Orbital Assault Vehicle

Drop pods and other dedicated orbital assault vehicles are intended for one purpose only - to deliver warriors and equipment from orbiting spacecraft to battlefields on a planet’s surface. Once deployed they play little further part in the battle, serving only to support the onslaught of their passengers.

A Model with this Special Rule must Deep Strike.

A Model with this Special Rule must be Deployed onto the Battlefield using the Deep Strike Special Rule and is treated as though it has that Special Rule. It may never be deployed without using the Deep Strike Special Rule, regardless of any other Rule or Mission, and if forced to do so it is immediately reduced to 0 Hull Points.
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.
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.
Trait
A Trait is similar to a Characteristic, in that it is attached to specific Models, however a Trait has no numerical value attached to it. Unlike Characteristics a Trait has no intrinsic Rules attached to it, but other Rules may operate differently when targeting a Model with a specific Trait.
Army List
An Army List is a list of Units and Models that comprise a Faction. It is used by a Player to select an Army in conjunction with a Force Organisation Chart. The Rules governing Army Lists and Army selection are presented in more detail here.
Faction
Faction is a type of Trait that refers to the various forces that fought during the Horus Heresy. Each Model in an Army must belong to one of these Factions. Examples of Factions include: each of the Space Marine Legions (Ultramarines, Sons of Horus, etc.), the Legio Custodes, the Sisters of Silence and the Mechanicum. A given Detachment will usually only include Models from one Faction (though an Army may include Models from more than one Faction) and certain Special Rules only affect Models with a certain Faction.
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.
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:
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:
Apex Detachments
An Army can include any number of Apex Detachments, depending on the number and type of High Command Choices selected.

An Army may include any number of Apex Detachments. The number available in any Army is determined by the number of High Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Apex Detachment to be taken. Any High Command Force Organisation Slots that were optionally used to include an additional Auxiliary Detachment in the Army do not also allow an Apex Detachment to be included - for each High Command Slot the Controlling Player may include one Apex Detachment or one Auxiliary Detachment, not both. All Apex Detachments are linked to other Detachments, usually Primary Detachments, which determines which Army List and Faction must be used by the Apex Detachment. Each High Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Apex Detachment or Auxiliary Detachment to be linked to the Primary Detachment. Furthermore, each Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Auxiliary Detachment to be linked to the Primary Detachment.
Auxiliary Detachments
An Army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

An Army may include any number of Auxiliary Detachments. The number available in any Army is determined by the number of Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Auxiliary Detachment to be taken. A Player may also choose to include an Auxiliary Detachment for one or more of the High Command Force Organisation Slots available to them, gaining one Auxiliary Detachment for each High Command Slot selected, but any High Command Slots selected in this manner no longer grant the Player an Apex Detachment. All Auxiliary Detachments are linked to other Detachments, usually either Primary or Allied Detachments, which determines which Army List and Faction must be used by the Auxiliary Detachment.
HIGH COMMAND – The highest ranked officers of an Army.
RETINUE – Warriors whose task is to guard the Army’s officers.
COMMAND – The line officers of an Army.
RECON – Light infantry and cavalry intended to harass, pursue and track the foe.
Allied Detachments
Armies do not have to include an Allied Detachment and can include more than one, but no more than 50% of the Points Limit may be spent on allied Units and all Allied Detachments must be a different Faction than the Primary Detachment.

An Army does not have to include an Allied Detachment, but may include any number of Allied Detachments the Controlling Player chooses - as long as the total Points Value of all Units selected in all Allied Detachments combined is no more than 50% (rounded up to the nearest whole number) of the Points Limit set for a Battle. All Units selected to fill Force Organisation Slots in an Allied Detachment must be selected from a different Faction than that used for the Primary Detachment. If more than one Allied Detachment is included in an Army, then all Allied Detachments in the Army must be of a different Faction than the Primary Detachment, but may be the same as other Allied Detachments.

Each Command Force Organisation Slot filled in an Allied 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. Auxiliary Detachments added to the Army when selecting Command Choices for an Allied Detachment remain separate Detachments, but are linked to that Allied Detachment that allowed their selection and must use the same Army List to select any Units that are selected to fill Force Organisation Slots. Players may choose not to add additional Detachments when eligible to do so.
ARMOUR – Armoured vehicles capable of carrying the most powerful Weapons onto the field.
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:
Detachment
A Detachment is a gaming element composed of one or more Units. The composition of a given Detachment is decided by the Controlling Player during Army selection based on the Force Organisation Chart being used for that Army. A Detachment’s main function is in the selection of an Army, and during an individual Battle imposes only limited restrictions for the Models and Units that are part of that Detachment. Any restrictions imposed on Units during a Battle based on the Detachment it was selected as part of will most often be due to interactions between Units of different Factions.
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:
Saving Throws
Wounds inflicted on a Model will cause Damage, reducing the Model’s Wounds Characteristic and possibly removing it from play as a Casualty. However, before any Damage is inflicted, wounds can be negated by means of Saving Throws. A Model may have one Saving Throw made for each wound inflicted on it, with a successful Saving Throw causing that wound to be discarded - however, only one Saving Throw may be made for any given wound that has been inflicted on a Model, regardless of how many Saving Throws a Model may have.

If a Model has any Saving Throws available they will be listed either on that Model’s profile as Characteristics or detailed by any Special Rules that apply to the Model. A Saving Throw will normally be listed as a numerical value followed by a ‘+’ symbol, for example, an Armour Save of ‘4+’. The value listed as part of any Saving Throw is the Target Number for the associated Test. The various types of Saving Throw available are in this section, indicating when they may be made and any additional Rules that apply to that type of Saving Throw.
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.
Expendable (X)

Whether forsaken as oathbreakers or simply deemed beneath their superiors’ notice, there are some warriors for whom death offers neither glory nor honour.

A Player scores less Victory Points when they destroy a Unit that includes only Models with this Special Rule.

The number of Victory Points scored by the opponent when a Unit that includes only Models with this Special Rule is entirely Removed as Casualties, for example, as part of the Vanguard (X) Special Rule, First Strike (X) or Slay the Warlord (X) Mission Special Rules, is reduced by the value of X, to a minimum of 1. If a Unit includes Models with different variants of this Special Rule, then the lowest value of X that was present on any Model in the Unit at the start of the Player Turn in which the last Model in the Unit is Removed as a Casualty is used to determine the effect of this Special Rule on that Unit.

Note that, if, at the start of any Player Turn a Unit includes any Models that do not have this Special Rule, then this Special Rule has no effect on that Unit for the duration of that Player Turn regardless of how many other Models in the Unit may have any variant of this Special Rule.
Reserves
Various Rules will allow or require Players to place Units in Reserves. Reserves is an area outside of the bounds of the Battlefield - Models that are in Reserves may not be selected or attacked during any Player’s Turn, but do not count as having been Removed as Casualties. Models that are in Reserves should be kept near the Battlefield, but separate from any Models Removed as Casualties and must be made known to all other Players in the game.

While Units are in Reserves, the Controlling Player may freely declare that Units in Reserves have Embarked upon another friendly Unit that is in Reserves if the Unit would normally be capable of doing so. Likewise, Models in Reserves that are capable of joining or leaving Units may join or leave a friendly Unit that is also in Reserves freely by means of the Controlling Player declaring it is so.

Entering Battle From Reserves
In the Reserves Sub-Phase of the Active Player’s Movement Phase, each Unit that the Active Player has in Reserves must take a Reserves Test. See Rules for taking Reserves Test and moving Models into play from Reserves.

Entering Reserves from the Battlefield
A Unit may only enter Reserves from the Battlefield if a Special Rule allows it to do so. Where this is the case, the Special Rule in question will detail how this is accomplished. The only Core Rules that allow Models to enter Reserves from the Battlefield are those for Models with the Flyer Sub-Type.

In general Models may not move ‘off of the Battlefield’, and moving to the Battlefield Edge does not allow a Unit to enter Reserves.
Unit Coherency
To be in Unit Coherency all Models in a Unit must be no more than 2" measured horizontally or 6" vertically from at least one other Model that is in the same Unit. In addition, all Models in a given Unit must form one contiguous group while also maintaining Unit Coherency, and even if the Models retain Coherency may not split into separate groups. When measuring distance to determine if a Unit is in Unit Coherency, all distances are measured Base-to-Base (see the Rules for Measuring).

The example pictured above shows a Unit of Salamanders in Unit Coherency - all of the Models form one contiguous group with no more than 2" between each Model and at least one other member of the same Unit.

A Unit must remain in Unit Coherency while on the Battlefield. All Models in a Unit that is being moved must end that move in Unit Coherency - if they cannot then they may not be moved. When removing Models from a Unit, Models may be removed in a manner that means the Unit will no longer be in Unit Coherency, however, note this may lead to penalties being applied - see the Rules for Out of Coherency below.
Removed as a Casualty
A Model Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other Model or Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an Emergency Disembarkation.

A number of Rules, including Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
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.
Rending (X)

Some weapons cleave flesh with ease, inflicting terrible wounds that no mortal toughness can resist. Though of less use against armour and steel, such munitions are capable of tearing bloody holes in the ranks of advancing infantry and stalling any attack in its tracks.

With a Weapon that has the Rending (X) Special Rule, there is a chance that a Hit Test may result in an automatic wound.

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

When required to make a Wound Test for a Rending Hit, no Dice are rolled and the Wound Test succeeds automatically regardless of the Weapon’s Strength or the Target’s Toughness. The Wound Test is treated as if the result had been ‘6’ for the purposes of any Rules that would be triggered on certain results of a Wound Test. Wounds caused by a Rending Hit use the AP and Damage Characteristics of the Weapon used to make the attack and retain any Special Rules that Weapon had.

If the Target Unit for an attack made with a Weapon that has this Special Rule includes any Models with the Vehicle Type, then this Special Rule has no effect.
Critical Hit (X)

Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.

Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.

When any Hit Test is made for an attack with the Critical Hit (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 Critical Hit (X) Special Rule, then if a Hit is inflicted by that Hit Test, that Hit becomes a ‘Critical Hit’.

A Critical Hit automatically inflicts a wound without any Dice being rolled, counting as the roll of a ‘6’ for any variable Special Rules that might be triggered by a Wound Test, and increases the Damage Characteristic of the Hit by +1.
Ranged Hit Tests
Ranged Hit Tests include all Hit Tests made outside of Combat or at a distance further than Base-to-Base Contact. Ranged Hit Tests are normally part of a Shooting Attack which details how to select targets. The Rules in this section are focussed only on the process of rolling Hit Tests.

When making a Ranged Hit Test for any Model, roll a number of Dice equal to the Firepower Characteristic of any one Weapon that the Model has (or when instructed roll all of the Dice for attacks made using the same Ballistic Skill and for identical Weapons - a grouping known as a Fire Group - see the Rules for the Shooting Phase for more details). These Dice are rolled as a Test, using the Ranged Hit Test Table and the attacking Model’s Ballistic Skill to determine the Target number for the Test.

RANGED HIT TEST TABLE
The following table is used to determine the Target Number for Ranged Hit Tests:

BS10+987654321
Target NumberAC3+C4+C5+C6+2+3+4+5+6+
*Snap Shots2+3+3+4+4+5+5+6+6+F
BS10+9876
Target NumberAC3+C4+C5+C6+
*Snap Shots2+3+3+4+4+
BS54321
Target Number2+3+4+5+6+
*Snap Shots5+5+6+6+F
*Some Rules may require Ranged Hit: Tests to be made as Snap Shots, such Hit Tests use this row to determine their Target Number.

Where a number is shown, that is the Target Number of the Ranged Hit Test. For other entries, use the following Rules to resolve the Hit Test:

F (Fail) – If the table shows an ‘F’ then no Dice are rolled and the Test automatically fails to Hit, applying any effects a miss would normally apply to the attacking Model. For Weapons with the Rending (X) Special Rule, a result of F does not trigger the Rending (X) Special Rule.
A (Automatic) – if the table shows an ‘A’ then no Dice are rolled and the Test automatically succeeds as if the Dice’s natural result had been a ‘6’, applying all effects that such a result would normally apply. In addition, such an attack also applies all of the effects of a Critical Hit (see the Critical Hit (X) Special Rule).
CX+ (Critical Hit) – If the table shows a ‘CX+’, then the Target Number of the Ranged Hit Test is 2+, but if the roll results in a value equal to or greater than the value of ‘X’ then the Hit gains the effects of the Critical Hit (X) Special Rule.

As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a Hit on the Target Unit.
Pintle Mounted – Pintle Mounted Weapons may attack targets in any Firing Arc without restriction, and are always counted as Defensive Weapons and as having the Assault Trait regardless of the Weapon’s Characteristics.
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.
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.
Stun (X)

Some weapons are designed not only to kill and maim, 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.

Havoc launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Havoc launcher
Havoc launcher
48
1
5
5
1
Blast (3"), Stun (1)
Missile
Breaching (X)

Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Horus 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.
Rapid Tracking

Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.

Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.

Each time a Model makes a Shooting Attack as part of the Intercept Advanced Reaction, its Controlling Player can select a Weapon with this Special Rule for that Shooting Attack, even if it is not a Defensive Weapon.
Skyfire

Most combat aircraft fly at such speeds that regular weaponry is hard pressed to track or hit them. Only cannon and beams specifically designed to strike such swift targets have any hope of landing hits upon them by any means other than sheer luck.

Attacks made with the Skyfire Special Rule ignore penalties when attacking Flyers.

A Hit Test made for a Weapon with the Skyfire Special Rule ignores any rule that would require attacks made targeting an enemy Unit that contains any Models with the Flyer Sub-Type to be made as Snap Shots. Instead such an attack makes a normal Hit Test using the Ballistic Skill of the attacking Model - this includes attacks made as part of any Reaction. A Unit that includes any Models with any Tactical Status may not benefit from the effects of this Special Rule.

Twin accelerator autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin accelerator autocannon
Twin accelerator autocannon
48
6
7
4
2
Breaching (6+), Rapid Tracking, Skyfire
Auto
Ordnance (X)

Huge artillery cannon and vast laser weapons are commonly employed as the primary armament of the greatest war machines of the Imperium. These weapons are devastating when properly braced and prepared for firing - more than capable of destroying smaller war engines in a single blast.

Weapons with the Ordnance (X) Special Rule double the value of a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Ordnance (X) Special Rule, a modifier of x2 is applied to a Characteristic if the Model with that Weapon is part of a Unit that remained stationary in the Controlling Player’s previous Movement Phase (if that Characteristic is AP, then the AP is instead changed to AP 2). The value of X in the specific variant of the Ordnance (X) Special Rule determines which Characteristic gains the x2 modifier.
Suppressive (X)

A hail of enemy gunfire serves to keep any warrior’s head down, and some weapons are designed specifically to suppress the foe. Only the most steadfast of troops will continue the advance when all they can hear is the whistle and crack of gunshots and the screams of the fallen.

Weapons and other attacks that have the Suppressive (X) Special Rule have a chance of inflicting the Suppressed Status on the Target Unit.

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

Punisher rotary cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Punisher rotary cannon
Punisher rotary cannon
36
8
6
4
1
Ordnance (FP), Suppressive (2)
Auto
Augury Scanner

This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the user and their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.

Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.

When a Shooting Attack made by a Unit that includes any Models with an augury scanner inflicts any Hits (excluding Hits from attacks made as Snap Shots), Shrouded Damage Mitigation Rolls cannot be made against those Hits.
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
Defensive Weapons – All Weapons on a Model with the Vehicle Type that have a Strength Characteristic of 6 or less are Defensive Weapons. Other Weapons may also be specifically designated as Defensive Weapons on their profile. When a Player chooses to have a Model with the Vehicle Type attack multiple different Units in the same Shooting Phase, Defensive Weapons do not have to make their attacks as Snap Shots.
Super-heavy

From the lumbering Baneblade tanks of the Imperial Army to the destructive power of the Legiones Astartes Falchion, all of the war machines that fall into this category are huge armour-clad constructions that each wield enough firepower to destroy an entire army.


The following Rules apply to all Models with the Super-heavy Sub-Type:

*See Liber Questoris for more details on these Unit Sub-Types.
Assault Phase: Overwatch
This Reaction allows the Reactive Player to make more powerful Volley Attacks.

Trigger: The Reactive Player may declare an Overwatch Reaction during Step 4 of the Charge process of any Charge declared by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare an Overwatch Reaction - this cost paid as soon as the declaration is made.

Target: For an Overwatch Reaction, the Target Unit is always the Unit whose Charge triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Charge that triggered this Reaction.

Process
  1. Once an Overwatch Reaction has been declared, and once the Active Player has resolved any Volley Attacks they choose to make, the Reactive Player may choose to have the Reacting Unit make a Shooting Attack instead of a Volley Attack.
  2. This Shooting Attack must target the Target Unit and is made at full Ballistic Skill, not as Snap Shots, and may be made using any Ranged Weapon. No Cover Tests or Shrouded Damage Mitigation Tests may be taken against wounds inflicted as part of an Overwatch Reaction.
  3. Once the Shooting Attack made as part of this Reaction has been fully resolved, the Players must move to Step 5 of the Charge Process as normal. However, if, once this Shooting Attack has been fully resolved, all Models in the Target Unit or Reacting Unit have been Removed as Casualties then the Charge process is ended immediately and the Active Player may select another Unit to resolve a Charge for.
Paragon

Mightiest of all the Emperor’s creations and the greatest warriors and generals of their age, the Primarchs of the Space Marine Legions epitomise the dark ages of the Horus Heresy. These colossi of war were powerful beyond the capabilities of any mortal warrior or steel-forged automata - for their only equal was another of their own kind.

The following Rules apply to all Models with the Paragon Type:
Titan
The following Rules apply to all Models with the Titan Sub-Type:
Suppressed
The Suppressed Status reflects a Unit that is distracted and confused by heavy enemy fire, environmental effects or psychological warfare.

The Suppressed Status is primarily inflicted as part of the effects of the Suppressive (X) Special Rule, but may also be applied by specific Special Rules.

The following Rules apply to any Unit that includes one or more Models that have the Suppressed Status:
Stunned
The Stunned Status reflects a Unit rendered insensible or stopped in its tracks by the sheer force of an impact, explosion or other battlefield event.

The Stunned Status is primarily inflicted as part of the effects of the Stun (X) Special Rule, but may also be applied by specific Special Rules.

The following Rules apply to any Unit that includes one or more Models that have the Stunned Status:
Auto-repair (X)

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

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

If the Active Player makes a Repair Test in the Statuses Sub-Phase of the End Phase for a Model with the Vehicle Type with this Special Rule, they ignore the usual Target Number of 6. Instead, the value of X attached to the variant of this Special Rule is used as the Target Number for that Repair Test. For example, a Model with the Auto-repair (4+) Special Rule would pass any Repair Tests made for it on the result of a 4 or higher.

The Emperor’s Children Trait is used in the following Legiones Astartes datasheets:

The Iron Warriors Trait is used in the following Legiones Astartes datasheets:

Warlord

The Night Lords Trait is used in the following Legiones Astartes datasheets:

Warlord

The Death Guard Trait is used in the following Legiones Astartes datasheets:

Warlord

The Thousand Sons Trait is used in the following Legiones Astartes datasheets:

Warlord

The Word Bearers Trait is used in the following Legiones Astartes datasheets:

Warlord
• Lorgar
Retinue

and others...
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.
Bolt pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt

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.
Shred (X)

Designed to rip and tear flesh, some weapons are fearsome and intimidating tools of warfare. Whether by the gnashing teeth of a chainblade or the jagged edges of flechette ammunition, these weapons scythe great holes in the lines of even the toughest of infantry and the largest of warriors.

Attacks made with the Shred (X) Special Rule can sometimes inflict an extra point of Damage.

When any Wound Test is made for an attack with the Shred (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Shred (X) Special Rule, then if a wound is inflicted by that Wound Test, the Damage Characteristic of that wound is increased by 1. Note that the Shred (X) Special Rule may only be triggered by a Wound Test and has no effect when making an Armour Penetration Test.
Chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainsword
Chainsword
I
A
S
5
1
Shred (6+)
Chain

Bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter
Bolter
24
2
4
5
1
-
Bolt

Deflagrate (X)

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

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

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

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

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.
Hand flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
1
3
-
1
Template, Pistol
Assault, Flame

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.
Plasma pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
- Sustained fire
- Sustained fire
12
1
6
4
1
Pistol, Breaching (6+)
Assault, Plasma
- Maximal fire
- Maximal fire
12
1
7
4
1
Pistol, Breaching (5+), Overload (1)
Assault, Plasma

Disintegrator pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator pistol
Disintegrator pistol
12
1
4
3
2
Pistol, Overload (1)
Assault, Disintegrator

Chainaxe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain

Duellist’s Edge (X)

Some weapons are designed for use in personal challenges rather than the vulgar press of battle. Often light and perfectly balanced, they provide a key edge in duels and bouts of honour.

A Weapon with the Duellist’s Edge (X) Special Rule grants a bonus to Focus Rolls in Challenges.

In Step 3 of the Challenge Sub-Phase, the Focus Step, if a Player has declared that the Model under their control will use a Weapon with the Duellist’s Edge (X) Special Rule or has the Duellist’s Edge (X) Special Rule, then that Player gains a bonus equal to the value of X on the Focus Roll.
Charnabal sabre

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Charnabal sabre
Charnabal sabre
+1
A
S
-
1
Breaching (6+), Duellist’s Edge (1)
Charnabal

Precision (X)

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

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

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

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

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

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close-packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Gravis power fist
Gravis power fist
I
A
+3
2
3
-
Power
Paired Gravis power fists
Paired Gravis power fists
I
+1
+3
2
3
-
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Crozius Arcanum
Crozius Arcanum
I
A
+2
3
2
Breaching (6+)
Power
Lightning claw
Lightning claw
I
A
S
3
1
Rending (6+), Breaching (6+)
Power
Pair of lightning claws
Pair of lightning claws
I
+2
S
3
1
Rending (6+), Breaching (6+)
Power
Saturnine war axe
Saturnine war axe
I
A
+1
2
2
Reaping Blow (2)
Power
Saturnine concussion hammer
Saturnine concussion hammer
-3
A
x2
2
3
Critical Hit (6+)
Power
Saturnine disruption fist
Saturnine disruption fist
-2
A
+2
2
3
-
Power
Power fist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power fist
Power fist
-3
A
+4
2
2
-
Power

Lightning claw

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

Thunder hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power

Combat Shield

A combat shield is a wrist-mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage.

A combat shield grants a 5+ Invulnerable Save and a bonus to Focus Rolls.

A Model with a combat shield has a 5+ Invulnerable Save against attacks made with Melee Weapons. In addition a Model with a combat shield gains a +1 modifier to Focus Rolls made for it.
Boarding Shield

Utilised primarily in boarding actions and Zone Mortalis operations, hoarding shields are bulkier than the similar combat shield, offering a measure of additional protection to the hearer and allowing them to form a formidable bulwark against enemy assault.

Boarding shields grant a 5+ Invulnerable Save, the Shield Trait and the Heavy Sub-Type.

A Model with a boarding shield gains a 5+ Invulnerable Save. In addition it gains the Shield Trait and the Heavy Sub-Type.
Impact (X)

Some warriors are trained or equipped to make the most of the force of a charge. When they slam into enemy ranks, it is with the force of a thunderbolt.

On a successful Charge, a Model with the Impact (X) Special Rule temporarily increases a Characteristic by 1.

If a Unit that includes any Models with the Impact (X) Special Rule or any Models that have any Weapons with the Impact (X) Special Rule, and that Unit makes a successful Charge, then this Special Rule is triggered. Once triggered, until the end of that Assault Phase, when making Melee Attacks for Models in that Unit, each Model or Weapon that is selected for one of those Models, that has a variant of this Special Rule gains a modifier of +1 to any Characteristics that is the value of X.

Phoenix rapier

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Phoenix rapier
Phoenix rapier
I
A
S
3
1
Impact (D), Breaching (6+)
Power
Armourbane

Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.

A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.
Shock (X)

Blasts of exotic radiation, malignant scrap-code or other targeted attacks can render the systems of complex war engines vulnerable without penetrating their armour. While such weapons are less likely to leave their target as a broken ruin, the deleterious effects of their attacks can render even the most powerful war machines impotent.

Weapons with the Shock (X) Special Rule have a chance of inflicting Statuses on Vehicles even if it does not penetrate their armour.

When making a Hit Test for a Weapon with this Special Rule against a Target Unit that includes any Models with the Vehicle Type or Walker Type, the result of the Hit Test before any modifiers are applied must be checked. If any Hit Test for a Weapon with the Shock (X) Special Rule results in a ‘5’ or ‘6’ before any modifiers are applied, then all Models with the Vehicle Type or Walker Type in the Target Unit gain a Status at the end of Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process. The Status gained is indicated by the value of X attached to that variant of the Shock (X) Special Rule. If the Model already has the stated Status or the attack would apply the Status multiple times there is no additional effect and this Special Rule never causes a Model to lose Wounds or Hull Points. Hits inflicted by a Weapon with this Special Rule must still have Wound Tests or Armour Penetration Tests made for them, and are not discarded if they trigger this Special Rule.

Graviton mace

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Graviton mace
Graviton mace
-1
A
+3
3
1
Armourbane, Shock (Pinned)
Graviton

Escaton Power Claw

A brutal prototype weapon combining the energy field and mass acceleration of a power fist with the shredding talons of a lightning claw, the Escaton power claw was re-engineered from a piece of archaeotech discovered in the final years of the Great Crusade on the war-ravaged world of Elemghast.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Escaton Power Claw
Escaton power claw
-2
A
+3
2
2
Shred (6+)
Power
Poisoned (X)

Poison is a subtle weapon, relying not on brute strength to bring harm to the foe, but 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.

Alchem Caster

A specific addition to the Tartaros-derived plate worn by the Deathshroud of the XIVth Legion, these wrist-mounted projectors are loaded with various highly caustic and toxic compounds to be unleashed upon the enemy in the close press of assault.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Alchem Caster
Alchem caster
Template
1
3
-
1
Template, Pistol, Poisoned (2+)
Assault

Æther-fire pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Æther-fire pistol
Æther-fire pistol
10
1
6
4
2
Pistol, Breaching (6+)
Assault, Psychic
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.

Tainted weapon

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Tainted weapon
Tainted weapon
I
A
S
3
1
Breaching (6+), Phage (S)
Psychic

Warpfire pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Warpfire pistol
Warpfire pistol
12
1
5
4
1
Pistol, Breaching (5+), Shred (6+)
Assault, Plasma
Chainfist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainfist
Chainfist
-3
-1
+6
2
2
Armourbane, Shred (6+)
Chain

The Alpha Legion Trait is used in the following Legiones Astartes datasheets:

Warlord
Combi-bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Combi-bolter
Combi-bolter
24
4
4
5
1
-
Bolt

Combi

Some weapons feature multiple weapons systems linked to the same trigger. Often each weapon will have a specific role, but in extremis, both can be fired simultaneously, blasting the foe with a variety of deadly munitions.

A Weapon with this Special Rule can fire multiple profiles simultaneously.

Each time a Model makes a Shooting Attack with a Weapon Profile with this Special Rule, the Controlling Player can select another Profile from the same Weapon with this Special Rule and make attacks with it as part of the same Shooting Attack. Note that if that Profile also has the Limited (X) Special Rule, this does not allow it to be selected to make attacks more than the number of times equal to the value of X on that Special Rule.
Panic (X)

Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.

Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.

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

The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.

This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.

If at least one Model in a Unit with the Vehicle Type that is targeted by a Shooting Attack made by a Model using a Weapon with this Special Rule is within a range equal to or less than the value specified by X, that attack has the Armourbane Special Rule and the Damage of Penetrating Hits caused by that attack is doubled.
Pinning (X)

The crack of the sniper’s rifle or the burst of heavy artillery, both signal a sudden and indiscriminate death and send infantry scurrying for cover. Such weapons are meant as much to pin the foe in place as to kill them, breaking up advancing ranks of troops and shattering defensive formations.

Weapons and other attacks that have the Pinning (X) Special Rule have a chance of inflicting the Pinned Status on the Target Unit.

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

An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.

Each Combi-weapon will have two components; a bolter Primary component and a Secondary component. Unless otherwise specified, each Combi-weapon has the following components:
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter (Primary)
Bolter (Primary)
24
2
4
5
1
Combi
Bolt
Flamer (Secondary)
Flamer (Secondary)
Template
1
4
5
1
Template, Panic (1), Limited (1), Combi
Flame
Meltagun (Secondary)
Meltagun (Secondary)
12
1
8
2
3
Melta (6), Limited (1), Combi
Melta
Plasma gun (Secondary)
Plasma gun (Secondary)
24
2
6
4
1
Breaching (6+), Limited (1), Combi
Plasma
Volkite charger (Secondary)
Volkite charger (Secondary)
15
2
5
5
1
Deflagrate (5), Combi
Volkite
Grenade launcher (Secondary) - Krak
Grenade launcher (Secondary) - Krak
24
1
6
4
2
Combi
-
Graviton gun (Secondary)
Graviton gun (Secondary)
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1), Limited (1), Combi
Graviton

Alchem combi-flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Alchem combi-flamer
Alchem combi-flamer
- Bolter (Primary)
- Bolter (Primary)
24
2
4
5
1
Combi
Bolt
-  Alchem flamer (Secondary)
-  Alchem flamer (Secondary)
Template
1
4
5
1
Template, Poisoned (2+), Limited (1), Combi
-

Banestrike bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Banestrike bolter
Banestrike bolter
18
2
4
4
1
Breaching (6+)
Bolt

Banestrike Combi-bolter

These mysterious variant bolt weapons, believed to have been designed in secret within the armouries of the Alpha Legion long before the outbreak of the Horus Heresy, have it seems a sole purpose - to breach the ceramite power armour of Space Marines.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Banestrike Combi-bolter
Banestrike combi-bolter
18
4
4
4
1
Breaching (6+)
Bolt

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

Warlord

The Iron Hands Trait is used in the following Legiones Astartes datasheets:

Warlord
Flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame

Plasma gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma gun
Plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (5+), Overload (1)
Plasma

Meltagun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta

Volkite charger

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite charger
Volkite charger
15
2
5
5
1
Deflagrate (5)
Assault, Volkite

Volkite caliver

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite

Heavy (X)

Some weapons are so heavy that, while they can be fired on the move, are more powerful when properly braced and made ready before shooting. Warriors on the battlefield must use their judgement to decide when speed is required and when the full firepower of their arsenal must be unleashed.

Weapons with the Heavy (X) Special Rule gain +1 to a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Heavy (X) Special Rule, a modifier of +1 is added to a Characteristic if the Model with that Weapon is part of a Unit that remained Stationary in the Controlling Player’s previous Movement Phase. If the Characteristic listed is AP, then instead it improves the AP by one Step (see the Rules for modifying Saves and AP). The value of X in the specific variant of the Heavy (X) Special Rule determines which Characteristic gains the +1 modifier.
Rotor cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rotor cannon
Rotor cannon
24
3
3
-
1
Heavy (FP), Suppressive (1)
Auto

Plasma repeater

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma repeater
Plasma repeater
- Sustained fire
- Sustained fire
12
3
5
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
12
3
6
4
1
Breaching (5+), Overload (1)
Plasma

Graviton gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton gun
Graviton gun
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1)
Graviton

Graviton shredder

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton shredder
Graviton shredder
18
2
6
4
1
Breaching (6+), Shock (Pinned), Pinning (1)
Assault, Graviton

Alchem flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Alchem flamer
Alchem flamer
Template
1
4
5
1
Template, Poisoned (2+)
-

Æther-fire blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Æther-fire blaster
Æther-fire blaster
18
2
6
4
2
Breaching (6+)
Psychic

Warpfire blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Warpfire blaster
Warpfire blaster
24
2
5
4
1
Breaching (5+), Shred (6+)
Plasma
Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability to direct their forces, even during the most chaotic battles.

Nuncio-vox allow Units to remove Statuses in the Start Phase.

If a Unit includes one or more Models with a nuncio-vox, and there are one or more friendly Models on the Battlefield with the Command Sub-Type, then the Controlling Player may activate the nuncio-vox during the Start Phase of their Turn as the Active Player. When activated, the Controlling Player may make a Check to remove a single Tactical Status from all Models in the Unit that includes the nuncio-vox. This Check is made using the Characteristics of any one friendly Model on the Battlefield with the Command Sub-Type, chosen by the Controlling Player (using Cool, unless attempting to remove Routed, in which case Leadership is used). A nuncio-vox can only be activated once per Turn, and each Friendly Model on the Battlefield with the Command SubType may only be used once per Start Phase as part of this Special Rule.

The Imperial Fists Trait is used in the following Legiones Astartes datasheets:

Warlord

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

Warlord
Heavy bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy bolter
Heavy bolter
36
3
5
4
1
Heavy (FP)
Bolt

Heavy flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy flamer
Heavy flamer
Template
1
5
4
1
Template, Panic (1)
Flame

Autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Autocannon
Autocannon
48
2
7
4
2
Breaching (6+), Heavy (FP)
Auto

Missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Missile launcher
Missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (3")
Missile
- Krak
- Krak
48
1
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
1
8
4
1
Heavy (D), Skyfire
Missile

Multi-melta

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Multi-melta
Multi-melta
24
1
8
2
3
Heavy (RS), Melta (8)
Melta

Plasma cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma cannon
Plasma cannon
- Sustained fire
- Sustained fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (5+), Overload (2)
Plasma

Volkite culverin

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite culverin
Volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite

Lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lascannon
Lascannon
48
1
9
2
1
Heavy (D), Armourbane
Las

Shrapnel cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Shrapnel cannon
Shrapnel cannon
36
3
5
5
1
Pinning (0), Shred (6+)
Bolt

Iliastus Assault Cannon

A prototype weapons system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the lliastus Satellite in the Sol System by the Dyzanique cult.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Iliastus Assault Cannon
Iliastus Assault Cannon
- Sustained fire
- Sustained fire
24
3
6
4
1
Heavy (FP), Breaching (6+)
Auto
- Maximal fire
- Maximal fire
24
5
6
4
1
Heavy (FP), Breaching (6+), Overload (1)
Auto

Heavy Alchem Flamer

Amongst the largest of the variants of man-portable chem-projection devices wielded by the warriors of the Death Guard Legion, this design incorporates the largest reservoirs of alchemical and anti-biological concoctions and the capacity to project their contents under higher pressure.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy Alchem Flamer
Heavy Alchem Flamer
Template
1
5
4
1
Template, Poisoned (2+)
Assault

Æther-fire Cannon

A later development of the Pyrae Cult Techmarine artificers, these modified plasma weapons utilised both occult lore and the unique techno-arcana of the Forge World of Zhao-Arkhad in their construction.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Æther-fire Cannon
Æther-fire cannon
24
1
6
4
2
Blast (3"), Breaching (6+)
Psychic, Assault

Warpfire projector

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Warpfire projector
Warpfire projector
36
1
5
4
1
Heavy (RS), Blast (3"), Breaching (5+), Shred (6+)
Plasma
Sponson Mounted – Sponson Mounted Weapons are usually in pairs, one on each side of a Vehicle (the Model’s profile will note if this is not the case) and may attack targets in the appropriate Sponson Firing Arc (either left or right). Sponson Mounted Weapons are always counted as Defensive Weapons regardless of the Weapon’s Characteristics.

Shrapnel cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Shrapnel cannon
Shrapnel cannon
36
3
5
5
1
Pinning (0), Shred (6+)
Bolt
Havoc launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Havoc launcher
Havoc launcher
48
1
5
5
1
Blast (3"), Stun (1)
Missile

Champion

At the front of any charge and the heart of any defensive line are an army’s champions. These warriors stand ever ready to accept the challenge of their foes and inspire their allies.

The following Rules apply to all Models with the Champion Sub-Type:
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:
Power sword

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

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.

Bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter
Bolter
24
2
4
5
1
-
Bolt

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
Trait: Psyker
Many of the Rules for psychic abilities will only be usable by a ‘Psyker’. A Psyker is any Model that has the Psyker Trait on their profile. As with all Traits, the Psyker Trait grants no Rules to a Model in and of itself, nor does it grant any Psychic Weapons, Powers or Reactions, it simply allows a Model to make use of Rules that require a Psyker in order to function, or as a trigger for Rules that target Psykers. For a Model to gain one or more Psychic Weapons, Powers or Reactions, they must either be listed on their profile or selected as options during Army Selection.

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

Order Exemplars

Within the First Legion there are innumerable separate Orders, each dedicated to a singular creed of war. The Cenobium stand as the greatest exemplars of these Orders, their champions and foremost warriors each a keeper of the secrets held by that Order and a practitioner of the form of war they embody.

When a Unit that includes any Models with this Special Rule is selected as part of a Detachment, during Army selection, a single option from the Orders of the Hekatonystika presented below must be selected for all Models in that Unit.

Orders of the Hekatonystika

Each Order of the Hekatonystika specialised in the employment of one skill of war, one unique talent. They stood ready to deploy those skills whenever the Legion had need of a vanguard for the most dangerous missions and impossible assaults.

THE ARTIFICIA TYPE
Artificia

These creatures appear outwardly similar to the automata of the Mechanicum, but under their metal skin are nothing alike. Artificia are not crude metal servants, but a living mind forged of steel and conditioned to hate all other life.

The following Rules apply to all Models with the Artificia Type:
Explodes (X)

Volatile fuel, overpowered reactors or dangerous munitions can cause some war engines to explode when destroyed. Such explosions can prove devastating to friend and foe alike.

