Solar Auxilia

On this page you will find the Solar Auxilia Army List for Warhammer: The Horus Heresy - Age of Darkness, containing all of the Units and Rules needed to represent any of the Solar Auxilia cohorts or those cohorts which swore their fealty to one of the Space Marine Legions - the Legiones Auxilia. Those seeking to collect armies of the Solar Auxilia and those who wish to use them to engage in battle using the Warhammer: The Horus Heresy - Age of Darkness Rules will find this page essential. Rules for those warriors and war machines common to all the Solar Auxilia cohorts are fully detailed, as well as additional Rules for representing the Legiones Auxilia cohorts which served alongside the Legiones Astartes.


Books

BookKindEditionVersionLast update
  Liber Auxilia
  Liber AuxiliaRulebook31.1October 2025
  Legacies of the Age of Darkness
  Legacies of the Age of DarknessExpansion31.1October 2025

The Solar Auxilia Army List

The following comprises a full listing of the warriors and war machines of the Solar Auxilia, whose cohorts fought for both the Loyalist and Traitor cause throughout the grim years of the Horus Heresy. It includes Army List Profiles for the colossal arsenal wielded by the Solar Auxilia during this era, allowing Players to build and field Solar Auxilia armies. This section also includes details on the Legiones Auxilia, those Solar Auxilia hosts bonded to the Space Marine Legions, and provides Rules for fielding Solar Auxilia Armies and detachments in this manner.

The Rules found in this book are used in conjunction with the Rules for Armies in the Age of Darkness in the Warhammer: The Horus Heresy - Age of Darkness Rulebook. The Rules in the Age of Darkness Rulebook describe the process of creating an Army, while the additional Rules that follow provide Unit Profiles for Armies of the Solar Auxilia.

‘Core’ and ‘Expanded’ Army List Profiles

All Army List Profiles for the Warhammer: The Horus Heresy - Age of Darkness range are divided into two categories: Core Units and Expanded Units. All of the Units in this book are ‘Core’ Units. These represent the mainstay of the Solar Auxilia and are supported by a wide range of miniatures. Expanded Units will have Rules for their use provided in supplementary publications available from the Warhammer Community website, White Dwarf magazine or other places.

Both types of Unit may be freely used in any Horus Heresy Battle, and this category does not affect their availability as part of an Army or Detachment or the Rules for their use during a Battle.

As new Units and Models are released, their Army List Profiles will clearly state if those Units are Core or Expanded Units, and future publications may shift the category of a given Unit, with any such changes clearly noted in the Unit’s Army List Profile.

Following the Horus Heresy community, Wаhapedia doesn't make any difference between Core and Expanded units (they can't be filtered, and they're not marked on the site). In practice, both are considered equally valid for all game variants.

The Solar Auxilia at War: Building a Solar Auxilia Army

Every Unit from the Solar Auxilia Army List will have an Allegiance, represented by a Trait on its Unit Entry. For Units which are not specific to a particular Allegiance, this will be represented by ‘[Allegiance]’. 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 within this Army List 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.

Additional Reaction Point

If an Army’s Primary Detachment is from the Solar Auxilia Army List, the Controlling Player gains one additional Reaction Point if that Detachment contains any Models with the Cohort Supreme Command Trait.

Legiones Auxilia Designations

This book contains additional Rules for Solar Auxilia bonded to the eighteen Space Marine Legions. Each set of Legiones Auxilia Rules provides a themed Advanced Reaction that can be used in place of an existing Reaction for Solar Auxilia Armies which select that Legiones Auxilia Designation.

Cohort Doctrines

An Army which contains any Models with the Solar Auxilia Trait may select a single Cohort Doctrine from the list below, conferring a number of Special Rules to these Models. Note that an Army may only ever possess a single Cohort Doctrine.

Cohort Doctrine: Ultima Pattern Cohort

This doctrine represents a new breed of Solar Auxilia, a reassessment of the ancient pattern to suit the changing form of the Imperium and one forged in the early military experiments of Roboute Guilliman as he built the grand armies of Ultramar. This new doctrine focused on the deployment of far larger and more unwieldy infantry formations, eschewing the smaller elite cadres of the original Saturnyne and Jovian units to embrace the massed firepower of the more common Imperial Army cohorts. These new, larger cohorts would see regular deployment during the Horus Heresy, using the thunderous volley fire of their lasrifles to smash those that would oppose their masters.

COHORT TACTICA
All Models with the Solar Auxilia Trait in an Army with this Cohort Doctrine are subject to the following Special Rules:

Coordinated Manoeuvres

The Infantry Tercios of Ultima Pattern cohorts operated as massed phalanxes, their individual lasrifle sections drilled to operate as a single body.

In each of the Active Player’s Movement, Shooting and Assault Phases, a single Lasrifle Section can perform a Reaction for one less point of Reaction Allotment.

In each of the Active Player’s Movement, Shooting and Assault Phases, the first Reaction declared in that Phase in which the Reacting Unit is a Lasrifle Section has its Reaction Point cost modified by -1, to a minimum of 0.

Additional Detachments
If an Army has the Ultima Pattern Cohort Doctrine, for each Infantry Tercio Auxiliary Detachment selected as part of the Army Roster, the Army gains access to a single additional Infantry Tercio Auxiliary Detachment without requiring an additional Command Force Organisation Slot to be filled. Detachments gained in this manner are linked to the same Detachment as the original Infantry Tercio Auxiliary Detachment, and do not themselves unlock additional Detachments as part of this Special Rule.

Cohort Doctrine: Solar Pattern Cohort

Based on the operational doctrines of the Saturnyne Rams, the Solar pattern is a doctrine created in the earliest days of the Great Crusade that would see the foundation of the Solar Auxilia’s traditions. In the waning years of the 30th Millennium, it was less strictly followed, with those cohorts that followed its strictures to the letter seen as overly traditional and hidebound by their peers. Cohorts organised in this doctrine excel at void-based boarding actions and the use of void craft to affect entry to any war zone. Most also focus on training and maintaining a core of hardened veterans, seeking to gain even a fraction of the Saturnyne Rams’ fame through this emulation of their creed.

COHORT TACTICA
All Models with the Solar Auxilia Trait in an Army with this Cohort Doctrine are subject to the following Special Rules:

Shock Assault

Veterans among the ranks of the Solar Auxilia, the Veletarii were the linebreakers and heavy reserves of the Auxilia cohorts, trained to press the attack swiftly and without remorse, whether in the confines of breached space hulks or barrelling from within the transport hays of Dracosan carriers.

Models with this Special Rule and the Vanguard (X) Special Rule that Disembark from a Dracosan do not make Disordered Charges.

A Unit entirely composed of Models with this Special Rule and the Vanguard (X) Special Rule may have a Charge declared for it in the same Player Turn it Disembarks from a Dracosan Model without that Charge being Disordered.

Additional Detachments
If an Army has the Solar Pattern Cohort Doctrine, for each Veletaris Tercio Auxiliary Detachment selected as part of the Army Roster, the Army gains access to a single additional Veletaris Tercio Auxiliary Detachment without requiring an additional Command Force Organisation Slot to be filled. Detachments gained in this manner are linked to the same Detachment as the original Veletaris Tercio Auxiliary Detachment, and do not themselves unlock additional Detachments as part of this Special Rule.

Cohort Doctrine: Reconnaissance Pattern Cohort

Many cohorts, especially those who espoused swift assaults, maintained large stocks of sentinel walkers. These had the mobility to range ahead of their supporting infantry, reporting back on enemy positions or engaging isolated foes in hit-and-run attacks. In the dark days of the Horus Heresy, only marshals commanding the largest cohorts had the resources to risk committing their full strength of these valuable war machines to battle simultaneously, but their deployment was frequently effective.

COHORT TACTICA
All Models with the Solar Auxilia Trait in an Army with this Cohort Doctrine are subject to the following Special Rules:

Strike and Fade

Employed as mainstay troops, the light sentinel squadrons fielded by Reconnaissance cohorts were pressed into a number of atypical roles, relied upon to hold contested ground as well as baiting foes into well-prepared crossfire.

Models with this Special Rule and the Cavalry Type can Control Objectives and move further as part of the Evade Reaction.

Models with this Special Rule which also have the Cavalry Type may Hold, Control and Contest Objectives and increase their Initiative Characteristic to 5 while performing the Evade Reaction.

