Legiones Astartes – Dark Angels Inner Circle Knights Cenobium – Order of the Broken Claws
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Dark Angels Inner Circle Knights Cenobium Order of the Broken Claws
UNIT COMPOSITION: 1 ORDER PRECEPTOR, 4 ORDER CENOBITES
285 PointsPts
• May include up to 5 additional Order Cenobites at +55 Points per Model.

Of the Orders of the Ist Legion’s Inner Circle, that of the Broken Claws had the fewest adherents, but not through insignificance. They were responsible for compiling the accounts of the battles waged against the dread Rangda and, in the wake of the xenos strain’s destruction, these knights were charged with guarding the spoils of those victories. As the events of the Horus Heresy transpired, the duties of the Order of the Broken Claws were extended, with small groups guarding stasis vaults containing relics acquired from vanquished foes of the Ist Legion, preventing them from falling into the hands of those who opposed the Imperium.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Order Preceptor (⌀40mm) 9 8 7 7
Order Preceptor (⌀40mm) 6 6 4 4 5 2 4 3 9 8 7 7 2+ 4+
Order Cenobite (⌀40mm) 8 8 7 7
Order Cenobite (⌀40mm) 6 5 4 4 5 2 4 3 8 8 7 7 2+ 4+
WARGEAR
  • Terranic greatsword
  • Plasma caster
  • Grenade harness (Order Preceptor only)
TRAITS
  • [Allegiance]
  • Dark Angels
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
  • Order of the Broken Claws
TYPE
  • Order Preceptor: Infantry (Sergeant, Heavy)
  • Order Cenobite: Infantry (Heavy)
OPTIONS
  • Any Model in this Unit may have its Terranic greatsword exchanged for one thunder hammer for +10 Points per Model.
SPECIAL RULES

Order of the Broken Claws

Of all the Ist Legion’s warriors, the Order of the Broken Claws were the most adept at combating the monstrous bio-forms of the Rangda, inured to their indescribable horror. While these knights had dwindled in number by the outbreak of the Horus Heresy, their hard-won experience in battling the inhuman would prove invaluable.

This Special Rule provides bonuses when Models with it are Locked in Combat with larger enemies.

Whilst a Model with this Special Rule is part of a Unit that is Locked in Combat with an enemy Unit that includes one or more Models with the Walker Type, Automata Type or Malefic Sub-Type:
  • That Model with this Special Rule has its Toughness Characteristic modified by +1.
  • When making a Characteristic Check that uses the Leadership, Cool, Willpower or Intelligence Characteristics of that Model with this Special Rule, the Controlling Player may ignore negative modifiers to that Characteristic.
Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the Assault Phase, with a higher value making it both easier for the Model to make attacks and more difficult for opponents to do so (see Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’s capacity for receiving Damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

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

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

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

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

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

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

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

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

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

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

If a Fire Group includes multiple attacks made with the Blast (X) Special Rule, do not place multiple Blast Markers. A single Blast Marker is placed using the Rules detailed above, and a Hit Test is made for each attack in that Fire Group. For each successful Hit Test, one Hit is inflicted for each Model from the target Unit that is fully or partially under the Blast Marker. If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests. For each Hit Test that was unsuccessful, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.
Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a modifier to a Model’s Strength Characteristic to determine the Strength used to make Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to-Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.
Breaching (X)

Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Floras Heresy. While many such weapons are rare or temperamental in use, the sheer power of their attacks more than makes up for this.

With a Weapon that has the Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves.

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

A Breaching Wound is always treated as having an AP Characteristic of 2 regardless of the Characteristics of the Weapon used to make the attack.
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
Overload (X)

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.

When the Controlling Player declares that attacks will be made for a Model using a Weapon or profile that has the Overload (X) Special Rule, any Hit Tests made for those attacks that result in a number that is equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had, before any modifiers are applied to the roll, are Misfires.

For Weapons that do not make Hit Tests, such as Weapons with the Template Special Rule, instead roll a number of dice equal to the Firepower Characteristic of the Weapon used to make the attack after the attack has been declared and the number of Models hit is determined. Each Dice that results in a number equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had creates a Misfire. This does not affect the number of Hits on the Target Unit created by this attack.

