Legiones Astartes – Datasheets
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Warlord


  • Lion El’Jonson 460 Points
The First Primarch, The Lion, The Son of the Forest, Primarch of the Dark Angels
UNIT COMPOSITION: 1 LION EL’JONSON

Lion El’Jonson was regarded as the most pragmatic and ruthlessly efficient commander of the Great Crusade. His was the task of rooting out those threats which the Imperium most feared, and he undertook it with peerless valour. Perhaps this quality was moulded into the Lion in his formative years, where he grew and learned to survive alone in the trackless, monster-haunted forests of Caliban. There the young Primarch faced a constant struggle against nigh-insurmountable odds which taught him that to hesitate once committed led only to death, while stoic determination brought victory. This philosophy marks his grim command of the First Legion - action without delay and relentlessness without reservation. During the Great Crusade, under his command, the remorseless Dark Angels acted not for glory and honours but only for victory, to vanquish their foes and to leave the enemies of Mankind in quiet and forgotten ruin. Untouched by the dark plots of Horus, the Lion would return from his long exile beyond the edge of the empire with the same brutal determination and vengeful fervour, turned now against those he had once named brother.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Lion El’Jonson (⌀40mm) 12 10 10 10
Lion El’Jonson (⌀40mm) 8 8 6 7 6 6 7 7 12 10 10 10 2+ 4+
WARGEAR
  • The Lion Sword
  • The Fusil Actinaeus
  • Stasis Grenades
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Dark Angels
  • Master of the Legion
SPECIAL RULES
  • Sire of the Dark Angels
  • Bulky (4)
  • The Lion’s Choler
  • Eternal Warrior (2)
TYPE
  • Paragon (Unique)
OPTIONS
  • This Model may have its The Lion Sword exchanged for one The Wolf Blade for Free.
WARGEAR

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
1
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

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
1
A
S
3
1
Shred (4+), Breaching (4+), Reaping Blow (2)
Chain, Sword of the Order

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 he 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.

SPECIAL RULES

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:
  • When the Controlling Player of a Model with this Special Rule makes a Reserve Roll for a Outrider Squadron Unit which only includes Models with the Dark Angels Trait or a Scimitar Jetbike Squadron Unit which only includes Models with the Dark Angels Trait, that Roll is modified by +1.

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.


  • Jaghatai Khan 440 Points
Primarch of the White Scars, The Warhawk, Master of the Ice-blue Heavens
UNIT COMPOSITION: 1 JAGHATAI KHAN

Jaghatai Khan was the unexpected storm, a sudden and devastating gale that came and went as it pleased. Of all his brothers, he had found the Great Crusade most to his liking, an endless hunt in the dark places of the galaxy. As the Great Crusade raged across the galaxy, he had sat at its heart, always fighting and always on the move, laughing as he killed. Yet the Great Khan was no simple berserker, for in even the simplest task, he sought perfection through discipline. His was the quiet competence of a master, seeking no acclaim from others, but only the satisfaction to be found in a perfect stroke of the sword or a well-placed word.

Among the Emperor’s Primarchs, the Khan was among the most reclusive, hound to the hunt and the glory of the chase rather than parade ground or strategium hall, and was oft overlooked by the eyes of history. He managed no great empire, nor wrote any great treatise of war, yet his actions guided the course of the Great Crusade with the quiet skill that was the hallmark of his Legion.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Jaghatai Khan (⌀40mm) 12 10 10 10
Jaghatai Khan (⌀40mm) 8 7 6 6 6 6 7 7 12 10 10 10 2+ 4+
WARGEAR
  • The White Tiger Dao
  • Storm’s Voice
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • White Scars
  • Master of the Legion
SPECIAL RULES
  • Sire of the White Scars
  • Bulky (4)
  • Death by a Thousand Cuts
  • Eternal Warrior (2)
TYPE
  • Paragon (Unique)
†If this option is chosen, use the ‘Khan Mounted’ profile, and the Khan’s Unit Type is changed to Primarch (Unique, Antigrav).
WARGEAR

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

SPECIAL RULES

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:
  • If four or more Troops Battlefield Role Slots in the Primary Detachment of this Army are filled then any Transport Battlefield Role Slots in the Primary Detachment may be exchanged for Recon Battlefield Role Slots. Any Recon Battlefield Role Slots included in the Primary Detachment in this way must be filled with Land Raider Explorator Units.

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:
  • Until the end of the first Battle Turn of a Battle, all Models in this Army with the Infantry or Paragon Type and the White Scars Trait have the Fast (2) Special Rule.

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.


  • Leman Russ 450 Points
The Wolf King of Fenris, The Lord of Winter and Ruin, Primarch of the Space Wolves
UNIT COMPOSITION: 1 LEMAN RUSS

Of all of the Primarchs of the Legiones Astartes, few were as legend-shrouded or as little understood as Leman Russ, master of the Space Wolves and lord of the icy death world of Fenris. To some, he was no more than a savage and bestial chieftain gifted the power of a god; one of the Emperor’s ‘monsters’ as terrifying and inhuman in his own way as the horror-obsessed Night Haunter or the blood-bedecked berserker Angron. To others he was an incomparable warlord, ferocious beyond measure, but also faultlessly loyal, as unwavering in battle as adamant, and as coldhearted to his foes as the killing frost that shrouded his world’s winters. Both opinions, perhaps, were true to some measure, but neither told the full tale. For though as undoubtedly as savage as Leman Russ was, and no matter how much the beast marked him as it did not his brothers, he was also wise beyond his Legion’s barbaric appearances and self-aware to a degree few guessed at, which made him doubly dangerous.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Leman Russ (⌀40mm) 12 10 10 10
Leman Russ (⌀40mm) 8 8 6 7 6 6 7 7 12 10 10 10 2+ 4+
WARGEAR
  • The Axe of Helwinter
  • The Sword of Balenight
  • Scornspitter
TRAITS
  • Loyalist
  • Space Wolves
  • Master of the Legion
SPECIAL RULES
  • Sire of the Space Wolves
  • Bulky (5)
  • Howl of the Death Wolf
  • Eternal Warrior (2)
TYPE
  • Paragon (Unique)
WARGEAR

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
1
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
1
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

SPECIAL RULES

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:
  • If four or more Troops Battlefield Role Slots in the Primary Detachment of this Army are filled with Grey Slayer Pack Units, then all Force Organisation Slots with the Troops Battlefield Role in the Primary Detachment are considered Prime Slots.

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:
  • Until the end of the first Battle Turn of the Battle, all Models in this Army with the Infantry or Paragon Types and the Space Wolves Trait have the Move Through Cover Special Rule.

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.


  • Rogal Dorn 435 Points
Primarch of the Imperial Fists, the Vigilant, the Blade of the Emperor, Praetorian of Terra, the Unyielding One
UNIT COMPOSITION: 1 ROGAL DORN

A being of thunderous zeal and stone made manifest is how many described the Primarch of the VIIth Legion. The zeal was the fire of a son who believed in his father’s dream for the Imperium without reservation and without question. To Rogal Dorn, there was no higher purpose to the existence of the Legiones Astartes than the unification of Mankind, and the illumination of the Imperium’s ideals. This idealism drove Dorn and his Legion ever onwards, never compromising, never stinting in any aspect of duty. The stone in his soul was his ability to bear whatever his father needed of him, an unyielding nature, which made him both a master of defence in war, and an indomitable fighter on the attack.

If the Primarchs were the Emperor’s nature split like white light through a prism, as many scholars of the Imperial Court suggested, then, from such a point of view, Rogal Dorn was the Emperor’s implacable disciple in the pursuit of the cause given flesh; a being without compromise and in who loyalty and duty were as integral as blood and breath.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Rogal Dorn (⌀40mm) 12 10 10 10
Rogal Dorn (⌀40mm) 8 7 6 6 6 6 6 6 12 10 10 10 2+ 4+
WARGEAR
  • Storm’s Teeth
  • The Voice of Terra
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Imperial Fists
  • Master of the Legion
SPECIAL RULES
  • Sire of the Imperial Fists
  • Bulky (4)
  • Bulwark of the Imperium
  • Eternal Warrior (2)
TYPE
  • Paragon (Unique)
WARGEAR

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
1
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

SPECIAL RULES

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.

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.


  • Sanguinius 485 Points
The Great Angel, The Brightest One, Master of Hosts, Primarch of the Blood Angels
UNIT COMPOSITION: 1 SANGUINIUS

Often considered to be the greatest of his kin, Sanguinius is a peerless warrior, masterful strategist and beloved hero of the Imperium. Among the Primarchs, there were few who would speak ill of him, with even grim figures such as Perturabo and Ferrus Manus offering grudging praise of their winged brother.

Many among that legendary brotherhood were surprised to find that the Emperor named Horus as the first among them, rather than choosing Sanguinius, and those who survived the Age of Darkness have been known to speculate that this was their father’s great mistake. For even as the wars of the Horus Heresy tore the Imperium apart and set even the noblest of his brothers on dark paths, Sanguinius remained untarnished and resolute, a beacon of hope that outshone even the darkness of that age.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Sanguinius (⌀40mm) 12 10 10 10
Sanguinius (⌀40mm) 16 8 6 6 6 6 6 6 12 10 10 10 2+ 4+
WARGEAR
  • Infernus
  • The Blade Encarmine
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Blood Angels
  • Master of the Legion
SPECIAL RULES
  • Sire of the Blood Angels
  • Bulky (6)
  • Angelic Descent
  • Deep Strike
  • Eternal Warrior (2)
TYPE
  • Paragon (Unique, Antigrav)
OPTIONS
  • This Model may have its The Blade Encarmine exchanged for one Spear of Telesto and one Moonsilver Blade for Free.
WARGEAR

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
1
A
+1
2
2
Critical Hit (5+), Impact (AM)
Power

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
1
A
S
3
2
Duellist’s Edge (1)
Power

SPECIAL RULES

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:
  • Once per Turn, when the Controlling Player of a Model with this Special Rule makes a Reserves Roll for a Unit which only includes Models with the Blood Angels Trait and the Deep Strike Special Rule, before the Reserves Roll is made, that Player can choose to modify that Roll by +1. If this modifier is applied, that Unit must be deployed using the Deep Strike Special Rule.

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.


  • Ferrus Manus 465 Points
Master of the Iron Hands, The Gorgon, Wyrmslayer, The Great Iron Father
UNIT COMPOSITION: 1 FERRUS MANUS

The Primarch of the Iron Hands Legion was a figure of legend amongst the peoples of his home world of Medusa, named by them ‘the Gorgon’ after the most ancient of mythic creatures. Ferrus was amongst the strongest of the Primarchs, within him burning the heat of the furnace, its fury tempered by an exterior as cold and unyielding as iron. The Gorgon was known for his uncompromising demeanour, refusing to show favour to his closest followers or even his brother Primarchs. He insisted upon strength in all things, such that he refused the people of Medusa many of the easements of civilisation in order to ensure they produced the toughest of offspring from whom the Legion could recruit. The demand for physical excellence extended beyond the body and mind to include the tools of war and so the Gorgon was a master of the forge, his skills matched only by Vulkan, the Primarch of the Salamanders Legion. It was said of Ferrus Manus that he was only truly at peace toiling at the anvil, creating some marvel of the smith’s art beyond even the lords of Mars. Ferrus Manus was blessed with a physiology remarkable even amongst the Primarchs.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Ferrus Manus (⌀40mm) 12 10 10 10
Ferrus Manus (⌀40mm) 8 7 6 7 7 6 6 6 12 10 10 10 2+ 4+
WARGEAR
  • Forgebreaker
  • The Medusan Carapace
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Iron Hands
  • Master of the Legion
SPECIAL RULES
  • Sire of the Iron Hands
  • Bulky (5)
  • Battlesmith (4)
  • Tempered by War
  • Eternal Warrior (2)
TYPE
  • Paragon (Unique)
WARGEAR

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

SPECIAL RULES

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:
  • Until the end of the first Battle Turn of the Battle, all Models in this Army with the Infantry Type and the Iron Hands Trait have the Feel No Pain (6+) Special Rule.

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.


  • Roboute Guilliman 465 Points
Primarch of the Ultramarines, The Victorious, The Master of Ultramar, Ruler of Hosts, The Blade of Unity
UNIT COMPOSITION: 1 ROBOUTE GUILLIMAN

Held by some as a paragon among the Emperor’s sons, Roboute Guilliman was as much a patrician statesman as he was an indefatigable warrior. A being of preternatural intelligence, cold reason and indomitable will, Guilliman forged his Legion into a vast force of conquest and control, a weapon by which he made himself the master of a domain which spanned five hundred worlds. Guilliman was a charismatic and gifted leader, beloved of his people and singularly capable of compartmentalising incredible quantities of information. He was an organiser and a logistician, one capable of turning the wildest theories into practical reality and rendering order from chaos. Under his leadership the Ultramarines Legion became the largest and arguably the most tactically balanced of the Legiones Astartes, an elegantly structured but elaborate and highly meritocratic force that waged war with exceptional efficiency through the application of analysis and reason.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Roboute Guilliman (⌀40mm) 12 10 10 10
Roboute Guilliman (⌀40mm) 8 7 6 6 6 6 6 6 12 10 10 10 2+ 4+
WARGEAR
  • The Arbitrator
  • The Gladius Incandor
  • The Hand of Dominion
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Ultramarines
  • Master of the Legion
SPECIAL RULES
  • Sire of the Ultramarines
  • Bulky (4)
  • Calculating Swordsman
  • Eternal Warrior (2)
TYPE
  • Paragon (Unique)
WARGEAR

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
1
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

SPECIAL RULES

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:

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.


  • Vulkan 465 Points
The Primarch of the Salamanders, the Promethean Fire, the Hammer of Salvation, Regent of Nocturne
UNIT COMPOSITION: 1 VULKAN

An indomitable warrior whose strength in battle was tempered by the depth of his wisdom, Vulkan was sire to the Salamanders Legion and its paragon. In war, his fury was a match for any of his brothers, and yet was ever mastered by a keen understanding for the destruction he caused and the power and dread responsibility he and his Legion carried as Angels of Death. In all his undertakings, Vulkan ever sought to limit needless and wanton destruction, seeing in that a path to ruin and desolation of the soul, shouldering whatever hardship this might bring him or his sons without complaint and absorbing the wisdom such suffering brought, allowing it to forge him into an ever better protector for the growing Imperium. But, like the fires of the deep earth, that wellspring of savage power slept but was never extinguished, to be called on when needed, as implacable and devastating as the fires of the turbulent world he called home.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Vulkan (⌀40mm) 12 10 10 10
Vulkan (⌀40mm) 7 7 6 7 7 7 5 6 12 10 10 10 2+ 4+
WARGEAR
  • The Furnace’s Heart
  • Dragon’s Breath Gauntlet
  • Dawnbringer
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Salamanders
  • Master of the Legion
SPECIAL RULES
  • Sire of the Salamanders
  • Bulky (5)
  • The Undying Fire
  • Eternal Warrior (3)
TYPE
  • Paragon (Unique)
WARGEAR

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
1
A
+2
2
3
Critical Hit (5+), Armourbane
Power

SPECIAL RULES

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:
  • If four or more Troops Battlefield Role Slots in the Primary Detachment of this Army are filled and at least one Model in each Unit filling those Slots has been upgraded with a Forge-crafted Weapon, then all Force Organisation Slots with the Troops Battlefield Role in the Primary Detachment are considered Prime Slots.

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:
  • Until the end of the first Battle Turn of the Battle, the Controlling Player may ignore all negative modifiers to the Leadership, Willpower, Cool and Intelligence Characteristics of all Models with this Special Rule.

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.


  • Corvus Corax 440 Points
Primarch of the Raven Guard, The Liberator, Chooser of the Slain, The Shadowed Lord
UNIT COMPOSITION: 1 CORVUS CORAX

Lord Corax presents a striking countenance, at least when he wishes to be seen. His skin is alabaster white and his shoulder length hair as black as the feathers of his namesake, the raven. Most remarkable and unsettling are his eyes, which are entirely black shards of solid shadow. Though few even amongst his sons know of it, Corax is blessed with the ability to pass unnoticed should he will it; this preternatural ability allowing him to slip from the perception of his enemies even when standing in plain view. In battle, the Raven Lord wields his Legion as he did his rebel cells before the Emperor came to Kiavahr.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Corvus Corax (⌀40mm) 12 10 10 10
Corvus Corax (⌀40mm) 16 7 6 6 6 6 6 6 12 10 10 10 2+ 4+
WARGEAR
  • Wrath & Justice
  • Talionis
  • The Corvidine Talons
  • Cameleoline
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Raven Guard
  • Master of the Legion
SPECIAL RULES
  • Sire of the Raven Guard
  • Bulky (6)
  • The Shadowed Lord
  • Eternal Warrior (2)
  • Deep Strike
TYPE
  • Paragon (Unique, Antigrav)
WARGEAR

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+).

SPECIAL RULES

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:
  • Until the end of the first Battle Turn of the Battle, all Models in this Army with the Infantry Type and the Raven Guard Trait have the Move Through Cover Special Rule.

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.

High Command


  • Praetor 120 Points
UNIT COMPOSITION: 1 PRAETOR
• This Model may be replaced with 1 Praetor with Jump Pack for +20 Points.

Praetors are the mightiest warriors and battle leaders of the Space Marine Legions, second only to the god-like Primarchs in martial skill and generalship. These lords of the Imperium hold direct control of entire war fleets and armies in their hands. Each is a vastly experienced warrior and warlord, unique in character, who has writ a legend in blood for themselves, and carries into battle the finest wargear and weapons known to humanity. In their ranks can be found chapter masters and lord commanders, first captains, khans and tribunes as the traditions of their Legions dictate.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Praetor (⌀32mm) 10 9 9 9
Praetor (⌀32mm) 7 6 5 4 4 4 5 5 10 9 9 9 2+ 4+
Praetor with Jump Pack (⌀32mm) 10 9 9 9
Praetor with Jump Pack (⌀32mm) 12 6 5 4 4 4 5 5 10 9 9 9 2+ 4+
WARGEAR
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Master of the Legion
SPECIAL RULES
Praetor
  • None
Praetor with Jump Pack
  • Bulky (2)
  • Deep Strike
TYPE
  • Praetor: Infantry (Command)
  • Praetor with Jump Pack: Infantry (Command, Antigrav)
OPTIONS
  • This Model may have its bolter and/or bolt pistol exchanged for one paragon blade for +15 Points, one archaeotech pistol for +15 Points or one item from the Legion Officer Wargear list.
  • This Model may have its bolter exchanged for one item from the Legion Combi-weapons list or one of the following:
  • Astartes shotgun
    +2 Points
  • Volkite charger
    +2 Points
  • This Model may have its bolter and bolt pistol exchanged for one pair of lightning claws for +20 Points.
  • This Model may have melta bombs selected for it for +5 Points.
  • This Model with a bolter may have one of the following selected for it:
  • Bayonet
    +1 Point
  • Chain bayonet
    +2 Points
  • This Praetor may have one cyber-familiar selected for it for +10 Points*.
*This option may not be selected for a Praetor with Jump Pack.


  • Praetor in Saturnine Terminator Armour 200 Points
UNIT COMPOSITION: 1 SATURNINE PRAETOR
• This Model may be replaced with 1 Tartaros Praetor for +10 Points.

Rather than relying on the tried-and-tested patterns of armour they have utilised throughout their service, some praetors instead take to the field in prototype or experimental plate, such as the Saturnine patterns. Upon their approval and wider distribution, these warriors display exemplary knowledge of its benefits and drawbacks, leading their companies into the deadliest fighting protected by the very best wargear the Legions have to offer. Pairing this superior protection with weaponry able to shatter even the might)’ Dreadnought chassis, such commanders become a true colossus of battle.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Saturnine Praetor (⌀50mm) 10 9 9 9
Saturnine Praetor (⌀50mm) 5 6 5 4 6 6 4 4 10 9 9 9 2+ 4+
WARGEAR
  • Saturnine war axe
  • Saturnine disruption fist
  • Thermal diffraction field
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Master of the Legion
SPECIAL RULES
  • Bulky (4)
  • Implacable Advance
  • Slow and Purposeful
TYPE
  • Infantry (Command, Heavy)
OPTIONS
  • This Model may have its Saturnine war axe or Saturnine disruption fist exchanged for one Saturnine concussion hammer for +10 Points.
  • This Model may have a plasma blaster selected for it for +10 Points.
  • This Model may have a Saturnine teleportation transponder selected for it for +60 Points.
WARGEAR

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.


  • Praetor in Terminator Armour 145 Points
UNIT COMPOSITION: 1 CATAPHRACTII PRAETOR
• This Model may be replaced with 1 Tartaros Praetor for +10 Points.

Amongst the greatest commanders of their Legions, seasoned by years of war and masters of front-line combat, praetors that choose to march to battle clad in Terminator armour place great value in its enhanced resilience, capable as it is of stoically weathering even the heaviest of incoming fire. Massively armoured and bearing its own powerful weaponry, Terminator plate is favoured by those warlords that are often engaged in the thickest fighting, leading their warriors into the most perilous war zones as part of precise and overwhelming attacks against strategically vital targets.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Cataphractii Praetor (⌀40mm) 10 9 9 9
Cataphractii Praetor (⌀40mm) 6 6 5 4 5 5 5 5 10 9 9 9 2+ 4+
Tartaros Praetor (⌀40mm) 10 9 9 9
Tartaros Praetor (⌀40mm) 7 6 5 4 5 5 5 5 10 9 9 9 2+ 4+
WARGEAR
  • Combi-bolter
  • Power weapon
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Master of the Legion
SPECIAL RULES
Cataphractii Praetor
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
Tartaros Praetor
  • Bulky (2)
  • Implacable Advance
TYPE
  • Cataphractii Praetor: Infantry (Command, Heavy)
  • Tartaros Praetor: Infantry (Command)
OPTIONS
  • This Model may have its combi-bolter exchanged for one volkite charger for Free, or for one item from the Legion Combi-weapons list.
  • This Model may have its power weapon exchanged for one paragon blade for +15 Points, or for one item from the Legion Terminator Melee Weapons list.
  • This Model may have its combi-bolter and power weapon exchanged for one pair of lightning claws for +5 Points.


  • Corswain 220 Points
Paladin of the Ninth Order
UNIT COMPOSITION: 1 CORSWAIN

Exemplifying the qualities of stalwart determination and mastery of the blade, Corswain was the rising star amongst his brothers in the annals of the Great Crusade. His was the righteous path of the paladin, and being born of Caliban hut not an ingrained scion of the Order, Corswain was uniquely placed to bridge the divisions within the Legion in its formative years under the Primarch. Even as the dust of the Age of Darkness settled, Corswain was remembered for his level-headed and disciplined authority as a commander and for his relentlessness in the heat of battle.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Corswain (⌀32mm) 10 9 9 9
Corswain (⌀32mm) 7 7 5 4 4 4 5 5 10 9 9 9 2+ 4+
WARGEAR
  • Bolter
  • Bolt pistol
  • The Blade
  • Armour of the Forest
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Dark Angels
  • Master of the Legion
SPECIAL RULES
  • None
TYPE
  • Infantry (Unique, Command)
WARGEAR

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
1
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.


  • Marduk Sedras 225 Points
Lord of the Twenty-Third Order
UNIT COMPOSITION: 1 MARDUK SEDRAS

A veteran of the earliest battles of the Terran Wars of Unification, Marduk has served the Emperor in battle for more than two- and-a-half centuries, longer than almost any other living Space Marine. His long record of service within the First Legion began in the ranks of the now-defunct Host of Stone, where he was acknowledged as the preeminent siege master of the First Legion, and he would later enter the ranks of the Dreadwing. Rather than join the Council of Masters on Gramarye, Sedras opted to accept the lesser rank of master that he might remain in the field as the Great Crusade entered its second century.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Marduk Sedras (⌀40mm) 10 9 9 9
Marduk Sedras (⌀40mm) 6 6 5 4 5 5 5 5 10 9 9 9 2+ 4+
WARGEAR
  • Plasma burner
  • Phosphex bombs
  • The Death of Worlds
TRAITS
  • Loyalist
  • Dark Angels
  • Master of the Legion
SPECIAL RULES
  • Ancient of War
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
TYPE
  • Infantry (Unique, Command, Heavy)
WARGEAR

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

SPECIAL RULES

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.


  • Hibou Khan 165 Points
The Outcast Khan, Sagyar Mazan, Seeker of Atonement
UNIT COMPOSITION: 1 HIBOU KHAN

Born on Terra, Hibou Khan was resentful ofjaghatai and the increasing Chogorian influences among the Legion. Upon receiving news of the Warmaster’s rebellion, Hibou made the decision alongside several other Khans to abandon their Primarch and pledged his Brotherhood of the Dawn Sky to the Traitor cause. When this plot was foiled, Hibou Khan surrendered himself to the Great Khan’s judgement and was sentenced to be stripped of his honour as one of the Sagyar Mazan, seeking absolution only in the spilled blood of Traitors.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Hibou Khan (⌀32mm) 10 8 8 8
Hibou Khan (⌀32mm) 7 6 5 4 4 3 5 4 10 8 8 8 2+ 5+
WARGEAR
  • The Breath of the Storm
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • White Scars
SPECIAL RULES
  • Officer of the Line (2)
  • Seeker of Atonement
  • Expendable (2)
TYPE
  • Infantry (Unique, Command)
WARGEAR

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

SPECIAL RULES

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.


  • Qin Xa 220 Points
Master of the Keshig, Chosen of the Khagan
UNIT COMPOSITION: 1 QIN XA

An exceptional warrior even before he became a White Scar, Qin Xa mastered the art of the hunt at a young age and brought such skills to bear by the Primarch’s side during the Great Crusade and the Horus Heresy that was to follow. Though few outside of the Legion have spoken of Qin Xa’s prowess, it is often described within the records of the Legion that he took to the battlefield as a force of nature, with a fury and strength behind his aggression that, while apparently barbaric, was tempered by a keen intelligence and an innate sense for the ebb and flow of battle.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Qin Xa (⌀40mm) 10 9 9 9
Qin Xa (⌀40mm) 7 6 4 4 5 4 5 5 10 9 9 9 2+ 4+
WARGEAR
  • The Tails of the Dragon
TRAITS
  • Loyalist
  • White Scars
  • Master of the Legion
SPECIAL RULES
  • Bulky (2)
  • Chosen of the Khagan
TYPE
  • Infantry (Unique, Command)
WARGEAR

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
1
A
+1
2
1
Critical Hit (5+), Precision (3+)
Power

SPECIAL RULES

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.


  • Stormseer 95 Points
UNIT COMPOSITION: 1 STORMSEER

The Stormseers were the Librarian-adepts fielded by the White Scars Legion, their training and role dictated by the superstitions of the Chogorian tribespeople. They came to act as advisers to the Khans, more akin to primitive shamans to outside eyes than to the ideal of the warrior-scholar of the more orthodox Legions. The Stormseer Council, or Zadyin Arga in their native Chogorian, also exhibited a respect for the Warp, recognising its dangers and limiting their interactions with it accordingly, though when their natural calm was broken, they were capable of unleashing the full power of the storm upon their foes.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Stormseer (⌀32mm) 8 7 10 8
Stormseer (⌀32mm) 7 5 5 4 4 3 5 4 8 7 10 8 2+ 5+
WARGEAR
  • Force staff
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • White Scars
  • Psyker
SPECIAL RULES
  • None
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its bolt pistol exchanged for one item from the Legion Pistol List.


