Questoris Familia – Datasheets
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War Engine


Armiger Helverin
UNIT COMPOSITION: 1 ARMIGER HELVERIN
150 PointsPts

The Armiger Helverin is a fast-moving weapons platform hearing a pair of Phaeton autocannon designed to laydown blistering hails of heavy fire while running rings around the enemy’s forces. The pilots tasked with such protective duties are rarely drawn from a blousehold’s main lineages, and may be distant cousins of the Household nobility, warriors of proven valour selected at tourneys or from the battlefield, while some Houses will even sink to recruiting impressive prisoners of war or captured scions of rival Houses, each hoping to one day attain the rank of Scion Aspirant and join the Household proper.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Armiger Helverin (⌀100mm) 10 10 5 5
Armiger Helverin (⌀100mm) 10 4 4 7 7 7 4 2 10 10 5 5 3+ 6+
WARGEAR
  • Two Phaeton autocannon
  • Heavy stubber
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Bulky (8)
  • Explodes (6+)
  • Implacable Advance
  • Move Through Cover
  • Outflank
TYPE
  • Walker
OPTIONS
  • This Model may have its heavy stubber exchanged for one meltagun for +10 Points.


Armiger Moirax
UNIT COMPOSITION: 1 ARMIGER MOIRAX
165 PointsPts

The Knight Moirax was an Armiger variant which saw little use before the darkest hours of the Horus Heresy, most frequently sent to battle among those Knight Households indentured to the Mechanicum. The rad furnace ticking at the heart of the machine and the resultant reactor leaks and critical anbaric malfunctions often led to the tainting of both a Moirax’s machine spirit and its pilot, often considered lesser and expendable by their lords, and though every other courtesy was extended to these pilots, they would be excluded from both their place at Questor Court and their right to extend the reach of their bloodline.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Armiger Moirax (⌀100mm) 12 10 5 5
Armiger Moirax (⌀100mm) 8 4 4 7 7 7 3 3 12 10 5 5 3+ 5+
WARGEAR
  • Rad furnace
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Bulky (8)
  • Explodes (5+)
  • Implacable Advance
  • Move Through Cover
TYPE
  • Walker
OPTIONS
This Model must have one of the following options selected for it:
  • Two options from the following list:
  • Gyges siege claw and irad-cleanser
    Free
  • Volkite veuglaire
    Free
  • Lightning lock
    +5 Points each
  • Graviton pulsar
    +15 Points each
  • Moirax conversion beamer
    +20 Points each
  • Paired Gyges siege claws and two irad-cleansers for +10 Points


Armiger Warglaive
UNIT COMPOSITION: 1 ARMIGER WARGLAIVE
150 PointsPts

The Armiger knight is a lighter, more agile cousin to the Questoris knight that often fought alongside its larger confederates during the Great Crusade, picking off threats which came from enemies beneath the notice of the larger knights, such as swarming throngs of infantry attempting to breach the protective barriers of their ion shields to clamp explosives directly upon their armoured frames. Armiger Warglaives are armed with menacing thermal lances and fearsome reaper chainblades, well suited to the belligerent and aggressive nature of their pilots.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Armiger Warglaive (⌀100mm) 10 10 5 5
Armiger Warglaive (⌀100mm) 10 4 4 7 7 7 4 3 10 10 5 5 3+ 6+
WARGEAR
  • Thermal lance
  • Heavy stubber
  • Reaper chainblade
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Bulky (8)
  • Explodes (6+)
  • Implacable Advance
  • Move Through Cover
  • Outflank
TYPE
  • Walker
OPTIONS
  • This Model may have its heavy stubber exchanged for one meltagun for +10 Points.

Lords of War


Acastus Knight Asterius
UNIT COMPOSITION: 1 KNIGHT ASTERIUS
750 PointsPts

The Knight Asterius is amongst the most massive and formidable engines of destruction available to Knight Houses, armed with heavy conversion beam weaponry able to reduce the mightiest edifices to ash and even threaten mighty titan engines. The secondary weapon systems of the Knight Asterius are deadly in their own right, a carapace mounted Karacnos mortar capable of annihilating entire phalanxes of troop formations alongside its torso mounted volkite culverins. Only the strongest of minds dare try to control the all-consuming fire raging within the Knight Asterius’ machine spirit and most are soon after engulfed by it.