Additional Detachments
If an Army has the Reconnaissance Pattern Cohort Doctrine, for each Scout Tercio Auxiliary Detachment selected as part of the Army Roster, the Army gains access to a single additional Scout Tercio Auxiliary Detachment without requiring an additional Command Force Organisation Slot to be filled. Detachments gained in this manner are linked to the same Detachment as the original Scout Tercio Auxiliary Detachment, and do not themselves unlock additional Detachments as part of this Special Rule.

Cohort Doctrine: Mechanised Pattern Cohort

Some cohorts of the Solar Auxilia placed a greater emphasis on armoured support, whether due to a vagary of their founding world or the needs of the Great Crusade fleet to which they were attached. Such cohorts were a less common sight than the more traditional infantry heavy cohorts, adapting tercio tactics developed for infantry to the tanks that filled their ranks, but had often proved decisive in battles where the Legiones Astartes were unable to take to the field. During the dark years of the Horus Heresy, such formations would see widespread deployment against other Imperial armies - especially where the Solar Auxilia was forced to commit troops to face the Legiones Astartes in battle, for even the legendary Space Marines must pause in the face of such firepower.

COHORT TACTICA
All Models with the Solar Auxilia Trait in an Army with this Cohort Doctrine are subject to the following Special Rules:

Rolling Advance

Momentum was a valuable tool to the Mechanised cohorts of the Solar Auxilia, and even when unleashing their full arsenals, the armoured vehicles of such hosts would rarely pause their advance.

Models with this Special Rule may Move and still benefit from the Heavy (X) Special Rule.

Models with the Vehicle Type (but not the Flyer Sub-Type) and this Special Rule that move no more than 4" in the Movement Phase and do not Rush gain the following benefit. For the duration of that Player Turn, they count as being Stationary for the purposes of any variant of the Heavy (X) Special Rule on any Weapons they have.

Additional Detachments
If an Army has the Mechanised Pattern Cohort Doctrine, for each Armoured Tercio Auxiliary Detachment selected as part of the Army Roster, the Army gains access to a single additional Armoured Tercio Auxiliary Detachment without requiring an additional Command Force Organisation Slot to be filled. Detachments gained in this manner are linked to the same Detachment as the original Armoured Tercio Auxiliary Detachment, and do not themselves unlock additional Detachments as part of this Special Rule.

Cohort Doctrine: Siege Pattern Cohort

Many cohorts of the Solar Auxilia are renowned for their siege engineers and artillery specialists. Such cohorts field more heavy cannon than is normal within the ranks of the Solar Auxilia. This preponderance of artillery limits their strategic manoeuvrability and utility in void-bound actions, but makes them masters of open field engagement and siege operations.

COHORT TACTICA
All Models with the Solar Auxilia Trait in an Army with this Cohort Doctrine are subject to the following Special Rules:

Ceaseless Bombardment

Such was the concentration of artillery weapons fielded by Siege Pattern Solar Auxilia cohorts that the relentless barrage they unleashed would drive any foe to cover, no matter how stalwart.

Models with this Special Rule improve the value of the Pinning (X) Special Rule on any Barrage Weapons they have by +1.

Models with this Special Rule which have one or more Weapons with both the Barrage (X) Special Rule and the Pinning (X) Special Rule have a +1 Modifier applied to the value of Pinning (X) on any such Weapons.

Additional Detachments
If an Army has the Siege Pattern Cohort Doctrine, for each Artillery Tercio Auxiliary Detachment selected as part of the Army Roster, the Army gains access to a single additional Artillery Tercio Auxiliary Detachment without requiring an additional Command Force Organisation Slot to be filled. Detachments gained in this manner are linked to the same Detachment as the original Artillery Tercio Auxiliary Detachment, and do not themselves unlock additional Detachments as part of this Special Rule.

Cohort Doctrine: Iron Pattern Cohort

Some cohorts have long been used to fighting alongside the war hosts of the Mechanicum. Over the course of the Great Crusade, as casualties began to take a toll, these cohorts would recruit from the Forge Worlds they had fought alongside, replacing fragile infantry with iron automata and unfeeling cyborgs. Given the brutal efficiency of such constructs, the Divisio Militaris has done little to discourage such traditions, though these ‘Iron’ cohorts would often find themselves assigned to the most gruelling and deadly war zones.

COHORT TACTICA
All Models with the Solar Auxilia Trait in an Army with this Cohort Doctrine are subject to the following Special Rules:

Iron over Flesh

Where many so-called ‘Iron cohorts’ would initially adopt bonded Mechanicum elements to shore up their depleted ranks, their commanders often went on to place increased value on these newfound compatriots, the lives of those auxiliaries which made up the cohorts’ rank and file diminished by comparison.

Every Model in a Lasrifle Section Unit in an Army with the Iron Pattern Cohort Doctrine gains the Expendable (1) Special Rule.

Additional Detachments
An Army that has the Iron Pattern Cohort Doctrine may select the following Detachment. Iron Tercio Auxiliary Detachments allow Units to be selected from an Army List which is different to that used to fill the Primary, Allied or Apex Detachment to which they are linked. This overrules the usual restrictions upon which Army List Units are drawn from presented in the Crusade Army Selection Rules.

Iron Tercio

[AUXILIARY DETACHMENT]
Heavy Assault Slots in this Detachment may only be used to select Castellax Destructor Maniple Units, Troops Slots in this Detachment may only be used to select Tech-Priest Units and Support Slots in this Detachment may only be used to select Castellax Battle Maniple or Thallax Cohort Units, each selected from Liber Mechanicum.


  • Models selected as part of this Detachment replace their [Mechanicum], Cybernetica or Reductor Trait with the ‘Iron Tercio’ Faction Trait.
  • Units selected as part of this Detachment which contain both one or more Tech-priests and one or more Models with the Automata Type may Hold, Control and Contest Objectives.

Wargear Lists

These Wargear lists are used with many of the Units in this Army List. Where a Wargear Option on a Unit references a Wargear list from those below, one of the options from that list can be selected for that Model and the Points cost listed added to the cost of that Unit.

Auxilia Melee Weapons

  • - Charnabal sabre
    +3 points
  • - Power sword
    +5 points
  • - Power sword
    +10 points

Auxilia Pistols

  • - Blast pistol
    +3 points
  • - Needle pistol
    +5 points
  • - Volkite serpenta
    +5 points
  • - Hand flamer
    +5 points
  • - Plasma pistol
    +5 points

Auxilia Hull Weapons

  • - Hull (Front) Mounted heavy bolter
    Free
  • - Hull (Front) Mounted heavy flamer
    Free
  • - Hull (Front) Mounted multi-laser
    Free
  • - Hull (Front) Mounted autocannon
    +5 points
  • - Hull (Front) Mounted lascannon
    +10 points

Auxilia Sponson Weapons

  • - Two Sponson Mounted heavy bolters
    Free
  • - Two Sponson Mounted heavy flamers
    Free
  • - Two Sponson Mounted multi-lasers
    Free
  • - Two Sponson Mounted autocannon
    +10 points
  • - Two Sponson Mounted lascannon
    +20 points

Auxilia Pintle Weapons

  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted heavy flamer
    +10 points
  • - Pintle Mounted multi-laser
    +10 points

Solar Auxilia Auxiliary Detachments

An Army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

In addition to the Auxiliary Detachments presented in the Warhammer: The Horus Heresy - Age of Darkness Rulebook, Armies which make use of the Solar Auxilia Army List have access to a number of additional Auxiliary Detachments. These follow all the standard Rules for Auxiliary Detachments, but may have certain restrictions upon which Unit is used to fill the Command Force Organisation Slot which allows their selection.

Veletaris Tercio

[AUXILIARY DETACHMENT]
When a Veletaris Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Veletaris Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.



Infantry Tercio

[AUXILIARY DETACHMENT]
When a Line Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Infantry Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


  • All Models selected as part of this Detachment gain the Infantry Tercio Trait.
  • Troops Slots in this Detachment may only be used to select Lasrifle Section Units. Recon Slots in this Detachment may only be used to select Hermes Light Sentinel Squadron Units.

Artillery Tercio

[AUXILIARY DETACHMENT]
When an Artillery Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Artillery Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.



Armour Tercio

[AUXILIARY DETACHMENT]
When an Armoured Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Armour Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.



Scout Tercio

[AUXILIARY DETACHMENT]
When a Hermes Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Scout Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


Legiones Auxilia Designations

An Army which contains any Models with the Solar Auxilia Trait may select a single Legiones Auxilia Designation from those that follow, replacing access to an existing Reaction with a new Advanced Reaction. Note that an Army may only ever possess a single Legiones Auxilia Designation and may benefit from both a Legiones Auxilia Designation and a Cohort Doctrine.