  • Hvarl Red-Blade 210 Points
Jari of the Fourth Great Company, The Ravager, The Headsman of Koltok
UNIT COMPOSITION: 1 HVARL RED-BLADE

The commander of the Fourth Great Company of the Space Wolves, Hvarl Red-Blade had a reputation as a dourly humourless and often choleric-tempered warrior, whose greatest joy was to be found in the din of war and whose battlecunning was something of a legend. The Red-Blade was a veteran warlord as renowned for his scourging tactics as he was for encouraging the taking of heads from the enemy fallen as a form of competition among his warriors, each gory trophy to be accompanied by a tale of how it was taken around the Great Company’s fires after battle.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Hvarl Red-Blade (⌀40mm) 10 9 9 9
Hvarl Red-Blade (⌀40mm) 7 6 5 4 5 5 5 5 10 9 9 9 2+ 4+
WARGEAR
  • Hearth-splitter
  • Heavy bolter
TRAITS
  • Loyalist
  • Space Wolves
  • Master of the Legion
SPECIAL RULES
  • Head-taker
  • Bulky (2)
  • Fear (1)
TYPE
  • Infantry (Unique, Command)
WARGEAR

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
1
A
+2
2
2
Armourbane
Power

SPECIAL RULES

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.


  • Alexis Polux 185 Points
Captain of the 405th Company of the Imperial Fists, The Crimson Fist
UNIT COMPOSITION: 1 ALEXIS POLUX

Captain of the 405th Company of the Imperial Fists Legion, Polux was a warrior of unique promise. When Rogal Dorn sent his Retribution fleet to Isstvan V, Polux had many years of proving ahead of him before he attained high command, but cruel chance and the death of his mentors saw such command thrust upon him, and with it the fate of much of his Legion lay in his hands. With a talent for void warfare and an emotionless and unyielding character, Polux’s reputation before the Battle of Phall rested as much on his strength in the bloody melee of close quarters combat as in command.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Alexis Polux (⌀32mm) 9 9 8 8
Alexis Polux (⌀32mm) 7 6 4 4 4 3 5 3 9 9 8 8 2+ 4+
WARGEAR
  • Solarite power gauntlet
  • Vigil pattern storm shield
  • Combi-melta
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Imperial Fists
  • Shield
SPECIAL RULES
  • Officer of the Line (2)
  • Deep Strike
  • Hammerblow
  • Void Commander
TYPE
  • Infantry (Unique, Command, Heavy)
SPECIAL 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
1
1
10
2
3
Critical Hit (6+)
Power

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.


  • Fafnir Rann 175 Points
Lord Seneschal, Commander of the Persephone, Captain of the First Assault Cadre
UNIT COMPOSITION: 1 FAFNIR RANN

The sons of Dorn are well known to be disciplined and methodical, and in Fafnir Rann those qualities were coupled with a bellicose nature more akin to one of Russ’ Space Wolves. Born of Inwit, he is recorded to have been one ofRogal Dorn’s most ruthless commanders. Rann rose to the esteemed rank of Lord Seneschal and captain of the Imperial Fists First Assault Cadre, and led his battle-brothers upon hundreds of battlefields of the Great Crusade and the Horus Heresy. His combat prowess was not measured in the Legion’s duelling floors but was proven in the tally of corpses left behind by his twin power axes.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Fafnir Rann (⌀32mm) 9 8 8 8
Fafnir Rann (⌀32mm) 7 6 4 4 4 4 5 4 9 8 8 8 2+ 4+
WARGEAR
  • The Headsman and The Hunter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Boarding shield
TRAITS
  • Loyalist
  • Imperial Fists
  • Master of the Legion
  • Shield
SPECIAL RULES
  • Impact (A)
  • Shield Master
  • Executioner’s Tax
TYPE
  • Infantry (Unique, Command, Heavy)
WARGEAR

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
1
A
+2
3
1
Breaching (4+)
Power

SPECIAL RULES

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.


  • Sigismund 250 Points
1st Captain of the Imperial Fists, Martial Champion of Rogal Dorn, Kingsbane, The Master of the Templars
UNIT COMPOSITION: 1 SIGISMUND

Sigismund was a name that echoed through the Great Crusade even before the darkness of the Horus Heresy made him the stuff of legends. Born on Terra and raised to the Legiones Astartes as the Great Crusade was at its height, he ascended in rank and renown thanks to a simple fact: he was a warrior of unparalleled lethality and ability. Beneath the Primarchs, there has, perhaps, never been a more natural warrior in combat. It was this skill and fire that brought Sigismund to command the Templars of the First Company, and the most exalted position in the Imperial Fists beneath Rogal Dorn himself.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Sigismund (⌀32mm) 10 9 9 9
Sigismund (⌀32mm) 7 7 4 4 4 4 5 5 10 9 9 9 2+ 4+
WARGEAR
  • The Black Sword
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Imperial Fists
  • Master of the Legion
SPECIAL RULES
  • Precision (4+)
  • Slayer of Kings
  • Death’s Champion
  • Eternal Warrior (1)
TYPE
  • Infantry (Unique, Command)
WARGEAR

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
1
A
+2
2
1
Critical Hit (6+), Duellist’s Edge (2)
-

SPECIAL RULES

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.


  • Chapter Master Raldoron 180 Points
First Captain of the Blood Angels, The Archein of Wisdom, The Tranquil Angel
UNIT COMPOSITION: 1 RALDORON

First among the captains of the Blood Angels’ Three Hundred Companies, Raldoron was respected throughout the Legion for his tactical and strategic insight, superb martial skills and faultless discipline. In battle he is known to have favoured tried and tested weapons and tactics, those that brought the greatest chance for victory at the lowest cost to his Legion. His own wargear followed the same pattern, trusting more to the war-worn armour he had borne throughout the Great Crusade than any ornate ceremonial suit and wielding a simple, if artfully wrought, power blade.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Raldoron (⌀32mm) 10 9 9 9
Raldoron (⌀32mm) 7 7 5 4 4 4 5 4 10 9 9 9 2+ 4+
WARGEAR
  • The Encarmine Warblade
  • Combi-flamer
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Blood Angels
  • Master of the Legion
SPECIAL RULES
  • Archein of Wisdom
TYPE
  • Infantry (Unique, Command)
WARGEAR

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
1
A
+1
2
2
Impact (AM), Critical Hit (6+)
Power

SPECIAL RULES

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.


  • Iron Father 175 Points
UNIT COMPOSITION: 1 IRON FATHER

Taking traditions from the techno-shamanic orders of Medusa, the Iron Fathers were gifted war-smiths - though, unlike their brethren in the Salamanders Legion, they cared little for aesthetics and sought only brutal efficiency in their works. Within the Xth Legion, the Iron Fathers sat outside of the Legion command structure, their wisdom leveraged in an advisory role, or utilised to mediate disputes over operational command between elements from different Clans. Following the massacre at Isstvan V however, many would lead battlegroups directly where required, their martial fury equal to their technological skill.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Iron Father (⌀40mm) 10 9 9 10
Iron Father (⌀40mm) 6 6 5 4 5 5 5 5 10 9 9 10 2+ 4+
WARGEAR
  • Artificer power axe
  • Volkite charger
  • Servo-arm
  • Augury scanner
  • Cortex controller
TRAITS
  • [Allegiance]
  • Iron Hands
  • Master of the Legion
SPECIAL RULES
  • Bulky (2)
  • Battlesmith (2)
  • Feel No Pain (5+)
  • Implacable Advance
  • Slow and Purposeful
  • Lord of Automata
TYPE
  • Infantry (Command, Heavy)
OPTIONS
  • This Model may have its volkite charger exchanged for one item from the Legion Combi-weapon list.
  • This Model may have its artificer power axe exchanged for one of the following:
  • Thunder hammer
    +10 Points
  • Paragon blade
    +15 Points
  • This Model may have one cyber-familiar selected for it for +10 Points.
SPECIAL RULES

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.


  • Shadrak Meduson 175 Points
Warleader of the Iron Hands, Master of the Shattered Legions, Lord of the Sorrgol Clan
UNIT COMPOSITION: 1 SHADRAK MEDUSON

Assigned to the Iron Hands orbital reserve above Isstvan V, Shadrak Meduson witnessed the betrayal of his Legion and the death of his Primarch from afar. Meduson took command of a significant portion of the remaining Iron Hands and reorganised them into a more flexible and effective fighting force. Working in concert with survivors from other betrayed Legions, his forces conducted an aggressive guerilla operation behind the Traitor frontlines, engaging in sabotage and assassination operations, then withdrawing before retribution could be brought to bear.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Shadrak Meduson (⌀32mm) 10 9 9 9
Shadrak Meduson (⌀32mm) 7 5 5 4 4 4 5 4 10 9 9 9 2+ 4+
WARGEAR
  • Storm’s Wrath
  • Albian Power Gladius
  • Servo-arm
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Iron Hands
  • Master of the Legion
SPECIAL RULES
  • Battlesmith (1)
TYPE
  • Infantry (Unique, Command)
WARGEAR

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
1
A
+1
3
1
Breaching (6+)
Power


  • Evander Garrius 215 Points
Captain of the 456th Company of the Imperial Fists, The Tyrant of Cthonia
UNIT COMPOSITION: 1 EVANDER GARRIUS

As a veteran of the Unification Wars, Garrius fought in numerous battles alongside the Luna Wolves in the early years of the Great Crusade. With Rogal Dorn’s rediscovery, Garrius sought to prove himself worthy of his inner circle. This would not come to pass, as his ingrained brutality stood in stark contrast with the ideals of the VIIth Legion, and Garrius found himself assigned to garrison duties for the remainder of the Great Crusade, far from the side of his Primarch. In any other warrior this may have driven him to the Warmaster’s cause, but Garrius instead saw in it a new opportunity to prove his worth.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Evander Garrius (⌀40mm) 10 9 9 9
Evander Garrius (⌀40mm) 6 6 5 4 5 4 5 4 10 9 9 9 2+ 4+
WARGEAR
  • Subjugator
  • Incineratus
  • The Tyrant’s Regalia
TRAITS
  • Loyalist
  • Imperial Fists
  • Master of the Legion
SPECIAL RULES
  • Implacable Advance
  • Slow and Purposeful
  • Bulky (2)
TYPE
  • Infantry (Unique, Command, Heavy)
WARGEAR

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 hut 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.

Command


  • Centurion 80 Points
UNIT COMPOSITION: 1 CENTURION
• This Model may be replaced with 1 Centurion with Jump Pack for +20 Points.

The ranks of each Space Marine Legion stand a hundred thousand strong or more, and as such require a substantial core of battle commanders and officers to control and co-ordinate, as well as more specialised ranks and roles which help give a Legion its operational depth and strategic flexibility. The centurion represents such leaders, champions and line officers, and whether a company captain in command of a thousand or more Legionaries on-campaign, or a shieldlieutenant given charge of a boarding party in a savage space battle, to have risen in the ranks means they have already demonstrated their worth in the bloody fires of conflict.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Centurion (⌀32mm) 9 8 8 8
Centurion (⌀32mm) 7 5 5 4 4 3 5 4 9 8 8 8 2+ 5+
Centurion with Jump Pack (⌀32mm) 9 8 8 8
Centurion with Jump Pack (⌀32mm) 12 5 5 4 4 3 5 4 9 8 8 8 2+ 5+
WARGEAR
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
Centurion
  • Officer of the Line (2)
Centurion with Jump Pack
  • Officer of the Line (2)
  • Bulky (2)
  • Deep Strike
TYPE
  • Centurion: Infantry (Command)
  • Centurion with Jump Pack: Infantry (Command, Antigrav)
OPTIONS
  • This Model may have its bolter and/or bolt pistol exchanged for one item from the Legion Officer Wargear list.
  • This Model may have its bolter exchanged for one item from the Legion Combi-weapons list or one of the following:
  • Astartes shotgun
    +2 Points
  • Volkite charger
    +2 Points
  • This Model may have its bolter and bolt pistol exchanged for one pair of lightning claws for +20 Points.
  • This Model may have melta bombs selected for it for +5 Points.
  • This Model with a bolter may have one of the following selected for it:
  • Bayonet
    +1 Point
  • Chain bayonet
    +2 Points
  • This Centurion may have one vexilla selected for it for +10 Points*.
  • This Centurion may have one cyber-familiar selected for it for +10 Points*.
*This option may not be selected for a Centurion with Jump Pack.


  • Centurion in Terminator Armour 100 Points
UNIT COMPOSITION: 1 CATAPHRACTII CENTURION
• This Model may be replaced with 1 Tartaros Centurion for Free.

Centurions make up the bulk of Legion officers. When facing heavy’ resistance, many centurions will march to war clad in Terminator armour, leading their subordinates into the thickest fighting. Line centurions fight in the vanguard of Legion forces, the superior durability and protection afforded by Terminator suits greatly increasing the survivability of such a perilous duty, as well as providing a platform for additional fi repower. Some of the greatest victories of the Great Crusade were won by a bold centurion storming a breached fortress clad in ornamented Terminator plate.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Cataphractii Centurion (⌀40mm) 9 8 8 8
Cataphractii Centurion (⌀40mm) 6 5 5 4 5 4 5 4 9 8 8 8 2+ 4+
Tartaros Centurion (⌀40mm) 9 8 8 8
Tartaros Centurion (⌀40mm) 7 5 5 4 5 4 5 4 9 8 8 8 2+ 5+
WARGEAR
  • Combi-bolter
  • Power weapon
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
Cataphractii Centurion
  • Officer of the Line (2)
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
Tartaros Praetor
  • Officer of the Line (2)
  • Bulky (2)
  • Implacable Advance
TYPE
  • Cataphractii Centurion: Infantry (Command, Heavy)
  • Tartaros Centurion: Infantry (Command)
OPTIONS
  • This Model may have its combi-bolter exchanged for one volkite charger for Free or for one item from the Legion Combi-weapons list.
  • This Model may have its power weapon exchanged for one item from the Legion Terminator Melee Weapons list.
  • This Model may have its combi-bolter and power weapon exchanged for one pair of lightning claws for +5 Points.


  • Chaplain 80 Points
UNIT COMPOSITION: 1 CHAPLAIN

The Chaplain Order, established towards the end of the Great Crusade, was intended to create a cadre of fearsome veteran warriors who would enforce a cohesion of doctrine and belief in the scattered and increasingly idiosyncratic Legions far from Terra. Theirs was a mortuary symbol of sacrifice graven in the form of an ornate staff, mace or axe: the Crozius Arcanum, which served as both a badge of office and a deadly weapon. On battlefields innumerable, such warriors stood firm in even the most dire circumstances reminding their forces of the expectations of their brethren and their Primarch.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Chaplain (⌀32mm) 9 10 8 7
Chaplain (⌀32mm) 7 5 4 4 4 3 5 4 9 10 8 7 2+ 5+
WARGEAR
  • Bolt pistol
  • Crozius Arcanum
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • None
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • This Model may have melta bombs selected for it for +5 Points.


  • Damocles Command Rhino 120 Points
UNIT COMPOSITION: 1 DAMOCLES COMMAND RHINO

Equipped with advanced communication, cognis analysis and tracking equipment, including a powerful orbital-interface secure vox-transceiver, the Damocles is designed principally as a command and control vehicle to serve as a direct and all but unbreakable link between a Space Marine Legion formation in the field and its brethren elsewhere within the war zone and in high orbit above during planetary operations. Using these systems, skilled crew are able to read the ebb and flow of battle, call in reinforcements, and ward off enemy forces through signal interference and interdiction targeting.

Armour Transport Capacity
M BS Front Side Rear HP
Damocles Command Rhino (⌀Use model)
Damocles Command Rhino (⌀Use model) 12 4 12 11 10 5 6
WARGEAR
  • Two Pintle Mounted bolters
  • Command vox relay
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Light Transport
  • Auto-repair (5+)
  • Mobile Command Vehicle
TYPE
OPTIONS
  • Each of this Model’s Pintle Mounted bolters may be exchanged for one Pintle Mounted combi-bolter for +5 Points each.
  • One of this Model’s Pintle Mounted bolters may be exchanged for one item from the Legion Pintle Weapons list.
  • This Model may have one of each of the following selected for it:
  • Searchlight
    +5 Points
  • Hull (Front) Mounted hunter-killer missile
    +10 Points
ACCESS POINTS
  • This Model has Access Points on both Side Facings and the Rear Facing.
SPECIAL RULES

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.


  • Esoterist 95 Points
UNIT COMPOSITION: 1 ESOTERIST

The Legion Esoterists were a late occurrence among many of the armies embroiled in the Horus Heresy, as members of the Librarius returned to their studies with or without the blessing of their Primarchs, and delved into the forbidden lore that saw common use on the battlefields of that dark age. Many saw the power that could be gained from treating with the powers of the Warp, summoning forth its denizens and binding them to their cause. Others however saw such beings as a threat that must be countered, directing their study to the banishment of daemonkind.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Esoterist (⌀32mm) 7 8 10 8
Esoterist (⌀32mm) 7 5 5 4 4 3 5 4 7 8 10 8 2+ 5+
WARGEAR
  • Force weapon
  • Archaeotech pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Psyker
  • Anathemata
SPECIAL RULES
TYPE
  • Infantry (Command)


  • Herald 100 Points
UNIT COMPOSITION: 1 HERALD

As the wars of the Horus Heresy spread to consume the galaxy, billions fought and died under the banners of warlords they had never seen or heard first-hand, and even among those such as the Legiones Astartes, near-religious fervour became common for those artefacts touched by Primarch, Warmaster or Regent. On warfronts across the galaxy, Heralds stood proud and unwavering at the head of the Legion forces, carrying high icons given as a sign of authority and favour, and all knew that the words and deeds of these emissaries carried the highest authority.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Herald (⌀32mm) 9 9 8 8
Herald (⌀32mm) 7 5 5 4 4 3 5 4 9 9 8 8 2+ 5+
WARGEAR
  • Power weapon
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Icon of Allegiance
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Fear (1)
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its power weapon exchanged for one power fist for +10 Points.
  • This Model may have melta bombs selected for it for +5 Points.
WARGEAR

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:
  • That Model is the winner of a Challenge.
  • That Model is part of a Combat that included at least one enemy Model that does not have the Vehicle Type, of which the Controlling Player is declared the winner.

All Honour Points gained by a Model are lost when:
  • That Model is Removed as a Casualty.
  • That Model is part of a Unit in which any Model gains the Disgraced Tactical Status.

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.


  • Legion Champion 105 Points
UNIT COMPOSITION: 1 LEGION CHAMPION

Chosen from the best blades of the Legion, each champion bears the honour of their chapter or company in battle, and is armed and armoured in the finest panoply of war. When a single warrior was required for a matter of honour, or to fight single combat in the name of their Legion or even the Imperium, it was to these that the duty fell. Their sworn task is to seek out the foe’s mightiest warriors, and slay them as an object lesson in the Imperium’s superiority, striking them down with ornate blades, axes or mauls as the traditions of their Legion or the preferences of the individual dictated.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Legion Champion (⌀32mm) 8 8 8 8
Legion Champion (⌀32mm) 7 6 5 4 4 3 5 5 8 8 8 8 2+ 5+
WARGEAR
  • Paragon blade
  • Volkite serpenta
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
Centurion
  • Never Back Down
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its volkite serpenta exchanged for one combi-melta for +10 Points.
  • This Model may have melta bombs selected for it for +5 Points.
SPECIAL RULES

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.


  • Librarian 85 Points
UNIT COMPOSITION: 1 LIBRARIAN

For many years the Legions maintained cadres of battle-psykers in their ranks, warriors who fused these esoteric powers with a Space Marine’s superhuman physical power. But there were many within the Imperium’s hierarchy who were troubled by such dangerous and unstable potential, and after dark events in the Great Crusade’s later period, such adepts were forbidden from the use of their arts and arcane lore. Despite this, as the Horus Heresy ground on, many either took it upon themselves to unleash their powers in times of need, or reluctantly or willingly at the dispensation of their Primarch.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Librarian (⌀32mm) 8 7 9 8
Librarian (⌀32mm) 7 5 5 4 4 3 5 4 8 7 9 8 2+ 5+
WARGEAR
  • Force weapon
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Psyker
SPECIAL RULES
  • None
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its bolt pistol exchanged for one item from the Legion Pistols list.


  • Master of Signals 115 Points
UNIT COMPOSITION: 1 MASTER OF SIGNALS

A vital link between those desperately fighting and supporting elements of the Legion in battle, the Master of Signals is a strategic and communications specialist. Carrying a command vox relay, this warrior receives constant positional updates from forces in the vicinity, and directs them with a logistical skill that is second to none. Many officers have noted that they have been able to commit themselves to the fighting knowing that a Master of Signals will coordinate on their behalf, signalling priority objectives and ensuring that weak spots in an enemy line are exploited, as well as reinforcing against enemy counter-attack.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Master of Signals (⌀32mm) 8 7 7 10
Master of Signals (⌀32mm) 7 5 5 4 4 3 5 4 8 7 7 10 2+ 5+
WARGEAR
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Command vox relay
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • None
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its bolt pistol exchanged for one item from the Legion Pistols list.


  • Moritat 95 Points
UNIT COMPOSITION: 1 MORITAT

Said by some to be no less than death incarnate, and by others to be dishonourable murderers with no place in the Imperium’s order of battle, moritats are lone killers operating outside the Legion’s usual command structures at the behest, or at least sufferance, of its high commanders. Regarded usually as dangerously unstable outcasts - perhaps created by some seldom- exposed flaw of gene-seed or indoctrination - they operate alongside the Destroyer cadres, honing their superhuman reflexes to gun down the foe at close-quarters.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Moritat (⌀32mm) 8 9 8 8
Moritat (⌀32mm) 12 4 6 4 4 3 5 3 8 9 8 8 2+ 5+
WARGEAR
  • Two overcharged volkite serpentas
  • Frag grenades
  • Krak grenades
  • Rad grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bitter Duty
  • Bulky (2)
  • Deep Strike
  • Firestorm
TYPE
  • Infantry (Specialist, Antigrav)
OPTIONS
  • This Model may have both its overcharged volkite serpentas exchanged for two overcharged plasma pistols for +10 Points.
  • This Model may have melta bombs selected for it for +5 Points.


  • Optae 50 Points
UNIT COMPOSITION: 1 OPTAE
• This Model may be replaced with 1 Optae with Jump Pack for +20 Points.

Even formations as vast as the Legions Astartes could not be everywhere at once and so lower-ranking warriors such as these were often entrusted with command over actions that did not require a higher-ranked officer, such as routine subjugation or garrison duties. Given a brevet command in such actions, or following the death of their immediate superior, optae had a number of different titles among the varied Legiones Astartes, from adjutant to lieutenant to dominar. Despite these less glamorous theatres of battle, each knew that their performance would be judged when an opportunit)’ for promotion manifested.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Optae (⌀32mm) 9 8 8 8
Optae (⌀32mm) 7 5 4 4 4 2 5 3 9 8 8 8 3+ -
Optae with Jump Pack (⌀32mm) 9 8 8 8
Optae with Jump Pack (⌀32mm) 12 5 4 4 4 2 5 3 9 8 8 8 3+ -
WARGEAR
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
Optae
  • None
Optae with Jump Pack
  • Bulky (2)
  • Deep Strike
TYPE
  • Optae: Infantry (Command)
  • Optae with Jump Pack: Infantry (Command, Antigrav)
OPTIONS
  • This Model may have its bolter and/or bolt pistol exchanged for one item from the Legion Sergeant Melee Weapons list.
  • This Model may have its bolter exchanged for one item from the Legion Combi-weapons list or for one of the following:
  • Astartes shotgun
    +2 Points
  • Volkite charger
    +2 Points
  • This Model may have its bolt pistol exchanged for one disintegrator pistol for +5 Points or one item from the Legion Pistols list.
  • This Model may have its bolter and bolt pistol exchanged for one pair of lightning claws for +20 Points.
  • This Model may have melta bombs selected for it for +5 Points.
  • This Model with a bolter may have one of the following selected for it:
  • Bayonet
    +1 Point
  • Chain bayonet
    +2 Points


  • Overseer 85 Points
UNIT COMPOSITION: 1 OVERSEER

Overseers allowed for the integration of formations drawn from indentured soldiery into Legion strike forces. In some cases, such an act was carried out in honour of a newly formed alliance or to demonstrate the fealty of such forces to the Legion. In other situations, local militia would be pressed into service, allowing Legions to achieve their objectives at a minimal cost in Legionary lives. While casualty rates among such indentured forces were often deemed of secondary importance, Overseers were entrusted to ensure that the conduct of Auxilia or Militia troops met the expectations of the higher Legion command.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Overseer (⌀32mm) 9 9 8 8
Overseer (⌀32mm) 7 5 5 4 4 3 5 4 9 9 8 8 2+ 5+
WARGEAR
  • Bolt pistol
  • Power lash
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Fear (1)
  • Master of Auxilia
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its power lash exchanged for one power maul for Free.
  • This Model may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • This Model may have one vexilla selected for it for +10 Points.
  • This Model may have melta bombs selected for it for +5 Points.
WARGEAR

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

SPECIAL RULES

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 Trait, 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.


  • Praevian 95 Points
UNIT COMPOSITION: 1 PRAEVIAN

Praevians are the keeper of the Legion’s bound automata, those soulless machines sworn to the Legion’s service and inducted into their ranks as honorary Legionaries after decades of service. Initiated into the rites of the Mechanicum’s Cybernetica Techarcana, these officers oversee the maintenance and programming of their charges and ensure that loyalty to the Legion and its traditions are enshrined in their core logic. On the field of battle, they march at the forefront of the inducted maniples, guiding them in the correct prosecution of war and acting as examples of true sons of the Legion.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Praevian (⌀32mm) 9 8 8 9
Praevian (⌀32mm) 7 5 5 4 4 3 5 4 9 8 8 9 2+ 5+
WARGEAR
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Cortex controller
  • Cyber-familiar
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Battlesmith (1)
  • Feel No Pain (5+)
  • Master of Automata
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • This Model may have melta bombs selected for it for +5 Points.
SPECIAL RULES

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.


  • Siege Breaker 115 Points
UNIT COMPOSITION: 1 SIEGE BREAKER

The wreckers of cities, the bringers-down offortress walls and the shatterers of strongholds, Siege Breakers are officers of the Legion whose speciality is precisely applied destruction against strategic targets. Demonstrating an eye for detail, such warriors appraise all data available to them, identifying structural weaknesses and directing the heavy guns under their charge accordingly. Placed often in command of frontline artillery units, they prefer to closely observe their work, rather than sit back behind the lines, and so are deadly efficient in adapting their force’s attack patterns from moment to moment.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Siege Breaker (⌀32mm) 9 9 8 8
Siege Breaker (⌀32mm) 7 5 5 4 4 3 5 4 9 9 8 8 2+ 5+
WARGEAR
  • Bolt pistol
  • Thunder hammer
  • Frag grenades
  • Krak grenades
  • Phosphex bombs
  • Cognis-signum
  • Augury scanner
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • None
TYPE
  • Infantry (Command, Heavy)
OPTIONS
  • This Model may have its bolt pistol exchanged for one disintegrator pistol for +5 Points or one item from the Legion Pistols list.
  • This Model may have melta bombs selected for it for +5 Points.


  • Vigilator 95 Points
UNIT COMPOSITION: 1 VIGILATOR

Highly skilled as watchers and hunters among their brethren, Vigilators are the eyes of their Legion on the ground, their wisdom paramount in scouting out the foe’s disposition and strength, and determining the best place to strike. Often selected from Reconnaissance Squads, these peerless shots are able to operate with these formations, or conduct their operations individually. Many commanders conducted entire campaigns based off the careful observations of a trusted Vigilator from their company, and many a battle has been turned with a perfectly placed sniper’s bullet from such a warrior, well situated and well hidden.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Vigilator (⌀32mm) 9 8 8 8
Vigilator (⌀32mm) 7 4 7 4 4 3 5 3 9 8 8 8 2+ 5+
WARGEAR
  • Nemesis rifle
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Infiltrate (9)
TYPE
  • Infantry (Command)
WARGEAR

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


  • Caster Of Runes 110 Points
UNIT COMPOSITION: 1 CASTER OF RUNES

The Casters of Runes manipulate their power through little-understood psychic matrices and Fenrisian ritual, descended as they are from the shamanic cultures of their home world. Utilised as advisors to the Wolf Lords and even the Great Wolf himself, this order of mystics sit apart from their brothers, often appearing from their secluded chambers bearing mysterious proclamations. Despite their often eccentric behaviour, even their most superstitious brethren know to heed their words, for all of their number have proved their worth with scrying stones and blade alike on innumerable battlefields.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Caster Of Runes (⌀32mm) 8 7 10 8
Caster Of Runes (⌀32mm) 7 5 5 4 4 3 5 4 8 7 10 8 2+ 5+
WARGEAR
  • Force staff
  • Frost axe
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Space Wolves
  • Psyker
SPECIAL RULES
  • None
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its bolt pistol exchanged for one item from the Legion Pistol list.