A Model with this Special Rule can explode and cause Hits to nearby Models and Units.

Before a Model with the Explodes (X) Special Rule is Removed as a Casualty, the Controlling Player must roll a Dice. If the result of that roll equals or exceeds the value of X attached to this variant of the Explodes (X) Special Rule, the Model explodes. Every Unit with one or more Models within 6" of an exploding Model suffers a number of Hits equal to the Base Wounds Characteristic or Base Hull Points Characteristic of the exploding Model. Each such Hit has a Strength of 8, an AP of ‘-’ and a Damage of 1. Once all Hits caused by this Special Rule have been resolved, the Model with the Explodes (X) Special Rule is Removed as a Casualty as normal.
Fear (X)

Some warriors exude such a terrifying aura that even those hardened by war and death are apprehensive in their presence. Whether this is due to a reputation for cruelty or brutal slaughter or the result of some technological device or psychic glamour makes little difference in the effect it has on the battlefield. Wise commanders will seek to keep their distance and engage such fearsome enemies at range rather than risk their wrath.

Models near an enemy Model with the Fear (X) Special Rule must reduce their Advanced Characteristics.

When any Model from a Unit is within 12" of an enemy Model with the Fear (X) Special Rule, all Models in that Unit must reduce their Leadership, Willpower, Cool and Intelligence Characteristics by the value of X. This negative modifier is removed as soon as no Models in a given Unit are within 12" of any Model with the Fear (X) Special Rule. If a Unit would be affected by multiple instances of the Fear (X) Special Rule, the value of X is not stacked and instead the single highest value is used as a negative modifier.

Chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainsword
Chainsword
I
A
S
5
1
Shred (6+)
Chain
Force (X)

By force of will a trained battle-psyker can channel the eldritch power of the Warp into their weapons and magnify their power greatly. Such power can come at a great cost, and if the psyker’s control wavers, they may be devoured by the very power they sought to chain.

A Weapon with this Special Rule may double a Characteristic with a Willpower Check, but may suffer Perils of the Warp.

When selected to be used as part of a Combat or Shooting Attack, a Willpower Check may be made for the Model that will use this Weapon to make attacks. If it is successful then the Characteristic listed as X is doubled (if that Characteristic is AP, then the AP is instead changed to AP 2). If a double is rolled when making this Willpower Check then the Model using the Weapon to make attacks suffers Perils of the Warp.
Paragon blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paragon blade
Paragon blade
I
A
+1
2
1
Critical Hit (6+)
-

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.
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.
ELITES – The most deadly of warriors available to an Army.

The White Scars Trait is used in the following Legiones Astartes datasheets:

Warlord
Move Through Cover

Pathfinders and scouts are vital parts of any army, able to lead troops through even the worst terrain at speed. Cunning generals will seek to use such troops to outflank and outmanoeuvre the foe.

The Move Through Cover Special Rule allows the penalties of terrain to be ignored.

A Unit that includes at least one Model with the Move Through Cover Special Rule ignores the effects of Difficult Terrain and Dangerous Terrain. If called upon to take a Dangerous Terrain Test then such a Unit is assumed to automatically pass without any Dice being rolled.
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.
Cavalry

Cavalry use their fast speed to strike deep into enemy territory and escape before their opponent is able to react. This type includes units mounted on bikes, jetbikes, land speeders and even traditional cavalry mounted on riding beasts.

The following Rules apply to all Models with the Cavalry Type:
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.
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.
Player Turn
A Player Turn is defined as one cycle through the Turn Sequence with the same Player acting as the Active Player in each Phase. Once a Player Turn has been completed, a new one is begun with the other Player taking the role of Active Player.
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.
Rush
A Unit that makes a Rush may not make Shooting Attacks or Charge, but moves further.

When the Active Player selects a Unit under their control to move in the Move Sub-Phase, they may declare that the Unit will Rush. A Unit that Rushes may not make Shooting Attacks in the Shooting Phase of the same Player Turn or have a Charge declared for it in the Assault Phase of the same Player Turn. All Models in a Unit that Rushes add the value of that Model’s Initiative Characteristic to the value of its Movement Characteristic when determining how many inches a Model that Rushes may move.

Note that a Player may only choose to have a Unit Rush when Moving that Unit during the Move Sub-Phase or Reserves Sub-Phase of a Player Turn where they are the Active Player. Units may not Rush as part of any Reaction that allows them to make a Move, or have a Rush declared for them in any Phase or Sub-Phase other than the Move Sub-Phase or Reserves Sub-Phase.

The Space Wolves Trait is used in the following Legiones Astartes datasheets:

Warlord
Command
• Herald
• Moritat
• Optae

and others...

Power sword

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

Frost sword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Frost sword
Frost sword
I
A
+1
3
1
Breaching (5+), Reaping Blow (1)
Power

Frost axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Frost axe
Frost axe
-1
A
+1
3
1
Breaching (4+), Reaping Blow (1)
Power

Frost claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Frost claw
Frost claw
I
A
S
3
1
Breaching (4+), Reaping Blow (1), Shred (6+)
Power
Destroyed & Removed as Casualties
Throughout these Rules the terms ‘Destroyed’ and ‘Removed as Casualties’ have been used to refer to Models and Units that have been taken out of play by enemy action - usually as the result of a Shooting Attack or Combat. Units that are ‘Destroyed’ or entirely ‘Removed as Casualties’ are often used as a means for the Opposing Player to score Victory Points and thus win a Battle. The two terms can be used interchangeably, but most often the term ‘Removed as Casualties’ is used to refer to the removal of an entire Unit that was composed of multiple Models, while ‘Destroyed’ is more commonly used to refer to the removal of a single Model or a Unit that was composed of a single large Model, such as a tank.
Feel No Pain (X)

Some warriors are so inured to pain and suffering that nothing but the most grievous of hurts will slow their onslaught. The only way to stop such a berserk is to hit them again and again until at last they fall, the toll of their hurts far more than any mortal warrior should be capable of bearing.

Feel No Pain (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.

A Feel No Pain Damage Mitigation Test may be made for a Model with the Feel No Pain (X) Special Rule to discard wounds allocated to the Model after and in addition to a Saving Throw. The Target Number for a Feel No Pain Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule.
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.
TROOPS – The line troops that hold ground and allow generals to claim victory.

Power fist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power fist
Power fist
-3
A
+4
2
2
-
Power

Combi-bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Combi-bolter
Combi-bolter
24
4
4
5
1
-
Bolt
Invulnerable Tests
Invulnerable Saves are listed as a Characteristic on each Model’s Profile, and can also be applied by Special Rules or Wargear.

If a Model cannot have an Armour Test or Cover Test made for it, or the Controlling Player chooses not to make an Armour Test or a Cover Test, but has access to an Invulnerable Save then that Saving Throw may be made instead of an Armour Test or a Cover Test. An Invulnerable Test is resolved in exactly the same manner as an Armour Test. Note that Invulnerable Tests are not affected by the AP value of a wound, however a Model may not have a Invulnerable Test made for it if:

No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.
Heavy

Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.

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

Heavy bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy bolter
Heavy bolter
36
3
5
4
1
Heavy (FP)
Bolt

Autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Autocannon
Autocannon
48
2
7
4
2
Breaching (6+), Heavy (FP)
Auto
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.

Plasma pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
- Sustained fire
- Sustained fire
12
1
6
4
1
Pistol, Breaching (6+)
Assault, Plasma
- Maximal fire
- Maximal fire
12
1
7
4
1
Pistol, Breaching (5+), Overload (1)
Assault, Plasma

Power axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power

Power maul

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Aflame (X)

Some weapons are wreathed in flame emitted from small projectors, or burn with otherworldly fire, stirring a primaeval aversion in even the boldest warriors.

A Weapon with this Special Rule causes additional modifiers to a Target’s Leadership Characteristic.

If a Melee Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, until the end of the Phase, that Unit is considered to be ‘aflame’. If the Controlling Player of a Unit that is aflame is required to make a Leadership Check during that Phase for a Combat that includes that Unit, the value of X on this Special Rule is applied as an additional negative modifier to the Leadership Characteristic being used for that Check.

Heavy flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy flamer
Heavy flamer
Template
1
5
4
1
Template, Panic (1)
Flame

Predator cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Predator cannon
Predator cannon
48
3
8
4
2
Breaching (6+), Heavy (FP)
Auto
Legion Pintle Weapons

1 This item can be selected for a Model with the Iron Warriors Trait.
2 This item can be selected for a Model with the Imperial Fists or Blood Angels Trait.
3 This item can be selected for a Model with the Death Guard Trait.
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).
Outside Support
A Player may claim an Outside Support bonus during the Focus Step if there are other Models under their control in the Combat from which the Challenger and Challenged were selected.

For every five friendly Models in the same Combat as that from which the Challenger and Challenged were selected (from any Units Locked in that Combat), the Model gains a +1 bonus to the Focus Roll.

Only Models that are Engaged may be counted, and Models affected by the Pinned, Stunned, Routed or Suppressed Statuses may not be counted. Models with the Vehicle or Automata Types may not be counted, while Models with the Walker Type count as five Models each for the purposes of this Rule.

If one Player that has a Model Engaged in a Challenge controls other Models in the same Combat, but the other does not (i.e., that Player has only the Model Engaged in the Challenge under their control in that Combat), then a different procedure is used to calculate the Outside Support bonus. In such a case, the Player that controls Models other than the ones Engaged in the Challenge gains a bonus of +2 to the Focus Roll for each five Models, or fraction thereof, in the Combat under their control that are not Engaged in the Challenge. These Models do not need to be Engaged in order to be counted and may be counted even if they are affected by the Pinned, Stunned, Routed or Suppressed Statuses. However, Models with the Vehicle or Automata Types are still not counted.
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.
Pinned
The Pinned Status reflects a Unit that has been forced to take cover in the face of overwhelming firepower or the sudden crack of a sniper’s rifle.

The Pinned Status is primarily inflicted as part of the effects of the Pinning (X) Special Rule, but may also be applied by specific Special Rules.

The following Rules apply to any Unit that includes one or more Models that have the Pinned Status:
Armour Tests
Armour Saves are listed as a Characteristic on each Model’s Profile.

Once a Model has one or more wounds, the Controlling Player may make an Armour Test for that Model if possible. An Armour Test that is successful will cause the wound for which it is made to be discarded. A Model may not have an Armour Test made for it if:

One Armour Test may be made for each wound inflicted on a Model, but Armour Tests for wounds with different Strengths, AP, Damage values or Special Rules must be rolled separately so that all Players know which wound is being affected by a given Armour Test. To make an Armour Test, roll a number of Dice equal to the number of wounds with the same Strength, AP and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, with the Model’s Armour Save Characteristic as the Target Number. As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded. A success causes the wound for which the Test was made to be discarded with no further effect, while a failure means the wound remains and must be converted into Damage. A Player may choose not to make an Armour Test even if one is available, usually with the intent of taking a superior Cover or Invulnerable Saving Throw.

Gorgon Pattern Terminator Armour

A variant of Indomitus pattern Tactical Dreadnought Armour devised by Ferrus Manus and his Iron Fathers, this advanced prototype suit was just going into production at the outset of the Horus Heresy to supplement the Iron Hands Legion’s combat depleted stocks of Terminator armour. The design replaced the field generators embedded in the armour with experimental systems that converted incoming electromagnetic and kinetic energy into bursts of blinding light, able to incapacitate foes.

Successful Armour Tests and Invulnerable Tests may inflict Tactical Statuses on enemy Models.

At the end of Step 4 of the Assault Phase, if any Models with Gorgon pattern Terminator armour passed at least one Armour or Invulnerable Test against wounds caused by Shooting Attacks in the same Assault Phase, the Unit which inflicted those wounds must make a Cool Check. If the Check is failed, the Unit gains the Suppressed Status.
Wound Tests
Once a Unit has one or more Hits inflicted on it, whether a Rule has dictated their application or they have been inflicted as part of a Shooting Attack or Combat, a Wound Test must be made to resolve those Hits. The Rules presented here cover only the process of making Wound Tests and resolving their effects; See rules regarding inflicting Hits as part of a Shooting Attack or Combat.

A Wound Test must be made for each Hit inflicted on a Unit, but Wound Tests for Hits with different Strengths, AP values or Special Rules must be rolled separately so that all Players know which Hit is being resolved by a given Wound Test. The order in which differing Wound Tests are made is decided by the Player making the attacks (see the Rules for Shooting Attacks and the Fight Sub-Phase).

To make a Wound Test, roll a number of Dice equal to the number of Hits with the same Strength, AP, Damage and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, using the Wound Table shown here to compare the Hit’s Strength and the Model’s Toughness to determine a Target Number for the Test.


As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a wound on the Target Unit. Wounds with different Strength, AP or Damage values should be resolved separately in order to streamline the Wound Test process.
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.

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

Warlord
TRANSPORT – Units dedicated to ferrying more vulnerable Units across the Battlefield.
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.

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

Warlord
• Vulkan
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:

Thunder hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power

Hand flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
1
3
-
1
Template, Pistol
Assault, Flame

Flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame
Damage Mitigation Tests
Damage Mitigations Tests are similar to Saving Throws, and follow all the same Rules for making them - except that a Model may have one Saving Throw and one Damage Mitigation Test made for each wound inflicted on it. Damage Mitigation Tests are only ever granted to a Model by Special Rules and do not appear as a Characteristic, the Special Rule that grants a Model a Damage Mitigation Test will indicate the Target Number for that Test and will state under what circumstances it may be taken.

The Raven Guard Trait is used in the following Legiones Astartes datasheets:

Warlord

Lightning claw

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

Pair of lightning claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of lightning claws
Pair of lightning claws
I
+2
S
3
1
Rending (6+), Breaching (6+)
Power
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.
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.
Shrouded (X)

Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.

Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.

A Model with the Shrouded (X) Special Rule gains a Shrouded Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process to discard Wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Shrouded Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule. A Shrouded Damage Mitigation Test may not be made against wounds inflicted by a Melee Weapon.
The Flyer Sub-Type
The following Rules are exceptions to the Core Rules that always apply to a Model with the Flyer Sub-Type at all times during a Horus Heresy Battle:
Skill Unmatched

The personal guards of the Primarch himself and commanders of the Phoenix Guard, these warriors were charged with both the highest standards of martial excellence and the most exacting code of appearance - for they represented Fulgrim and his Legion in the eyes of the other Legions.

When Locked in Combat, this Unit may select an additional Special Rule to apply until the end of the Phase.

At the End of the Charge Sub-Phase, if a Unit that includes any Models with this Special Rule is Locked in Combat with any enemy Units, this Unit’s Controlling Player can select one of the following effects:
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.

Bolt pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt
Falling Back
A Unit with the Routed Status may not be moved during the Move Sub-Phase, but must instead make a Fall Back Move during the Rout Sub-Phase. Other Rules may also require a Unit to make a Fall Back Move, those Rules will detail when such a move must be made.

To make a Fall Back Move, the Controlling Player of the Unit that is falling back moves each Model in the Unit a distance equal to the total of the Current Value of the Model’s Initiative Characteristic added to the result of a Dice roll (roll one Dice once for all Models in the same Unit and add the same result to each Model’s individual Initiative Characteristic) directly towards the nearest point on the Battlefield Edge that is within that Player’s Deployment Zone. If the Mission in use does not define a Deployment Zone for that Player, then Models move towards the closest Battlefield Edge instead.

Models making a Fall Back Move have the distance they move reduced as normal by Terrain and, unlike in a normal move, must move around obstacles or obstructions in a specific manner. When a Unit’s path is obstructed while making a Fall Back Move, the Controlling Player must always determine a Line of Movement that allows the Model to move as far as possible towards the target point on the Battlefield Edge. The Controlling Player must end the move of any Model in Unit Coherency if possible, but all Models must move the full distance possible which may force the Controlling Player to place Models so that they are no longer in Unit Coherency. Note that a Unit that ends its move out of Unit Coherency while it has the Routed Status never gains the Suppressed Status. Models making a Fall Back Move may not end that move within 1" of any enemy Model. If no other Line of Movement, other than one that would leave a Model making a Fall Back Move within 1" of an enemy Model, is available then the Model making a Fall Back Move must end that move early at the furthest point it can reach in the direction of the Battlefield Edge whilst also remaining at least 1" from any enemy Model.

If any Model in a Unit that is Falling Back moves into Base Contact with any point on the Battlefield Edge within the Controlling Player’s Deployment Zone, then that Model must end its movement at the point where it entered contact with the Battlefield Edge. Once all Models in a Unit that includes one or more Models which have entered contact with a Battlefield Edge that is within the Controlling Player’s Deployment Zone as part of a Fall Back Move have finished their moves, a Leadership Check must be made for that Unit. If that Leadership Check is failed, then all Models in the Unit are immediately Removed 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.
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:

The following Rules apply to any Unit that includes one or more Models that have the Routed Status:

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.

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

Warlord
• Angron

Chainaxe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain
Ravening Madmen

The Red Butchers think nothing of defence, their frenzied assaults allowing no thought of parries nor evasion.

Red Butchers count as having a Weapon Skill Characteristic of 3 when their opponent makes Hit Tests.

Any Hit Tests made in the Assault Phase that target a Unit that includes one or more Models with this Special Rule always count the majority Weapon Skill Characteristic of the Target Unit as 3, regardless of the actual Weapon Skill Characteristic of the Models in that Unit. Additionally, a Unit that includes any Models with this Special Rule may only join or be joined by Models with this Special Rule.
Battle Turn
A Battle Turn is defined as all Players having resolved a single Player Turn as the Active Player (thus there are usually two Player Turns in each Battle Turn). In general a Battle is measured in Battle Turns to allow all Players to have the same number of Player Turns as the Active Player and so an equal chance to interact with the Mission, accumulate Victory Points and win. In general, Player Turns within a Battle Turn will always follow the same order - in that one Player will always take the role of the Active Player first in each Battle Turn.
Cover Tests
Cover Saves are granted by Terrain and Special Rules and are not listed as a Characteristic on a Model’s Profile.

If a Model cannot have an Armour Save made for it, or the Controlling Player chooses not to make an Armour Test, but has access to a Cover Save then that Saving Throw may be made instead of an Armour Test or an Invulnerable Test. A Cover Test is resolved in exactly the same manner as an Armour Test. Cover Tests are normally provided by certain types of Battlefield Terrain, but may also be granted by certain Special Rules. Note that Cover Tests are not affected by the AP value of a wound, however a Model may not have a Cover Test made for it if:
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).
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:
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:
Perils of the Warp
When rolling doubles to manifest a Psychic Power or Psychic Reaction, Perils of the Warp can trigger and inflict Statuses or Wounds on the Focus.

Common to all forms of psychic ability is the possibility of the Warp’s power rebelling and wreaking havoc on the Psyker and their allies. This is represented by the Perils of the Warp Special Rule. The effects of the Perils of the Warp Special Rule are applied to the Unit that includes the Focus of the Psychic Power or Reaction if a Willpower Check made as a Manifestation Check or Resistance Check for a Psychic Power or Psychic Reaction results in ‘doubles’. In this case, doubles refers to a natural, unmodified result where both Dice rolled as part of the Check and selected to determine the final result show the same number on their uppermost face. Where other Rules specify that a Unit should have the effects of Perils of the Warp applied to it, that rule will detail how and when this will occur.

Note that both Resistance and Manifestation Checks both automatically succeed on a result of two ‘1’s and automatically fail on a result of two ‘6’s. However, this does not stop them from also triggering Perils of the Warp. A Manifestation Check or Resistance Check that rolls a double 1 or 6 does trigger Perils of the Warp unless another Rule specifically states otherwise.
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:

The Sons of Horus Trait is used in the following Legiones Astartes datasheets:

Shot Selector

Some weapons are designed to feed from multiple small magazines loaded with specialist ammunition. The most common of these are the Tempest and Scorpius rounds commonly issued to Seeker Squads, but many other Legion forces may utilise even more esoteric and specialised ammunition.

Weapons with this Special Rule gain one optional additional Special Rule when used to attack.

When a Shooting Attack is made that includes one or more Weapons with this Special Rule, at the start of Step 3 of the Shooting Attack procedure, the Attacking Player can select one of the following Special Rules for all Weapons with this Special Rule to gain until the end of this Shooting Attack:

Kraken bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Kraken bolter
Kraken bolter
30
2
4
4
1
Precision (4+), Shot Selector
Bolt
The Disgraced Status
A Model with the Disgraced Status has its Weapon Skill and Leadership Characteristics halved for the duration of the Assault Phase in which the Status is gained. All effects that would normally apply to a Unit that includes a Model with a Status affect any Models in the same Unit as a Model with the Disgraced Status - including being reduced to a Combat Initiative of 1. Unlike other Statuses, the Disgraced Status is automatically removed in the End Phase of the same Player Turn in which it was inflicted with no Check needed to remove it. Note that Models that would be unaffected by other Statuses are also unaffected by the Disgraced Status and the Disgraced Status can be removed before the End Phase by other Rules and effects that can remove Statuses.

A Unit that includes Models with the Routed Status can include Models that have the Disgraced Status.
CHARGE – A ‘Charge’ is a special type of multi-stage move made during the Assault Sequence. Unlike a normal move, Models moved as part of any Step of a Charge may end the move in Base Contact with an enemy Model.

The [Legiones Astartes] Trait is used in the following Legiones Astartes datasheets:

ASSAULT – The term ‘Assault’ or ‘making an Assault’ refers to the entire sequence that must be followed when a Player selects a Unit during the Assault Phase - beginning with a Charge and ending when a winner for the resulting Combat has been declared.
Moved vs Stationary
In order to have moved, one or more Models in a Unit must end the Movement Phase in a different position than that which they started the Phase. A Model cannot be ‘moved’ in such a fashion that it ends its ‘move’ in the same position as it began the move. In cases where the distance a Model has been moved is important to a Rule, only the distance between that Model’s position at the start of the Movement Phase and its position at the end of the Movement Phase is counted. When determining this distance, if the direct line between a Model’s starting position and current position passes through an Area of Impassable Terrain or other obstacle through which a Model cannot move, then count the distance of the Model’s path of movement around the obstacle rather than the direct line between its start and end positions. If, when a Player has the option of moving a Unit, they choose not to move any of the Models in that Unit, and no Models in the Unit otherwise change position on the Battlefield, other than to pivot in place, then that Unit is considered to be Stationary.

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

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

Hatred (X)

Hatred can be a force as potent as any munition, driving troops to fight harder and more ferociously. The Horus Heresy would stoke old hatreds and spawn many new ones, granting canny commanders ample opportunity to set troops against their chosen foes.

The Hatred (X) Special Rule grants bonuses against enemies of a specific Faction, Type or Trait.

When Locked in Combat, or Engaged in a Challenge, with any enemy Models that have the Type or Trait that is the value of X, then all Models with this variant of the Hatred (X) Special Rule gain a bonus of +1 to all Wound Tests made in that Combat.
Line (X)

Some units are drilled to hold the ground captured by the vanguard. Vigilant and steadfast, they are vital assets in any battle, standing sentinel over the vital objectives captured in any assault and holding back the foe’s counter-assault.

A Unit of Models with this Special Rule can control Objectives more easily and scores more Victory Points from controlling an Objective.

If a Unit that Controls an Objective includes a majority of Models with the Line (X) Special Rule then, whenever the Controlling Player scores Victory Points for Controlling that Objective, an additional number of Victory Points equal to the value of X are scored. For example, a Unit of 10 Models, of which the majority have the Line (3) Special Rule, hold an Objective worth 1 Victory Point, when the Controlling Player scores Victory Points for that Objective, they would score a total of 4 Victory Points.

Furthermore, the value of X is added to the Tactical Strength of a Model that has that Special Rule to determine its ability to Control Objectives (see Core Mission Primary Objectives).
Vanguard (X)

Warriors trained to break the foe’s lines are often at the forefront of their host, but are ill-suited to holding ground in the face of an enemy counter-attack.

A Unit that includes Models with this Special Rule can score Victory Points for destroying enemy Units.

The Controlling Player of a Unit that includes a majority of Models with the Vanguard (X) Special Rule scores Victory Points equal to the value of X when:
The Vanguard (X) Special Rule may only be used to score Victory Points once per Objective per Player Turn. If a Unit includes Models with different values of X for this Special Rule, the Controlling Player may select which one is used. A Unit that includes a majority of Models with the Vanguard (X) Special Rule may only ever score 1 Victory Point for Controlling an Objective, regardless of that Objective’s value or any other bonuses.
Disengage – A Unit that Disengages must make an immediate Disengage Move. To make a Disengage Move, the Controlling Player of the Unit must move each Model in the Unit a distance equal to the Model’s Movement Characteristic. This move can be made in any direction, as long as each Model moving is moving away from any enemy Models that are part of the Combat the Model is Disengaging from. If the Model cannot move without moving closer to such an enemy Model then a Disengage Move may not be made for the Unit that Model belongs to and the Unit must instead Hold (see above). Each Model moved must end its move in Unit Coherency with at least one other Model from the same Unit and may not end the move in Base Contact with any enemy Model. If, for any reason, a Unit ends a Disengage Move with any Models in that Unit out of Unit Coherency or in Base Contact with an enemy Model, then all Models in the Unit gain the Routed Status.

Models making a Disengage move can freely move through all enemy Models that are Locked in the same Combat. This is an exception to the normal Rules for moving that state a Model cannot move through any area within 1" of an enemy Model or any Model Locked in Combat. If any Models making a Disengage Move from a Combat would end their move less than 2" from an enemy Model still Locked in that Combat, extend the Disengage move by the minimum amount needed for that Model to end its Move more than 2" from any enemy Model. Models making a Disengage Move have the distance they Move reduced as normal by Terrain and must take Dangerous Terrain Tests as normal.
Transport

From armoured transports, to fleet orbital shuttles and even more esoteric modes of travel, mounting infantry atop faster moving transports is an ancient tactic. The best transports offer a safe haven for fragile infantry as well as a means to traverse even the most difficult terrain at speed.

All Models with the Transport Sub-Type are bound by a set of Rules regarding how they operate:
Embarking
Embarking covers the Rules for moving Units ‘into’ transports.

When selected during the Move Sub-Phase of the Movement Phase, the Controlling Player may have a Unit Embark on a friendly Model that has the Transport Sub-Type. The Model upon which the Unit is attempting to Embark must have a Transport Capacity high enough for all Models in the Unit to Embark - if the Transport Capacity is not high enough then any attempt to Embark is automatically unsuccessful.

To Embark upon a Model with the Transport Sub-Type, a Unit must end or begin the Move Sub-Phase with all Models in the Unit within 2" of any point on a Facing on that Model that has an Access Point.
Fury of the Legion

The tactical Legionaries that form the core of every Space Marine Legion drill endlessly with the boltgun that is their hallmark. As a result, these warriors are capable of unleashing a torrent of gunfire that can halt any foe in its tracks.

When a Model with this Special Rule makes a Shooting Attack with a bolter, the bolter gains the Heavy (FP) Special Rule until that Shooting Attack is fully resolved.
Legion Special Weapons

1 This item can be selected for a Model with the Dark Angels Trait.
2 This item can be selected for a Model with the Iron Hands Trait.
3 This item can be selected for a Model with the Death Guard Trait.
4 This item can be selected for a Model with the Thousand Sons Trait.
5 This item can be selected for a Model with the Word Bearers Trait.
Heedless

Among the tumult of battle, some warriors take no stock in tactical considerations and focus solely upon the murderous arts demanded of them.

A Unit that includes any Models with this Special Rule cannot claim Objectives.

A Unit that includes any Models with this Special Rule cannot Control or Contest any Objective Marker - this overrides any other Rule or Special Rule that may apply to the Unit regardless of the source of the Rule or effect.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase, a Player may select a Model with the Transport Sub-Type that they control, for the purpose of Disembarking. If they do, they may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Transport Unit may only be selected for the purposes of Disembarking before it is selected to Move or after it has finished moving, not part way through a Unit’s move.
Intercept
This Advanced Reaction allows a Unit to attack Units moving into play from Reserves.

Trigger: The Reactive Player may declare an Intercept Reaction whenever the Active Player brings a Unit into play from Reserves or Aerial Reserves. The declaration is made as soon as the last Model from the Unit is placed on the Battlefield and has made any moves it is permitted to make when it enters play.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare an Intercept Reaction - this cost paid as soon as the declaration is made.

Target: The Unit entering play from Reserves or Aerial Reserves is always the Target Unit of this Reaction. After declaring this Reaction, the Reactive Player must select one Unit under their control, this Unit must be able to draw a Line of Sight to at least one Model in the Target Unit. The selected Unit is the Reacting Unit.

Process
Once an Intercept Reaction has been declared, the Reactive Player may make a Shooting Attack for the Reacting Unit, targeting only the Target Unit. All attacks made as part of this Shooting Attack must be made as Snap Shots and Models with the Vehicle Type may only attack with Defensive Weapons.

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

Warlord
• Lorgar
High Command
• Erebus
Breach the Veil (Psychic Power, Blessing)

Binding the denizens of the Warp to their will, the Esoterist breaches the fabric of reality, dragging their otherworldly allies onto the battlefield and setting them upon their foe.

Trigger: The Active Player may choose to Manifest the Breach the Veil Psychic Power at the start of the Reserves Sub-Phase of their Movement Phase.

Focus: The Focus of the Power must be a Model with the Anathemata Trait and under the Active Player’s control.

Target: This Psychic Power does not have a Target.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of this Reserves Sub-Phase.

Process
  1. Once the Focus has been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, the Active Player can select one Unit from a Daemonic Manifestation Detachment from the same Army as the Focus that is in Reserves. Reserve Rolls made for that Unit are automatically successful for the duration of this Psychic Power.
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.
Call of the Wind (Psychic Power, Blessing)

Calling upon the ancient wisdom of the Chogorian shaman, a Stormseer can see the currents of the winds of the future, and speed his brethren along the swift path to victory.

This Power is used in the Movement Phase and can allow the Target Unit to move its full Rush distance as a normal Move.

Trigger: The Active Player may choose to Manifest the Call of the Wind Psychic Power in the Movement Phase, when selecting a Unit under their control that includes at least one Model with the Stormseer Trait to Move and before any Move is made for that Unit.

Focus: The Focus of the Power must be a Model with the Stormseer Trait that is part of the Unit that was selected to Move.

Target: The Target Unit must be a Unit under the control of the Active Player with at least one Model within 12" of the Focus and with Line of Sight to the Focus, including the Unit that the Focus is part of, and must only include Models with the White Scars Trait. The Target may not be a Unit that is Locked in Combat, or otherwise ineligible to Move normally, for example, it is under the effects of the Routed Status, and may not include any Models with the Vehicle Type.

Duration: If successfully Manifested, the effects of this Psychic Power are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If this Psychic Power is successfully Manifested, until the end of the Phase, the Target Unit cannot Rush, but the Movement Characteristic of each Model in the Target Unit is modified by a value equal to that Model’s Initiative Characteristic.
  3. If the Manifestation Check fails then there is no further effect to the Target Unit.
Recovery Tests
A Recovery Test is made when one or more Unsaved Wounds are allocated to a Model, and is resolved by rolling a Dice and comparing the result to the value of ‘X’ in the variant of the Medic (X) Special Rule. If there is more than one variant of the Medic (X) Special Rule present in a Unit, then the Controlling Player chooses which is used to determine the Target Number, if the Recovery Test is successful then a single Unsaved Wound allocated to the Model has its Damage reduced by 1 (to a minimum of 0). If a Recovery Test is failed, then any Unsaved Wounds allocated to the Model are resolved as normal.
Battlesmith (X)

An army without war engines is easy prey for the foe, and without specially trained warriors to repair those machines they will soon fail in the face of the Horus Heresy’s fury. Battlesmiths are charged with seeing to the care of the metal behemoths that lead every assault, keeping them operational and ensuring their guns never fall silent.

A Model with the Battlesmith (X) Special Rule can repair Vehicles, Automata and other mechanical Units.

In the Controlling Player’s Movement Phase as the Active Player, when a Model with the Battlesmith (X) Special Rule has been selected, but either before or after it has been moved, the Controlling Player of that Model may activate this Special Rule. Once activated, the Controlling Player of the Model with the Battlesmith (X) Special Rule, hereafter referred to as the ‘Acting Model’, must select one friendly Model within 6" of the Acting Model. The Model selected must have the Vehicle, Automata or Walker Type and is hereafter referred to as the ‘Target Model’. Once a Target Model has been selected, the Player controlling the Acting Model must make an Intelligence Check for the Acting Model.

If the Check, is failed there is no further effect, but if the Check is passed then the Player controlling the Acting Model may select one of the following options:
Activating the Battlesmith (X) Special Rule does not limit the Acting Model or the Target Model when moving or attacking in the same Turn.
Macro-auspex

Specialised auspexes designed to efficiently target larger war engines at great distances are often fitted to the largest titan weapons. These devices allow the long range duels of such gargantuan engines to be conducted at distances too great for most targeting units, but are less use when targeting smaller, closer enemies.

When not attacking Titans, Knights or Super-heavies, a Weapon with this Special Rule must make Snap Shots.

If the target of a Shooting Attack is not a Unit entirely composed of Models with the Titan, Knight or Super-heavy Sub-Type or other Models with a Base Wounds Characteristic of 10 or more, then all attacks made for a Weapon with this Special Rule must be made as Snap Shots.
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.
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.
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.

Frag Grenades

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

Krak grenades

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

1 This item can be selected for a Model with the Emperor’s Children Trait.
2 This item can be selected for a Model with the Iron Warriors Trait.
3 This item can be selected for a Model with the Word Bearers Trait.
Legion Pistols

1 This item can be selected for a Model with the Death Guard Trait.
2 This item can be selected for a Model with the Thousand Sons Trait.
3 This item can be selected for a Model with the Word Bearers Trait.
Legion Combi-weapons

1 This item can be selected for a Model with the Death Guard Trait.
2 This item can be selected for a Model with the Alpha Legion Trait.
Melta bombs

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-

Vexilla

The humble vexilla displays the heraldry of a particular squad or officer, proclaiming not only its designation in the Legion but also its proud legacy in the annals of the Great Crusade.

A vexilla adds a bonus to Combat Resolution scores.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 1 Combat Resolution Point for each Unit in that Combat that has any Models that have a vexilla.
Legion Equipment
Bayonet

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Bayonet
Bayonet
I
A
S
5
1
-
Bayonet

Chain bayonet

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chain bayonet
Chain bayonet
I
A
S
5
1
Shred (6+)
Bayonet, Chain

The Lion Sword

A powerful broad-bladed sword that glowed with a soft inner light and scorched those it struck with a silver flame. Its keen edge made a mockery of even the finest armour or the mightiest of foes, cutting a clear path for the First Primarch and his Legion through the darkest of battlefields.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Lion Sword
The Lion Sword
I
A
+2
2
3
-
Power, Sword of the Order

The Fusil Actinaeus

A weapon from the sealed arsenals of the Dark Angels that found occasional favour with the First Primarch, this plasma fusil’s origins were to be found in the dark years of Old Night on Ancient Terra. Far exceeding the capabilities of more modern plasma weapons, it is an example of that archaic technology preserved in the vaults of the First Legion.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Fusil Actinaeus
The Fusil Actinaeus
18
2
7
3
2
Breaching (4+)
Assault, Plasma
ENGAGED
A Model is Engaged if either:

Stasis Grenades

Each a mysterious relic of Old Night, stasis grenades proved impossible for the Techmarines of the First Legion to replicate and thus were ever in short supply and to be used only in situations of dire consequence. The Lion himself was permitted to deploy such munitions at his discretion, using their temporal distortion effects to gain advantage over his foes.

Stasis grenades reduce the Combat Initiative of enemies.

Once per Battle, the first time a Model with stasis grenades and any Unit that it has joined is successfully Charged, the Combat Initiative of all Models in the Charging Unit is modified by -2 for the duration of the current Assault Phase. This modifier does not affect Models in the Charging Unit that are engaged in a Challenge.
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 Lion’s Choler

When the Lion went into battle there were few foes worthy of death at his hand, and only those that could prove by bloody defiance that they were worthy of his enmity would witness the true choler of the First Primarch.

The Lion gains a bonus to Focus Rolls when he is wounded.

While a Model with this Special Rule is engaged in a Challenge, if it has 2 or fewer Wounds remaining, its Controlling Player can select the following Gambit:

The Lion’s Choler: If this Gambit is selected, the Model for which this Gambit has been selected’s Controlling Player adds a +2 Modifier to the Focus Roll, and does not suffer a -1 modifier for each point of difference between this Model’s Base Wounds Characteristic and its current Wounds Characteristic.

The Wolf Blade

A blade of ancient provenance borne by the First Primarch in the earliest days of the Great Crusade and which remained at his side even to the last days of the Horus Heresy. A masterpiece of the armourer’s craft, whose flickering silver teeth wrought a fearsome ruin upon the foe and shattered the resolve of those that stood against the Lion.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Wolf Blade
The Wolf Blade
I
A
S
3
1
Shred (4+), Breaching (4+), Reaping Blow (2)
Chain, 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.
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.

Calibanite warblade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Calibanite warblade
Calibanite warblade
I
A
+1
3
1
Breaching (5+)
Sword of the Order
Companions

Companion Detachments oath themselves to their charge, ensuring their continued survival on the battlefield, even at the cost of their own lives.

While a Model with both the Dark Angels Trait and either the Paragon Type or Command Sub-Type is part of a Unit that includes any Models with this Special Rule, Precision Wounds caused as part of a Shooting Attack cannot be allocated to that Model.
Shieldwall!