LEGIONES AUXILIA: DARK ANGELS

Calibanite Jaegers

A people which had spent numberless years fighting monstrosities dredged from the depths of Old Night, the populace of Caliban proved a valuable source of fighting troops upon the world’s discovery by the Imperium. As well as recruits for the Ist Legion itself, several cohorts of Solar Auxilia were mustered to directly serve the Dark Angels over the course of the Great Crusade, named the ‘Calibanite Jaegers’ for their experience hunting the great beasts of their home world. Though not inducted into the innermost mysteries of the Hexagrammaton, these ‘Jaegers’ shared the taciturn and insular character of their Legionary masters, fighting alongside the Dark Angels with an almost eerie synchronicity and unity of purpose.

The Calibanite Jaegers Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the Ist Legion, such as the Gramarye Castellans.

The Calibanite Jaegers Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Dark Angels Trait. The Controlling Player of an Army with the Calibanite Jaegers Legiones Auxilia Designation gains access to the Bring It Down! Advanced Reaction, but may never declare a Fix Bayonets! Advanced Reaction for a Unit with any Models with the Solar Auxilia Trait.

Bring It Down!

Long having suffered the predations of Caliban’s forest beasts, the Auxiliaries of the Calibanite Jaegers were well versed in countering such towering opponents, bringing this expertise to bear against the Great Crusade’s most monstrous foes.

This Reaction allows the Reactive Player to make attacks with Weapons with the Detonation Special Rule against certain charging enemy Units.

Trigger: The Reactive Player may declare a Bring It Down! Advanced Reaction in the Assault Phase, at the end of Step 5 of the Charge procedure of a Charge made by the Active Player if the Charge Roll has succeeded and the Charging Unit includes at least one Model with either the Walker Type, Automata Type, Malefic Sub-Type or the Bulky (X) Special Rule, where the value of X is at least 3.

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

Target: For a Bring It Down! Advanced Reaction, the Reacting Unit is always the Unit that is the target of the Charge that triggered the Advanced Reaction, and must be composed entirely of Models with the Solar Auxilia Trait. The Target Unit is the Unit whose Charge triggered the Advanced Reaction.

Process
  1. Once the cost has been paid, the Reactive Player must select a Weapon with the Detonation Special Rule as the Weapon for each Model in the Reacting Unit to make attacks with, ignoring the usual restrictions on when Weapons with the Detonation Special Rule may be used. Models that do not have Weapons with the Detonation Special Rule cannot make attacks as part of this Reaction.
  2. The Reactive Player resolves Steps 3-10 of the Resolving an Initiative Step step for the Reacting Unit with each Model in the Reacting Unit which has a Weapon with the Detonation Special Rule counting as being Engaged with the Target Unit and making its attacks in this Initiative Step.
  3. Models Removed as Casualties as a result of attacks made as part of this Reaction are counted for the purposes of scoring Combat Resolution Points.

LEGIONES AUXILIA: EMPEROR’S CHILDREN

Archite Palatines

The history of the Archite Palatines is intrinsically linked with that of the IIIrd Legion, their origins lying at the very dawn of the Great Crusade and their memberships both drawn from the noble houses of Europa. Though the first Archite Palatine cohorts served with several Space Marine Legions in the decades after their founding, the cultural ties they shared with the IIIrd Legion saw them stand closer to the Emperor’s Children than any other. After Fulgrim’s rediscovery, the Phoenician immediately recognised this bond and declared the Archite Palatines wards of the Emperor’s Children within a year of joining his Legion, lauding their worth but tying them eternally to dwell in the IIIrd Legion’s shadow.

The Archite Palatines Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the IIIrd Legion, such as the Arkadian Janissaries.

The Archite Palatines Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Emperor’s Children Trait. The Controlling Player of an Army with the Archite Palatines Legiones Auxilia Designation gains access to the Redouble Advanced Reaction, but may not make use of the Fire Support! Advanced Reaction.

Redouble

Sharing in a degree of their Legionary patrons’ haughtiness, the Archite Palatines revelled in any opportunity to improve their legend by performing valorous deeds, establishing a history of bold advances where a single formation’s resolve in the face of adversity had emboldened an entire battleline.

This Reaction allows a Unit and nearby allies to perform a move after it succeeds on a Check to avoid gaining a Tactical Status in the Active Player’s Shooting Phase.

Trigger: The Reactive Player may declare a Redouble Advanced Reaction in the Morale Sub-Phase of the Active Player’s Shooting Phase, when a Unit entirely composed of Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule makes a successful Cool or Leadership Check when testing to see if it gains a Tactical Status.

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

Target: For a Redouble Advanced Reaction, the Reacting Unit is always the Unit that has passed the Cool or Leadership Check in that Morale Sub-Phase, and contains only Models with the Solar Auxilia Trait.

Process
  1. Once a Redouble Advanced Reaction has been declared, the Reactive Player may make a standard move with the Reacting Unit, following all the normal Rules for movement, but may not choose to Rush.
  2. Once this movement is complete, the Reactive Player may select one or more Units under their control entirely composed of Models with the Solar Auxilia Trait without the Vehicle Type and which also have at least one Model within 12" of the Reacting Unit.
  3. The Reactive Player may then move each Model in these additional Units a number of inches equal to its Initiative Characteristic, ending each move in Coherency with another Model from the same Unit, but not within 1" of any Enemy Models. Note that each of these Units still counts as having made a Reaction during this Player Turn.

LEGIONES AUXILIA: IRON WARRIORS

Selucid Thorakites

Though established only a few brief years before the outbreak of the Horus Heresy, the grim serf-auxilia known as the Selucid Thorakites would participate in some of the civil war’s most gruelling conflicts in service of their IVth Legion masters. In 004. M31, Perturaho had returned to his home world intent on destruction, for Olympia was in the grip of rebellion. The Iron Warriors unleashed ruin upon the planet and enslaved the entire star system in the aftermath, raising several cohorts of Legiones Auxilia from Olympia’s shackled populace and placing as their officers and overseers those Olympians who had participated in the world’s devastation. These Selucid Thorakites were thrown into the forefront of the Legion’s campaigns across the remaining years of the Great Crusade, in what now appears to be a period of tempering or winnowing for the Legiones Auxilia as the Iron Warriors prepared for Horus’ unfolding war.

The Selucid Thorakites Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the IVth Legion, such as the Galibed Oathsworn.

The Selucid Thorakites Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Iron Warriors Trait. The Controlling Player of an Army with the Selucid Thorakites Legiones Auxilia Designation gains access to the Weather the Storm Advanced Reaction, but may never declare an Evade Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Weather the Storm

The Selucid Thorakites marched under skies riven with shell fire and across battlefields torn ragged by artillery detonations, expected to face down torrents of fire as they advanced unflinchingly amidst the tumult of battle.

This Reaction allows the Reactive Player to ignore the effect of a failed Pinning, Suppressive or Stun Check.

Trigger: The Reactive Player may declare a Weather the Storm Advanced Reaction in the Morale Sub-Phase of the Shooting Phase, when a Unit entirely composed of Models with the Infantry or Cavalry Types and the Solar Auxilia Trait would gain the Pinned, Stunned or Suppressed Tactical Status due to having failed a Characteristic Check, unless that Unit is Out of Coherency.

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

Target: For a Weather the Storm Advanced Reaction, the Reacting Unit is always the Unit that would gain the Tactical Status in that Morale Sub-Phase, and contains only Models with the Solar Auxilia Trait.

Process
  1. Once the cost has been paid, the Reacting Unit does not gain the Pinned, Stunned or Suppressed Tactical Status, as though it had passed the Characteristic Check.
  2. The Morale Sub-Phase of the Shooting Phase then proceeds as normal.

LEGIONES AUXILIA: WHITE SCARS

Chogorian Limitanei

While the Chogorian Legionaries of the White Scars owe their heritage to the nomadic tribes of so-called ‘Mundus Planus’, the fortified cities and other static settlements of Chogoris - once having formed an immense empire that stretched across much of the world - were never tithed of their young for the Vth Legion’s intake. Instead, the heavy infantry and armoured cavalry which once served as the standing army of this now-fallen empire formed the foundation of several Legiones Auxilia cohorts pledged to the White Scars’ service. In the initial years following the establishment of these cohorts, the cultural friction and recent history of conquest between the White Scars and their ‘Chogorian Limitanei’ Auxilia (as these cohorts were known by the Imperial Court) resulted in a tense alliance as the two fought side by side. Within a single decade, however, a begrudging respect and camaraderie had developed between the two, and by the Great Crusade’s end, the Chogorian Limitanei were one of the few forces that the famously insular Vth Legion would fight alongside without issue.