  • Geigor Fell-hand 105 Points
Thegn of the Space Wolves, Commander of the Broken Claw
UNIT COMPOSITION: 1 GEIGOR FELL-HAND

A prideful Thegn known for his fury, Geigor’s otherwise notably valiant record as a warrior was marred by a history which had suffered several reversals on the field of battle as a commander. The worst of these was alongside the Thousand Sons during the Great Crusade, a battle in which he believed that his Space Wolves had been betrayed by their erstwhile allies. It was a wound which festered in Geigor’s soul and, when the orders came for the Censure of Prospero, his voice was one of the loudest in the Legion’s council baying for the Thousand Sons’ slaughter.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Geigor Fell-Hand (⌀32mm) 10 8 9 8
Geigor Fell-Hand (⌀32mm) 7 5 5 4 4 3 5 4 10 8 9 8 2+ 5+
WARGEAR
  • Bolter
  • Bolt pistol
  • The Fell-Hand
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Space Wolves
SPECIAL RULES
  • Officer of the Line (2)
TYPE
  • Infantry (Unique, Command)
WARGEAR

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
1
A
S
3
1
Breaching (4+), Shred (5+)
Power


  • Camba Diaz 120 Points
Saviour of the Howling Gyre, Captain of the 50th Company
UNIT COMPOSITION: 1 CAMBA DIAZ

Known throughout the Great Crusade as a steadfast figure, Camba Diaz was a line captain of repute within the VIIth Legion, with an honour roll including many masterfully executed defensive and countersiege actions. While not as renowned a warrior as Sigismund or Fafnir Rann, Diaz nonetheless fought with a cold ferocity, his sharp mind processing the mathematics of war at superlative speed. This ensured Rogal Dorn regarded him as a reliable commander destined for greater honours, and a calming presence to temper some of his more hotheaded contemporaries.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Camba Diaz (⌀32mm) 9 8 8 8
Camba Diaz (⌀32mm) 7 6 5 4 4 3 5 3 9 8 8 8 2+ 4+
WARGEAR
  • Durenda
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Imperial Fists
  • Master of the Legion
SPECIAL RULES
  • Officer of the Line (2)
  • The Line Unbroken
TYPE
  • Infantry (Unique, Command)
WARGEAR

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
1
A
+1
3
1
Breaching (5+)
Power

SPECIAL RULES

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.


  • Aster Crohne 155 Points
Captain of the 94th Company, The Shroudmaker
UNIT COMPOSITION: 1 ASTER CROHNE

A veteran of the IXth Legion, having served in the days before the return of the Great Angel, Aster Crohne was recruited from the killing fields ofSaiph. While the bloody, practical skills he had perfected on Saiph and as a fudiciar were the terror of his foe, his true talent had always been an instinct for survival that defied belief. Of all of the officers attached to the Blood Angels 94lh Company, only Aster emerged from the fires ofSignus alive. In the years since, Sanguinius has tasked Crohne with rebuilding his former company, casting aside his Judiciar role for the greater glory of the IXth.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Aster Crohne (⌀32mm) 9 8 8 8
Aster Crohne (⌀32mm) 7 5 5 4 4 3 5 3 9 8 8 8 2+ 4+
WARGEAR
  • Two hand flamers
  • Saiphan Shard-axe
  • Frag grenades
  • Krak grenades
  • Rad grenades
TRAITS
  • Loyalist
  • Blood Angels
SPECIAL RULES
  • Officer of the Line (2)
  • The Ghost of Saiph
TYPE
  • Infantry (Unique, Command)
WARGEAR

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
1
+1
+1
3
1
Breaching (4+)
Power

SPECIAL RULES

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.


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

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

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

Lament & Grief

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

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

The Spiritum Sanguis

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

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


  • Remus Ventanus 175 Points
Commander of the 4th Company of the 1st Chapter of the Ultramarines Legion, The Saviour of Calth
UNIT COMPOSITION: 1 REMUS VENTANUS

Remus Ventanus was central to the Legion’s fight-back on the surface of Calth. In the anarchic hours following their betrayal by the Word Bearers, he rallied the remnants of his company and warriors from other shattered formations into a force able to mount a fierce resistance against the Traitors. The captain’s duties did not end with these victories, for he fought on even as the bulk of the Ultramarines forces on the surface were evacuated at the order of his Primarch, leading the counter-attack against the disordered Word Bearers.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Remus Ventanus (⌀32mm) 10 9 9 9
Remus Ventanus (⌀32mm) 7 5 5 4 4 4 5 3 10 9 9 9 2+ 4+
WARGEAR
  • Phaethon
  • Icon of Calth
  • Vox-interlink
  • Bolt pistol
  • Melta bombs
  • Frag grenades
  • Krak grenades
TRAITS
  • Loyalist
  • Ultramarines
SPECIAL RULES
  • Officer of the Line (2)
TYPE
  • Infantry (Unique, Command)
WARGEAR

Phaethon

Forged by the master artisans ofVeridia 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
1
+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.

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).


  • Kaedes Nex 165 Points
The Raven’s Huntsman, ‘Blood-crow’
UNIT COMPOSITION: 1 KAEDES NEX

A dark figure of gruesome repute amongst the tightly-knit survivors of Deliverance, Kaedes is seen as an ill-omen by his brothers. After enduring a painful late transformation to a Space Marine, it was only by the continued favour shown to him by Corax that he remained within the ranks of the Raven Guard, with few of his brothers willing to tolerate his macabre obsession with the hunt. Yet, in the grim shadow wars fought by the Raven Guard in furtherance of the Emperor’s grand plan, and later during the brutal civil war, his murder-honed skills were employed with grim regularity.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Kaedes Nex (⌀32mm) 9 8 8 8
Kaedes Nex (⌀32mm) 8 5 6 4 4 3 5 3 9 8 8 8 3+ 5+
WARGEAR
  • Fulcrum Hand Cannons
  • Cameleoline
  • Frag grenades
  • Krak grenades
  • Melta bombs
TRAITS
  • Loyalist
  • Raven Guard
SPECIAL RULES
  • Infiltrate (8)
  • The Blood Crow
  • Precision (5+)
TYPE
  • Infantry (Unique, Specialist)
WARGEAR

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
1
+1
6
2
1
Shred (5+)
-

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+).

SPECIAL RULES

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.

Retinue


  • Cataphractii Terminator Command Squad 140 Points
UNIT COMPOSITION: 1 CATAPHRACTII CHOSEN CHAMPION, 2 CATAPHRACTII CHOSEN
• May include up to 9 additional Cataphractii Chosen at +40 Points per Model.

Many command squads go to war clad in Cataphractii Terminator armour, using its sheer bulk and durability to protect the life of their commander. Able to withstand even the most vicious blows and bearing the finest weaponry in the Legion’s armoury, these exemplary warriors embody the finest qualities of the Legiones Astartes, valiantly spearheading assaults into the most hazardous of war zones holding the Legion’s banners high. As one of the earliest marks of Terminator armour to be issued to the Legions, many veteran Legionaries prefer the familiarity of this mark in battle over more recent introductions.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Cataphractii Chosen Champion (⌀40mm) 8 8 7 7
Cataphractii Chosen Champion (⌀40mm) 6 5 4 4 5 2 4 4 8 8 7 7 2+ 4+
Cataphractii Chosen (⌀40mm) 8 8 7 7
Cataphractii Chosen (⌀40mm) 6 5 4 4 5 2 4 3 8 8 7 7 2+ 4+
WARGEAR
  • Volkite charger
  • Power weapon
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
TYPE
  • Cataphractii Chosen Champion: Infantry (Champion, Sergeant, Heavy)
  • Cataphractii Chosen: Infantry (Heavy)
OPTIONS
  • Any Model in this Unit may have its volkite charger exchanged for one combi-bolter for Free, or for one item from the Legion Combi-weapons list.
  • Any Model in this Unit may have its power weapon exchanged for one item from the Legion Terminator Melee Weapons list.
  • Any Model in this Unit may have its volkite charger and power weapon exchanged for one pair of lightning claws for +10 Points per Model.
  • The Cataphractii Chosen Champion in this Unit may have one grenade harness selected for it for +5 Points.
  • One Cataphractii Chosen in this Unit may have its volkite charger exchanged for one Legion standard for +20 Points.


  • Centurion Command Squad 85 Points
UNIT COMPOSITION: 1 VETERAN CHAMPION, 4 VETERAN
• May include up to 5 additional Veterans at +15 Points per Model.

Many lower-ranking officers were accompanied into battle by a cadre of trusted warriors from their company. Some chose to utilise their most experienced veteran squad in this role, while others might keep a close circle of experienced warriors by their side on a more permanent posting. Such warriors were expected to provide personal protection, as well as fulfilling adjutant and advisory roles. Many of the finest unsung units of the Horus Heresy took on this duty, adding this honour to a record of reliable service spanning decades of warfare.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Veteran Champion (⌀32mm) 8 8 7 7
Veteran Champion (⌀32mm) 7 5 4 4 4 2 4 3 8 8 7 7 3+ -
Veteran (⌀32mm) 8 8 7 7
Veteran (⌀32mm) 7 5 4 4 4 2 4 3 8 8 7 7 3+ -
WARGEAR
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • None
TYPE
  • Veteran Champion: Infantry (Champion, Sergeant)
  • Veteran: Infantry
OPTIONS
  • Any Model in this Unit may have its bolter exchanged for one item from the Legion Combi-weapons list, one item from the Legion Sergeant Melee Weapons list or one of the following:
  • Astartes shotgun
    +2 Points per Model
  • Disintegrator rifle
    +5 Points per Model
  • Volkite charger
    +2 Points per Model
  • Any Model in this Unit whose bolter has been exchanged for an item from the Legion Sergeant Melee Weapons list may have its bolt pistol exchanged for one combat shield for +2 Points per Model.
  • Any Model in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • For every five Models in this Unit, one Veteran in this Unit may have its bolter exchanged for one item from the Legion Special Weapons list or one item from the Legion Heavy Weapons list.
  • The Veteran Champion in this Unit may have its bolt pistol exchanged for one disintegrator pistol for +5 Points.
  • Any Model in this Unit may have its bolter and bolt pistol exchanged for one pair of lightning claws for +10 Points per Model.
  • Any Model in this Unit with a bolter may have one of the following selected for it:
  • Bayonet
    +1 Point per Model
  • Chain bayonet
    +2 Points per Model
  • One Veteran in this Unit may have one of the following selected for it:
  • Vexilla
    +10 Points
  • Company standard
    +20 Points
  • Up to two Veterans in this Unit may have one item from the Legion Equipment list selected for them.


  • Praetorian Command Squad 130 Points
UNIT COMPOSITION: 1 CHOSEN CHAMPION, 4 CHOSEN
• May include up to 5 additional Chosen at +20 Points per Model.

It is common for Space Marine commanders and champions to he accompanied in battle by a squad of highly disciplined and worthy warriors. They serve both as a bodyguard for their commander and are entrusted to carry one of the Legion’s great standards, making them a rallying point on the battlefield for the Legion’s troops. These chosen Space Marines have access to the finest wargear available to the Legion’s rank and file, entrusted with the most esoteric at the discretion of their commander, though in reality, few doubted the skill of these elite warriors, each of whom embodied the Legion’s honour in war.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Chosen Champion (⌀32mm) 8 8 7 7
Chosen Champion (⌀32mm) 7 5 4 4 4 2 4 4 8 8 7 7 2+ -
Chosen (⌀32mm) 8 8 7 7
Chosen (⌀32mm) 7 5 4 4 4 2 4 3 8 8 7 7 2+ -
WARGEAR
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • None
TYPE
  • Chosen Champion: Infantry (Champion, Sergeant)
  • Chosen: Infantry
OPTIONS
  • Any Model in this Unit may have its bolter exchanged for one item from the Legion Combi-weapons list, one item from the Legion Sergeant Melee Weapons list or one of the following:
  • Astartes shotgun
    +2 Points per Model
  • Disintegrator rifle
    +5 Points per Model
  • Volkite charger
    +2 Points per Model
  • Any Model in this Unit whose bolter has been exchanged for an item from the Legion Sergeant Melee Weapons list may have its bolt pistol exchanged for one combat shield for +2 Points per Model.
  • Any Model in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • The Chosen Champion in this Unit may have its bolt pistol exchanged for one disintegrator pistol for +5 Points.
  • Any Model in this Unit may have their bolter and bolt pistol exchanged for one pair of lightning claws for +10 Points per Model.
  • Any Model in this Unit with a bolter may have one of the following selected for it:
  • Bayonet
    +1 Point per Model
  • Chain bayonet
    +2 Points per Model
  • One Chosen in this Unit may have one Legion standard selected for it for +20 Points.


  • Praetorian Command Squad With Jump Packs 160 Points
UNIT COMPOSITION: 1 CHOSEN CHAMPION WITH JUMP PACK, 4 CHOSEN WITH JUMP PACK
• May include up to 5 additional Chosen at +20 Points per Model.

When their commander chooses to go to war bearing a jump pack, his chosen praetorians will likewise requisition such equipment. Leading the Legion from the front, these exemplary warriors utilise the additional mobility provided to seek out enemy warlords and champions, descending upon them with the finest weapons available to the Legion armoury. Each chosen is also aware of their role within their company or chapter, providing a martial example for their brethren to aspire to as they strike down their foes, before planting the colours of their Legion over the shattered corpses.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Chosen Champion with Jump Pack (⌀32mm) 8 8 7 7
Chosen Champion with Jump Pack (⌀32mm) 12 5 4 4 4 2 4 4 8 8 7 7 2+ -
Chosen with Jump Pack (⌀32mm) 8 8 7 7
Chosen with Jump Pack (⌀32mm) 12 5 4 4 4 2 4 3 8 8 7 7 2+ -
WARGEAR
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (2)
  • Deep Strike
TYPE
  • Chosen Champion with Jump Pack: Infantry (Champion, Antigrav, Sergeant)
  • Chosen with Jump Pack: Infantry (Antigrav)
OPTIONS
  • Any Model in this Unit may have its bolter exchanged for one item from the Legion Combi-weapons list, one item from the Legion Sergeant Melee Weapons list or one of the following:
  • Astartes shotgun
    +2 Points per Model
  • Disintegrator rifle
    +5 Points per Model
  • Volkite charger
    +2 Points per Model
  • Any Model in this Unit whose bolter has been exchanged for an item from the Legion Sergeant Melee Weapons list may have its bolt pistol exchanged for one combat shield for +2 Points per Model.
  • Any Model in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • The Chosen Champion with Jump Pack in this Unit may have its bolt pistol exchanged for one disintegrator pistol for +5 Points.
  • Any Model in this Unit may have its bolter and bolt pistol exchanged for one pair of lightning claws for +10 Points per Model.
  • Any Model in this Unit with a bolter may have one of the following selected for it:
  • Bayonet
    +1 Point per Model
  • Chain bayonet
    +2 Points per Model
  • One Chosen with Jump Pack in this Unit may have one Legion standard selected for it for +20 Points.


  • Tartaros Terminator Command Squad 140 Points
UNIT COMPOSITION: 1 TARTAROS CHOSEN CHAMPION, 2 TARTAROS CHOSEN
• May include up to 7 additional Tartaros Chosen at +40 Points per Model.

When both speed and survivability are required, a command squad will march to war clad in Tartaros Terminator armour. More technologically advanced than the Terminator armour marks it was developed alongside, Tartaros plate was initially a rarity compared to Cataphractii pattern armour, though towards the end of the Great Crusade this disparity was significantly reduced. As such, Legion commanders equip their most worthy warriors with it and deploy them at the very forefront of battle, where the speed and protection afforded by such armour assures a swift blow can be dealt to secure victor}’.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Tartaros Chosen Champion (⌀40mm) 8 8 7 7
Tartaros Chosen Champion (⌀40mm) 7 5 4 4 5 2 4 4 8 8 7 7 2+ 5+
Tartaros Chosen (⌀40mm) 8 8 7 7
Tartaros Chosen (⌀40mm) 7 5 4 4 5 2 4 3 8 8 7 7 2+ 5+
WARGEAR
  • Combi-bolter
  • Power weapon
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
TYPE
  • Tartaros Chosen Champion: Infantry (Champion, Sergeant)
  • Tartaros Chosen: Infantry
OPTIONS
  • Any Model in this Unit may have its combi-bolter exchanged for one volkite charger for Free or for one item from the Legion Combi-weapons list.
  • Any Model in this Unit may have its power weapon exchanged for one item from the Legion Terminator Melee Weapons list.
  • Any Model in this Unit may have its combi-bolter and power weapon exchanged for one pair of lightning claws for +10 Points per Model.
  • One Tartaros Chosen in this Unit may have its combi-bolter exchanged for one Legion standard for +20 Points.
  • The Tartaros Chosen Champion in this Unit may have one grenade harness selected for it for +5 Points.


  • Deathwing Companion Detachment 175 Points
UNIT COMPOSITION: 1 DEATHWING OATHBEARER, 4 DEATHWING COMPANIONS
• May include up to 5 additional Deathwing Companions at +30 Points per Model.

The finest warriors arid longest-serving veterans among the Deathwing form the ranks of the Companions, each such detachment sworn by the most stringent oaths to ensure the survival of those officers placed under their charge. Most famous among the Companions are those that have taken a death-blow meant for their ward and survived. Such warriors are granted the right to recolour their night dark armour in bone-white armour in recognition of their selfless devotion to the Legion, often choosing to mark the plate that took such a strike in remembrance of this deed.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Deathwing Oathbearer (⌀32mm) 8 8 8 8
Deathwing Oathbearer (⌀32mm) 7 5 4 4 4 2 4 3 8 8 8 8 2+ 5+
Deathwing Companion (⌀32mm) 9 8 8 8
Deathwing Companion (⌀32mm) 7 5 4 4 4 2 4 3 9 8 8 8 2+ -
WARGEAR
  • Calibanite warblade
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Dark Angels
SPECIAL RULES
  • Eternal Warrior (1)
  • Companions
TYPE
  • Deathwing Oathbearer: Infantry (Sergeant)
  • Deathwing Companion: Infantry
OPTIONS
  • Any Model in this Unit may have its Calibanite warblade exchanged for one of the following:
  • Power fist
    +5 Points per Model
  • Terranic greatsword
    +5 Points per Model
  • Any Model in this Unit may have its bolter exchanged for one Cytheron pattern aegis for +10 Points per Model.
  • Any Model in this Unit may have its bolt pistol exchanged for one plasma pistol for +10 Points per Model.
  • Every Model in this Unit may have melta bombs selected for them for +25 Points.
WARGEAR

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.

SPECIAL RULES

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.


  • Wolf-kin of Russ 100 Points
UNIT COMPOSITION: 1 FREKI, 1 GERI

Said to be companions of the Wolf King from his earliest days as a foundling upon Fenris, these are beasts of prodigious size and formidable intelligence. The guardians of the Wolf King’s hearth, when he calls, they follow alongside him into battle, and to the Space Wolves Legion, they have come to symbolise, not only their own bestial natures, hut their spiritual connection to cold Fenris itself Both have long-served their bellicose master on countless battlefields as friends and protectors, tearing apart his foes with tooth and claw.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Freki (⌀90 x 52mm) 8 5 5 3
Freki (⌀90 x 52mm) 10 5 - 5 5 4 5 4 8 5 5 3 5+ -
Geri (⌀90 x 52mm) 8 5 5 3
Geri (⌀90 x 52mm) 10 7 - 5 5 4 5 3 8 5 5 3 5+ -
WARGEAR
  • Tooth & Claw
TRAITS
  • Loyalist
  • Space Wolves
SPECIAL RULES
  • Fear (1)
  • Heedless
  • Bulky (4)
  • Feel No Pain (5+)
  • Fast (2)
  • Wolf-kin of Russ
TYPE
  • Infantry (Unique)
WARGEAR

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
1
A
S
4
2
Breaching (6+)
None

SPECIAL RULES

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.

Elites


  • Seeker Squad 105 Points
UNIT COMPOSITION: 1 SEEKER SERGEANT, 4 SEEKERS
• May include up to 5 additional Seekers at +18 Points per Model.

Seeker squads are specialised units whose principal task on the battlefield is to identify an enemy’s command structure - its warlords, officers, priests, demagogues - and slay them with a well-placed shot. The Alpha Legion are said to have first crystallised this tactic and squad configuration which has since, with the Emperor’s approval, spread to the other Legions, although its use sits poorly within the combat doctrine of some. Chosen primarily on pure merit as the best shots in their Legion, Seeker squads are usually equipped with special issue ammunition to better deal with their chosen victims.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Seeker Sergeant (⌀32mm) 8 8 7 7
Seeker Sergeant (⌀32mm) 7 4 5 4 4 1 4 1 8 8 7 7 3+ -
Seeker (⌀32mm) 7 8 7 7
Seeker (⌀32mm) 7 4 5 4 4 1 4 1 7 8 7 7 3+ -
WARGEAR
  • Kraken bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Infiltrate (9)
TYPE
  • Seeker Sergeant: Infantry (Sergeant, Skirmish)
  • Seeker: Infantry (Skirmish)
OPTIONS
  • Any Model in this Unit may have its kraken bolter exchanged for one item from the Legion Combi-weapons list.
  • The Seeker Sergeant in this Unit may have its kraken bolter and/or bolt pistol exchanged for one item each from the Legion Sergeant Melee Weapons list.
  • The Seeker Sergeant in this Unit may have its bolt pistol exchanged for one disintegrator pistol for +5 Points or one item from the Legion Pistols list.
  • Any Model in this Unit with a kraken bolter may have one of the following selected for it:
  • Bayonet
    +1 Point per Model
  • Chain bayonet
    +2 Points per Model
  • The Seeker Sergeant in this Unit may have melta bombs selected for it for +10 Points.
  • Up to two Seekers in this Unit may have one item each from the Legion Equipment list selected for them.


  • Veteran Assault Squad 120 Points
UNIT COMPOSITION: 1 VETERAN ASSAULT SERGEANT, 4 ASSAULT VETERANS
• May include up to 5 additional Assault Veterans at +22 Points per Model.

Exceptional and experienced fighters within the ranks of the Space Marine Legions are often handed together to form elite units, to which other warriors can aspire to ascend to, and from which future commanders are drawn. These warriors often have their pick of the armoury, able to select from a wide variety of killing tools, as well as Warhawk jump packs, allowing them to best leverage their skill at arms. Deployed at the spearhead of assaults, such veterans are given a degree of tactical freedom, allowing them to seek out the most steadfast foes, break enemy defensive positions or overrun isolated pockets of enemy combatants.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Veteran Assault Sergeant (⌀32mm) 8 8 7 7
Veteran Assault Sergeant (⌀32mm) 12 5 4 4 4 2 4 3 8 8 7 7 3+ -
Assault Veteran (⌀32mm) 8 8 7 7
Assault Veteran (⌀32mm) 12 5 4 4 4 2 4 3 8 8 7 7 3+ -
WARGEAR
  • Bolt pistol
  • Chainsword
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (2)
  • Deep Strike
  • Vanguard (3)
TYPE
  • Veteran Assault Sergeant: Infantry (Sergeant, Antigrav)
  • Assault Veteran: Infantry (Antigrav)
OPTIONS
  • Any Model in this Unit may have its chainsword exchanged for one item from the Legion Sergeant Melee Weapons list.
  • Any Model in this Unit may have its bolt pistol exchanged for one combat shield for +2 Points per Model or one item from the Legion Pistols list.
  • The Veteran Assault Sergeant in this Unit may have its bolt pistol exchanged for one disintegrator pistol for +5 Points.
  • The Veteran Assault Sergeant may have melta bombs selected for it for +10 Points.
  • For every five Models in this Unit, one Assault Veteran in this Unit may have its bolt pistol exchanged for one disintegrator pistol for +5 Points per Model.
  • Any Model in this Unit may have its bolt pistol and chainsword exchanged for one pair of lightning claws for +10 Points per Model.
  • For every five Models in this Unit, two Assault Veterans in this Unit may have their chainsword exchanged for one of the following:
  • Heavy chainaxe
    +5 Points per Model
  • Heavy chainsword
    +5 Points per Model


  • Veteran Tactical Squad 85 Points
UNIT COMPOSITION: 1 VETERAN SERGEANT, 4 VETERAN
• May include up to 5 additional Veterans at +15 Points per Model.

Every chapter and company within the Space Marine Legions contains a cadre of experienced veteran warriors. In some Legions, this will often be those who have served since the early days of the Great Crusade, while in those whose tactics draw more attrition, it may simply be those warriors who refuse to succumb to the brutality of their methodology of war. Many of these units will be permitted to carry specialist or more dangerous or rare weaponry, allowing them to apply deadly firepower where it is required, and setting an example to their less-experienced brethren.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Veteran Sergeant (⌀32mm) 8 8 7 7
Veteran Sergeant (⌀32mm) 7 4 5 4 4 2 4 2 8 8 7 7 3+ -
Veteran (⌀32mm) 8 8 7 7
Veteran (⌀32mm) 7 4 5 4 4 2 4 2 8 8 7 7 3+ -
WARGEAR
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Line (1)
TYPE
  • Veteran Sergeant: Infantry (Sergeant)
  • Veteran: Infantry
OPTIONS
  • Any Model in this Unit may have its bolter exchanged for one item from the Legion Combi-weapons list or one of the following:
  • Astartes shotgun
    +2 Points per Model
  • Disintegrator rifle
    +5 Points per Model
  • Volkite charger
    +2 Points per Model
  • For every five Models in this Unit, one Veteran in this Unit may have its bolter exchanged for one item from the Legion Special Weapons list or one item from the Legion Heavy Weapons list or one of the following:
  • Disintegrator blaster
    +10 Points per Model
  • Heavy disintegrator
    +15 Points per Model
  • The Veteran Sergeant in this Unit may have its bolter and/or bolt pistol exchanged for one item each from the Legion Sergeant Melee Weapons list.
  • The Veteran Sergeant in this Unit may have its bolt pistol exchanged for one disintegrator pistol for +5 Points or one item from the Legion Pistols list.
  • One Veteran in this Unit may have one vexilla selected for it for +10 Points.
  • Up to two Veterans in this Unit may have one item each from the Legion Equipment list selected for them.
  • Any Model in this Unit with a bolter may have one of the following selected for it:
  • Bayonet
    +1 Point per Model
  • Chain bayonet
    +2 Points per Model


  • Inner Circle Knights Cenobium 275 Points
UNIT COMPOSITION: 1 ORDER PRECEPTOR, 4 ORDER CENOBITES
• May include up to 5 additional Order Cenobites at +50 Points per Model.

