Skitarii Conclaves

Books

BookKindEditionVersionLast update
  Journal Tactica: Skitarii – The Steel Hand of Mars
  Journal Tactica: Skitarii – The Steel Hand of MarsExpansion3January 2026

The Skitarii Conclaves Army List

The following comprises a fundamental listing of the principal warriors and war machines of the Skitarii Conclaves under the Fabricator General of Mars which fought during the Age of Darkness. It includes Army List Profiles for the most widespread militant assets of the Skitarii Conclaves, allowing Players to build and field Skitarii armies. This volume introduces the standard corps of Skitarii troops that fought on both sides of the schism during the Horus Heresy alongside the Rules needed to represent them on the Battlefield.

The Rules found here are used in conjunction with the Rules for Armies in the Age of Darkness. The Rules in the Warhammer: The Horus Heresy – Age of Darkness Rulebook describe the process of creating an Army, while the additional Rules that follow provide Unit Profiles for Armies of the Skitarii Conclaves.

The Conclaves at War: Building a Skitarii Army

Each Unit in this Skitarii Conclaves Army List is a Core Unit and is not specific to a particular Allegiance, represented by ‘[Allegiance]’ entry under the Traits heading of each Unit Profile. When you add such a Unit to your Army, this Trait is replaced with either ‘Loyalist’ or ‘Traitor’, based on which Allegiance you have selected for your Army.

Some Units may be introduced to this Army List in further publications and will have either the Loyalist or Traitor Trait on their Unit Entry. Such Units cannot select which Allegiance they are part of, and can only be selected in an Army with the appropriate Allegiance.

Sub-Factions of The Skitarii Conclaves

This volume presents the conclaves of the Skitarii Battle-Pilgrims as they existed up until the point of Horus’ rebellion. However, that does not mean that they can only be used to represent armies of the Loyalist Allegiance and players should feel free to use this volume to create armies of either Allegiance.

Every Unit from the Skitarii Conclaves Army List will also have a Faction represented by a Trait on its Unit Entry. For Units which are not specific to a Faction or other Organisation, this will be represented by ‘[Skitarii]’. When you add such a Unit to your Army, you must select one of the following Traits to replace this with (this replaces only that individual instance of the [Skitarii] Trait on that Unit Profile, not that of other Units in the same Army or Detachment).

Future publications may also provide other options for replacing the [Skitarii] Trait on your Unit. Units or variants of Units which are specific to a certain Skitarii Conclave will already have the appropriate Trait, and this may not be replaced. All Units selected as part of a given Detachment must have the same Faction Trait unless another Rule or Special Rule states otherwise.

Acquisitor

Under Acquisitor protocols, Battle-Pilgrims sweep the battlefield seeking relic technology, or anything they expect to aid them in their unceasing search for the lost.

All Models with the Acquisitor Trait (excluding Models with the Vehicle Type) gain the Line (1) Special Rule.

Expurgator

Under the conduct of Expurgator bonds, each Skitarii corpus adopts an aggressive role upon the field of battle, seeking to actively engage and eliminate any who they factor to be a threat, to prevent their quarry from falling into the wrong hands.

All Models with the Expurgator Trait (excluding Models with the Vehicle Type) gain the Vanguard (3) Special Rule.

Vindictor (Loyalist Allegiance Only)

With the outbreak of the Horus Heresy, Vindictor data-doctrines containing previously prohibited routines were distributed to many Loyalist conclaves in order that each Battle-Pilgrim could tune their rifle to deadly effect, in an effort to thwart Horus’ allies with greater efficacy.

All Models with the Vindictor Trait (excluding Models with the Vehicle Type) increase the value of any instance of the Deflagrate (X) Special Rule they, or any Weapons they have, by +1.

Scourger (Traitor Allegiance Only)

The cold, calculated logic of the Skitarii loyal to Kelbor-Hal was fractured, as the Fabricator General repledged his allegiance to the Warmaster’s new cause. Those conclaves that followed with him overrode the logic-restraints coded into their battle doctrines and began to allow a thirst for destruction to guide them.