Many warriors go to battle carrying large protective shields, commonly issued when the fighting is expected to be conducted at close ranges, such as Zone Mortalis or breach storming engagements. With sufficient training, these warriors can form a moving bulwark, layering and overlapping such shields to provide protection against all but the most determined attacks.

This Reaction allows the Reactive Player to gain a bonus to the Toughness Characteristic of Models in a Unit targeted by a Shooting Attack or Volley Attack if the majority of those Models have the Shield Trait.

Trigger: The Reactive Player may declare a Shieldwall! Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player, or at the start of Step 4 of a Charge declared by the Active Player.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Shieldwall! Reaction, this cost paid as soon as the declaration is made.

Target: For a Shieldwall! Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack or Charge that triggered the Reaction. This Unit must include a majority of Models with the ‘Shield’ Trait at the point when the Reaction is declared.

Process
  1. The Active Player continues to resolve this Shooting Attack as normal.
  2. All Models in the Unit for which this Advanced Reaction is declared have their Toughness Characteristic modified by +1 for the duration of the Phase in which this Reaction was declared.

Cytheron Pattern Aegis

A creation of the long lost city of Cytheron on Mercury, these devices are based upon the power fields that once held at bay the ferocity of Sol itself.

A Model with a Cytheron pattern aegis has a 5+ Invulnerable Save and gains the Shield Trait. In addition, the Controlling Player of a Unit that includes any Models with a Cytheron pattern aegis may declare the Shieldwall! Advanced Reaction for that Unit. This is an exception to the normal Rules for the Shieldwall! Advanced Reaction.

Bayonet

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Bayonet
Bayonet
I
A
S
5
1
-
Bayonet

Chain bayonet

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chain bayonet
Chain bayonet
I
A
S
5
1
Shred (6+)
Bayonet, Chain

The Blade

A masterwork Terranic greatsword granted to Corswain by his mentor, Alajos, it is said that The Blade was once raised aloft at Advex-mors by Legion Master Urian Vendraig to incite the first Rangdan Xenocide, and was wielded in the violence of every campaign against that foul xenos breed by a champion of the First Legion.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Blade
The Blade
I
A
+2
2
2
Duellist’s Edge (2)
Power, Sword of the Order

Armour of the Forest

A masterfully wrought suit of artificer armour struck from Terran steel in the heart of the forests of Caliban by the Lion’s own hand, the Armour of the Forest embodies the pragmatism of the Legion in its simple, utilitarian functionality and doughty endurance. Corswain’s only adjustment to this peerless suit of armour is to enshroud himself in a ritual mantle of the Dark Angels, obscuring the symbols of his Order and Host so that he might serve the entire Legion with purity of purpose as their champion.

This Wargear reduces the amount of Damage suffered from any wound inflicted in a Challenge.

When a Model with this Special Rule is engaged in a Challenge, the Damage Characteristic of any wound inflicted on that Model is reduced by 1, to a minimum of 1.

Plasma burner

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

Phosphex bomb

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Phosphex bomb
Phosphex bomb
6
1
5
3
1
Blast (3"), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex

The Death of Worlds

A relic of the First Legion, the blade known as the Death of Worlds was pattern-welded from fragments of adamantine collected from the hive cities of the first world to fall under the Eskaton, the edict of utter destruction. With each world its wielder presides over the death of, new fragments are added to its length and, by the end of the Great Crusade, the Death of Worlds had grown to such length that only the strongest warriors in the Legion could bear it into combat. The shards pattern welded to its edge carry the curse of a thousand dead worlds, the ragged blade tearing apart its victims with a vicious spite.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Death of Worlds
The Death of Worlds
-2
A
+5
2
3
-
None
Ancient of War

Marduk Sedras has served his Legion for more than two centuries, one of the longest serving Space Marines on record in the Divisio Militaris archives. Over the long years of the Great Crusade he has fought beside each of the Primarchs, and observed each of their Legions in warzones beyond count. There is no battle nor enemy that does not remind him of past glories, and in his tales others find the wisdom to overcome the challenges that face them.

While Marduk Sedras is part of a Unit that includes only Models with the Dark Angels Trait, all Models in that Unit gain the Hatred (Traitor) Special Rule.

The White Tiger Dao

This elegant weapon is styled in the manner of the weapons of the Chogorian hill tribes, yet its primitive exterior hides a plethora of technological marvels that allow the blade to part ceramite and plasteel with ease.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The White Tiger Dao
The White Tiger Dao
+2
A
S
2
2
Impact (AM), Duellist’s Edge (1)
Power

Storm’s Voice

An artisan pistol from the Dark Age of Technology gifted to the Khagan by the Emperor, Storm’s Voice stayed at Jaghatai’s side throughout the long years of the Great Crusade. Many a xenos tyrant or wayward human despot deemed unworthy of the Khan’s blade met their end engulfed by the searing lightning of Storm’s Voice, an end that many Traitors would eventually share during the wars of the Horus Heresy.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Storm’s Voice
Storm’s Voice
12
2
6
4
2
Breaching (5+), Deflagrate (6), Stun (1)
Assault
Death by a Thousand Cuts

The hubris and false-confidence of the Khan’s foes would ever prove to be their undoing as the Lord of the White Scars would exercise super-human patience and restraint until finally they were spent, exasperated and frustrated, ready to accept the inevitability of their coming end.

This Gambit reduces the strength of an opponent when they are wounded.

While a Model with this Special Rule is engaged in a Challenge, the Controlling Player can select the following Gambit:

Death by a Thousand Cuts: If this Gambit is selected, during the Strike Step, the Strength of attacks made by the enemy Model are modified by -1 if that Model’s Wounds Characteristic has been reduced from its Base Value. This cannot reduce the Strength Characteristic of an attack below 1.
Fast (X)

Fleet of foot, genetically enhanced or technologically boosted, some warriors are simply faster than their peers. Such warriors can swiftly reach the most advantageous positions on the battlefield and carry the fight to the foe before they can react.

A Unit that only includes Models with the Fast (X) Special Rule gains a bonus to Rush and Charge Moves.

When the Player controlling a Unit that is composed entirely of Models with the Fast (X) Special Rule elects to have that Unit Rush, add the value of X attached to the specific variant of Fast (X) to the distance the Unit can move. Likewise, when a Unit composed entirely of Models with the Fast (X) Special Rule is required to make a Charge Move, add the value of X attached to the specific variant of the Fast (X) Special Rule as a positive modifier to the Charge Roll. In any situation where a Unit includes Models with two or more variants of the Fast (X) Special Rule, the lowest possible modifier is used.

Kontos Power Lance

The Kontos power lance is a prime example of how the Great Khan took the wisdom of Chogoris’ nomadic tribes and married it to the high technology of the Imperium. Where once his followers had wielded lances of wood tipped in steel, now they bore shafts of hardened ceramite, tipped with lightning and thunder. A blow from a Kontos, delivered from the back of a charging jetbike, was enough to sunder the armour of battle tanks and fell even the most terrible of foes.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Kontos Power Lance
Kontos power lance
+4
1
+5
3
2
Impact (AP), Armourbane
Power

Scatterbolt launcher

A unique variation on Terran boltgun technology, the scatterbolt launcher’s shells detonate upon reaching a set distance from a mass and unleash a storm of razor-sharp shrapnel and sub-munitions.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Scatterbolt launcher
Scatterbolt launcher
Template
1
5
4
1
Template, Shred (6+), Pinning (1)
Bolt, Assault
Power lance

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power

The Tails of the Dragon

As the legend is told amongst the horse tribes of Chogoris, the Tails of the Dragon were twin blades gifted by the Khan to one among their tribe loyal without question not only to them, but to the protection of the tribe and to the pursuit of ever greater martial glory. While the original blades, if they ever existed, have been lost to time, the Tails of the Dragon blades gifted to Qin Xa by the Khagan were crafted in their image and legacy in a form more befitting a renowned warrior of the White Scars Legion.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Tails of the Dragon
The Tails of the Dragon
I
A
+1
2
1
Critical Hit (5+), Precision (3+)
Power
Chosen of the Khagan

Qin Xa, often overlooked by allies and enemies, was a constant presence at the side of the Khan - a vital advisor to the subtle-minded lord of Chogoris and a skilled warrior and commander in battle. During the dark years of the Horus Heresy, he would rise to become one of the Khagan’s most trusted companions and a notable leader among the warriors of the Legion.

This Special Rule ensures the arrival of a Unit held in Reserves.

Once per Battle, at the start of the Reserves Sub-Phase of the Movement Phase, this Model’s Controlling Player may select a single Unit which only includes Models with the White Scars Trait that is in Reserves. Reserves Rolls made for that Unit during this Sub-Phase are automatically successful.
Krak grenades

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

Archaeotech pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Archaeotech pistol
Archaeotech pistol
12
1
6
4
2
Pistol, Breaching (3+)
Assault

Legion Officer Wargear

1 This item can be selected for a Model with the Emperor’s Children Trait.
2 This item can be selected for a Model with the Iron Warriors Trait.
3 This item can be selected for a Model with the Night Lords Trait.
4 This item can be selected for a Model with the Death Guard Trait.
5 This item can be selected for a Model with the Thousand Sons Trait.
6 This item can be selected for a Model with the Word Bearers Trait.
Astartes shotgun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Astartes shotgun
Astartes shotgun
12
2
4
-
1
Stun (0)
Assault, Auto

Cyber-familiar

Utilised by Techmarines and the adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls and other smaller drone units tied into the direct neural control of their operator. These are an extension of their master’s will and provide them with a host of additional senses and capabilities.

Cyber-familiars grant a bonus to Intelligence Checks.

The Controlling Player of a Model with a cyber-familiar can modify the results of Intelligence Checks made for that Model by -2.
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.
Pair of lightning claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of lightning claws
Pair of lightning claws
I
+2
S
3
1
Rending (6+), Breaching (6+)
Power

Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
Command Vox Relay

These powerful omni-vox arrays allow those leaders fortunate enough to have access to such rare assets to carefully judge the flow of battle and maintain close watch over their troops, urging them onwards to victory.

A command vox relay grants a bonus to Reserves Tests and can be used to grant other benefits.

While a Model with a command vox relay is on the Battlefield, before making a Reserves Test for a Unit in Reserves, the Controlling Player can select for that Model to activate that command vox relay. If they do, they can modify the result of that Reserves Test by +1. Only one command vox relay can be activated for each Reserves Test.

In addition, in the Effects Sub-Phase of the Start Phase, the Controlling Player of a Model with a command vox relay can make an Intelligence Check for that Model (if that Model has the Vehicle Type, it is treated as having an Intelligence Characteristic of 8). If that Check is successful, the Controlling Player can select a friendly Unit which includes only Models with the same Faction Trait as the Model with the command vox relay and select one of the following effects:
Light Transport

Some transports are made to carry a lighter cargo, and the bulkiest of troops cannot make use of them in combat.

Models with this Special Rule cannot carry Models with the Bulky (X) Special Rule.

Models that have any variant of the Bulky (X) Special Rule may not Embark on a Model that has this Special Rule.
Mobile Command Vehicle

Deployed in forward positions where their command and control systems can provide up to date tactical information from observers on the ground, the Damocles allows a Commander to utilise their exemplary coordination skills to direct reinforcements, even when not in close contact with the forces under their command.

A Model with this Special Rule can use some Characteristics of Embarked Models instead of its own.

When a Model with this Special Rule is required to make a Characteristic Check, the Controlling Player can use the required Characteristic for that Check from the Profile of one Model Embarked within this Model instead.
Access Points
Each Model with the Transport Sub-Type will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. All Access Points are defined as being within a specific Facing, corresponding to one of the four Armour Facings that most Models with the Vehicle Type have - for example, a Rhino has one Rear Access Point, and Access Points on both Side Facings. An Access Point must be physically represented on the noted Armour Facing, and when Models are Embarking or Disembarking using that Access Point they count all points on that Armour Facing as an Access Point. Where a Model has two Side Access Points, this indicates one Access Point on each Side Facing. If a Model has an Access Point on only one Side Facing, then this will be noted as Side (Left) Access Point or Side (Right) Access Point to indicate which Facing the Access Point is present on.

Models that do not have the Vehicle Type but that do have the Transport Sub-Type and a Base, count the entirety of the edge of their Base as an Access Point, regardless of the facing of any Access Points they have. Likewise, Models with the Flyer Sub-Type that are mounted on Flying Bases also count the entirety of the edge of their Base as an Access Point.

If any Models in the Embarking Unit are more than 2" from a Facing on the Transport Model that has an Access Point, then no Models can Embark and the Unit remains in play. If all Models in the Embarking Unit are within 2" of a Facing on the Model with the Transport Sub-Type that has an Access Point, then all Models in the Unit are removed from the Battlefield. Players may find it useful to mark or otherwise note which Unit has Embarked on which Model with the Transport Sub-Type and this information should be declared to all Players.

The entire process of Embarkation is resolved during the activation of the Embarking Unit during the Move SubPhase, and as such does not interfere with the activation and movement of the Model the Unit Embarks on. A Model may have Units Embark on it after it has been activated and moved, and also may be activated (if it has not already been activated) and then moved during the Move Sub-Phase after another Unit has Embarked on it.
Searchlights

Mounted ilium-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather.

Searchlights allow attacks to ignore Shrouded Damage Mitigation Rolls.

The Target Number of any Shrouded Damage Mitigation Tests is increased by +1 (to a maximum of 6+) when making Tests as a consequence of wounds, Penetrating Hits or Glancing Hits inflicted by Shooting Attacks made by a Model that has searchlights that has Line of Sight to the Target Unit. Additionally, a Model with searchlights may not make Shrouded Damage Mitigation Tests to negate wounds, Penetrating Hits or Glancing Hits.
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some Units may specify Side as an arc - this means both Left and Right arcs.

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

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hunter-killer missile
Hunter-killer missile
48
1
9
3
3
Armourbane, Limited (1)
Missile

The Axe of Helwinter

Russ’ favoured axe, though less strange and potent than his darkly-fabled blade, was no less a weapon of great beauty and lethality. It was a frost axe, a prince among its kind, its edge made with the kraken teeth of the mighty beast, which gave the axe its name; a legendary menace slain by Russ himself before the coming of the Emperor to Fenris. Its murderous edge was further amplified by a disruption field generator which was a masterwork in its own right, so that a well-placed blow could split the armour plate of a battle tank.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Axe of Helwinter
The Axe of Helwinter
I
A
+2
2
2
Armourbane, Reaping Blow (1)
-

The Sword of Balenight

A weapon of truly ancient mystery, the sword of Russ has gone by many names. To the Remembrancers of the Great Crusade, it is called ‘Balenight’ - a name itself a commonplace derivation of the High Gothic ‘Maledica Nocterum’ - a dark legend carried during the Age of Strife where it passed through the hands of warlords and tyrants one after the other. But, to the Wolves of Fenris, it has always been ‘Mjalnar’ - the fang of the Wolf King - taken in battle as a blood-bought prize of victory. Ultimately, the Sword of Balenight is a weapon of unknown origin, a thing of terror and blood against which no armour can stand, as the sword’s silver-white blade inexplicably darkens as it kills, first to the deep red of heart’s blood, and then to a fathomless, glittering black.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Sword of Balenight
The Sword of Balenight
I
A
+1
2
2
Critical Hit (5+)
-

Scornspitter

Once simply a Legion bolter, Scornspitter had been re-worked by no lesser hand than the Primarch Vulkan to form an outsized but perfectly balanced pistol suitable for the hand of the Wolf King. Though Russ and his Legion often stood apart from their fellows during the Great Crusade, this gift was one of honour, given after the two Primarchs’ Legions fought the bitter campaign at San Katos together, and Russ held it and its giver in high regard.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Scornspitter
Scornspitter
12
3
4
3
1
Breaching (6+)
Assault, Bolt
Sire of the Space Wolves

Leman Russ’ presence unleashed a feral eagerness in his sons, each of them striving to prove themselves in his presence, letting no impediment stand between them and a glorious saga worthy of the Wolflord himself.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Infantry and or Paragon Type with the Space Wolves Trait in the same Army:
Howl of the Death Wolf

In war, Russ was no mere warrior, he became a conduit for fury, for rage and for violence, imbued with the all-consuming power ofFenris and of the Death Wolf, eager to unleash this power in an unrelenting assault on any who dared to stand before him.

When this Gambit is selected, Leman Russ gains a fixed bonus to the Focus Roll in Challenges until he fails to wound his opponent.

Once per battle, while a Model with this Special Rule is Engaged in a Challenge, its Controlling Player can select the following Gambit:

Howl of the Death Wolf: Once this Gambit is selected and until its effects cease, no other Gambit may be selected for that Model. When this Gambit is selected, the Controlling Player of this Model gains a bonus of +5 to the following Focus Roll and successive Focus Rolls made during the Challenge, until this Model fails to inflict an Unsaved Wound in the Strike Step. When this Model fails to inflict an Unsaved Wound in the Strike Step, the effects of the Gambit cease, and the Controlling Player cannot select this Gambit again during the current Challenge.

Tooth & Claw

Freki and Geri are preternaturally powerful beasts whose fangs and claws can tear through body armour and rend flesh and bone like paper.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Tooth & Claw
Tooth & Claw
I
A
S
4
2
Breaching (6+)
None

Ymira Class Stasis Bombs

Relics of a campaign of purgation and slaughter so dreadful that none but the Wolf King and his innermost circle of priests have been allowed to remember it, save in the lingering echoes of nightmare, these arcane weapons actively breach and damage the flow of time around them when they detonate. Merely being in proximity to the blast radius of these terrifying weapons is as perilous as any rad grenade, as a sudden time distortion freezes the target, but far from consistently, an effect that can leave its victim frozen out of phase with existence, a trapped echo lost in the void, or shattered like a statue of ice.

Ymira class stasis bombs force the Opposing Player to use the lowest result when making a Charge Roll.

When the Target Unit of an enemy Charge Move is not already Locked in Combat and includes at least one Model with Ymira class stasis bombs, then any Charge Roll made is determined by rolling 2D6 and discarding the highest result instead of the lowest result.
The Dreams of the Death Wolf

The dreams of the Death Wolf have consumed the minds of the Deathsworn so that only in killing do they themselves feel anything but the chill of death closing about them. In that moment, they care nothing for their own lives or safety, so long as their enemies are strewn about them broken and lifeless.

Deathsworn make a final attack before they are Removed as a Casualty.

During Initiative Step 1 of any Combat that includes one or more Models with this Special Rule, the Controlling Player may make one additional attack for each Model with this Special Rule that has been Removed as a Casualty during any preceding Initiative Steps of that Combat. These attacks can target any enemy Unit in that Combat and use the following profile:

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Death strike
Death strike
I
1
+1
3
1
Breaching (5+)
Power
Bitter Duty

Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.

Models with this Special Rule may not join Units that do not also have this Special Rule.

A Unit that includes any Models with this Special Rule can only join Units or be joined by other Models with this Special Rule.

Great frost blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Great frost blade
Great frost blade
-2
A
+3
2
2
Reaping Blow (1)
Power

Melta bombs

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-

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
Lordsbane

Though all serve the Wolf King faithfully and with fealty as his guard, the Varagyr also take great satisfaction in showing their superiority over the petty lords and champions of those they slay, vying to honour their master with the trophies of the slain justly anointed in the blood of the vanquished, in the hopes of making a tale worth the telling.

Varagyr gain a bonus to their Combat Resolution if the Thegn survives a Challenge.

During the Glory Step of a Challenge involving a Thegn Model with this Special Rule, if that Model was not Removed as a Casualty during that Challenge, the Controlling Player gains a number of Combat Resolution Points equal to the number of Varagyr Models in the same Unit, to a maximum of +4, for that Combat in the following Resolution Sub-Phase.

Chainfist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainfist
Chainfist
-3
-1
+6
2
2
Armourbane, Shred (6+)
Chain

Reaper autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Reaper autocannon
Reaper autocannon
36
2
6
4
2
Breaching (6+), Heavy (FP)
Auto

Fenrisian axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Fenrisian axe
Fenrisian axe
I
A
+1
-
1
Reaping Blow (1)
None
Frost Blades

Created by the weaponsmiths of the Fang, the famed frost blades were forged after detailed study of the arcane technologies of Leman Russ’ own Emperor-gifted blade, coupled with unique materials gleaned from the death world of Fenris itself, namely the preternaturally hard chitin-teeth of the Fenrisian krakens that haunted that death world’s deeps. Most took the shape of traditional Fenrisian battle axes or Terran-influenced double-edged chainblades, while some few were also fashioned after power claws or even broad-bladed war spears, but all were finely made and equally lethal. Only a few such weapons were able to match the fabled paragon blades of Ancient Terra in destructive potential and quality, but all were truly formidable weapons in their own right.

Any Model with the Command or Champion Sub-Type and the Space Wolves Trait may have its power weapon exchanged for one frost sword or one frost axe for +5 Points per Model or have its lightning claw exchanged for one frost claw for +5 Points per Model.

Any Model with the Command or Champion Sub-type and the Space Wolves Trait may have its power weapon exchanged for one great frost blade for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Frost sword
Frost sword
I
A
+1
3
1
Breaching (5+), Reaping Blow (1)
Power
Frost axe
Frost axe
-1
A
+1
3
1
Breaching (4+), Reaping Blow (1)
Power
Frost claw
Frost claw
I
A
S
3
1
Breaching (4+), Reaping Blow (1), Shred (6+)
Power
Great frost blade
Great frost blade
-2
A
+3
2
2
Reaping Blow (1)
Power

Heavy chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Heavy chainsword
Heavy chainsword
-1
A
+2
4
1
Shred (6+)
Chain

The Fell-Hand

Geigor is in possession of a particularly potent frost claw of exquisite workmanship and power, gained and forged after many trials and bellicose deeds worthy of a saga in themselves. Claw and master together gained the war-name of ‘Fell- Hand’for the death they have reaved on the battlefield.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Fell-Hand
The Fell-Hand
I
A
S
3
1
Breaching (4+), Shred (5+)
Power

Hearth-splitter

Hvarl Red-Blade’s famed axe was not of Fenris, but a stone-grey power blade re-forged by the Iron Priests from a battlefield trophy taken from a huge machine-warrior made in the shape of a long-dead king he battled on the edge of the Maelstrom. This battle, fought on the dead world of Koltok, saw him elevated to Thegn and first earned him the name of Headsman’. In a thousand battles since, it has never failed him.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Hearth-splitter
Hearth-splitter
I
A
+2
2
2
Armourbane
Power
Head-taker

Hvarl gloried in only one thing in battle, the death of the foe. He cared little for grand strategy or subtle tricks of deployment or manoeuvre, and instead craved simply to close with the foe and see their blood spilled on the broken soil of the battlefield.

This Gambit prevents the Opposing Player from gaining a bonus to the Focus Roll from Outside Support.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit:

Head-taker: If this Gambit is selected, the Opposing Player may not claim an Outside Support bonus during the Focus Step.

Storm’s Teeth

This colossal chainblade, too weight)’ for any but a Primarch to wield, is said to have been crafted by the weaponsmiths of Inwit before the coming of the Emperor. Its razored teeth can shred metal, stone and flesh with ease and, while the Primarch of the Imperial Fists Legion has many arms at his disposal, some relics of far greater power, it is this blade which has served him faithfully for so long he favours most.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Storm’s Teeth
Storm’s Teeth
I
A
S
2
2
Shred (4+) Reaping Blow (2)
Chain

The Voice of Terra

Presented to Rogal Dorn by the Custodian Guard to honour the Primarch’s appointment as Praetorian of Terra, this tactical bolter follows the pattern of the Legio Custodes’ own weaponry, albeit redesigned for the hand and might of a Primarch to wield.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Voice of Terra
The Voice of Terra
24
3
5
3
1
Breaching (5+)
Bolt, Assault
Bulwark of the Imperium

Like the mountains upon which the Imperial Palace was built, Dorn was resolute and unyielding. Amongst his brothers, none could claim to have held where Dorn held. None could claim to have stood where he stood. None endured what he endured.

This Gambit allows Rogal Dorn to fight defensively.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit:

Bulwark of the Imperium: While this Gambit is selected, Wound Tests made against the Model that this Gambit was selected for that have an unmodified result of a 1, 2, 3 and 4 are never successful regardless of the Strength Characteristic of a Hit or any Special Rules that set the Target Number for Wound Tests.
Cover Save (COV) – A Cover Save is used to negate wounds that would normally ignore or bypass an Armour Test. Few Models will have a Cover Save Characteristic, but other Rules may grant them one temporarily - such as Area Terrain. When a Model’s Cover Save is at its minimum value of ‘-’, that Model may not make Cover Tests.
Templar Assault

When the Templars of the Legion’s Oaths go to war, they do so with duty and righteous purpose above all else and cannot be halted except in death. The Templars strike with overwhelming force in crashing waves of power armour - their tactics are not subtle, but their methods are furious and irresistible.

Templar Brethren can close with their opponents more effectively when charging after they Disembark.

In the Assault Phase of any Player Turn in which they Disembarked from a Model with the Assault Vehicle Special Rule, Models with this Special Rule may add +2" to any Set-up Moves made. This modifier does not apply if the Unit was forced to make an Emergency Disembarkation during the same Turn.

Solarite Power Gauntlet

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Solarite Power Gauntlet
Solarite power gauntlet
-3
A
+4
2
2
Critical Hit (6+)
Power

Archaeotech pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Archaeotech pistol
Archaeotech pistol
12
1
6
4
2
Pistol, Breaching (3+)
Assault
Assault Vehicle

Some vehicles are designed to deploy assault troops directly into the heart of combat. Whether by means of assault ramps or other methods, they allow the troops aboard to disembark in fighting order and engage the foe without delay.

A Vehicle with this Special Rule allows Models to Disembark and Charge without penalty.

A Unit that is Disembarked from another Model that has the Assault Vehicle Special Rule may have a Charge declared for it in the Charge Sub-Phase of the same Player Turn without being forced to make a Disordered Charge.
Emergency Disembarkation
Some Rules will instruct a Player to have a Unit make an Emergency Disembarkation. This is done using the following procedure:
  1. The Controlling Player of the Unit making an Emergency Disembarkation selects one Model from that Unit and places it anywhere in Base Contact with the hull or Base of the Model it was Embarked upon. When Disembarking, a Model’s Base cannot be placed within 1" of an enemy Model or within Impassable Terrain. If there is no other location for the Disembarking Model to be placed then it is instead Removed as a Casualty.

  2. Once a Disembarking Model has been placed, it remains in contact with the Model with the Transport Sub-Type that it was Embarked upon and may not be moved, then the next Model in the Unit making an Emergency Disembarkation must be placed. Models placed after the first must be placed in Base Contact with the hull or the Base of the Model it was Embarked upon if possible.

  3. If any Models making an Emergency Disembarkation after the first cannot be placed in contact with the hull or Base of the Model on which they were Embarked then they may instead by placed in Base Contact with another Model from the same Unit that has already been placed as part of the Emergency Disembarkation.

  4. Repeat this process until all Models from the Unit making an Emergency Disembarkation have been placed on the Battlefield - unlike a regular Disembarkation they do not need to be in Unit Coherency. Any Model making an Emergency Disembarkation that cannot be placed on the Battlefield using the Rules presented here must instead be Removed as a Casualty.

  5. Once all Models from a Unit making an Emergency Disembarkation have been placed on the Battlefield then a Cool Check must immediately be made for that Unit. If this Check is failed then the Unit that made the Emergency Disembarkation gains the Pinned Status.
Phalanx Formation

As skilled and aggressive as those who made up their number, it was with rigid discipline and unfaltering will that the Phalanx Warders fulfilled their duty. As defenders of the Phalanx they were unyielding, holding fast until the enemy drew within their reach.

Phalanx Warders may make the Shieldwall! Reaction without expending a Reaction Allotment point, but suffer limitations for doing so.

A Unit that has any Models with this Special Rule may make the Shieldwall! Advanced Reaction without expending a point of the Controlling Player’s Reaction Allotment. If a Reaction Point is not expended, the Reacting Unit gains the Pinned Status after the Reaction is resolved.

Plasma gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma gun
Plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (5+), Overload (1)
Plasma

Meltagun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta

The Black Sword

A paragon blade of unknown provenance which takes the shape of an ancient two-handed sword of lustreless black metal, it is able to cut through stone and metal without effort or mar to the edge. In the hands of a warrior such as Sigismund, the Black Sword is deadly beyond belief, and alien warlords and mighty warriors without number have fallen before it.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Black Sword
The Black Sword
I
A
+2
2
1
Critical Hit (6+), Duellist’s Edge (2)
-
Slayer of Kings

Known throughout all the Legions as a swordsman of surpassing expertise and strength, few other than the Primarchs themselves could stand against Sigismund in single combat. Of this reputation Sigismund well knew and ever did he seek to demonstrate his near peerless talents in deadly contest with those he deemed worthy of his blade.

Sigismund’s Controlling Player must issue a Challenge if able and select which of his opponents will accept.

During the Controlling Player’s Challenge Sub-Phase, if Sigismund is eligible, he must be declared as the Challenger. If more than one Model under the Active Player’s control in a Combat must be the Challenger, they must select Sigismund as the Challenger.

Additionally, when the Controlling Player issues a Challenge for Sigismund (including as part of the Heroic Intervention Advanced Reaction), they may select which of the Opposing Player’s eligible Models is the Challenged. If, for any reason, the selected enemy Model cannot be the Challenged, Sigismund’s Controlling Player gains a number of Combat Resolution Points equal to the starting Wounds Characteristic of the selected enemy Model that did not become the Challenged, and Sigismund’s Controlling Player may select an alternative eligible Model to accept the Challenge.
Death’s Champion

A sombre and deadly warrior, both indefatigable and remorseless in the fray, Sigismund is to onlookers less a mortal warrior but rather some unstoppable agency of the dark fates. This led none other than the Primarch Sanguinius to remark of him that he seemed “...less my brother Dorn’s champion, and more Death’s himself... "

Sigismund’s attacks are more deadly when this Gambit is selected.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit:

Death’s Champion: If this Gambit is selected, attacks made by this Model in the following Strike Step have the Critical Hit (5+) Special Rule.
Heroic Intervention
This Advanced Reaction allows the Reactive Player to declare Challenges.

Trigger: The Reactive Player may declare a Heroic Intervention Reaction if, in Step 1 of the Challenge Sub-Phase, the Active Player chooses to pass and declare no Challenge for a selected Combat.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Heroic Intervention Reaction - this cost paid as soon as the declaration is made.

Target: The Combat in which the Active Player chose not to declare a Challenge, triggering this Reaction, is the Target Combat.

Process
  1. Once this Reaction is declared the Reactive Player may choose to declare a Challenge, selecting one eligible Model under their control in the Target Combat to be the Challenger.
  2. The Active Player may then select one eligible Model under their control in the same Combat to accept the Challenge. The Model selected is then considered the Challenged.
  3. If the Active Player chooses not to select an eligible Model to accept the Challenge, then the Reactive Player must select one enemy Model from the same Combat which was eligible to accept the Challenge (if any such Model exists) and apply the Disgraced Status to that Model. The Active Player must then select another eligible Combat as per the normal Challenge Sub-Phase Rules.
  4. If, for any reason, the Active Player cannot select an eligible Model (for example, if a Special Rule prohibits an otherwise eligible Model from accepting the Challenge), then no Challenge occurs and the Challenge Sub-Phase continues as normal, with the Reactive Player scoring no Combat Resolution Points as a result of this Reaction. If the Active Player selects an eligible Model to take part in the Challenge, then the Challenge is resolved using the normal Rules.
Hammerblow

Such was Polux’s strength and focus of will, even for one of the Legiones Astartes, he was able to deliver a single crushing blow with his power gauntlet as easily as one of his brothers might have swung a sword.

Alexis Polux can make an alternative attack during a Challenge.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit:

Hammerblow: While this Gambit is selected, this Model gains the Hammerblow Weapon Profile and may not choose to make attacks with any other Weapon in the Strike Step.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Hammerblow
Hammerblow
I
1
10
2
3
Critical Hit (6+)
Power

The Headsman and The Hunter

These twinned axes were Fafnir Rann’s constant companions, and that warrior had mastered a unique style of combat, switching between his axes and shield to meet any combat situation.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Headsman and The Hunter
The Headsman and The Hunter
I
A
+2
3
1
Breaching (4+)
Power
Shield Master

Rann’s ability to make the most of his shield’s defensive capabilities in combination with his twin axes was unrivalled.

Fafnir Rann suffers no penalty in a Challenge for carrying a shield.

The Controlling Player of a Model with this Special Rule does not suffer a penalty of-1 to Focus Rolls for this Model having the Heavy Sub-Type.
Executioner’s Tax

As unstoppable on the attack as he is unyielding in his defence, Rann is an uncharacteristically bellicose and aggressive member of the VIIth Legion. Even on the defensive, the foe is not spared the wrath of his onslaught.

Fafnir Rann may suffer a negative modifier to the Focus Roll in exchange for improved attacks.

While a Model with this Special Rule is in a Challenge, its Controlling Player can select the following Gambit:

Executioner’s Tax: When this Gambit is selected, the Controlling Player must roll an additional Dice in the Focus Step and must discard the highest result. Attacks made in the following Strike Phase gain the Critical Hit (6+) Special Rule.
Alternative models by Artel W:

Infernus

Believed to be a weapon of unique provenance, Infernus can be best described as a compact archaeotech heat-beam emitter. The sheer potency of its energy generation soon reduces its own focusing mechanisms and barrel assembly to dust upon discharge. These must be painstakingly replaced by a team of artificers after every battle.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Infernus
Infernus
18
2
8
2
3
Melta (12), Limited (1)
Melta, Assault

The Blade Encarmine

A powerful broad-bladed sword, the Blade Encarmine was carried to glory by Sanguinius on a hundred worlds during the Great Crusade.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Blade Encarmine
The Blade Encarmine
I
A
+1
2
2
Critical Hit (5+), Impact (AM)
Power
Angelic Descent

From high above the battlefield Sanguinius would dive, his wings of purest white pinned back as he descended upon the mightiest champions his enemies could muster, striking them with the force of a falling star.

Sanguinius can use a Gambit to gain a bonus when fighting larger enemies.

While a Model with this Special Rule is Engaged in a Challenge, its Controlling Player can select the following Gambit:

Angelic Descent: This Gambit may only be selected prior to the first Focus Roll of a Challenge, and only if Sanguinius has made a successful Charge in the same Assault Phase. During the following Focus Step, Sanguinius’ Controlling Player gains a positive modifier to the Focus Roll equal to any variant of Bulky (X) that the enemy Model it is Engaged in a Challenge with has. For example, if the opposing Model in the Challenge has the Bulky (3) Special Rule, this Model’s Controlling Player gains a modifier of +3 to the Focus Roll.

Spear of Telesto

The Spear of Telesto was the favoured weapon of Sanguinius in shock assaults, where he would dive from the sky with his spear held aloft, breaking his foes in a single impaling thrust.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Spear of Telesto
Spear of Telesto
-1
-2
+3
2
2
Armourbane, Shock (Suppressed)
Power

Moonsilver Blade

Sanguinius was known to bear a silver longsword of exquisite craftsmanship, granted to him by his brother Rogal Dorn and said to be made of the same alloy as the skeleton of the Phalanx.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Moonsilver Blade
Moonsilver Blade
I
A
S
3
2
Duellist’s Edge (1)
Power
Alternative models by Artel W:

Falling-star power spear

As much works of art as they are weapons, these ornate spears have been redesigned to enhance the aggressive fighting style of the Dawnbreakers and to serve as icons of the Blood Angels’ prowess and noble intent.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Falling-star power spear
Falling-star power spear
+1
A
S
3
1
Impact (SM), Breaching (5+)
Power

Grenade discharger

These compact grenade launchers are intended to saturate the Dawnbreakers’ landing zones with shrapnel.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Grenade discharger
Grenade discharger
- Frag
- Frag
12
1
4
6
1
Blast (3")
Assault
- Krak
- Krak
12
1
6
4
1
-
Assault
Set the Sky Aflame

The Dawnbreakers are trained to make their arrival upon the field of battle a spectacle that will bring terror to the enemy and embolden their allies. Few can forget the sight of these angelic warriors descending from on-high.

A Unit with this Special Rule cannot be intercepted by distant enemy Units when they arrive on the Battlefield.

When a Unit with at least one Model with this Special Rule is deployed via Deep Strike and is the target of a Shooting Attack made as part of the Intercept Advanced Reaction, no enemy Models over 12" away from any Model in the Unit that was deployed via Deep Strike may make Shooting Attacks as part of that Intercept Advanced Reaction.
Perdition Weapons

Though some would later attribute the various ‘Perdition’ weapons to the artifice of Sanguinius himself, these brutal weapons had been in the use of the IXth Legion since long before the Primarch had returned to them. The flame projectors built into these weapons are a legacy of the wars fought during Old Earth’s long darkness, the innovation of some long forgotten warlord brought to its pinnacle by the warriors of the IX"’ Legion.

Any Model with the Command, Champion or Sergeant Sub-Type and the Blood Angels Trait may have its power sword, power axe, power spear or power maul exchanged for one Blade of Perdition, one Axe of Perdition, one Spear of Perdition or one Maul of Perdition for +5 Points per Model.