For each Misfire, the Unit for which the Hit Tests were made suffer a Hit - these Hits must form a new Fire Group or Strike Group, referred to as the ‘Misfire Group’.

Once the current Shooting Attack and any Reactions triggered by it have been fully resolved, the Misfire Group must be resolved. A Misfire Group is resolved in the same way as any other Fire Group or Strike Group, using the Profile of the Weapon used for the Fire Group or Strike Group it was created from. Wounds, Glancing Hits or Penetrating Hits from this Misfire Group are allocated by the Controlling Player, and must be allocated to a Model that made attacks as part of the Fire Group or Strike Group that generated the Misfire Group. If a Hit from a Misfire Group is generated by an attack made by a Model with the Vehicle Type, then it is resolved against the lowest Armour Value from all of the Model’s facings.

Hits, wounds or Casualties inflicted upon a Unit as a result of this Special Rule do not cause Leadership or Cool Checks, and Hits inflicted as part of a Misfire Group do not trigger any Special Rules that take effect as a result of a certain value on a Hit Test.
Template

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets.

Weapons and attacks with the Template Special Rule use the Flame Template to determine how many Models they Hit.

When making attacks for a Weapon or other effect that has the Template Special Rule, or otherwise uses a Template, no Hit Tests are made for the attack. Instead, when directed to make Hit Tests for such an attack, a single Template is placed to determine how many Hits are generated. A Template must be placed so that its narrow end is touching the Base of the Model, the edge of a Model’s Hull (if it has the Vehicle Type) or other point being used to make the attack, and so that no part of the Template covers or touches a friendly Model’s Base, Hull or otherwise would inflict Hits on a friendly Model. Within these restrictions, the Player making the attack may place the Template in an orientation of their choosing as long as at least one Model from the original Target Unit remains under the Template. If the Template cannot be placed under these restrictions, such as if it cannot be placed without covering or touching friendly Models, then no attack may be made.

Once the Template has been placed, a number of Hits using the profile of the Weapon or effect are inflicted on the Target Unit equal to the number of Models touched or covered by the Template. If the Weapon or attack has a Firepower Characteristic greater than 1 then only a single Template is placed, but the number of Hits inflicted per Model touched or covered by the Template is equal to the Firepower Characteristic of the attack or Weapon. If more than one enemy Unit has Models that are touched or covered by the Template in its final position, then Hits are inflicted on all such Units as noted above, Hits on Units other than the original target form a new Fire Group that must be placed to one side and used to resolve a separate Shooting Attack on the additional Target Unit once all attacks and Fire Groups from the original Shooting Attack have been fully resolved. When resolving Armour Penetration Tests for Hits inflicted by a Weapon with this Special Rule, the position of the Model that was used to make the attack is used to determine which Armour Facing is used.

Note that the Rules require a Template to be placed in Base Contact with the Model being used to make the attack, but this Model is not counted as having been Hit by the attack and does not stop the attack from being made. However, this only applies to the individual Model being used to make the attack, not to other Models in the same Unit.

Weapons with this Special Rule will have their Range Characteristic as Template’. This does not count as a value of ‘0’ or ‘-’. If a Rule requires a number for the Range Characteristic then all Weapons and attacks with this Special Rule are considered to have a Range Characteristic of ‘8’.

OTHER TEMPLATES
In some rare cases a Weapon may use a different Template than the standard Flame Template, in these cases the Template Rule may be expressed with a bracketed section stating which Template must be used when attacking with that Weapon. Otherwise, the Rules for its use are unchanged from those noted under the Template Special Rule, with the exception of the Range Characteristic it is considered to have.

An example of this is the use of the Hellstorm Template for certain very large Weapons. In this case the Rule would be expressed as ‘Template (Hellstorm)’ and the attack would be resolved using the Template Special Rule, but placing the larger Hellstorm Template. Weapons with the Template (Hellstorm) Special Rule are considered to have a Range Characteristic of ‘16’ when a Rule requires such weapons to have a numbered Range Characteristic.
Limited (X)

Some weapons carry only a severely limited stock of munitions. Often intended as weapons of last resort, used at the correct point they can turn the tide of battle.

A Weapon with the Limited (X) Special Rule can only be used to attack a limited number of times per Battle.