All Models with the Scourger Trait (excluding Models with the Vehicle Type) must add +1" to Set-up Moves, to a maximum of 6".

Advanced Reaction

The Controlling Player of any Units that include o Models with the Skitarii Trait can spend Reaction Points make the following Advanced Reaction:

Marshal Elect

When the marshal falls in battle or is otherwise judged to have failed in their allocated task, the ordinators of the conclave convene via their mind-impulse link, conducting hours of ritual deliberation in just moments, in order to appoint a replacement marshal from the worthy candidates that are present.

This Reaction allows the Controlling Player to select an Ordinator to gain the Command Sub-Type and improved Weapon Skill and Leadership.

Trigger: Once per Battle, the Reactive Player may declare the Marshal Elect Advanced Reaction when a friendly Skitarii Battle-Pilgrim Marshal Model is reduced to 0 Wounds.

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

Target: For the Marshal Elect Advanced Reaction, the Target Unit is always a Friendly Unit with the Skitarii Trait with at least one Ordinator Model.

Process
  • In the End Phase of any Turn in which this Advanced Reaction was Declared, the Reactive Player must select one Ordinator Model from the Target Unit.
  • The selected Model gains the Command Sub-Type, and has its Base Weapon Skill, Attacks and Leadership Characteristics each increased by +1. Additionally, the Controlling Player may select one Melee Weapon that the selected Model has to gain the Icon of Authority Special Rule.

Command


Skitarii Battle-Pilgrym Marshal
UNIT COMPOSITION: 1 SKITARII BATTLE-PILGRYM MARSHAL
100 PointsPts

Selected from the most compatible, often veteran, ordinators within a particular conclave, each Battle-Pilgrym Marshal leads the warriors of a battle pilgrimage, acting as both a field commander and representative of the Fabricator General’s authority. In the conduct of this duty, a Battle-Pilgrym Marshal is permitted to draw sanctified relic-arms from the conclave’s vaults, including the auctorit sceptre, the physical embodiment of the marshal’s duty. With such tools at their disposal, they are at once elevated to a position of authority over the conclave itself, but also as formidable warriors.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Marshal (⌀32mm) 9 8 8 8
Marshal (⌀32mm) 6 5 4 3 4 4 4 4 9 8 8 8 4+ 5+
WARGEAR
  • Voltlock handgun
  • Auctorit sceptre
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Skitarii]
SPECIAL RULES
  • Fast (2)
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its auctorit sceptre exchanged for one of the following options:
  • Phase claw
    +20 Points
  • Corposant stave
    +15 Points
  • This Model may have its voltlock handgun exchanged for one archaeotech pistol for +5 Points.
  • This Model may have rad charges selected for it for +2 Points.
  • This Model may have haywire grenades selected for it for +2 Points.

Troops


Skitarii Battle-Pilgrym Corpus
UNIT COMPOSITION: 1 SKITARII ORDINATOR, 7 SKITARII BATTLE-PILGRYMS
100 PointsPts
May include up to 8 additional Skitarii Battle-Pilgryms at +10 Points per Model.

The bulk of the nomadic contingents of the Skitarii Battle-Pilgryms are bound together as conclaves and each of these war formations is each led by an ordinator, an individual through which the will of the marshal is conducted. Attuned to an unnaturally long existence of unceasing pilgrimage and war, the Skitarii care little for the comforts of civil life nor do they possess aspiration to ascend through ranks or hierarchy. Instead, they are singularly focused on the defence of the domains of the Omnissiah and the acquisition of lost technology, to prevent it from falling into the hands of the unworthy.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Ordinator (⌀28mm) 8 8 8 7
Ordinator (⌀28mm) 6 4 3 3 4 2 3 3 8 8 8 7 4+ 6+
Battle-Pilgrym (⌀28mm) 7 8 8 7
Battle-Pilgrym (⌀28mm) 6 3 3 3 4 2 3 2 7 8 8 7 4+ 6+
WARGEAR
  • Voltlock arquebus
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • [Skitarii]
SPECIAL RULES
  • Fast (2)
TYPE
  • Ordinator: Infantry (Sergeant)
  • Battle-Pilgrym: Infantry
OPTIONS
  • The Skitarii Ordinator in this Unit may have its voltlock arquebus exchanged for one voltlock handgun and one power sword for Free.
  • Any Model in this Unit may have rad charges selected for it for +2 Points per Model.
  • Any Model in this Unit may have haywire grenades selected for it for +2 Points per Model.