If a Model has a Perdition weapon as part of its Wargear, you can select one of the following for that Model to have:
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Blade of Perdition
Blade of Perdition
I
A
S
3
1
Breaching (6+), Aflame (1)
Power, Flame
Axe of Perdition
Axe of Perdition
-1
A
+1
3
1
Breaching (5+), Aflame (1)
Power, Flame
Maul of Perdition
Maul of Perdition
-1
A
+2
3
1
Breaching (6+), Aflame (1)
Power, Flame
Spear of Perdition
Spear of Perdition
+1
A
S
3
1
Precision (6+), Aflame (1)
Power, Flame

Pair of equinox blades

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of equinox blades
Pair of equinox blades
I
+1
S
3
1
Breaching (6+)
Power

Coriolis Pattern Power Shield

These prototype devices were one of many systems trialled within the Legions as part of the storm shield initiative. Capable of projecting a very short ranged gravitic field, they were intended to slow and deflect strikes in combat.

Coriolis pattern power shields reduce the Damage of wounds suffered.

When a wound is allocated to a Model with a Coriolis pattern power shield, the Damage Characteristic of the Unsaved Wound is modified by -1 (to a minimum of 1). Additionally, a Model with a Coriolis pattern power shield gains the Shield Trait.
The Blood is Forever

Adversity is an old friend to the Crimson Paladins, for they are only sent into battle when the tide of war turns against the Legiones Astartes. They are the bulwark of the Legion, the wall upon which the foe is broken and turned back.

Models with this Special Rule gain a Damage Mitigation Roll when they are outnumbered.

While the Unit a Model with this Special Rule is part of is Locked in Combat with an enemy Unit or Units whose total number of Models outnumber them, a Model with this Special Rule gains the Feel No Pain (5+) Special Rule. If outnumbered by more than twice their own number, Models with this Special Rule instead gain the Feel No Pain (4+) Special Rule. Any Model that joins a Unit that includes any Models with this Special Rule does not gain this Special Rule and does not count for the purposes of determining when the Unit is outnumbered.

Plasma blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma blaster
Plasma blaster
- Sustained fire
- Sustained fire
18
2
7
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
18
2
8
4
1
Breaching (5+), Overload (1)
Plasma
Firestorm

Many units within the Legion conduct warfare at pointblank distances, blasting their foes with a deluge of short ranged firepower.

A Model with this Special Rule does not have to make Volley Attacks as Snap Shots.

When a Model with this Special Rule makes Volley Attacks, it is not required to fire Snap Shots. In addition, after making Volley Attacks in Step 4 of the Charge Procedure, a Unit containing any Models with this Special Rule is not required to make a Charge Roll in Step 5. If the Controlling Player chooses not to make a Charge Roll in Step 5 of the Charge Procedure then the Charge Procedure ends immediately.

Erelim Grenade Launcher

A weapon spawned from the Unification Wars and the terror of Old Night, the phagic payloads of specially modified grenade launchers were proven well-suited to the Angel’s Tears’ role as purgers of sin, for while they eradicate the foes of the Blood Angels, they leave the worlds they corrupted intact, waiting only for the time that they may be declared pure once again and worthy of hosting true servants of the Emperor once more.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Erelim Grenade Launcher
Erelim grenade launcher
18
2
4
4
1
Poisoned (2+), Phage (T)
Missile, Rad

Volkite serpenta

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

Rotor cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rotor cannon
Rotor cannon
24
3
3
-
1
Heavy (FP), Suppressive (1)
Auto

Paired Talons of Perdition

These weapons are a larger version of the more common Perdition weapons, adding flame projectors to a scaled-up lightning claw mount intended for use on Dreadnoughts.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Talons of Perdition
Paired Talons of Perdition
I
+2
S
2
2
Aflame (2)
Power, Flame
Incaendius Boost Pack

A massive rocket booster pack is installed on the rear torso of the Contemptor-Incaendius to allow it to cover the distance to the foe in a series of long leaps.

When a Model with this Special Rule makes a Rush, it gains the Antigrav Sub-Type for the duration of that Movement Phase.

Lament & Grief

A pair of artificer-made Volkite serpenta pistols, Lament and Grief fire 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
I
A
+1
2
2
Reaping Blow (1)
Power

The Encarmine Warblade

A masterpiece of the smith’s craft, made for Raldoron at the request of Sanguinius himself and borne into combat on hundreds of battlefields.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Encarmine Warblade
The Encarmine Warblade
I
A
+1
2
2
Impact (AM), Critical Hit (6+)
Power
Archein of Wisdom

Even after a lifetime of battle, Raldoron would still watch and learn from the intricacies of war hoping to hone, adapt and improve his own methods. From the sweeping advance of enemy assets across a battlefront, to the subtle tells in the footwork of a duelling opponent, all would be retained and catalogued for later recall by his eidetic mind, making himself a superior warrior.

This Gambit allows Raldoron to benefit from his Opponent’s successful Hit Rolls in a later Strike Step.

While a Model with this Special Rule is Engaged in a Challenge, its Controlling Player can select the following Gambit:

Archein of Wisdom: If this Gambit is selected, this Model’s Controlling Player gains a positive modifier to their Focus Roll equal to the number of successful Hit Tests made by their opponent in the previous Strike Step of the current Challenge. Note that this Gambit has no effect if no Strike Step has been resolved in the current Challenge.

Forgebreaker

Fashioned by his close comrade, and later hated enemy, the Primarch Fulgrim, this exquisitely fashioned thunder hammer would prove to have a dark infamy of its own and serve the hands of many masters before the Horus Heresy ended.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Forgebreaker
Forgebreaker
-1
A
+3
2
3
Critical Hit (5+)
Power

The Medusan Carapace

Ferrus Manus operated a wide variety of prototype weaponry, almost all of which were the products of his craft and genius. Never fully satisfied with his work, the battlefield was used as the testbed for many of his creations, a place where their efficacy could be gauged in the toughest of conditions.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Medusan Carapace
The Medusan Carapace
- Alpha-12
- Alpha-12
18
2
7
4
1
Breaching (4+)
Plasma
- Epsilon-415
- Epsilon-415
18
2
6
3
1
Shock (Pinned), Pinning (1)
Graviton
- Phi-71
- Phi-71
Template
1
6
4
1
Template, Panic (2)
Flame
Tempered by War

War was the furnace in which the Gorgon was forged, for nothing else created the strength and resilience that Ferrus Manus demanded. The fires of battle strengthened his mind as it did his body, both work-hardened like an anvil struck for a lifetime by the smith’s hammer.

Whilst this Gambit is selected, Ferrus Manus has an increased Toughness Characteristic.

While a Model with this Special Rule is Engaged in a Challenge, its Controlling Player can select the following Gambit:

Tempered by War: When this Gambit is selected, this Model’s Toughness Characteristic is set to 8 for the duration of the following Strike Step.

Artificer Power Axe

Crafted to a standard which rivalled many of the Mechanicum’s pre-eminent forges, the power axes wielded by the Iron Hands were outfitted with advanced power emitters and blades of dense Medusan alloy, such that a well-placed blow could inflict ruinous damage to even the most heavily armoured foe.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Artificer Power Axe
Artificer Power Axe
-1
A
+1
3
1
Breaching (5+), Shred (5+)
Power

Lascutter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lascutter
Lascutter
8
1
10
2
2
Ordnance (D), Armourbane
-

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Lascutter
Lascutter
-3
1
12
2
4
-
-

Volkite charger

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite charger
Volkite charger
15
2
5
5
1
Deflagrate (5)
Assault, Volkite

The Arbitrator

One of Roboute Guilliman’s favoured sidearms when in open battle was a heavily customised combi-bolter which he was able to wield as deftly as one of his Legionaries might handle a pistol. Dubbed by him the Arbitrator’ for the matters it settled, it was tooled to tolerances beyond any hut the archmagos of the Mechanicum to fathom, while its bolt shells were hand-crafted by the finest ordnancer-wrights of the Legion’s forges and fitted with micro-atomantic compression warheads.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Arbitrator
The Arbitrator
18
2
6
3
1
Breaching (5+)
Bolt, Assault

The Gladius Incandor

Although understated and functional at first glance, to consider the Gladius Incandor as merely a weapon of war belied the impeccable artifice and value of the glittering, silver blade which had worth beyond that of the material output quota of many worlds of the Imperium.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Gladius Incandor
The Gladius Incandor
I
A
S
3
2
Breaching (5+), Duellist’s Edge (1)
Power

The Hand of Dominion

As much an icon representing the status of its bearer as it was a functional weapon, the Hand of Dominion hid a degree of expert artifice unmatched by even the finest examples of similar craftsmanship. On the rare occasions in which it was wielded in battle, the great azure fist of the sire of the Ultramarines would be sheathed in a rippling field of lightning as it was used to tear asunder even the heaviest plate armour.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Hand of Dominion
The Hand of Dominion
-3
A
+4
2
3
Armourbane
Power
Calculating Swordsman

Though Guilliman had not garnered the renown of some of his brothers as a red-handed lord of war, he was still one of the finest swordsmen in the Imperium. As a warrior he relied not on brute strength or raw speed, but on intelligence. When he fought, he studied his opponent, and learned and exploited the flaws he discovered.

Guilliman gains a bonus to the Focus Roll based on the Battle Turn number.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit for that Model:

Calculating Swordsman: If this Gambit is selected, this Model’s Controlling Player gains a positive modifier to the Focus Roll corresponding to the number of the current Battle Turn, to a maximum of +4.
Legatine axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Legatine axe
Legatine axe
I
A
+1
3
1
Breaching (4+)
Power

Argyrum Pattern Boarding Shield

The Argyrum pattern boarding shield is a prototype boarding shield created by the Magi of the Forge Moon of Gantz that contained a larger field generator that greatly enhanced the protection of its bearer. Carried to battle by Ultramar’s greatest champions, such as the Invictarus Suzerains, the Argyrum pattern boarding shield is as much a symbol of status and power as it is an instrument of war.

This Wargear provides an enhanced save against attacks made in close combat.

Any Model with the Command or Champion Sub-Type and the Ultramarines Trait have one Argyrum pattern boarding shield selected for it for +15 Points per Model.

A Model with a Argyrum pattern boarding shield has a 5+ Invulnerable Save, increasing to a 4+ Invulnerable Save against Wounds inflicted by Melee Weapons. In addition, it gains the Shield Trait and the Heavy Sub-Type.
Lords of Ultramar

The Suzerains are each a warrior primed for greatness, destined to ascend the command hierarchy of the Legion and already carry with them an authority over lesser troops, not through fear or force, but through respect and admiration.

Friendly Models in range may use this Model’s Characteristics when recovering from a Tactical Status.

During the Statuses Sub-Phase, any friendly Unit that does not include a Model with the Vehicle Type, with one or more Models within 12" of a Model with this Special Rule, that is not itself under the effect of any Tactical Status may use the unmodified Characteristic of the Model with this Special Rule when making Checks to remove Tactical Statuses.

Legatine axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Legatine axe
Legatine axe
I
A
+1
3
1
Breaching (4+)
Power

Phaethon

Forged by the master artisans of Veridia Forge, this masterwork power sword was presented to Remus Ventanus by First Master Marius Gage upon his ascension to the rank of captain of the 4,h Company. Named after an Ancient Terran hero of the Grekans, the lethal corona of its disruptive energy field could easily part even the toughest forms of armour.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Phaethon
Phaethon
I
+1
S
3
1
Breaching (6+), Duellist’s Edge (1)
Power

Icon of Calth

The fallen battle standard, recovered by Remus Ventanus, came to stand for vengeance for Calth and vindication for its fallen.

The Tactical Strength of Models with the Ultramarines Trait in a Unit that includes any Models with an Icon of Calth is modified by +1.
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.

Vox-interlink

Ventanus leveraged strategy and control as a weapon, carefully planning and countering his enemy’s moves with precision. His armour’s in-built vox-systems allowed him to coordinate his battlefield assets directly in order to multiply the forces at hand to maximum effect.

This Wargear item improves the Controlling Player’s Reserves Tests.

While a Model with a vox-interlink is on the Battlefield, the Controlling Player can add +1 to the result of their Reserves Tests (including those made for Aerial Reserves).

The Furnace’s Heart

A baroquely styled energy weapon gifted to Vulkan by Ferrus Manus, the Furnace’s Heart utilised individual charged shells to produce powerful laser-like blasts capable of cutting swathes through even heavily armoured foes. The weapon, however, was not truly favoured by Vulkan, for reasons that remained the subject of dark rumour, but the Salamanders’ Primarch carried the weapon into battle at Isstvan V regardless to honour his brother for the gift.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Furnace’s Heart
The Furnace’s Heart
18
1
7
2
3
Panic (1)
Volkite

Dragon’s Breath Gauntlet

Vulkan’s battleplate, known as The Draken Scale, was itself an unparalleled example of artifice, far beyond that which could be crafted by even the finest artisans of the Imperium. One of the many intricate features of its design was a flame projector, elegantly integrated into the back of one of its armoured gauntlets.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Dragon’s Breath Gauntlet
Dragon’s Breath Gauntlet
Template
1
6
4
1
Template, Panic (2)
Flame

Dawnbringer

A warhammer of prodigious size and reputedly indestructible material construction, Dawnbringer was too great a weight for any but a Primarch to lift. Wielded by Vulkan, Dawnbringer was capable of sundering any defence set against it, from stone to the densest armour plate, and brutally crushed countless foes.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Dawnbringer
Dawnbringer
I
A
+2
2
3
Critical Hit (5+), Armourbane
Power
Sire of the Salamanders

Vulkan taught his sons that all hardship should be endured if in doing so, the Imperium was preserved. The warriors of the XVIIIth Legion stoically withstood all that their foe could throw at them, regardless of the torment their enemies wrought.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Salamanders Trait in the same Army:
The Undying Fire

More so than even his brother Primarchs, Vulkan was inhumanly resilient with his physical form able to regenerate from even the most grievous wounds. This was not always the blessing it would seem to be and left the lord of the Salamanders with the burdens of many lifetimes to solemnly bear.

Vulkan may regenerate lost Wounds when this Gambit is selected.

While a Model with this Special Rule is in a Challenge, its Controlling Player can select the following Gambit:

The Undying Fire: When this Gambit is selected, this Model’s Controlling Player may not apply any positive modifiers to the Focus Roll. However, if this Model is not reduced to 0 Wounds in Step 4 of the Strike Step, this Model increases their Wounds Characteristic by +D3, to a maximum of their Base Wounds Characteristic, before Players return to Step 2 of the Challenge procedure or they move to the Glory Step. Note that any Wounds regained due to this Special Rule do not alter the amount of wounds inflicted by the Opponent for the purposes of Combat Resolution.

Pyroclast Flame Projector

The unique and complex flame weapons wielded by the Pyroclasts are a type of design created by the Primarch Vulkan himself, and are both more elegant and far more potent than the standard flamer wielded by the Space Marine Legions. They can be used to incinerate a vast swathe of targets in the manner of a standard flamer, but can also focus their jet into searing cutting arcs, difficult to aim, but able to slice through the most durable armour.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Pyroclast Flame Projector
Pyroclast Flame Projector
- Dispersed
- Dispersed
Template
1
6
4
1
Template, Panic (1)
Flame, Melta
- Focussed
- Focussed
12
1
8
2
2
Melta (6)
Flame, Melta
Drakenscale

Drakenscale, taken from the hides of the great beasts of Nocturne, is prized not only for its cultural and ceremonial significance but also for its physical properties. Despite its primitive origins, this organic material is capable of absorbing vast amounts of heat and can dissipate even the focused blasts of melta weapons or the sun-fire of plasma armaments. As such, veterans of the Salamanders Legion march to battle draped in mantles of Drakenscale not only as a mark of their hard-won experience, but also to augment the protection of their battleplate.

Drakenscale reduces the Damage of wounds inflicted by Weapons with specific Traits.

Any Model with the Command or Champion Sub-Type and the Salamanders Trait may have Drakenscale selected for it for +10 Points per Model.

Wounds with the Flame, Plasma, Melta or Volkite Trait allocated to a Model with Drakenscale have their Damage Characteristic set to 1.

Forge-crafted thunder hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Forge-crafted thunder hammer
Forge-crafted thunder hammer
-2
+1
+3
2
2
-
Power

Forge-crafted heavy flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Forge-crafted heavy flamer
Forge-crafted heavy flamer
Template
1
5
4
2
Template, Panic (2)
Flame

Wrath & Justice

As part of his battle panoply, Corax wore paired pistols of arcane and esoteric design upon his belt. Although he was never known to make reference to them as such, those in his closest council knew them as ‘Wrath’ and justice’ befitting the judgements doled out upon their bearer’s foes.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Wrath & Justice
Wrath & Justice
14
6
5
4
1
Breaching (6+)
Assault

Talionis

This ornate bullwhip, a rare example of Kiavahran technology was ever carried about Corax’s person and served not only as a weapon but also as a persistent reminder of the tyrannical powers that once held him captive and how such oppressors must always be met with defiance.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Talionis
Talionis
+4
3
S
3
2
Breaching (6+)
Power

The Corvidine Talons

From the backs of Corvus Corax’s armoured gauntlets extended an array of metre-long, cruelly curved talons, each a wickedly sharp blade capable of rending apart armour and flesh with contemptuous ease.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Corvidine Talons
The Corvidine Talons
+1
+2
S
2
1
Critical Hit (6+)
Power

Cameleoline

An old Terran innovation, a legacy of the Dark Age of Technology preserved by the nomad reavers that would later constitute the Raven Guard’s earliest recruits. These long cloaks incorporate nano-weave circuitry that allows them to absorb and nullify common wavelengths of light and effectively cloak their wearer from hostile eyes.

If a Unit that includes any Models with Cameleoline is the target of a Shooting Attack, if the distance between the closest Model in the Attacking Unit and the Target Unit is 12" or greater, Models in that Unit gain the Shrouded (5+) Special Rule or, if they already have or gain a version of the Shrouded (X) Special Rule from another source, modify the variable number by +1, to a maximum of Shrouded (4+).
The Shadowed Lord

Although Corax would display defiance to the bitter end, his pride would never be allowed to blind him. He knew that to die for pride or honour was still to die and in that, a victory for those who oppressed him. To live to do battle again was the only way he could be sure that victory would one day be his.

This Gambit allows Corax to fight as if he had not suffered any Wounds.

While a Model with this Special Rule is Engaged in a Challenge, its Controlling Player can select the following Gambit:

The Shadowed Lord: When this Gambit is selected, the Controlling Player must select Talionis at the start of the Focus Step and ignores any negative modifiers to the Focus Roll for having a Current Wounds Characteristic lower than its Base Wounds Characteristic. Additionally, if the Player that selected this Gambit is the Active Player and scored at least one successful Hit on the opponent with Talionis during the Strike Step, they may choose to move to the Glory Step after both Players have resolved Step 4 of the current Strike Step, even if they do not have Challenge Advantage.

Nemesis bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Nemesis bolter
Nemesis bolter
48
1
4
5
1
Heavy (RS), Breaching (5+), Pinning (1), Precision (4+)
Bolt
Skirmish

Intended to scout enemy positions and screen the advance of heavier units. Skirmishers rely on speed and use of cover to survive rather than heavy armour. Such troops rarely fare well when pitted in open battle against true shock infantry.

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

Some warriors are skilled at infiltrating enemy lines. When battle commences the foe will find such warriors almost upon them, ready to fight even before the first shot is fired.

Models with the Infiltrate (X) Special Rule can deploy outside of their Deployment Zone.

At the start of a Mission, when deploying Units, the Controlling Player of a Unit that is composed entirely of Models with the Infiltrate (X) Special Rule may choose to deploy that Unit outside of that Player’s Deployment Zone. That Unit may be deployed anywhere that is either in the Controlling Player’s Deployment Zone or outside of the Opposing Player’s Deployment Zone and is at least a number of inches equal to the highest value of X attached to any variant of the Infiltrate (X) Special Rule in that Unit away from any enemy Model.

Units deployed using the Infiltrate (X) Special Rule are deployed at the same time as other Units under a Player’s control, unless the specific Rules of a given Mission state otherwise. The Infiltrate (X) Special Rule only has an effect when deploying Units before the start of the First Turn of a Battle, and Units deploying onto the Battlefield after the First Turn has begun gain no benefit from this Special Rule. A Unit that is deployed outside of the Controlling Player’s Deployment Zone by means of this Special Rule may not have a Charge declared for it in the First Battle Turn.
Fatal Strike

Many foes of the XIXth were dispatched by a single shot, fired from the graphite black weapon of a Mor Deythan marksman. Such deadly precision was the result of unbroken patience and unerring focus on their quarry, a state that the Raven Guard veterans were trained to maintain for endless hours, even as the fury of battle shook their surroundings to rubble.

Fatal Strike temporarily increases the Ballistic Skill Characteristic.

Once per Battle, if a Unit with this Special Rule remained Stationary in the previous Movement Phase, the Unit’s Controlling Player may select that Unit to make a Fatal Strike during the Shooting Phase. When making a Fatal Strike, a modifier of +2 is added to the Ballistic Skill Characteristic of all Models with this Special Rule in the selected Unit for the duration of the current Phase.
Support Unit (X)

Following behind frontline forces and providing fire support to overcome especially dug-in foes, some units are not equipped for holding positions or seizing ground, and instead focus their attention on aiding their allies.

A Unit that contains Models with this Special Rule scores fewer Victory Points for Controlling Objective Markers.

A Unit that includes any Models with the Support Unit (X) Special Rule may only ever score a maximum number of Victory Points equal to the value of X for Controlling an Objective, regardless of the Value of that Objective, or any other Special Rules Models in that Unit might have (such as the Line (X) Special Rule).

Astartes shotgun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Astartes shotgun
Astartes shotgun
12
2
4
-
1
Stun (0)
Assault, Auto

Missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Missile launcher
Missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (3")
Missile
- Krak
- Krak
48
1
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
1
8
4
1
Heavy (D), Skyfire
Missile

Pair of Raven’s Talons

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of Raven’s Talons
Pair of Raven’s Talons
I
+2
S
3
1
Impact (IM), Rending (6+), Breaching (6+)
Power

Laeran Blade

Fulgrim bore a number of blades throughout the Horus Heresy. Originally carrying a blade taken from the xenos Laer during the Great Crusade, Fulgrim often grew bored of his tools of war, either gifting them to favoured captains or simply abandoning them within his personal armoury. Regardless of origin, these quicksilver blades were usually created in the style of the masterwork weapons of the Laer, and were able to slice stone and steel without mar.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Laeran Blade
Laeran Blade
I
A
S
2
2
Duellist’s Edge (1)
-

Firebrand

One of a number of arms Fulgrim carried as his mood took him, Firebrand is a masterpiece of the gunsmith’s craft, as much a work of art as it was a fearsome weapon of war.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Firebrand
Firebrand
15
2
6
2
1
Shred (5+), Deflagrate (6)
Volkite, Assault
Sublime Swordsman

Fulgrim’s skill as a duellist and swordsman is enhanced by his phenomenal speed and agility, his foes appearing as blundering oafs as he danced around them, drawing blood with every strike.

In a Challenge, Fulgrim’s Attacks Characteristic is modified if his Initiative Characteristic is higher than his opponent’s.

While a Model with this Special Rule is taking part in a Challenge, if its Controlling Player has Challenge Advantage, modify the Attacks Characteristic of the Model with this Special Rule by +1 for each point that its Base Initiative Characteristic is higher than its opponent’s Base Initiative Characteristic.

Phoenix power spear

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Phoenix power spear
Phoenix power spear
+1
A
+1
3
1
Impact (D), Breaching (6+)
Power

Sonic Shriekers

Distorting the bellows and screams of the user into discordant blasts, these devices stun foes with waves of high frequency sound, making them easy prey.

When a Unit that includes any Models with sonic shriekers makes a Charge Move, the Target Unit of that Charge cannot be selected to make Reactions until the Charge Procedure has been completed.

Sonic lance

This device emits a focused blast of sonic energy into the foe, shattering armour and shredding flesh.

A Model with a sonic lance has the following additional Weapon:
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Sonic lance
Sonic lance
Template
1
2
5
1
Template, Breaching (6+)
Sonic, Assault

Palatine blade

Forged according to the same principles as the Charnabal duelling blades, each of these blades is created by a master swordsmith to the specifications of its wielder. In the hands of the master swordsmen of the Emperor’s Children, these perfectly weighted blades cut effortlessly and with deadly precision.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Palatine blade
Palatine blade
I
A
+1
3
1
Breaching (5+), Duellist’s Edge (1)
-

The Cacophony

The Cacophony manifest a variety of experimental and unique psycho-sonic weapons, made from an irrational fusion of Imperial and alien technology wedded with the whispered secrets of nightmare intelligences from beyond. These unstable devices are able to unleash blasts of screaming, discordant energy that can rupture flesh and incinerate metal. Their most terrifying ability, however, is to open up the minds of those they touch to the manifold and fatal horrors of the Warp.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Cacophony
The Cacophony
36
3
6
5
1
Overload (1), Stun (2), Critical Hit (6+)
Sonic

Glory Aeterna

Lord Commander Eidolon’s preferred weapon was the masterwork hammer known as Glory Aeterna, a trophy presented to the Lord Commander upon his rise to that rank by Fulgrim himself. The weapon is as much a work of art and badge of office as it is a brutally efficient weapon of war, and in Eidolon’s skilled hands it is fearsome indeed.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Glory Aeterna
Glory Aeterna
-2
A
+2
2
2
Critical Hit (6+)
Power

Death Scream

Eidolon has been the recipient of xenos-technological implants and experimentation by his Legion’s Techmarines and the ministrations of Chief Apothecary Fabius. His implanted sonic shrieker is capable of discharging a destructive howl able to break bones and rupture flesh.

This counts as a weapon with the following profile:
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Death Scream
Death Scream
Template
1
3
5
1
Template, Breaching (6+), Pinning (0)
Sonic, Assault

Charnabal broadsword

A much heavier version of a traditional Terran duelling blade, Tarvitz has mastered this weapon and made it his own.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Charnabal broadsword
Charnabal broadsword
I
A
+2
-
1
Breaching (5+), Duellist’s Edge (1)
Charnabal
A Brother Betrayed

In the opening salvos of the battle that would immortalise Saul Tarvitz, he suffered his most grievous wound. This was not the cut of a blade or the bite of a bolt, but the betrayal of those he had long counted as his brothers in arms.

This Gambit allows Saul Tarvitz to gain benefits when fighting specific opponents.

While a Model with this Special Rule is in a Challenge with an enemy Model with the Emperor’s Children, World
Eaters, Sons of Horus or Death Guard Traits, its Controlling Player can select the following Gambit:

Bite of the Betrayed: This Gambit can only be selected during the first Face-Off Step of a Challenge. If this Gambit is selected, until this Challenge ends, modify this Model’s Weapon Skill, Strength and Toughness Characteristics by +1.

Blades of Lucius

Lucius, famed for his overweening egotism, had little interest in the tools he used and wanted no simple blade to gain a fame that approached his own, instead seeking the perfect combination of wargear to solidify his legend. Despite the casual disinterest of their wielder, the blades carried by Lucius were generally masterworks of the smith’s art and were reputed to even include the original Laeran blade.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Blades of Lucius
Blades of Lucius
I
A
S
2
2
Duellist’s Edge (1)
-
The Faultless Blade

A superlative swordsman, even among a Legion renowned for their skill with a blade, Lucius was known to end many duels in a matter of seconds.

Lucius gains an increased benefit from the Paragon of Excellence Gambit.

If the Paragon of Excellence Gambit is selected for a Model with this Special Rule, add a +4 modifier to the Focus Roll instead of +2.

The Logos Array

Built into the arm systems of the Logos armour are two small batteries of custom-built bolt weapons, prime examples of Olympia’s shrapnel bolt technology and improved by the genius of Perturabo himself. These weapons unleash a storm of shot that few enemies can withstand, even at point-blank range.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Logos Array
The Logos Array
30
6
6
3
1
Shred (4+), Suppressive (1)
Bolt, Assault

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Logos Array
The Logos Array
I
+2
6
3
1
Shred (4+)
Power
Cortex Controller

This device allows the wielder to witness the battlefield through the senses of the battle-automata under their command, and direct them accordingly.

Cortex controllers allow Automata to make Reactions.

A Unit that includes any Models with the Automata Type can ignore the restriction on making Reactions imposed by the Automata Type while it includes one or more Models with a cortex controller.
Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of armour, these enable the wearer to coordinate battlefield data with blinding speed.

A cognis-signum allows more accurate attacks to be made with Barrage Weapons.

Instead of making a Shooting Attack with a Model with a cognis-signum, the Controlling Player may instead make an Intelligence Check. If the Check is passed, the Controlling Player may select a single enemy Unit within Line of Sight of the Model with a cognis-signum. The next time the selected enemy Unit is targeted by a Shooting Attack that includes any Weapons with the Barrage (X) Special Rule during the current Shooting Phase, the Controlling Player may make Hit Tests for the attacks that have the Barrage (X) Special Rule as normal, ignoring the limitations of the Barrage (X) Special Rule if the Unit making the Shooting Attack is without Line of Sight to the Target Unit. If the Check is not passed, the cognis-signum has no effect this turn.
The Breaker

Perturabo rarely entertained notions of honour in battle, instead seeing only the mathematics of slaughter. Even when an enemy champion sought to engage him in honourable combat, Perturabo was often inclined to direct his forces to gun down his foolish opponent instead of sullying himself with dispatching them himself.

This Gambit allows a friendly Unit to make a Shooting Attack targeting a Model that Perturabo is in a Challenge with.

While a Model with this Special Rule is in a Challenge, its Controlling Player can select the following Gambit:

The Breaker: This Gambit can only be selected during the first Face-Off Step of a Challenge. If this Gambit is selected, this Model does not make attacks during the subsequent Strike Step. Instead, this Model’s Controlling Player can select a single friendly Unit composed of Models with the Iron Warriors Trait that is within 12" of any enemy Model in that Combat and not Locked in Combat and make a Shooting Attack with that Unit. All such attacks are resolved as Snap Shots with the exception that Weapons with the Blast (X) Special Rule or the Template Range Characteristic may not be used, and wounds from this Shooting Attack can only be allocated to the enemy Model in the Challenge.

Forgebreaker Desecrated

Once wielded by the Primarch Ferrus Manus, this weapon was taken from his body as a trophy by his killer and presented to Perturabo by the Traitor Warmaster. In the hands of the grim master of the Iron Warriors, it has become a horrific icon of the darkness that corrupted many of Mankind’s greatest champions.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Forgebreaker Desecrated
Forgebreaker Desecrated
-2
A
+3
2
2
Critical Hit (5+)
Power

Graviton crusher

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Graviton crusher
Graviton crusher
-2
A
+4
2
2
Armourbane, Shock (Pinned)
Graviton

Twin Shrapnel Cannon

An Olympian innovation, these weapons are tuned to detonate their mass reactive shells just before impact - spraying the target with a cloud of metallic shards. While they lack the penetrative power of the more traditional bolter shell, they more than make up for it with the terrible wounds caused and the panic they engender among the foe.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Shrapnel Cannon
Twin shrapnel cannon
36
6
5
5
1
Pinning (1), Shred (5+)
Bolt

Karceri Battle Shield

This huge power field-augmented auto-reactive armoured shield offers the Domitar-Ferrum an extraordinary resilience to attack.

When a Model with a Karceri battle shield is allocated an Unsaved Wound, the Damage Characteristic of the Unsaved Wound is halved, rounding up.
Shield of the Iron Tyrant

The first deployment of the ‘Iron Circle’ was as a bodyguard for their Primarch after the Battle of Phall, and these war machines Perturabo continuously sought to tamper with and improve as the whim took him.

Perturabo cannot be targeted by Precision attacks when he has joined a Unit with this Special Rule.

Only a Model with the Iron Warriors Trait and the Paragon Type or Command Sub-Type can join a Unit that includes Models with this Special Rule. While a Model with the Iron Warriors Trait and the Paragon Type is part of a Unit that includes any Models with this Special Rule, Precision wounds caused as part of a Shooting Attack cannot be allocated to that Model.

Tyrant Rocket Launcher

A compact rocket system, based on the design of the cyclone missile launcher, the Tyrant launcher is capable of delivering overwhelming salvos of unguided rockets. The Iron Warriors value the sheer firepower of the Tyrant system over the more controlled destruction of the larger cyclone system.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Tyrant Rocket Launcher
Tyrant Rocket Launcher
- Swarmer
- Swarmer
48
3
5
6
1
Heavy (FP), Breaching (6+)
Missile
- Breaker
- Breaker
48
1
9
3
1
Heavy (D), Armourbane
Missile
Firing Protocols (X)

By skill, technological aid or sheer brute strength, this warrior is capable of making use of more than one weapon when engaging the foe at range. Though far from efficient, such an assault is capable of overwhelming the foe with sheer firepower.

A Model with the Firing Protocols (X) Special Rule may attack with more than one ranged Weapon.

A Model with the Firing Protocols (X) Special Rule that makes attacks as part of a Shooting Attack, may make attacks with a number of Weapons equal to the value of X attached to the specific variant of the Firing Protocols (X) Special Rule. The Model must have more than one Ranged Weapon to make use of this Special Rule and may not use the same Weapon more than once in the same Shooting Attack.

Omni-scope

A sophisticated cogitator-slaved optical scanner integrated into the modified Terminator armour of the squad’s Siege Master, the omni-scope allows for precise targeting solutions to be formulated in the blink of an eye. With weapons slaved to this device, the Tyrants of the Iron Warriors are deadly combatants on any battlefield.

When a Shooting Attack made by a Unit that includes any Models with an omni-scope inflicts any Hits (excluding Hits from attacks made as Snap Shots), Cover Saving Throws cannot be made against those Hits.
Alternative models by Artel W:

Mercy and Forgiveness

This pair of murderous artificer lightning claws, unknown in origin, which Curze favoured as his personal weapons, were given the doleful names ‘Mercy’ and ‘Forgiveness’ by the Night Lords; though what their wielder named them, if anything, remains as with so much about their master, unknown.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Mercy and Forgiveness
Mercy and Forgiveness
I
+2
S
2
1
Critical Hit (5+), Shred (4+)
Power

The Widowmakers

Based on the micro-serrated throwing blades utilised for signature kills by certain Nostraman assassin-cults, Curze favoured the use of these vicious, yet highly precise, weapons over more conventional firearms in battle, using them to disable and maim as he willed.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Widowmakers
The Widowmakers
12
3
4
5
1
Breaching (4+)
Assault
A Death Long Foreseen

Konrad Curze was cursed with one tiny sliver of his father’s psychic talent - he could foresee snatches of the future with limited clarity, though his control over when these visions came to him was tenuous at best.

If the Controlling Player succeeds at a Dice Roll, they may select this Gambit instead of any others normally available.

When selecting Gambits for a Model with this Special Rule, its Controlling Player can roll one Dice. On a 5+, this Gambit is available to the Controlling Player to be selected for that Model:

A Death Long Foreseen

An empire in flames, a throne in a palace of nightmares and a shadowy figure wreathed in righteous anger. It all ends in horror and a short, undignified stroke of a blade. What terror can the battlefields of the present hold compared to the empty futility of the future?

When this Gambit is selected, the Controlling Player can make one Willpower Check for each of the following benefits. If the Willpower Check is successful, the corresponding effect applies until the start of the next Face-Off Step:

Chainglaive

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainglaive
Chainglaive
I
A
+1
3
1
Breaching (6+), Shred (6+)
Chain

Disintegrator pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator pistol
Disintegrator pistol
12
1
4
3
2
Pistol, Overload (1)
Assault, Disintegrator

Chainblade

Adapted from the savage glaives of Nostramo to be wielded single-handed, this weapon cuts through even the thickest armour and bone with a scream of high-powered motors.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainblade
Chainblade
I
A
+1
3
1
Breaching (6+), Shred (6+)
Chain
Legion Terminator Melee Weapons
Saturnine war axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Saturnine war axe
Saturnine war axe
I
A
+1
2
2
Reaping Blow (2)
Power

Saturnine disruption fist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Saturnine disruption fist
Saturnine disruption fist
-2
A
+2
2
3
-
Power

Thermal Diffraction Field

Constructed by a series of armour-mounted generators, these layered energy shields diffuse heat energy around the bearer, protecting them from lethal energy strikes.

Thermal diffraction fields reduce the Damage of wounds inflicted by Weapons with specific Traits.

A Model with a thermal diffraction field reduces the Strength of all Hits inflicted on it by Weapons with the Las, Plasma, Melta and Flame Trait by -1. In addition, when any Misfire Groups are generated by a Model with a thermal diffraction field as a result of the Overload (X) Special Rule, any instance of the Breaching (X) Special Rule on those Hits will only take effect on a Wound Test result of 6+, regardless of the value of X.
Saturnine concussion hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Saturnine concussion hammer
Saturnine concussion hammer
-3
A
x2
2
3
Critical Hit (6+)
Power

Plasma blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma blaster
Plasma blaster
- Sustained fire
- Sustained fire
18
2
7
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
18
2
8
4
1
Breaching (5+), Overload (1)
Plasma

Force Weapons

Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors.

If a Model has a force weapon as part of its Wargear, you can select one of the following for that Model to have:
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Force sword
Force sword
I
A
+1
3
1
Force (D)
Psychic
Force axe
Force axe
-1
A
+2
2
1
Force (D)
Psychic
Force maul
Force maul
-1
A
+3
3
1
Force (D)
Psychic
Force staff
Force staff
+1
A
+2
4
1
Force (D)
Psychic
Never Back Down

Champions exemplify’ the honour of their Legion, fearlessly crossing blades with the greatest warriors their foe has to offer.

A Model with this Special Rule must take part in a Challenge if able.