The Chogorian Limitanei Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the Vth Legion.

The Chogorian Limitanei Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the White Scars Trait. The Controlling Player of an Army with the Chogorian Limitanei Legiones Auxilia Designation gains access to the Chosen Ground Advanced Reaction, but may never declare a Fire Support! Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Chosen Ground

While the Vth Legion itself was a swift blade, parting its foes with lightning-fast strikes and outmanoeuvring them at every turn, the Chogorian Limitanei formed an inviolate bulwark, trusted by the Khagan’s sons to hold any ground where the White Scars had planted their standard.

This Reaction allows the Reactive Player to ignore the effect of a failed Panic Check in the Assault Phase and instead apply the Hold aftermath option to a Unit within 3" of an Objective.

Trigger: Once per Battle, the Reactive Player may declare a Chosen Ground Advanced Reaction in the Resolution Sub-Phase of the Active Player’s Assault Phase, when a Panic Check is failed for a Unit entirely composed of Models with the Solar Auxilia Trait which contains at least one Model within 3" of an Objective during the Make Panic Checks Step (but before Models in that Unit would gain the Routed Tactical Status as a result).

Cost: The Chosen Ground Advanced Reaction has no cost.

Target: For a Chosen Ground Advanced Reaction, the Reacting Unit is always the Unit for which the Panic Check was failed in that Resolution Sub-Phase, and contains only Models with the Infantry Type and Solar Auxilia Trait without the Bulky (X) Special Rule.

Process
  1. Once the Chosen Ground Advanced Reaction has been declared, the Reactive Player must discard the Routed Tactical Status that would be gained by all Models in the Reacting Unit.
  2. The Battle immediately proceeds to the Aftermath step of the Resolution Sub-Phase, and the Reacting Player must declare the Hold aftermath option for the Reacting Unit.
  3. Once the Reacting Player has declared the Hold option for the Reacting Unit, the rest of the Aftermath step proceeds as normal.

LEGIONES AUXILIA: SPACE WOLVES

Fenrisian Kaerls

Upon the cruel world of Fenris, none can survive without a warrior’s skill, and while the greatest among the planet’s population would ascend to join the VIth Legion, those who fell short of the Space Wolves’ gruelling trials or simply proved incompatible with the Legion’s gene-seed provided an ample stable of recruits for the Legion’s Auxilia. These were the Fenrisian Kaerls, fearsome soldiers whose shared warrior-culture made them perfectly matched to their Legionary counterparts. While Fenris’ hellish climate and geology ensured the world’s human populace was never sizeable - limiting the Fenrisian Kaerls to only a handful of cohorts at their apex - the Kaerls were valued much more highly by their patron Legion than many Legiones Auxilia, and so were spared some of the more perilous duties than their counterparts bonded to certain other Legions.

The Fenrisian Kaerls Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the VIth Legion, such as the ‘Last Vigil’.

The Fenrisian Kaerls Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Space Wolves Trait. The Controlling Player of an Army with the Fenrisian Kaerls Legiones Auxilia Designation gains access to the Hunter’s Strike Advanced Reaction, but may never declare a Fire Support! Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Hunter’s Strike

The Auxiliaries of the Fenrisian Kaerls cohorts fought vigilantly at the Space Wolves’ flanks, ever watchful for feint or ambush, such that no hidden redoubt or unorthodox concealment was proof against their scrutiny or the fearsome counter-attack which inevitably followed.

This Advanced Reaction allows a Unit to charge an Enemy Unit moving into play from Reserves.

Trigger: Once per Battle, the Reactive Player may declare a Hunter’s Strike Advanced Reaction when the Active Player finishes moving a Unit into play from Reserves.

Cost: The Hunter’s Strike Advanced Reaction has no cost.

Target: The Unit entering play from Reserves is always the Target Unit of this Advanced Reaction. After declaring this Reaction, the Reactive Player must select one Unit under their control which is entirely composed of Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule. This Unit must be able to draw a Line of Sight to the Target Unit. The selected Unit is the Reacting Unit.

Process
  1. Once a Hunter’s Strike Advanced Reaction has been declared, the Reactive Player may make a move with the Reacting Unit directly towards the Target Unit, following all the normal Rules for Movement, but may not choose to Rush.
  2. Once this movement is complete, the Reactive Player makes a Charge Roll for the Reacting Unit, where the target of the Charge is the Target Unit.
  3. If the result of the Charge Roll would be enough to move any Model from the Reacting Unit into Base Contact with a Model from the Target Unit, then a Charge Move is made and the Units are Locked in Combat. Models in the Reacting Unit gain any bonuses from any Special Rules that would apply to that Unit as a result of a successful Charge.
  4. If the result of the Charge Roll would not bring any Model from the Reacting Unit into contact with a Model from the Target Unit, then no Charge Move is made, with no Cool Check having to be made for the Reacting Unit due to a failed Charge.

LEGIONES AUXILIA: IMPERIAL FISTS

Inwit Phalangites

Unusual among the Primarchs, when Rogal Dorn was reunited with the Emperor, he delivered not only his home world into the Imperial fold, but an entire star cluster of worlds united under his rule. Conquered in years past by the stoic people of Inwit, the worlds of the Inwit Protectorate were something of a wellspring of recruits for the armies of the Imperium, quickly harnessed by Dorn to augment the military force of his Legion. The Inwit Phalangites - as the cohorts raised from this domain would come to be known - garrisoned both the planetside fortresses of the VIIth Legion and its sizeable fleet of void-faring warships, and were numerous enough to regularly be deployed apart from their Legion patrons, forging an envious roll of honours in the annals of the Great Crusade.

The Inwit Phalangites Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the VIIth Legion.

The Inwit Phalangites Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Imperial Fists Trait. The Controlling Player of an Army with the Inwit Phalangites Legiones Auxilia Designation gains access to the Steadfast Bulwark Advanced Reaction, but may never declare a Reposition Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Steadfast Bulwark

Garrisoning the bastions of the VIIth Legion across hundreds of worlds during the Great Crusade, the Inwit Phalangites were relied upon to be utterly unyielding in defence, many Auxiliaries stationed at those very same fortifications during the years of the Horus Heresy when their mettle would be tested against the Warmaster’s guns.

This Reaction allows the Reactive Player to increase the Toughness of a Unit targeted by a Shooting Attack if the Target Unit is in Cover.

Trigger: The Reactive Player may declare a Steadfast Bulwark Advanced Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player.

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

Target: For a Steadfast Bulwark Advanced Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack. This Unit must be entirely composed of Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule of which the Majority can claim a Cover Save when the Advanced Reaction is declared.

Process
  1. All Models in the Reacting Unit increase their Toughness Characteristic by +1 (to a maximum of 4) for the duration of the Shooting Phase in which this Advanced Reaction was declared.
  2. The Active Player continues to resolve the Shooting Attack that triggered this Advanced Reaction as normal.

LEGIONES AUXILIA: NIGHT LORDS

Nostraman Damnatii

Prohibited from inducting existing Solar Auxilia cohorts as Legiones Auxilia by the Imperial Court some three decades prior to the betrayal at Isstvan V, the Night Lords’ gradual deterioration as the Great Crusade drew to a close would see them turn to the benighted worlds of the Nostramo Sector and beyond to furnish their Legion with auxiliary hosts. At first, the Night Haunter enforced rigorous testing programmes for the early intakes into these ‘Nostraman Damnatii’ cohorts, massed war games and training regimens ensuring these Legiones Auxilia were the peer of any other Legion’s. By the time of the Horus Heresy, however, the creeping rot which had spread through those left to preside over the Nostramo Sector had seen these trials rendered into nightmarish blood sports, populating the ranks of the Damnatii with cruel and bloodthirsty killers.

The Nostraman Damnatii Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the VIIIth Legion.

The Nostraman Damnatii Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Night Lords Trait. The Controlling Player of an Army with the Nostraman Damnatii Legiones Auxilia Designation gains access to the Combat Haze Advanced Reaction, but may never declare a Fix Bayonets! Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Combat Haze

Initially distributed to inure the Auxiliaries to the horrific terror tactics of the VIIIth Legion, alchem-infusions were frequently used by the Nostraman Damnatii cohorts in battle, inducing a ‘combat haze’ of heightened aggression.

This Reaction allows the Reactive Player to ignore the effect of a failed Panic Check in the Shooting Phase and instead gain the Heedless and Impact (A) Special Rules for the rest of the Battle.

Trigger: The Reactive Player may declare a Combat Haze Advanced Reaction in the Morale Sub-Phase of the Shooting Phase, when a Unit entirely composed of Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule would gain the Routed Status due to having failed a Leadership Check.

