Legiones Astartes – Dominion Zephon
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  • Dominion Zephon 185 Points
The Bringer of Sorrow, The Exile, The Twice-born, Exarch of the High Host
UNIT COMPOSITION: 1 DOMINION ZEPHON

Dominion Zephon was a warrior and artist of great renown whose exemplary record was abruptly cut short by devastating injury during the Great Crusade. When the bionics rebuilding his body refused to integrate, Zephon solemnly accepted a diplomatic role in the Crusader blast on Terra, far from his Legion. There he languished in this inglorious duty until the outbreak of the Horus Heresy. With the aid of Technoarchaeologist Arkhan Land during the War in the Webway, Zephon’s broken body was born again even as the Blood Angels returned to Terra.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Dominion Zephon (⌀32mm) 10 9 9 9
Dominion Zephon (⌀32mm) 12 6 5 4 4 4 5 4 10 9 9 9 2+ 4+
WARGEAR
  • Lament & Grief
  • The Spiritum Sanguis
  • Rad grenades
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Blood Angels
SPECIAL RULES
  • Officer of the Line (2)
  • Bulky (2)
  • Deep Strike
  • Eternal Warrior (1)
TYPE
  • Infantry (Unique, Command, Antigrav)
WARGEAR

Lament & Grief

A pair of artificer-made Volkite serpenta pistols, Lament and Griefft. re powerful beams of blinding white light over short ranges that sear the flesh as well as the sight of their targets.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lament & Grief
Lament & Grief
10
6
5
5
1
Deflagrate (5), Stun (1)
Assault, Volkite

The Spiritum Sanguis

A powerful broad-bladed sword of exquisite craftsmanship, the Spiritum Sanguis was presented to Zephon by the IXth Legion’s Master of Artisans upon his departure to join the Crusader Host on Terra.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Spiritum Sanguis
The Spiritum Sanguis
1
A
+1
2
2
Reaping Blow (1)
Power
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.
Detonation

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.

A Weapon or attack with this Special Rule may only be selected during Step 2 of any Combat in the Fight Sub-Phase if the Unit making attacks is only Locked in Combat with enemy Units composed of Models with the Vehicle Type and Models with a Movement Characteristic of ‘0’ or ‘-’. If a Unit is Locked in Combat with any enemy Units that include any Models that do not have the Vehicle Type or a Movement Characteristic of ‘0’ or ‘-’ then no Model may use a Weapon or other attack that has this Special Rule.

A Weapon or other attack with this Special Rule may also be used to make attacks targeting a Model with the Building Type or a Terrain Piece that has a Toughness or Armour Characteristic.

Krak grenades

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Krak grenades
Krak grenades
-3
1
6
4
2
Detonation
-
Infantry

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

Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
Reaping Blow (X)

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.

If a Model is outnumbered in Combat and either has this Special Rule or is made to attack with a Weapon that has this Special Rule, then that Model gains a bonus to its Attacks Characteristic equal to the value of X attached to the variant of this Special Rule it has access to. To be considered outnumbered, the total number of Friendly Models Locked in the same Combat must be less than the total number of Enemy Models Locked in the same Combat - Models with the Bulky (X) Special Rule count as a number of Models equal to the value of X in the variant of the Bulky (X) Special Rule that Model has. This Special Rule has no effect during the Challenge Sub-Phase, and no Model that is Engaged in a Challenge may gain additional Attacks due to this Special Rule.
Deflagrate (X)

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

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

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

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Frag Grenades

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

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

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

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

The Loyalist Trait is used in the following Legiones Astartes datasheets:

Unique

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:
  • An Army may not include more than a single instance of a given Model with this Sub-Type. For example, if Model A and Model B both have the Unique Sub-Type then a single Army could include one of Model A and one of Model B, but no more than one of either Model.
  • A Model with the Unique Sub-Type or a Unit composed entirely of Models with the Unique Sub-Type may not have any options other than those included on its Army List Profile selected for them.
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.
Eternal Warrior (X)

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.