During the Challenge Sub-Phase, if a Model with this Special Rule is eligible, it must be declared as the Challenger or to accept a Challenge. If more than one Model with this Special Rule is eligible to be the Challenger or to accept a Challenge, the Controlling Player may select which one will be declared as the Challenger or to accept a Challenge.

Nemesis rifle

Painstakingly crafted to sub-molecular tolerances and meeting the exacting specifications of each Vigilator, each of these masterworks of mechanical technology are calibrated to deliver hardened penetrator rounds with immeasurably little variance between the point of aim and the point of impact.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Nemesis rifle
Nemesis rifle
48
1
6
3
1
Heavy (D), Breaching (5+), Pinning (1), Precision (4+)
Bolt

Overcharged volkite serpenta

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Overcharged volkite serpenta
Overcharged volkite serpenta
10
4
6
5
1
Pistol, Deflagrate (5), Overload (1)
Assault, Volkite

Overcharged plasma pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Overcharged plasma pistol
Overcharged plasma pistol
12
3
8
4
1
Pistol, Breaching (4+), Overload (1)
Assault, Plasma
Phosphex bomb

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Phosphex bomb
Phosphex bomb
6
1
5
3
1
Blast (3"), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex

Power lash

Many Overseers take a more brutal approach to goading their charges forward into battle, lashing them with barbed whips. These implements are also employed against the overseer’s foes, wrapping around limbs before delivering punishing blasts from its disruption field.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power lash
Power lash
+1
A
-1
3
1
Breaching (6+)
Power
Master of Auxilia

Overseers often join the ranks of those under their jurisdiction, ensuring their fealty, whether through inspirational words or barbed threats.

Overseers can join some Allied Units without penalty to some Characteristics.

If a Model with this Special Rule joins a Unit with the Solar Auxilia or Imperialis Militia Trait, the Leadership and Cool Characteristics of Models in that Unit are not reduced as a results of this, but may be modified by other rules as normal.
Power maul

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power

Icon of Allegiance

Carried aloft at the forefront of the Legion hosts during the Great Crusade, these sigils denoted that the hearer carried the authority of Emperor himself. Since the outbreak of the Heresy, those who turned against him cast these aside, taking up icons of the Traitor Warmaster instead.

A Model with an Icon of Allegiance immediately gains 1 Honour Point each time:

All Honour Points gained by a Model are lost when:

During the Decide Victor Step, at the end of the Battle, the Controlling Player of any Models with an Icon of Allegiance scores a number of Victory Points equal to the amount of Honour Points that any one of those Models, selected by the Controlling Player, currently has.

Crozius Arcanum

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Crozius Arcanum
Crozius Arcanum
I
A
+2
3
2
Breaching (6+)
Power

Disintegrator rifle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator rifle
Disintegrator rifle
24
1
4
3
2
Overload (1)
Disintegrator
Legion Standard

Each Legion maintains the military’ tradition of the battle standard. Be they a tattered flag that has weathered the shot and shell of a hundred battlefields, a burning steel standard, or a trophy rack bedecked with the heads of slain xenos, it is in the shadow of such icons that battles are won or lost.

Legion standards grant bonuses to Combat Resolution.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 2 Combat Resolution Points for each Unit in that Combat that has any Models that have a Legion standard. In addition, a Model with a Legion standard counts as an additional 6 Models for the purposes of Outside Support in a Challenge.
Company Standard

Within each of the Legions, individual companies maintain their own standards or icons, listing the battle honours earned. Whenever that formation goes to war, this icon is displayed proudly at the forefront of their advance.

A company standard adds a bonus to Combat Resolution.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 1 Combat Resolution Point for each Unit in that Combat that has any Models that have a company standard. In addition, a Model with a company standard counts as an additional 5 Models for the purposes of Outside Support in a Challenge.

Disintegrator blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator blaster
Disintegrator blaster
18
1
5
2
2
Overload (1)
Disintegrator

Heavy disintegrator

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy disintegrator
Heavy disintegrator
24
1
6
2
2
Heavy (FP), Overload (1)
Disintegrator

Heavy chainaxe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Heavy chainaxe
Heavy chainaxe
-2
A
+3
4
1
Shred (6+)
Chain
Heavy chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Heavy chainsword
Heavy chainsword
-1
A
+2
4
1
Shred (6+)
Chain

Reaper autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Reaper autocannon
Reaper autocannon
36
2
6
4
2
Breaching (6+), Heavy (FP)
Auto

Plasma bombard

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma bombard
Plasma bombard
- Sustained fire
- Sustained fire
24
1
6
4
1
Blast (3"), Barrage (1), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
1
7
4
1
Blast (3"), Barrage (1), Breaching (5+), Overload (2)
Plasma

Saturnine disruption fist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Saturnine disruption fist
Saturnine disruption fist
-2
A
+2
2
3
-
Power

Occulix Targeting Auspex

Incorporating a potent machine spirit, this system allows the wearer to track targets for multiple heavy weapon systems at once, at the cost of mobility.

When a Model with an occulix targeting auspex is selected to make a Shooting Attack, if that Model’s Unit remained Stationary in the Controlling Player’s preceding Movement Phase, that Model gains the Firing Protocols (2) Special Rule until the Shooting Attack is fully resolved.

Twin heavy disintegrator

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin heavy disintegrator
Twin heavy disintegrator
24
2
7
2
2
Overload (2)
Disintegrator

Particle shredder

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Particle shredder
Particle shredder
Template
1
6
3
1
Template, Breaching (6+), Overload (1)
Assault, Particle
Graviton gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton gun
Graviton gun
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1)
Graviton

Gravis heavy bolter battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis heavy bolter battery
Gravis heavy bolter battery
36
8
5
4
1
Suppressive (2)
Bolt
Rapier Crew

Each Rapier crew acts in concert to operate their gun carriage, keeping up a steady rate of fire while utilising its bulk and armoured shield to protect them from retribution.

The Characteristics of different Models with this Special Rule are used in different situations.

Each time Wound Tests are made for a Fire Group that targets a Unit that includes any Models with this Special Rule, if any Rapier Carrier Models are in this Unit, the Toughness Characteristic of the Rapier Carriers is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Rapier Carrier Model if possible.

Each time Wound Tests are made for a Strike Group targeting this Unit, the Toughness Characteristic of the Legionary Models is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Legionary Model, if possible.

If at any point there are only Rapier Carrier Models remaining in this Unit, those Models are immediately Removed as Casualties.
Laser destroyer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Laser destroyer
Laser destroyer
36
2
10
2
2
Heavy (D), Armourbane
Las

Graviton cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton cannon
Graviton cannon
36
1
8
3
1
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton

Quad launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Quad launcher
Quad launcher
- Frag
- Frag
60
1
5
5
1
Heavy (FP), Blast (5"), Barrage (2)
-
- Shatter
- Shatter
36
4
7
4
1
Heavy (D), Armourbane
-
- Phosphex canister shot*
- Phosphex canister shot*
24
1
5
3
1
Blast (3"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex

Narthecium

The narthecium is a complex dispenser of wrist-mounted pressure-syringes. Filled with potent stimulants, these devices are intended to keep even the most horrifically injured Space Marines combat-capable.

A narthecium allows Recovery Tests to be made in the Morale Sub-Phase.

If a Unit that includes any Models with a narthecium is not Locked in Combat, before the Controlling Player makes a Characteristic Check for that Unit during the Morale Sub-Phase, they can make a Recovery Test for that Unit. If that Recovery Test is successful, that Player can subtract -2 from the result of the Characteristic Check. Only one Recovery Test can be made for each Unit in this way during each Morale Sub-Phase.
Medic (X)

Some specialists are trained in field medicine and carry specialist equipment, from a simple satchel of bandages and pain suppressants to the complex narthecium devices carried by Legion apothecaries. If able to tend to the injured in time, such warriors can be returned to the battle, enabling them to fight on.

This Special Rule determines the difficulty of any Recovery Tests made due to other Reactions or Special Rules.

If a Unit includes one or more Models with the Medic (X) Special Rule, then certain other Special Rules, Reactions or Gambits may allow the Controlling Player to make Recovery Tests for other Models in the same Unit. Note that the Medic (X) Special Rule does not allow Recovery Tests to be made, but simply establishes the Target Number for such Tests - Recovery Tests may only be made if another Special Rule, Reaction or Gambit allows them (see, for example, the Medic! Advanced Reaction).

Recovery Tests
A Recovery Test is made when one or more Unsaved Wounds are allocated to a Model, and is resolved by rolling a Dice and comparing the result to the value of ‘X’ in the variant of the Medic (X) Special Rule. If there is more than one variant of the Medic (X) Special Rule present in a Unit, then the Controlling Player chooses which is used to determine the Target Number, if the Recovery Test is successful then a single Unsaved Wound allocated to the Model has its Damage reduced by 1 (to a minimum of 0). If a Recovery Test is failed, then any Unsaved Wounds allocated to the Model are resolved as normal.
Power axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power

Servo-arm

Many mechanically-minded combatants take to the battlefield bearing additional mechanical arms mounted upon their armour, or even upon their body itself, to aid repairs to armoured vehicles.

A Model with a servo-arm repairs additional Wounds or Hull Points when using the Battlesmith (X) Special Rule.

Each time the Controlling Player of a Model with a servo-arm selects the Repair option when activating the Battlesmith (X) Special Rule for that Model, increase the number of Hull Points or Wounds gained by the Target Model by +1.
Deathstorm missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Deathstorm missile launcher
Deathstorm missile launcher
18
D3
6
4
1
Pinning (1)
Missile

Impact Reactive Doors

Many drop pods have doors or hatches designed to release via explosive bolts upon landing, either allowing their passengers to disembark as swiftly as possible or for built-in weaponry to be unleashed upon nearby foes.

A Model with this Special Rule must be deployed with its doors open.

When a Model with this Special Rule is Deployed, any doors on the Model must be opened to their full extent. Any Unit Embarked upon a Model with this Special Rule must Disembark in the Move Sub-Phase immediately following the Reserves Sub-Phase in which it was Deployed. Any Model that cannot Disembark from the Model with this Special Rule in that Move Sub-Phase is Removed as a Casualty.

Furthermore, once a Unit has Disembarked from a Model with this Special Rule, no Models may Embark upon that Model with this Special Rule for the duration of the Battle.

Ranges or Line of Sight from this Model must be measured from the central hull, including for Disembarkation. The doors are ignored for all purposes.
Deathstorm

Some weapons make no attempt to target individual warriors, but instead saturate the target zone with such a torrent of gunfire that few can escape their wrath. Such weapons are capable of causing high casualty numbers in a short space of time, but require vast stores of ammunition to maintain their attack.

This Model makes a Shooting Attack when it is Deployed on the Battlefield.

When a Model with this Special Rule is deployed, any doors on the Model must be opened to their full extent. Then, this Model makes up to five Shooting Attacks as if it were the Shooting Phase. Each Shooting Attack must target a different Unit. After resolving these Shooting Attacks, this Model’s Deathstorm missile launcher cannot be used to make Shooting Attacks again during this Battle.

Quad accelerator autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Quad accelerator autocannon
Quad accelerator autocannon
48
10
7
4
2
Breaching (6+), Rapid Tracking, Skyfire
Auto

Atomantic pavise

This device, adapted from the atomantic shields commonly found on Dreadnoughts, projects an energy screen at a short distance, providing protection not only for the war machine it is mounted upon, but also for nearby troops.

Models wholly within 3" of this Model have a 5+ Invulnerable Save against Shooting Attacks.
Gun Emplacement

Mounted on a static cruciform carriage, this emplacement provides a stable firing platform for the armoured turret above.

A Model with this Special Rule has special restrictions that apply when ranges are measured to and from it.

The hull of a Model with this Special Rule is only considered to be the central turret. The outriggers that form the gun carriage are ignored for all purposes.
Gravis power fist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Gravis power fist
Gravis power fist
I
A
+3
2
3
-
Power

Gravis chainfist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Gravis chainfist
Gravis chainfist
-1
A
+4
2
3
Armourbane, Shred (6+)
Chain

Gravis bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis bolt cannon
Gravis bolt cannon
36
6
5
4
2
Heavy (FP)
Bolt
Gravis melta cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis melta cannon
Gravis melta cannon
24
1
9
2
4
Heavy (RS), Melta (8)
Melta

Gravis autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis autocannon
Gravis autocannon
48
3
8
4
2
Breaching (6+), Heavy (FP)
Auto

Gravis plasma cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis plasma cannon
Gravis plasma cannon
- Sustained fire
- Sustained fire
36"
1
7
4
1
Heavy (RS), Blast (5"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36"
1
7
4
2
Heavy (RS), Blast (5"), Breaching (5+), Overload (1)
Plasma

Conversion beam cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Conversion beam cannon
Conversion beam cannon
<15
1
6
4
1
Heavy (RS), Blast (3")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (3")
Conversion
>30-45
1
8
2
3
Heavy (RS), Blast (3")
Conversion

Twin volkite culverin

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin volkite culverin
Twin volkite culverin
45
6
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Kheres assault cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Kheres assault cannon
Kheres assault cannon
24
5
6
4
1
Breaching (6+), Heavy (FP)
Auto

Twin lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin lascannon
Twin lascannon
48
2
9
2
1
Heavy (D), Armourbane
Las

Paired Gravis power fists

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Gravis power fists
Paired Gravis power fists
I
+1
+3
2
3
-
Power

Paired Gravis chainfists

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Gravis chainfists
Paired Gravis chainfists
-1
A
+4
2
4
Armourbane, Shred (6+)
Chain
Anvilus autocannon battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Anvilus autocannon battery
Anvilus autocannon battery
48
6
8
4
2
Breaching (5+), Rapid Tracking, Skyfire
Auto

Twin heavy bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin heavy bolter
Twin heavy bolter
36
6
5
4
1
-
Bolt
Aiolos missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Aiolos missile launcher
Aiolos missile launcher
60
1
6
4
1
Heavy (FP), Blast (3"), Barrage (1)
Missile

Hellfire plasma cannonade

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hellfire plasma cannonade
Hellfire plasma cannonade
- Sustained fire
- Sustained fire
36
6
6
4
1
Heavy (RS), Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
7
4
2
Heavy (RS), Blast (5"), Breaching (4+), Overload (1)
Plasma

Arachnus heavy lascannon battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48
2
9
2
4
Heavy (RS), Armourbane, Skyfire
Las

Volkite falconet

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite falconet
Volkite falconet
45
10
7
5
1
Deflagrate (7), Pinning (2)
Volkite

Boreas air defence missile

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Boreas air defence missile
Boreas air defence missile
48
1
8
2
3
Limited (1), Skyfire, Rapid Tracking
Missile

Twin heavy flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin heavy flamer
Twin heavy flamer
Template
1
5
4
1
Template, Panic (2)
Flame

Leviathan siege claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Leviathan siege claw
Leviathan siege claw
I
A
+2
2
3
-
-

Leviathan siege drill

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Leviathan siege drill
Leviathan siege drill
-2
A
+4
2
3
Armourbane
-
Grav-flux bombard

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Grav-flux bombard
Grav-flux bombard
18
1
7
4
1
Heavy (D), Blast (5"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton

Leviathan storm cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Leviathan storm cannon
Leviathan storm cannon
24
4
7
4
2
Heavy (FP), Breaching (5+)
Auto

Cyclonic melta lance

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Cyclonic melta lance
Cyclonic melta lance
12
3
8
2
3
Heavy (RS), Melta (8)
Melta

Paired Leviathan siege claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Leviathan siege claws
Paired Leviathan siege claws
I
+1
+2
2
3
-
-

Paired Leviathan siege drills

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Leviathan siege drills
Paired Leviathan siege drills
-2
A
+4
2
4
Armourbane
-

Twin volkite caliver

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin volkite caliver
Twin volkite caliver
30
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Phosphex discharger

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Phosphex discharger
Phosphex discharger
18
1
5
3
1
Blast (3"), Limited (3), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex

Disintegrator cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator cannon
Disintegrator cannon
24
2
9
2
3
Overload (2)
Disintegrator

Heavy plasma bombard

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy plasma bombard
Heavy plasma bombard
- Sustained fire
- Sustained fire
36
1
7
4
2
Blast (5"), Barrage (1), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Barrage (1), Breaching (5+), Overload (2)
Plasma

Photonic incinerator

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Photonic incinerator
Photonic incinerator
Template
1
6
4
1
Template, Panic (2)
Assault, Flame

Inversion beamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Inversion beamer
Inversion beamer
<15
1
8
2
3
Heavy (RS), Blast (5")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (5")
Conversion

Graviton pulveriser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton pulveriser
Graviton pulveriser
18
1
9
3
3
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (3)
Graviton

Concussive resonator

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Concussive resonator
Concussive resonator
Template
2
6
5
1
Template, Overload (1), Stun (2)
Assault, Sonic

Heavy particle shredder

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy particle shredder
Heavy particle shredder
Template
1
6
3
2
Template, Breaching (6+), Overload (1)
Assault, Particle
Dozer Blade

Dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.

Dozer blades allow Models to ignore the Movement penalties of Difficult Terrain.

If the Controlling Player chooses for a Model with a dozer blade to enter any area of Difficult Terrain, the Unit does not apply a modifier to its movement during that Phase.
Centreline Mounted – Centreline Mounted Weapons may only attack targets in the Centreline Firing Arc.
Melta cutters

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Melta cutters
Melta cutters
6
1
8
2
3
Heavy (RS), Blast (3"), Melta (3)
Melta

Twin volkite charger

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin volkite charger
Twin volkite charger
15
3
5
5
1
Deflagrate (5)
Volkite
Hull (Arc) – The Hull Firing Arc is divided into four sections: Front, Rear, Left and Right - with most Weapons capable of firing into only one of those divisions, as shown on a given Model’s profile. To determine the Hull Arcs of any Model with the Vehicle Type, draw two imaginary lines through the corners of the Model as shown in the diagram below.

Lascannon array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lascannon array
Lascannon array
48
2
9
2
3
Armourbane
Las

Laser destroyer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Laser destroyer
Laser destroyer
36
2
10
2
2
Heavy (D), Armourbane
Las
Dreadnought Transport

Dreadnought Drop Pods eschewed the tactical consoles and individual harnesses of the standard drop pod patterns, instead relying on the Dreadnought’s innate sturdy frame to stabilise it upon impact with the battlefield.

Dreadnought Drop Pods transport dreadnoughts to the Battlefield.

Only one Model may be Embarked on a Model with this Special Rule, and the Embarking Model must have the Walker Type. The Embarked Model cannot have the Bulky (X) Special Rule with a value of greater than Bulky (7).
Drop Transport

Dreadclaw patterns utilised a variety of harness and bracing systems, flexible enough to accommodate a number of different occupants, from standard power armoured Legionaries, to the bulkier Terminator-equipped troops, up to even larger combatants such as Contemptor Dreadnoughts or even the Primarchs themselves.

Dreadclaws can transport a variety of Units to the Battlefield.

Instead of one of the Units that would normally be eligible to Embark within a Model with this Special Rule, one Model with the Walker Type can instead be Embarked upon it. The Embarked Model cannot have the Bulky (X) Special Rule with a value of greater than Bulky (6).

Kharybdis missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Kharybdis missile launcher
Kharybdis missile launcher
18
5
6
4
1
Pinning (1)
Missile
Heavy Drop Transport

Primarily utilised to deliver large strike forces directly into enemy spacefaring vessels, the Kharybdis’ interior was capable of housing large squads in a variety of configurations and even some of the more bulky Dreadnought chassis.

Kharybdis can transport large Units to the Battlefield.

Instead of one of the Units that would normally be eligible to Embark within a Model with this Special Rule, one Model with the Walker Type can instead be Embarked upon it. The Embarked Model cannot have the Bulky (X) Special Rule with a value of greater than Bulky (7).
Anvilus snub autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Anvilus snub autocannon
Anvilus snub autocannon
24
3
7
4
2
Breaching (5+)
Auto

Rapid

Whether by means of a superior engine, enhanced fuel mix or other arcane technology, some vehicles are able to apply bursts of speed far in excess of other engines of war.

The following Rules apply to all Models with the Rapid Sub-Type:
Outflank

Whether by stealth or sheer speed, some warriors approach the battlefield from unexpected directions. Such an attack can derail even the most well-laid plans and upend the strategies of any general, turning the tide of battle.

A Unit of Models with the Outflank Special Rule can enter play from outside of Deployment Zones.

A Unit made up entirely of Models with this Special Rule that enters play from Reserves may do so from any point on the Battlefield Edge. The Unit may not enter play from any point that is within the Opposing Player’s Deployment Zone or within 7" of any enemy Model.

Note that a Unit Embarked on a Model with the Outflank Special Rule does not need to have the Outflank Special Rule in order for the Model it is Embarked upon to benefit from it. A Model that enters the Battlefield from a point outside of the Controlling Player’s Deployment Zone by means of this Special Rule, and any Units Embarked on such a Model, may not have a Charge declared for them in the Player Turn on which they enter play.
Neutron blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Neutron blaster
Neutron blaster
24
1
9
2
3
Armourbane, Shock (Suppressed), Overload (1)
Las

Volkite saker

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite saker
Volkite saker
25
6
6
5
1
Deflagrate (6)
Volkite

Sabre missile

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Sabre missile
Sabre missile
36
1
7
4
2
Breaching (6+), Limited (1)
Missile

Twin bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin bolter
Twin bolter
24
4
4
5
1
-
Bolt

Twin plasma gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin plasma gun
Twin plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (4+), Overload (1)
Plasma
Independent Sentries

Tarantula sentries are deployed in key locations on the battlefield, calculated to cover crucial choke-points and provide optimal overlapping firepower with other units.

Tarantulas are deployed and operate individually.

Although included in an army as a Unit that includes multiple Models, each Model with this Special Rule is considered to be a separate Unit for all other purposes, including Deployment and the scoring of Victory Points.
Automated Fire Protocols

Tarantula sentry guns provide area denial fire, engaging enemies who move within their sensor range with their potent heavy weaponry.

A Model with this Special Rule may not make Shooting Attacks except as part of a Reaction.

A Model with this Special Rule may not be selected to make a Shooting Attack during the Controlling Player’s Shooting Phase and may only make the Overwatch Reaction and the Intercept and Automated Fire Advanced Reactions. When making a Shooting Attack as part of any of these Advanced Reactions, a Model with this Special Rule may attack with any weapons it has, not just Defensive Weapons.

Automated Fire Advanced Reaction
Trigger: The Reactive Player may declare the Automated Fire Advanced Reaction in Step 2 of the Move Sub-Phase process if an enemy Unit ends a move within 48" of a Unit under the Reactive Player’s Control that only includes Models with the Automated Fire Protocols Special Rule.

Cost: The Automated Fire Advanced Reaction has no cost.

Target: The Target Unit is always the Unit whose Move triggered the Reaction. The Reactive Player must select one Unit under their control that only includes Models with the Automated Fire Protocols Special Rule that is within 48" of the Target Unit. That Unit is the Reacting Unit.

Process
  1. Once the Automated Fire Advanced Reaction has been declared, the Reactive Player makes a Shooting Attack with the Reacting Unit. This Shooting Attack must target the Target Unit of this Advanced Reaction.
  2. 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.

Sentry melta array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Sentry melta array
Sentry melta array
18
2
8
2
2
Heavy (RS), Melta (8)
Melta

Hyperios missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hyperios missile launcher
Hyperios missile launcher
48
3
7
3
2
Skyfire, Rapid Tracking
Missile

Orias frag missile

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Orias frag missile
Orias frag missile
48
1
6
5
1
Barrage (3), Blast (5"), Limited (1)
Missile
Rotary missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rotary missile launcher
Rotary missile launcher
48
3
8
2
2
-
Missile

Vengeance launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Vengeance launcher
Vengeance launcher
48
1
7
4
1
Blast (5")
Missile

Tempest rocket

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Tempest rocket
Tempest rocket
48
1
7
4
3
Armourbane, Limited (1)
Guided Missile

Stable

Certain vehicles are designed to mount one or more large and cumbersome weapons, most often long ranged artillery cannon. Such vehicles are large and heavy enough, or designed with specialised systems to stabilise them whilst they are moving, to allow for the continuous firing of their primary weapons.

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

Twin multi-melta

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin multi-melta
Twin multi-melta
24
1
9
2
3
Heavy (RS), Melta (8)
Melta

Cyclone missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Cyclone missile launcher
Cyclone missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (5")
Missile
- Krak
- Krak
48
2
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
2
8
4
1
Heavy (D), Skyfire
Missile

Tempest rocket

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Tempest rocket
Tempest rocket
48
1
7
4
3
Armourbane, Limited (1)
Guided Missile

Twin Avenger bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Avenger bolt cannon
Twin Avenger bolt cannon
36
10
6
3
1
Suppressive (2)
Bolt

Gravis autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis autocannon
Gravis autocannon
48
3
8
4
2
Breaching (6+), Heavy (FP)
Auto

Hellstrike missile

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hellstrike missile
Hellstrike missile
48
1
9
3
3
Armourbane, Limited (1)
Guided, Missile

Volkite culverin

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite culverin
Volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite

Multi-melta

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Multi-melta
Multi-melta
24
1
8
2
3
Heavy (RS), Melta (8)
Melta

Plasma cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma cannon
Plasma cannon
- Sustained fire
- Sustained fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (5+), Overload (2)
Plasma

Lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lascannon
Lascannon
48
1
9
2
1
Heavy (D), Armourbane
Las

Hunter-killer missile

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hunter-killer missile
Hunter-killer missile
48
1
9
3
3
Armourbane, Limited (1)
Missile

Flamestorm cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamestorm cannon
Flamestorm cannon
Template
1
6
4
2
Template, Panic (2)
Flame

Executioner plasma destroyer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Executioner plasma destroyer
Executioner plasma destroyer
- Sustained fire
- Sustained fire
36
1
8
4
1
Blast (5"), Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Breaching (4+), Overload (1)
Plasma

Heavy conversion beam cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy conversion beam cannon
Heavy conversion beam cannon
<15
1
6
4
1
Heavy (RS), Blast (5")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (5")
Conversion
>30-45
1
8
2
3
Heavy (RS), Blast (5")
Conversion

Magna-melta cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Magna-melta cannon
Magna-melta cannon
36
1
9
2
4
Heavy (RS), Melta (12)
Melta

Graviton cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton cannon
Graviton cannon
36
1
8
3
1
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton

Volkite macro-saker

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite macro-saker
Volkite macro-saker
45
8
6
5
2
Deflagrate (6)
Volkite

Neutron blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Neutron blaster
Neutron blaster
24
1
9
2
3
Armourbane, Shock (Suppressed), Overload (1)
Las
Legion Sponson Weapons

1 This item can be selected for a Model with the Iron Warriors Trait.
2 This item can be selected for a Model with the Imperial Fists or Blood Angels Trait.
3 This item can be selected for a Model with the Death Guard Trait.

Arcus missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Arcus missile launcher
Arcus missile launcher
- Arcus warheads
- Arcus warheads
36
5
8
2
2
-
Missile
- Skyspear warheads
- Skyspear warheads
36
3
8
2
2
Skyfire, Armourbane, Rapid Tracking
Missile
- Pyrax warheads
- Pyrax warheads
36
1
5
4
1
Blast (5"), Panic (1)
Missile
- Neutron-flux warheads
- Neutron-flux warheads
36
3
7
4
1
Shock (Suppressed)
Missile

Omega plasma array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Omega plasma array
Omega plasma array
- Sustained fire
- Sustained fire
36
6
7
4
2
Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Breaching (4+), Overload (1)
Plasma

Neutron beam laser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Neutron beam laser
Neutron beam laser
36
2
10
2
2
Ordnance (D), Armourbane, Shock (Suppressed)
Las

Kratos battlecannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Kratos battlecannon
Kratos battlecannon
- HE shells
- HE shells
36
1
8
4
1
Ordnance (D), Blast (5"), Stun (1)
Auto
- AP shells
- AP shells
36
1
8
2
2
Ordnance (D), Armourbane
Auto
- Flashburn shells*
- Flashburn shells*
24
1
9
2
3
Ordnance (D), Armourbane, Overload (1)
Auto
Co-axial (X) Mounted – Co-axial Mounted Weapons will be linked to another Weapon, specified by the value of X attached to the Mount Rule. A Co-axial Mounted Weapon may only attack targets in the same Firing Arcs as the Weapon to which it is linked. Furthermore, a Co-axial Mounted Weapon must always be used to attack the same target as the Weapon to which it is linked - if it cannot then it may not be used to attack.

Volkite cardanelle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite cardanelle
Volkite cardanelle
45
12
7
5
2
Deflagrate (7), Suppressive (1)
Volkite

Melta blast-gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Melta blast-gun
Melta blast-gun
36
2
9
2
4
Heavy (RS), Melta (24)
Melta

Volkite caliver

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite

Demolisher cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Demolisher cannon
Demolisher cannon
24
1
12
3
3
Blast (3"), Breaching (5+), Ordnance (D), Stun (1)
-

Magna laser destroyer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Magna laser destroyer
Magna laser destroyer
36"
2
10
2
3
Ordnance (D), Armourbane
Las

Scorpius missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Scorpius missile launcher
Scorpius missile launcher
48
1
8
4
1
Heavy (FP), Blast (3"), Barrage (2), Breaching (5+)
Missile

Morbus bombard

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Morbus bombard
Morbus bombard
- HE shell
- HE shell
36
1
9
4
1
Ordnance (D), Blast (5"), Barrage (2), Breaching (6+), Pinning (1)
-
- Phosphex shell*
- Phosphex shell*
24
1
5
3
1
Blast (5"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex
Graviton-charge cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton-charge cannon
Graviton-charge cannon
24
1
9
3
2
Heavy (D), Blast (5"), Barrage (1), Breaching (6+), Shock (Pinned), Pinning (3)
Graviton

Spicula rocket system

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Spicula rocket system
Spicula rocket system
72
1
7
4
1
Blast (7"), Barrage (2), Suppressive (1)
Missile

Neutron laser battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Neutron laser battery
Neutron laser battery
72
3
10
2
3
Ordnance (D), Armourbane, Shock (Suppressed), Overload (1)
Las

Dreadhammer siege cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Dreadhammer siege cannon
Dreadhammer siege cannon
24
1
12
3
3
Ordnance (D), Blast (5"), Breaching (5+), Stun (1)
-

Volkite carronade

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite carronade
Volkite carronade
45
12
8
3
2
Deflagrate (8)
Volkite

Fellblade accelerator cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Fellblade accelerator cannon
Fellblade accelerator cannon
- HE shell
- HE shell
100
1
8
3
2
Blast (5"), Stun (2)
Auto
- AE shell
- AE shell
100
1
12
2
3
Blast (3"), Ordnance (D)
Auto

Neutron-wave cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Neutron-wave cannon
Neutron-wave cannon
120
2
12
2
4
Ordnance (D), Armourbane, Shock (Stunned)
Las

Turbo-laser destructor

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Turbo-laser destructor
Turbo-laser destructor
96
1
12
2
6
Blast (3"), Armourbane
Las
Thunderhawk Transport Bay

Smaller than the ubiquitous Stormbird, the Thunderhawk was designed to deliver smaller strike forces into the heart of a battle.

A Thunderhawk Gunship can transport larger Models as well as Infantry.

Models of any Type other than Vehicle may Embark on a Model with this Special Rule, however only 2 Models may be Embarked that do not have the Infantry or Paragon Type, and such a Model may not have any variant of the Bulky (X) Special Rule where the value of X is greater than 6.
Void Shields (X)

Some especially large vehicles are equipped with almost impenetrable shields of energy, akin to those used on Titan god-engines, relics from ancient times known as void shields.

A Model with this Special Rule ignores Penetrating Hits as long as it still has active void shields.

A Model with this Special Rule has a number of void shields equal to the value of X. While a Model with this Special Rule still has void shields, each time that Model suffers a Penetrating Hit as a result of a Shooting Attack, reduce the Damage of that Penetrating Hit to ‘0’ and reduce the number of void shields this Model has by 1. If the number of void shields a Model has is reduced to 0, this Special Rule has no further effect during that battle.

Siege melta array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Siege melta array
Siege melta array
12
1
10
2
4
Heavy (RS), Blast (5"), Melta (6)
Melta

Skyreaper battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Skyreaper battery
Skyreaper battery
48
6
7
4
2
Rapid Tracking, Skyfire
Auto
Mastodon Transport Bay

The Mastodon is designed to carry large numbers of elite infantry and war engines into battle, protecting them from enemy fire before disgorging them into the heart of enemy formations or even breached holdfasts.

A Mastodon Super-heavy Assault Transport can transport larger Models as well as Infantry.

Models of any Type other than Vehicle may Embark on a Model with this Special Rule, however only 4 Models may be Embarked that do not have the Infantry or Paragon Type, and such a Model may not have any variant of the Bulky (X) Special Rule where the value of X is greater than 6.

Destroyer Missile Launcher

Adapted from the launchers employed more widely throughout the Legions, these feature reinforced housings and radiation shielding to protect the user from the more specialised and deadly payloads they contained.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Destroyer Missile Launcher
Destroyer Missile Launcher
- Rad missile
- Rad missile
24
2
4
3
1
Poisoned (2+), Phage (T)
Assault, Rad
- Stasis missile
- Stasis missile
24
1
4
-
2
Blast (3"), Stun (3)
Assault, Stasis

Plasma incinerator

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma incinerator
Plasma incinerator
- Sustained fire
- Sustained fire
Template
1
5
4
2
Template, Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
Template
1
6
4
2
Template, Breaching (5+), Overload (1)
Plasma

The Breath of the Storm

Hibou Khan bore a mighty two-handed blade into battle. Curved in the Chogorian style, its immense size belied its perfect balance and light weight. When wielded by Hibou Khan, it whirled around his body like a ribbon of light, slicing apart any who strayed within its deadly reach.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Breath of the Storm
The Breath of the Storm
+1
A
+2
3
1
Critical Hit (6+), Breaching (4+)
Power
Seeker of Atonement

Hibou Khan has accepted his exile, seeking out Traitor forces at every turn, slaying as many as he can before his life is ended by an enemy’s blade and his honour is restored.

This Gambit allows Hibou Khan to avoid being Removed as a Casualty.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit:

Seeker of Atonement: While this Gambit is selected, if this Model is reduced to 0 Wounds in Step 4 of the Strike Step, its Controlling Player can roll a Dice. On a result of 4+, this Model is not Removed as a Casualty but instead remains Engaged in the Challenge with a Wounds Characteristic of 1 and its Controlling Player gains Challenge Advantage.

Force staff

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Force staff
Force staff
+1
A
+2
4
1
Force (D)
Psychic

Power glaive

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power glaive
Power glaive
I
A
+1
3
1
Impact (AP), Breaching (5+)
Power
Power glaive

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power glaive
Power glaive
I
A
+1
3
1
Impact (AP), Breaching (5+)
Power

Kheres assault cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Kheres assault cannon
Kheres assault cannon
24
5
6
4
1
Breaching (6+), Heavy (FP)
Auto

Durenda

Camba Diaz bore a long, powered sword into battle. Forged by Sabik Wayland of the Iron Hands honouring a lost wager, it combined elements of the wave-bladed style common to weapons on Diaz’s home world within the Inwit Cluster with the robust Medusan zweihanders found among the Xth Legion.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Durenda
Durenda
I
A
+1
3
1
Breaching (5+)
Power
The Line Unbroken

Camba Diaz’s mastery of defensive warfare was such that it was said that once he drew a line in the dirt, no foe could cross it.

Camba Diaz gains additional attacks when he fights last in a Challenge.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit:

The Line Unbroken: When this Gambit is selected and this Model does not have Combat Advantage, Camba Diaz’s Attacks Characteristic is modified by +2.

Saiphan Shard-axe

This gleaming white-bladed axe was commissioned from the IXth Legion’s Techmarines upon Crohne’s ascension to command in commemoration of his heritage. With a blade carved from a razor-sharp silicate native to Saiph, this weapon appears weighty, but can be wielded with surprising speed.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Saiphan Shard-axe
Saiphan Shard-axe
I
+1
+1
3
1
Breaching (4+)
Power
The Ghost of Saiph

Aster Crohne has stood on the brink of death and destruction many times and emerged from his ordeal unscathed. Now, with new responsibility, he is more determined than ever to not fail his Legion.

This Special Rule allows Aster Crohne to avoid being Removed as a Casualty.

The first time in any battle that a Model with this Special Rule is reduced to 0 Wounds, before Removing this Model as a Casualty, the Controlling Player must roll a Dice. On a result of 4+, that Model is not Removed as a Casualty and has its Current Wounds Characteristic set to 1.

Storm’s Wrath

Utilising technology derived from captured Banestrike weaponry, the rounds fired by this utilitarian-looking bolter can shatter even the thickest armour Meduson’s Traitor foes can muster.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Storm’s Wrath
Storm’s Wrath
24
3
5
4
1
Breaching (6+)
Bolt, Assault

Albian Power Gladius

An artificer-wrought sword of the hardest Albian steel, Meduson has wielded this weapon in battle since his Legion was still known as the Storm Walkers.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Albian Power Gladius
Albian Power Gladius
I
A
+1
3
1
Breaching (6+)
Power
Lord of Automata

Many Iron Fathers were inducted into the secrets of the Legio Cybernetica, even accompanying battle-automata honoured by the Legion on the battlefield. These act as an extension of his own will, cutting down any who would threaten him.

This Special Rule allows an Iron Father to be accompanied by a Unit of Battle-automata.