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

Target: For a Combat Haze Advanced Reaction, the Reacting Unit is always the Unit that would gain the Tactical Status in that Morale Sub-Phase, and contains only Models with the Solar Auxilia Trait.

Process
  1. Once the cost has been paid, the Reacting Unit does not gain the Routed Tactical Status, as though it had passed the Leadership Check.
  2. All Models in the Reacting Unit immediately gain the Heedless and Impact (A) Special Rules, and lose any version of the Line (X) Special Rule they already have as well as any instance of the Infantry Tercio, Veletaris Tercio or Artillery Tercio Traits if they have them.
  3. The Morale Sub-Phase of the Shooting Phase then proceeds as normal.

LEGIONES AUXILIA: BLOOD ANGELS

Saiphan Elevatii

Without the transformative power of the Blood Angels’ gene-seed, the rad-scoured people of Baal proved ill-suited to service among the armies of the Imperium, with the IXth Legion’s farther-flung domains instead serving as the primary recruitment bases for the Blood Angels’ Legiones Auxilia. The bloodthirsty warrior-cultures ofSaiph proved as valuable a source of Auxiliaries as they were for Legionaries, though the IXth Legion were required to enact punishing training regimens to enforce the levels of discipline and cohesion expected of a Solar Auxilia cohort. Once brought to combat readiness, however, these ‘Saiphan Elevatii’ cohorts were an invaluable counterpart to the Blood Angels Legion at war, their lack of concern for propriety also helping to shield some of the IXth Legion’s less palatable practices from the wider Imperium.

The Saiphan Elevatii Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the IXth Legion, such as the Gilded Sentinels and Canopus Fusiliers.

The Saiphan Elevatii Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Blood Angels Trait. The Controlling Player of an Army with the Saiphan Elevatii Legiones Auxilia Designation gains access to the Counter-assault Advanced Reaction, but may never declare a Reposition Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Counter-assault

Saiphan Elevatii cohorts paired the defensive doctrines of the Solar Auxilia with brutal melee drills, often drawing their foe close before unleashing devastating counter-assaults.

This Reaction allows the Reacting Unit to make a Charge against an enemy Unit that moves within range.

Trigger: The Reactive Player may declare the Counter-assault Advanced Reaction in Step 2 of the Move Sub-Phase process, if an enemy Unit ends a move within 6" and in Line of Sight of at least one Model in a Unit that is entirely composed of Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule.

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

Target: The Target Unit is always the Unit whose Move triggered the Reaction. The Reacting Unit is always the Unit which has at least one Model within 6" and Line of Sight of at least one Model in the Target Unit at the end of its move.

Process
  • Once the Counter-assault Advanced Reaction has been declared, the Reactive Player must make a Charge Roll for the Reacting Unit, where the target of the Charge is the Target Unit.
  • If the result of the Charge Roll would be enough to move any Model from the Reacting Unit into Base Contact with a Model from the Target Unit, then a Charge Move is made and the Units are Locked in Combat. Models in the Reacting Unit gain any bonuses for any Special Rules that would apply to that Unit as a result of a successful Charge.
  • If the result of the Charge Roll would not bring any Model from the Reacting Unit into contact with a Model from the Target Unit, then no Charge Move is made, with no Cool Check having to be made for the Reacting Unit due to a failed Charge.

LEGIONES AUXILIA: IRON HANDS

Medusan Chainshroud

Infamously callous towards the ‘lesser’ hosts of the Imperial Army, the Iron Hands Legion spent most of the Great Crusade eschewing the prospect of bonded Auxilia, establishing the ‘Medusan Chainshroud’ cohorts only in the final decades of the Great Crusade as the Expeditionary fleets pushed further and further from the core outposts of the Imperium. Requiring secondary forces to fulfil those battlefield roles ill-suited to the Legiones Astartes at the very frontiers of the galaxy, the Iron Hands selected several Solar Auxilia cohorts deployed to shared theatres by simple quantitative assessment of their war record, ‘awarding’ these cohorts with induction into the Legion’s Auxilia with immediate effect. Rotated back to the Medusan Reach, these ‘Chainshroud’ cohorts underwent massive rearmament programs as well as total, involuntary cerebral augmentation to render them into a force utterly subservient to the Xth Legion, while forbidden from setting foot on Medusa itself.

The Medusan Chainshroud Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the Xth Legion.

The Medusan Chainshroud Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Iron Hands Trait. The Controlling Player of an Army with the Medusan Chainshroud Legiones Auxilia Designation gains access to the Cerebral Augments Advanced Reaction, but may never declare an Evade Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Cerebral Augments

Held in callous disregard by the Iron Hands, those cohorts inducted into the Xth Legion’s Chainshroud were selected solely via statistical cogitation and subjected to involuntary cerebral augmentation, a process which removed an auxiliary’s capability to fear such that they would march willingly into the heaviest of fire, heedless of the toll in lives it wrought.

This Reaction allows one of the Reactive Player’s Units to suffer D3 Wounds and discard the Routed Status when it fails a Panic Check in the Shooting or Assault Phase.

Trigger: The Reactive Player may declare a Cerebral Augments Advanced Reaction in the Morale Sub-Phase of the Shooting Phase or the Make Panic Checks step of the Resolution Sub-Phase of the Assault Phase, when a Unit entirely composed of Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule would gain the Routed Status due to having failed a Leadership Check.

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

Target: For a Cerebral Augments Advanced Reaction, the Reacting Unit is always the Unit that would gain the Routed Tactical Status in that Morale Sub-Phase or Make Panic Checks Step, and contains only Models with the Solar Auxilia Trait.

Process
  1. Once the cost has been paid, the Reactive Player must discard the Routed Tactical Status which would be gained by all Models in the Reacting Unit.
  2. The Reacting Unit immediately suffers D3 automatic wounds which ignore all Armour Saves and Cover Saves. Invulnerable Saves and Damage Mitigation Rolls may be taken against these wounds as normal and they are allocated as if they were inflicted by a Shooting Attack.
  3. The Morale Sub-Phase of the Shooting Phase or the Make Panic Checks step of the Resolution Sub-Phase of the Assault Phase then proceeds as normal.

LEGIONES AUXILIA: WORLD EATERS

Nagrakal Thraexii

Lacking a singular home world, the World Eaters were an itinerant Legion, drawing recruits both from established tributary domains as well as any conquered society with a serviceable human population. In the same manner did the XIIth Legion furnish their fleets with Auxilia, establishing several cohorts of bonded troops sourced from dozens of worlds, named ‘Nagrakal’ after the hybrid tongue of the Legion itself, and ensuring the only shared culture that would bind the Legiones Auxilia together would be the bloody culture of the Legion itself. For the XIIth Legion especially, such a body of loyal, disciplined troops would prove essential as the effects of the ‘butcher’s nails’ seemed to amplify over time, the Nagrakal Thraexii seeing to more mundane tactical concerns as the World Eaters sated their need for violence.

The Nagrakal Thraexii Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the XIIth Legion.

The Nagrakal Thraexii Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the World Eaters Trait. The Controlling Player of an Army with the Nagrakal Thraexii Legiones Auxilia Designation gains access to the Butcher’s Due Advanced Reaction, but may never declare a Fire Support! Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Butcher’s Due

The cohorts of the Nagrakal Thraexii functioned as something of a counterbalance to the increasingly erratic conquests of the XIIth Legion, moving to gun down enclaves of foes bypassed or overlooked by the unstoppable tide that was the World Eaters Legion on the charge.

This Reaction allows the Reacting Unit to make a Shooting Attack targeting an enemy Unit that performs a Disengage or Fall Back aftermath option in the Assault Phase.

Trigger: The Reactive Player may declare a Butcher’s Due Advanced Reaction in the Resolution Sub-Phase of the Active Player’s Assault Phase, when an enemy Unit moves as part of a Disengage or Fall Back aftermath option. The Reacting Unit must have at least one Model with Line of Sight to this enemy Unit once it has completed its movement, and must be a Unit under the Reactive Player’s control entirely composed of Models with the Solar Auxilia Trait which is not Locked in Combat.

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

Target: The Target Unit is always the Unit whose movement triggered the Advanced Reaction.

Process
Once the Butcher’s Due Advanced Reaction has been declared, the Reactive Player makes a Shooting Attack with the Reacting Unit, targeting only the Target Unit.