Support


Bonepicker Host
UNIT COMPOSITION: 10 BONEPICKERS
50 PointsPts
May include up to 20 additional Bonepickers at +5 Points per Model.

Following the Skitarii Battle-Pilgrym’s path come the hosts of the Ostologoi or ‘bonepickers’. In hordes of numberless individuals they painstakingly comb through the detritus of battle, intent on salvaging the remnants of righteous war. To those of unerring faith in the divinity of the Omnissiah, these scraps, often as insignificant as spent box magazines or empty shell casings, are low-grade relics – items that have been in contact with higher forms of venerated technology – and thus are revered by them.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Bonepicker (⌀25mm) 4 4 4 4
Bonepicker (⌀25mm) 6 2 2 3 3 1 2 1 4 4 4 4 6+ -
WARGEAR
  • Las-lock
TRAITS
  • [Allegiance]
  • [Skitarii]
SPECIAL RULES
  • Expendable (2)
  • Support Unit (1)
  • Zealous Followers
TYPE
  • Infantry
SPECIAL RULES

Zealous Followers

Hordes of bonepickers follow in the wake of Skitarii Battle-Pilgryms, eager to serve and earn the favour of their masters through duty and obedience.

Bonepickers may use the Characteristics of nearby Skitarii Units when making Characteristic Checks.

When a Characteristic Check is taken for a Unit made up of Models with this Special Rule, the Check may be made against the Base Characteristic of any Friendly Model with the Skitarii Trait that does not have the Routed Tactical Status, that is part of a Unit that has a Model within 6" and Line of Sight of a Model from the Unit for which the Characteristic Check is made. Note that Modifiers applied to the Unit for which the Characteristic Check is being made, for example, from the Pinning (X) Special Rule, are applied to the Characteristic of the Model with the Skitarii Trait that is used for the Check.
BUILDING THIS UNIT
Bonepickers can be represented using the Necromunda Cawdor Ganger bodies and Mechanicum Tech-Thrall arms and weapons.

Heavy Transport


Skitarii Triaros Armoured Conveyor
UNIT COMPOSITION: 1 SKITARII TRIAROS
200 PointsPts

The Triaros is a heavy transport found on almost every Forge World. Its combination of heavy armour, potent weapons and a built-in flare shield have been proven on a thousand worlds during the Great Crusade, making it the equal of those transports used by the other armies of the Imperium. It has served as the mainstay transport of the Skitarii’s infantry conclaves for centuries, for while more powerful armoured transports are certainly at the Fabricator General’s disposal, the Triaros’ familiarity across the Mechanicum ensures that repairs and replacements can be conducted on-campaign with ease.

Armour Transport Capacity
M BS Front Side Rear HP
Skitarii Triaros (⌀Use model)
Skitarii Triaros (⌀Use model) 10 4 14 12 12 7 22
WARGEAR
  • Two Centreline Mounted volkite calivers
  • Pintle Mounted twin mauler bolt cannon
  • Flare shield
  • Searchlights
TRAITS
  • [Allegiance]
  • [Skitarii]
SPECIAL RULES
  • Auto-repair (4+)
  • Shock Ram
TYPE
OPTIONS
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points per Weapon.
ACCESS POINTS
  • This Model has Access Points on each Side Facing.

