | - | Power |
| Paired Gravis power fists | |||||||
| Paired Gravis power fists | 1 | +1 | +3 | 2 | 3 | - | Power |
| Thunder hammer | |||||||
| Thunder hammer | -2 | A | +3 | 2 | 2 | - | Power |
| Crozius Arcanum | |||||||
| Crozius Arcanum | 1 | A | +2 | 3 | 2 | Breaching (6+) | Power |
| Lightning claw | |||||||
| Lightning claw | 1 | A | S | 3 | 1 | Rending (6+), Breaching (6+) | Power |
| Pair of lightning claws | |||||||
| Pair of lightning claws | 1 | +2 | S | 3 | 1 | Rending (6+), Breaching (6+) | Power |
| Saturnine war axe | |||||||
| Saturnine war axe | 1 | A | +1 | 2 | 2 | Reaping Blow (2) | Power |
| Saturnine concussion hammer | |||||||
| Saturnine concussion hammer | -3 | A | x2 | 2 | 3 | Critical Hit (6+) | Power |
| Saturnine disruption fist | |||||||
| Saturnine disruption fist | -2 | A | +2 | 2 | 3 | - | Power |
The Legiones Astartes also employ a number of other weapons that do not fall into any specific category.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Lascutter | |||||||
| Lascutter† | -3 | 1 | 12 | 2 | 4 | - | - |
| Krak grenades | |||||||
| Krak grenades | -3 | 1 | 6 | 4 | 2 | Detonation | - |
| Melta bombs | |||||||
| Melta bombs | -3 | 1 | 9 | 2 | 4 | Armourbane, Detonation | - |
| Leviathan siege claw | |||||||
| Leviathan siege claw | 1 | A | +2 | 2 | 3 | - | - |
| Paired Leviathan siege claws | |||||||
| Paired Leviathan siege claws | 1 | +1 | +2 | 2 | 3 | - | - |
| Leviathan siege drill | |||||||
| Leviathan siege drill | -2 | A | +4 | 2 | 3 | Armourbane | - |
| Paired Leviathan siege drills | |||||||
| Paired Leviathan siege drills | -2 | A | +4 | 2 | 4 | Armourbane | - |
| Bayonet | |||||||
| Bayonet | 1 | A | S | 5 | 1 | - | Bayonet |
| HIGH COMMAND – The highest ranked officers of an Army. |
| COMMAND – The line officers of an Army. |
| LORD OF WAR – The largest and most powerful Units available to any Army. No Army may spend more than 25% of its Points Limit on Units with either the Lord of War or Warlord Battlefield Role. |
Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.
The following Rules apply to all Models with the Unique Sub-Type:| HEAVY ASSAULT – Heavy assault Units used to break the enemy lines. |
| SUPPORT – Support troops that aid other warriors in the completion of their duties. |
| RECON – Light infantry and cavalry intended to harass, pursue and track the foe. |
| ARMOUR – Armoured vehicles capable of carrying the most powerful Weapons onto the field. |
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.Some weapons are designed not only to kill and main, but also to shock and disorient the foe. Such weapons may rely on blinding flares, bursts of enervating energy or even subtle poisons to slow and disable the enemy, but their effects are the same. Debilitated and vulnerable, warriors struck by such weapons become easy prey.
Weapons and other attacks that have the Stun (X) Special Rule have a chance of inflicting the Stunned Status on the Target Unit.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Havoc launcher | |||||||
| Havoc launcher | 48 | 1 | 5 | 5 | 1 | Blast (3"), Stun (1) | Missile |
Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Floras Heresy. While many such weapons are rare or temperamental in use, the sheer power of their attacks more than makes up for this.
With a Weapon that has the Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves.Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.
Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Twin accelerator autocannon | |||||||
| Twin accelerator autocannon | 48 | 6 | 7 | 4 | 2 | Breaching (6+), Rapid Tracking, Skyfire | Auto |
Huge artillery cannon and vast laser weapons are commonly employed as the primary armament of the greatest war machines of the Imperium. These weapons are devastating when properly braced and prepared for firing - more than capable of destroying smaller war engines in a single blast.
Weapons with the Ordnance (X) Special Rule double the value of a Characteristic when Stationary.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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Punisher rotary cannon | |||||||
| Punisher rotary cannon | 36 | 8 | 6 | 4 | 1 | Ordnance (FP), Suppressive (2) | Auto |
This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the userand their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.
Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.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.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.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.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.Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.
Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.Some weapons are designed for use in personal challenges rather than the vulgar press of battle. Often light and perfectly balanced, they provide a key edge in duels and bouts of honour.
A Weapon with the Duellist’s Edge (X) Special Rule grants a bonus to Focus Rolls in Challenges.On the battlefields of the Horus Heresy, precision proves far more valuable than wanton carnage, allowing attacks to be placed on the most valuable targets and not the chaff of the enemy army. Whether through well-honed skill or artfully crafted weapons, warriors capable of such feats are highly sought after in any host.
Attacks made with the Precision (X) Special Rule are allocated by the Attacking Player, not the Defender.Some weapons cleave flesh with ease, inflicting terrible wounds that no mortal toughness can resist. Though of less use against armour and steel, such munitions are capable of tearing bloody holes in the ranks of advancing infantry and stalling any attack in its tracks.
With a Weapon that has the Rending (X) Special Rule, there is a chance that a Hit Test may result in an automatic wound.Whether by skill or the merits of a weapon’s design, some warriors are capable of sweeping strikes that scythe through the ranks of the foe.
If a Model with this Special Rule is outnumbered, it gains extra attacks.Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.
Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close-packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.
If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power sword | |||||||
| Power sword | 1 | A | S | 3 | 1 | Breaching (6+) | Power |
| Power axe | |||||||
| Power axe | -1 | A | +1 | 3 | 1 | Breaching (5+) | Power |
| Power maul | |||||||
| Power maul | -1 | A | +2 | 3 | 1 | Breaching (6+) | Power |
| Power lance | |||||||
| Power lance | +1 | A | S | 3 | 1 | Precision (6+) | Power |
| Power fist | |||||||
| Power fist | -3 | A | +4 | 2 | 2 | - | Power |
| Gravis power fist | |||||||
| Gravis power fist | 1 | A | +3 | 2 | 3 | - | Power |
| Paired Gravis power fists | |||||||
| Paired Gravis power fists | 1 | +1 | +3 | 2 | 3 | - | Power |
| Thunder hammer | |||||||
| Thunder hammer | -2 | A | +3 | 2 | 2 | - | Power |
| Crozius Arcanum | |||||||
| Crozius Arcanum | 1 | A | +2 | 3 | 2 | Breaching (6+) | Power |
| Lightning claw | |||||||
| Lightning claw | 1 | A | S | 3 | 1 | Rending (6+), Breaching (6+) | Power |
| Pair of lightning claws | |||||||
| Pair of lightning claws | 1 | +2 | S | 3 | 1 | Rending (6+), Breaching (6+) | Power |
| Saturnine war axe | |||||||
| Saturnine war axe | 1 | A | +1 | 2 | 2 | Reaping Blow (2) | Power |
| Saturnine concussion hammer | |||||||
| Saturnine concussion hammer | -3 | A | x2 | 2 | 3 | Critical Hit (6+) | Power |
| Saturnine disruption fist | |||||||
| Saturnine disruption fist | -2 | A | +2 | 2 | 3 | - | Power |
A combat shield is a wrist-mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage.
A combat shield grants a 5+ Invulnerable Save and a bonus to Focus Rolls.Utilised primarily in boarding actions and Zone Mortalis operations, hoarding shields are bulkier than the similar combat shield, offering a measure of additional protection to the hearer and allowing them to form a formidable bulwark against enemy assault.