When a Model with this Special Rule is included in a Detachment, one additional Force Organisation Slot is added to that Detachment. This Slot can only be filled with one Castellax Battle Maniple or Castellax Destructor Maniple Unit selected from Liber Mechanicum. When such a Unit is included in this way, its Cybernetica Trait is replaced with ‘Bonded Automata’, and this Unit can be included even though it does not have the same Faction Trait as the other Units in that Detachment. In addition, a Model with this Special Rule may join a Friendly Unit that includes Models with the Automata Type. If a Model with this Special Rule joins a Unit with the Automata Type, the Leadership and Cool Characteristics of Models in that Unit are not reduced.

Fulcrum Hand Cannons

These ornate weapons are artefacts of the Tech Guilds of Kiavahr, looted from one of the many armouries overrun during the rebellion. As with much Guild tech, these weapons are primitive by the standards of the Mechanicum, but brutally effective nonetheless, using electrically charged rounds of massive size to pulverise their targets. Stunning any who survive the impact, the Fulcrum is a lethal weapon in the hands of a skilled marksman.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Fulcrum hand cannons
Fulcrum hand cannons
12
5
6
4
1
Heavy (FP), Breaching (6+) Stun (0)
Assault, Auto

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Fulcrum hand cannons
Fulcrum hand cannons
I
+1
6
2
1
Shred (5+)
-
The Blood Crow

Years of murder and death on Kiavahr had sharpened the skills of Kaedes Nex to the point that there were few marksmen in the Imperium that could match his skills. Once he had set his sights on a target, there was little that could be done to stop his wrath.

Kaedes Nex always uses his full Ballistic Skill and reduces the effectiveness of an enemy’s Damage Mitigation Rolls.

A Model with this Special Rule is never forced to make Shooting Attacks as Snap Shots and may never have its Ballistic Skill modified to less than 6, unless the Target Unit has the Flyer Sub-Type. Additionally, any Shrouded Damage Mitigation Rolls made against wounds inflicted by a Shooting Attack made by a Model with this Special Rule are only successful on a roll of 6+, regardless of the variant of the Shrouded (X) Special Rule the selected Target Model has or any Special Rules to the contrary.

Blades of the Phoenician

No recorded sightings of Fulgrim in the later years of the Horus Heresy appear to agree on how many blades the fallen Primarch carried or the exact form they took. What all agreed on, however, was that they parted armour with shocking ease.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Blades of the Phoenician
Blades of the Phoenician
- Decapitating Slashes
- Decapitating Slashes
I
A
S
2
2
Critical Hit (6+), Duellist’s Edge (1)
-
- Sundering Blows
- Sundering Blows
-2
3
+5
2
4
-
-
Avatar of Perfection

As Fulgrim grew ever greater in his patron’s regard, his focus became ever less on his Legion, and more towards the attainment of personal glory, seeking out any whose martial prowess approached his own and humbling them.

Fulgrim Transfigured must have a Challenge declared for him and may use the Heroic Intervention Reaction without expending a Reaction Point.

In the Controlling Player’s Challenge Sub-Phase, if a Model with this Special Rule is eligible to have a Challenge declared for it, the Controlling Player must do so. In addition, if the Controlling Player of a Model with this Special Rule declares they will use the Heroic Intervention Advanced Reaction, and selects a Model with this Special Rule, they are not required to spend any points from their Reaction Allotment to do so.

Blades of the Red Angel

Angron was always renowned for his disinterest in attachment or obligation, and despite being gifted many weapons throughout the Great Crusade and the Horus Heresy, was rarely seen carrying the same ones into battle consistently. Regardless of their provenance, in the hands of the master of the World Eaters, all weapons were equally deadly.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Blades of the Red Angel
Blades of the Red Angel
- Eviscerating Slashes
- Eviscerating Slashes
I
A
S
2
2
Reaping Blow (2)
-
- Crushing Blows
- Crushing Blows
-2
4
+4
2
4
Critical Hit (6+), Armourbane
-

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
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:

Guns of the Conqueror Advanced Reaction
Trigger: The Reactive Player may declare 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).

Prosperine Spirestave

The Sorcerers of the ’Thousand Sons often carried blade-tipped staves into battle, wielding them with deadly ease, while channelling their destructive powers down its length.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Prosperine Spirestave
Prosperine spirestave
+1
A
S
3
1
Force (D), Conduit
Psychic

Conduit
When a Model that has a Weapon with this Special Rule manifests a Psychic Weapon:
Prosperine Sorcery

The Sortiarae Cult practised only destruction, destroying their foes with elemental force, fueled by their own unslakable rage.

A Model with this Special Rule has the following Psychic Powers but cannot have a Prosperine Arcana selected for it as normal.
Biomantic Slam
(Psychic Weapon)

Channelling the power of the Warp itself, a trained biomancer can rend steel and smash ceramite with their bare hands. Such is their fury that neither warriors of flesh, nor engines of iron can stand before them.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Biomantic Slam
Biomantic Slam
3
1
12
2
2
Armourbane, Force (Damage)
Melee, Psychic
Wildfire
(Psychic Weapon)

With a snap of their fingers or sweep of their arms, a pyromancer can cause the very air to ignite in a storm of flame hot enough to burn flesh and sear metal.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Wildfire
Wildfire
18
1
4
4
1
Panic (1), Blast (5"), Force (Strength)
Ranged, Psychic
Immovable Force
(Psychic Weapon)

By force of will a telekine can bind the foe with invisible chains, leashing them to the spot and making them easy prey for allied guns.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Immovable Force
Immovable Force
18
3
6
4
1
Pinning (2), Force (Firepower)
Ranged,, Psychic

The Warmaster’s Talon

A unique lightning claw which incorporates a baroquely styled twin-bolter, the Talon has long been Horus’ favoured weapon. Some apocryphal sources claim it is an antediluvian relic that was found deep within the planet Clthon, and was a product of Mankind’s Dark Age of Technology.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Warmaster’s Talon
The Warmaster’s Talon
24
5
5
3
1
Breaching (6+)
Bolt, Assault

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Warmaster’s Talon
The Warmaster’s Talon
I
A
S
2
1
Reaping Blow (3), Shred (6+)
Power

Worldbreaker

This is a power maul of prodigious size and might which, as well as being a weapon capable of shattering armoured ceramite, is also a signifier of Horus’ rank of Warmaster, and is said to have been created by the hand of the Emperor himself as a gift to his favoured son.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Worldbreaker
Worldbreaker
-2
A
+4
2
3
Critical Hit (5+)
Power
Master of War

Horus wields a genius-level strategic intellect combined with a gutter-fighter’s savagery, honed together over centuries of constant warfare and martial experience, and it was not for nothing he was considered by many as foremost among his superhuman kind.

Horus grants the Army he is part of an additional point of Reaction Allotment.

The Controlling Player of an Army that includes a Model with this Special Rule has +1 to their Reaction Allotment in each Turn, unless that Model is Removed as a Casualty.
The Spreading Corruption

Even as Horus himself fell further into the embrace of the fel powers of the Warp, so too did those loyal warriors that had hound their fate to the Warmaster’s. Corruption spread through the ranks of his host like wildfire, igniting old hatreds and fuelling the grim fervour of the Traitors as they tore down the empire they had helped to build.

Horus can join Units that have the Malefic Sub-Type.

A Model with this Special Rule can join Units with the Malefic Sub-Type as if it had that Sub-Type and while part of such a Unit, is treated as having that Sub-Type.

Mourn-It-All

Horus Aximand favoured a broad-bladed sword of Cthonian bluesteel. Wielded with brutal efficiency in combination with either bolter or combat shield, this blade cut down innumerable Loyalist warriors during the dark days of the Horus Heresy.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Mourn-It-All
Mourn-it-all
I
A
+1
2
2
Critical Hit (6+)
Power

The Culling Blade

Tybalt Marr carried a wicked blade of unusual design. Some claimed its cruel form was inspired by those carried by Aeldari raiders. Whatever its origin, in Marr’s hands its serrated edge cleaved though armour, leaving gaping wounds that could exsanguinate even a Space Marine’s enhanced physique.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Culling Blade
The Culling Blade
I
A
S
3
1
Poisoned (2+), Critical Hit (6+), Breaching (5+)
-

Staff of Dark Authority

This staff of office bears iconography denoting its bearer as carrying the authority of the Warmaster himself. Potent power generators built into its haft ensure those who fail to show proper obeisance feel its bite.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Staff of Dark Authority
Staff of Dark Authority
I
A
+1
3
1
Critical Hit (6+)
Power
Eyes of the Warmaster

Living symbols of Horus’ power and authority, each of his emissaries acted as his hand and spoke with his voice, uniting the Traitor cause.

If a Model with this Special Rule joins a Unit with a different Faction Trait, the Leadership and Cool Characteristics of Models in that Unit are not reduced.

The Azurda Char’is

It is unknown how the Crimson Apostle acquired this potent artefact, or by what hidden lore he has modified it to his usage.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Azurda Char’is
The Azurda Char’is
+1
A
+2
4
2
Force (D)
Psychic

The Panoply of Flame

The Panoply of Flame serves both as a war banner and as a weapon to turn on Zardu Layak’s enemies, his warp gifts allowing him to mould the unclean flame the Panoply now produces by will alone.

The Panoply of Flame gives the Controlling Player an additional point of Combat Resolution.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 1 Combat Resolution point for the Unit that includes a Model with the Panoply of Flame.

Anakatis Blade

These occult blades reek of unholy, warp-spawned power and their forging may well have pre-dated human life. Dark and coiling entities have been trapped within the blades, entities that whisper promises of untold might and power, but such promises are only bought at a terrifying price to both body and soul.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Anakatis Blade
Anakatis blade
I
A
S
3
2
Breaching (6+), Phage (S)
Psychic
Binder of Souls

As an acolyte of Erebus, Zardu Layak’s mastery of malevolent warpcraft is unparalleled.

Zardu Layak has specific Psychic Powers.

A Model with this Special Rule gains the Soul Binding Psychic Power and the Breach the Veil Psychic Power.

SOUL BINDING
(Psychic Power, Curse)

Zardu Layak has long since mastered the art of shackling the will of another, binding it to his own and turning enemies into unwitting thralls.

Trigger: The Active Player may choose to Manifest the Soul Binding Psychic Power in the Assault Phase, at the start of the Declare Weapons and Set Initiative Steps Step of the Fight Sub-Phase.

Focus: The Focus of the Power must be a Zardu Layak Model.

Target: The Target Unit must be an enemy Unit in the same Combat as the Focus Model.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of the Make Final Pile-in Moves Step of that Combat.

Process
  1. Once the Focus and Target Unit have been decided, the Target Unit’s Controlling Player makes a Resistance Check for that Unit.
  2. If the Resistance Check is failed, the Controlling Player of the Focus Model can select one Model with a Willpower Characteristic of 7 or less from the Target Unit.
  3. For the Duration of this Psychic Power, the selected Model is considered to be under the control of the Controlling Player of the Focus of this Power.
  4. If the Resistance Check succeeds then there is no further effect.

Banestrike Shotgun

What the Astartes shotgun lacks in finesse, it more than compensates for in versatility. Normally eguipped to fire rudimentary solid slugs or bursts of scatter shot, they are also capable of being adapted to fire far more specialised ammunition optimised for specific targets.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Banestrike Shotgun
Banestrike shotgun
12
2
4
4
1
Breaching (6+), Shred (6+), Stun (0)
Assault

Power Dagger

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power Dagger
Power dagger
+2
A
-1
3
1
Breaching (5+)
Power

Venom Spheres

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Venom Spheres
Venom spheres
8
1
1
-
1
Blast (3"), Poisoned (4+)
Assault
False Colours

The Alpha Legion are masters of false colours operations, relying on confusing the enemy over more traditional stealth techniques. The Saboteurs are trained to walk among the foe unnoticed, selecting the most deadly moment to reveal their presence and unleash destruction upon their assigned target.

Saboteurs cannot be targeted by attacks before they are positively identified.

A Unit composed entirely of Models with this Special Rule may not be selected as the Target Unit of a Shooting Attack or a Charge.

When an enemy Unit finishes a Move within 6" of a Model with this Special Rule, that Unit’s Controlling Player can make an Intelligence Check for that Unit. If that Check is passed, this Special Rule has no effect for that Model until the end of the Battle. In addition, if a Model with this Special Rule makes a Shooting Attack or ends a Charge Move in Base Contact with an enemy Model, this Special Rule has no effect for that Model until the end of the Battle.

Paragon blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paragon blade
Paragon blade
I
A
+1
2
1
Critical Hit (6+)
-

Machinator Array

A more complex system akin to the common servo-arm, the machinator array is a semi-autonomous repair system. Unlike the servo-arm this system is not directly controlled by the wielder and instead works to a fixed set of orders, making it less useful as a weapon of war, but vastly more potent as a device for repair and maintenance under fire.

A Model with a machinator array can use the Battlesmith (X) Special Rule twice in the same Turn.

Each time the Controlling Player of a Model with a machinator array chooses to make use of the Battlesmith (X) Special Rule for that Model, it may be used twice – with each usage of the Special Rule targeting the same or different target Units as chosen by the Controlling Player and may apply different effects (all targets chosen must be valid targets). If a player chooses to apply the effects of a machinator array and makes two Battlesmith actions, then neither of those actions may be modified by the effects of a servo-arm and use only the full base value of the Model’s Battlesmith (X) Special Rule to determine their effect.

The Reductor Trait is used in the following Forces of the Taghmata datasheets:

High Command
Command
• Magos
Troops
Support
War Engine
Transport
Heavy Transport
Aegis of Pain

The Thallax of the Ordo Reductor are not automata, but rather living organisms reduced to little more than a nervous system and bound to an iron body. The cruel procedure that creates them grants them new power on the battlefield, but also leaves them tormented eternally by pain, with only the cybertheurgic limiters placed on their cortex preserving the last fragments of their sanity. When these limiters are deactivated, the Thallax can unleash their full power, but at the cost of a torment so terrible that their screams resound across the battlefield.

A Unit made up of Models with the Reductor Trait gain bonuses when they have Cybertheurgic Statuses.

All Models in a Unit composed entirely of Models with this Special Rule and the Reductor Trait gain the Fear (1) Special Rule while any Models in that Unit also have one or more Cybertheurgic Statuses. If a Unit that includes any Models with this Special Rule already has any variant of the Fear (X) Special Rule, then this Special Rule has no effect and does not stack with or otherwise improve any existing variant of the Fear (X) Special Rule that any Model in the Unit has.

Needle Pistol

Needle weapons fire a rapid burst of metal slivers, each carved from the ammunition block within the weapon’s housing and coated with a cocktail of potent nerve agents before firing.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Needle Pistol
Needle pistol
12
2
2
-
1
Poisoned (3+), Pistol, Pinning (1)
Assault, Needle
Consul-Delegatus

The demands of the Great Crusade occasionally required that junior officers within the Legions be granted extraordinary levels of authority to fulfil their goals. Usually given jurisdiction over larger forces, or even forces that would normally fall under the control of the upper echelons of command or even the Primarchs themselves, such warriors demonstrated their worth time and again.

A Command Model with this Special Rule unlocks an Apex Detachment, but awards Victory Points for Slay the Warlord.

An Army may not include more than one Model with this Special Rule. 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 one Apex Detachment instead of the Auxiliary Detachment usually granted by filling a Command Slot. Additionally, a Model with this Special Rule counts as being a High Command Choice for the purposes of any version of the Slay the Warlord (X) Secondary Objective.
Slay the Warlord (X): If an enemy High Command Choice is Removed as a Casualty for any reason before the end of the Battle, the Opposing Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective (this may only be scored once per Battle, regardless of the number of qualifying Units Removed as Casualties).

Corposant stave

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Corposant stave
Corposant stave
I
A
+1
3
1
Shock (Pinning, Stunned, Suppressed)
-

Ætheric juncture splicer

These portable relics of the Age of Strife allow for a small body of warriors to teleport without access to a full teleportarium or the specialised targeting gear and protective fields normally required for such a hazardous gambit. However, they are renowned for their tendency to malfunction if even the slightest error is made during their calibration. As such, only the most foolhardy or vainglorious commanders will sanction their use in combat.

A Unit which includes a Model with an ætheric juncture splicer can Deep Strike, but risks becoming Suppressed.

A Model with an ætheric juncture splicer has the Deep Strike Special Rule. While such a Model has joined a Unit in Reserves which only contains Models with the [Legiones Astartes] Trait, the Infantry Type and which do not have a version of the Bulky (X) Special Rule where the value of X is greater than 2, all Models in that Unit also gain the Deep Strike Special Rule.

Additionally, when a Unit which contains any Models with an ætheric juncture splicer suffers one or more Unsaved Wounds as a result of the Interceptor Advanced Reaction, that Unit immediately gains the Suppressed Tactical Status.
Light

Light troops are equipped and trained to fight on the move, pausing only briefly and trusting to speed over cover or heavy armour. Many armies will make use of such warriors as scouts, but they also serve as harassers and pursuit troops.

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

Charnabal sabre

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Charnabal sabre
Charnabal sabre
+1
A
S
-
1
Breaching (6+), Duellist’s Edge (1)
Charnabal

Proteus Assault Cannon

Based on the design of the Iliastus pattern weapon, these prototypes cycled at a reduced rate of fire in order to control the malfunctions that other patterns were prone to.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Proteus Assault Cannon
Proteus assault cannon
24
3
6
4
1
Heavy (FP), Breaching (6+)
Auto

Gravis plasma cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis plasma cannon
Gravis plasma cannon
- Sustained fire
- Sustained fire
36"
1
7
4
1
Heavy (RS), Blast (5"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36"
1
7
4
2
Heavy (RS), Blast (5"), Breaching (5+), Overload (1)
Plasma

Gravis Missile Launcher

Similar in operation to the cyclone missile systems found mounted on Javelin speeders, the Gravis missile launcher allows its bearer to unleash a variety of missiles in rapid succession without loss of accuracy.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis Missile Launcher
Gravis Missile Launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (5")
Missile
- Krak
- Krak
48
2
8
3
1
Heavy (D)
Missile

Earthshaker Cannon

Intended to engage targets at extreme ranges, the huge explosive payload of the earthshaker cannon results in a destructive capacity that few other long-range artillery weapons can match.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Earthshaker Cannon
Earthshaker cannon
240
1
5
4
2
Ordnance (RS), Blast (5"), Barrage (2), Breaching (6+), Pinning (1)
-

Medusa Mortar

Shorter-ranged than many of the other artillery pieces available to the Legions, the Medusa mortar is nonetheless capable of raining heavy explosive shells down on enemy positions, shattering even the most resilient entrenchments or fortifications.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Medusa Mortar
Medusa mortar
36
1
5
4
2
Ordnance (RS), Blast (5"), Barrage (2), Breaching (5+), Pinning (2)
-
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:

Excindio claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Excindio claws
Excindio claws
I
A
+1
3
2
Breaching (5+), Reaping Blow (2)
Power
Vengeful Rage

Though each Excindio is usually kept technologically shackled, in battle it is necessary to relax these restrictions to allow its full power to be unleashed. If sufficiently damaged however, even the stringent failsafes imposed upon them by their controllers can be overridden by their complex adaptive systems. The resultant fury is as dangerous to their allies as it is to their enemy until it can be brought back under control.

Whilst a Model with this Special Rule has a Current Wounds Characteristic of 4 or less, then in each of the Controlling Player’s Shooting Phases it must have a Shooting Attack made for it targeting the nearest Unit that has a Line of Sight to the Model, regardless of whether that Unit is an enemy or friendly Unit. Such a Shooting Attack must use all Weapons that are within range of at least one Model in the Target Unit.

Irad cleanser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Irad cleanser
Irad cleanser
Template
1
2
5
1
Template, Phage (T), Poisoned (2+), Panic (1)
Rad

Athanax phosphex canister launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Athanax phosphex canister launcher
Athanax phosphex canister launcher
24
1
6
4
1
Blast (3"), Barrage (2), Pinning (3), Poisoned (2+), Phage (T)
Rad

Tyrhenius nerve induction shredder

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Tyrhenius nerve induction shredder
Tyrhenius nerve induction shredder
18
10
1
-
1
Poisoned (2+), Panic (1)
Assault

Magaron atomantic pulse cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Magaron atomantic pulse cannon
Magaron atomantic pulse cannon
24
3
8
2
1
Armourbane, Shock (Suppressed)
Assault

Cytheron graviton flux projector

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Cytheron graviton flux projector
Cytheron graviton flux projector
Template
1
7
4
2
Template, Breaching (5+), Shock (Pinned), Pinning (3)
Assault, Graviton

Calibanite charge-blade

A relic weapon taken from the forgotten battlefields of the wars of Unity and later adapted for use by Dark Angels Calibanite initiates, a charge-blade consists of an adamantium blade woven with charge conduits and linked to a highcapacity charge cell. During combat, the charge cell can be activated to supercharge the blade’s power field and heat the blade to temperatures capable of melting conventional armour.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Calibanite charge-blade
Calibanite charge-blade
- Uncharged
- Uncharged
+2
A
S
4
1
-
Sword of the Order
- Charged
- Charged
-1
A
+1
3
1
Breaching (6+)
Sword of the Order
Marked for Death (X)

Certain clades of warrior take to the battlefield with a specific target selected for destruction. These actions may be motivated by a desire for vengeance, to settle a score or simply a result of the express commands of their superiors in the interest of a wider strategy.

The Controlling Player of any Units with this Special Rule may select an enemy Unit to score extra Victory Points from.

At the end of the Declare Mission Reserves Step the Controlling Player of any Units with this Special Rule may select one Unit from the Opposing Player’s Army, this Unit is the ‘Marked’ Unit. Once per Battle, the Controlling Player scores additional Victory Points equal to the value of X if a Friendly Unit with the Marked for Death (X) Special Rule scores Victory Points as a result of the Vanguard (X) Special Rule when the enemy Unit that fulfils the conditions of the Vanguard (X) Special Rule is the Marked Unit.

Enigmatus Missile Launcher

Derived from the patterns of assault missile launchers as used by various other specialist clades wthin the Legions, the Enigmatus missile launcher has particular modifications to better serve the role of its primary users, including specific changes to the ammunition feeds in order to accommodate projectiles with esoteric payloads.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Enigmatus Missile Launcher
Enigmatus Missile Launcher
- Frag missile
- Frag missile
24
1
3
6
1
Blast (3")
Assault
- Krak missile
- Krak missile
24
1
6
4
2
-
Assault
- Stasis missile
- Stasis missile
24
1
4
-
2
Blast (3"), Stun (3)
Assault, Stasis

Gravis power fist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Gravis power fist
Gravis power fist
I
A
+3
2
3
-
Power
Designated Quarry

Sun Killer squads would never take to the battlefield without defining targets and regardless of the outcome of the battle, they would consider it a failure if these specific enemies were not brought down. On rare occasions, multiple squads of Sun Killers would operate in the same sector, competing amongst themselves to hunt out and eliminate the largest foe.

Models with this Special Rule can have their Ballistic Skill improved once per Battle against a specific target.

Once per Battle, before making a Shooting Attack in the Controlling Player’s Shooting Phase, the Controlling Player of a Unit with this Special Rule that did not Move in the previous Movement Phase may select an enemy Unit with the Vehicle Type as that Unit’s Designated Quarry. When the Unit with this Special Rule makes a Shooting Attack that targets an enemy Unit that is selected as their Designated Quarry, the Ballistic Skill Characteristic of all Models with this Special Rule in the Unit making the Shooting Attack is modified by +1 for the duration of the current Phase.

Graviton Gauntlet

Incorporated into Dreygur’s battle plate is a huge powered gauntlet with brutal iron talons in the place of digits. The entire glove crackles with a disruptive energy field at its bearer’s will.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Graviton Gauntlet
Graviton gauntlet
-3
A
+3
2
2
Shock (Pinned)
Graviton, Power
Ferrum Occularis

In addition to the integrated systems afforded by their power armour, Iron Havoc squads utilise additional, specialised targeting arrays that overlay data feeds, atmospheric influences and predictive target movements based on previous battlefield data to allow them to select targets with exacting precision.

Wounds caused by a Model with this Special Rule may ignore Cover Saves.

Cover Saves may not be taken against unsaved wounds caused by a Shooting Attack made by a Model with this Special Rule, if the Model with this Special Rule was part of a Unit that remained Stationary in its Controlling Player’s previous Movement Phase.
Volcano cannon

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

Invocation of the Razing Tempest

The Karaoghlanlar were often accompanied to battle by a Stormseer, who would ritually mark their armour before battle, ensuring their spirits were not tainted by the deeds they were required to carry out. Such attunement also enabled the Stormseers to reach out with their minds, more easily providing aid to the Dark Sons of Death, even in the tumult of battle.

A Unit that includes any Models with this Special Rule can be more easily selected as the target of the Call of the Wind Psychic Power.

A Unit that includes any Models with this Special Rule may be selected as the target of the Call of the Wind Psychic Power from the Stormcalling Discipline while it has at least one Model within 24" of the Focus instead of 12". In addition, a Unit that includes any Models with this Special Rule may be selected as the Target of that Psychic Power even if no Models in that Unit have Line of Sight to the Focus.
Scouring Tempest

Guided by unshakeable faith in the scrying of battle-seers, Jorlund Hunter Packs accompany VIth Legion vanguard forces and range ahead of the line of battle to incinerate their enemies with cleansing flame.

When a Unit that contains any Models with this Special Rule is selected to make a Shooting Attack, if five or more Models make attacks with hand flamers, those hand flamers gain the Panic (1) Special Rule until that Shooting Attack has been resolved.

Wolf teeth and claws

Fenrisian wolves attack with swipes of their razor-sharp claws before clamping their powerful jaws upon the foe, shredding armour and flesh.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Wolf teeth and claws
Wolf teeth and claws
I
A
S
5
1
-
-
Cloaked in Murder

For the warriors of the Atramentar, no deed is beneath them and any pretence of honourable combat has long since been abandoned. Seeking only to end their enemy in the most painful and undignified manner, they use deception and trickery to make spiteful and underhanded attacks, never facing their opponent in an honest engagement, even stooping to pushing their own brethren before a killing blow in order to make a counter themselves.

When the Controlling Player declares an enemy Unit that is already Locked in Combat as the Target of a Charge made by a Unit made up entirely of Models with this Special Rule, Models with this Special Rule modify their Set-up Move Distance by +1", to a maximum of 6" until that Charge Move is resolved.

Headsman’s axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Headsman’s axe
Headsman’s axe
-2
A
+2
2
2
Critical Hit (6+)
Chain

Inferno Pistol

Inferno pistols incorporate the killing power of melta technology into a compact, if short-ranged weapon.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Inferno Pistol
Inferno pistol
6
1
8
2
1
Pistol, Melta (3)
Assault, Melta

Blade of Judgement

It is said that each of these blades was assembled from blanks forged by an anonymous maker, for their intended purpose was too despicable for any artisan to assume credit. The true number of these arms is uncertain, but there are known to exist greatswords, axes and glaives, each united in the sole purpose of executing those of Space Marine physiology

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Blade of Judgement
Blade of judgement
I
A
+2
3
1
Breaching (5+), Critical Hit (6+)
Power
Shadows of Judgement

While the members of the Ofanim were expert bladesmen, it was in single combat where their true skill came to the fore.

While a Model with this Special Rule is engaged in a Challenge, it has the Duellist’s Edge (1) and Feel No Pain (5+) Special Rules.
Bearers of the Blood Hand

Those that bore the mark of the blood hand strove to embody the fury and bloodlust that earned them the honour up until the moment they would be slain on the field of battle, surrounded by the torn and ruptured bodies of their enemies.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, the Controlling Player scores 1 Combat Resolution Point for each Unit that includes any Models with this Special Rule.
Caedere Weapons

Based upon the ritual weapons of the cyber-augmetic gladiators of the savage world on which their bloody-handed Primarch was once cast, it was Angron himself who introduced the Caedere among his Legion’s ranks. Brutal and difficult to master, the weapons of the Caedere remain largely the preserve of the Rampagers - World Eaters who have responded the best to the addition of the cranial berserker implants which are a hallmark of the Legion and its champions.

If a Model has a Caedere weapon as part of its Wargear, you can select one of the following for that Model to have:

Any Model with the Command, Champion, Specialist or Sergeant Sub-Type may have its power weapon exchanged for one Caedere weapon for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Meteor hammer
Meteor hammer
I
-1
+2
3
2
Impact (IM)
Power
Excoriator chainaxe
Excoriator chainaxe
-2
A
+2
3
1
Breaching (6+), Shred (6+)
Chain
Paired falax blades
Paired falax blades
I
+2
S
3
1
-
Power
Barb-hook lash
Barb-hook lash
+1
A
S
3
1
Critical Hit (6+), Phage (S)
Power

Argean Power Sword

Crafted by the master artisans of Heliopolis on Macragge, the Argean power sword that each Locutarus bears is an artificerwrought weapon which serves as a mark of courage and honour as much as a lethal tool of war.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Argean Power Sword
Argean power sword
I
A
S
3
1
Breaching (5+)
Power
The Blade of Wisdom

The Blade of Wisdom is an advanced assault strategy first devised during the Great Crusade. The Locutarus launch a perfectly timed charge against enemies pinned in place by the highly accurate fire of interlocking Ultramarines units and swiftly devastate their foes in a flurry of expertly placed sword blows.

Models with this Special Rule gain a bonus when Locked in Combat with Units which have Tactical Statuses.

When Locked in Combat with any Units which contain at least one Model which has any Tactical Statuses, Models in that Combat with this Special Rule gain an additional modifier of +1 to their Attacks Characteristic until the end of the Phase.

Fulmentarus Missile Array

Designed from the study and refinement of the cyclone missile launcher first utilised by the Tyrant Siege Terminators, the Fulmentarus missile array utilises long-range splinter missiles to subdue enemies whose armour or innate toughness make them proof against lesser weapons, or advanced hellfire plasma missiles that explode inside their target.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Fulmentarus Missile Array
Fulmentarus Missile Array
- Splinter missiles
- Splinter missiles
36
4
4
5
1
Suppressive (1)
Missile
- Hellfire plasma missiles
- Hellfire plasma missiles
36
2
7
4
1
Breaching (5+)
Missile, Plasma

Peritarch Targeter

The petriarch targeter is a sophisticated tracking system which compiles scanning arcs from multiple augur units carried across a squad to form an overlay of detailed trajectory projections, providing inescapable targeting locks.

When a Unit that contains any Models with a peritarch targeter is selected to make a Shooting Attack, if that Unit remained Stationary in the Controlling Player’s preceding Movement Phase, Shrouded Damage Mitigation Rolls cannot be made against attacks made as part of that Shooting Attack. In addition, the Controlling Player can make an Intelligence Check for that Unit. If successful, until that Shooting Attack is fully resolved the Base Ballistic Skill Characteristic of Models in that Unit with a peritarch targeter is modified by +1.

Mortifier Bolter

Superficially identical to other Legion bolt weapons, the ammunition feeds of these bolters have been modified to allow the firing of specialised payloads, albeit with reduced velocity.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Mortifier Bolter
Mortifier Bolter
18
2
4
5
1
Panic (1)
Bolt

Power scythe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power scythe
Power scythe
-1
A
+1
3
1
Reaping Blow (2), Breaching (5+)
Power
Numerologist Order

The Numerologists of the Thousand Sons were members of the Order of Ruin who served a similar role to Techmarines in other Legions. Additionally, they were noted for their tactical acumen, working to devise strategy and influencing the flow of battle. Much of their success can be attributed to the psychic abilities of the Numerologists who employed both divination and telepathic abilities to predict enemy movements and relay such changes to their allies.

A Model with this Special Rule has the following Psychic Powers but a Unit that contains a Model with this Special Rule cannot have a Prosperine Arcana selected for it as normal. In addition, it has the Telepath and Diviner Traits:
Life Wards

Commonly deployed with rear elements of the XVth Legion during the Great Crusade, Numerologists saw frequent service on the front line during the Horus Heresy. To minimise risk, they went to battle with a cadre of specialised Life Wards to protect them while they attended their duties.

While a Numerologist Model is part of a Unit that contains any Models with this Special Rule, Wounds caused as part of a Shooting Attack made by a Weapon or Model with the Precision (X) Special Rule cannot be allocated to that Numerologist Model.

Achea pattern force sword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Achea pattern force sword
Achea pattern force sword
I
A
+1
3
1
Breaching (5+)
Psychic
Foresight’s Blessing
(Psychic Power, Blessing)

In a glance, a diviner can sense where to direct fire to best harm the foe. It matters not if the foe hides, flees or stands defiant, for their future has already been decided.

This Power is used as part of a Shooting Attack to grant a Unit the Precision (5+) Special Rule.

Trigger: The Active Player may choose to Manifest the Foresight’s Blessing Psychic Power in the Shooting Phase, at Step 4 of any Shooting Attack made by the Active Player.

Focus: The Focus of the Power must be a Model with the Diviner Trait under the Active Player’s control, and must be either part of the Unit making the Shooting Attack or within 18" and with Line of Sight to one or more Models in that Unit.

Target: The Target Unit must be the Unit currently selected and in the process of making a Shooting Attack.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of the Shooting Attack being resolved.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, then all Models in the Target Unit gain the Precision (5+) Special Rule.
  3. If the Manifestation Check fails then there is no further effect.
Mind-burst
(Psychic Power, Curse)

Brute force stimulation of terror within the psyche of the foe can be more devastating than any artillery bombardment. By means of such tools does the telepath steer the foe to defeat.

This Power is used in the Movement Phase and can force the target to Fall Back or become Routed.

Trigger: The Active Player may choose to Manifest the Mind-burst Psychic Power in the Movement Phase, when selecting a Unit under their control that includes at least one Model with the Telepath Trait to move and before any move is made for that Unit.

Focus: The Focus of the Power must be a Model with the Telepath Trait that is part of the Unit that was selected to move.

Target: The Target Unit must be a Unit under the control of the Reactive Player with at least one Model within 18" of the Focus and with Line of Sight to the Focus. The target may not be a Unit that is Locked in Combat or otherwise ineligible to be the target of a Shooting Attack and may not include any Models with the Vehicle Type.

Duration: If successfully Manifested, the effects of this Psychic Power are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, the Target Unit’s Controlling Player makes a Resistance Check for that Unit.
  2. If the Resistance Check is failed, then all Statuses are removed from all Models in the Target Unit, and then the Target Unit must immediately make a Fall Back Move. Once that Fall Back Move has been resolved, a Leadership Check must be made for the Target Unit by its Controlling Player, this Check may not be modified by any effect or Special Rule. If the Leadership Check is successful, then there is no further effect, if it is unsuccessful then all Models in the Target Unit gain the Routed Status.
  3. If the Resistance Check succeeds then there is no further effect to the Target Unit.
  4. Regardless of whether the Resistance Check succeeds or fails, the Unit that includes the Focus of this Psychic Power may not make a move or Rush in this Movement Phase.

Staff of Dark Authority

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Staff of Dark Authority
Staff of Dark Authority
-
+1
3
Melee, Unwieldy, Murderous Strike (6+)
-
Honour Above All

The Chieftains of the Sons of Horus had earned their rank through loyalty, honour and sheer bloody-handed violence, their dedication and quality measured against countless foes and never found wanting. It was their duty to ensure that when their lord sought to prove their supremacy in single combat that none interfered, cutting down any who would seek to dishonourably strike a blow against their charge.

When any Model that has joined a Unit that includes any Models with this Special Rule takes part in a Challenge, all Models in that Unit with this Special Rule gain a bonus of +1 to all Wound Tests made during the following Fight Sub-Phase of that Assault Phase.
Damned

Some cultists are so devoted to the Ruinous Powers that they consider even the most nightmarishly warp-corrupted of their ilk to be blessed paragons who they must shepherd along the righteous path.

A Model with this Special Rule can join Units that have the Malefic Sub-Type.

A Model with this Special Rule can join Units with the Malefic Sub-Type as if it had that Sub-Type and while part of such a Unit, is treated as having that Sub-Type.
Flesh Harvester

Procurators scoured the battlefield for organic components, taken from the dead, to aid in profane ritual. Organs won in single combat held particular power, drawing the attention of the most powerful and aggressive warp creatures.

A Model with this Special Rule can gain Flesh Harvest Points. A Model with this Special Rule gains 1 Flesh Harvest point each time a Unit that includes that Model is selected to Consolidate, if any enemy Models in that Combat had the Infantry or Cavalry Type. If a Model with the Paragon Type was Removed as a Casualty during that Combat, the Model with this Special Rule gains 2 Flesh Harvest Points instead.

If a Model with any Flesh Harvest Points is Removed as a Casualty, any Flesh Harvest Points that Model has are lost. During the Decide Victor Step, at the end of the Battle, the Controlling Player of any Models with the Flesh Harvester Special Rule scores a number of Victory Points equal to the number of Flesh Harvest Points that any one of those Models, selected by the Controlling Player, currently has.
Consolidate – All Models in the Unit may move a number of inches equal to their Initiative Characteristic in any direction, but must end this move in Unit Coherency and at least 2" from any enemy Model. The distance moved as part of the Consolidate option cannot be modified by Terrain - but Dangerous Terrain Tests are made as normal.
Drakenscale Armour

Vulkan forged the plates for Cassian Dracos’ armour personally, imbuing it with a strength far greater than the armour used on more mundane Dreadnoughts. Its intricate surface was capable of resisting heat and radiation far better than other armour.

Wounds with the Flame, Plasma, Melta or Volkite Trait allocated to a Model with this Special Rule have their Damage Characteristic set to 1.
Whispers of Isstvan

Entombed beneath Isstvan V’s surface for near a full year, Cassian Dracos was tormented by solitude and the knowledge of his own failures. When he emerged he was changed, and wielded a new power over the animus of machines and the weakwilled.