Armour
M WS BS S Front Rear I A HP
Knight Asterius (⌀170 x 109mm)
Knight Asterius (⌀170 x 109mm) 10 3 4 10 14 11 2 3 18
WARGEAR
  • Hull (Front) Mounted conversion beam desolator array
  • Dorsal (Front) Mounted Karacnos mortar
  • Two Hull (Front) Mounted volkite culverin
  • Ionic flare shield
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Auto-repair (4+)
  • Colossus
  • Explodes (4+)
  • Independent Fire
TYPE


Acastus Knight Porphyrion
UNIT COMPOSITION: 1 KNIGHT PORPHYRION
725 PointsPts

One of the most heavily armed and armoured of all knight chassis in service, few Households were able to muster Acastus armours, even at the height of the Great Crusade. The Knight Porphyrion variant in particular served often as the supreme enforcer of the rule and dominion of a Household over its scions, though for some its bulk and the selection of a purely ranged armament - no matter its magnitude - was a drawback which could not be overlooked. Others stressed that the size and power of the Porphyrion, rivalling that of a scout-class titan, pushed the limits of what a single human mind could interface with.

Armour
M WS BS S Front Rear I A HP
Knight Porphyrion (⌀170 x 109mm)
Knight Porphyrion (⌀170 x 109mm) 10 3 4 10 14 11 2 3 18
WARGEAR
  • Hull (Front) Mounted neutron-wave battery
  • Dorsal (Front) Mounted ironstorm missile battery
  • Two Hull (Front) Mounted autocannon
  • Ion shield
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Auto-repair (5+)
  • Colossus
  • Explodes (5+)
  • Independent Fire
TYPE
OPTIONS
  • This Model may have both its Hull (Front) Mounted autocannon exchanged for two Hull (Front) Mounted lascannon for +10 Points.
  • This Model may have its Dorsal (Front) Mounted ironstorm missile battery exchanged for one Dorsal (Front) Mounted hyperios missile launcher for +10 Points.


Cerastus Knight Acheron
UNIT COMPOSITION: 1 KNIGHT ACHERON
500 PointsPts

The Cerastus Knight Acheron is a fearsome sight on the battlefield, a reaper of lives carefully designed not only to destroy but to inspire terror. The presence of an Acheron warns the foe to expect no mercy, for such weapons are only deployed for missions of extermination, to topple the works of the enemy and scour clean their lands with flame. Those few scions who prefer these grim mounts are either warriors of iron will, capable of suppressing the sinister whispers of the armour’s machine spirits, or tortured souls who relish the armour’s malicious impulses and the carnage it wreaks on the field of battle.

Armour
M WS BS S Front Rear I A HP
Knight Acheron (⌀170 x 109mm)
Knight Acheron (⌀170 x 109mm) 14 4 4 9 13 11 4 4 12
WARGEAR
  • Hull (Front) Mounted acheron infernus cannon
  • Hull (Front) Mounted twin heavy bolter
  • Reaper chainfist
  • Ion shield
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Auto-repair (5+)
  • Explodes (4+)
  • Vanguard (2)
TYPE


Cerastus Knight Atrapos
UNIT COMPOSITION: 1 KNIGHT ATRAPOS
600 PointsPts

A Cerastus pattern of ancient provenance and staggering potency, it is a rare honour for a Household to count a Knight Atrapos among its ranks, whether a relic recovered from the vaults of a vanquished foe or a gift of exceptional favour from a Forge World. During the cataclysmic wars of the Horus Heresy, it was not uncommon for Knight Atrapos suits to be employed against enemy knights or as executioners for wayward scions who had strayed from the allegiance of their House, the cold hunger for destruction within the machine spirit of the Knight Atrapos sated only with the ruination of such great adversaries.