Boarding shields grant a 5+ Invulnerable Save, the Shield Trait and the Heavy Sub-Type.Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.
A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.Some weapons feature multiple weapons systems linked to the same trigger. Often each weapon will have a specific role, but in extremis, both can be fired simultaneously, blasting the foe with a variety of deadly munitions.
A Weapon with this Special Rule can fire multiple profiles simultaneously.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.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.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.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.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.An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.
Each Combi-weapon will have two components; a bolter Primary component and a Secondary component. Unless otherwise specified, each Combi-weapon has the following components:| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolter (Primary) | |||||||
| Bolter (Primary) | 24 | 2 | 4 | 5 | 1 | Combi | Bolt |
| Flamer (Secondary) | |||||||
| Flamer (Secondary) | Template | 1 | 4 | 5 | 1 | Template, Panic (1), Limited (1), Combi | Flame |
| Meltagun (Secondary) | |||||||
| Meltagun (Secondary) | 12 | 1 | 8 | 2 | 3 | Melta (6), Limited (1), Combi | Melta |
| Plasma gun (Secondary) | |||||||
| Plasma gun (Secondary) | 24 | 2 | 6 | 4 | 1 | Breaching (6+), Limited (1), Combi | Plasma |
| Volkite charger (Secondary) | |||||||
| Volkite charger (Secondary) | 15 | 2 | 5 | 5 | 1 | Deflagrate (5), Combi | Volkite |
| Grenade launcher (Secondary) - Krak | |||||||
| Grenade launcher (Secondary) - Krak | 24 | 1 | 6 | 4 | 2 | Combi | - |
| Graviton gun (Secondary) | |||||||
| Graviton gun (Secondary) | 18 | 1 | 6 | 4 | 1 | Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1), Limited (1), Combi | Graviton |
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.A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability’ to direct their forces, even during the most chaotic battles.
Nuncio-vox allow Units to remove Statuses in the Start Phase.The Dark Angels Trait is used in the following Legiones Astartes datasheets:
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:At the front of any charge and the heart of any defensive line are an army’s champions. These warriors stand ever ready to accept the challenge of their foes and inspire their allies.
The following Rules apply to all Models with the Champion Sub-Type: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:| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolter | |||||||
| Bolter | 24 | 2 | 4 | 5 | 1 | - | Bolt |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Terranic greatsword | |||||||
| Terranic greatsword | -1 | A | +2 | 3 | 2 | Breaching (5+) | Sword of the Order |
Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the xther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.
The following Rules apply to all Models with the Malefic Sub-Type:The Psyker Trait is used in the following Legiones Astartes datasheets:
Within the First Legion there are innumerable separate Orders, each dedicated to a singular creed of war. The Cenobium stand as the greatest exemplars of these Orders, their champions and foremost warriors each a keeper of the secrets held by that Order and a practitioner of the form of war they embody.
When a Unit that includes any Models with this Special Rule is selected as part of a Detachment, during Army selection, a single option from the Orders of the Hekatonystika presented below must be selected for all Models in that Unit.Each Order of the Hekatonystika specialised in the employment of one skill of war, one unique talent. They stood ready to deploy those skills whenever the Legion had need of a vanguard for the most dangerous missions and impossible assaults.
Some warriors exude such a terrifying aura that even those hardened by war and death are apprehensive in their presence. Whether this is due to a reputation for cruelty or brutal slaughter or the result of some technological device or psychic glamour makes little difference in the effect it has on the battlefield. Wise commanders will seek to keep their distance and engage such fearsome enemies at range rather than risk their wrath.
Models near an enemy Model with the Fear (X) Special Rule must reduce their Advanced Characteristics.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Chainsword | |||||||
| Chainsword | 1 | A | S | 5 | 1 | Shred (6+) | Chain |
By force of will a trained battle-psyker can channel the eldritch power of the Warp into their weapons and magnify their power greatly. Such power can come at a great cost, and if the psyker’s control wavers, they may be devoured by the very power they sought to chain.