Fast Attack


Skitarii Vultarax Stratos-Automata
UNIT COMPOSITION: 1 VULTARAX
100 PointsPts

Where the Magos of the Mechanicum employ the Vultarax as a forward unit, ranging ahead to engage and harass the foe, the examples of this automata they deign to grant the Skitarii conclaves the use of are employed primarily in a role of scout-surveyor. In this seconded role, the Mechanicum permit some Stratos-automata to be retrofitted with additional auspex scanning arrays to facilitate the search for relics. In combat, the Battle-Pilgryms rely on the mobile fire support of the Vultarax to provide cover and suppress enemy forces.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Vultarax (⌀100mm) 7 12 4 4
Vultarax (⌀100mm) 12 3 3 5 6 6 4 3 7 12 4 4 3+ 5+
WARGEAR
  • Arc blaster
  • Vultarax missile launcher
  • Dendrite talons
TRAITS
  • [Allegiance]
  • [Skitarii]
SPECIAL RULES
  • Bulky (6)
  • Implacable Advance
  • Explodes (6+)
  • Firing Protocols (2)
  • Firestorm
TYPE
  • Automata (Antigrav)
OPTIONS
  • None

Armour


Skitarii Karacnos Assault Tank
UNIT COMPOSITION: 1 SKITARII KARACNOS
235 PointsPts

Of the frontline combat vehicles employed by the Mechanicum, only the largest super-heavy tanks can claim to match the sheer destructive power of the Karacnos. Protected by both heavy frontal armour and layers of defensive energy shields, the Karacnos is designed to assault and smash the enemy’s lines, its long-range mortars raining phosphex down upon the foe while corpus of Skitarii advance before it. This flexibility and brutal firepower make the Karacnos a prized asset whenever the Skitarii conclaves are required to bring utter ruin upon the foes of the Fabricator General, be they recalcitrant magi or monstrous xenoforms.

Armour Transport Capacity
M BS Front Side Rear HP
Skitarii Karacnos (⌀Use model)
Skitarii Karacnos (⌀Use model) 10 4 14 12 12 7 -
WARGEAR
  • Hull (Front) Mounted Karacnos mortar battery
  • Two Sponson Mounted lightning locks
  • Flare shield
  • Searchlights
TRAITS
  • [Allegiance]
  • [Skitarii]
SPECIAL RULES
  • Auto-repair (4+)
  • Shock Ram
  • Explodes (6+)
TYPE
OPTIONS
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points per Weapon.


Skitarii Krios Battle Tank
UNIT COMPOSITION: 1 SKITARII KRIOS
135 PointsPts

The compact Krios tank is a marvel of technology, protected by layers of energy fields rather than simple bulk armour and powered by a fusion power plant capable of accelerating it to speeds few other tanks can match. In battle it serves as a rapid response and flanking unit, capable of out-pacing most other armour and outgunning lesser units. Its systems are too complex for simple servitors or a cybernetica cortex to properly control, and so a Tech adept is integrated into the chassis to pilot the vehicle in combat.

Armour Transport Capacity
M BS Front Side Rear HP
Skitarii Krios (⌀Use model)
Skitarii Krios (⌀Use model) 14 4 13 12 10 5 -
WARGEAR
  • Centreline Mounted lightning cannon
TRAITS
  • [Allegiance]
  • [Skitarii]
SPECIAL RULES
  • Auto-repair (4+)
TYPE
OPTIONS
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points per Weapon.
  • This Model may have two Sponson Mounted volkite calivers selected for it for +15 Points.
  • This Model may have its Centreline Mounted lightning cannon exchanged for one Centreline Mounted irradiation blaster for Free.


Skitarii Krios Venator Tank Destroyer
UNIT COMPOSITION: 1 SKITARII KRIOS VENATOR
160 PointsPts

The Krios Venator trades the lightning cannon of the more common Krios for a pulsar-fusil, a dedicated anti-armour weapon of devastating power. Combining speed and firepower, the Krios Venator is capable of intercepting and destroying enemy heavy armour before it can reach the frontlines, or of reaching key positions early in an engagement to lay a trap for targets of opportunity. The rare and temperamental pulsar-fusil is a weapon more than capable of tearing other armoured vehicles apart in a storm of energy blasts, and can even prove a threat to the largest of enemies.