Armour
M WS BS S Front Rear I A HP
Knight Atrapos (⌀170 x 109mm)
Knight Atrapos (⌀170 x 109mm) 14 4 4 9 13 11 4 4 12
WARGEAR
  • Hull (Front) Mounted graviton singularity cannon
  • Hull (Front) Mounted atrapos phasecutter
  • Ionic flare shield
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Auto-repair (4+)
  • Explodes (5+)
  • Vanguard (2)
TYPE


Cerastus Knight Castigator
UNIT COMPOSITION: 1 KNIGHT CASTIGATOR
480 PointsPts

Armed with the fearsome castigator pattern bolt cannon, the Cerastus Knight Castigator is favoured by those Households faced with hordes of lesser foes that might otherwise overwhelm even a mighty’ knight through their sheer numbers. Capable of obliterating infantry formations in a thunderous rain of mass reactive explosions and whirling power blades, and carving apart light vehicles with ease, the Castigator is a formidable combatant. Notably amongst their ilk, the Castigator is also renowned for the stoic nature of the machine spirits within, whose vigour is difficult to rouse, but almost impossible to ignore.

Armour
M WS BS S Front Rear I A HP
Knight Castigator (⌀170 x 109mm)
Knight Castigator (⌀170 x 109mm) 14 4 4 9 13 11 4 4 12
WARGEAR
  • Hull (Front) Mounted twin castigator bolt cannon
  • Tempest warblade
  • Ion shield
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Auto-repair (5+)
  • Explodes (6+)
  • Vanguard (2)
TYPE


Cerastus Knight Lancer
UNIT COMPOSITION: 1 KNIGHT LANCER
480 PointsPts

The Lancer is the most famed of the Cerastus type knight armours, a highly sophisticated chassis whose speed and agility far exceed the clumsier Questoris class. The Cerastus type knights appear to have been designed solely for war, not as protectors but as bloody-handed conquerors and tools of destruction, a legacy of the violence that marked the beginning of the Age of Strife. The Lancer is held in high esteem by the more impetuous of a House’s scions, its potent ion gauntlet shield and shock lance perfectly suited to battling the foe face to face, where only a perfectly timed thrust of the lance stands between a scion and death.

Armour
M WS BS S Front Rear I A HP
Knight Lancer (⌀170 x 109mm)
Knight Lancer (⌀170 x 109mm) 14 4 4 9 13 11 4 4 12
WARGEAR
  • Hull (Front) Mounted shock lance
  • Ion gauntlet shield
  • Ion shield
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Auto-repair (5+)
  • Explodes (6+)
  • Vanguard (2)
TYPE


Knight Questoris
UNIT COMPOSITION: 1 KNIGHT QUESTORIS
400 PointsPts

The Knight Questoris was the most common suit of knight armour extant in the Imperium at the outbreak of the Horus Heresy. Such was its popularity amongst the noble scions of the Questoris Households that it was reconfigured in a myriad of ways with weapon options and hull augments, and given names such as Paladin, Errant, Warden, Gallant and Crusader in the fashion of their traditions, lineage and fighting styles. Little different from the ancient war machines carried to the stars by the first Long March colonists, the Knights Questoris are a very literal embodiment of the Knight Households’ storied legacy.

Armour
M WS BS S Front Rear I A HP
Knight Questoris (⌀170 x 109mm)
Knight Questoris (⌀170 x 109mm) 12 4 4 8 13 11 4 4 10
WARGEAR
  • Hull (Front) Mounted heavy stubber
  • Ion shield
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Auto-repair (5+)
  • Explodes (6+)
  • Vanguard (2)
TYPE
OPTIONS
  • This Model must have two options from the following list selected for it:
  • Reaper chainsword
    Free
  • Thunderstrike gauntlet
    +10 Points each
  • Hull (Front) Mounted las-impulsor
    +15 Points each
  • Hull (Front) Mounted rapid-fire battlecannon and one Co-axial (rapid-fire battlecannon) Mounted heavy stubber
    +5 Points each
  • Hull (Front) Mounted avenger gatling cannon and one Co-axial (avenger gatling cannon) Mounted heavy flamer
    +10 Points each
  • Hull (Front) Mounted thermal cannon
    +20 Points each
  • This Model may have its Hull (Front) Mounted heavy stubber exchanged for one of the following options:
  • Hull (Front) Mounted multi-laser
    +5 Points
  • Hull (Front) Mounted meltagun
    +10 Points
  • This Model may have one of the following options selected for it:
  • Dorsal (Front, Rear) Mounted twin icarus autocannon
    +20 Points
  • Dorsal (Front, Rear) Mounted ironstorm missile pod
    +15 Points
  • Dorsal (Front, Rear) Mounted stormspear rocket pod
    +10 Points


