Legiones Astartes – Lotara Sarrin
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  • Lotara Sarrin 85 Points
Captain of the Conqueror, A Rose Watered with Blood
UNIT COMPOSITION: 1 LOTARA SARRIN

Lotara Sarrin’s meteoric rise through the ranks was aided by a remarkable understanding and aptitude for void warfare and led to her eventual command of the World Eaters flagship, the Conqueror. At the head of this vessel she remained a calm and ordered presence among a Legion noted for rashness of action, and was noted to command an unusual level of influence over, and respect from Angron and his equerry, Khârn. Many have dared to speculate that a degree of the World Eaters’ successes during the later years of the Great Crusade were actually down to the coordination provided from orbit by the Conqueror and her attendant fleet.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Lotara Sarrin (⌀28mm) 9 9 8 8
Lotara Sarrin (⌀28mm) 6 3 3 3 3 2 3 2 9 9 8 8 6+ 5+
WARGEAR
  • Fleet Service Pistol
  • The Conqueror’s Bite
TRAITS
  • Traitor
  • World Eaters
SPECIAL RULES
  • Shadow of the Conqueror
  • Level-headed
TYPE
  • Infantry (Unique, Sergeant, Specialist)
WARGEAR

Fleet Service Pistol

Lotara Sarrin carried a simple regulation service pistol at her hip. Despite displaying a reasonable degree of marksmanship, this weapon remained rarely drawn, and even more rarely fired.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Fleet Service Pistol
Fleet Service Pistol
12
1
3
-
1
Pistol
Assault

The Conqueror’s Bite

As Flag-Admiral, Lotara Sarrin carried a ceremonial powered blade at her hip. Schooled in its use by Khârn, he named this weapon, to the derision of Sarrin herself, who saw little worth in such sentimentality.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Conqueror’s Bite
The Conqueror’s Bite
I
A
S
2
1
-
Power

SPECIAL RULES

Shadow of the Conqueror

On the rare occasions that Lotara Sarrin deigns to leave the Conqueror, its loyal crew know to remain on hand in low orbit above her location. This vast vessel casts an ominous pall over the battlefield, ever ready to extract or reinforce its captain if required, or rain fire down on any who would approach too close, its well-drilled gunnery crews able to deliver heavy ordnance with exacting precision.

If a Model with this Special Rule is included in the Primary Detachment of this Army and is on the Battlefield, in the Effects Sub-Phase of the Start Phase, the Controlling Player of the Model with this Special Rule can make an Intelligence Check for that Model. If that Check is successful, the Controlling Player can select one of the following options:
  • Coordinate: Once during this Turn, before making a Reserves Test for a Unit in Aerial Reserves, the Controlling Player can modify the result of that Reserves Test by +1.
  • Annihilate: Once during their opponent’s next Movement Phase, the Controlling Player can make the Guns of the Conqueror Advanced Reaction.

Guns of the Conqueror Advanced Reaction
Trigger: The Reactive Player may deciare a Guns of the Conqueror Advanced Reaction in Step 2 of the Move SubPhase process, if an enemy Unit ends a move within 24" and Line of Sight of any Model in a Unit under the Reactive Player’s Control that includes a Model with this Special Rule.

Cost: The Reactive Player must spend 3 Points of their Reaction Allotment to declare a Guns of the Conqueror Advanced Reaction. If this Reaction is declared, the Unit that includes the Model with this Special Rule is considered to be the Reacting Unit.

Target: The Target Unit is always the Unit whose Move triggered the Reaction.

Process: Once the Guns of the Conqueror Advanced Reaction has been declared, the Reactive Player makes a Shooting Attack targeting the Target Unit, using the following profile. The Hit Test for this Shooting Attack is automatically unsuccessful.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Guns of the Conqueror
Guns of the Conqueror
24
1
10
3
3
Barrage (2), Blast (7"), Breaching (5+)
Assault

Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Active Player must then completely resolve any remaining elements of the Target Unit’s movement.