Cassian Dracos Reborn has the Cybertheurgist Trait and may use the Scrap-code Infection Cybertheurgic Rite only. When this Cybertheurgic Rite is invoked for Cassian Dracos, Cassian Dracos is counted as having the Heterodox Trait even though he does not have the Traitor Trait.
Creed of Flame

The ritual significance of cleansing flame was central to the many sub-sects of the Promethean Cult which would emerge in the aftermath of the Dropsite Massacre, deployed with fearsome results upon the battlefields of the Horus Heresy.

Models with this Special Rule can make Volley Attacks with Weapons with the Flame Trait.

Any weapon with the Flame Trait that a Model with this Special Rule has also gains the Assault Trait, and ignores the effects of the Limited (X) Special Rule when making Volley Attacks.

Obsidite Rotor Cannon

Artificer-wrought variants of the rotary weapons wielded across the Legions, the Obsidite pattern rotor cannon was set apart by its capability to employ heavy obsidite rounds for short bursts, their hyper-hardened mineral tips derived from the pyroclastic flows of Nocturne’s oldest volcanoes, though the density of such materials placed heavy strain upon the weapons’ motors and loading mechanisms.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Obsidite Rotor Cannon
Obsidite Rotor Cannon
- Slug rounds
- Slug rounds
24
3
3
-
1
Heavy (FP), Suppressive (1)
Auto
- Obsidite rounds
- Obsidite rounds
18
2
3
5
1
Heavy (FP), Overload (1), Breaching (6+), Critical Hit (6+)
Auto

Forge-crafted hand flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Forge-crafted hand flamer
Forge-crafted hand flamer
Template
1
3
-
2
Template, Pistol
Flame, Assault

Rime-shard

Skorr’s personal weapon, known as Rime-shard, takes the form of a long-hafted axe with a semitranslucent recurved blade. Although incorporating common components from known Forge Worlds, it is speculated that the weapon is an unsanctioned fusion of Imperial STC patterns and forbidden xenos technology.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Rime-shard
Rime-shard
I
A
+2
2
1
-
Power
Consul-Delegatus

The demands of the Great Crusade occasionally required that junior officers within the Legions be granted extraordinary levels of authority to fulfil their goals. Usually given jurisdiction over larger forces, or even forces that would normally fall under the control of the upper echelons of command or even the Primarchs themselves, such warriors demonstrated their worth time and again.

An Army may not include more than one Model with this Special Rule. 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 one Apex Detachment instead of the Auxiliary Detachment usually granted by filling a Command Slot. Additionally, a Model with this Special Rule counts as being a High Command Choice for the purposes of any version of the Slay the Warlord (X) Secondary Objective.
Hydra’s Wail

Projected from disruption arrays issued to elite forward infiltration teams, the Hydra’s Wail is a set of targeted waves and disruptive signals across a multitude of frequencies. Using systems reckoned to be derived from proscribed Abominable Intelligences dating back to the Dark Age of Technology, these broadcasts can overwhelm enemy comms, scanning and coordination networks, which, unless specifically mitigated, renders swathes of standard Legion equipment useless.

When making Cool or Intelligence Checks for a Unit with at least one Model within 12" of at least one enemy Model with this Special Rule, the Controlling Player must roll an additional Dice and discard the lower roll.

Libertas

It is said that this masterfully wrought broadsword was constructed from remnants of a far older device, a weapon so ancient it predates the fall of Mankind and the coming of Old Night. Whatever the truth, Garro wielded it against countless xenos foes throughout his service in the Great Crusade and, tragically, must now use it to spill the blood of his erstwhile brother Legiones Astartes.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Libertas
Libertas
I
A
+1
2
1
Critical Hit (6+), Duellist’s Edge (2)
Power

Paragon Bolter

The Knights-Errant have been outfitted with the finest crafted arms and armour that the Sigillite’s armourers can procure.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Paragon Bolter
Paragon Bolter
24
2
5
4
1
Shred (6+)
Bolt

Polaris

Part of Rubio’s panoply in his former role as Codicier of the XIIIth Legion, Polaris is a finely wrought force blade that shares much of its styling with the short, robust swords that were preferred by many of the Ultramarines.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Polaris
Polaris
I
A
+1
3
1
Breaching (6+), Force (D)
Force
Echoes of Fate

Rubio listens for the ever-present ghost voices that warn of approaching betrayal, knowing that to ignore them as he did at Calth would be to invite a tragedy still greater than befell that world.

A Model with this Special Rule has the Telepathy and Divination Psychic Disciplines.
Alternative models by Artel W:

Volkite Cavitor

The cavitor is a variant of the more common volkite weapons produced in the factories of Nostramo, a rare example of lost technology on that otherwise benighted world. The removal of safety equipment allows the cavitor to project a more diffused beam at limited ranges, the tendrils of lethal volkite energy making a mockery of armour and burning flesh to ash.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite Cavitor
Volkite cavitor
10
4
6
5
1
Deflagrate (6)
Volkite, Assault

Night’s Whisper

One of several weapons the Night Haunter had long since discarded in his gore-spattered sanctum, Sevatar appropriated Night’s Whisper for his own use. In form it was an elegant chainglaive of archaic make, its archaeotech motor tuned to a sibilant purr rather than the discordant roar of more commonplace weapons.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Night’s Whisper
Night’s Whisper
+1
A
+2
2
1
Critical Hit (6+), Shred (5+)
Chain
Dirty Fighter

Sevatar is one of the most dangerous hand-to-hand combatants in his or any other Legion. When engaged with a worthy foe, there is no trick nor ploy he will not stoop to in order to claim victory.

This Gambit allows Sevatar to make an attack outside of the normal sequence.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit:

Dirty Fighter: This Gambit can only be selected during the first Face-Off Step of a Challenge involving this Model. If this Gambit is selected, at the start of the Focus Step, this Model’s Controlling Player can resolve steps 1 to 4 of the Strike Step once as if this Model had an Attacks Characteristic of 1. The Focus Step is then resolved as normal.
Dark Dreams

Sevatar, like his Primarch, harboured a limited psychic talent - the ability to perceive discordant shards of the future in his dreams. This proved as much a hindrance as a benefit, tormenting Sevatar with half-remembered glimpses of tragedies yet to come.

The Controlling Player may attempt to gain a Damage Mitigation Roll for Sevatar.

In this Model’s Controlling Player’s Effects Sub-Phase, this Model’s Controlling Player can roll one Dice and consult the following table:

RESULTEFFECT
1Until the start of the Controlling Player’s next Effects Sub-Phase, this Model loses the Command Sub-Type and gains the Specialist Sub-Type.
2-4No effect.
5+Until the start of the Controlling Player’s next Effects Sub-Phase, this Model gains the Feel No Pain (5+) Special Rule.

Gorefather & Gorechild

These archaic matched chainaxes are among the most potent weapons known among the relics of the Primarchs, and are made all the more deadly byAngron’s consummate skill as a fighter.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Gorefather & Gorechild
Gorefather & Gorechild
I
+1
S
2
2
Critical Hit (6+), Shred (5+)
Chain

The Spite Furnace

A plasma weapon of indeterminate origin, information regarding this weapon is incredibly scarce. This may be because of its archaic and unusual design, but is more likely because Angron rarely deigned to draw it from its holster.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Spite Furnace
The Spite Furnace
12
2
7
2
2
-
Plasma, Assault
Lord of the Red Sands

Trained to fight and die in the gladiatorial arenas of Nuceria, Angron cut down foe after foe in single combat, never pausing until the ground was stained with the blood of the slain.

Angron may fight successive Challenges in a Turn.

At the start of the Glory Step of a Challenge involving a Model with this Special Rule where they are the Challenger, before resolving the Glory Step, the Controlling Player of the Model with this Special Rule can choose to immediately return to the Declare Challenge Step and declare another Challenge. Enemy Models which have already fought in a Challenge during this Sub-Phase are not eligible to take part in this additional Challenge. When the Glory Step for this Challenge Sub-Phase is resolved, Players gain Combat Resolution Points for all of the Challenges resolved during this Sub-Phase.

Butcher Power Axes

Red Butchers carry brutal paired axes into battle with which they hack foes to pieces in a flurry of savage attacks.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Butcher Power Axes
Butcher power axes
-1
+1
+1
3
1
Breaching (4+)
Power

Butcher Chainfists

Some Devoured eschew axes in favour of savage chainfists, cutting apart armoured vehicles and heavily armoured foes alike in a scream of tearing ceramitc and a shower of gore.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Butcher Chainfists
Butcher chainfists
-3
A
+4
2
3
Shred (6+), Armourbane
Chain

The Cutter

Khârn was the master of many weapons, from the baleful and crude instruments of the arena to crackling power sabres, but favoured most modified chainaxes and ripper blades. One such he simply called ‘The Cutter’ he carried into battle against many foes during the Great Crusade and later turned on his former brothers.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Cutter
The Cutter
I
A
+1
2
1
Critical Hit (6+)
Power

Gorechild Reforged

Following the destruction of Gorechild on Annatura, Angron discarded it. Khârn had the shattered weapon recovered and commissioned a new, more potent axe from its remains.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Gorechild Reforged
Gorechild Reforged
I
A
+1
2
1
Critical Hit (6+), Shred (5+)
Chain

Silence

A massive two-handed battle scythe with a blade span as long as most human warriors are tall, ‘Silence’ - to give it the macabre nickname favoured by its wielder - is accounted as one of the most fearsome blades wielded by any Primarch. Since Mortarion’s finding, there have been dark whispers that the blade is of xenos-tainted origin, and some familiar with the legend of the Death Guard Primarch’s early life believe it to be none other than the weapon of the terrible creature that once named himself Mortarion’s father’.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Silence
Silence
-1
A
+1
2
2
Reaping Blow (3), Critical Hit (6+)
Power

The Lantern

A drum-barrelled energy blaster of unknown origin, the ‘Lantern’ is Mortarion’s preferred sidearm.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Lantern
The Lantern
10
1
8
2
3
Armourbane
Assault
Shadow of the Reaper

Mortarion is a terrifying, almost spectral figure, who despite his size and bearing is able to go unseen almost at will and attack from an unexpected quarter.

Mortarion can move further when Rushing or making a Set-up Move.

Each time a Model with this Special Rule Rushes, treat that Model’s Movement Characteristic as 10. In addition, add 2" to the distance of any Set-up Move made by a Model with this Special Rule.
Preternatural Resilience

Mortarion’s resilience and stamina are legend, and it has been said that of all the Primarchs none were more able to shrug off injury and torment as he, and of all none had endured more in their lives before the Emperor had reclaimed them.

Mortarion limits the Target Number of the Critical Hit (X) Special Rule.

When Engaged in a Challenge, attacks with the Critical Hit (X) Special Rule made against a Model with this Special Rule substitute the value of X for 6+.
Death Cloud

The armour of many Death Guard carried in-built alchemical containment and projection units, surrounding them with a lethal haze of poisonous vapours.

This Special Rule inflicts Hits on an enemy Unit Locked in Combat with any Models with this Special Rule.

At the start of the Fight Sub-Phase, each enemy Unit that is Locked in Combat with one or more Units that include any Models with this Special Rule is affected by the Death Cloud. Each Unit affected by the Death Cloud suffers a number of Hits equal to the number of Models with this Special Rule in Units they are Locked in Combat with. These Hits have a Strength of 1, the Poisoned (3+) Special Rule, an AP of 5 and a Damage Characteristic of 1. No Cover Saves or Shrouded Damage Mitigation Rolls may be made to discard wounds that result from these Hits, but other Saving Throws and Damage Mitigation Rolls may be made as normal.

Assault Grenade Launcher

A robust, if short ranged, belt-fed weapon, the grenade launcher carried by Grave Wardens is a modified pattern designed primarily for mounting on vehicles of the Imperial Army. It carries two kinds of ammunition: one is a standard shaped- charge krak shell and the other a toxin warhead which unleashes a burst of highly lethal chemical agents and concentrated acid vapour on detonation.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Assault Grenade Launcher
Assault Grenade Launcher
- Krak
- Krak
18
2
6
4
2
-
Assault
- Toxin
- Toxin
18
3
1
5
1
Poisoned (3+)
Assault

Lakrimae

Among the many weapons Calas Typhon is known to have carried into battle, that dour warrior showed a particular preference for the heavy bladed scythe he referred to only as ‘Lakrimae’. This weapon was most often coated in a viscous poison of Typhon’s own creation, the toxin dripping from the blade and scarring the ground over which he advanced.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Lakrimae
Lakrimae
-1
A
S
2
2
Reaping Blow (3), Poisoned (3+)
Power

Slaker

Similar in design to the alchem weapons used by Mortarion’s personal guard, Typhon proudly bore this alchem projector as an augmentation to his venerable cataphractii battle plate after insisting upon its installation by Legion armourers despite the limited issue of such experimental weapons. As Typhon’s allegiances were gradually made clear as the Horus Heresy was enacted, it became clear that the name he gave to the weapon was cruelly ironic.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Slaker
Slaker
Template
1
3
-
1
Template, Pistol, Poisoned (2+), Panic (1)
Assault

The Blade of Ahn-nunurta

Taking the distinctive shape of the weapon of the Prosperine war god of ancient myth, this force blade combined ancient lore with Imperial weapons technology and was lethal to living creatures and battle engines alike.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Blade of Ahn-nunurta
Blade of Ahn-nunurta
I
A
+1
2
2
Force (D)
Psychic

Psyfire Serpenta

A handgun of prodigious size seemingly conjured to his grasp at need, there was always some debate even among Magnus’ Legion whether this powerful weapon was truly a device or simply a manifestation of his psychic powers in physical form.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Psyfire Serpenta
Psyfire Serpenta
15
3
6
2
1
-
Psychic, Assault
Sire of the Thousand Sons

Magnus the Red was ever the warrior scholar and the personification of thoughtful action. His presence acted as a constant reminder to his sons to reject rash action and to conduct warfare and their psychic meditations with care and the abandonment of doubt.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Thousand Sons Trait in the same Army:
Arch-Sorcerer

Magnus the Red was the undisputed master of the arcane among the brotherhood of Primarchs. His knowledge of the mysterious realm of the psyker was equalled only by the Emperor himself, and many have claimed that some secrets held by Magnus were unknown even to his father.

Magnus has multiple Prosperine Arcana.

A Model with this Special Rule is considered to have the Raptora, Pyrae, Pavoni, Corvidae and Athanaean Prosperine Arcana.
Battle of the Wills

To battle the Lord of the Thousand Sons was to not only battle a Primarch in body but also to engage in a war of the mind, a theatre where few were as well equipped as Magnus.

This Gambit allows the Controlling Player to use Magnus’ Willpower Characteristic to gain a positive modifier to the Focus Roll.

While this Model is engaged in a Challenge, the Controlling Player gains a positive modifier to their Focus Roll equal to Magnus the Red’s Base Willpower Characteristic minus the Base Willpower Characteristic of the opposing Model in the Challenge.

Gravis force blade

Akin to the smaller force blades wielded by the Librarians of the Legiones Astartes, these monstrous weapons took the form of slabs of sharpened metal whose surface was laced with an intricate web of psycho-reactive receptors. These receptors allow the wielder to sheathe the blade in a field of psychic energy that amplifies its already terrifying destructive force.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Gravis force blade
Gravis force blade
I
A
+2
2
2
Force (D), Reaping Blow (2)
Psychic

Gravis melta cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis melta cannon
Gravis melta cannon
24
1
9
2
4
Heavy (RS), Melta (8)
Melta

Conversion beam cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Conversion beam cannon
Conversion beam cannon
<15
1
6
4
1
Heavy (RS), Blast (3")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (3")
Conversion
>30-45
1
8
2
3
Heavy (RS), Blast (3")
Conversion

Æther-fire magna-cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Æther-fire magna-cannon
Æther-fire magna-cannon
24
1
6
4
2
Blast (5"), Breaching (6+)
Psychic

Asphyx Bolt Cannon

Tainted with a psycho-reactive toxin of unknown origins, the Thousand Sons were able to create limited stocks of Asphyx ammunition. When imbued with psychic energies, these shells tear through even the toughest foes.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Asphyx Bolt Cannon
Asphyx bolt cannon
24
4
5
4
1
Rending (4+)
Psychic, Assault

Achea Force Claws

Utilising the same technology as the Achean weapons wielded by the Legion, these claws absorbed psychic energy from the warriors around them, suffusing them with power.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Achea Force Claws
Achea force claws
I
A
+1
3
2
Breaching (5+)
Psychic
Psychic Conduit

Castellax-achea marched alongside the warriors of the Legion, providing fire support to the warrior-mystics, but also acting as psychic lightning rods. Should a warrior of the Legion draw too much power from the Warp, this could be channelled into a nearby psy-automata, protecting that warrior and suffusing the weaponry of these unliving sentinels.

Castellax-Achea can have wounds suffered as a result of Perils of the Warp applied to them instead.

If a Model with the Thousand Sons Trait suffers Perils of the Warp while within 6" of a friendly Model with this Special Rule, the Controlling Player can apply the result from the Perils of the Warp table or any wounds suffered if the Psychic Power was from a Prosperine Arcana to a Model in this Unit instead. If a Model with this Special Rule suffers the Ætheric Feedback result, it instead suffers one wound which ignores all Saving Throws and Damage Mitigation Rolls.

Asphyx bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Asphyx bolt cannon
Asphyx bolt cannon
24"
6
4
Heavy 4, Shred
-

Paired Achea Force Swords

Each Khenetai wields a pair of Achean force swords in perfect unison. In concert with their fellows, no foe can stand before them, as they are laid low in a storm of charged blades.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Achea Force Swords
Paired Achea force swords
I
+1
+1
3
1
Breaching (5+)
Psychic
Warriors of the Khenetai

One of many lesser cults within the Prosperine Arcana, the Khenetai were few in number but renowned for the dedication and skill of the blademasters that filled their ranks. Unlike other warriors of the Thousand Sons, they focused their power inwards, using it to boost their prowess with the blade beyond the capability of any ordinary warrior.

Khenetai Blade Occult Models have a specific Prosperine Arcana.

A Unit that includes Models with this Special Rule cannot have a Prosperine Arcana selected for it. Instead, they have the Khenetai Prosperine Arcana. This follows all the Rules for Prosperine Arcana.

All Models in a Unit with the Khenetai Prosperine Arcana gains the following benefits:

BLADEWEAVING
(Psychic Reaction, Blessing)

Fighting with minds linked, each warrior utilises their paired blades to deflect strikes intended for themselves, but also their fellows, weaving an impenetrable net of empowered blades around themselves.

This Psychic Reaction allows the Unit to gain an Invulnerable Saving Throw against Volley and Melee Attacks.

Trigger: The Reactive Player may choose to declare a Bladeweaving Psychic Reaction in the Assault Phase, at the start of Step 4 of the Charge Process, if the Active Player declares a Charge targeting a Unit that includes at least one Model with the Khenetai Trait.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Bladeweaving Psychic Reaction. This cost is paid if the Willpower Check is successful. If the Willpower Check fails, the cost is not paid.

Focus: The Focus of this Psychic Reaction must be a Model with the Khenetai Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Charge that triggered this Psychic Reaction.

Target: The Target Unit must be the Unit that is the target of the Charge that triggered the Reaction.

Duration: If successfully Manifested, the effects of this Psychic Reaction last until the end of the Fight Sub-Phase in which it was declared.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, then all Models in the Unit that is the target of the Blessing gain a 5+ Invulnerable Saving Throw against any wounds inflicted.
  3. If the Manifestation Check fails then there is no further effect.

MINDSONG OF BLADES
(Psychic Power, Blessing)

This psychic technique is unique to the Khenetai Cult, one of hundreds of lesser cults that flourished in the short span of Magnus’ rule over Prospero. In battle these warriors forged a link between themselves and their weapons, performing feats of martial splendour that even the most well-trained warriors could not match.

This Psychic Power grants paired Achea force swords the Precision (5+) Special Rule.

Trigger: The Active Player may choose to Manifest the Mindsong of Blades Psychic Power in the Assault Phase, at the start of the Declare Weapons and Set Initiative Steps Step of a Combat that includes a Unit with at least one Model with the Khenetai Trait.

Focus: The Focus of the Power must be a Model with the Khenetai Trait that is part of a Unit that is in the Combat.

Target: The Target Unit must be the Unit that the Focus is part of.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of the Fight Sub-Phase being resolved.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, then all paired Achea force swords that Models in the Target Unit have gain the Precision (5+) Special Rule.
  3. If the Manifestation Check fails then there is no further effect.

The Reliquary of Dust

Kept within the concealed chambers of a short rod bound in power fields and psychic circuitry, Amon carries the dustlike remains of slain Psychneuein mind-parasites. These warp-born predators afflicted thankfully few worlds, but of these Prospero was one. The hungering psychic essence of these creatures was bound like a murderous echo to their dust, and it was in Amon’s power to invoke it with lethal results.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Reliquary of Dust
The Reliquary of Dust
12
2D6
1
6
1
Poisoned (5+), Breaching (5+), Stun (3), Limited (1)
Psychic, Assault

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Reliquary of Dust
The Reliquary of Dust
I
A
S
2
1
Poisoned (2+)
Psychic
Magister of Dust

As Lord of the Hidden Ones, Amon’s power focused on the acquisition of secrets.

Magistus Amon has specific Psychic Disciplines.

A Model with this Special Rule has the Telepathy and Divination Psychic Disciplines.

The Corvidaean Sceptre

Serving as both a mark of his station as master of the Cult of the Corvidae and a powerful weapon in its own right, the Corvidaean Sceptre was a long glaive inlaid with intricate force conductive circuitry. The records of the Thousand Sons claim that this artefact was one of several early devices created by Magnus himself in an attempt to aid his sons in controlling their power.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Corvidaean Sceptre
The Corvidaean Sceptre
+1
A
+1
2
1
Force (D), Critical Hit (6+)
Psychic
Arch-magister of the Corvidae

Ahriman was the pre-eminent magister of the Corvidae Cult, and the most potent practitioner of its soothsaying arts throughout the Thousand Sons, second only to Magnus himself

Ahzek Ahriman has specific Psychic Disciplines.

A Model with this Special Rule has the Corvidae Prosperine Arcana and the Thaumaturgy and Divination Psychic Disciplines.

Carsoran power axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Carsoran power axe
Carsoran power axe
-1
A
+1
3
1
Breaching (5+), Shred (6+)
Power

Icon of the Warmaster

Carried aloft at the forefront of the Legion hosts during the Great Crusade, these sigils denote that the bearer carries the authority of their Primarch and speaks with his voice.

Maloghurst can increase the amount of Victory Points that Friendly Units can score.

While a Model with an Icon of the Warmaster is part of a Unit which includes any Models with the Line (X) or Vanguard (X) Special Rule, modify the value of X on each of those Models by +1.
Broken in Body

Once one of the finest warriors in his Legion, Maloghurst’s body was shattered by terrible injuries, leaving him a shadow of his former glory. Though he strode at the forefront of the Legion, his days of single combat were behind him.

Maloghurst’s Controlling Player can choose whether he fights in Challenges.

Each time an enemy Model declares a Challenge, the Controlling Player of a Model with this Special Rule can select whether the Model with this Special Rule is eligible to take part in a Challenge.

Cthonian Power Claw

Modified from more commonplace weapons, Abaddon wields a cruelly barbed power fist that tears and crushes with equal abandon.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Cthonian Power Claw
Cthonian power claw
-2
A
+4
2
2
Shred (5+)
Power
Born Survivor

Garviel Loken was driven to a quiet fury by his Primarch’s betrayal. In the wake of the Isstvan 111 betrayal, he swore he would not allow himself to be laid low before every one of his treacherous brethren was slain.

This Special Rule allows Garviel Loken to avoid being Removed as a Casualty.

If the Wounds Characteristic of a Model with this Special Rule is reduced to 0 or less, the Controlling Player can roll one Dice. On a 4+, this Model is not Removed as a Casualty and has its current Wounds Characteristic set to ‘1’.
Alternative models by Artel W:

Illuminarum

This ornate sceptre-maul was fashioned for Lorgar by the master weaponsmith Ferrus Manus in a rare display of filial support. Perfectly balanced for Lorgar’s strength and size, it is a formidable weapon and apocryphally seen as the pattern on which the Chaplains’ crozius was later based.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Illuminarum
Illuminarum
I
A
+2
2
3
Critical Hit (5+), Phage (S), Reaping Blow (2)
Power

Devotion

An archaic weapon whose origin lies in the lost Dark Age of Technology, the pistol known to Lorgar as Devotion did not fire any projectile or beam, but instead warped the local gravitic field. The device enabled Lorgar to vastly intensify local gravity and crush any foolish enough to defy the Primarch.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Devotion
Devotion
12
1
8
2
2
Shock (Pinned), Pinning (0)
Graviton, Assault
The Power of the Word

Lorgar often sought to surround himself with his most fervent sons, favouring those who had dedicated their souls to the powers of the Warp.

Lorgar can join Units that have the Malefic Sub-Type.

A Model with this Special Rule can join Units with the Malefic Sub-Type as if it had that Sub-Type and while part of such a Unit, is treated as having that Sub-Type.

Tainted Talons

Many Gal Vorbak once bore the finest martial weapons available to the Legion. However, at the moment of their apotheosis, these are often discarded, their corrupted forms instead manifesting shredding talons and claws.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Tainted Talons
Tainted talons
I
A
S
3
1
Breaching (6+), Shred (6+), Phage (S)
Psychic

Akkadic Hand Flamer

The Ashen Circle are masters of a variety of esoteric thermal weaponry, scorching their foes to ash with blasts of cleansing flame.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Akkadic Hand Flamer
Akkadic hand flamer
Template
1
4
4
1
Template, Pistol, Panic (2)
Assault, Flame

Axe-rake

A heavily reinforced axe-weapon with a grappling barb, this vicious blade is used to drag down victims and topple graven idols and false icons for the Word Bearers’ pyres.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Axe-rake
Axe-rake
I
A
+1
3
1
Critical Hit (6+), Phage (M)
Chain
Harbingers of Truth

The Ashen Circle swoop into the heart of the enemy without declaration or war cry, driving them back with grim determination and blasts of purging flame.

Ashen Circle improve the Firepower Characteristic of Akkadic hand flamers in the Volley Step.

When a Model with this Special Rule makes Volley Attacks, modify the Firepower Characteristic of that Model’s Akkadic hand flamer by +1.

Warpfire Cannon

Drawing energies from the Warp itself, these weapons often defy categorisation. What cannot be denied, however, is the effect they have on their foes, dissolving and disintegrating them with searing bolts of raw ӕtherfire.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Warpfire Cannon
Warpfire cannon
36
1
6
4
2
Heavy (RS), Blast (3"), Breaching (4+), Shred (6+)
Plasma

Tainted Claw

The tainted hulls of the Mhara Gal ripple and buckle, sprouting savage claws and toothed maws as they rampage through the enemy ranks, devouring and eviscerating all before them.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Tainted Claw
Tainted claw
I
A
+3
2
3
-
Power, Psychic

Burning Warpfire

Extruded from warped rents across its fluctuating form, blasts of burning warpfire gout from these corrupted behemoths, their touch spelling doom for even the most heavily armoured warriors.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Burning Warpfire
Burning warpfire
Template
1
5
4
1
Template, Panic (2), Breaching (4+), Shred (6+)
Flame

Daemonic Talons

Once Argel Tal carried the weapons of a Space Marine proudly into battle, now he slashes at the foe with twisted protrusions of his own armour fused with unnatural hone and iron-hard flesh.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Daemonic Talons
Daemonic talons
I
A
S
2
2
-
Psychic

Crux Malifica

This ever-burning staff, decorated with the defaced remnants of Imperial doctrine, was Erebus’ symbol of authority - aping the stave home by Malcador as the Emperor’s chief adviser and a not so subtle threat aimed at that shadowy figure.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Crux Malifica
Crux Malifica
I
A
+3
2
2
Phage (S)
Power, Psychic
Lord of the Blessed

Erebus ensured he was always surrounded by those blessed by the pantheon he courted the favour of.

Erebus can join Units that have the Malefic Sub-Type.

A Model with this Special Rule can join Units with the Malefic Sub-Type as if it had that Sub-Type and while part of such a Unit, is treated as having that Sub-Type.

Patriarch’s Claws

Crafted to allow Kor Phaeron to fight among the enhanced ranks of the Space Marines without becoming outmatched and to reflect the twisted cruelty that was his hallmark in combat, the Patriarch’s Claws are a matched pair of Charnabal fighting claws that do not require the strength of a full member of the Legiones Astartes to rend flesh and slice through armour.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Patriarch’s Claws
Patriarch’s Claws
I
A
S
2
1
Shred (6+)
Power

Digi-flamer

Concealed within Kor Phaeron’s regalia of office is a miniaturised flamer weapon.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Digi-flamer
Digi-flamer
Template
1
4
-
1
Template
Flame, Assault
Dark Oratory

Kor Phaeron’s mastery of oratory is legendary, swaying whole populations to the Imperial cause during the Great Crusade before later being put to a darker purpose.

Kor Phaeron’s Controlling Player may apply additional Special Rules to friendly Units in the Effects Sub-Phase.

In this Model’s Controlling Player’s Effects Sub-Phase, this Model’s Controlling Player can select one friendly Unit which only includes Models with the Word Bearers Trait within 6" of this Model, then select one of the following effects:
Jealous Command

Kor Phaeron was known within the Legion for his unfailing arrogance and vindictive sense of pride. He would tolerate none above him, save his adopted son and Primarch Lorgar. The Primarch was the only man that Kor Phaeron would bend the knee to - though many wondered if he did so out of respect or so that he could manipulate the Primarch from the arm of his throne.

Kor Phaeron’s Characteristics increase if he is the only Unique Model in the Army.

If this Model is the only Model with the Unique Sub-Type in your Army, modify this Model’s Wounds and Leadership Characteristics by +1.

The Pale Spear

This double-bladed spear flickers seemingly out of phase with the material universe when wielded, emitting an eerie and otherworldly howling, and is able to pierce any physical defence it encounters without impediment, ripping its victim apart at the molecular level.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Pale Spear
The Pale Spear
+1
A
+1
2
2
Critical Hit (5+), Armourbane, Phage (S)
Power

The Hydra’s Spite

A high-powered plasma weapon recorded as in use by several highly ranked members of the Alpha Legion - the Hydra’s Spite does not suffer from many of the shortcomings common to Imperial plasma technology and may well incorporate xenos components.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Hydra’s Spite
The Hydra’s Spite
18
2
7
3
1
Breaching (4+)
Plasma, Assault

The Pythian Scales

When not masquerading as a regular member of his Legion, Alpharius’ armour, faceless and fashioned after the shadowed mythic age of Ancient Terra, is known as the Pythian Scales, and can turn aside blade, energy blast and alchemical attack with equal ease.

This Model gains the Feel No Pain (4+) Special Rule against attacks made with Weapons with the Poisoned (X) Special Rule.
Everywhere and Nowhere

Of all the Primarchs there are none as unpredictable as Alpharius, for he appears at almost any location and can arrive by almost any means without warning. Those that have studied his methods can find no pattern to help predict his actions nor scheme by which his preferences could be defined.

Alpharius may be redeployed at the start of the Battle.

If the Mission being played has a Deploy Armies Step, at the end of this step, the Controlling Player of a Model with this Special Rule can deploy this Model again. When they do so, this Model can leave any Unit it has joined before being Deployed and can join a different Unit by being Deployed within Unit Coherency of it if the Unit is on the Battlefield, or placed with that Unit if it is currently Embarked upon a Model with the Transport Sub-Type, if that Model has sufficient remaining Transport Capacity and is able to Transport Models with the Bulky (X) Special Rule. This Special Rule cannot be used to deploy this Model on the Battlefield outside of the Controlling Player’s Deployment Zone, or Embarked upon a Model with the Transport Sub-Type on the Battlefield outside of the Controlling Player’s Deployment Zone.

The Instrument

Exodus carries a unique sniper rifle of unknown design and provenance, which seemingly uses a mixture of advanced bolter weaponry and gravitic accelerator technology.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Instrument
The Instrument
- Rapid shot
- Rapid shot
24
3
6
3
1
-
Assault
- Execution shot
- Execution shot
72
1
8
2
1
Heavy (D), Pinning (1)
-
Lone Killer

Even amongst a Legion as secretive as the Alpha Legion, Exodus remains a mystery. He commanded no troops, served under no fixed commander and drifted from one war zone to the next with no discernible plan or goal.

A Model with this Special Rule may not be joined by any other Models.

The Prince and the Prophet

Among the favoured weapons of the Alpha Legion warrior known as Dynat are a pair of power weapons crafted to be used in unison. The Prince is ostentatious and attracts the eyes of the foe, while the Prophet is the thunder-strike of truth delivered to the unwary’.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Prince
The Prince
I
A
S
3
1
Breaching (5+), Thunderstrike
Power
The Prophet
The Prophet
-2
-1
+3
2
2
-
Power

Thunderstrike
If three or more Hit Tests made for a Weapon with this Special Rule are successful, create a new Strike Group of one attack using this Weapon’s The Prophet profile. This Strike Group is resolved during the current Initiative Step.
Harrowmaster

Armillus Dynat is noted as preferring to orchestrate attacks from the forefront of his forces, trusting his own close observation of the foe to shape his strategies.

Certain Units gain the Infiltrate (X) Special Rule when joined by Armillus Dynat.

When a Model with this Special Rule is deployed, if every Model in its Unit does not have the Bulky (X) Special Rule, all Models in that Unit gain the Infiltrate (12) Special Rule.

Subjugator

A relic power gauntlet once wielded by a gene-wright tyrant of Old Earth, this ugly tool of war held little subtlety or grace but was brutally effective on the field of war. Garrius had claimed it as his own in the early years of the Great Crusade, and many claimed it was the taint of the ancient tyrant that had once wielded the same weapon against the Emperor that stained Garrius’ own soul and prompted him to bitter rage on the field of battle.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Subjugator
Subjugator
-2
A
+4
2
2
-
Power

Incineratus

A unique variant of the volkite charger directly connected to the extensive bionic enhancements that were installed in Garrius’ body after his near-fatal wounding on the world ofLarissan, Incineratus can fire deadly arcing rays of exotic energy that cat away at the very flesh and armour of the foe.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Incineratus
Incineratus
15
4
5
5
1
Deflagrate (6)
Volkite

The Tyrant’s Regalia

An artificer-made suit of Cataphractii Terminator armour that offers its wearer some of the best protection available to any lord of the Legiones Astartes, the Tyrant’s Regalia was crafted to specifically fit around Evander Garrius’ ruined body and its internal systems are designed to pour pain suppressants directly into his bloodstream and numb the constant agony caused by his old wounds.

Evander Garrius gains a Damage Mitigation Roll when fighting in a Challenge.

A Model with this Special Rule has the Feel No Pain (5+) Special Rule against Wounds suffered when Engaged in a Challenge.

The Axe Serpentis

A perfectly balanced Carsoran pattern power axe that is said to have been crafted by Horus for his personal armoury from the melted-down weapons of Cthonia’s vanquished gang leaders. It was presented to Vheren Ashurhaddon by the Warmaster himself in recognition of the First Reaver’s valiant effort to hold the gates of the great Tower ofUllanor while Horus and the Justaerin fought their way up to the pinnacle of that great edifice.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Axe Serpentis
The Axe Serpentis
+1
A
S
2
1
Critical Hit (6+)
Power

Banestrike Fusilade

Vheren Ashurhaddon carries a pair of bolt pistols modified by his own hand to fire the deadly banestrike bolt, which the Sons of Horus made use of during the Horus Heresy to breach the power armour of those they had once called brother.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Banestrike Fusilade
Banestrike fusilade
10
4
5
4
1
Pistol, Breaching (6+)
Bolt, Assault

Whirlwind Missile Launcher

A box-form missile launching system, this weapon houses multiple warheads of different payloads, and features complex range-finding and targeting auspex allowing each to be fired independently or as part of a pre-designated barrage.

Some Weapon Profiles are marked with an *. Such Profiles may not be used when this Weapon is selected to make attacks with unless the Controlling Player has selected the appropriate Wargear option on the firing Model’s Unit entry.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Whirlwind Missile Launcher
Whirlwind Missile Launcher
- HE missiles
- HE missiles
48
1
6
4
1
Blast (5"), Stun (1), Barrage (1)
Missile
- Pyrax missiles*
- Pyrax missiles*
48
1
5
5
1
Blast (5"), Panic (1), Barrage (1)
Missile

Smoke Launchers

Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations.

A Model with smoke launchers has the Smokescreen Trait.
Inductii

While the creation of the Inductii became necessary as the forces of the Emperor and the Warmaster tore the Imperium asunder, they were, by their very nature, incomplete. Records indicate that a variety of experimental or proscribed measures were employed to boost the fighting numbers of the Legions, often with a significantly increased attrition rate. While these recruits bore the appearance of their brother Legionaries, they lacked their experience, and were often less well versed in the culture and traditions of their Legion. Nevertheless, they played a valuable role in the conflict.

A Unit containing any Models with this Special Rule may never be used to select a Prime Advantage.

When a Unit that includes any Models with this Special Rule is selected to fill a Prime Force Organisation Slot, no corresponding Prime Advantage may be selected.
Perfection Embodied

The Inductii of the Emperor’s Children fought in a state of bliss that saw them fight on despite casualties. Only when they failed to completely annihilate their enemies was their resolve seen to waver, however briefly.