Questoris Knight Magaera
UNIT COMPOSITION: 1 KNIGHT MAGAERA
460 PointsPts

The Knight Magaera is a technological marvel rarely seen outside the vassal Houses of the Mechanicum, who jealously guard the secrets of its creation. Armed with a lightning cannon that blasts apart heavy infantry and vehicles alike and a siege claw which can breach even the strongest enemy fortifications, the Knight Magaera is often placed at the forefront of Household assaults. However, excessive levels of radiation seeping from the knight’s reactor core and the risk of catastrophic internal explosions in the event of heavy damage mean that to pilot a Knight Magaera is cause for equal celebration and lament.

Armour
M WS BS S Front Rear I A HP
Knight Magaera (⌀170 x 109mm)
Knight Magaera (⌀170 x 109mm) 10 4 4 8 13 11 3 4 10
WARGEAR
  • Hull (Front) Mounted lightning cannon
  • Hull (Front) Mounted phased plasma fusil
  • Hull (Front) Mounted irad-scourer
  • Hekaton siege claw
  • Ionic flare shield
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Auto-repair (4+)
  • Explodes (5+)
  • Vanguard (2)
TYPE


Questoris Knight Styrix
UNIT COMPOSITION: 1 KNIGHT STYRIX
455 PointsPts

Associated with the massacres of the Age of Strife and the Great Crusade that followed it, the Styrix stands as a stain of dishonour upon the reputation of any scion that bonds with it. In battle, its volkite chieorovile reduces swathes of infantry to ash, the immensely powerful hekaton siege claw smashing open bunkers and vehicles to loose yet more victims for its graviton gun to pulverise or its irad-scourer to boil alive. This grim efficiency in the wholesale slaughter of ground troops is considered beneath the honour of a true knight by some, but many Questoris Households hold no such reservations.

Armour
M WS BS S Front Rear I A HP
Knight Styrix (⌀170 x 109mm)
Knight Styrix (⌀170 x 109mm) 10 4 4 8 13 11 3 4 10
WARGEAR
  • Hull (Front) Mounted volkite chieorovile
  • Hull (Front) Mounted graviton gun
  • Hull (Front) Mounted irad-scourer
  • Hekaton siege claw
  • Ionic flare shield
TRAITS
  • [Allegiance]
  • [Questoris Familia]
SPECIAL RULES
  • Auto-repair (4+)
  • Explodes (5+)
  • Vanguard (2)
TYPE
Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the Assault Phase, with a higher value making it both easier for the Model to make attacks and more difficult for opponents to do so (see Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’s capacity for receiving Damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

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

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

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
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.
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.

Phaeton autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Phaeton autocannon
Phaeton autocannon
30
3
7
3
2
Ordnance (R), Breaching (5+)
Auto

Heavy stubber

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy stubber
Heavy stubber
36
3
4
6
1
-
Auto
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.
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.
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.
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.
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.
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.
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.
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.
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.

Meltagun

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

The Cybernetica Trait is used in the following Forces of the Taghmata datasheets:

Rad Furnace

Most of the creations of the Mechanicum draw their power from atomantic or fusion reactors, but some few rely instead on so-called rad furnaces. These devices are based on ancient technology that burns far stronger than modern reactors, but floods the area with deadly radiation, rendering them useless for most applications. However, in battle the deleterious effect of radiation on the enemy becomes a benefit rather than a drawback - though it means that only the most extensively augmented magi can accompany such units into battle.

A Model with a rad furnace reduces the enemy’s Toughness while Locked in Combat.