Level-headed

Lotara Sarrin’s career was notable for her stable demeanour, especially among a Legion noted for its rash and impulsive deployments. Some among the World Eaters noted that those who fought in her presence did so in a state of relative lucidity.

A Unit that Lotara Sarrin has joined may use her Characteristics to remove Tactical Statuses.

If a Unit includes a Model with this Special Rule, during the Start Phase of their Turn as the Active Player the Controlling Player may make a Check to remove a single Status from all Models in the Unit that includes the Model with this Special Rule. This Check is made using the Characteristics of the Model with this Special Rule (using Cool, unless attempting to remove Routed, in which case Leadership is used).

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

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.
Pistol

Compact and deadly, pistols are ideal weapons in close quarters. They lack the sheer range of larger weapons, but can be brought to bear with impressive speed and are no less deadly than their larger counterparts.

A Model may attack with two Weapons that have the Pistol Special Rule.

During Step 3 of any Shooting Attack, a Player may choose to have a Model under their control make attacks with two Weapons rather than one if both Weapons have the Pistol Special Rule.

Fleet Service Pistol

Lotara Sarrin carried a simple regulation service pistol at her hip. Despite displaying a reasonable degree of marksmanship, this weapon remained rarely drawn, and even more rarely fired.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Fleet Service Pistol
Fleet Service Pistol
12
1
3
-
1
Pistol
Assault
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.

The Conqueror’s Bite

As Flag-Admiral, Lotara Sarrin carried a ceremonial powered blade at her hip. Schooled in its use by Khârn, he named this weapon, to the derision of Sarrin herself, who saw little worth in such sentimentality.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Conqueror’s Bite
The Conqueror’s Bite
I
A
S
2
1
-
Power

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

The World Eaters Trait is used in the following Legiones Astartes datasheets:

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.
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.
Sergeant

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

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

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:
Aerial Reserves
As such, all Models with the Flyer Sub-Type must always begin any Battle in a special type of Reserves referred to as Aerial Reserves. Aerial Reserves operate in exactly the same fashion as Reserves, with the exception that only Rules that specifically reference Aerial Reserves can allow Models to enter or leave Aerial Reserves or otherwise modify or affect Models in Aerial Reserves or any Reserves Rolls made for them.
Barrage (X)

Long range artillery fire is the terror of any infantry advance, striking its targets no matter what cover they seek or where they attempt to take shelter.

A Weapon with this Special Rule may be used to attack Target Units out of Line of Sight.

If a Unit for which a Shooting Attack is made includes any Models with one or more Weapons with this Special Rule, then in Step 2 of the Shooting Attack process they may ignore the restriction on requiring Line of Sight to a Target Unit. If a Player uses this Special Rule to declare a Shooting Attack on a Unit that the attacking Unit cannot draw a Line of Sight to, then in Step 3 of the Shooting Attack process that Player may only declare attacks with Weapons that have this Special Rule.

If a Weapon with this Special Rule and the Blast (X) Special Rule is used to attack a Unit without Line of Sight to that Unit, then no Hit Test is made and an Indirect Scatter Roll must be made for the Blast Marker placed as part of the attack. If such a Weapon makes more than a single attack then a separate Indirect Scatter Roll is made for each attack. When making an Indirect Scatter Roll for such an attack, the number of Dice rolled alongside the Scatter Dice is determined by the value of X for the Weapon with the Barrage (X) Special Rule, the value of these Dice is then totalled to find the distance the attack Scatters.
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.
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.
Shadow of the Conqueror

On the rare occasions that Lotara Sarrin deigns to leave the Conqueror, its loyal crew know to remain on hand in low orbit above her location. This vast vessel casts an ominous pall over the battlefield, ever ready to extract or reinforce its captain if required, or rain fire down on any who would approach too close, its well-drilled gunnery crews able to deliver heavy ordnance with exacting precision.