An additional Dice is rolled when making a Check to avoid Tactical Statuses for a Unit containing any Models with this Special Rule, discarding the worst result in the Shooting Phase and the best result in the Combat Phase.

When a Check is made for a Unit containing any Models with this Special Rule to avoid gaining a Tactical Status, the Controlling Player must roll an additional Dice, discarding the Dice which, once rolled, has the highest result if the Check is made in the Morale Sub-Phase, or the Dice which, once rolled, has the lowest result if the Check is made in the Resolution Sub-Phase.
Proof of Valour

The Inductii of the White Scars often sought to prove their worth to their Legion through feats of arms, testing their skill against their foes’ elite warriors in order to win the approval of their more experienced brethren.

Hit Tests resolved for Models with a Weapon Skill of 5 against a Unit entirely composed of Models with this Special Rule are only successful on a 4+.

For any Strike Group in which the attacking Combatants have a current Weapon Skill Characteristic of 5, the Target Number of any Hit Test resulting from that Strike Group is always 4+ if that Strike Group’s Target Unit is entirely composed of Models with this Special Rule.
Headstrong

The Inductii of the Space Wolves were prone to bravado, each warrior trying to outpace their fellows to cross blades with the enemy. While effective as shock tactics, such charges lacked the cohesive impact that more disciplined units were able to bring to bear.

Models with this Special Rule may make a Charge in the same Turn they Rush, but become Stunned and Pinned if they fail such a Charge.

A Unit which only includes Models with this Special Rule may have a Charge declared for it in the same Player Turn that it made a Rush move, but if that Charge’s Charge Roll is failed all Models in that Unit immediately gain the Stunned and Pinned Tactical Statuses.
Supporting Fire

The Imperial Fists’ creed of resilience permeated the mindset of their Inductii. Such warriors refused to give up even the most insignificant position in the face of their foe, pinning their enemy in place, allowing their supporting artillery to obliterate them at a distance.

In the Controlling Player’s Shooting Phase, Shooting Attacks made by Models with this Special Rule which are part of a Unit that remained Stationary in the Controlling Player’s previous Movement Phase gain the Pinning (0) Special Rule.

Killer’s blades

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Killer’s blades
Killer’s blades
I
A
S
-
1
Breaching (6+), Precision (6+)
-
Unscrupulous Murderers

The Inductii of the Night Lords employed every underhand trick imaginable to kill their foes, feigning honourable intent to distract a powerful foe before ensuring they were laid low with a murderer’s blade in their back.

This Special Rule allows a unique aftermath option to be selected in which every Inductii has a chance to inflict a Precision Hit.

A Unit which contains any Models with this Special Rule may have the Art of Murder aftermath option selected for it in Step 4 of the Resolution Sub-Phase of the Assault Phase for any Combat in which that Unit has won or drawn the Combat.

The Art of Murder – The Controlling Player rolls a single Dice for every Model in this Unit which has the Unscrupulous Murderers Special Rule. For every unmodified result of ‘6’, the Controlling Player may allocate a single wound to any enemy Model of their choosing from the selected Combat which has had the Hold, Disengage or Fall Back aftermath option selected for its Unit. These wounds have an AP of ‘–’ and a Damage of 1, and are resolved immediately
Hold – All Models in a Unit that Holds must make an immediate Pile-in Move and if any of its Models are in Base Contact with an enemy Model, the Unit remains Locked in Combat.
Eaters of the Dead

The Inductii of the IXth Legion embodied the darker side of their Legion’s psyche, often stopping mid-battle to tear slain foes apart and consume their flesh.

A Unit containing any Models with this Special Rule may perform a unique aftermath option, causing every enemy Unit with at least one Model within 8" to make a Panic Check.

In Step 4 of the Resolution Sub-Phase, a Player that has won Combat must select the following aftermath option for any Units in that Combat entirely composed of Models with this Special Rule. Any Unit the winning Player controls in that Combat which is only partially composed of Models with this Special Rule may have a Cool Check made for it instead, allowing a different aftermath option to be selected for it if the Check is successful.

The Thirst – A Leadership Check must immediately be made for each enemy Unit that is not part of the Combat which has any Models within 8" of one or more Models from this Unit. If this Leadership Check is failed, then all Models in that Unit gain the Routed Status. This aftermath option is resolved after all other aftermath options from the given Combat have been completed.
Forbidden Augmentations

Many Inductii units were issued with augmentations derived from technologies sealed away by Ferrus Manus. While undoubtedly effective, they were also erratic to the point of being dangerous, though to the nihilistic Iron Hands these risks were considered acceptable.

Medic! Advanced Reactions may be declared for a Unit entirely composed of Models with this Special Rule, for which the Target Number of any resultant Recovery Tests is 5+.

A Unit containing only Models with this Special Rule is considered to contain one or more Models with the Medic (X) Special Rule for the purposes of declaring the Medic! Advanced Reaction. If a Unit containing only Models with this Special Rule is the Target Unit of a Medic! Advanced Reaction, all Recovery Tests made as part of that Reaction have a Target Number of 5+.
Medic (X)

Some specialists are trained in field medicine and carry specialist equipment, from a simple satchel of bandages and pain suppressants to the complex narthecium devices carried by Legion apothecaries. If able to tend to the injured in time, such warriors can be returned to the battle, enabling them to fight on.

This Special Rule determines the difficulty of any Recovery Tests made due to other Reactions or Special Rules.

If a Unit includes one or more Models with the Medic (X) Special Rule, then certain other Special Rules, Reactions or Gambits may allow the Controlling Player to make Recovery Tests for other Models in the same Unit. Note that the Medic (X) Special Rule does not allow Recovery Tests to be made, but simply establishes the Target Number for such Tests - Recovery Tests may only be made if another Special Rule, Reaction or Gambit allows them (see, for example, the Medic! Advanced Reaction).

Recovery Tests
A Recovery Test is made when one or more Unsaved Wounds are allocated to a Model, and is resolved by rolling a Dice and comparing the result to the value of ‘X’ in the variant of the Medic (X) Special Rule. If there is more than one variant of the Medic (X) Special Rule present in a Unit, then the Controlling Player chooses which is used to determine the Target Number, if the Recovery Test is successful then a single Unsaved Wound allocated to the Model has its Damage reduced by 1 (to a minimum of 0). If a Recovery Test is failed, then any Unsaved Wounds allocated to the Model are resolved as normal.
Certainty and Resolve

Subjected to a more intensive regimen of hypno-indoctrination than longer-standing Ultramarines Legionaries, the Inductii raised by Guilliman from across the Five Hundred Worlds were imparted with a relentless drive to fight, remarked upon as being almost fearless by outside observers.

Models with this Special Rule are never removed as Casualties when they Fall Back into a Battlefield Edge, and are more likely to have the Routed Tactical Status removed from them in the End Phase.

When any Models in a Unit entirely composed of Models with this Special Rule enter contact with a Battlefield Edge within the Controlling Player’s Deployment Zone as part of a Fall Back Move, that Unit automatically loses the Routed Tactical Status and gains the Suppressed Tactical Status. Additionally, when making a Leadership Check in the Statuses Sub-Phase of the End Phase to remove the Routed Tactical Status from a Unit entirely composed of Models with this Special Rule, the Controlling Player may roll an additional Dice, discarding the Dice which, once rolled, has the highest result.
Barbaran Resilience

The Inductii of the Death Guard were indoctrinated and trained to be resilient in the face of anything the enemy could throw at them. The more of their brethren that were laid low, the more determined the survivors were to outlast their foes.

A Unit containing any Models with this Special Rule never gains the Routed Tactical Status due to suffering 25% or more Casualties in the Shooting Phase.

A Unit containing any Models with this Special Rule is never required to take a Leadership Check in the Morale SubPhase to avoid gaining the Routed Tactical Status due to having a certain number of Models removed from that Unit as Casualties from a single Shooting Attack.
Unattuned Practitioners

The prosecution of the Horus Heresy left little time for extensive instruction in any but the most basic arcana.

Thousand Sons Inductii Models have a specific Prosperine Arcana.

A Unit that includes Models with this Special Rule cannot have a Prosperine Arcana selected for it. Instead, they have the Unattuned Prosperine Arcana. This follows all the Rules for Prosperine Arcana.

All Models in a Unit with the Unattuned Prosperine Arcana gain the following benefits:

Ætheric Guidance
(Psychic Power, Blessing)
One of the simplest arcana, this allowed the practitioner to form a bond between mind and weapon, ensuring each shot found the weaknesses in their foe’s armour.

This Psychic Power improves the effectiveness of Ranged Attacks made by the Unit.

Trigger: The Active Player may choose to Manifest the Ætheric Guidance Psychic Power in the Shooting Phase, at the start of Step 4 of any Shooting Attack made by a Unit that includes at least one Model with the Unattuned Trait controlled by the Active Player.

Focus: The Focus of the Power must be a Model with the Unattuned Trait that is part of the Unit making the Shooting Attack.

Target: The Target Unit must be the Unit that the Focus is part of, and must only include Models with the Thousand Sons Trait.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of the Shooting Attack being resolved.

Process
1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
2. If the Manifestation Check is successful, then all ranged Weapons Models in the Target Unit have (excluding Weapons with the Blast (X) Special Rule) gain the Breaching (6+) Special Rule.
3. If the Manifestation Check fails then there is no further effect.
Creed of Brutality

Inducted into the Warmaster’s own Legion, the Inductii of the Sons of Horus sought ever to prove their worth to their superiors in a Legion which increasingly placed value on brutality and resilience.

If a Unit containing any Models with this Special Rule succeeds on a Leadership Check in the Start Phase, they gain the Impact (S) Special Rule until the end of the Battle Turn.

In the Effects Sub-Phase of their Start Phase, the Controlling Player of a Unit containing any Models with this Special Rule can make a Leadership Check for that Unit, and if any Model in that Unit is within 6" of a friendly Model with the Sons of Horus Trait and a Weapon Skill Characteristic of 5 or more, that friendly Model’s Leadership Characteristic may be used to resolve this Leadership Check. If that Check is successful, every Model in the Unit gains the Impact (S) Special Rule until the end of that Battle Turn. If the Check is unsuccessful, every Model in that Unit immediately gains the Stunned Tactical Status.
Empty Vessels

The Inductii of the Word Bearers strove to attract the eye of their newfound gods through their actions, their ritually marked bodies a beacon to the denizens of the Warp.

A Unit containing any Models with this Special Rule gains the Malefic Sub-Type and the Feel No Pain (6+) Special Rule once it scores Victory Points due to the Vanguard (X) Special Rule, after suffering D3 wounds.

A Unit containing Models with this Special Rule may never be joined by a Model without this Special Rule. Additionally, the first time in a Battle each Unit which includes Models with this Special Rule scores Victory Points due to the Vanguard (X) Special Rule, that Unit immediately suffers D3 automatic wounds with an AP of 2 and a Damage of 1 against which no Saving Throws of any kind may be made. Once these wounds are resolved, every Model in that Unit immediately gains the Malefic Sub-Type and the Feel No Pain (6+) Special Rule for the remainder of the Battle.
Wargear of Heroes

Following the loss of materiel at Isstvan V, the Salamanders took to equipping their Inductii with masterwork weapons handed down from the slain. Thus was the trust and future of the Legion placed in the hands of each new recruit, emboldening them to carry forth the Salamanders’ proud legacy.

Models with this Special Rule which inflict any unsaved wounds confer a bonus to Combat Resolution scores.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, the Controlling Player of any Models with this Special Rule which have inflicted at least one unsaved wound in that Combat in the same Turn scores 1 additional Combat Resolution Point.
Unchained Conviction

The Inductii of the Raven Guard perpetuated the Legion’s credo of never remaining stationary, extricating themselves from danger to strike anew from a different angle.

Models with this Special Rule which would gain the Pinned Tactical Status instead make an immediate Fall Back Move.

Whenever Models in a Unit entirely composed of Models with this Special Rule gain the Pinned Tactical Status, that Unit must immediately make a Fall Back Move. Once this Move has been resolved, all Models in that Unit discard the Pinned Tactical Status.
Treacherous Lure

Though relatively inexperienced, the Inductii of the Alpha Legion were still adept at mimicking the signals of their foes, luring them in close before opening fire.

A Unit entirely composed of Models with this Special Rule cannot be targeted by Shooting Attacks during the first Battle Turn.

A Unit composed entirely of Models with this Special Rule may not be selected as the Target Unit of a Shooting Attack during the first Battle Turn. This Special Rule has no effect on Volley Attacks or Shooting Attacks made as part of a Reaction.

Terrawatt-pattern power gauntlet

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Terrawatt-pattern power gauntlet
Terrawatt-pattern power gauntlet
2
-1
+4
2
3
-
Power
Fangs of the Emperor

A favoured tactic of Endryd Haar’s force was to pose as Traitor forces, even going so far as to mark their armour in Traitor colours, allowing them to draw close to the enemy without arousing suspicion before striking down their foes without warning.

All Units in the same Primary Detachment as Endryd Haar gain the Infiltrate (12) Special Rule.

If Endryd Haar is selected as the only High Command Choice in a Primary Detachment, then all Units from that Primary Detachment that are composed entirely of Models with the Blackshields Trait, the Infantry Type and that do not have any variant of the Bulky (X) Special Rule gain the Infiltrate (12) Special Rule.
The Riven Hound

In battle Endryd Haar suffered under the lash of his foe’s onslaught so that he might fully charge the capacitors of his fist’s disruption nodes, unleashing a single blow of terrifying power in reply to the Traitor’s attacks.

This Gambit allows Endryd Haar to make a single attack with a higher Strength and that causes more Damage.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit:

The Riven Hound: If this Gambit is selected, then the Controlling Player may only make a single attack in the Strike Step for the Model this Gambit was selected for, regardless of the value of the Model’s Attacks Characteristic. However, that Model gains a bonus of +4 to their Strength Characteristic and a bonus of +2 to the Damage Characteristic of their selected Weapon, for the single attack made for them in the Strike Step.

Paired Saturnine disruption fists

Reactor-fed disruption field emitters were incorporated into the gauntlet housing of standard Saturnine Terminator Armour, equipping the wearer with potent melee weapons that, while less of a threat to heavy vehicles than Legionary power fists, were more than capable of crushing heavily armoured infantry with ease.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Saturnine disruption fists
Paired Saturnine disruption fists
-2
+1
+2
2
3
-
Power

Saturnine war axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Saturnine war axe
Saturnine war axe
I
A
+1
2
2
Reaping Blow (2)
Power

Saturnine concussion hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Saturnine concussion hammer
Saturnine concussion hammer
-3
A
x2
2
3
Critical Hit (6+)
Power
Area Terrain
Area Terrain grants Cover Saves.

A zone of closely packed Terrain is considered Area Terrain. Any Area Terrain on the Battlefield must have a clearly delineated zone which it covers, as agreed by all Players. As with Terrain Pieces, some Area Terrain may have a Base, but these are ignored for the purposes of measuring distances or adjudicating the placement of Models - other Models may be placed on top of an Area Terrain Base, and never count as being in Base Contact with Area Terrain. When placing a zone of Area Terrain, the Players must define a boundary for that zone of Area Terrain. This can be the Base, if the zone has one, or any other clear boundary point that shows where the Area Terrain begins and ends.

Any Model that is within the boundary of a zone of Area Terrain is eligible for a Cover Save and all zones of Area Terrain are also considered Difficult Terrain. The Cover Save provided by a given zone of Area Terrain is determined by its class, either Light Area Terrain, Medium Area Terrain or Heavy Area Terrain, as noted below:

Medium Area Terrain blocks Line of Sight if that Line of Sight passes through more than 3" of an Area of Terrain. Heavy Area Terrain always blocks Line of Sight, Models within Heavy Area Terrain cannot ever draw Line of Sight to any other Models and Models outside of Heavy Area Terrain cannot draw Line of Sight to Models within Heavy Area Terrain. Line of Sight can never be drawn through Heavy Area Terrain, regardless of the distance covered by the Terrain. Light Area Terrain does not block Line of Sight.

Some Areas of Terrain may include multiple levels, such as ruins with more than one floor upon which Models can be placed. These follow all of the usual Rules for Terrain levels, and the floors are all considered as being within the same Area of Terrain - with the exception that Weapons with the Blast (X) and Barrage Special Rules are only required to attack the uppermost floor if the Target Model or point on the Battlefield is on one of the numbered floors or on the Battlefield surface directly under the first Terrain level. This is intended to stop attacks targeting Models distant from any levels within an Area of Terrain being unfairly protected from attack by Weapons with the Barrage Special Rule.
Saving Throws
Saving Throws are a sub-type of Characteristic not used by all Types. Unlike most other types of Characteristics, Saving Throws represented by a lower value are better than Saving Throws represented by a higher value. All Saving Throws are recorded as a single number followed by a ‘+’ sign.

Warpfire Mantle

Selected by ritual prognostication, the daemons bound into the Saturnine suits worn by the Phaetus Anointed emanated a baleful miasma of shadow, leeching the energy of incoming firepower and regurgitating it in gouts of seething warpfire.

Warpfire mantles grant Models the chance to inflict wounds against nearby Units when they are hit by Shooting Attacks.

At the end of the Attacks Sub-Phase of any Shooting Phase, if a Unit contains any Models with warpfire mantles which passed at least one Armour or Invulnerable Test against wounds caused by Shooting Attacks in that Shooting Phase, every Unit with at least one Model within 8" of at least one Model in that Unit must make a Toughness Check, unless it contains any Models with a warpfire mantle. A Unit which fails this Toughness Check suffers D3 automatic wounds with a Damage Characteristic of 1 and an AP of 2 against which no Saving Throws of any kind can be made, allocated as if they were inflicted by a Shooting Attack.
Master of Descent

Masters of Descent plunge to the battlefield ahead of the rest of their forces, their feet often being first onto the battlefield.

A Model with this Special Rule can arrive by Deep Strike in the first Battle Turn.

If a Model with this Special Rule is in Reserves, if that Model and every other Model in the same Unit have the Infantry Type and the Antigrav Sub-Type, that Model’s Unit can make use of the Deep Strike Special Rule to enter play during the first Battle Turn. Only one Unit from an Army can make use of this Special Rule during the same Battle Turn.
Battlefield Coordinators

Some warriors are specifically trained in executing wider strategies, trusted to coordinate their fellows in their commander’s stead.

This Special Rule allows the Controlling Player to reduce the Reaction Point cost of a Reaction once per Turn.

Once per Turn, if a Unit that contains any Models with this Special Rule is within 18" of a Unit that makes a Reaction, the Controlling Player can make an Intelligence Check for this Unit. If a Model from the Unit with this Special Rule has Line of Sight to a Model in the Reacting Unit, the Controlling Player can modify the result of that Check by -1. If the Check is successful, that Reaction costs one fewer Reaction Points (to a minimum of 0).
Sire of the Dark Angels

The Lion prosecuted war with a vengeful fury, bringing wrath down upon the heads of his foes. What many forgot was that his grasp of strategy was superlative. Many a battle was won by drawing the enemy’s ire down upon himself before signalling a fast moving strike force to cut the foe apart from an unexpected angle, echoing the Knights of Caliban of old.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Outrider Squadron Units and all Scimitar Jetbike Squadron Units in the same Army:
Sire of the White Scars

The Great Khan’s restlessness moulded the temperament of his Legion. Inaction was anathema to the White Scars, instead preferring to seize the initiative in any battle, taking the fight to their foes with swiftness of blade and of thought.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Infantry and or Paragon Type with the White Scars Trait in the same Army:
Sire of the Imperial Fists

Ever the pragmatist, Dorn insisted his sons fight from a position of strength. Once a location was secured, makeshift fortifications could be erected to provide a solid beachhead from which to launch further assaults. For the Imperial Fists, these provided a level of protection as well as a prepared fallback position should their assault falter.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then all Models with the Imperial Fists Trait and the Infantry Type gain the Prepared Defenses Special Rule:

Prepared Defenses: Until the end of the first Battle Turn of the Battle, all Models in this Army with the Infantry Type and the Imperial Fists Trait have a 5+ Cover Save while they are within their Controlling Player’s Deployment Zone.
Sire of the Blood Angels

The Blood Angels characterised many of their assaults with bold drops into the heart of the enemy. Sanguinius often spearheaded these decisive actions, plunging from the skies with wings spread, bringing vengeance down upon the heads of those who had betrayed his beloved father.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Deep Strike Special Rule and the Blood Angels Trait in the same Army:
Sire of the Iron Hands

Ferrus Manus would brook no weakness in his sons, and expected them all to carry out their duty despite the machinations of the foe. Those who fought in his shadow endured injury beyond their normal mortal limits rather than risk the ire of their gene-sire.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Infantry Type and the Iron Hands Trait in the same Army:
Sire of the Ultramarines

Roboute Guilliman’s mastery of information and strategy is such that when his sons go to war in his presence, none are left in doubt as to their role or the expectations of what is to come. When the first salvos fall upon them, their adherence to duty is absolute.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Infantry Type and the Ultramarines Trait in the same Army:
Sire of the Raven Guard

Corax taught the value of mobility. The key to defeat a foe is to attack without warning from an unexpected quarter. The Raven Guard utilised this tactic to devastating effect, appearing from concealment before delivering a devastating strike.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with Infantry Type and the Raven Guard Trait in the same Army:
Sire of the Emperor’s Children

Fulgrim taught the value of momentum in battle, fighting ever on the front foot. In war, his sons sought to engage the foe before their defences could be prepared, rather than waiting and risking facing a well-prepared and dug-in enemy force.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Emperor’s Children Trait in the same Army:
Scion of Corruption

By the time ofFulgrim’s apotheosis, the full debased nature of many within his Legion was well known to both friend and foe alike.

Fulgrim Transfigured cannot be included in the same Army as Fulgrim.
Sire of the Iron Warriors

Perturabo had long established himself as a Warlord and strategist on his home world and was considered amongst the finest of artificers among the ranks of the Primarchs. In battle, however, it was his ruthless sense of discipline that most influenced his Legion, for those warriors that fought at his side were acutely aware of the price of failure or cowardice in the eyes of the Lord of Iron.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Infantry Type and the Iron Warriors Trait in the same Army:
Sire of the Night Lords

A dark and haunted figure obsessed with death and judgement, unshakable in his belief in the fundamental fallibility of Mankind and the agency of fear as the only true means of controlling humanity’s failings, Konrad Curze and his Legion were shaped by the darkness of Nostramo just as much as they were by the genecraft of the Emperor, waiting in the shadows, ready to strike.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models in Terror Squad Units in the same Army:
Sire of the World Eaters

Angron rarely took the time to study the deployment of the foe or entertain any consideration for adapting his Legion’s approach to warfare. Instead, he sought to engage the foe in bloody melee combat as soon as possible, leading his bloodthirsty sons in a headlong charge into the enemy guns.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Infantry or Paragon Type and the World Eaters Trait in the same Army:
Lord of Corruption

As Angron ascended to daemonhood, the proud gladiator was left behind, replaced with a being of unquenchable rage.

Angron Transfigured cannot be included in the same Army as Angron.
Sire of the Death Guard

Mortarion was renowned amongst the Primarchs for the implacable advance of his Legion, a slow and steady encroachment that could not be stopped nor turned aside by dangerous ground or enemy action. The foe was left with the choice of cowering in their boltholes until the Death Guard arrived at their doorstep or sallying forth to die before the guns of Mortarion’s warriors.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Death Guard Trait in the same Army:
The Warmaster Ascended

As Horus fell deeper into the thrall of Chaos, the proud warlord who led the Imperium’s armies was lost, consumed by ambition and hatred.

Horus Ascended cannot be included in the same Army as Horus Lupercal.
Sire of the Sons of Horus

Horus demanded the best from those that served him. When he took to the battlefield in person, every warrior would strive to gain his favour, surging towards the foe, eager to prove their worth to the Warmaster.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Sons of Horus Trait in the same Army:
Sire of the Word Bearers

Leading his sons in prayer, Lorgar exhorts his followers to ever-greater acts of devotion. Driven beyond mortal concerns, the bearers of the word march forth into the foe’s guns, assured of the righteousness of their cause.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Word Bearers Trait in the same Army:
Sire of the Alpha Legion

Alpharius is the master of the harrowing, the Alpha Legion’s preferred strategy, and he conducts his Legion in war with practised ease. In his presence every element of his forces act in perfect concert, encircling the foe and isolating each element before eliminating it.

If a Model with this Special Rule is part of an Army, then the Controlling Player may apply the following additional Special Rules to all Auxiliary, Apex and Primary Detachments that have the same Faction Trait as the Model with this Special Rule:

Furthermore, if a Model with this Special Rule is part of an Army, then the following Special Rules are granted to all Models with the Alpha Legion Trait in the same Army:
Witchblood

Despite the hatred of‘witchery’pro fessed by his Primarch, Calas Typhon was indeed in possession of, albeit suppressed, psychic ability. It was not, however, until late in the course of the Horus Heresy and after the self-interested guidance of Erebus that he gained the confidence to use his powers openly. Until that time, Typhon took great care to ensure that none who experienced his abilities would survive to tell of it.

Calas Typhon has the Biomancy Discipline if included in an Army that does not include Mortarion.

When part of an Army that includes Mortarion, a Model with this Special Rule does not have any Psychic Disciplines, despite having the Psyker Trait. When part of an Army that does not include Mortarion, a Model with this Special Rule has the Biomancy Discipline.

Additionally, once per Battle, while a Model with this Special Rule is engaged in a Challenge, its Controlling Player can select the following Gambit:

Witchblood: While this Gambit is selected, at the start of the Focus Step, the Controlling Player of this Model may make a Willpower Check for this Model. If the Check is successful, this Model has its Attacks and Strength Characteristics modified by +2 in the following Strike Step. If the Check is failed, this Model suffers 1 wound, with an AP of 2 and a Damage of 1, against which only Invulnerable Saves can be taken. If this would cause this Model to be reduced to 0 Wounds, this Model is Removed as a Casualty and the Challenge ends.
Haunted

Following the betrayal of his brethren upon Isstvan III, Horus Aximand was wracked with guilt, seemingly haunted by the ghost of his former Mournival brother, Garviel Loken. Following his discovery that Loken still lived, their paths and blades would cross again before the conclusion of the conflict.

Aximand’s Controlling Player gains additional Victory Points if he kills Garviel Loken in a Challenge.

The Controlling Player of a Model with this Special Rule gains 2 Victory Points if Garviel Loken is Removed as a Casualty whilst engaged in a Challenge with a Model with this Special Rule.
Master of the Justaerin

As First Captain, Abaddon had the full resources of the Sons of Horus to draw upon, ensuring that he and his favoured companies could conduct his preferred teleport strikes into the heart of their enemy.

Abaddon confers additional Special Rules to Justaerin Terminator Squads that he joins.

If a Model with this Special Rule joins a Justaerin Terminator Squad Unit in Reserves, Models in that Unit are also treated as having the Deep Strike Special Rule. In addition, when a Model with this Special Rule is deployed as part of a Deep Strike, that Model and each other Model in the same Unit gain the Feel No Pain (5+) Special Rule until the Controlling Player’s next Effects Sub-Phase.
Harbinger of Chaos

The architect of darkness, Erebus commanded power over more than any would know, able to summon forth an army bent to his will, and prepared to act upon his every whim.

An Army whose Primary Detachment includes a Model with this Special Rule may select Daemonic Manifestation Auxiliary Detachments regardless of how many Command Force Organisation Slots are filled with Esoterist Units.
Legion Heavy Weapons

1 This item can be selected for a Model with the Iron Warriors Trait.
2 This item can be selected for a Model with the Imperial Fists or Blood Angels Trait, with Heavy Support Squads that make use of this option referred to as Iliastus Support Squads.
3 This item can be selected for a Model with the Death Guard Trait.
4 This item can be selected for a Model with the Thousand Sons Trait.
5 This item can be selected for a Model with the Word Bearers Trait.
Legiones Thallaxes

The seniormost figures of their ilk, it is the Forge Lords who steward the compacts binding their Legion with the Mechanicum’s various facets, including the grim magi of the Ordo Reductor. As a result, many go to battle accompanied by hosts of Thallax cyborgs bedecked in Legion heraldry, trusted to oversee such troops whether they are the product of a simple exchange or a symbol of respect bequeathed at the culmination of some joint campaign.

This Special Rule allows Thallax Units to be selected as part of a Detachment that includes a Forge Lord.

When a Model with this Special Rule is included in a Detachment, two additional Force Organisation Slots are added to that Detachment. These Slots can only be filled with Thallax Cohort Units selected from Liber Mechanicum. When such a Unit is included in this way, the Reductor Trait is replaced with ‘Bonded Reductor’ on all Models in the Unit, and the Aegis of Pain Special Rule is removed from all Models in the Unit. These Units can be included even though they do not have the same Faction Trait as the other Units in that Detachment.
Master of Automata

Praevians stride to battle flanked by imposing automata. On the battlefield these provide a potent bodyguard for these warriors, as well as allowing the Praevian more direct control over their actions, directing their deadly firepower with a gesture.

This Special Rule allows a Praevian to be accompanied by a Unit of Battle-automata.

When a Model with this Special Rule is included in a Detachment, one additional Force Organisation Slot is added to that Detachment. This Slot can only be filled with one Castellax Battle Maniple or Castellax Destructor Maniple Unit selected from Liber Mechanicum. When such a Unit is included in this way, its Cybernetica Trait is replaced with ‘Bonded Automata’, and this Unit can be included even though it does not have the same Faction Trait as the other Units in that Detachment. In addition, a Model with this Special Rule may join a Friendly Unit that includes Models with the Automata Type. If a Model with this Special Rule joins a Unit with the Automata Type, the Leadership and Cool Characteristics of Models in that Unit are not reduced as a result of this, but may be modified by other rules as normal.
Saturnine Teleportation Transponder

Saturnine Terminators are unable to make full use of standard pattern teleportariums found on most Legiones Astartes warships. Due to the complex energy dissipation equipment incorporated in their wargear, specialised transponders are required to prevent catastrophic teleportation incidents.

A Model with a Saturnine teleportation transponder has the Deep Strike Special Rule. While such a Model has joined a Saturnine Terminator Squad Unit in Reserves, Saturnine Terminator and Saturnine Terminator Sergeant Models in that Unit also gain the Deep Strike Special Rule.

Saturnine Teleport Synchroniser

Set into the immense pauldrons which characterise Saturnine terminator armour, teleport synchronisers link to the teleportation transponders of senior officers, permitting mass teleport assaults by Saturnine-equipped warriors.

A Model with a Saturnine teleport synchroniser that is in Reserves gains the Deep Strike Special Rule if its Unit has been joined by a Model with a Saturnine teleportation transponder.
Tip of the Spear

As the tip of the spearhead in a Legiones Astartes drop assault, Masters of Descent surrounded themselves with the most capable warriors from their company, each an exemplar of their Legion and armed with the finest weapons and skills polished in countless battles.

An Army whose Primary Detachment includes a Model with this Special Rule may select the following Detachment once per Army, following all the normal Rules for selecting Auxiliary Detachments:

PLANETFALL SPEARTIP
[AUXILIARY DETACHMENT]
Vigil Pattern Storm Shield

The Imperial Fists were the first to utilise the enhanced Vigil pattern storm shield design, which featured a uniquely potent field generator far exceeding those found elsewhere. The first of these had entered service with the Legion after the Ullanor Campaign, but difficulties in production meant only a few hundred had entered full service at the outset of the wars of the Horus Heresy.

This is an item of Wargear providing additional protection to specialist Imperial Fists Models.


A Model with a Vigil pattern storm shield has a 4+ Invulnerable Save. In addition, it gains the Shield Trait and the Heavy Sub-Type.
Void Commander

Polux displayed a natural affinity for void warfare, utilising specialised boarding formations in precise and deadly strikes on enemy vessels throughout the years of the Horus Heresy. His favoured one utilised a core of heavy assault troops, backed up by units equipped with specialised weaponry to overwhelm any stubborn defence.

If a Model with this Special Rule joins a Breacher Squad Unit in Reserves, Models in that Unit gain the Deep Strike Special Rule while this Model is part of the Unit. In addition, when a Model with this Special Rule is deployed as part of a Deep Strike, that Model and each other Model in the same Unit gain the Feel No Pain (5+) Special Rule until the Controlling Player’s next Effects Sub-Phase.
Wolf-kin of Russ

In battle, Leman Russ would sometimes be accompanied by a pair of immense wolves. Legend claims that these were kin to the Primarch, bound to him in the days when he wandered the bleak wastes of Fenris unburdened by the yoke of civilisation.

A Unit containing Models with this Special Rule may never be joined by any Model other than Leman Russ.
Fate of the Gorgon

While the death of Ferrus Manus evoked a cold fury in the hearts of all Iron Hands, those of his Avernian retinue felt it all the more keenly, seeking out members of the IIIrd Legion to exact their vengeance upon.

When part of an Army that does not include Ferrus Manus, a Model with this Special Rule has the Hatred (Emperor’s Children) Special Rule.
Those Once Honoured

The Dominator Cohorts exist in purgatory, stripped of the honours once bestowed upon them by their Primarch and forced to serve in the forefront of the most gruelling assaults. Once they had been the bodyguard of Perturabo himself, and high in the esteem of both Primarch and Legion, but their failure at the Battle of Phall would see them reduced to the miserable state in which they existed during the Horus Heresy. The Iron Circle automata that had replaced them as Perturabo’s bodyguard were an ever-present reminder of their failures during the opening salvos of the Horus Heresy and became the focus of a malignant disdain.

A Unit that includes any Models with this Special Rule can never be joined by a Perturabo Model.

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

Command
Corvid Pattern Jump Pack

A redesigned version of the tried and tested Warhawk pattern jump pack, the Corvid pattern adds a sophisticated vector thrust assembly that allows its wearer to make a longer, more precise, leap and avoid obstacles at the point of impact with ease.

Any Model from the following list with the Raven Guard Trait may have one Corvid pattern jump pack selected for it for +10 Points per Model.

A Model with a Corvid pattern jump pack has their Movement Characteristic set to 14 and replaces any instance of the Bulky (X) Special Rule with Bulky (3). Each time a Dangerous Terrain Test is made for a Model with a Corvid pattern jump pack, that Test is automatically passed.
Corax’s Shame

As a symbol of the cruel and brutal legacy that Corax inherited when he took control of the Raven Guard, the Deliverers have long been exiled from any position of honour in their own Legion.

Models with this Special Rule suffer restrictions when in an Army with Corvus Corax.

A Unit that includes any Models with this Special Rule cannot be joined by a Corvus Corax Model. Additionally, Reserves Rolls made for a Unit that includes any Models with this Special Rule are modified by -1 during any Reserves Sub-Phase in which a friendly Corvus Corax Model was also in Reserves at the start of that Sub-Phase.

Proteus Pattern Storm Shield

Smaller and more reliable than early prototypes, the Proteus storm shield provides significant protection from heavy weapons fire and can be manufactured and maintained more easily.

A Model with a Proteus pattern storm shield gains a 4+ Invulnerable Save. In addition it gains the Shield Trait.
Sworn Loyalty

The Atramentar had sworn their loyalty not to their Legion or Primarch, but to Sevatar alone. In battle they followed his commands without question, remorse or hesitation. This was a rare example of fidelity among a Legion famed for its treachery and lack of honour.

When included in an Army in which a Sevatar Unit has been selected as part of the Primary Detachment and is on the Battlefield, when the Controlling Player of a Night Lords Atramentar Flay-clade Unit makes a Leadership Check for that Unit, they may always use Sevatar’s Base Leadership Characteristic instead.
Vengeful Hate

For his loyalty to the Emperor, the IIIrd Legion singled out Rylanor for destruction, but he refused to die at Isstvan. Instead, his hatred was distilled and his gene-sire came to embody the betrayal he had suffered.

Rylanor can fight in a Challenge when Fulgrim is the Challenger.

If a Model with this Special Rule is Locked in Combat with an enemy Unit that contains Fulgrim or Fulgrim Transfigured, the Model with this Special Rule is considered to be eligible to take part in a Challenge. In such a Challenge, if Fulgrim or Fulgrim Transfigured is the Challenger, Rylanor must be the Challenged.
Stormbird Transport Bay

Stormbirds are specially designed to carry both infantry and engines of war into battle from orbit, allowing versatile battle groups and even light vehicles to be deployed to the battlefield at once.

A Sokar Stormbird can transport larger Models, including one Rhino, as well as Infantry.

Models of any Type may Embark on a Model with this Special Rule, however only 2 Models may be Embarked that do not have the Infantry or Paragon Type, and such a Model may not have any variant of the Bulky (X) Special Rule where the value of X is greater than 6. In addition, one Rhino Model may be Embarked and is treated as having the Bulky (12) Special Rule for the purposes of Transport Capacity.
Auxiliary Transport Bays

Thunderhawk Transporters are equipped with flexible armatures, able to carry a variety of Legiones Astartes vehicles swiftly to the battlefield, as well as assist in their recovery and the retrieval of other heavy equipment.

A Thunderhawk Transporter can transport some Vehicle Models as well as Infantry.

In addition to any other Models Embarked on a Model with this Special Rule, it may also have one of the following Embarked on it:
Ætos Praetoria
The Ætos Dios may only be included in an Army that also includes Rogal Dorn. If the Ætos Dios is included in an army in this way, Rogal Dorn must begin the battle Embarked upon it.
Lair of the Iron Tyrant

Perturabo was known to utilise The Tormentor as a mobile command centre, his automata bodyguard slotting into specially modified transport compartments within its hull while he directed his forces.

Only Perturabo or Domitar-ferrum Models may Embark on a Model with this Special Rule.