Any Model, friendly or enemy, that is part of a Combat that includes one or more Models with a rad furnace must reduce its Toughness Characteristic by 1 while a part of that Combat in the Fight Sub-Phase. This reduction is not cumulative with the effects of the Phage (X) Special Rule. Models with a rad furnace, the Automata Type or the Cybernetica Trait are unaffected and do not reduce their Toughness Characteristic. Additionally, a Unit that is composed of a majority of Models with rad furnaces does not reduce any Characteristics due to the effects of the Phage (X) Special Rule.
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-breaker (X)

Some weapons are designed to crack armour and deal massive damage to internal components of armoured fighting vehicles. Few tanks can withstand the firepower of such weapons for long.

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

When any Armour Penetration Test is made for an attack or Model with the Armour-breaker (X) Special Rule, and it results in a Penetrating Hit - roll a Dice. If the result of that Dice roll is equal to or greater than the value of X attached to this variant of the Armour-breaker (X) Special Rule, then the Damage Characteristic of that Penetrating Hit is increased by 1. Note that the Armour-breaker (X) Special Rule may only be triggered by an Armour Penetration Test and has no effect when making a Wound Test.

Gyges siege claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Gyges siege claw
Gyges siege claw
I
A
+5
3
3
Armour-breaker (5+), Breaching (5+)
Power
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.
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.
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.
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.
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.

Irad-cleanser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Irad-cleanser
Irad-cleanser
Template
1
2
5
1
Template, Phage (T), Poisoned (2+), Panic (1)
Rad
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.
Deflagrate (X)

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

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

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

Volkite veuglaire

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite veuglaire
Volkite veuglaire
30
5
7
5
1
Heavy (FP), Deflagrate (7)
Volkite
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.
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.
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.

Lightning lock

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lightning lock
Lightning lock
36
1
7
3
2
Blast (3"), Shred (5+), Breaching (5+), Suppressive (0)
Arc
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.
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.

Graviton pulsar

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton pulsar
Graviton pulsar
24
2
6
3
1
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton

Moirax conversion beamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Moirax conversion beamer
Moirax conversion beamer
<15
1
6
4
1
Heavy (RS), Blast (3"), Suppressive (1)
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (3"), Suppressive (1)
Conversion
>30-45
1
8
2
3
Heavy (RS), Blast (3"), Suppressive (1)
Conversion

Paired Gyges siege claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Gyges siege claws
Paired Gyges siege claws
I
A
+6
3
4
Armour-breaker (5+), Breaching (5+)
Power

Thermal lance

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Thermal lance
Thermal lance
24
1
9
2
4
Heavy (RS), Melta (12)
Melta
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
Reaping Blow (X)

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

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

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

Reaper chainblade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Reaper chainblade
Reaper chainblade
I
A
+1
2
2
Reaping Blow (2), Shred (5+)
Chain
Knight Facings and Arcs
The diagram below shows how a Model with the Knight Sub-Type is divided into its two Armour Facings: Front and Rear. These Armour Facings are determined by drawing an imaginary line along the centre of the Model’s base, from left to right as shown in the diagram below, equally dividing the front and rear halves of the base. On most Models this will involve simply drawing a straight line between the two points where the Model’s base is widest. Models with the Knight Sub-Type also only have two Firing Arcs - Front and Rear - determined in exactly the same way as their Armour Facings.

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.
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.

Conversion beam desolator array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Conversion beam desolator array
Conversion beam desolator array
<18
2
8
4
2
Ordnance (D), Blast (7")
Conversion
18-42
2
9
3
3
Ordnance (D), Blast (7")
Conversion
>42-72
2
10
2
4
Ordnance (D), Blast (7")
Conversion
Dorsal (Arc) Mounted – Dorsal Mounted Weapons will always specify one or more Firing Arcs and may attack targets in any of these listed Firing Arcs. However, they may not target any Unit within 8" of the attacking Model.
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.