If a Model with this Special Rule is included in the Primary Detachment of this Army and is on the Battlefield, in the Effects Sub-Phase of the Start Phase, the Controlling Player of the Model with this Special Rule can make an Intelligence Check for that Model. If that Check is successful, the Controlling Player can select one of the following options:
  • Coordinate: Once during this Turn, before making a Reserves Test for a Unit in Aerial Reserves, the Controlling Player can modify the result of that Reserves Test by +1.
  • Annihilate: Once during their opponent’s next Movement Phase, the Controlling Player can make the Guns of the Conqueror Advanced Reaction.

Guns of the Conqueror Advanced Reaction
Trigger: The Reactive Player may deciare a Guns of the Conqueror Advanced Reaction in Step 2 of the Move SubPhase process, if an enemy Unit ends a move within 24" and Line of Sight of any Model in a Unit under the Reactive Player’s Control that includes a Model with this Special Rule.

Cost: The Reactive Player must spend 3 Points of their Reaction Allotment to declare a Guns of the Conqueror Advanced Reaction. If this Reaction is declared, the Unit that includes the Model with this Special Rule is considered to be the Reacting Unit.

Target: The Target Unit is always the Unit whose Move triggered the Reaction.

Process: Once the Guns of the Conqueror Advanced Reaction has been declared, the Reactive Player makes a Shooting Attack targeting the Target Unit, using the following profile. The Hit Test for this Shooting Attack is automatically unsuccessful.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Guns of the Conqueror
Guns of the Conqueror
24
1
10
3
3
Barrage (2), Blast (7"), Breaching (5+)
Assault

Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Active Player must then completely resolve any remaining elements of the Target Unit’s movement.
Level-headed

Lotara Sarrin’s career was notable for her stable demeanour, especially among a Legion noted for its rash and impulsive deployments. Some among the World Eaters noted that those who fought in her presence did so in a state of relative lucidity.

A Unit that Lotara Sarrin has joined may use her Characteristics to remove Tactical Statuses.

If a Unit includes a Model with this Special Rule, during the Start Phase of their Turn as the Active Player the Controlling Player may make a Check to remove a single Status from all Models in the Unit that includes the Model with this Special Rule. This Check is made using the Characteristics of the Model with this Special Rule (using Cool, unless attempting to remove Routed, in which case Leadership is used).
HIGH COMMAND – The highest ranked officers of an Army.
COMMAND – The line officers of an Army.
Primary Detachments
All Armies must include one, and no more than one, Primary Detachment.

Every Army must include a single Primary Detachment - and may never include more than one. Each High Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Apex or Auxiliary Detachment to be added to the Army. Likewise, each Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Apex and Auxiliary Detachments added to the Army in this manner are linked to the Primary Detachment and must use the same Army List to select any Units that are selected to fill Force Organisation Slots in those Detachments. Players may choose not to add additional Detachments when eligible to do so.
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.
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.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.

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

The following Advanced Reactions are presented in this section:
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

To determine Line of Sight, use a tape measure or other device to determine if an unbroken straight line can be drawn between the first Model and its target. If a piece of Terrain, Model with the Vehicle Type or other obstruction breaks the line between those two Models then there is no Line of Sight, if the line is unobstructed then both Models have Line of Sight to each other.

In the example pictured above, a Salamander is in close proximity to two Iron Warriors. The topmost Iron Warrior and the Salamander have Line of Sight to each other, as no terrain or other obstruction breaks the line between the two Models. However, no Line of Sight exists between the lower Iron Warrior and the Salamander, as the building breaks the line between the two Models.

Area Terrain only obstructs Line of Sight if the line passes through more than 3" of an Area of Terrain - except for Heavy Area Terrain, which always obstructs Line of Sight, and Light Area Terrain, which never blocks Line of Sight. Models that do not have the Vehicle Type do not obstruct Line of Sight regardless of their size. Models that are Embarked on another Model, in Reserves or otherwise not on the Battlefield never have Line of Sight to any other Model. Note that if a Model has Line of Sight to another Model, then that Model must have Line of Sight to the first Model, and that a Model is always considered to have Line of Sight to itself and is always considered to be in range of itself while it is on the Battlefield.