The Dark Angels Legion plays host to a multitude of ciphered Orders, Chambers Militant concealed within the panoply of the Legion and dedicated to the preservation and perfection of a singular doctrine of war. Within each of these Orders, the most dedicated warrior-adepts are charged with the station of cenobite and granted the right to bear the cipher and charge of the Order, fighting with greatblade and plasma-casters in the forefront of those battles that require the hard-won skills harboured within each of these secretive cells.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Order Preceptor (⌀40mm) 9 8 7 7
Order Preceptor (⌀40mm) 6 6 4 4 5 2 4 3 9 8 7 7 2+ 4+
Order Cenobite (⌀40mm) 8 8 7 7
Order Cenobite (⌀40mm) 6 5 4 4 5 2 4 3 8 8 7 7 2+ 4+
WARGEAR
  • Terranic greatsword
  • Plasma-caster
  • Grenade harness (Order Preceptor only)
TRAITS
  • [Allegiance]
  • Dark Angels
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
  • Order Exemplars
TYPE
  • Order Preceptor: Infantry (Sergeant, Heavy)
  • Order Cenobite: Infantry (Heavy)
WARGEAR

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

SPECIAL RULES

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.

  • Augurs of Weakness: When making attacks targeting a Unit that includes one or more Models with the Vehicle Type, Models with the Order Exemplars Special Rule gain the Armourbane Special Rule.
  • Icons of Resolve: When part of a Unit that is successfully Charged by an enemy Unit, Models with the Order Exemplars Special Rule set their Leadership Characteristic to 10 for the duration of the current Assault Phase.
  • Slayers of Kings: Whilst part of a Unit that is Locked in Combat with an enemy Unit that includes at least one Model with a Weapon Skill Characteristic of 6 or higher, the Attacks Characteristic of Models with the Order Exemplars Special Rule may be set to 1. If this option is used then the Terranic greatswords those Models have gain the Critical Hit (6+) Special Rule until the Combat ends.
  • Hunters of Beasts: Whilst part of a Unit that is Locked in Combat with an enemy Unit that includes one or more Models with a Toughness Characteristic of 6 or higher, the Damage Characteristic of Wounds caused by a Model with this Special Rule is modified by +1.
  • Reapers of Hosts: Whilst part of a Unit that is Locked in Combat with one or more enemy Units that outnumbers it, then all Models in that Unit with the Order Exemplars Special Rule modify their Attacks Characteristic by +1.
  • Breakers of Witches: Whilst part of a Unit that is Locked in Combat with an enemy Unit that has one or more Models with the Malefic Sub-Type or Psyker Trait, Hit and Wound Tests made for Models with the Order Exemplars Special Rule in that Combat are modified by +1.


  • Golden Keshig 140 Points
UNIT COMPOSITION: 1 KESHIG CHAMPION, 2 KESHIG RIDERS
• May include up to 3 additional Keshig Riders at +40 Points per Model.

Among the most prestigious of the White Scars’ main combat units are their heavy assault jetbike squads - often collectively referred to as the ‘Golden Keshig’. These skilled riders serve as linebreakers and assault units, often serving where other Legions would deploy heavy armour or Terminator units. Acting as the speartip of what the Vth Legion called a Zao, a piercing attack at the heart of the enemy adapted from the tribes ofChogoris, the Golden Keshig encircle the enemy at apparently random speeds and directions before focusing momentum into a single strike through the centre of an enemy formation.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Keshig Champion (⌀60mm flying base) 9 8 7 7
Keshig Champion (⌀60mm flying base) 16 5 4 4 4 2 4 3 9 8 7 7 2+ -
Keshig Rider (⌀60mm flying base) 8 8 7 7
Keshig Rider (⌀60mm flying base) 16 5 4 4 4 2 4 3 8 8 7 7 2+ -
WARGEAR
  • Kontos Power Lance
  • Power sword
  • Bolt pistol
  • Scatterbolt launcher
TRAITS
  • [Allegiance]
  • White Scars
SPECIAL RULES
  • Deep Strike
  • Bulky (3)
TYPE
  • Keshig Champion: Cavalry (Sergeant, Antigrav)
  • Keshig Rider: Cavalry (Antigrav)
OPTIONS
  • The Keshig Champion in this Unit may have its power sword exchanged for one of the following:
  • Power axe
    Free
  • Thunder hammer
    +10 Points
  • Any Keshig Rider in this Unit may have their power sword exchanged for one power axe for Free.
WARGEAR

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


  • Varagyr Wolf Guard Terminator Squad 250 Points
UNIT COMPOSITION: 1 THEGN, 4 VARAGYR
• May include up to 5 additional Varagyr at +45 Points per Model.

The Varagyr are the chosen warriors of Leman Russ, hand picked from his own Great Company to form his personal guard and close companions in war and council. This means that, at least fora time, they have foregone the chance to lead their brothers in battle, to stand fast and not to seek out the glory of battle, save when their lord commands. However, within this close-knit brotherhood, each warrior has distinguished himself in battle many times over, weaving a saga of such distinction that even many of the lords of the Great Companies cannot match them.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Thegn (⌀40mm) 9 9 7 7
Thegn (⌀40mm) 6 5 4 4 5 2 4 4 9 9 7 7 2+ 4+
Varagyr (⌀40mm) 9 9 7 7
Varagyr (⌀40mm) 6 5 4 4 5 2 4 3 9 9 7 7 2+ 4+
WARGEAR
  • Combi-bolter
  • Frost axe
TRAITS
  • [Allegiance]
  • Space Wolves
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
  • Vanguard (4)
  • Fear (1)
  • Lordsbane
TYPE
  • Thegn: Infantry (Champion, Sergeant, Heavy)
  • Varagyr: Infantry (Heavy)
SPECIAL RULES

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.


  • Templar Brethren 160 Points
UNIT COMPOSITION: 1 TEMPLAR CHAMPION, 4 TEMPLAR BRETHREN
• May include up to 5 additional Templar Brethren at +27 Points per Model.

Guardians of the Temple of Oaths aboard the great fortress-ship Phalanx, the Templars are the VIIth Legion’s elite, warriors of unequalled zeal, whose punishing training regime and strict recruitment protocol ensures that only the finest Imperial Fists bear their proud heraldry. Though their duty binds them to the Temple of Oaths, these dauntless warriors are found wherever the Imperial Fists carry the Emperor’s crusade to unify Mankind. At the leading edge of battle, these warriors inspire their brothers with their unyielding courage and the blood-red path they carve through the foes of Mankind.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Templar Champion (⌀32mm) 9 8 8 8
Templar Champion (⌀32mm) 7 5 4 4 4 2 4 3 9 8 8 8 2+ -
Templar Brethren (⌀32mm) 8 8 8 8
Templar Brethren (⌀32mm) 7 5 4 4 4 2 4 3 8 8 8 8 2+ -
WARGEAR
  • Power sword
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Imperial Fists
SPECIAL RULES
  • Templar Assault
TYPE
  • Templar Champion: Infantry (Champion, Sergeant)
  • Templar Brethren: Infantry
OPTIONS
  • The Templar Champion in this Unit may have its power sword exchanged for one of the following:
  • Solarite power gauntlet
    +15 Points
  • Thunder hammer
    +15 Points
  • The Templar Champion in this Unit may have its bolt pistol exchanged for one archaeotech pistol for +5 Points.
  • Any Model in this Unit may have their bolt pistol exchanged for one combat shield for +2 Points per Model.
  • Any Model in this Unit may have its bolt pistol exchanged for one plasma pistol for +10 Points per Model.
  • Up to two Templar Brethren in this Unit may each have one item from the Legion Equipment list selected for them.
  • One Templar Brethren in this Unit may have one vexilla selected for it for +10 Points.
  • Every Model in the Unit may have melta bombs selected for them for +25 Points per Unit.
SPECIAL RULES

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.


  • Crimson Paladins 225 Points
UNIT COMPOSITION: 1 CRIMSON EXEMPLAR, 4 CRIMSON PALADINS
• May include up to 5 additional Crimson Paladins at +40 Points per Model.

The Crimson Paladins are one of the Warrior Orders of the First Sphere, standing as the guardians of the Primarch’s halls, a grim counterpart to the Sanguinary Guard. When these warriors take to the field, clad in the reliquary armour of their Order and cloaked in the names of the Immortals, they stand as a bulwark against the foe and a shield for the sons of Sanguinius. They form the unyielding anchor upon which the Crimson Host turns; a single unshakeable bastion of blades and power shields. By their sacrifice and indomitable resolve are the Blood Angels freed to give vent to the noble fury of their Legion.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Crimson Exemplar (⌀40mm) 9 8 7 7
Crimson Exemplar (⌀40mm) 6 5 4 4 5 2 4 3 9 8 7 7 2+ 4+
Crimson Paladin (⌀40mm) 8 8 7 7
Crimson Paladin (⌀40mm) 6 5 4 4 5 2 4 3 8 8 7 7 2+ 4+
WARGEAR
  • Power sword
  • Coriolis Pattern Power Shield
TRAITS
  • [Allegiance]
  • Blood Angels
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
  • Line (1)
  • Deep Strike
  • The Blood is Forever
TYPE
  • Crimson Exemplar: Infantry (Sergeant, Heavy)
  • Crimson Paladin: Infantry (Heavy)
OPTIONS
  • The Crimson Exemplar in this Unit may have its power sword and Coriolis pattern power shield exchanged for one Perdition weapon for Free.
  • For every five Models in this Unit, one Crimson Paladin may have its Coriolis pattern power shield exchanged for one Iliastus assault cannon for +10 Points.
WARGEAR

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.

SPECIAL RULES

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.


  • Dawnbreaker Cohort 150 Points
UNIT COMPOSITION: 1 DAWNBREAKER CHAMPION, 4 DAWNBREAKERS
• May include up to 5 additional Dawnbreakers at +25 Points per Model.

Even within a Legion whose skills in the arts of orbital strike and shock assault are legendary, the Dawnbreaker cohorts stand apart. Chosen from amongst the most experienced and daring of the Legion’s assault squads, the Dawnbreakers are trained and equipped to act as the tip of the Blood Angels’ spear. Lacking the versatility of standard tactical or assault units, the Dawnbreakers have one purpose in battle: to sunder the enemy’s lines and tear the heart from its formation. Armed with lances and blades wreathed in keen-edged power fields, there are few warriors who can stand in the face of such an onslaught.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Dawnbreaker Champion (⌀32mm) 8 8 7 7
Dawnbreaker Champion (⌀32mm) 12 5 4 4 4 2 4 3 8 8 7 7 2+ -
Dawnbreaker (⌀32mm) 8 8 7 7
Dawnbreaker (⌀32mm) 12 5 4 4 4 2 4 3 8 8 7 7 2+ -
WARGEAR
  • Falling-star power spear
  • Grenade discharger
TRAITS
  • [Allegiance]
  • Blood Angels
SPECIAL RULES
  • Set the Sky Aflame
  • Bulky (2)
  • Deep Strike
TYPE
  • Dawnbreaker Champion: Infantry (Sergeant, Antigrav)
  • Dawnbreaker: Infantry (Antigrav)
OPTIONS
  • The Dawnbreaker Champion in this Unit may have its Falling-star power spear exchanged for one Perdition weapon for +5 Points.
  • Every Model in this Unit may have melta bombs selected for them for +25 Points per Unit.
WARGEAR

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

SPECIAL RULES

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.


  • Invictarus Suzerain Squad 175 Points
UNIT COMPOSITION: 5 SUZERAINS
• May include up to 5 additional Suzerains at +30 Points per Model.

The Invictarus Suzerains exist as a class apart from the line units of the Legiones Astartes Ultramarines, for they serve the Primarch and the Tetrarchs directly. Chosen from the ranks and bearing artificer wargear and robust Argyrum boarding shields, each Suzerain is a warrior marked for future greatness and high command. It is from the Invictarus Suzerains that many of the Legion’s future officers are drawn and, in fulfilling their many and varied duties, they learn not only the arts of war, hut those of order, leadership and governance.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Suzerain (⌀32mm) 9 9 8 8
Suzerain (⌀32mm) 7 5 4 4 4 2 4 3 9 9 8 8 2+ 5+
WARGEAR
  • Legatine axe
  • Bolt pistol
  • Argyrum pattern boarding shield
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Ultramarines
  • Shield
SPECIAL RULES
  • Lords of Ultramar
TYPE
  • Infantry (Heavy)
OPTIONS
  • For every five Models in this Unit, up to two Models may each have their bolt pistol exchanged for one plasma pistol for +10 Points per Model.
SPECIAL RULES

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.


  • Firedrake Terminator Squad 250 Points
UNIT COMPOSITION: 1 FIREDRAKE MASTER, 4 FIREDRAKES
• May include up to 5 additional Firedrakes at +45 Points per Model.

The elite of the Salamanders Legion are those Legionaries known as the Firedrakes, veterans chosen not simply for their martial skill, but also because of their mental resilience and capacity for discipline and self-sacrifice. Striding through the fires of battle clad in Terminator plate draped with drakenscale trophies, they strike down any who resist their advance with their artificer- crafted hammers. Each sets an indefatigable and relentless example to their brothers in the XVIIIth Legion, possessing a singular focus in battle and never allowing themselves to fall before the enemy are defeated.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Firedrake Master (⌀40mm) 9 8 8 8
Firedrake Master (⌀40mm) 6 5 4 4 5 2 4 2 9 8 8 8 2+ 4+
Firedrake (⌀40mm) 9 8 8 8
Firedrake (⌀40mm) 6 5 4 4 5 2 4 2 9 8 8 8 2+ 4+
WARGEAR
  • Forge-crafted thunder hammer
  • Drakenscale
TRAITS
  • [Allegiance]
  • Salamanders
  • Shield
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
  • Vanguard (4)
TYPE
  • Firedrake Master: Infantry (Sergeant, Heavy)
  • Firedrake: Infantry (Heavy)


  • Dark Fury Squad 175 Points
UNIT COMPOSITION: 1 CHOOSER OF THE SLAIN, 4 DARK FURIES
• May include up to 5 additional Dark Furies at +30 Points per Model.

The Dark Fury Assault squads are utilised by the Raven Guard to conduct focused decapitation strikes upon predesignated enemy leaders. Far from subtle assassins striking unseen from the shadows, the Dark Fury descend into the very midst of the battlefield. Their champions, known as the Choosers of the Slain, for good reason, engage the target while the warriors cut down any retainers who dare attempt to intervene. The result of a successful decapitation strike is utter confusion in the ranks of the foe and the complete breakdown of the enemy’s chain of command.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Chooser of the Slain (⌀32mm) 9 7 7 7
Chooser of the Slain (⌀32mm) 14 5 4 4 4 2 4 3 9 7 7 7 3+ -
Dark Fury (⌀32mm) 8 7 7 7
Dark Fury (⌀32mm) 14 5 4 4 4 2 4 3 8 7 7 7 3+ -
WARGEAR
  • Pair of Raven’s Talons
  • Frag grenades
  • Krak grenades
  • Corvid pattern jump packs
TRAITS
  • [Allegiance]
  • Raven Guard
SPECIAL RULES
  • Bulky (3)
  • Deep Strike
  • Precision (6+)
TYPE
  • Chooser of the Slain: Infantry (Sergeant, Antigrav)
  • Dark Fury: Infantry (Antigrav)
OPTIONS
  • If this Unit has 10 Models, one Dark Fury may be replaced with a Chooser of the Slain for +5 Points.
  • Any Chooser of the Slain in this Unit may have melta bombs selected for it for +10 Points per Model.


  • Mor Deythan Squad 175 Points
UNIT COMPOSITION: 1 MOR DEYTHAN SHADE, 4 MOR DEYTHAN
• May include up to 5 additional Mor Deythan at +30 Points per Model.

Informally known as the ‘Shadow Masters’, the Mor Deythan are a small cadre ofinfltration squads within a Legion already well known for its nigh unsurpassed skill in such tactics. At the beginning of the Horus Heresy, the Mor Deythan were few in number, having fought countless campaigns over eight decades at their master’s side, and they rarely admit new recruits into their ranks. Most who remain are grizzled veterans, supremely confident in their abilities. They are adept at moving silent and unseen through the shadows and attacking as and where they will, unleashing deadly accurate sniper fire upon their foes.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Mor Deythan Shade (⌀32mm) 9 8 7 7
Mor Deythan Shade (⌀32mm) 7 4 5 4 4 2 4 1 9 8 7 7 3+ -
Mor Deythan (⌀32mm) 8 8 7 7
Mor Deythan (⌀32mm) 7 4 5 4 4 2 4 1 8 8 7 7 3+ -
WARGEAR
  • Nemesis bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Cameleoline
TRAITS
  • Raven Guard
SPECIAL RULES
  • Infiltrate (8)
  • Fatal Strike
  • Move Through Cover
  • Support Unit (1)
TYPE
  • Mor Deythan Shade: Infantry (Sergeant, Skirmish)
  • Mor Deythan: Infantry (Skirmish)
OPTIONS
  • Any Model in this Unit may have its Nemesis bolter exchanged for an Astartes shotgun for Free.
WARGEAR

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+).

SPECIAL RULES

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.

Heavy Assault


  • Cataphractii Terminator Squad 150 Points
UNIT COMPOSITION: 1 CATAPHRACTII TERMINATOR SERGEANT, 4 CATAPHRACTII TERMINATORS
• May include up to 7 additional Cataphractii Terminators at +30 Points per Model.

One of the first issued Tactical Dreadnought Armour patterns, Cataphractii suits are heavily protected with slablike ceramite pauldrons housing additional shield generators, augmenting the toughness of even a Legiones Astartes warrior. The armour’s design has the unfortunate side effect of overstraining its exoskeleton and slowing the wearer considerably. This deficiency is seen as a weakness by some Legions and has led to the pattern’s declining use in their ranks. Yet, at the outbreak of the Horus Heresy, all Legions still maintained significant numbers of Cataphractii Terminators among their ranks.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Cataphractii Terminator Sergeant (⌀40mm) 8 8 7 7
Cataphractii Terminator Sergeant (⌀40mm) 6 4 4 4 5 2 4 3 8 8 7 7 2+ 4+
Cataphractii Terminator (⌀40mm) 8 8 7 7
Cataphractii Terminator (⌀40mm) 6 4 4 4 5 2 4 2 8 8 7 7 2+ 4+
WARGEAR
  • Volkite charger
  • Power weapon
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
  • Slow and Purposeful
  • Vanguard (3)
TYPE
  • Cataphractii Terminator Sergeant: Infantry (Sergeant, Heavy)
  • Cataphractii Terminator: Infantry (Heavy)
OPTIONS
  • Any Model in this Unit may have its volkite charger exchanged for one combi-bolter for Free, or for one item from the Legion Combi-weapons list.
  • Any Model in this Unit may have its power weapon exchanged for one item from the Legion Terminator Melee Weapons list.
  • Any Model in this Unit may have its volkite charger and power weapon exchanged for one pair of lightning claws for +10 Points per Model.
  • The Cataphractii Terminator Sergeant in this Unit may have one grenade harness selected for it for +5 Points.
  • For every five Models in this Unit, one Cataphractii Terminator in this Unit may have its volkite charger exchanged for one of the following:
  • Heavy flamer
    +5 Points per Model
  • Reaper autocannon
    +15 Points per Model
  • Plasma blaster
    +10 Points per Model


  • Saturnine Terminator Squad 200 Points
UNIT COMPOSITION: 1 SATURNINE TERMINATOR SERGEANT, 2 SATURNINE TERMINATORS
• May include up to 3 additional Saturnine Terminators at +60 Points per Model.

First seen in numbers on the black sands of Isstvan V, the pattern of Saturnine armour developed by Vulkan stands bulkier and more ponderous than the more widely-utilised Cataphractii and Tartaros patterns of Tactical Dreadnought armour. Mounting an array of fearsome energy weapons, combined with complex and potent energy shielding, those warriors capable of wearing such armour see the already legendary resilience of a Legionary improved significantly, allowing them to stride through the fires of battle with impunity.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Saturnine Terminator Sergeant (⌀50mm) 8 8 7 7
Saturnine Terminator Sergeant (⌀50mm) 5 4 4 4 6 3 3 2 8 8 7 7 2+ 4+
Saturnine Terminator (⌀50mm) 8 8 7 7
Saturnine Terminator (⌀50mm) 5 4 4 4 6 3 3 2 8 8 7 7 2+ 4+
WARGEAR
  • Plasma bombard
  • Saturnine disruption fist
  • Occulix Targeting Auspex
  • Thermal diffraction field
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (4)
  • Explodes (6+)
  • Implacable Advance
  • Slow and Purposeful
TYPE
  • Saturnine Terminator Sergeant: Infantry (Sergeant, Heavy)
  • Saturnine Terminator: Infantry (Heavy)
OPTIONS
  • Any Model in this Unit may have its Saturnine disruption fist exchanged for one of the following:
  • Plasma bombard
    Free
  • Twin heavy disintegrator
    +10 Points per Model
  • Any Model in this Unit may have its plasma bombard exchanged for one twin heavy disintegrator for +10 Points per Model.
  • Any Model in this Unit with a Saturnine disruption fist may have one particle shredder selected for it for +5 Points per Model.
WARGEAR

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.


  • Tartaros Terminator Squad 150 Points
UNIT COMPOSITION: 1 TARTAROS TERMINATOR SERGEANT, 4 TARTAROS TERMINATORS
• May include up to 5 additional Tartaros Terminators at +30 Points per Model.

The fruition of the Tactical Dreadnought Armour project, Terminator suits are the ultimate advance in personal armour technology the Imperium has developed. Terminator armour-equipped units are particularly valuable in heavy close-quarter fighting, such as battles fought in the deep confines of hive cities or in starship boarding actions. Perhaps the most advanced form of Terminator armour ever designed, Tartaros armour offers greater durability and protection than power armour while sacrificing none of the latter’s mobility.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Tartaros Terminator Sergeant (⌀40mm) 8 8 7 7
Tartaros Terminator Sergeant (⌀40mm) 7 4 4 4 5 2 4 3 8 8 7 7 2+ 5+
Tartaros Terminator (⌀40mm) 8 8 7 7
Tartaros Terminator (⌀40mm) 7 4 4 4 5 2 4 2 8 8 7 7 2+ 5+
WARGEAR
  • Combi-bolter
  • Power weapon
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
  • Vanguard (3)
TYPE
  • Tartaros Terminator Sergeant: Infantry (Sergeant)
  • Tartaros Terminator: Infantry
OPTIONS
  • Any Model in this Unit may have its combi-bolter exchanged for one volkite charger for Free, or for one item from the Legion Combi-weapons list.
  • Any Model in this Unit may have its power weapon exchanged for one item from the Legion Terminator Melee Weapons list.
  • Any Model in this Unit may have its combi-bolter and power weapon exchanged for one pair of lightning claws for +10 Points per Model.
  • For every five Models in this Unit, one Tartaros Terminator in this Unit may have its combi-bolter exchanged for one of the following:
  • Heavy flamer
    +5 Points per Model
  • Reaper autocannon
    +15 Points per Model
  • Plasma blaster
    +10 Points per Model
  • The Tartaros Terminator Sergeant in this Unit may have one grenade harness selected for it for +5 Points.


  • Ebon Keshig 200 Points
UNIT COMPOSITION: 5 KHARASH
• May include up to 5 additional Kharash at +35 Points per Model.

Taking their name from the black ceramite of their armour, the Kharash served as a ritual post of atonement for breaches of honour within the White Scars. Deployed in the vanguard of high-intensity’ conflicts, the Kharash served to shield the more fragile contingents of the White Scars, atoning for their perceived sins not only through the pursuit of martial glory, but through the protection of their brothers. Those who survived their service were deemed to have proven themselves worthy in the eyes of the Legion, often returning to either their previous posts or sometimes to other roles fitting their new mien.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Kharash (⌀40mm) 10 9 9 8
Kharash (⌀40mm) 7 4 4 4 5 2 4 3 10 9 9 8 2+ 5+
WARGEAR
  • Power glaive
TRAITS
  • [Allegiance]
  • White Scars
SPECIAL RULES
  • Bulky (2)
  • Vanguard (3)
  • Feel No Pain (6+)
  • Expendable (2)
TYPE
  • Infantry


  • Deathsworn Pack 175 Points
UNIT COMPOSITION: 5 DEATHSWORN
• May include up to 5 additional Deathsworn at +30 Points per Model.

In every Legion, it was said there were those for whom all the bloody deeds they had done in the name of the Great Crusade mutilated their souls and damaged their minds to such an extent that they were no longer Space Marines, but something hollow and murderous beyond reason. Within the Space Wolves, such an all-consuming impulse to kill and kill again was better understood. The warriors who gave themselves over became the Deathsworn; marked by their wolf-skull helms, they were the embodiment of the hunger of death in the heart of the Legion.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Deathsworn (⌀32mm) 8 7 7 7
Deathsworn (⌀32mm) 7 4 4 4 4 2 4 3 8 7 7 7 2+ -
WARGEAR
  • Power axe
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Ymira Class Stasis Bombs
TRAITS
  • [Allegiance]
  • Space Wolves
SPECIAL RULES
  • The Dreams of the Death Wolf
  • Bitter Duty
TYPE
  • Infantry
WARGEAR

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.

SPECIAL RULES

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
1
1
+1
3
1
Breaching (5+)
Power


  • Phalanx Warder Squad 200 Points
UNIT COMPOSITION: 1 WARDER SERGEANT, 9 PHALANX WARDERS
• May include up to 10 additional Phalanx Warders at +18 Points per Model.

Selected from amongst the ranks of the Imperial Fists Breacher squads, the Phalanx Warders are a reinforced company assigned to the defence of the Imperial Fists flagship, the Phalanx. Guarded by formidable boarding shields, the Warders are renowned for the stark regime under which they train and serve, eschewing any duty save their training, the protection of the Phalanx or the prosecution of war on the foes of Mankind. The Warders display few battle honours and practise no vainglorious rituals to mark achievement, holding the honour of continuing their service as the only mark of distinction they require.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Warder Sergeant (⌀32mm) 8 8 7 7
Warder Sergeant (⌀32mm) 7 4 4 4 4 1 4 2 8 8 7 7 3+ 5+
Phalanx Warder (⌀32mm) 7 7 7 7
Phalanx Warder (⌀32mm) 7 4 4 4 4 1 4 2 7 7 7 7 3+ 5+
WARGEAR
  • Power axe
  • Bolt pistol
  • Boarding shield
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Imperial Fists
  • Shield
SPECIAL RULES
  • Phalanx Formation
TYPE
  • Warder Sergeant: Infantry (Sergeant, Heavy)
  • Phalanx Warder: Infantry (Heavy)
OPTIONS
  • The Warder Sergeant in this Unit may have its bolt pistol exchanged for one plasma pistol for +10 Points.
  • The Warder Sergeant in this Unit may have its power axe exchanged for one of the following:
  • Thunder hammer
    +10 Points
  • Solarite power gauntlet
    +10 Points
  • Up to two Phalanx Warders in this Unit may each have one item from the Legion Equipment list selected for them.
  • One Phalanx Warder in this Unit may have one vexilla selected for it for +10 Points.
  • Every Model in the Unit may have melta bombs selected for them for +25 Points per Unit.
SPECIAL RULES

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.


  • The Angel’s Tears 150 Points
UNIT COMPOSITION: 1 ARCH-ERELIM, 4 ERELIM
• May include up to 5 additional Erelim at +20 Points per Model.