LEGIONES AUXILIA: ULTRAMARINES

Ultramar High Guard

Among the Five Hundred Worlds of Ultramar were countless military hosts outside of the XIIIth Legion itself, seeing to the defence of the domain from without as well as enforcement of internal order. Collectively, these were known in High Gothic as the ‘Ultramar Accensi’, and the most vaunted among their ranks were the Ultramarines’ bonded Legiones Auxilia, of which the ‘High Guard’ cohorts were the most numerous. Stationed in void-defence garrisons above the key worlds of Ultramar as well as aboard the warships of Battlefleet Ultramar, individual High Guard cohorts would also rotate out to accompany the Expeditionary fleets of the XIIIth Legion on-crusade, though their greatest challenge would come during the bloody years of the Shadow Crusade.

The Ultramar High Guard Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the XIIIth Legion, including the various bodies of the Ultramar Accensi.

The Ultramar High Guard Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Ultramarines Trait. The Controlling Player of an Army with the Ultramar High Guard Legiones Auxilia Designation gains access to the Combined Arms Advanced Reaction, but may never declare a Reposition Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Combined Arms

The Ultramar High Guard followed battle doctrines handed down to the XIIIth Legion’s auxilia by Roboute Guilliman himself, focusing on providing long-range suppressive fire as the Ultramarines advanced, holding their foe in place to he rendered apart with surgical precision.

This Reaction allows the Reactive Player to make a Shooting Attack against a Charging Unit and potentially cause that Charge to become Disordered.

Trigger: The Reactive Player may declare the Combined Arms Advanced Reaction at the start of Step 3 of the Charge process of any Charge declared by the Active Player that targets a Unit under the Reactive Player’s Control.

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

Target: The Target Unit is always the Unit whose Charge triggered the Advanced Reaction. The Reacting Unit is a Unit with at least one Model within 12" of the Target Unit which can also draw a Line of Sight to the Target Unit. The Reacting Unit must be a Unit under the Reactive Player’s control entirely composed of Models with the Solar Auxilia Trait.

Process
  1. Once the Combined Arms Advanced Reaction has been declared, the Reactive Player makes a Shooting Attack with the Reacting Unit against the Target Unit.
  2. If, after Saves and Damage Mitigation Rolls, this Shooting Attack inflicts one or more successful wounds on the Target Unit, the Target Unit’s Charge immediately becomes a Disordered Charge.
  3. After resolving this Shooting Attack (including removing Casualties), the Active Player proceeds with Step 3 of that Charge as normal, unless the Target Unit’s Charge is now a Disordered Charge, in which case the Active Player instead moves to Step 4 of the Charge Procedure.

LEGIONES AUXILIA: DEATH GUARD

Barbaran Ambaxtoi

Where for some Legions the kinship of a shared home world forged great bonds between Legionaries and Auxilia, for the Death Guard and their Barbaran Ambaxtoi wards, a cold and spiteful distance endured the long years of the Great Crusade. When Mortarion had led his campaign against the xenos overlords of Barbaras before the coming of the Emperor, there were some among the world’s human populace that stood with their oppressors, whether from fear of the alien tyrants or envy of Mortarion’s gifts. Upon the planet’s incorporation into the Imperium, these communities would ever be marked as traitors and collaborators, and upon them the lord of the Death Guard would impose his tithe: they would form the first cohorts of the Barbaran Ambaxtoi, eternally sworn to toil in service of the Death Guard, but never trusted to provide recruits for the Legion itself.

The Barbaran Ambaxtoi Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the XIVth Legion, such as the Bleak Marchers.

The Barbaran Ambaxtoi Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Death Guard Trait. The Controlling Player of an Army with the Barbaran Ambaxtoi Legiones Auxilia Designation gains access to the Outlast Advanced Reaction, but may never declare a Reposition Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Outlast

Grim warriors who share in the same fatalistic culture as their Legionary patrons, the Auxiliaries of the Barbaran Ambaxtoi accept that the butcher’s tally is the currency with which they ply their bloody craft, facing death unperturbed.

This Reaction allows the Reactive Player to prevent a Unit from needing to make a Panic Check due to suffering Casualties in the Shooting Phase and allow it to perform a Snap Shots Shooting Attack.

Trigger: The Reactive Player may declare an Outlast Advanced Reaction in the Shooting Phase, at the end of Step 11 of the Shooting Attack sequence of any Shooting Attack made by the Active Player which triggers a Panic Check due to the number of Models Removed as Casualties.

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

Target: For an Outlast Advanced Reaction, the Reacting Unit is always the Unit that was the Target of the Shooting Attack. This Unit must be entirely composed of Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule.

Process
  1. Once the cost has been paid, the Reactive Player immediately removes the Marker indicating a Panic Check is required of the Reacting Unit in the following Morale Sub-Phase.
  2. After this Marker has been removed, the Reactive Player makes a Shooting Attack with the Reacting Unit, resolved as Snap Shots and targeting any enemy Unit to which at least one Model in the Reacting Unit has Line of Sight.
  3. Once this Shooting Attack has been completely resolved, including removing any Casualties, the Players must then finish resolving Step 11 of the original Shooting Attack that triggered the Reaction.

LEGIONES AUXILIA: THOUSAND SONS

Prosperine Spireguard

Raised some decades after the integration of Prospero into the Imperium, the home world of the Thousand Sons was garrisoned by several well-trained cohorts of Legiones Auxilia, barracked primarily within Tizca but also among settlements and fortifications scattered throughout Prospero’s wilderness. Configured in several different patterns to better serve the specific needs of the XVth Legion, these ‘Spireguard’ cohorts were careful to remain aloof from all but the Thousand Sons upon Crusade, for the preponderance of psychic ability among Prosperine natives often proved disquieting to the other hosts of the Imperium. The greater strength of the Prosperine Spireguard would be lost with the Burning of Prospero, but several cohorts and sub-cohort sized detachments had been deployed across the galaxy at the time of Tizca’s destruction, sharing in the Thousand Sons’ wrath at the annihilation of their home.

The Prosperine Spireguard Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the XVth Legion.

The Prosperine Spireguard Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Thousand Sons Trait. The Controlling Player of an Army with the Prosperine Spireguard Legiones Auxilia Designation gains access to the Psy-shock Advanced Reaction, but may never declare a Form Ranks! Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Psy-shock

Drawn from the populace of Tizca, the Auxiliaries of the Prosperine Spireguard cohorts often exhibited some degree of psychic ability, and while trained by the Thousand Sons in techniques for suppressing involuntary use of this ability, instances of ætheric ruptures spontaneously manifesting when Spireguard formations took heavy casualties were not unknown.

This Reaction allows the Reactive Player to inflict the Warp Rupture result from the Perils of the Warp Table on both a Friendly Unit and an Enemy Unit which has inflicted enough Casualties on it in the Shooting Phase to trigger a Panic Check.

Trigger: The Reactive Player may declare a Psy-shock Advanced Reaction in the Shooting Phase, at the end of Step 11 of the Shooting Attack sequence of any Shooting Attack made by the Active Player which triggers a Panic Check due to the number of Models Removed as Casualties.

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

Target: For a Psy-shock Advanced Reaction, the Target Unit is always the Unit whose Shooting Attack triggered the Advanced Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack. This Unit must be entirely composed of Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule.

Process
  1. Once the cost has been paid, the Reacting Unit immediately suffers the Warp Rupture result on the Perils of the Warp Table.
  2. After this Warp Rupture has been resolved against the Reacting Unit, another Warp Rupture result is immediately resolved against the Target Unit.
  3. Once both Warp Rupture results have been resolved, the Active Player’s Shooting Phase continues as normal.

LEGIONES AUXILIA: SONS OF HORUS

Cthonian Headhunters

The fierce warriors of the Cthonian Headhunters cohorts drew much from the brutal customs of old Cthonia, famous for their fearsome charges and infamous for the cruel trophies and bloody insignia they bore in battle. Raised en masse in the years before the Warmaster’s treachery was revealed, the Headhunters had a fanatical adulation of the Sons of Horus and served as the backbone of many lesser Traitor fleets during the Horus Heresy, first among the XVIth Legion’s Hort Lupercali’ auxiliary armies and vital in their consistent reliability as the Warmaster’s allies grew increasingly erratic.

The Cthonian Headhunters Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the XVIth Legion, such as the Petran Voltigeurs.

The Cthonian Headhunters Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Sons of Horus Trait. The Controlling Player of an Army with the Cthonian Headhunters Legiones Auxilia Designation gains access to the Warmaster’s Spite Advanced Reaction, but may never declare a Form Ranks! Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Warmaster’s Spite

Having learned the ways of combat among the subterranean streets of Cthonia, the Auxiliaries of the Cthonian Headhunters cohorts drew heavily on the lessons afforded to them by this cruel home world, knowing that to press a foe the moment they displayed weakness was the surest way to their undoing.