A Weapon with this Special Rule may double a Characteristic with a Willpower Check, but may suffer Perils of the Warp.| ELITES – The most deadly of warriors available to an Army. |
The White Scars Trait is used in the following Legiones Astartes datasheets:
Some warriors are trained or equipped to make the most of the force of a charge. When they slam into enemy ranks, it is with the force of a thunderbolt.
On a successful Charge, a Model with the Impact (X) Special Rule temporarily increases a Characteristic by 1.Pathfinders and scouts are vital parts of any army, able to lead troops through even the worst terrain at speed. Cunning generals will seek to use such troops to outflank and outmanoeuvre the foe.
The Move Through Cover Special Rule allows the penalties of terrain to be ignored.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.Cavalry use their fast speed to strike deep into enemy territory and escape before their opponent is able to react. This type includes units mounted on bikes, jetbikes, land speeders and even traditional cavalry mounted on riding beasts.
The following Rules apply to all Models with the Cavalry Type:Whether forsaken as oathbreakers or simply deemed beneath their superiors’ notice, there are some warriors for whom death offers neither glory nor honour.
A Player scores less Victory Points when they destroy a Unit that includes only Models with this Special Rule.
| FAST ATTACK – Fast Units capable of striking the enemy and withdrawing at speed. |
The Space Wolves Trait is used in the following Legiones Astartes datasheets:
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power sword | |||||||
| Power sword | 1 | A | S | 3 | 1 | Breaching (6+) | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Frost sword | |||||||
| Frost sword | 1 | A | +1 | 3 | 1 | Breaching (5+), Reaping Blow (1) | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Frost axe | |||||||
| Frost axe | -1 | A | +1 | 3 | 1 | Breaching (4+), Reaping Blow (1) | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Frost claw | |||||||
| Frost claw | 1 | A | S | 3 | 1 | Breaching (4+), Reaping Blow (1), Shred (6+) | Power |
Some warriors are so inured to pain and suffering that nothing but the most grievous of hurts will slow their onslaught. The only way to stop such a berserk is to hit them again and again until at last they fall, the toll of their hurts far more than any mortal warrior should be capable of bearing.
Feel No Pain (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.| TROOPS – The line troops that hold ground and allow generals to claim victory. |
The Imperial Fists Trait is used in the following Legiones Astartes datasheets:
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power fist | |||||||
| Power fist | -3 | A | +4 | 2 | 2 | - | Power |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Combi-bolter | |||||||
| Combi-bolter | 24 | 4 | 4 | 5 | 1 | - | Bolt |
Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.
The following Rules apply to all Models with the Heavy Sub-Type:| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Heavy bolter | |||||||
| Heavy bolter | 36 | 3 | 5 | 4 | 1 | Heavy (FP) | Bolt |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Autocannon | |||||||
| Autocannon | 48 | 2 | 7 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
A prototype weapons system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the lliastus Satellite in the Sol System by the Dyzanique cult.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Iliastus Assault Cannon | |||||||
| Iliastus Assault Cannon | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 24 | 3 | 6 | 4 | 1 | Heavy (FP), Breaching (6+) | Auto |
| - Maximal fire | |||||||
| - Maximal fire | 24 | 5 | 6 | 4 | 1 | Heavy (FP), Breaching (6+), Overload (1) | Auto |
Some warriors are either so preternaturally tough, so bitterly intransigent or so favoured by fortune that they can survive almost any attack. Devastating close combat strikes and huge explosions all fail to bring down this warrior in a single hit and only repeated attacks can end their rampage.