The Angel’s Tears, who carry the rank and title of Erelim, the Silver Masks and the Hands of justice, serve the IXth Legion in place of the more common Destroyers of other Legions. They take to the field of war only at the direct command of Sanguinius himself, serving as his agents on those rare occasions he deems an enemy worthy only of annihilation. Armed with weapons best suited to the swift culling of those unworthy of a place in the Emperor’s Imperium, they descend upon the foe suddenly and unannounced, faces concealed in the silver death-masks of their Order and oaths of retribution on their lips.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Arch-Erelim (⌀32mm) 8 7 7 7
Arch-Erelim (⌀32mm) 12 4 4 4 4 1 4 2 8 7 7 7 3+ -
Erelim (⌀32mm) 7 7 7 7
Erelim (⌀32mm) 12 4 4 4 4 1 4 2 7 7 7 7 3+ -
WARGEAR
  • Two volkite serpenta
  • Rad grenades
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Blood Angels
SPECIAL RULES
  • Deep Strike
  • Bulky (2)
  • Vanguard (3)
  • Bitter Duty
  • Firestorm
TYPE
  • Arch-Erelim: Infantry (Sergeant, Antigrav)
  • Erelim: Infantry (Antigrav)
OPTIONS
  • Any Model in this Unit may have its two volkite serpentas exchanged for one Erelim grenade launcher for +10 Points per Model.
WARGEAR

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


  • Gorgon Terminator Squad 200 Points
UNIT COMPOSITION: 1 GORGON HAMMERBEARER, 4 GORGON TERMINATORS
• May include up to 5 additional Gorgon Terminators at +35 Points per Model.

The Gorgon pattern of Tactical Dreadnought Armour was one of a number of on-going attempts by Ferrus Manus and his cadre of Iron Fathers to ref ne and augment the various patterns of Terminator armour employed by the Legiones Astartes forces, though by the time of the Primarch’s death, a full issue to his Legion was never approved. One of the most extreme technological examples of the Iron Hands’ innovation, this prototype required bonding to its wearer. In battle this ensured superior mobility and reaction speed, without sacrificing resilience.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Gorgon Hammerbearer (⌀40mm) 8 8 9 8
Gorgon Hammerbearer (⌀40mm) 7 4 4 4 5 2 4 3 8 8 9 8 2+ 5+
Gorgon Terminator (⌀40mm) 8 7 9 7
Gorgon Terminator (⌀40mm) 7 4 4 4 5 2 4 3 8 7 9 7 2+ 5+
WARGEAR
  • Thunder hammer (Gorgon Hammerbearer only)
  • Artificer power axe (Gorgon Terminator only)
  • Combi-bolter
  • Gorgon Pattern Terminator Armour
  • Grenade harness (Gorgon Hammerbearer only)
TRAITS
  • [Allegiance]
  • Iron Hands
SPECIAL RULES
  • Bulky (2)
  • Implacable Advance
  • Feel No Pain (5+)
  • Vanguard (3)
TYPE
  • Gorgon Hammerbearer: Infantry (Sergeant, Heavy)
  • Gorgon Terminator: Infantry (Heavy)
WARGEAR

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.


  • Praetorian Breacher Squad 115 Points
UNIT COMPOSITION: 1 PRAETORIAN PRIMUS, 4 PRAETORIANS
• May include up to 5 additional Praetorians at +18 Points per Model.

The elite Praetorian squads of the XIIIth Legion eschewed the ranged power of the bolter for lethality in close combat, carrying power weapons in its place. Often assigned to shipboard security and used in rapid counterboarding actions to repel enemy incursions, are the speartip of Legion Breacher formations acting as a resilient anvil upon which the enemy will be broken. Relentless in their advance and immovable in defence, the veteran Legionaries of the Praetorian Breacher squads have won countless laurels that honour their skill in close-quarters warfare.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Praetorian Primus (⌀32mm) 8 8 7 7
Praetorian Primus (⌀32mm) 7 4 4 4 4 2 4 2 8 8 7 7 3+ 5+
Praetorian (⌀32mm) 7 8 7 7
Praetorian (⌀32mm) 7 4 4 4 4 2 4 2 7 8 7 7 3+ 5+
WARGEAR
  • Power sword
  • Bolt pistol
  • Boarding shield
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Ultramarines
  • Shield
SPECIAL RULES
  • None
TYPE
  • Praetorian Primus: Infantry (Sergeant, Heavy)
  • Praetorian: Infantry (Heavy)
OPTIONS
  • Up to two Praetorians in this Unit may each have one item from the Legion Equipment list selected for them.
  • One Praetorian in this Unit may have one vexilla selected for it for +10 Points.
  • The Praetorian Primus in this Unit may have its bolt pistol exchanged for one plasma pistol for +10 Points.
  • The Praetorian Primus in this Unit may exchange its power sword for one of the following:
  • Power fist
    +15 Points
  • Legatine axe
    +5 Points


  • Pyroclast Squad 175 Points
UNIT COMPOSITION: 1 PYROCLAST WARDEN, 4 PYROCLASTS
• May include up to 5 additional Pyroclasts at +30 Points per Model.

The Pyroclasts are the burning fury of the Salamanders Legion given form. Shunning conventional Destroyer units, save for a small cadre retained forxenocide operations, Vulkan created the Pyroclasts to fulfil the role ofhringers of utter destruction. To the Salamanders, fire is more than a weapon; it has a mystical function and truth, and embodies both purifying destruction and the potential for rebirth and redemption. But, for renewal to occur, what has gone before must be wiped away. It is this last concept that the Pyroclasts embody and, in battle, they are relentless and remorseless in its application.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Pyroclast Warden (⌀32mm) 9 8 8 8
Pyroclast Warden (⌀32mm) 7 4 4 4 4 2 4 2 9 8 8 8 2+ 6+
Pyroclast (⌀32mm) 8 8 8 8
Pyroclast (⌀32mm) 7 4 4 4 4 2 4 1 8 8 8 8 2+ 6+
WARGEAR
  • Pyroclast flame projector
  • Drakenscale
  • Bolt pistol
  • Melta bombs
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Salamanders
SPECIAL RULES
  • Implacable Advance
TYPE
  • Pyroclast Warden: Infantry (Sergeant)
  • Pyroclast: Infantry
OPTIONS
  • The Pyroclast Warden in this Unit may have one of the following options selected for it:
  • Power weapon
    +10 Points
  • Power fist
    +20 Points
  • Thunder hammer
    +25 Points

Troops


  • Assault Squad 140 Points
UNIT COMPOSITION: 1 ASSAULT SERGEANT, 9 ASSAULT LEGIONARIES
• May include up to 10 additional Assault Legionaries at +12 Points per Model.

Jump pack-equipped assault squads are rapid-attack forces whose wargear is optimised towards close quarter fighting and hit-and-run tactics. The use of jump packs allows assault squads to move with great speed across the battlefi eld and impact the enemy line with savage force, leaping past intervening terrain and open defences to engage their adversaries in bloody melee. Jump pack-equipped assault squads are not embraced to the same extent by all of the Legions for reasons of combat doctrine, temperament or simple resource difficulties, with the Raven Guard and Night Lords being among their greatest proponents.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Assault Sergeant (⌀32mm) 8 7 7 7
Assault Sergeant (⌀32mm) 12 4 4 4 4 1 4 2 8 7 7 7 3+ -
Assault Legionary (⌀32mm) 7 7 7 7
Assault Legionary (⌀32mm) 12 4 4 4 4 1 4 2 7 7 7 7 3+ -
WARGEAR
  • Bolt pistol
  • Chainsword
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (2)
  • Deep Strike
  • Vanguard (2)
TYPE
  • Assault Sergeant: Infantry (Sergeant, Antigrav)
  • Assault Legionary: Infantry (Antigrav)
OPTIONS
  • The Assault Sergeant in this Unit may have its chainsword and/or bolt pistol exchanged for one item each from the Legion Sergeant Melee Weapons list.
  • The Assault Sergeant in this Unit may have its bolt pistol exchanged for one disintegrator pistol for +5 Points or one item from the Legion Pistols list.
  • The Assault Sergeant in this Unit may have its bolt pistol and chainsword, or its combat shield and chainsword, exchanged for one pair of lightning claws for +10 Points.
  • The Assault Sergeant in this Unit may have melta bombs selected for it for +10 Points.
  • Every Model in this Unit may have its bolt pistol exchanged for a combat shield for +2 Points per Model.
  • Any Model in this Unit may have its chainsword exchanged for one chainaxe for Free.
  • For every five Models in this Unit, one Assault Legionary in this Unit may have one of the following options selected for it:
  • Have its chainsword exchanged for one power weapon for +10 Points per Model.
  • Have its chainsword exchanged for one charnabal sabre for +5 Points per Model.
  • Have its chainsword and bolt pistol, or its combat shield and chainsword, exchanged for one heavy chainsword for +5 Points per Model.
  • For every five Models in this Unit, two Assault Legionaries in this Unit may have their chainsword and bolt pistol, or their combat shield and chainsword, exchanged for one heavy chainaxe for +5 Points per Model.
  • For every five Models in this Unit, one Assault Legionary in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.


  • Breacher Squad 140 Points
UNIT COMPOSITION: 1 BREACHER SERGEANT, 9 BREACHER LEGIONARIES
• May include up to 10 additional Breacher Legionaries at +12 Points per Model.

The most hazardous spheres of warfare such as boarding actions and the first wave of attackers into a breached fortress domain can prove lethal beyond endurance, even for the warriors of the Legiones Astartes. For this reason, since the early days of the Great Crusade, specialised wargear and tactics have been under continuous development including the use of heavy’ ablative shields to resist enemy fire and specialised weaponry to bypass bulkheads and shatter strongpoints. Breacher squads are the fruit of this development, with all Legions utilising them across many theatres of war.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Breacher Sergeant (⌀32mm) 8 7 7 7
Breacher Sergeant (⌀32mm) 7 4 4 4 4 1 4 1 8 7 7 7 3+ 5+
Breacher Legionary (⌀32mm) 7 7 7 7
Breacher Legionary (⌀32mm) 7 4 4 4 4 1 4 1 7 7 7 7 3+ 5+
WARGEAR
  • Bolter
  • Bolt pistol
  • Boarding shield
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Shield
SPECIAL RULES
  • Line (1)
TYPE
  • Breacher Sergeant: Infantry (Sergeant, Heavy)
  • Breacher Legionary: Infantry (Heavy)
OPTIONS
  • The Breacher Sergeant in this Unit may have its bolter exchanged for one item from the Legion Sergeant Melee Weapons list or one item from the Legion Combi-weapons list.
  • The Breacher Sergeant in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • The Breacher Sergeant in this Unit may have melta bombs selected for it for +10 Points.
  • One Breacher Legionary in this Unit may have one vexilla selected for it for +10 Points.
  • Up to two Breacher Legionaries in this Unit may each have one item from the Legion Equipment list selected for them.
  • For every five Models in this Unit, one Breacher Legionary in this Unit may have its bolter exchanged for one of the following:
  • Graviton gun
    +10 Points per Model
  • Lascutter
    +10 Points per Model


  • Despoiler Squad 100 Points
UNIT COMPOSITION: 1 DESPOILER SERGEANT, 9 DESPOILER LEGIONARIES
• May include up to 10 additional Despoiler Legionaries at +10 Points per Model.

When close-quarter fighting is expected, Legion Tactical squads will be equipped in the ‘Despoiler’ role, a term that refers to Tactical Legionaries that forgo the standard bolter in favour of alternative weaponry. Despoiler squads are often armed with bolt pistols and chainswords, offering them increased flexibility during boarding actions or trench warfare. On the battlefield, Despoiler squads engage the enemy line directly, carving a bloody path through entrenched foes, shattering their morale and slaughtering all who do not flee.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Despoiler Sergeant (⌀32mm) 8 7 7 7
Despoiler Sergeant (⌀32mm) 7 4 4 4 4 1 4 2 8 7 7 7 3+ -
Despoiler Legionary (⌀32mm) 7 7 7 7
Despoiler Legionary (⌀32mm) 7 4 4 4 4 1 4 2 7 7 7 7 3+ -
WARGEAR
  • Bolt pistol
  • Chainsword
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Line (2)
TYPE
  • Despoiler Sergeant: Infantry (Sergeant)
  • Despoiler Legionary: Infantry
OPTIONS
  • The Despoiler Sergeant in this Unit may have its chainsword and/or bolt pistol exchanged for one item each from the Legion Sergeant Melee Weapons list.
  • The Despoiler Sergeant in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • The Despoiler Sergeant in this Unit may have its bolt pistol and chainsword exchanged for one pair of lightning claws for +10 Points.
  • The Despoiler Sergeant in this Unit may have melta bombs selected for it for +10 Points.
  • For every five Models in this Unit, one Despoiler Legionary in this Unit may have its chainsword exchanged for one of the following:
  • Heavy chainsword
    +5 Points per Model
  • Power weapon
    +10 Points per Model
  • Charnabal sabre
    +5 Points per Model
  • For every five Models in this Unit, one Despoiler Legionary in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • One Despoiler Legionary in this Unit may have one vexilla selected for it for +10 Points.
  • Up to two Despoiler Legionaries in this Unit may each have one item from the Legion Equipment list selected for them.


  • Heavy Support Squad 50 Points
UNIT COMPOSITION: 1 SERGEANT, 4 LEGIONARIES
• May include up to 5 additional Legionaries at +10 Points per Model.

Heavy support squads provide the Legions’ infantry with mobile, Space Marine-portable firepower sufficient to bring down hordes of enemy troops or smash armoured vehicles apart in withering hails of weapons fire. Although tanks and field artillery outrange and outgun heavy support squads in most cases - as well as of course often being much more heavily protected by armour plate - heavy support squads have all the flexibility of the infantryman to their advantage, and are able to disperse in terrain, climb heights to attain better fields of fire, and go where a battle tank or even a Dreadnought cannot.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Sergeant (⌀32mm) 8 7 7 7
Sergeant (⌀32mm) 7 4 4 4 4 1 4 1 8 7 7 7 3+ -
Legionary (⌀32mm) 7 7 7 7
Legionary (⌀32mm) 7 4 4 4 4 1 4 1 7 7 7 7 3+ -
WARGEAR
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Support Unit (1)
TYPE
  • Sergeant: Infantry (Sergeant)
  • Legionary: Infantry
OPTIONS
  • Every Model in this Unit must have one item from the Legion Heavy Weapons list selected for it. Every Model in this Unit must have the same item selected for it.
  • The Sergeant in this Unit may have one item from the Legion Sergeant Melee Weapons list selected for it.
  • One Legionary in this Unit may have one vexilla selected for it for +10 Points.
  • Up to two Legionaries in this Unit may each have one item from the Legion Equipment list selected for them.


  • Tactical Squad 100 Points
UNIT COMPOSITION: 1 SERGEANT, 9 LEGIONARIES
• May include up to 10 additional Legionaries at +10 Points per Model.

Tactical squads are the mainstay of the Space Marine Legions and the force by which the Great Crusade has reconquered much of the galaxy. It is by the fighting power of thousands of superhuman warriors such as these, armed and armoured for battle in the harshest of environments and the deadliest of war zones that the enemies of Mankind have been crushed time and again. The Legion Tactical squad is a highly flexible infantry unit, able to attack or defend at will, assault heavily fortified positions and take and hold strategic objectives or simply slaughter an enemy comprehensively in almost any terrain or situation.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Sergeant (⌀32mm) 8 7 7 7
Sergeant (⌀32mm) 7 4 4 4 4 1 4 1 8 7 7 7 3+ -
Legionary (⌀32mm) 7 7 7 7
Legionary (⌀32mm) 7 4 4 4 4 1 4 1 7 7 7 7 3+ -
WARGEAR
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Fury of the Legion
  • Line (2)
TYPE
  • Sergeant: Infantry (Sergeant)
  • Legionary: Infantry
OPTIONS
  • The Sergeant in this Unit may have its bolter and/or bolt pistol exchanged for one item each from the Legion Sergeant Melee Weapons list.
  • The Sergeant in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • The Sergeant in this Unit may have its bolter exchanged for one item from the Legion Combi-weapons list.
  • The Sergeant in this Unit may have melta bombs selected for it for +10 Points.
  • One Legionary in this Unit may have one vexilla selected for it for +10 Points.
  • Up to two Legionaries in this Unit may each have one item from the Legion Equipment list selected for them.
  • Any Model in this Unit with a bolter may have one of the following selected for it:
  • Bayonet
    +1 Point per Model
  • Chain bayonet
    +2 Points per Model
SPECIAL RULES

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 gunf re 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.


  • Grey Slayer Pack 145 Points
UNIT COMPOSITION: 1 HUSCARL, 9 GREY SLAYERS
• May include up to 10 additional Grey Slayers at +12 Points per Model.

Whereas the Terran style tactical squads, decreasingly evident in the VIth Legion’s order of battle, were disciplined cogs in an intricate machine of war, the Grey Slayers were, in effect, compact individual warbands of Space Marines, all but autonomous in their own right in the field: fluid, sure-footed and largely exempt from the reliance on direct commands from above. They were expected to deal with myriad challenges on their own if needs be and, above all, to close with the enemy on their own terms, to seek and destroy.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Huscarl (⌀32mm) 8 7 7 7
Huscarl (⌀32mm) 7 4 4 4 4 1 4 2 8 7 7 7 3+ -
Grey Slayer (⌀32mm) 7 7 7 7
Grey Slayer (⌀32mm) 7 4 4 4 4 1 4 2 7 7 7 7 3+ -
WARGEAR
  • Bolt pistol
  • Fenrisian axe
  • Combat shield
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Space Wolves
SPECIAL RULES
  • Line (2)
TYPE
  • Huscarl: Infantry (Sergeant)
  • Grey Slayer: Infantry
OPTIONS
  • Any Model in this Unit may have its combat shield exchanged for a bolter for Free.
  • Any Model in this Unit with a bolter may have one of the following selected for it:
  • Bayonet
    +1 Point per Model
  • Chain bayonet
    +2 Points per Model
  • The Huscarl in this Unit may have its Fenrisian axe exchanged for one of the following:
  • Power fist
    +15 Points per Model
  • Lightning claw
    +10 Points per Model
  • Thunder hammer
    +15 Points per Model
  • Frost blade (sword, axe or claw)
    +15 Points per Model
  • The Huscarl in this Unit may have its bolt pistol exchanged for one item from the Legion Pistol list.
  • The Huscarl in this Unit may have its bolter, bolt pistol and Fenrisian axe exchanged for one pair of lightning claws for +15 Points.
  • The Huscarl in this Unit may be given melta bombs for +10 Points.
  • Any Grey Slayer in this Unit may have its Fenrisian axe exchanged for one power weapon for +5 Points per Model.
  • For every five Models in the Unit, one Grey Slayer may have its Fenrisian axe exchanged for one of the following:
  • Heavy chainsword
    +2 Points per Model
  • Power fist
    +20 Points per Model
  • Lightning claw
    +10 Points per Model
  • For every five Models in the Unit, one Grey Slayer may have its bolt pistol exchanged for one item from the Legion Pistol list.
  • One Grey Slayer in this Unit may have one vexilla selected for it for +10 Points.
  • Up to two Grey Slayers in this Unit may each have one item from the Legion Equipment list selected for them.


  • Medusan Immortals Squad 95 Points
UNIT COMPOSITION: 1 IMMORTAL SERGEANT, 4 IMMORTALS
• May include up to 15 additional Immortals at +15 Points per Model.

For Iron Hands Legionaries who had failed their father’s rigid standards and bleak code in battle, whether tasting defeat by the fickle whims of fate or laid low by wounds too terrible to bear, there remained one course of action if their own fame or record did not afford them the licence to carry on without the scorn of their brothers: the ranks of the Medusan Immortals. Armed and armoured principally as breacher units and featuring a high level of cybernetic rebuild among them, it was their lot and their pride to fight and die with steadfast, cold fury, never breaking ranks, marching relentlessly into the jaws of hell.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Immortal Sergeant (⌀32mm) 9 10 7 7
Immortal Sergeant (⌀32mm) 7 4 4 4 4 1 4 1 9 10 7 7 3+ 5+
Immortal (⌀32mm) 8 10 7 7
Immortal (⌀32mm) 7 4 4 4 4 1 4 1 8 10 7 7 3+ 5+
WARGEAR
  • Bolter
  • Bolt pistol
  • Boarding shield
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Iron Hands
  • Shield
SPECIAL RULES
  • Feel No Pain (5+)
  • Implacable Advance
  • Expendable (2)
TYPE
  • Immortal Sergeant: Infantry (Sergeant, Heavy)
  • Immortal: Infantry (Heavy)
OPTIONS
  • The Immortal Sergeant in this Unit may have its bolter exchanged for one item from the Legion Sergeant Melee Weapons list or one item from the Legion Combi-weapons list.
  • The Immortal Sergeant in this Unit have its bolt pistol exchanged for one item from the Legion Pistols list.
  • The Immortal Sergeant in this Unit may have melta bombs selected for it for +10 Points.
  • For every five Models in this Unit, one Immortal in this Unit may have its bolter exchanged for one of the following options:
  • Graviton gun
    +10 Points
  • Lascutter
    +10 Points

Support


  • Apothecary 30 Points
UNIT COMPOSITION: 1 APOTHECARY

A Legion’s Apothecaries carry its most sacred trusts - the care of its fallen and the promise of its future. Serving as battlefield healers it is an Apothecary’s task to return the injured back into the fray and minister final mercy to those in need of it. From those beyond help, they have the onerous duty of recovering the Legion’s gene-seed zygotes for implantation in future generations of Space Marines. These tasks require skill, learning and above all courage - for it is one thing to fight an enemy, and quite another to turn from battle and tend to the fallen in the midst of war, heedless of safety.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Apothecary (⌀32mm) 7 7 7 8
Apothecary (⌀32mm) 7 4 4 4 4 2 4 2 7 7 7 8 3+ -
WARGEAR
  • Bolt pistol
  • Chainsword
  • Narthecium
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Medic (4+)
TYPE
  • Infantry (Specialist)
OPTIONS
  • This Model may have its chainsword exchanged for one item from the Legion Sergeant Melee Weapons list.
  • This Model may have its bolt pistol exchanged for one item from the Legion Pistols list.


  • Araknae Quad Accelerator Platform 125 Points
UNIT COMPOSITION: 1 QUAD ACCELERATOR PLATFORM

Deployable fortifications were used by the Space Marine Legions, comprising of a number of standardised modular components that could be dropped from orbiting vessels and rapidly assembled into networks of defences and support structures that would form the footholds upon which the advance of the Legion was made. Primary amongst these components were gun emplacements mounted with versatile cannon arrays, intended to provide a beaten zone spanning both the land and the air, holding back the advance of the enemy and allowing other Legionary assets to establish their own positions deep in the heart of contested territory.

Armour Transport Capacity
M BS Front Side Rear HP
Quad Accelerator Platform (⌀Use model)
Quad Accelerator Platform (⌀Use model) - 4 12 12 12 5 -
WARGEAR
  • Turret Mounted quad accelerator autocannon
  • Atomantic pavise
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Gun Emplacement
  • Explodes (4+)
TYPE
WARGEAR

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.

SPECIAL RULES

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.


  • Deathstorm Drop Pod 90 Points
UNIT COMPOSITION: 1 DEATHSTORM DROP POD

The Deathstorm drop pod was originally conceived as a means to augment the firepower of orbital assault spearheads, allowing such strike forces to scour enemy fortifications and defence lines of their defenders on the rare occasion that they were able to resist the overwhelming arrival of a drop assault force. The addition of automated Deathstorm missile launchers to the drop pod frame provides fire superiority in these situations, saturating the drop zone in fire and shrapnel and aiming to suppress enemy forces as much as to outright destroy them.

Armour Transport Capacity
M BS Front Side Rear HP
Deathstorm Drop Pod (⌀Use model)
Deathstorm Drop Pod (⌀Use model) - 2 12 12 12 4 -
WARGEAR
  • Turret Mounted Deathstorm missile launcher
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Impact Reactive Doors
  • Orbital Assault Vehicle
  • Deathstorm
TYPE
SPECIAL RULES

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.


  • Rapier Battery 40 Points
UNIT COMPOSITION: 1 RAPIER CREW*
• May include up to 3 additional Rapier Crews at +40 Points per Rapier Crew.
  *Each Rapier Crew consists of 2 Legionaries and 1 Rapier Carrier.

One of a number of similar designs utilised by the Imperium’s armed forces, Rapier carriers are semi-automated tracked weapons carriers with on-board targeting systems and power generators. Designed to mount support weaponry too large and cumbersome for even the superhuman strength of a Space Marine to carry, the Rapier’s relatively small size and mobility makes it a perfect support weapon both in defence and offence where larger field artillery and armoured vehicles cannot go due to their size or weight.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Legionary (⌀32mm) 7 8 7 7
Legionary (⌀32mm) 7 4 4 4 4 1 4 1 7 8 7 7 3+ -
Rapier Carrier (⌀Use model) 1 1 1 1
Rapier Carrier (⌀Use model) 7 1 4 4 6 2 1 - 1 1 1 1 3+ -
WARGEAR
Legionary
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
Rapier Carrier
  • Gravis heavy bolter battery
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Rapier Crew
  • Bulky (3) (Rapier Carrier only)
  • Slow and Purposeful
  • Support Unit (1)
TYPE
  • Legionary: Infantry (Sergeant)
  • Rapier Carrier: Infantry
OPTIONS
  • Each Rapier Carrier in this Unit may have its Gravis heavy bolter battery exchanged for one of the following:
  • Laser destroyer
    +25 Points per Model
  • Graviton cannon
    +20 Points per Model
  • Quad launcher
    +20 Points per Model
  • If your Army includes a Siege Breaker Model with the same Faction Trait as the Models in this Unit, any Rapier Carrier with a quad launcher in this Unit may also have phosphex canister shot for +15 Points per Model.
SPECIAL RULES

Rapier Crew

Each Rapier crew acts in concert to operate their gun carriage, keeping up a steady rate off re 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 arc only Rapier Carrier Models remaining in this Unit, those Models are immediately Removed as Casualties.


  • Tactical Support Squad 40 Points
UNIT COMPOSITION: 1 SERGEANT, 4 LEGIONARIES
• May include up to 5 additional Legionaries at +8 Points per Model.

Tactical support squads are mobile fire support units that replace the utilitarian bolter with more specialised weapons. Operating in close order with the Legion’s other troops, the support squad’s firepower enables a battlefield strike force of Space Marines to act with even more versatility and engage a wider range of targets on its own terms. The most common armaments used by tactical support squads are flamers, rotor cannon, meltas, plasma and volkite weapons but as the desperation of the Horus Heresy grew, the warring Legions delved deeper into their arsenals to bring ever more destructive weapons to bear.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Sergeant (⌀32mm) 8 7 7 7
Sergeant (⌀32mm) 7 4 4 4 4 1 4 1 8 7 7 7 3+ -
Legionary (⌀32mm) 7 7 7 7
Legionary (⌀32mm) 7 4 4 4 4 1 4 1 7 7 7 7 3+ -
WARGEAR
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • None
TYPE
  • Sergeant: Infantry (Sergeant)
  • Legionary: Infantry
OPTIONS
  • Every Model in this Unit must have one item from the Legion Special Weapons list selected for it. Every Model in this Unit must have the same item selected for it.
  • The Sergeant in this Unit may have one item from the Legion Sergeant Melee Weapons list selected for it.
  • The Sergeant in this Unit may have melta bombs selected for it for +10 Points.
  • One Legionary in this Unit may have one vexilla selected for it for +10 Points.
  • Up to two Legionaries in this Unit may each have one item from the Legion Equipment list selected for them.


  • Techmarine 50 Points
UNIT COMPOSITION: 1 TECHMARINE

Techmarines are specialist members of the Legion whose intelligence and aptitude marked them from an early stage for induction into the rites and secrets of the Mechanicum, and so hold dual allegiances both to their Legion and to the Machine Cult of Mars. Their role is to maintain and oversee the manufacture and supply of wargear and vehicles for their Legion, as well as operate and repair the most specialised and complex weaponry on the battlefield. In this a Legion’s Armourium and its Techmarine masters are vital to its ability to wage war.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Techmarine (⌀32mm) 7 7 7 8
Techmarine (⌀32mm) 7 4 4 4 4 2 4 2 7 7 7 8 2+ -
WARGEAR
  • Bolt pistol
  • Power axe
  • Servo-arm
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Battlesmith (2)
TYPE
  • Infantry (Specialist)
OPTIONS
  • This Model may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • This Model may have melta bombs selected for it for +10 Points.
  • This Model may have one cyber-familiar selected for it for +10 Points.