This Reaction allows a Unit and nearby allies to move towards an Enemy Unit when it makes a Fall Back Move.

Trigger: The Reactive Player may declare a Warmaster’s Spite Advanced Reaction in the Rout Sub-Phase of the Active Player’s Movement Phase, whenever the Active Player selects a Unit under their control to perform a Fall Back Move.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Warmaster’s Spite Advanced Reaction, this cost paid as soon as the declaration is made.

Target: The Unit selected by the Active Player to perform a Fall Back Move is always the Target Unit of this Advanced Reaction. After declaring this Advanced Reaction, the Reactive Player must select one Unit under their control with at least one Model within 18" of the Target Unit which is entirely composed of Models with the Solar Auxilia Trait. This Unit must be able to draw a Line of Sight to the Target Unit. The selected Unit is the Reacting Unit.

Process
  1. Once a Warmaster’s Spite Advanced Reaction has been declared, the Reactive Player may make a move with the Reacting Unit directly towards the Target Unit, following all the normal Rules for Movement, but may not choose to Rush.
  2. Once this movement is complete, the Reactive Player may select one or more Units under their control entirely composed of Models with the Solar Auxilia Trait and which also have at least one Model within 12" of the Target Unit.
  3. The Reactive Player may then move each Model in these additional Units a number of inches equal to its Initiative Characteristic directly towards the Target Unit, ending each Move in Coherency with another Model from the same Unit, but not within 1" of any Enemy Model. Note that each of these Units still counts as having made a Reaction during this Battle Turn.
  4. Once the Reactive Player has performed any Moves made as part of this Advanced Reaction, the Rout Sub-Phase of the Active Player’s Movement Phase continues, starting with them performing a Fall Back Move for the Target Unit.

LEGIONES AUXILIA: WORD BEARERS

Colchisian Torquatii

Much larger than Terra, Colchis stood among Legion home worlds such as Nostramo and Cthonia for its sizeable population, with the fanatical devotion these masses held towards Lorgarand his Legion casting them as perfect candidates for the formation of new Legiones Auxilia cohorts. Unlike the hordes of woefully equipped zealots that would later follow the Word Bearers into battle, these ‘Colchisian Torquatii’ maintained the exacting standards of discipline mandated by the Solar Auxilia template, helping to dissuade prying eyes as the XVIIth Legion fell further into fanaticism. By the time of the Horus Heresy, the Word Bearers had - in secret - swayed the regions neighbouring Colchis to their religious cause, forming new cohorts of Torquatii from among these fresh converts, whose reverence at being named honorary Colchisians forever bound them to the XVIIth Legion’s service.

The Colchisian Torquatii Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the XVIIth Legion.

The Colchisian Torquatii Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Word Bearers Trait. The Controlling Player of an Army with the Colchisian Torquatii Legiones Auxilia Designation gains access to the Undying Fanaticism Advanced Reaction, but may never declare an Evade Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Undying Fanaticism

The Colchisian Torquatii were true zealots of the dark faith established by the Word Bearers, displaying utter fanaticism even in defeat, clawing down their foes with the last ounces of their strength.

This Reaction allows the Reactive Player to make attacks with a Unit when its last Model is Removed as a Casualty while Locked in Combat.

Trigger: The Reactive Player may declare an Undying Fanaticism Advanced Reaction in step 8 of the Resolving an Initiative Step sequence of the Active Player’s Assault Phase, when the final Model in a Unit under the Reactive Player’s control entirely composed of Models with the Infantry Type and the Solar Auxilia Trait is Removed as a Casualty.

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

Target: For an Undying Fanaticism Advanced Reaction, the Reacting Model is always the final Model Removed as a Casualty and set to one side from a Unit under the Reactive Player’s Control which contains only Models with the Infantry Type and Solar Auxilia Trait.

Process
  1. Once the cost has been paid, the Reactive Player selects one Weapon the Reacting Model has to make attacks with.
  2. The Reactive Player immediately resolves Steps 3-10 of the Resolving an Initiative Step sequence for the Reacting Model, making its attacks at this step regardless of its Combat Initiative, but replaces the Reacting Model’s Attacks Characteristic with the number of Enemy Models remaining in the Combat.
  3. Once any Attacks have been made for the Reacting Model, the Active Player proceeds with Steps 8-10 of the Resolving an Initiative Step sequence of their Assault Phase, removing the Reacting Model from play.
  4. Models Removed as Casualties as a result of Attacks made as part of this Reaction are counted for the purposes of scoring Combat Resolution Points.

LEGIONES AUXILIA: SALAMANDERS

Proximan Sacramentii

Preferring to leave the people of Nocturne to their crafts, drawing only recruits for his Legion but leaving their sparse populace unburdened by mass conscription into Legiones Auxilia, Vulkan instead turned to the XVIIIth Legion’s other fiefs to provide the Salamanders with bonded troops. The populace of Proximal proved both more numerous and warlike than their Nocturnean peers, readily proffering warriors to the formation of so-called ‘Proximan Sacramentii’ cohorts. Tough and superstitious in equal measure, the forced imposition of the Promethean Cult into Proximal’s culture served to temper the spiritual tendencies of the Sacramentii, or at least render them into a form less unnerving to those outside the XVIIIth Legion.

The Proximan Sacramentii Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the XVIIIth Legion, such as the Ash Scorpions.

The Proximan Sacramentii Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Salamanders Trait. The Controlling Player of an Army with the Proximan Sacramentii Legiones Auxilia Designation gains access to the Dutiful Endurance Advanced Reaction, but may never declare an Evade Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Dutiful Endurance

Certain superstitions and divinatory rituals practised by the Auxiliaries of the Proximan Sacramentii skirted the edge of Imperial censure, though the resolve these warriors drew from such traditions afforded them a fortitude remarkable to behold.

This Reaction allows the Reactive Player to make Feel No Pain Damage Mitigation Rolls for a Friendly Unit at the expense of it gaining the Pinned Status.

Trigger: The Reactive Player may declare a Dutiful Endurance Advanced Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player that targets a Unit that only contains Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule.

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

Target: For an Dutiful Endurance Advanced Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Advanced Reaction.

Process
  1. Once a Dutiful Endurance Advanced Reaction has been declared, all Models with the Solar Auxilia Trait in the Reacting Unit gain the Feel No Pain (5+) Special Rule for the rest of the Shooting Phase.
  2. Once the Shooting Attack that triggered this Advanced Reaction has been fully resolved, the Reacting Unit gains the Pinned Status.

LEGIONES AUXILIA: RAVEN GUARD

Therion Velites

Hailing from Therion, the ‘Velite’ cohorts of that world have a long history of fighting alongside the XIXth Legion, their first cohort - the 630th - gaining induction into the Raven Guard Legiones Auxilia after almost a decade fighting alongside Corvus Corax’s 27th Expeditionary Fleet. For the remaining fifty years of the Great Crusade, each new cohort raised on Therion would automatically be offered the opportunity to serve alongside the XIXth Legion, and it is testament to the bond forged between the two bodies that not a single Legate Marshal refused.

The Therion Velites Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the XIXth Legion.

The Therion Velites Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Raven Guard Trait. The Controlling Player of an Army with the Therion Velites Legiones Auxilia Designation gains access to the Displacement Advanced Reaction, but may never declare a Form Ranks! Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Displacement

Shared battle doctrines with the Raven Guard required the Therion Velites to be swift and adaptable in equal measure, knowing well when to face a foe directly and when to melt away from their advance.

This Reaction allows the Reacting Unit to move up to its Initiative Characteristic and make a Volley Attack targeting a Unit that makes a Charge.

Trigger: The Reactive Player may declare the Displacement Advanced Reaction at the start of Step 4 of the Charge process of any Charge declared by the Active Player that targets a Unit under the Reactive Player’s control that only contains Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule.

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

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

Process
  • Once the Displacement Advanced Reaction has been declared, each Model in the Reacting Unit may be moved a number of inches equal to its Initiative Characteristic and must end the move in Coherency with another Model from the same Unit, but not within 1" of any Enemy Models.
  • The Reactive Player then makes a Volley Attack with the Reacting Unit, with every Model in the Reacting Unit gaining the Assault Trait on any Ranged Weapons they have for the duration of the Displacement Reaction.
  • After resolving this Volley Attack, the Active Player proceeds with Step 4 of that Charge as normal. The Reactive Player may not make Volley Attacks during this Step, even if the Active Player chooses to do so.