Armour Transport Capacity
M BS Front Side Rear HP
Skitarii Krios Venator (⌀Use model)
Skitarii Krios Venator (⌀Use model) 14 4 13 12 10 5 -
WARGEAR
  • Centreline Mounted pulsar-fusil
TRAITS
  • [Allegiance]
  • [Skitarii]
SPECIAL RULES
  • Auto-repair (4+)
TYPE
OPTIONS
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points per Weapon.
  • This Model may have two Sponson Mounted volkite calivers selected for it for +15 Points.
Army List
An Army List is a list of Units and Models that comprise a Faction. It is used by a Player to select an Army in conjunction with a Force Organisation Chart. The Rules governing Army Lists and Army selection are presented in more detail here.
Unit Profile
Sometimes the Rules may refer to a Unit Profile, this indicates the set of variables that determine what is included in a Unit as well as the Points Value of the Unit. A Unit Profile is most often presented as a full page which clearly indicates the Unit’s Points Value, composition, Wargear options and other important characteristics.

A Unit Profile does not exist in isolation, and each Unit Profile is considered part of an Army List - a collection of Unit Profiles that defines a single Faction and determines which Units may be included in a given Detachment (see Army and Army List).
Allegiance
Allegiance is a type of Trait that defines the two sides of the Horus Heresy - Loyalist and Traitor. Each Model in an Army must belong to the same Allegiance, and most Battles will pit an Army composed of Models with one Allegiance against an Army composed of Models of the opposite Allegiance. Furthermore, some Special Rules may operate differently when targeting a Model with a certain Allegiance.
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.
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.
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.

The [Skitarii] Trait is used in the following Skitarii Conclaves datasheets:

Command
Troops
Support
Heavy Transport
Fast Attack
Armour
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.
Line (X)

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

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

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

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

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

A Unit that includes Models with this Special Rule 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.
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.
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.

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

The following Advanced Reactions are presented in this section:
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:
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.
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.

Voltlock handgun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Voltlock handgun
Voltlock handgun
10
1
5
5
1
Pistol, Deflagrate (5)
Volkite, Assault
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:
Suppressed
The Suppressed Status reflects a Unit that is distracted and confused by heavy enemy fire, environmental effects or psychological warfare.

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

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

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

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

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

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

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

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

Auctorit sceptre

Icon of Authority: When a Weapon with this Special Rule is selected to make Attacks during the Declare Weapons and Set Initiative Steps stage of the Fight Sub-Phase, all Models with the Skitarii Trait that are part of the same Unit as the Model with a Weapon with this Special Rule immediately recover from Pinned, Suppressed and Stunned Tactical Statuses.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Auctorit sceptre
Auctorit sceptre
I
A
+1
4
1
Breaching (6+), Icon of Authority
Power
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

The [Allegiance] Trait is used in the following Skitarii Conclaves datasheets:

Command
Troops
Support
Heavy Transport
Fast Attack
Armour

The [Skitarii] Trait is used in the following Skitarii Conclaves datasheets:

Command
Troops
Support
Heavy Transport
Fast Attack
Armour
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.
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.
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.

Phase claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Phase claw
Phase claw
-3
A
+3
2
2
Rending (6+)
Power
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.

Corposant stave

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Corposant stave
Corposant stave
I
A
+1
3
1
Shock (Pinning, Stunned, Suppressed)
-

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
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 charges

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rad charges
Rad charges
8
1
4
-
1
Phage (T)
Rad, Assault

Haywire grenades

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Haywire grenades
Haywire grenades
8
1
4
-
1
Shock (Stunned)
Haywire, Assault
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.

Voltlock arquebus

This Weapon has both a Ranged and Melee Profile.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Voltlock arquebus (Ranged)
Voltlock arquebus (Ranged)
20
2
5
5
1
Deflagrate (5)
Volkite

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Voltlock arquebus (Melee)
Voltlock arquebus (Melee)
I
A
+1
4
1
Impact (I)
-
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
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.

Las-lock

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Las-lock
Las-lock
18
1
4
6
1
-
Las
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.
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).
Zealous Followers

Hordes of bonepickers follow in the wake of Skitarii Battle-Pilgryms, eager to serve and earn the favour of their masters through duty and obedience.

Bonepickers may use the Characteristics of nearby Skitarii Units when making Characteristic Checks.