  • Dreadwing Interemptors 125 Points
UNIT COMPOSITION: 1 INTEREMPTOR PRAEFECTUS, 1 INTEREMPTOR
• May include up to 5 additional Interemptors at +20 Points per Model.

Even among the brethren of the infamous Dreadwing, the Interemptors are a grim breed, dedicated as they are to a singular purpose - the utter annihilation of the enemy. When the Interemptors attack, they leave behind no trace of those they conquer - no bodies, no ruins, nothing. They take no trophies of their victories and tell no tales of those that have fallen before them, those consigned to death at their hands are forgotten forever. They are the Lion’s ultimate sanction, his final curse for those foolish enough to stand against the First Legion.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Interemptor Praefectus (⌀32mm) 9 8 7 7
Interemptor Praefectus (⌀32mm) 7 4 4 4 4 1 4 1 9 8 7 7 3+ -
Interemptor (⌀32mm) 8 8 7 7
Interemptor (⌀32mm) 7 4 4 4 4 1 4 1 8 8 7 7 3+ -
WARGEAR
  • Plasma burner
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Rad grenades
TRAITS
  • [Allegiance]
  • Dark Angels
SPECIAL RULES
  • Bitter Duty
  • Support Unit (1)
TYPE
  • Interemptor Praefectus: Infantry (Sergeant)
  • Interemptor: Infantry
OPTIONS
  • For every five Models in this Unit, one Interemptor’s plasma burner may be exchanged for one of the following:
  • Destroyer missile launcher with rad missiles and stasis missiles
    +15 Points per Model
  • Plasma incinerator
    +15 Points per Model
WARGEAR

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


  • Kyzagan Assault Speeder 105 Points
UNIT COMPOSITION: 1 KYZAGAN

With few armoured units able to maintain pace with the Legion’s bike-mounted warriors, the White Scars turned instead to the Javelin platform as a practical solution, modifying a number to suit their requirements, while maintaining a similar level of firepower to a larger Predator orSicaran tank. Mounted with a Kheres assault cannon and two reaper autocannon, the Kyzagan Assault Speeder can unleash a terrifying deluge of firepower, serving as a highly agile heavy weapons platform that is capable of tearing through both armoured vehicles and infantry with ease.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Kyzagan (⌀60mm flying base) 8 8 7 7
Kyzagan (⌀60mm flying base) 14 4 4 4 7 4 4 2 8 8 7 7 3+ -
WARGEAR
  • Kheres assault cannon
  • Two Reaper autocannon
TRAITS
  • [Allegiance]
  • White Scars
SPECIAL RULES
  • Bulky (5)
  • Deep Strike
  • Firing Protocols (3)
TYPE
  • Cavalry (Antigrav)
OPTIONS
  • This Model may have up to two hunter-killer missiles selected for it for +5 Points each.

War Engine


  • Contemptor Dreadnought 150 Points
UNIT COMPOSITION: 1 CONTEMPTOR DREADNOUGHT

At the outbreak of the Horus Heresy, the Contemptor was a relatively recent design that incorporated not only traditional Dreadnought technologies, but arcane systems drawn from the ancient and guarded lore of the Legio Cybernetica of the Mechanicum. Principal among these is a compact atomantic arc reactor more powerful by far than anything of its size in Imperial manufacture. The abundance of energy it generates can be used to grant the Dreadnought frame speed and strength as well as power defensive energy field systems to further increase its battlefield durability.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Contemptor Dreadnought (⌀60mm) 12 10 7 5
Contemptor Dreadnought (⌀60mm) 8 4 4 7 7 6 4 4 12 10 7 5 2+ 5+
WARGEAR
  • None
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Bulky (6)
  • Explodes (5+)
  • Implacable Advance
TYPE
  • Walker
OPTIONS
This Model must have one of the following options selected for it:
  • Two options from the following list:
  • Gravis power fist and one combi-bolter
    +5 Points each
  • Gravis chainfist and one combi-bolter
    +5 Points each
  • Gravis bolt cannon
    Free
  • Gravis melta cannon
    +15 Points each
  • Gravis autocannon
    +10 Points each
  • Gravis plasma cannon
    +10 Points each
  • Conversion beam cannon
    +20 Points each
  • Twin volkite culverin
    +15 Points each
  • Kheres assault cannon
    +15 Points each
  • Twin lascannon
    +15 Points each
  • Paired Gravis power fists and two combi-bolters
    +5 Points
  • Paired Gravis chainfists and two combi-bolters
    +5 Points
This Model may also have any of the following options selected for it:
  • Each of this Model’s combi-bolters may be exchanged for one of the following:
  • Heavy flamer
    +5 Points each
  • Plasma blaster
    +10 Points each
  • Graviton gun
    +10 Points each
  • Meltagun
    +5 Points each
  • This Model may have one havoc launcher selected for it for +5 Points.


  • Deredeo Dreadnought 190 Points
UNIT COMPOSITION: 1 DEREDEO DREADNOUGHT

The Deredeo pattern Dreadnought was an expansion of the same project which gave birth to the first Legiones Astartes Dreadnoughts. It shares many systems with the Contemptor class, but rather than being a general assault unit, the Deredeo is a heavy weapons platform, intended to combine superior firepower with the flexibility’ and durability of a Dreadnought chassis. Deployed in limited numbers to each of the Legions, the Deredeo was treated as a specialist unit as it proved highly resource intensive to produce and maintain, but its undoubted survivability and killing power saw this deemed worthwhile.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Deredeo Dreadnought (⌀80mm) 12 10 7 5
Deredeo Dreadnought (⌀80mm) 7 4 4 6 7 6 4 2 12 10 7 5 2+ 5+
WARGEAR
  • Anvilus autocannon battery
  • Twin heavy bolter
  • Aiolos missile launcher
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Bulky (7)
  • Explodes (5+)
TYPE
  • Walker (Heavy)
OPTIONS
  • This Model may have its Anvilus autocannon battery exchanged for one of the following:
  • Hellfire plasma cannonade
    +15 Points
  • Arachnus heavy lascannon battery
    +25 Points
  • Volkite falconet
    Free
  • This Model may have its Aiolos missile launcher exchanged for four Boreas air defence missile for Free.
  • This Model may have its twin heavy bolter exchanged for one twin heavy flamer for Free.


  • Leviathan Dreadnought 220 Points
UNIT COMPOSITION: 1 LEVIATHAN DREADNOUGHT

Developed in the highest secrecy not on Mars, but on Terra, the Leviathan is an alternative development of the highly successful Contemptor; the resources required to produce one being immense. The Leviathan placed an ultimately lethal strain upon its occupant, though this risk was deemed worthwhile for the destruction they wrought. During the Horus Heresy, Loyalists with access to Terra were able to obtain new chassis, although never many, while Traitors and isolated forces were reduced to marshalling their few Leviathans carefully or hunting down the relics of the dead from battlefields to be recommissioned.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Leviathan Dreadnought (⌀80mm) 12 10 7 5
Leviathan Dreadnought (⌀80mm) 6 4 4 8 8 7 4 4 12 10 7 5 2+ 5+
WARGEAR
  • Two heavy flamers
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Bulky (7)
  • Explodes (5+)
  • Implacable Advance
TYPE
  • Walker (Heavy)
OPTIONS
This Model must have one of the following options selected for it:
  • Two options from the following list:
  • Leviathan siege claw and one meltagun
    Free
  • Leviathan siege drill and one meltagun
    +5 Points each
  • Grav-flux bombard
    +10 Points each
  • Leviathan storm cannon
    +15 Points each
  • Cyclonic melta lance
    +20 Points each
  • Paired Leviathan siege claws and two meltaguns
    +5 Points
  • Paired Leviathan siege drills and two meltaguns
    +5 Points
This Model may also have any of the following options selected for it:
  • Both of this Model’s heavy flamers may be exchanged for two twin volkite calivers for +15 Points.
  • This Model may have one phosphex discharger selected for it for +20 Points.


  • Saturnine Dreadnought 340 Points
UNIT COMPOSITION: 1 SATURNINE DREADNOUGHT

An extension of the technology utilised to develop the standardised Saturnine Terminator armour, this Dreadnought chassis requires vast generators to power its potent weaponry and complex energy shielding. Standing taller than even the Leviathan Siege Dreadnoughts, those interred within the bulky frame of a Saturnine Dreadnought are required to be of an especially disciplined mind, attuned beyond even the requirements of other Legion Dreadnought chassis. Should the incumbent be able to unlock its full potential, there is little on the battlefield that can stand before its wrath.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Saturnine Dreadnought (⌀100mm) 12 10 7 5
Saturnine Dreadnought (⌀100mm) 6 4 4 8 8 8 3 2 12 10 7 5 2+ 4+
WARGEAR
  • Disintegrator cannon
  • Heavy plasma bombard
  • Two photonic incinerators
  • Thermal diffraction field
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Bulky (8)
  • Explodes (4+)
TYPE
  • Walker (Heavy)
OPTIONS
  • This Model may have its heavy plasma bombard exchanged for one of the following:
  • Disintegrator cannon
    +10 Points
  • Inversion beamer
    +10 Points
  • Graviton pulveriser
    +10 Points
  • This Model may have its disintegrator cannon exchanged for one of the following:
  • Heavy plasma bombard
    Free
  • Inversion beamer
    Free
  • Graviton pulveriser
    Free
  • Both of this Model’s photonic incinerators may be exchanged for one of the following:
  • Two concussive resonators
    +10 Points
  • Two heavy particle shredders
    +10 Points


  • Contemptor-Incaendius Dreadnought 200 Points
UNIT COMPOSITION: 1 CONTEMPTOR-INCAENDIUS

The Incaendius subclass is a Contemptor Dreadnought chassis manufactured exclusively for the IXth Legion. Similar in most respects to the widely used Contemptor chassis, the Incaendius differs in one key aspect: the external booster pack secured to its back. This volatile, single-burn, magnetoplasma engine is powerful enough to propel it in a shallow leap at significant velocity, despite the bulk of its armour and ceramite endoskeleton, into the heart of the enemy where its talons of perdition and flamers reap a fearful tally of foes.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Contemptor-Incaendius (⌀60mm) 12 10 7 5
Contemptor-Incaendius (⌀60mm) 8 4 4 7 7 6 4 4 12 10 7 5 2+ 5+
WARGEAR
  • Paired Talons of Perdition
  • Two heavy flamers
TRAITS
  • [Allegiance]
  • Blood Angels
SPECIAL RULES
  • Bulky (7)
  • Explodes (4+)
  • Incaendius Boost Pack
  • Deep Strike
TYPE
  • Walker
OPTIONS
  • Both of this Model’s heavy flamers may be exchanged for one of the following:
  • Two meltaguns
    +20 Points
  • Two Iliastus assault cannon
    +30 Points
WARGEAR

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
1
+2
S
2
2
Aflame (2)
Power, Flame

SPECIAL RULES

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.

Transport


  • Drop Pod 50 Points
UNIT COMPOSITION: 1 DROP POD

Drop pods are self-contained, recoverable orbital descent capsides, each designed to carry a squad of Space Marines (with modified versions fitted to carry Dreadnoughts and other gear). They are used for surprise attacks and combat drops into the midst of active war zones, with Space Marine warships showering them down like ordnance from the edge of space towards their target. Drop pods are armoured and reinforced to withstand the rigours of re-entry (and ground fire to some extent), but their only true defence is speed and unaugmented humans have little chance of surviving flight and landing within one.

Armour Transport Capacity
M BS Front Side Rear HP
Drop Pod (⌀Use model)
Drop Pod (⌀Use model) - 2 12 12 12 4 10
WARGEAR
  • Pintle Mounted combi-bolter
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Light Transport
  • Orbital Assault Vehicle
  • Impact Reactive Doors
TYPE
ACCESS POINTS
  • This Model has Access Points on all Facings.


  • Rhino 60 Points
UNIT COMPOSITION: 1 RHINO

The Rhino is the most widely used armoured personnel carrier in the Imperium. Based on ancient STC technology the fundamental design is robust, reliable and easy to maintain, and its adaptive power plant can run off a wide variety of fuels (with varying degrees of efficiency), making it perfect for the wide ranging armies of the Great Crusade. Produced in the thousands and with several distinct patterns in common use - the Deimos being most widespread in the Space Marine Legions, it has also served as the basis for a number of other war machines.

Armour Transport Capacity
M BS Front Side Rear HP
Rhino (⌀Use model)
Rhino (⌀Use model) 12 4 12 11 10 5 12
WARGEAR
  • Two Pintle Mounted bolters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Light Transport
  • Auto-repair (4+)
TYPE
OPTIONS
  • Each of this Model’s Pintle Mounted bolters may be exchanged for one Pintle Mounted combi-bolter for +5 Points each.
  • One of this Model’s Pintle Mounted bolters may be exchanged for one item from the Legion Pintle Weapons list.
  • This Model may have one of each of the following selected for it:
  • Searchlights
    +5 Points
  • One Hull (Front) Mounted hunter-killer missile
    +10 Points
  • Dozer blade
    +5 Points
ACCESS POINTS
  • This Model has Access Points on both Side Facings and the Rear Facing.


  • Termite 80 Points
UNIT COMPOSITION: 1 TERMITE

Originally designed on Terra for the task of rooting out burrowing xenos species, canny commanders quickly found use for the Termite assault drill for emerging beneath the foundations of enemy bastions or behind trench lines to lay waste to their defenders. The Termite is capable of bringing a full squad of warriors to the battlefield whilst bypassing enemy auspex and atmospheric scanners. Similar in design to the boarding torpedoes launched from starships, the Termite safely transports its passengers thanks to gyroscopic stabilisation harnesses which limit impact and acceleration trauma.

Armour Transport Capacity
M BS Front Side Rear HP
Termite (⌀Use model)
Termite (⌀Use model) 6 4 12 12 10 5 12
WARGEAR
  • Two Pintle Mounted combi-bolters
  • Centreline Mounted melta cutters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Light Transport
  • Deep Strike
TYPE
OPTIONS
  • Both of this Model’s combi-bolters may be exchanged for one of the following:
  • Two Pintle Mounted twin volkite chargers
    +10 Points
  • Two Pintle Mounted heavy flamers
    +5 Points
ACCESS POINTS
  • This Model has Access Points on both Side Facings.

Heavy Transport


  • Dreadclaw Drop Pod 115 Points
UNIT COMPOSITION: 1 DREADCLAW DROP POD

Developed alongside the more common Legion drop pod in general service, specifically designed Dreadnought drop pods are somewhat larger than the standard drop pods of the Legiones Astartes and have a more powerful engine, allowing for a dangerously meteoric descent to the battlefield. This serves to protect their cargo during approach and allow it to strike with unprecedented speed. The stresses involved, however, are such that only the heavily armoured and protected shell of a Dreadnought could hope to survive the descent and impact with the ground without being wrecked or pulverised.

Armour Transport Capacity
M BS Front Side Rear HP
Dreadclaw Drop Pod (⌀Use model)
Dreadclaw Drop Pod (⌀Use model) 15 4 12 12 12 5 12
WARGEAR
  • None
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Drop Transport
TYPE
ACCESS POINTS
  • This Model has Access Points on all Facings.
SPECIAL RULES

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).


  • Dreadnought Drop Pod 100 Points
UNIT COMPOSITION: 1 DREADNOUGHT DROP POD

Developed alongside the more common Legion drop pod in general service, specifically designed Dreadnought drop pods are somewhat larger than the standard drop pods of the Legiones Astartes and have a more powerful engine, allowing for a dangerously meteoric descent to the battlefield. This serves to protect their cargo during approach and allow it to strike with unprecedented speed. The stresses involved, however, are such that only the heavily armoured and protected shell of a Dreadnought could hope to survive the descent and impact with the ground without being wrecked or pulverised.

Armour Transport Capacity
M BS Front Side Rear HP
Dreadnought Drop Pod (⌀Use model)
Dreadnought Drop Pod (⌀Use model) - 2 12 12 12 5 7
WARGEAR
  • None
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Dreadnought Transport
  • Orbital Assault Vehicle
  • Impact Reactive Doors
TYPE
ACCESS POINTS
  • This Model has Access Points on all Facings.
SPECIAL RULES

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).


  • Kharybdis Assault Claw 235 Points
UNIT COMPOSITION: 1 KHARYBDIS ASSAULT CLAW

Employed by many Legions as their primary ship-to-ship assault craft, the Kharybdis is a monstrous drop pod capable of carrying large assault forces through the void and mounting significant firepower to blast a path through defending small craft. The arrival of a flight of these ominous craft, boarding hooks extended as they approach their target, signals the end for the crew of any vessel that dares oppose the Legiones Astartes. Outside of void war, the Kharybdis also serves as a drop ship, capable of both controlled descent and powered take-off from a planetary surface.

Armour Transport Capacity
M BS Front Side Rear HP
Kharybdis Assault Claw (⌀Use model)
Kharybdis Assault Claw (⌀Use model) 14 4 12 12 12 8 22
WARGEAR
  • Turret Mounted Kharybdis missile launcher
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Heavy Drop Transport
TYPE
ACCESS POINTS
  • This Model has Access Points on all Facings.
SPECIAL RULES

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).


  • Land Raider Carrier 265 Points
UNIT COMPOSITION: 1 LAND RAIDER CARRIER

The Land Raider is a masterwork that heralds back to the lost Dark Age of Technology, and since the rediscovery of its STC in the vaults of Mars, several patterns have been established in widespread use varying the balance of its battlefield role from armoured explorer, command and control vehicle, to assault carrier. Despite maintaining many aspects of the original design some of these variants displeased the Forge Lords that oversaw their production, in particular the assault carrier variants, which were viewed as incorporating aberrant diversions that detracted from the purity of the original template.

Armour Transport Capacity
M BS Front Side Rear HP
Land Raider Carrier (⌀Use model)
Land Raider Carrier (⌀Use model) 10 4 14 14 14 8 12
WARGEAR
  • Two Sponson Mounted twin lascannon
  • Hull (Front) twin heavy bolter
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Assault Vehicle
  • Auto-repair (5+)
TYPE
OPTIONS
  • This Model may have its Hull (Front) Mounted twin heavy bolter exchanged for one of the following:
  • Hull (Front) Mounted twin heavy flamer
    Free
  • Hull (Front) Mounted twin lascannon
    +10 Points
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
ACCESS POINTS
  • This Model has Access Points on both Side Facings and the Front Facing.


  • Spartan 400 Points
UNIT COMPOSITION: 1 SPARTAN

The Spartan is a huge armoured conveyer whose purpose is to carry a large contingent of troops into the heart of the enemy, weathering weapons fire that would be the death of any lesser vehicle. Its armament is potent, with most bearing quad lascannon or laser destroyers, while the Prometheus variant mounts quad heavy bolter arrays to devastate enemy infantry. The Spartan takes pride of place in the armouries of many Legions, although its size and the scale of materials required to produce it - which exceeds that of even super-heavy tanks - makes it far less common than the Land Raider in operations.

Armour Transport Capacity
M BS Front Side Rear HP
Spartan (⌀Use model)
Spartan (⌀Use model) 10 4 14 14 14 10 26
WARGEAR
  • Two Sponson Mounted lascannon arrays
  • Hull (Front) Mounted twin heavy bolter
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Assault Vehicle
  • Auto-repair (4+)
TYPE
OPTIONS
  • This Model may have both its Sponson Mounted lascannon arrays exchanged for one of the following:
  • Two Sponson Mounted laser destroyers
    Free
  • Two Sponson Mounted Gravis heavy bolter battery
    Free
  • This Model may have its Hull (Front) Mounted twin heavy bolter exchanged for one of the following:
  • Hull (Front) Mounted twin heavy flamer
    Free
  • Hull (Front) Mounted twin lascannon
    +10 Points
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
ACCESS POINTS
  • This Model has Access Points on both Side Facings and the Front Facing.

Recon


  • Land Raider Explorator 220 Points
UNIT COMPOSITION: 1 LAND RAIDER EXPLORATOR

During the lost days of Mankind’s Golden Age, the Land Raider, armoured and equipped for exploration, was used to scout the most hostile of alien worlds. It was only in later, more warlike times that it would be converted into one of the most potent war machines in the Imperium, and in the Proteus Explorator variant there lingers the influence of its origins. Fitted with a more confined and less accessible transport bay in order to mount an array of scanners and navigational augurs, the Explorator mounts a more focused array of weapons, operating instead as an unmatched pathfinder for any mechanised task force.

Armour Transport Capacity
M BS Front Side Rear HP
Land Raider Explorator (⌀Use model)
Land Raider Explorator (⌀Use model) 12 4 14 14 14 8 10
WARGEAR
  • Two Sponson Mounted twin lascannon
  • Dozer blade
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Auto-repair (5+)
  • Outflank
TYPE
OPTIONS
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of the following selected for it:
  • One Hull (Front) Mounted twin lascannon
    +20 Points
  • One Hull (Front) Mounted twin heavy bolter
    +10 Points
  • One Hull (Front) Mounted twin heavy flamer
    +10 Points
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
ACCESS POINTS
  • This Model has Access Points on both Side Facings.


  • Outrider Squadron 85 Points
UNIT COMPOSITION: 1 OUTRIDER SERGEANT, 2 OUTRIDERS
• May include up to 7 additional Outriders at +20 Points per Model.

Outriders are mechanised Space Marine reconnaissance squads who take to the field mounted on ruggedly constructed, all-terrain armoured ground bikes and scramblers. Used for scouting missions as well as rapid encirclement and hit-and-run attacks behind enemy lines, the chief advantage of the Outriders is speed, their bikes enabling them to cover ground far quicker than infantry and go where heavier vehicles cannot. Rather than precision long ranged weaponry, Outriders mount rapid-fire weaponry, destroying their foes in devastating swift attacks.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Outrider Sergeant (⌀75 x 25mm) 8 8 7 6
Outrider Sergeant (⌀75 x 25mm) 14 4 4 4 4 2 4 1 8 8 7 6 3+ -
Outrider (⌀75 x 25mm) 7 8 7 6
Outrider (⌀75 x 25mm) 14 4 4 4 4 2 4 1 7 8 7 6 3+ -
WARGEAR
  • Twin bolter
  • Bolt pistol
  • Chainsword
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (2)
  • Vanguard (1)
  • Firestorm
  • Implacable Advance
  • Outflank
TYPE
  • Outrider Sergeant: Cavalry (Sergeant)
  • Outrider: Cavalry
OPTIONS
  • Up to two Outriders in this Unit may each have one item from the Legion Equipment list selected for them.
  • The Outrider Sergeant in this Unit may have its chainsword exchanged for one item from the Legion Sergeant Melee Weapons list.
  • Any Model in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • All Models in the Unit may have their twin bolter exchanged for one twin plasma gun for +15 Points per Model.
  • Any Model in this Unit may have their chainsword exchanged for one Astartes shotgun for Free.


  • Reconnaissance Squad 110 Points
UNIT COMPOSITION: 1 RECON SERGEANT, 4 RECON LEGIONARIES
• May include up to 5 additional Recon Legionaries at +17 Points per Model.

The eyes and ears of the Legion in the field, reconnaissance squads are formed from experienced Space Marines expert in operating behind enemy lines, sudden flanking manoeuvres and infiltration attacks in support of their main force. They are armed and equipped with a variety of specialised wargear including long range weaponry, sensor auspex and stealth gear. They also serve the Legion as pickets, saboteurs, raiders and snipers where needed, as well as intelligence gatherers, identifying targets and gathering information on enemy movements and strengths.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Recon Sergeant (⌀32mm) 8 7 7 7
Recon Sergeant (⌀32mm) 7 4 4 4 4 1 4 1 8 7 7 7 3+ -
Recon Legionary (⌀32mm) 7 7 7 7
Recon Legionary (⌀32mm) 7 4 4 4 4 1 4 1 7 7 7 7 3+ -
WARGEAR
  • Astartes shotgun
  • Bolt pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Infiltrate (9)
  • Move Through Cover
  • Support Unit (2)
TYPE
  • Recon Sergeant: Infantry (Sergeant, Skirmish)
  • Recon Legionary: Infantry (Skirmish)
OPTIONS
  • The Recon Sergeant in this Unit may have its Astartes shotgun and/or bolt pistol exchanged for one item from the Legion Sergeant Melee Weapons list.
  • The Recon Sergeant in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • Up to two Recon Legionaries in this Unit may each have one item from the Legion Equipment list selected for them.
  • Any Model in this Unit may have its Astartes shotgun exchanged for one Nemesis bolter for +5 Points per Model.
  • The Recon Sergeant in this Unit may have melta bombs selected for it for +10 Points.


  • Sabre 80 Points
UNIT COMPOSITION: 1 SABRE

Fast, rugged and heavily armed, the Sabre serves as a strike tank, attacking key enemy targets and destroying them long before they can pose a threat. Fitted with a number of advanced weapons systems, from rapid fire autocannon to exotic beam weapons, there were few foes that could resist the firepower of these swift hunters. Once the foe is annihilated, the speed of these fleet vehicles allows them to evade any counter-attack and reposition to strike at the vulnerable flanks of the enemy army, keeping the heavy armour suppressed as the Space Marine infantry advances to crush the foes of the Emperor.

Armour Transport Capacity
M BS Front Side Rear HP
Sabre (⌀Use model)
Sabre (⌀Use model) 16 4 12 11 10 4 -
WARGEAR
  • Centreline Mounted Anvilus snub autocannon
  • Hull (Front) Mounted heavy bolter
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Outflank
TYPE
OPTIONS
  • This Model may have its Centreline Mounted Anvilus snub autocannon exchanged for one of the following:
  • Centreline Mounted neutron blaster
    +10 Points
  • Centreline Mounted volkite saker
    Free
  • This Model may have its Hull (Front) Mounted heavy bolter exchanged for one of the following:
  • Hull (Front) Mounted multi-melta
    +25 Points
  • Hull (Front) Mounted volkite culverin
    +15 Points
  • Hull (Front) Mounted heavy flamer
    Free
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have searchlights selected for it for +5 Points.
  • This Model may have up to four Hull (Front) Mounted Sabre missiles selected for it for +5 Points each.


  • Tarantula Sentry Gun 45 Points
UNIT COMPOSITION: 2 TARANTULA SENTRY GUNS

The Space Marine Legions, in particular, make use of Tarantulas in a forward deployment role and see them as entirely disposable assets, often utilising them in the thick of battle to defend a forward position, draw out enemy forces for attack or even to guard a withdrawal or pin an enemy force during a feint. To this end, Tarantulas may be dropped into forward positions on the battlelines immediately prior to suspected engagement via hovering servo-carriers or placed by reconnaissance forces under concealment to provide an unpleasant surprise for an attacker.

Armour Transport Capacity
M BS Front Side Rear HP
Tarantula Sentry Gun (⌀Use model)
Tarantula Sentry Gun (⌀Use model) - 4 10 10 10 2 -
WARGEAR
  • Turret Mounted twin heavy bolter
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Expendable (3)
  • Infiltrate (9)
  • Independent Sentries
  • Automated Fire Protocols
TYPE
OPTIONS
  • Any Model in this Unit may have its Turret Mounted twin heavy bolter exchanged for one of the following:
  • Turret Mounted twin lascannon
    +20 Points per Model
  • Turret Mounted twin volkite culverin
    +15 Points per Model
  • Turret Mounted sentry melta array
    +25 Points per Model
  • Turret Mounted Hyperios missile launcher
    +15 Points per Model
  • Two Turret Mounted Orias frag missiles
    +15 Points per Model
SPECIAL RULES

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.