When a Model with the Eternal Warrior (X) Special Rule is allocated an Unsaved Wound, the Damage of the Unsaved Wound is reduced by the value of X attached to the specific variant of the Eternal Warrior (X) Special Rule. The effects of this Special Rule cannot reduce the Damage of an Unsaved Wound to less than 1, regardless of the value of X.
COMMAND – The line officers of an Army.
Command

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

The following Rules apply to all Models with the Command Sub-Type:
Poisoned (X)

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

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

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

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.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Stunned Status and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.
Antigrav

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

The following Rules apply to all Models with the Antigrav Sub-Type:
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore the effects of any and all Terrain it passes over during movement, including passing over Impassable Terrain without penalty or restriction. However, such Units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain Tests as normal.
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore both friendly and enemy Models and Units when moving. However, when moving over a friendly Unit all Models with the Antigrav Sub-Type must end their move at least 1" away from all Models that are not part of the same Unit, or if moving over an enemy Unit, must end their move at least 1" away from any enemy Model.
Deep Strike

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.

A Unit that includes only Models with the Deep Strike Special Rule that enters play from Reserves may make a Deep Strike instead of deploying as described in the Reserves Rules. No more than one Unit may attempt a Deep Strike in a given Player Turn. The Unit attempting a Deep Strike may have another Unit without the Deep Strike Special Rule Embarked upon it if the Deep Striking Unit includes Models with the Transport Sub-Type (note that some Missions may allow more Units to attempt a Deep Strike in the same Player Turn. This will be specifically noted in the Mission Special Rules section of that Mission). Note that in Missions where the Reserves Mission Special Rule is not in use, the Deep Strike Special Rule has no effect. Furthermore, Units may not make use of the Deep Strike Special Rule during the first Battle Turn, even if they enter play from Reserves.

To perform a Deep Strike, the Active Player must declare an Eligible Unit that has entered play from Reserves in the Reserves Sub-Phase as the Deep Striking Unit. The Active Player must then select one Model from that Unit and place it anywhere on the Battlefield. This Model must be placed at least 1" away from any enemy Model, Battlefield Edge or piece of Impassable Terrain. Once this first Model has been placed, the remaining Models in the Unit must be placed within Unit Coherency with at least one other Model in the same Unit and within 6" of the first Model placed. No Models may be placed within 1" of an enemy Model, any Battlefield Edge or a piece of Impassable Terrain. Any Models that cannot be placed using these Rules must be Removed as a Casualty immediately. This deployment must take place during the Reserves Sub-Phase, and a Unit that deploys as a Deep Strike may not move in the Move Sub-Phase of the same Player Turn or have a Charge declared for it in the Charge Sub-Phase of the same Player Turn, but may make Shooting Attacks as normal. A Unit that is Embarked on a Model that is deployed as part of a Deep Strike may Disembark during the Move Sub-Phase of the same Player Turn, but may not make any move other than the move made to Disembark and may not have a Charge declared for it in the Charge Sub-Phase of the same Player Turn.

Enemy Units may declare Intercept Reactions against a Unit deployed as part of a Deep Strike, but not Reposition Reactions.

This datasheet has Command Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:

Officer of the Line (X)

Some officers are not renowned for their skills in combat or for the great glories they have won, but rather for their steadfast leadership and skill in logistics. Often unassuming and under-appreciated, it is these warriors that hold the armies of the Imperium together and only the most foolish general will overlook them in favour of more vainglorious officers.

Models with this Special Rule allow more Auxiliary Detachments to be included in an Army.

If a Model with this Special Rule is selected to fill a Command Slot in any Detachment in the Crusade Force Organisation Chart, then the Controlling Player may select a number of Auxiliary Detachments equal to the value of X in the specific variant of this Special Rule instead of just one.

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

Phage (X)

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

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

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

Rad grenades

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

Lament & Grief

A pair of artificer-made Volkite serpenta pistols, Lament and Griefft. re powerful beams of blinding white light over short ranges that sear the flesh as well as the sight of their targets.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lament & Grief
Lament & Grief
10
6
5
5
1
Deflagrate (5), Stun (1)
Assault, Volkite

The Spiritum Sanguis

A powerful broad-bladed sword of exquisite craftsmanship, the Spiritum Sanguis was presented to Zephon by the IXth Legion’s Master of Artisans upon his departure to join the Crusader Host on Terra.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Spiritum Sanguis
The Spiritum Sanguis
1
A
+1
2
2
Reaping Blow (1)
Power
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