A Weapon with the Limited (X) Special Rule may only be used to make attacks as part of a Shooting Attack or Combat a number of times equal to the value of X attached to the specific variant of the Special Rule. Each time it is used to make attacks, the Firepower Characteristic or Attacks Modifier Characteristic of the Weapon is not modified by this Special Rule, only the number of times it may be selected in a given Battle.
Army List
Datasheets collated

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Characteristics and Modifiers
Characteristics can be modified by various Rules and Special Rules, temporarily altering the Base Value of that Characteristic, with the modified value referred to as its Current Value. If no modifiers have been applied to a given Characteristic then its Current Value is the same as its Base Value. The most common modifiers will add or subtract a fixed number from the Characteristics Base Value for a set duration, though some modifiers may multiply or divide the Base Value.

If a Rule calls for a modifier to be applied to a Characteristic that has already been modified, then that modifier is applied to the Current Value, not the Base Value. Modifiers that add or subtract a fixed value to the Characteristic do so to the Current Value and modifiers that multiply or divide the Characteristic multiply or divide the Current Value. Where multiple modifiers are applied to a Characteristic at the same time, any modifiers that multiply the Characteristic and/or modifiers that divide the Characteristic are applied first, then any modifiers that add to or subtract from the Characteristic are applied last.

Designer’s Note
Where any Rules call for multiple modifiers of different kinds to be applied to a value, they are always applied in the following order: multiplication then division, then addition and finally subtraction.

Some modifiers may simply ‘set’ the Current Value of a Characteristic to a specific value instead of modifying the Current Value or Base Value. Such modifiers override all other modifiers and are always applied last, replacing the modified Current Value with the set value.

For example, a Model’s Strength Characteristic has a Base Value of 4 on its Unit Profile.
  • If this Characteristic has a modifier of ‘+1’ applied to it, its Current Value would become 5.
  • If it had modifiers of both ‘+3’ and ‘-1’ applied to it then its Current Value would be 6.
  • If it had a modifier of ‘x2’ applied to it then its Current Value would be 8.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it then its Current Value would be 9.
  • If a modifier set its value to ‘2’, then its Current Value would be 2.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it and another modifier also set its value to ‘2’, then its Current Value would be 2.

The Dark Angels Trait is used in the following Legiones Astartes datasheets:

Warlord
Command
• Herald
• Moritat
• Optae
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Bulky (X)

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

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

A Model with the Bulky (X) Special Rule does not use up 1 Point of Transport Capacity when it Embarks on a Model with the Transport Sub-Type. Instead it uses up a number of points of Transport Capacity equal to the value of X attached to the variant of the Bulky (X) possessed by that Model.
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.

Terranic greatsword

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

Plasma-caster

Similar in design to the rare digital weapons of the lost Dark Age of Technology, these weapons are miniature versions of larger ordnance, fitted to the vambraces of Inner Circle Knights so they may fight freely in melee.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma-caster
Plasma-caster
- Sustained fire
- Sustained fire
Template
1
4
4
1
Template, Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
Template
1
4
4
1
Template, Breaching (5+), Overload (1)
Plasma

Grenade harness

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)
-
Implacable Advance

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.

The Controlling Player of a Model with this Special Rule treats all Ranged Weapons such a Model has that do not have any variant of the Heavy (X) Special Rule or Ordnance (X) Special Rule as having the Assault Trait.
Pursue – Roll a single Dice for each Unit that has been chosen to Pursue. Each Model in a Pursuing Unit must move a number of inches equal to their Initiative Characteristic, added to the result of the Dice rolled for the Unit that Model is part of, directly towards the nearest enemy Model from a Unit that has made a Fall Back Move from the selected Combat. If any Model from the Unit that is Pursuing ends its move in Base Contact with an enemy Model, then it is considered to have made a successful Charge and is Locked in Combat with the Unit that includes that enemy Model.

In the example pictured above the Unit marked in green has beaten the Unit marked in yellow. The yellow marked Unit has Fallen Back, while the green marked Unit will Pursue. The red marked Unit was not a part of the Combat. All Models in the green marked Unit must move directly towards Models in the yellow marked Unit when making their Pursue Move and cannot move towards Models in the red Marked Unit even though it is closer.
Slow and Purposeful

Many warriors are steady but sure, slow to advance but no less deadly for it.