A Model with this Special Rule takes less Damage from attacks.The Blood Angels Trait is used in the following Legiones Astartes datasheets:
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Plasma pistol | |||||||
| Plasma pistol | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 12 | 1 | 6 | 4 | 1 | Pistol, Breaching (6+) | Assault, Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 12 | 1 | 7 | 4 | 1 | Pistol, Breaching (5+), Overload (1) | Assault, Plasma |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power axe | |||||||
| Power axe | -1 | A | +1 | 3 | 1 | Breaching (5+) | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power maul | |||||||
| Power maul | -1 | A | +2 | 3 | 1 | Breaching (6+) | Power |
Some weapons are wreathed in flame emitted from small projectors, or burn with otherworldly fire, stirring a primaeval aversion in even the boldest warriors.
A Weapon with this Special Rule causes additional modifiers to a Target’s Leadership Characteristic.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Heavy flamer | |||||||
| Heavy flamer | Template | 1 | 5 | 4 | 1 | Template, Panic (1) | Flame |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Predator cannon | |||||||
| Predator cannon | 48 | 3 | 8 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |


The Iron Hands Trait is used in the following Legiones Astartes datasheets:
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.| WAR-ENGINE – The Dreadnoughts of the Legiones Astartes and other similar war engines. |

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| HEAVY TRANSPORT – The heaviest and most well-protected transports available to an Army. |
The Ultramarines Trait is used in the following Legiones Astartes datasheets:
| TRANSPORT – Units dedicated to ferrying more vulnerable Units across the Battlefield. |
The Salamanders Trait is used in the following Legiones Astartes datasheets:
Some warriors are renowned not purely for their skill at arms, but for the specific skills they bring to the aid of their fellows. Such warriors move among the ranks as they are needed, taking up position to use their abilities to the greatest advantage amid the shifting tide of battle.
The following Rules apply to all Models with the Specialist Sub-Type:| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Thunder hammer | |||||||
| Thunder hammer | -2 | A | +3 | 2 | 2 | - | Power |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Hand flamer | |||||||
| Hand flamer | Template | 1 | 3 | - | 1 | Template, Pistol | Assault, Flame |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Flamer | |||||||
| Flamer | Template | 1 | 4 | 5 | 1 | Template, Panic (1) | Flame |
The Raven Guard Trait is used in the following Legiones Astartes datasheets:
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Lightning claw | |||||||
| Lightning claw | 1 | A | S | 3 | 1 | Rending (6+), Breaching (6+) | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Pair of lightning claws | |||||||
| Pair of lightning claws | 1 | +2 | S | 3 | 1 | Rending (6+), Breaching (6+) | Power |
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.
Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.
Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.Some warriors specialise in battlefield triage and providing medical aid to their fellows, even under heavy fire. Such specialists are often identified by the variety of medical equipment they carry, from simple bindings and stim-packs, to complex arrays of piston-driven syringes dispensing unguents, serums and potent stimulants to keep their brethren combat-capable.
This Reaction allows the Reactive Player to make Recovery Tests for a Unit that is the target of a Shooting Attack if the Target Unit has a Medic.Deep strike deployments are usually conducted en-masse and at a distance from the enemy, lest the attacking force be destroyed in detail as it lands.
The Deep Strike Special Rule allows a Unit to enter play anywhere on the Battlefield.Painstakingly crafted to sub-molecular tolerances and meeting the exacting specifications of each Vigilator, each of these masterworks of mechanical technology are calibrated to deliver hardened penetrator rounds with immeasurably little variance between the point of aim and the point of impact.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Void Darts (Psychic Weapon) | |||||||
| Void Darts (Psychic Weapon) | 18 | D6 | 5 | 4 | 1 | Shred (5+), Force (D) | Psychic |
The Loyalist Trait is used in the following Legiones Astartes datasheets:
Many Esoterists master the sealing ofxtheric energy and investigate any method of repelling the foul entities that spill from that realm, no matter how strange or ritualistic such arcane tricks might be.