Fast Attack


  • Fire Raptor 220 Points
UNIT COMPOSITION: 1 FIRE RAPTOR

A variant of the Storm Eagle, the Fire Raptor gunship was created with the aim of providing overwhelming aerial firepower to Legiones Astartes assault forces. In addition to twin nose mounted Avenger bolt cannon and an array of rockets or missiles, the Fire Raptor replaces the capacious transport bay of the Storm Eagle with ammunition and targeting cogitators for two independent ball turrets. Each of these sophisticated turrets is equipped with a gyroscopic array and crewed by a dedicated Space Marine gunner, allowing each to strike separate targets with pinpoint precision even while the gunship moves at flank speed.

Armour Transport Capacity
M BS Front Side Rear HP
Fire Raptor (⌀120 x 92mm flying base)
Fire Raptor (⌀120 x 92mm flying base) 18 4 12 12 12 6 -
WARGEAR
  • Centreline Mounted twin avenger bolt cannon
  • Two Sponson Mounted Gravis heavy bolter batteries
  • Four Centreline Mounted tempest rockets
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Model may have its two Sponson Mounted Gravis heavy bolter batteries exchanged for two Sponson Mounted Gravis autocannon batteries for +15 Points.
  • This Model may have its four Centreline Mounted tempest rockets all be exchanged for four Centreline Mounted hellstrike missiles for +20 Points.


  • Javelin Squadron 75 Points
UNIT COMPOSITION: 1 JAVELIN
• May include up to 2 additional Javelins at +75 Points per Model.

Javelin attack speeders share many of the advanced systems found in the Scimitar jetbikes of the Legiones Astartes, and as such are both rare and highly valued. Utilising a range ofantigrav impellor technologies, Javelin attack speeders are time-consuming to construct and difficult to repair should they sustain battle damage. Nevertheless, they are fast, highly manoeuvrable, have an extended operational range and, perhaps most importantly, are able to carry a heavy payload of weapon systems. All of these ensure that these attack vehicles remain in demand amongst the Legiones Astartes.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Javelin (⌀60mm flying base) 8 8 7 7
Javelin (⌀60mm flying base) 14 4 4 4 6 4 4 2 8 8 7 7 3+ -
WARGEAR
  • Heavy bolter
  • Cyclone missile launcher
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (5)
  • Deep Strike
  • Firing Protocols (3)
TYPE
  • Cavalry (Skirmish, Antigrav)
OPTIONS
  • Any Model in this Unit may have its cyclone missile launcher exchanged for one of the following:
  • Two heavy flamers
    Free
  • Two heavy bolters
    Free
  • Two lascannon
    +5 Points per Model
  • Two volkite culverin
    +5 Points per Model


  • Land Speeder Squadron 50 Points
UNIT COMPOSITION: 1 LAND SPEEDER
• May include up to 4 additional Land Speeders at +50 Points per Model.

Land Speeders are high-speed reconnaissance and rapid-attack skimmers that utilise antigravity technology to achieve extraordinary battlefield mobility’ and speed. As lightly armoured two-man craft, they rely more on their extreme manoeuvrability and speed for survival than durability, and provide a Space Marine force with a flexible core of rapidly deployable firepower and make for highly able tank hunters and close air support units. As a result, formations of Land Speeders are often called upon to operate as a rapid-reaction force, held in reserve to quickly intercept enemy counter-attacks.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Land Speeder (⌀60mm flying base) 8 8 7 7
Land Speeder (⌀60mm flying base) 16 4 4 4 5 3 4 2 8 8 7 7 3+ -
WARGEAR
  • Heavy bolter
  • Augury scanner
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (4)
  • Deep Strike
  • Firing Protocols (2)
TYPE
  • Cavalry (Skirmish, Antigrav)
OPTIONS
  • Any Model in this Unit may have its heavy bolter exchanged for one of the following:
  • Heavy flamer
    Free
  • Havoc launcher
    +5 Points per Model
  • Multi-melta
    +20 Points per Model
  • Volkite culverin
    +5 Points per Model
  • Plasma cannon
    +10 Points per Model
  • Graviton gun
    +10 Points per Model
  • Any Model in this Unit may have its augury scanner exchanged for one of the following:
  • Heavy flamer
    Free
  • Heavy bolter
    Free
  • Havoc launcher
    Free
  • Multi-melta
    +20 Points per Model
  • Volkite culverin
    +5 Points per Model
  • Plasma cannon
    +10 Points per Model
  • Graviton gun
    +10 Points per Model
  • Any Model in this Unit may have up to two hunter-killer missiles selected for it for +5 Points each.


  • Scimitar Jetbike Squadron 95 Points
UNIT COMPOSITION: 1 SCIMITAR SERGEANT, 2 SCIMITAR HUNTERS
• May include up to 7 additional Scimitar Hunters at +30 Points per Model.

Scimitar jetbike squadrons are feared strike units which use sophisticated and powerful jetbikes as mounts. These grav-impellor assisted, jet engine-propelled craft are more akin to compact aircraft than ground bikes and are able to maintain great speeds for extended periods of low-altitude flight. Their lift-strength is sufficient not only to carry a heavily armoured Space Marine and his wargear aloft, hut also a variety of heavy weapons mounts and stocks of ammunition, giving these swift hunters extremely potent firepower.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Scimitar Sergeant (⌀60mm flying base) 8 8 7 7
Scimitar Sergeant (⌀60mm flying base) 16 4 4 4 4 2 4 1 8 8 7 7 3+ -
Scimitar Hunter (⌀60mm flying base) 7 8 7 7
Scimitar Hunter (⌀60mm flying base) 16 4 4 4 4 2 4 1 7 8 7 7 3+ -
WARGEAR
  • Bolt pistol
  • Chainsword
  • Heavy bolter
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Bulky (3)
  • Deep Strike
TYPE
  • Scimitar Sergeant: Cavalry (Sergeant, Antigrav)
  • Scimitar Hunter: Cavalry (Antigrav)
OPTIONS
  • One Scimitar Hunter in this Unit may have one augury scanner selected for it for +10 Points.
  • The Scimitar Sergeant in this Unit may have its chainsword exchanged for one item from the Legion Sergeant Melee Weapons list.
  • Any Model in this Unit may have its bolt pistol exchanged for one item from the Legion Pistols list.
  • Any Model in this Unit may have its heavy bolter exchanged for one of the following:
  • Volkite culverin
    +5 Points per Model
  • Multi-melta
    +15 Points per Model
  • Plasma cannon
    +10 Points per Model


  • Storm Eagle 200 Points
UNIT COMPOSITION: 1 STORM EAGLE

The Storm Eagle assault gunship is one of the most numerous designs found in a Space Marine Legion airfleet. A tactical strike unit, its primary roles are orbital assault deployment of Legion forces and low-level ground attack. The Storm Eagle is a rugged and durable machine, heavily armed for its size, and considerably protected by armour plating, although it lacks the speed and manoeuvrability of true fighters. In operational use it proved itself an extremely flexible vehicle serving capably as a long range transport, orbital shuttle, scout and interceptor when called upon to do so in addition to its main battlefield roles.

Armour Transport Capacity
M BS Front Side Rear HP
Storm Eagle (⌀120 x 92mm flying base)
Storm Eagle (⌀120 x 92mm flying base) 18 4 12 12 12 6 16
WARGEAR
  • Centreline Mounted twin heavy bolter
  • Centreline Mounted vengeance launcher
  • Four Centreline Mounted tempest rockets
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Assault Vehicle
TYPE
OPTIONS
  • This Model may have its Centreline Mounted twin heavy bolter exchanged for one of the following:
  • Centreline Mounted twin multi-melta
    +15 Points
  • Centreline Mounted cyclone missile launcher
    +10 Points
  • This Model may have its four Centreline Mounted tempest rockets exchanged for one of the following:
  • Four Centreline Mounted hunter-killer missiles
    +15 Points
  • Two Centreline Mounted twin lascannon
    +30 Points
ACCESS POINTS
  • This Model has Access Points on all Facings.


  • Xiphon Interceptor 120 Points
UNIT COMPOSITION: 1 XIPHON

The Xiphon Interceptor is a void/atmospheric combat craft with an ancient lineage with examples of its predecessors having been found in use by lost human enclaves. The performance of the variants that found use in the Legions generated such extreme gravitic forces in flight that the enhanced physiology of a Space Marine was a prerequisite of a pilot. Although armed with a specific and specialised combination of armaments, the Xiphon’s strictly defined combat role as an air-to-air interceptor called for little else.

Armour Transport Capacity
M BS Front Side Rear HP
Xiphon (⌀120 x 92mm flying base)
Xiphon (⌀120 x 92mm flying base) 20 4 11 11 11 5 -
WARGEAR
  • Two Centreline Mounted twin lascannon
  • Centreline Mounted rotary missile launcher
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Interceptor
SPECIAL RULES
  • None
TYPE

Armour


  • Arquitor Bombard 150 Points
UNIT COMPOSITION: 1 ARQUITOR BOMBARD

The Arquitor Bombard is an artillery platform designed to operate at the forefront of a Legiones Astartes advance. Built upon a reinforced chassis and equipped with weapon systems that provide brutal short-range f repower, its variants are called upon to break the most stubborn of fortifications or to annihilate massed enemy infantry and armour. As an infantry support platform, the Arquitor lacks the sheer speed of some of the other heavy armour employed by the Legiones Astartes, an intentional feature of the vehicle that keeps it locked in formation with the infantry it supports.

Armour Transport Capacity
M BS Front Side Rear HP
Arquitor (⌀Use model)
Arquitor (⌀Use model) 8 4 13 12 10 6 -
WARGEAR
  • Centreline Mounted Morbus bombard
  • Two Sponson Mounted heavy bolters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • None
TYPE
OPTIONS
  • If your Army includes a Siege Breaker Model with the same Faction Trait as this Model, this Model’s Centreline Mounted Morbus bombard may also have phosphex shells selected for it for +20 Points.
  • This Model may have its Centreline Mounted Morbus bombard exchanged for one of the following:
  • Centreline Mounted graviton-charge cannon
    +15 Points
  • Centreline Mounted Spicula rocket system
    +15 Points
  • This Model may have both Sponson Mounted heavy bolters exchanged for two Sponson Mounted autocannon for +10 Points or for one item from the Legion Sponson Weapons list.
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points


  • Kratos Assault Tank 280 Points
UNIT COMPOSITION: 1 KRATOS ASSAULT TANK

The Kratos is based on an Ancient Terran pattern, used in large numbers during the Unification of Old Earth. After the Emperor’s treaty was signed with the Lords of Mars, the Kratos was redesigned to serve as the spearhead of the Great Crusade, a line-breaker and foe hammer. Though slow, it is all but impervious to enemy weapons fire and its steady advance was the core of many Space Marine victories during the long years of the Great Crusade. In latter years, the Kratos fell out of favour as the Legions embraced a more mobile style of war, though the ancient war engine lost none of its legendary tenacity.

Armour Transport Capacity
M BS Front Side Rear HP
Kratos (⌀Use model)
Kratos (⌀Use model) 8 4 14 14 14 10 -
WARGEAR
  • Turret Mounted Kratos battlecannon
  • Co-axial (Kratos battlecannon) Mounted autocannon
  • Hull (Front, Left) Mounted heavy bolter
  • Hull (Front, Right) Mounted heavy bolter
  • Two Sponson Mounted heavy bolters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Model may have flashburn shells selected for its Turret Mounted Kratos battlecannon at a cost of +10 Points.
  • This Model may have its Turret Mounted Kratos battlecannon exchanged for one of the following:
  • Turret Mounted volkite cardanelle
    Free
  • Turret Mounted melta blast-gun
    +30 Points
  • This Model may have its Hull (Front, Left) Mounted heavy bolter and its Hull (Front, Right) Mounted heavy bolter exchanged for one of the following:
  • Hull (Front, Right) Mounted volkite caliver and Hull (Front, Left) Mounted volkite caliver
    +5 Points
  • Hull (Front, Right) Mounted autocannon and Hull (Front, Left) Mounted autocannon
    +10 Points
  • Hull (Front, Right) Mounted lascannon and Hull (Front, Left) Mounted lascannon
    +25 Points
  • This Model may have both Sponson Mounted heavy bolters exchanged for one item from the Legion Sponson Weapons list.
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Turret Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
  • Dozer blade
    +5 Points


  • Predator 100 Points
UNIT COMPOSITION: 1 PREDATOR

The Predator is perhaps the best known and most widespread variant of the basic Rhino chassis, equipped with superior armour protection and firepower, but sacrificing the Rhino’s troop transport capacity entirely. It is an effective and versatile medium tank, with a good balance of speed, firepower and protection and whose robust design can field a wide variety of armament configurations. The standard among these is a rapid-firing turret mounted autocannon, but it is also able to mount a number of deadly energy or flame weapons, allowing it to engage a range of targets, along with defensive sponsons.

Armour Transport Capacity
M BS Front Side Rear HP
Predator (⌀Use model)
Predator (⌀Use model) 12 4 13 12 10 5 -
WARGEAR
  • Turret Mounted Predator cannon
  • Two Sponson Mounted heavy bolters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Model may have its Turret Mounted Predator cannon exchanged for one of the following:
  • Turret Mounted flamestorm cannon
    Free
  • Turret Mounted executioner plasma destroyer
    +25 Points
  • Turret Mounted heavy conversion beam cannon
    +30 Points
  • Turret Mounted magna-melta cannon
    +20 Points
  • Turret Mounted graviton cannon
    +20 Points
  • Turret Mounted volkite macro-saker
    +5 Points
  • Turret Mounted neutron blaster
    +15 Points
  • Turret Mounted twin lascannon
    +10 Points
  • This Model may have both Sponson Mounted heavy bolters exchanged for one item from the Legion Sponson Weapons list.
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Turret Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
  • Dozer blade
    +5 Points


  • Scorpius Missile Tank 120 Points
UNIT COMPOSITION: 1 SCORPIUS MISSILE TANK

The Scorpius was a pattern of armoured vehicle that had entered service during the Great Crusade, having been created at the behest of the Space Wolves Legion to provide indirect fire support for assault actions via its advanced missile launcher systems. Fighting alongside Legion Predators, with which it shares many common armour and drive systems, the Scorpius proved itself well-suited to such high intensity operations and had been approved for service across the entire Legiones Astartes before the outbreak of the Horus Heresy.

Armour Transport Capacity
M BS Front Side Rear HP
Scorpius (⌀Use model)
Scorpius (⌀Use model) 10 4 12 11 10 5 -
WARGEAR
  • Turret Mounted Scorpius missile launcher
  • Two Pintle Mounted bolters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Model may have one of its Pintle Mounted bolters exchanged for one item from the Legion Pintle Weapons list.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
  • Dozer blade
    +5 Points


  • Sicaran 160 Points
UNIT COMPOSITION: 1 SICARAN

The Sicaran chassis was one of the most advanced armoured units in the arsenal of the Great Crusade and was the exclusive province of the Space Marine Legions. Its introduction was ongoing at the outbreak of the Horus Heresy but already its success on the battlefield had led to the development of a number of variants, each making use of alternative turret mounted weapons to specialise the capability of the host vehicle. Notably these included the Omega plasma array, the Punisher rotary cannon and the Arcus missile launcher in addition to the standard Accelerator autocannon armament.

Armour Transport Capacity
M BS Front Side Rear HP
Sicaran (⌀Use model)
Sicaran (⌀Use model) 14 4 13 12 12 6 -
WARGEAR
  • Turret Mounted twin accelerator autocannon
  • Hull (Front) Mounted heavy bolter
  • Two Sponson Mounted heavy bolters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Model may have its Turret Mounted twin accelerator autocannon exchanged for one of the following:
  • Turret Mounted Arcus missile launcher
    +40 Points
  • Turret Mounted punisher rotary cannon
    +10 Points
  • Turret Mounted Omega plasma array
    +25 Points
  • This Model may have both Sponson Mounted heavy bolters exchanged for one item from the Legion Sponson Weapons list.
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Turret Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points


  • Sicaran Venator 170 Points
UNIT COMPOSITION: 1 SICARAN VENATOR

The Sicaran Venator replaces the turret mounted armaments of the Sicaran with a powerful neutron laser, which, when utilised with the speed and manoeuvrability provided by the advanced chassis and drivetrain of the chassis, results in a formidable tank destroyer weapon. Despite the relative rarity of the vehicles, their capabilities ensured they were ever in great demand as Legion commanders came to rely on their potent combination of durability, speed and firepower to prevail where lesser Predators or Vindicators could not.

Armour Transport Capacity
M BS Front Side Rear HP
Sicaran Venator (⌀Use model)
Sicaran Venator (⌀Use model) 14 4 13 12 12 6 -
WARGEAR
  • Centreline Mounted neutron beam laser
  • Turret Mounted heavy bolter
  • Two Sponson Mounted heavy bolters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Explodes (5+)
TYPE
OPTIONS
  • This Model may have both Sponson Mounted heavy bolters exchanged for one item from the Legion Sponson Weapons list.
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points


  • Vindicator Siege Tank 140 Points
UNIT COMPOSITION: 1 VINDICATOR SIEGE TANK

The Vindicator is a dedicated siege tank, heavily armoured and armed with a devastating cannon. In battle these vehicles are deployed to breach enemy fortifications and destroy the heaviest enemy vehicles, moving to point-blank range before unleashing a devastating salvo of demolisher shells capable of sundering any armour. These vehicles are especially useful in the confined terrain of cities or other enclosed battlefields, where their short range is far less of a disadvantage and the ability of their demolisher cannon to smash buildings to broken ruins can be used to forge a path through otherwise impassable obstacles.

Armour Transport Capacity
M BS Front Side Rear HP
Vindicator (⌀Use model)
Vindicator (⌀Use model) 10 4 13 13 10 6 -
WARGEAR
  • Centreline Mounted demolisher cannon
  • Hull (Front) Mounted combi-bolter
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Model may have its Centreline Mounted demolisher cannon exchanged for one Centreline Mounted magna laser destroyer for +20 Points.
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
  • Dozer blade
    +5 Points

Lords of War


  • Cerberus Heavy Tank Destroyer 400 Points
UNIT COMPOSITION: 1 CERBERUS HEAVY TANK DESTROYER

The Cerberus mounts a neutron laser battery and the sizable atomantic arc-reactors and radiation shielding needed to operate the weapon. This particular variant of neutron weaponry is a relic of the Dark Age of Technology and even when properly shielded, each shot fired floods the interior with exotic radiation. Few crews last for more than a few years before requiring extensive augmetic reconstruction yet, despite the terrible cost of its use, the neutron laser is one of the most effective anti-tank weapons available to the Space Marine Legions and even titan-class targets are vulnerable to the discharges of this weapon.

Armour Transport Capacity
M BS Front Side Rear HP
Cerberus (⌀Use model)
Cerberus (⌀Use model) 10 4 14 14 13 12 -
WARGEAR
  • Centreline Mounted neutron laser battery
  • Two Sponson Mounted heavy bolters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Explodes (4+)
TYPE
OPTIONS
  • This Model may have both Sponson Mounted heavy bolters exchanged for one item from the Legion Sponson Weapons list.
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points


  • Falchion Super-Heavy Tank Destroyer 650 Points
UNIT COMPOSITION: 1 FALCHION SUPER-HEAVY TANK DESTROYER

The Falchion was developed long before the outbreak of the Horus Heresy and as such its prey was not the enemy Titans it would later see such extensive combat against. As the Great Crusade expanded ever outward, the Expeditionary fleets encountered a staggering array of foes, some of whom were of a truly gargantuan scale. The Falchion’s neutron-wave cannon is one of the most powerful vehicle mounted, anti-tank weapons in the Imperium’s arsenal and it requires such an investment in resources to construct just a single example that its use is limited to the Legiones Astartes.

Armour Transport Capacity
M BS Front Side Rear HP
Falchion (⌀Use model)
Falchion (⌀Use model) 10 4 14 13 12 18 -
WARGEAR
  • Centreline Mounted neutron-wave cannon
  • Two Sponson Mounted lascannon arrays
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Model may have both Sponson Mounted lascannon arrays exchanged for one of the following:
  • Two Sponson Mounted laser destroyers
    Free
  • Two Sponson Mounted Gravis heavy bolter batteries
    Free
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points


  • Fellblade Super-Heavy Battle Tank 650 Points
UNIT COMPOSITION: 1 FELLBLADE SUPER-HEAVY BATTLE TANK

Based upon the same Standard Template Construct pattern as the Baneblade super-heavy tanks of the vast armoured brigades of the Imperial Crusade Army, the Fellblade was a more advanced variant that first saw widespread service in the Space Marine Legions in the decades before the Horus Heresy. The Fellblade was most notable for its use of both Mechanicum atomantic arc-reactor technology and a reinforced metaplas alloy chassis superior to that of the Banehlade, and the employment of an advanced accelerator cannon - all fruits of technologies restored to humanity by the later conquests of the Great Crusade.

Armour Transport Capacity
M BS Front Side Rear HP
Fellblade (⌀Use model)
Fellblade (⌀Use model) 10 4 14 13 12 18 -
WARGEAR
  • Turret Mounted Fellblade accelerator cannon
  • Hull (Front) Mounted twin heavy bolter
  • Hull (Front) Mounted demolisher cannon
  • Two Sponson Mounted lascannon arrays
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Model may have its Hull (Front) Mounted twin heavy bolter exchanged for one Hull (Front) Mounted twin heavy flamer for Free.
  • This Model may have both Sponson Mounted lascannon arrays exchanged for one of the following:
  • Two Sponson Mounted laser destroyers
    Free
  • Two Sponson Mounted Gravis heavy bolter batteries
    Free
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points


  • Glaive Super-Heavy Special Weapons Tank 650 Points
UNIT COMPOSITION: 1 GLAIVE SUPER-HEAVY SPECIAL WEAPONS TANK

The Glaive is a super-heavy tank pattern based on the Fellblade, outfitted with a potent volkite carronade, a device of the Mechanicum whose design is said to have originated on Mars during the wars of the Age of Strife. It was not without acrimony that the Forge Lords agreed to the Emperor’s demand for a Legion tank to be created that utilised this weapon. The effort of constructing practicable numbers of super-heavy tanks around the volkite carronade is considered well worth the expenditure in resources required, for multiple targets are struck down by its ravening beam before even a portion of its energy is dissipated.

Armour Transport Capacity
M BS Front Side Rear HP
Glaive (⌀Use model)
Glaive (⌀Use model) 10 4 14 13 12 18 -
WARGEAR
  • Turret Mounted volkite carronade
  • Hull (Front) Mounted twin heavy bolter
  • Two Sponson Mounted lascannon arrays
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Model may have its Hull (Front) Mounted twin heavy bolter exchanged for one Hull (Front) Mounted twin heavy flamer for Free.
  • This Model may have both Sponson Mounted lascannon arrays exchanged for one of the following:
  • Two Sponson Mounted laser destroyers
    Free
  • Two Sponson Mounted Gravis heavy bolter batteries
    Free
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points


  • Mastodon Super-Heavy Assault Transport 600 Points
UNIT COMPOSITION: 1 MASTODON SUPER-HEAVY ASSAULT TRANSPORT

The Mastodon is one of the heaviest assault transports in the arsenal of the Legiones Astartes and one reserved for use against the most heavily fortified positions. Several times the size of a Land Raider, it can convey over forty Space Marines through the most perilous of battlefields and protect them even from enemy Titans. The Mastodon’s primary role is to deliver these troops directly into the breach created with the siege melta array mounted on its armoured prow. Few fortifications can withstand this fearsome weapon, the Legionaries passing through the melted stone and steel directly into the heart of the enemy position.

Armour Transport Capacity
M BS Front Side Rear HP
Mastodon (⌀Use model)
Mastodon (⌀Use model) 10 4 14 14 14 20 42
WARGEAR
  • Centreline Mounted siege melta array
  • Turret Mounted Skyreaper battery
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Assault Vehicle
  • Mastodon Transport Bay
  • Void Shields (2)
TYPE
OPTIONS
  • This Model must have two items from the Legion Sponson Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
ACCESS POINTS
  • This Model has one Access Point on the Rear Facing and one Access Point on the Front Facing.
SPECIAL RULES

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.


  • Sokar Stormbird 850 Points
UNIT COMPOSITION: 1 SOKAR STORMBIRD

The Sokar Stormbird is a dedicated attack lander, developed during the Unification Wars on Ancient Terra and adapted by the Emperor for Legion use. The Sokar itself was one of the later patterns developed and was the design precursor to the smaller, more widely produced Thunderhawk Gunship. It was conceived as a specialised, high durability orbital assault craft - almost a mobile bastion and firebase - which could land a Space Marine strike force and withstand heavy’ ground fire while its passengers forced a landing zone.

Armour Transport Capacity
M BS Front Side Rear HP
Sokar Stormbird (⌀No official base size)
Sokar Stormbird (⌀No official base size) 16 4 14 14 14 22 52
WARGEAR
  • Two Hull (Left) Mounted twin lascannon
  • Two Hull (Right) Mounted twin lascannon
  • Two Turret Mounted twin heavy bolters
  • Hull (Rear) Mounted twin heavy bolter
  • Six Centreline Mounted hellstrike missiles
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
SPECIAL RULES
  • Stormbird Transport Bay
  • Void Shields (2)
TYPE
  • Vehicle (Transport, Super-heavy, Flyer)
OPTIONS
  • Any of this Model’s Hull (Left) Mounted twin lascannon may each be exchanged for one Hull (Left) Mounted Gravis heavy bolter battery for Free.
  • Any of this Model’s Hull (Right) Mounted twin lascannon may each be exchanged for one Hull (Right) Mounted Gravis heavy bolter battery for Free.
ACCESS POINTS
  • If this Model does not have a base, it is considered to have Access Points on all Facings.
SPECIAL RULES

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.


  • Thunderhawk Gunship 685 Points
UNIT COMPOSITION: 1 THUNDERHAWK GUNSHIP

The Thunderhawk Gunship was a development of the later Great Crusade, intended to bridge the gap in size and capacity between smaller designs such as the Storm Eagle and the larger and more costly Stormbird. Designed to operate in atmosphere and void space, it combines the roles of orbital troop lander and heavy’ gunship, and proved a highly successful addition to a Legion’s fleet. With the outbreak of the wars of the Horus Heresy, both sides ramped up production of Thunderhawks to meet the ongoing demands of the war.

Armour Transport Capacity
M BS Front Side Rear HP
Thunderhawk (⌀No official base size)
Thunderhawk (⌀No official base size) 18 4 13 13 13 18 32
WARGEAR
  • Centreline Mounted turbo-laser destructor
  • Two Turret Mounted twin heavy bolters
  • Two Sponson Mounted twin heavy bolters
  • Two Hull (Front) Mounted lascannon
  • Six Centreline Mounted hellstrike missiles
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Thunderhawk Transport Bay
TYPE
  • Vehicle (Transport, Super-heavy, Flyer)
ACCESS POINTS
  • If this Model does not have a base, it is considered to have Access Points on all Facings.
SPECIAL RULES

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.


  • Typhon Heavy Siege Tank 400 Points
UNIT COMPOSITION: 1 TYPHON HEAVY SIEGE TANK

The Typhon is a mobile gun platform of prodigious strength and carrying capacity designed to operate a single massive piece of siege artillery - the Dreadhammer cannon. The design itself was created in response to a request for a war machine that could rapidly deploy such fortress-breaking firepower to the battle line at speeds greater than the slow crawl of the Imperial Army’s heavy batteries. Many observers have labelled it as little more than an ‘upscaled’ Vindicator in design, and while in some ways this may be true, few can deny its utterly brutal effectiveness in action.

Armour Transport Capacity
M BS Front Side Rear HP
Typhon (⌀Use model)
Typhon (⌀Use model) 10 4 14 14 13 12 -
WARGEAR
  • Centreline Mounted Dreadhammer siege cannon
  • Two Sponson Mounted heavy bolters
TRAITS
  • [Allegiance]
  • [Legiones Astartes]
  • Smokescreen
SPECIAL RULES
  • Explodes (5+)
TYPE
OPTIONS
  • This Model may have both Sponson Mounted heavy bolters exchanged for one item from the Legion Sponson Weapons list.
  • This Model may have one item from the Legion Pintle Weapons list selected for it.
  • This Model may have one of each of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the Assault Phase, with a higher value making it both easier for the Model to make attacks and more difficult for opponents to do so (see Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’s capacity for receiving Damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
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.
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.