Karacnos mortar

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Karacnos mortar
Karacnos mortar
60
1
6
4
1
Blast (3"), Barrage (2), Phage (T), Pinning (3), Poisoned (2+)
Rad

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
Ionic Flare Shield

Ionic flare shields combine the unique technology of the knights’ ion shields with elements from the various flare shield systems of the Mechanicum, resulting in shielding systems with analogous performance and function compared to standard ion shields but with an increased ability’ to counteract the high-energy blasts typical of anti-armour weapons.

Ionic flare shields provide a different Invulnerable Save against Shooting Attacks made against a Model’s Front and Rear Facings, including against Glancing Hits, and nullify the effect of the Armourbane Special Rule on any Shooting Attacks made against the Model.

When making Armour Penetration Tests against a Model with an ionic flare shield, no Weapon may make use of the Armourbane Special Rule.

A Model with an ionic flare shield has a 5+ Invulnerable Save against Shooting Attacks made against its Front Facing and a 6+ Invulnerable Save against Shooting Attacks made against its Rear Facing. Additionally, a Model with an ionic flare shield may have Invulnerable Saves made for it against any Glancing Hits it has suffered in Step 11 of a Shooting Attack, before any rolls on the Vehicle Damage Chart are made, discarding a single Glancing Hit for each successful save.
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.
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.
Colossus

Acastus knights were among the largest classes of knights in existence, their Thrones Mechanicum pushing human capabilities for machine interface and their massive bulk causing them to operate more akin to the massive constructs of the Titan Legios than their knightly peers.

A Model with the Colossus Special Rule changes elements of the Knight Sub-Type regarding bases, Line of Sight, Firing Arcs and Armour Facings.

A Model with both the Knight Sub-Type and the Colossus Special Rule is not required to have a base, and when measuring for that Model, all distances are measured to and from the Model’s Hull. A Model with both the Knight Sub-Type and the Colossus Special Rule does block Line of Sight in the manner of other Vehicles. Additionally, when determining Front and Rear Firing Arcs and Armour Facings for a Model with both the Knight Sub-Type and the Colossus Special Rule, draw an imaginary line along the centre of the Model, from left to right or right to left, equally dividing the front and rear portions of the Model.
Independent Fire

Whether by means of advanced targeting cogitators or by merit of numerous crew, each tasked with manning a separate gun, some armoured vehicles are capable of targeting numerous foes simultaneously. The hail of fire such vehicles can project far outweighs the lack of focus in their volleys.

Models with this Special Rule can shoot at multiple targets at full Ballistic Skill.

When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Special Rule and the Vehicle Type does not have to make all attacks as Snap Shots.
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.

Neutron-wave battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Neutron-wave battery
Neutron-wave battery
120
4
12
2
4
Ordnance (D), Armourbane, Shock (Stunned)
Las

Ironstorm missile battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Ironstorm missile battery
Ironstorm missile battery
72
2
5
4
1
Ordnance (D), Blast (5")
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
Ion Shield

These sophisticated energy screens rely on ion fields to deflect the path of solid projectiles or to diffuse high-energy beams before they strike their target. Highly effective in battle, the main limitation of these devices is the immense energy drain required to keep them functional, and as such only the largest war engines can rely on their protection.

Ion shields provide a different Invulnerable Save against Shooting Attacks made against a Model’s Front and Rear Facings, including against Glancing Hits.

A Model with an ion shield has a 5+ Invulnerable Save against Shooting Attacks made against its Front Facing and a 6+ Invulnerable Save against Shooting Attacks made against its Rear Facing. Additionally, a Model with an ion shield may have Invulnerable Saves made for it against any Glancing Hits it has suffered in Step 11 of a Shooting Attack, before any rolls on the Vehicle Damage Chart are made, discarding a single Glancing Hit for each successful save.

Lascannon

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

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

Acheron infernus cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Acheron infernus cannon
Acheron infernus cannon
Template
1
7
4
1
Template (Hellstorm), Heavy (AP), Shred (5+), Panic (2)
Flame
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

Reaper chainfist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Reaper chainfist
Reaper chainfist
-3
A
+3
2
6
Armourbane
Chain
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.
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.
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.
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.