Trigger: The Reactive Player may choose to declare a Seal the Veil Psychic Reaction at the start of Step 3 of the Charge Procedure for a Charge declared by the Active Player for a Unit which includes any Models with the Malefic Sub-Type.The Traitor Trait is used in the following Legiones Astartes datasheets:
Binding the denizens of the Warp to their will, the Esoterist breaches the fabric of reality, dragging their otherworldly allies onto the battlefield and setting them upon their foe.
Trigger: The Active Player may choose to Manifest the Breach the Veil Psychic Power at the start of the Reserves Sub-Phase of their Movement Phase.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.A bolt of lightning summoned forth from the endless blue sky, this is the hallmark of the Stormseer’s power and a potent weapon against the enemies of the White Scars.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Unseen Bolt (Psychic Weapon) | |||||||
| Unseen Bolt (Psychic Weapon) | 36 | 1 | 4 | 4 | 1 | Blast (5"), Barrage (2), Stun (2), Force (RS) | Psychic |
Calling upon the ancient wisdom of the Chogorian shaman, a Stormseer can see the currents of the winds of the future, and speed his brethren along the swift path to victory.
This Power is used in the Movement Phase and can allow the Target Unit to move its full Rush distance as a normal Move.
Hatred can be a force as potent as any munition, driving troops to fight harder and more ferociously. The Horus Heresy would stoke old hatreds and spawn many new ones, granting canny commanders ample opportunity to set troops against their chosen foes.
The Hatred (X) Special Rule grants bonuses against enemies of a specific Faction, Type or Trait.The Caster of Runes summons a storm from the cold hearth of Morkai and channels it into an icy blast which shatters its frozen victims.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Wrath of the Death Wolf (Psychic Weapon) | |||||||
| Wrath of the Death Wolf (Psychic Weapon) | Template | 1 | 6 | 4 | 1 | Template, Stun (1), Force (D) | Psychic, Assault |
Calling forth a sudden blizzard from the aether, the Caster of Runes shrouds his own from the enemy’s depredations.
Trigger: The Reactive Player may choose to declare a Stormwrought Psychic Reaction in the Shooting Phase, at the start of Step 3 of a Shooting Attack made by the Active Player.Some units are drilled to hold the ground captured by the vanguard. Vigilant and steadfast, they are vital assets in any battle, standing sentinel over the vital objectives captured in any assault and holding back the foe’s counter-assault.
A Unit of Models with this Special Rule can control Objectives more easily and scores more Victory Points from controlling an Objective.Warriors trained to break the foe’s lines are often at the forefront of their host, but are ill-suited to holding ground in the face of an enemy counter-attack.
A Unit that includes Models with this Special Rule scores fewer Victory Points for controlling Objectives, but can score Victory Points for destroying enemy Units that hold Objectives.The steel warriors of the Mechanicum are unlike any other force in the galaxy, unflinching automatons of logic engrams and gears. Though far more rugged than even the Emperor’s Legiones Astartes, they are bound to the unchanging dictates of their programming and lack the tactical flexibility of flesh and blood warriors.
The following Rules apply to all Models with the Automata Type:An army without war engines is easy prey for the foe, and without specially trained warriors to repair those machines they will soon fail in the face of the Horus Heresy’s fury. Battlesmiths are charged with seeing to the care of the metal behemoths that lead every assault, keeping them operational and ensuring their guns never fall silent.
A Model with the Battlesmith (X) Special Rule can repair Vehicles, Automata and other mechanical Units.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.Some weapons are designed to feed from multiple small magazines loaded with specialist ammunition. The most common of these are the Tempest and Scorpius rounds commonly issued to Seeker Squads, but many other Legion forces may utilise even more esoteric and specialised ammunition.
Weapons with this Special Rule gain one optional additional Special Rule when used to attack.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.Designed to be carefully attached to a target and blast precise holes in the thickest armour, these cumbersome devices are ill-suited to open war. However, when a vulnerable target can be isolated in battle, there are no better tools for piercing its protection.
Weapons with this Special Rule can only attack Vehicles and immobile Models.Contents | ||