Models with this Special Rule cannot Pursue fleeing enemy Units.

In Step 4 of the Resolution Sub-Phase, a Player that has won Combat cannot choose for a Unit that includes any Models with this Special Rule to Pursue, and must instead select another eligible option for that Unit.
Malefic

Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the ӕther 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:
  • When a Unit composed entirely of Models with the Malefic Sub-Type would gain a Tactical Status of any kind, that Tactical Status is not applied to the Models in the Unit, but instead the Unit suffers D3 automatic wounds with an AP of 2 and a Damage Characteristic of 1 against which no Saving Throws of any kind may be made. Once these wounds are resolved, no Tactical Status is applied to any Model in the Unit.
  • Models with the Malefic Sub-Type are not affected by Special Rules that negatively modify their Leadership, Cool, Willpower or Intelligence Characteristics.
  • No Model that does not also have the Malefic Sub-Type may join or be joined by a Unit that includes one or more Models with the Malefic Sub-Type.

Thunder hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Characteristic Checks
The most common type of Check is the Characteristic Check, often separately named for the Characteristic to be checked (e.g., Leadership Check, Intelligence Check, Cool Check or Willpower Check).

When a Characteristic Check is made for an individual Model, then the Target Number for the Check is always equal to the value of the Characteristic of the same name possessed by the Model. For example, the Target Number of a Willpower Check made for a Model with Willpower 7 would be 7.

When a Characteristic Check is made for a Unit rather than an individual Model, the Target Number for the Check is equal to the value of the Characteristic of the same name possessed by the Model with the lowest Characteristic of the same name in the Unit. For example, the Target Number of a Leadership Check made for a Unit that includes Models with Leadership Characteristics of 6, 8 and 10 would be 6 - the lowest of the available Characteristic values. Note that if the Unit includes a Model with the Sergeant or Command Sub-Types then that Model’s Characteristic may always be used instead of any other Model’s.

In most cases if a Check is passed then there is no further effect, while failure will often result in the Model for which the Check is made being affected by the Rule which called for the Check. Unlike Tests, Checks must be rolled one at a time and should not be rolled in batches in order to avoid confusion over which Dice refer to which Check.
Walker

These massive engines of war are unlike the soulless warriors of the Mechanicum, for at their heart rests a mortal warrior whose instincts and experience guides their steel body on the field of battle.

The following Rules apply to all Models with the Walker Type:
  • When targeting a Unit that includes any Models with the Walker Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Model with the Walker Type may attack with all Weapons they have in each Shooting Attack they make, including as part of a Reaction. Note that this does not allow Weapons that do not have the Assault Trait to be used to attack as part of a Volley Attack.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Walker Type counts as a number of Models equal to that Model’s Base Wounds Value.
Automata

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:
  • Models with the Automata Type cannot gain any Tactical Statuses and are considered to automatically pass any Check made to avoid gaining a Tactical Status. However, if a Unit that contains any Models with the Automata Type also includes any Models that do not have the Automata Type, that Check must be made using the Characteristics of one of the Models that does not have the Automata Type and is not automatically passed.
  • When targeting a Unit that includes any Models with the Automata Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Unit that includes one or more Models with the Automata Type may not make Reactions.
Order of the Broken Claws

Of all the Ist Legion’s warriors, the Order of the Broken Claws were the most adept at combating the monstrous bio-forms of the Rangda, inured to their indescribable horror. While these knights had dwindled in number by the outbreak of the Horus Heresy, their hard-won experience in battling the inhuman would prove invaluable.

This Special Rule provides bonuses when Models with it are Locked in Combat with larger enemies.

Whilst a Model with this Special Rule is part of a Unit that is Locked in Combat with an enemy Unit that includes one or more Models with the Walker Type, Automata Type or Malefic Sub-Type:
  • That Model with this Special Rule has its Toughness Characteristic modified by +1.
  • When making a Characteristic Check that uses the Leadership, Cool, Willpower or Intelligence Characteristics of that Model with this Special Rule, the Controlling Player may ignore negative modifiers to that Characteristic.
© Vyacheslav Maltsev 2013-2026