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
Turn
A Battle is split into a number of Turns. Once the last Turn of a Battle has been completely resolved, the Battle ends. In general, when used without a qualifier, the term Turn refers to Battle Turns.
Checks
In order to make a Check, the rolling Player rolls two Dice and compares the total of the two results against a Target Number. If the combined result of the two rolled Dice is equal to or lower than the Target Number then the Check has been passed, but if the combined result of the two Dice is higher than the Target Number then the Check has been failed.

The Target Number for most Checks is determined by one of the Characteristics of the Model for which the Check is made (only Cool, Willpower, Intelligence or Leadership may be used for Characteristic Checks), unless stated otherwise the Target Number for a Check will be the value of the noted Characteristic, though some Rules may apply additional modifiers or use a fixed value instead of a Characteristic.
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.
Routed
The Routed Status reflects a Unit that has suffered such a catastrophic reversal that it must fall back from the front line in order to regroup and recover.

The Routed Status can be inflicted by any of the following:
  • As part of the effects of the Panic (X) Special Rule.
  • If a Unit has had 25% or more of the Models that were part of that Unit at the start of a Shooting Attack Removed as Casualties due to that Shooting Attack, then the Controlling Player must pass a Leadership Check for that Unit or it gains the Routed Status (see the Rules for Panic in the Morale Sub-Phase
  • The Controlling Player of a Unit that loses Combat must take a Leadership Check for that Unit in the Resolution Sub-Phase and if the Check is failed then the Unit gains the Routed Status.
  • Other Rules may also apply the Routed Status, these Rules will specify how and when this occurs.

The following Rules apply to any Unit that includes one or more Models that have the Routed Status:
  • The Controlling Player of a Unit that includes any Models that are Routed must make all Shooting Attacks for that Unit as Snap Shots.
  • The Controlling Player of a Unit that includes any Models that are Routed may not declare any Reactions for that Unit.
  • A Unit with the Routed Status may not move in the Move Sub-Phase of the Movement Phase - any effect that would force them to move or Rush in the Movement Phase has no effect.
  • In the Rout Sub-Phase of the Movement Phase, a Unit that includes any Models with the Routed Status must Fall Back.
  • Any Models that have the Routed Status and move into contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone stop moving, and any Models that have the Routed Status and begin the Rout Sub-Phase in contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone remain Stationary.
  • If a Unit that includes one or more Models with the Routed Status enters contact with an edge of the Battlefield within the Controlling Player’s Deployment Zone as part of a Fall Back Move, a Leadership Check must be made for that Unit once all Models in the Unit have completed their moves. If that Leadership Check is failed, then all Models in the Unit are immediately removed from play as Casualties. However, if that Leadership Check is passed then the Unit remains in play and all Models in the Unit lose the Routed Status, but gain the Suppressed Status.
  • In the Assault Phase Charges may not be declared for a Unit that includes any Models with the Routed Status and any Rule or effect that would otherwise force such a Unit to make a Charge has no effect.
  • A Unit that includes any Models with the Routed Status in the Resolution Sub-Phase of the Assault Phase must always Fall Back at the end of that Sub-Phase.

Designer’s Note
Astute readers will have noted that a Unit under the Reactive Player’s control that loses Combat and gains the Routed Status will be forced to Fall Back from that Combat and will then have to Fall Back a second time in the Controlling Player’s following Movement Phase. This is entirely intentional, and is intended to avoid Units ‘ping-ponging’ in and out of Combat. Players whose Units have been Routed will benefit from the fact that they must halt at the Battlefield Edge, stopping them running to their doom, and the fact that being attacked while Routed does not result in the immediate removal of the Routed Unit, nor stop them from shooting. Furthermore, the various Liber books will present additional options and Wargear that will allow Players the opportunity to mitigate or remove Statuses outside of the Statuses Sub-Phase.
Army List
Datasheets collated

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