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
1
A
+2
2
3
-
Power, Sword of the Order
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).
Breaching (X)

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

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

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

A Breaching Wound is always treated as having an AP Characteristic of 2 regardless of the Characteristics of the Weapon used to make the attack.

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
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.
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.

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 he 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.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

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

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

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

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

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

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

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

If a Fire Group includes multiple attacks made with the Blast (X) Special Rule, do not place multiple Blast Markers. A single Blast Marker is placed using the Rules detailed above, and a Hit Test is made for each attack in that Fire Group. For each successful Hit Test, one Hit is inflicted for each Model from the target Unit that is fully or partially under the Blast Marker. If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests. For each Hit Test that was unsuccessful, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.
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
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to-Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.
Detonation

Designed to be carefully attached to a target and blast precise holes in the thickest armour, these cumbersome devices are ill-suited to open war. However, when a vulnerable target can be isolated in battle, there are no better tools for piercing its protection.

Weapons with this Special Rule can only attack Vehicles and immobile Models.

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

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

Krak grenades

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

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

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

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

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:
  • Any Hits inflicted by a Model with the Paragon Type, as part of either Shooting Attacks or in close combat, are allocated by the attacking Model’s Controlling Player and not the Controlling Player of the Target Unit.
  • Models with the Paragon Type may join and leave a Unit that includes Models with the Infantry Type, and Models with the Infantry Type may join and leave a Unit that includes one or more Models with the Paragon Type.
  • Models with the Paragon Type may Embark and Disembark upon Models with the Transport Sub-Type.
  • A Model with the Paragon Type may Issue and Accept Challenges.
  • The Controlling Player of a Unit that includes one or more Models with the Paragon Type may use the Characteristics of one of those Models to resolve any Characteristic Checks made for that Unit.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Paragon Type counts as a number of Models equal to that Model’s Base Wounds Value.
Unique

Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.

The following Rules apply to all Models with the Unique Sub-Type:
  • An Army may not include more than a single instance of a given Model with this Sub-Type. For example, if Model A and Model B both have the Unique Sub-Type then a single Army could include one of Model A and one of Model B, but no more than one of either Model.
  • A Model with the Unique Sub-Type or a Unit composed entirely of Models with the Unique Sub-Type may not have any options other than those included on its Army List Profile selected for them.
TROOPS – The line troops that hold ground and allow generals to claim victory.
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:
  • When the Controlling Player of a Model with this Special Rule makes a Reserve Roll for a Outrider Squadron Unit which only includes Models with the Dark Angels Trait or a Scimitar Jetbike Squadron Unit which only includes Models with the Dark Angels Trait, that Roll is modified by +1.
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Bulky (X)

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

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

A Model with the Bulky (X) Special Rule does not use up 1 Point of Transport Capacity when it Embarks on a Model with the Transport Sub-Type. Instead it uses up a number of points of Transport Capacity equal to the value of X attached to the variant of the Bulky (X) possessed by that Model.
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.
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.
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.
Reaping Blow (X)

Whether by skill or the merits of a weapon’s design, some warriors are capable of sweeping strikes that scythe through the ranks of the foe.

If a Model with this Special Rule is outnumbered, it gains extra attacks.

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

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
1
A
S
3
1
Shred (4+), Breaching (4+), Reaping Blow (2)
Chain, Sword of the Order
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.
HIGH COMMAND – The highest ranked officers of an Army.
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.
COMMAND – The line officers of an Army.
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.
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.
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.
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.
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.

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
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.
Stun (X)

Some weapons are designed not only to kill and main, but also to shock and disorient the foe. Such weapons may rely on blinding flares, bursts of enervating energy or even subtle poisons to slow and disable the enemy, but their effects are the same. Debilitated and vulnerable, warriors struck by such weapons become easy prey.

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

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

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

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

TRANSPORT – Units dedicated to ferrying more vulnerable Units across the Battlefield.
RECON – Light infantry and cavalry intended to harass, pursue and track the foe.
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:
  • If four or more Troops Battlefield Role Slots in the Primary Detachment of this Army are filled then any Transport Battlefield Role Slots in the Primary Detachment may be exchanged for Recon Battlefield Role Slots. Any Recon Battlefield Role Slots included in the Primary Detachment in this way must be filled with Land Raider Explorator Units.

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:
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.
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.
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.
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.
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
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.

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
1
A
+2
2
2
Armourbane, Reaping Blow (1)
-
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.

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
1
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

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

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:
  • If four or more Troops Battlefield Role Slots in the Primary Detachment of this Army are filled with Grey Slayer Pack Units, then all Force Organisation Slots with the Troops Battlefield Role in the Primary Detachment are considered Prime Slots.

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:
  • Until the end of the first Battle Turn of the Battle, all Models in this Army with the Infantry or Paragon Types and the Space Wolves Trait have the Move Through Cover Special Rule.
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.
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.

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
1
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

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

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.
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.
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.
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.
Alternative models by Artel W:

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.
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.

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
1
A
+1
2
2
Critical Hit (5+), Impact (AM)
Power

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

Antigrav

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

The following Rules apply to all Models with the Antigrav Sub-Type:
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore the effects of any and all Terrain it passes over during movement, including passing over Impassable Terrain without penalty or restriction. However, such Units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain Tests as normal.
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore both friendly and enemy Models and Units when moving. However, when moving over a friendly Unit all Models with the Antigrav Sub-Type must end their move at least 1" away from all Models that are not part of the same Unit, or if moving over an enemy Unit, must end their move at least 1" away from any enemy Model.
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:
  • Once per Turn, when the Controlling Player of a Model with this Special Rule makes a Reserves Roll for a Unit which only includes Models with the Blood Angels Trait and the Deep Strike Special Rule, before the Reserves Roll is made, that Player can choose to modify that Roll by +1. If this modifier is applied, that Unit must be deployed using the Deep Strike Special Rule.
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.
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.
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.

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
1
A
S
3
2
Duellist’s Edge (1)
Power
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.

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
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.
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.
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.

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

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

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:
  • Until the end of the first Battle Turn of the Battle, all Models in this Army with the Infantry Type and the Iron Hands Trait have the Feel No Pain (6+) Special Rule.
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:
  • Repair – The Target Model gains a number of Wounds or Hull Points equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model. This cannot increase the Target Model’s Wounds or Hull Points above its Base Value.
  • Restore – A number of Statuses equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model may be removed from the Target Model.
Activating the Battlesmith (X) Special Rule does not limit the Acting Model or the Target Model when moving or attacking in the same Turn.
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.
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 Model with the Feel No Pain (X) Special Rule gains a Feel No Pain Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process or Step 8 of the Initiative Step of the Fight Sub-Phase 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 Feel No Pain Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule.

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
1
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

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

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:
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.

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
1
A
+2
2
3
Critical Hit (5+), Armourbane
Power

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

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:
  • If four or more Troops Battlefield Role Slots in the Primary Detachment of this Army are filled and at least one Model in each Unit filling those Slots has been upgraded with a Forge-crafted Weapon, then all Force Organisation Slots with the Troops Battlefield Role in the Primary Detachment are considered Prime Slots.

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:
  • Until the end of the first Battle Turn of the Battle, the Controlling Player may ignore all negative modifiers to the Leadership, Willpower, Cool and Intelligence Characteristics of all Models with this Special Rule.
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.

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
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.

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

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:
  • Until the end of the first Battle Turn of the Battle, all Models in this Army with the Infantry Type and the Raven Guard Trait have the Move Through Cover Special Rule.
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.
Bolter

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

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

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

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

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:
Paragon blade

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

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

Chainsword

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

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

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

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.
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.
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:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
1
A
S
3
1
Breaching (6+)
Power
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Gravis power fist
Gravis power fist
1
A
+3
2
3
-
Power
Paired Gravis power fists
Paired Gravis power fists
1
+1
+3
2
3
-
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Crozius Arcanum
Crozius Arcanum
1
A
+2
3
2
Breaching (6+)
Power
Lightning claw
Lightning claw
1
A
S
3
1
Rending (6+), Breaching (6+)
Power
Pair of lightning claws
Pair of lightning claws
1
+2
S
3
1
Rending (6+), Breaching (6+)
Power
Saturnine war axe
Saturnine war axe
1
A
+1
2
2
Reaping Blow (2)
Power
Saturnine concussion hammer
Saturnine concussion hammer
-3
A
x2
2
3
Critical Hit (6+)
Power
Saturnine disruption fist
Saturnine disruption fist
-2
A
+2
2
3
-
Power
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
1
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.
Legion Officer Wargear
  • - Bolt pistol
    Free
  • - Chainsword
    Free
  • - Bolter
    +5 points
  • - Volkite serpenta
    +5 points
  • - Hand flamer
    +5 points
  • - Plasma pistol
    +5 points
  • - Disintegrator pistol
    +5 points
  • - Chainaxe
    Free
  • - Charnabal sabre
    +5 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • - Lightning claw
    +10 points
  • - Thunder hammer
    +15 points
  • - Combat shield
    Free
  • - Boarding shield
    +5 points
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.
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:
  • Combi-flamer: Bolter (primary) and flamer (secondary)
  • Combi-melta: Bolter (primary) and melta gun (secondary)
  • Combi-plasma: Bolter (primary) and plasma gun (secondary)
  • Combi-volkite: Bolter (primary) and volkite charger (secondary)
  • Combi-grenade: Bolter (primary) and grenade launcher - Krak (secondary)
  • Combi-disintegrator: Bolter (primary) and disintegrator (secondary)
  • Combi-grav: Bolter (primary) and graviton gun (secondary)
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
Legion Combi-weapons
  • - Combi-bolter
    +5 points
  • - Combi-flamer
    +10 points
  • - Combi-melta
    +10 points
  • - Combi-plasma
    +10 points
  • - Combi-volkite
    +10 points
  • - Combi-grenade
    +10 points
  • - Combi-disintegrator
    +10 points
  • - Combi-grav
    +10 points
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

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

Pair of lightning claws

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

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Saturnine war axe
Saturnine war axe
1
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.
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:
  • A Unit that includes only Models with the Heavy Sub-Type gains a bonus of +1 to its Cool Characteristic for Checks to avoid gaining Tactical Statuses.
  • A Unit that includes any Models with the Heavy Sub-Type may not Rush.
  • A Unit that includes any Models with the Heavy Sub-Type only uses its Movement Characteristic to determine how far it moves as part of a Set-up Move, not Movement and Initiative totalled.
Implacable Advance

The wargear of many Legiones Astartes warriors and war machines incorporates a variety of targeting and stabilisation systems, enabling larger weaponry to be brought to bear even at close ranges.

Models with this Special Rule can make Volley Attacks with other Weapons.

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

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

Many warriors are steady hut 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.
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

Chainfist

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

Legion Terminator Melee Weapons
  • - Lightning claw
    +5 points
  • - Power fist
    +10 points
  • - Chainfist
    +10 points
  • - Thunder hammer
    +10 points
Pair of lightning claws

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

Bolter

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

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

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
1
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
Poisoned (X)

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

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

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

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.
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.

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
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.
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.
First Strike (X): If a Player causes one or more enemy Units to have all of their remaining Models Removed as Casualties (Units that Fall Back off the Battlefield count for this purpose) in their first Player Turn as the Active Player, then that Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this 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).
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.
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.

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
1
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.
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.

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
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:

High Command
Command
Legion Pistols
  • - Plasma pistol
    +5 points
  • - Hand flamer
    +5 points
  • - Volkite serpenta
    +5 points

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
1
A
+2
2
2
Armourbane
Power
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.

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
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.
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.
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.

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
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.

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

High Command
Elites
Heavy Assault
Troops
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
1
1
10
2
3
Critical Hit (6+)
Power
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.
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.

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
1
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.

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
1
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.

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
1
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.

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
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.
Augury Scanner

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

Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.

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.
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.
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.

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

Thunder hammer

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

The steel warriors of the Mechanicum are unlike any other force in the galaxy, unflinching automatons of logic engrams and gears. Though far more rugged than even the Emperor’s Legiones Astartes, they are bound to the unchanging dictates of their programming and lack the tactical flexibility of flesh and blood warriors.

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

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
1
A
+1
3
1
Breaching (6+)
Power

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 hut 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.
Chain bayonet

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

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.

Crozius Arcanum

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Crozius Arcanum
Crozius Arcanum
1
A
+2
3
2
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.
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.
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.
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:
  • Until the end of this Turn, Models in that Unit gain the Line (1) Special Rule (and lose the Vanguard (X) Special Rule if they had it).
  • Until the end of this Turn, Models in that Unit gain the Vanguard (1) Special Rule (and lose the Line (X) Special Rule if they had it).
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:
  • All Models with the Transport Sub-Type have a Transport Capacity Characteristic, which determines the maximum number of Models that can Embark upon it - one Model per point of Transport Capacity, unless another Rule states otherwise.
  • Only Models with the Infantry or Paragon Type may Embark or Disembark upon a Model with the Transport Sub-Type.
  • A Unit may only Embark on a Model with the Transport Sub-Type if all Models in the Embarking Unit have the same Faction as the Model with the Transport Sub-Type.
  • A Model with the Transport Sub-Type may only have a single Unit Embarked upon it at any one time (Models with the Specialist Sub-Type, Command Sub-Type or Paragon Type that have joined a Unit are considered part of that Unit and may Embark alongside it).
  • A Unit may not be partially Embarked on a Model with the Transport Sub-Type - either all Models or no Models in a Unit may be Embarked on a given Model.
  • If a Model with the Transport Sub-Type has a Unit Embarked upon it, the Embarked Unit is not considered part of the same Unit. The two remain separate Units for all purposes.
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.
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.
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.
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

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

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

Legion Pintle Weapons
  • - Pintle Mounted combi-bolter
    +5 points
  • - Pintle Mounted combi-flamer
    +10 points
  • - Pintle Mounted combi-plasma
    +10 points
  • - Pintle Mounted combi-melta
    +10 points
  • - Pintle Mounted combi-volkite
    +10 points
  • - Pintle Mounted havoc launcher
    +5 points
  • - Pintle Mounted heavy bolter
    +10 points
  • - Pintle Mounted heavy flamer
    +10 points
  • - Pintle Mounted multi-melta
    +25 points
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

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.
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:
  • Force sword
  • Force axe
  • Force maul
  • Force staff
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Force sword
Force sword
1
A
+1
3
1
Force (D)
Psychic
Force axe
Force axe
-1
A
+2
2
1
Force (D)
Psychic
Force maul
Force maul
-1
A
+3
3
1
Force (D)
Psychic
Force staff
Force staff
+1
A
+2
4
1
Force (D)
Psychic
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.

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:
  • That Model is the winner of a Challenge.
  • That Model is part of a Combat that included at least one enemy Model that does not have the Vehicle Type, of which the Controlling Player is declared the winner.

All Honour Points gained by a Model are lost when:
  • That Model is Removed as a Casualty.
  • That Model is part of a Unit in which any Model gains the Disgraced Tactical Status.

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.
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.

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
Phage (X)

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

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

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

Rad grenades

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

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
Legion Sergeant Melee Weapons
  • - Chainsword
    Free
  • - Chainaxe
    Free
  • - Charnabal sabre
    +5 points
  • - Power weapon
    +10 points
  • - Thunder hammer
    +15 points
  • - Power fist
    +15 points
  • - Lightning claw
    +10 points

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 Trait, 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.
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

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.
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.
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

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.

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
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.
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.

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

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
1
A
S
3
1
Breaching (4+), Shred (5+)
Power

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
1
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.

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

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
1
+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.

Lament & Grief

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

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

The Spiritum Sanguis

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

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

Phaethon

Forged by the master artisans ofVeridia 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
1
+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).

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
-

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
1
+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.
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.
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:
  • Whilst on the Battlefield, a Model with the Flyer Sub-Type does not block Line of Sight or the Movement of any Model.
  • When moving a Model with the Flyer Sub-Type, ignore all Terrain effects and Rules. However, a Model with the Flyer Sub-Type may still not end a move in or on Impassable Terrain, a Terrain Feature or a Building.
  • Models with the Flyer Sub-Type may move through Models with the Vehicle Type, but never inflict Hits on enemy Units they move through and are never eligible to be the Target of the Death or Glory Advanced Reaction.
  • No Model of any kind may join a Unit that includes a Model with the Flyer Sub-Type.
  • A Model with the Flyer Sub-Type can never gain any Tactical Statuses and ignores any Rules that would force it to do so.
  • A Model with the Flyer Sub-Type may never be Locked in Combat or attacked in any way during the Assault Phase and may not be targeted by attacks made using a Melee Weapon.
  • A Model with the Flyer Sub-Type may never make a Reaction of any kind, unless that Reaction specifically states it may be made by Models with the Flyer Sub-Type - but can be targeted by Reactions.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
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:
  • A Model with the Champion Sub-Type may Issue and Accept Challenges.
Sergeant

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

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

Combi-bolter

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

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)
-
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.

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

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
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 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

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.
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

Legion Special Weapons
  • - Flamer
    +5 points
  • - Plasma gun
    +10 points
  • - Meltagun
    +15 points
  • - Volkite charger
    +5 points
  • - Volkite caliver
    +10 points
  • - Rotor cannon
    +10 points
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

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.
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

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

Legion Heavy Weapons
  • - Heavy bolter
    +10 points
  • - Heavy flamer
    +10 points
  • - Autocannon
    +20 points
  • - Missile launcher
    +15 points
  • - Multi-melta
    +25 points
  • - Plasma cannon
    +20 points
  • - Volkite culverin
    +15 points
  • - Lascannon
    +25 points
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.
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.
Legion Equipment
  • - Nuncio-vox
    +10 points
  • - Augury scanner
    +10 points

Calibanite warblade

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

Power fist

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

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
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:
  • A Special Rule or other effect attached to the wound specifies that it ignores Invulnerable Tests or that no Invulnerable Test may be made.
  • An Invulnerable Test may be taken to discard a Penetrating Hit if one is available to the Model.

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.
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 hut the most determined attacks.

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

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.

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

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
1
A
S
4
2
Breaching (6+)
None
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.
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.
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
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:
  • A Unit that includes only Models with the Skirmish Sub-Type has a Unit Coherency range of 3" rather than 2".
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 scores fewer Victory Points for controlling Objectives, but can score Victory Points for destroying enemy Units that hold Objectives.

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. However, the Player that controls a Unit that includes a majority of Models with the Vanguard (X) Special Rule gains Victory Points equal to the value of X in the Vanguard (X) Special Rule, in addition to any Victory Points scored for controlling an Objective, whenever either of the following two statuses are fulfilled:
  • If an attack made for a Unit that includes a majority of Models with the Vanguard (X) Special Rule causes the last Model in an enemy Unit that is Controlling or Contesting an Objective to be Removed as a Casualty.
  • If a Unit that includes a majority of Models with the Vanguard (X) Special Rule has at least one attack made for it in a Combat that results in one or more enemy Units that had at least one Model within 3" of an Objective at the start of that Assault Phase either Falling Back from Combat or being Massacred.

Note that the Vanguard (X) Special Rule may only be used to score Victory Points once per Objective per Player Turn - no matter how many enemy Units were Controlling or Locked in Combat near that Objective.

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

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).

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

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
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.
Malefic

Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the xther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.

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

  • Augurs of Weakness: When making attacks targeting a Unit that includes one or more Models with the Vehicle Type, Models with the Order Exemplars Special Rule gain the Armourbane Special Rule.
  • Icons of Resolve: When part of a Unit that is successfully Charged by an enemy Unit, Models with the Order Exemplars Special Rule set their Leadership Characteristic to 10 for the duration of the current Assault Phase.
  • Slayers of Kings: Whilst part of a Unit that is Locked in Combat with an enemy Unit that includes at least one Model with a Weapon Skill Characteristic of 6 or higher, the Attacks Characteristic of Models with the Order Exemplars Special Rule may be set to 1. If this option is used then the Terranic greatswords those Models have gain the Critical Hit (6+) Special Rule until the Combat ends.
  • Hunters of Beasts: Whilst part of a Unit that is Locked in Combat with an enemy Unit that includes one or more Models with a Toughness Characteristic of 6 or higher, the Damage Characteristic of Wounds caused by a Model with this Special Rule is modified by +1.
  • Reapers of Hosts: Whilst part of a Unit that is Locked in Combat with one or more enemy Units that outnumbers it, then all Models in that Unit with the Order Exemplars Special Rule modify their Attacks Characteristic by +1.
  • Breakers of Witches: Whilst part of a Unit that is Locked in Combat with an enemy Unit that has one or more Models with the Malefic Sub-Type or Psyker Trait, Hit and Wound Tests made for Models with the Order Exemplars Special Rule in that Combat are modified by +1.

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
Power sword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
1
A
S
3
1
Breaching (6+)
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
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:
  • When making a Fall Back Move for a Model with the Cavalry Type, that Model moves a distance equal to the Initiative Characteristic of the Model plus the total of two Dice rolled and added together.
  • Models with the Cavalry Type may not make use of any Cover Save granted by Terrain Features or Areas of Terrain.

Power sword

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

Power axe

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

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
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.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
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.

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.
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.
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:
  • Blade of Perdition
  • Axe of Perdition
  • Maul of Perdition
  • Spear of Perdition
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Blade of Perdition
Blade of Perdition
1
A
S
3
1
Breaching (6+), Aflame (1)
Power, Flame
Axe of Perdition
Axe of Perdition
-1
A
+1
3
1
Breaching (5+), Aflame (1)
Power, Flame
Maul of Perdition
Maul of Perdition
-1
A
+2
3
1
Breaching (6+), Aflame (1)
Power, Flame
Spear of Perdition
Spear of Perdition
+1
A
S
3
1
Precision (6+), Aflame (1)
Power, Flame

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
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.
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.
Legatine axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Legatine axe
Legatine axe
1
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.

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
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 ofmelta weapons or the sun-fire of plasma armaments. As such, veterans of the Salamanders Legion march to battle draped in mantles of Drakenscale not only as a mark of their hard-won experience, but also to augment the protection of their battleplate.

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

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.

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
1
+2
S
3
1
Impact (IM), Rending (6+), Breaching (6+)
Power
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.

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
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
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.
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

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.

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
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.

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.
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.

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

Power glaive

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power glaive
Power glaive
1
A
+1
3
1
Impact (AP), Breaching (5+)
Power

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
1
1
+1
3
1
Breaching (5+)
Power
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.
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:
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.
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.
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:
  • The Controlling Player of a Unit that includes any Models that are Pinned may not choose to have that Unit move, Rush or Charge in any Phase and any effect that would force them to move or Charge has no effect.
  • A Unit that includes any Models with the Pinned Status that is Locked in Combat makes any Pile-in Moves as normal, but may not choose to Pursue or Disengage during the Resolution Sub-Phase.

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
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:
  • The Model has an Armour Save Characteristic of ‘-’.
  • The AP value of the wound for which the Armour Test is being made is equal to or lower than the Model’s Armour Save Characteristic.
  • A Special Rule or other effect attached to the wound specifies that it ignores Armour Tests or that no Armour Test may be made.
  • An Armour Test may not be made to discard a Penetrating Hit.

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.
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:

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.

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

Chainsword

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

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.

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
-
-
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 gunf re 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.

Fenrisian axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Fenrisian axe
Fenrisian axe
1
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, hut all were finely made and equally lethal. Only a few such weapons were able to match the fabled paragon blades of Ancient Terra in destructive potential and quality, but all were truly formidable weapons in their own right.

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

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
1
A
+1
3
1
Breaching (5+), Reaping Blow (1)
Power
Frost axe
Frost axe
-1
A
+1
3
1
Breaching (4+), Reaping Blow (1)
Power
Frost claw
Frost claw
1
A
S
3
1
Breaching (4+), Reaping Blow (1), Shred (6+)
Power
Great frost blade
Great frost blade
-2
A
+3
2
2
Reaping Blow (1)
Power

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

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
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.
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!

Some warriors specialise in battlefield triage and providing medical aid to their fellows, even under heavy fire. Such specialists are often identified by the variety of medical equipment they carry, from simple bindings and stim-packs, to complex arrays of piston-driven syringes dispensing unguents, serums and potent stimulants to keep their brethren combat-capable.

This Reaction allows the Reactive Player to make Recovery Tests for a Unit that is the target of a Shooting Attack if the Target Unit has a Medic.

Trigger: The Reactive Player may declare a Medic! Advanced Reaction in Step 9 of any Shooting Attack if the Target Unit of the Shooting Attack includes one or more Models with the Medic (X) Special Rule.

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

Target: The Target Unit is always the Unit which is the target of the Shooting Attack that triggered the Reaction. Once the cost has been paid, the Reactive Player must select one eligible Unit under their control that is a target of that Shooting Attack. That Unit is the Reacting Unit.

Process
  1. Once a Medic! Advanced Reaction has been declared, the Active Player continues resolving that Shooting Attack.
  2. In Step 11 of that Shooting Attack, the Reactive Player may make one Recovery Test for each Model in the Target Unit that is allocated an Unsaved Wound - but no more than one Recovery Test may be made for any single Model. However, no Recovery Tests may be made for any Model in the Target Unit that has the Medic (X) Special Rule.
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 he returned to the battle, enabling them to fight on.

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

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.
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
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.

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.
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.
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.
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.

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 off re 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 arc 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

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.
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

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

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

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

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
Walker

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

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

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Gravis power fist
Gravis power fist
1
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
1
+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

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

Leviathan siege claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Leviathan siege claw
Leviathan siege claw
1
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
1
+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
-

Meltagun

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

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

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
1
+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.
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.
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
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).
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.
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).

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).
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.
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
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.

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
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:
  • A Model with this Sub-Type may Rush - however the additional distance moved when Rushing is not determined by an Initiative Characteristic, but is always an additional 6".
  • When Rushing, a Model with this Sub-Type may make Shooting Attacks, but all Shooting Attacks are made as Snap Shots. A Model with this Sub-Type may not make multiple Shooting Attacks in the same Turn as one where it Rushes.
  • A Model with both this Sub-Type and the Transport Sub-Type, that the Controlling Player chooses to have Rush in a Turn, may not Disembark any Models in the same Turn (unless required to make an Emergency Disembarkation by another Rule or Special Rule).
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
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
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.

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

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:
  • A Model with this Sub-Type always gains any benefits for having remained Stationary when making Shooting Attacks, regardless of whether the Model moved in the preceding Movement Phase or the distance moved. This does not count if the Model has Rushed in the preceding Movement Phase.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.

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

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

Lascannon

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

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

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

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
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

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
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

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

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
Legion Sponson Weapons
  • - Two Sponson Mounted heavy bolters
    Free
  • - Two Sponson Mounted heavy flamers
    Free
  • - Two Sponson Mounted lascannons
    +20 points
  • - Two Sponson Mounted volkite culverins
    +10 points

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

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

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

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

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

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

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

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

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

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
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:
  • Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, but may still neither pass through nor end their move in Impassable Terrain.
  • A Model with this Sub-Type always gains any benefits for having remained Stationary when making Shooting Attacks, regardless of whether the Model moved in the preceding Movement Phase or the distance moved. This does not count if the Model has Rushed in the Preceding Movement Phase.
  • When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
  • A Model with this Sub-Type may only make Reactions in response to actions undertaken by Units that contain one or more Models with the Paragon Type, Super-heavy Sub-Type, Knight Sub-Type* or Titan Sub-Type*.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
  • If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.

*See Liber Questoris for more details on these Unit Sub-Types.

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

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

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

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.
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.
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.

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.

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)
-
Army List

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