When a Characteristic Check is taken for a Unit made up of Models with this Special Rule, the Check may be made against the Base Characteristic of any Friendly Model with the Skitarii Trait that does not have the Routed Tactical Status, that is part of a Unit that has a Model within 6" and Line of Sight of a Model from the Unit for which the Characteristic Check is made. Note that Modifiers applied to the Unit for which the Characteristic Check is being made, for example, from the Pinning (X) Special Rule, are applied to the Characteristic of the Model with the Skitarii Trait that is used for the Check.
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.
Fall Back – All Models in the Unit gain the Routed Status if they did not already have it. Units with the Routed Status must then make an immediate Fall Back Move.
Routed
The Routed Status reflects a Unit that has suffered such a catastrophic reversal that it must fall back from the front line in order to regroup and recover.

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

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

Designer’s Note
Astute readers will have noted that a Unit under the Reactive Player’s control that loses Combat and gains the Routed Status will be forced to Fall Back from that Combat and will then have to Fall Back a second time in the Controlling Player’s following Movement Phase. This is entirely intentional, and is intended to avoid Units ‘ping-ponging’ in and out of Combat. Players whose Units have been Routed will benefit from the fact that they must halt at the Battlefield Edge, stopping them running to their doom, and the fact that being attacked while Routed does not result in the immediate removal of the Routed Unit, nor stop them from shooting. Furthermore, the various Liber books will present additional options and Wargear that will allow Players the opportunity to mitigate or remove Statuses outside of the Statuses Sub-Phase.
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

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

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

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

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
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.
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).
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.
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.
Centreline Mounted – Centreline Mounted Weapons may only attack targets in the Centreline Firing Arc.

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
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.
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.

Twin mauler bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin mauler bolt cannon
Twin mauler bolt cannon
24
6
6
4
1
Pinning (2), Shred (4+)
Bolt
Flare Shield

Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator, rumoured by some to be a product of Dark Age technology from a source best left forgotten.

Attacks which hit a Model with a flare shield gain no benefit from the Armourbane Special Rule.

When Making Armour Penetration Tests against a Model with a flare shield, no Weapon may make use of the Armourbane Special Rule.
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.
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.
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.
Shock Ram

The shock ram focusses a field of arc energy into the frontal plating of an armoured vehicle, making it more deadly when ploughing through the ranks of the enemy. Such devices are power hungry in the extreme, and while effective are considered a dead end technology by most magi.

A Vehicle with this Special Rule inflicts more damage when it moves through enemy Units.

When a Model with this Special Rule and the Vehicle Type moves through an enemy Unit, the number of Hits inflicted is increased from D6 to D6+3. Furthermore, if the Reactive Player declares a Death or Glory Reaction with a Vehicle that has this Special Rule as the target, then the Vehicle with this Special Rule gains a 6+ Invulnerable save against all Hits inflicted as part of that Reaction.
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.
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.
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.
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.

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
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.

Arc blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Arc blaster
Arc blaster
24
6
6
5
1
Suppressive (1), Shock (Suppressed)
Arc
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.

Vultarax missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Vultarax missile launcher
Vultarax missile launcher
- Airburst
- Airburst
36
1
6
4
1
Blast (5"), Phage (T), Panic (0)
Rad
- Shaped charge
- Shaped charge
36
2
10
2
2
Phage (T), Panic (0), Shock (Stunned)
Rad

Dendrite talons

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Dendrite talons
Dendrite talons
I
A
S
4
2
Breaching (6+)
-
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.
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.
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.
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.
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.
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.
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.
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.
Poisoned (X)

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

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

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

Karacnos mortar battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Karacnos mortar battery
Karacnos mortar battery
60
1
6
4
1
Blast (5"), Barrage (2), Poisoned (2+), Phage (T), Pinning (3)
Rad
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.

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

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"), Breaching (5+), Shred (5+), Suppressive (1)
Arc
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).
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.

Irradiation blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Irradiation blaster
Irradiation blaster
16
1
2
4
2
Blast (5"), Ordnance (D), Phage (T), Shock (Stunned), Poisoned (2+), Panic (2)
Rad

Pulsar-fusil

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Pulsar-fusil
Pulsar-fusil
36
2
9
2
3
Ordnance (FP), Suppressive (2)
Las

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