Graviton singularity cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton singularity cannon
Graviton singularity cannon
36
1
9
2
8
Blast (5"), Heavy (D), Armourbane, Critical Hit (6+), Overload (1)
Graviton

Atrapos phasecutter

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Atrapos phasecutter (Melee)
Atrapos phasecutter
-2
-1
12
2
6
Armourbane
Las

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Atrapos phasecutter (Ranged)
Atrapos phasecutter
12
1
10
2
6
Ordnance (D), Armourbane
Las

Twin castigator bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin castigator bolt cannon
Twin castigator bolt cannon
36
10
6
3
1
Ordnance (D), Suppressive (2)
Bolt
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.

Tempest warblade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Tempest warblade
Tempest warblade
I
A
S
2
2
Reaping Blow (6), Aflame (2)
Power
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.
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.

Shock lance

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Shock lance (Ranged)
Shock lance
18
6
7
3
1
Stun (2)
Arc

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Shock lance (Melee)
Shock lance
I
A
+1
2
4
Impact (IM & D), Shock (Stunned)
Arc
Ion Gauntlet Shield

The ion gauntlet shield generator mounted in the Cerastus’ gauntlet assembly is more concentrated than the ion shield mounted on other knight armours, hut lacks its tactical flexibility.

Ion gauntlet shields provide an Invulnerable Save against Melee Attacks.

A Model with an ion gauntlet shield has a 5+ Invulnerable Save against Penetrating Hits inflicted with Melee Weapons. Additionally, a Model with an ion gauntlet shield may have Invulnerable Saves made for it against any Glancing Hits it has suffered in Step 10 of an Initiative Step, before any rolls on the Vehicle Damage Chart are made, discarding a single Glancing Hit for each successful save.

Reaper chainsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Reaper chainsword
Reaper chainsword
-1
A
+2
2
3
Reaping Blow (2), Shred (4+)
Chain

Thunderstrike gauntlet

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Thunderstrike gauntlet
Thunderstrike gauntlet
-2
-1
+3
2
4
Critical Hit (6+), Impact (S), Shock (Suppressed)
Power

Las-impulsor

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Las-impulsor (Melee)
Las-impulsor (Melee)
-3
-1
10
2
5
Armourbane
Las

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Las-impulsor (Ranged)
Las-impulsor
8
1
9
2
4
Ordnance (D), Armourbane
Las

Rapid-fire battlecannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rapid-fire battlecannon
Rapid-fire battlecannon
48
1
8
4
2
Heavy (FP & AP), Blast (3"), Pinning (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.

Avenger gatling cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Avenger gatling cannon
Avenger gatling cannon
36
7
6
4
1
Ordnance (FP), Breaching (6+), Suppressive (2)
Auto

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

Thermal cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Thermal cannon
Thermal cannon
36
1
10
2
6
Heavy (RS), Blast (3"), Melta (12)
Melta

Multi-laser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Multi-laser
Multi-laser
36
3
6
6
1
Suppressive (1)
Las
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.

Twin icarus autocannon

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

Ironstorm missile pod

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Ironstorm missile pod
Ironstorm missile pod
72
1
5
4
1
Ordnance (D), Blast (5")
Missile

Stormspear rocket pod

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Stormspear rocket pod
Stormspear rocket pod
48
3
7
3
1
-
Missile

Lightning cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lightning cannon
Lightning cannon
36
1
7
3
2
Blast (5"), Shred (5+), Breaching (5+), Suppressive (1)
Arc

Phased plasma-fusil

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Phased plasma-fusil
Phased plasma-fusil
24
3
5
3
1
Breaching (5+)
Plasma

Irad-scourer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Irad-scourer
Irad-scourer
Template
1
5
4
2
Template, Panic (2), Phage (T), Poisoned (2+), Breaching (6+)
Rad

Hekaton siege claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Hekaton siege claw
Hekaton siege claw
-1
A
x2
3
3
Armour-breaker (4+), Breaching (4+), Shock (Pinned)
Power

Volkite chieorovile

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite chieorovile
Volkite chieorovile
45
5
7
4
2
Ordnance (FP), Deflagrate (7), Shred (4+)
Volkite

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

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