LEGIONES AUXILIA: ALPHA LEGION

Sparatoi Vindicta

The term ‘Sparatoi Vindicta’ is one used to refer to a broad spread of hosts at least ostensibly patterned after the Solar Auxilia and associated with the XXth Legion, though as befits such an enigmatic Legion, their exact origins and disposition are still unclear. As well as bonded hosts displaying iconography clearly derived from the Alpha Legion’s own, this classification has also retroactively been assigned to several supposedly extant Solar Auxilia forces listed in the annals of the Great Crusade whose order of battle and tactics seem singularly unaligned with their claimed identity - the latter including infiltration, assassination and sabotage.

The Sparatoi Vindicta Legiones Auxilia Designation is also intended to represent various other Solar Auxilia cohorts bonded to the XXth Legion, such as the Securran Janissaries.

The Sparatoi Vindicta Legiones Auxilia Designation may not be selected for an Army which includes a Primary Detachment containing any Models with a version of the [Legiones Astartes] Trait other than the Alpha Legion Trait. The Controlling Player of an Army with the Sparatoi Vindicta Legiones Auxilia Designation gains access to the Diversion Advanced Reaction, but may never declare a Form Ranks! Advanced Reaction for a Unit which contains any Models with the Solar Auxilia Trait.

Diversion

As with every asset employed by the Alpha Legion, the Sparatoi Vindicta were yet another component in the shifting web of lies and obfuscation used to shroud the XXth Legion, often deployed specifically to draw fire from other divisions as they prepared to deliver a killing strike.

This Reaction allows the Reactive Player to force a Shooting Attack declared by the Active Player to target a Unit with the Infantry Type and Solar Auxilia Trait if the shooting Unit fails a Cool Check.

Trigger: The Reactive Player may declare a Diversion Advanced Reaction in the Shooting Phase, at the end of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player which targets a Unit under the Reactive Player’s Control. This Unit must also be within 12" of at least one Model from another Unit under the Reactive Player’s Control containing only Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule, to which the Unit making the Shooting Attack can draw Line of Sight and which is within range of all Weapons declared by the Active Player during Step 3 of their Shooting Attack.

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

Target: For a Diversion Reaction, the Target Unit is the Unit whose Shooting Attack triggered the Advanced Reaction. The Reacting Unit is always the Unit within 12" of the Shooting Attack’s target. This Unit must be entirely composed of Models with the Infantry Type and the Solar Auxilia Trait without the Bulky (X) Special Rule, and must contain at least one Model within Line of Sight of the Target Unit and within range of all Weapons declared by the Active Player during Step 3 of their Shooting Attack.

Process
  1. Once a Diversion Advanced Reaction has been declared, the Active Player must immediately make a Cool Check for the Target Unit.
  2. If this Cool Check is successful, the Active Player continues with Steps 4-11 of their Shooting Attack, but all Hit Tests made as part of the Shooting Attack are made as Snap Shots.
  3. If the Cool Check is unsuccessful, the Active Player must return to Step 1 of their Shooting Attack and instead declare the Reacting Unit as the target of their Shooting Attack, before proceeding with the rest of that Shooting Attack against this new target.

Special Rules

Bitter Duty

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

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

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

Firestorm

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

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

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

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.

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.

Macro-auspex

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

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

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

Medic (X)

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

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

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

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

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.

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.

Slow and Purposeful

Many warriors are steady but sure, slow to advance but no less deadly for it.

Models with this Special Rule cannot Pursue fleeing enemy Units.

In Step 4 of the Resolution Sub-Phase, a Player that has won Combat cannot choose for a Unit that includes any Models with this Special Rule to Pursue, and must instead select another eligible option for that Unit.

Wargear

Augury Scanner

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

Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.

When a Shooting Attack made by a Unit that includes any Models with an augury scanner inflicts any Hits (excluding Hits from attacks made as Snap Shots), Shrouded Damage Mitigation Rolls cannot be made against those Hits.

Auxilia Vexilla

Most units within a given tercio or cohort will bear a vexilla into battle, a reminder of their battle history as well as a sign by which they can be tracked through the chaos of battle by their superiors.

An Auxilia vexilla increases the Casualty threshold when making Panic Checks for a Unit in the Shooting Phase from 25% to 50%.

When determining whether a Unit containing at least one Model with an Auxilia vexilla is required to take a Leadership Check in the Morale Sub-Phase of the Shooting Phase due to the number of Models removed from that Unit as Casualties, a Check only has to be made for the Unit if the number of Models removed is equal to 50% or more of the total number of Models in the Unit at the start of that Shooting Attack.

Cohorts Vexilla

Each cohort bears a standard, known as the cohorts vexilla, granted to them at the founding of the cohort and listing all the triumphs they have fought in over the long years of the Great Crusade. The warriors of the cohort will suffer no foe to dishonour their standard, holding fast even in the face of the most terrible foes.

A cohorts vexilla increases the Casualty threshold when making Panic Checks for a Unit in the Shooting Phase from 25% to 50% and removes the Routed Tactical Status from friendly Solar Auxilia Units when they end a Fall Back Move within 12".

When determining whether a Unit containing at least one Model with a cohorts vexilla is required to take a Leadership Check in the Morale Sub-Phase of the Shooting Phase due to the number of Models removed from that Unit as Casualties, a Check only has to be made for the Unit if the number of Models removed is equal to 50% or more of the total number of Models in the Unit at the start of that Shooting Attack.

Additionally, when at least one Model in a Unit entirely composed of Models with the Solar Auxilia Trait ends a Fall Back Move within 12" of at least one Model from a Friendly Unit with a cohorts vexilla, all Models in that Unit immediately remove the Routed Status.

Command Vox and Vox Interlocks

More complex command vox arrays allow command units of the Solar Auxilia to communicate with either individual units or entire tercio, coordinating the actions of hundreds of warriors with ease. Lesser vox interlocks are tied directly to such units, and if the command vox is eliminated by enemy action, then the entire network is thrown into chaos.

Command vox and vox interlocks allow Units to remove Statuses in the Start Phase.

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

Dozer Blade

Dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.

Dozer blades allow Models to ignore the Movement penalties of Difficult Terrain.

If the Controlling Player chooses for a Model with a dozer blade to enter any area of Difficult Terrain, the Unit does not apply a modifier to its movement during that Phase.

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.

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

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.

Solar Auxilia Gambits

While a Model with the Solar Auxilia Trait is engaged in a Challenge, its Controlling Player may select the following Gambit:

Contemptuous Volley

Standard Divisio Militaris doctrine dictated that Solar Auxilia officers should refrain from participating in vainglorious honour duels upon the field of battle, instead recommending that any champions encountered among the foes of the Imperium should be dispatched from afar.

This Gambit allows a Model in a Challenge to make a Shooting Attack with a Pistol against the enemy Model.

When this Gambit is selected, the Controlling Player may immediately make a single Shooting Attack for the Model with this Gambit, selecting one of the Model’s Weapons which has the Pistol Special Rule to make the Shooting Attack. This Shooting Attack must target the Unit which contains the enemy Model in the Challenge, and wounds from the Shooting Attack may only be allocated to the enemy Model in the Challenge.

If this Shooting Attack would cause the enemy Model in the Challenge to be Removed as a Casualty, the Challenge immediately proceeds to the Glory Step. If the enemy Model in the Challenge is not Removed as a Casualty, the Controlling Player does not make a Focus Roll in the Focus Step and the Opposing Player automatically gains Challenge Advantage.

Solar Auxilia Advanced Reactions

Form Ranks!

Drilled to fight in the confines of Zone Mortalis engagements and within entrenched fortifications, Solar Auxilia infantry will close ranks in the face of an oncoming foe, steeling themselves and shielding each other from the carnage to come.

This Reaction allows the Reactive Player to move the Models in an Infantry Unit into Base Contact with each other, granting the entire Unit an Invulnerable Save.

Trigger: The Reactive Player may declare a Form Ranks! Advanced Reaction in Step 2 of the Move Sub-Phase process, if an enemy Unit ends a move within 12" and in Line of Sight of a Unit under the Reactive Player’s Control.

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

Target: The Target Unit is always the Unit whose Move triggered the Advanced Reaction. Once the cost has been paid, the Reactive Player must select one Unit under their control that is within 12" and has Line of Sight to the Target Unit, and which contains only Models with the Infantry Type and Solar Auxilia Trait without the Bulky (X) Special Rule. That Unit is the Reacting Unit.

Process
  1. Once a Form Ranks! Advanced Reaction has been declared, the Active Player must completely resolve the Target Unit’s movement.
  2. Once the Target Unit has finished its Move, the Reactive Player may move the Reacting Unit. When making this Move, each Model in the Reacting Unit may move a number of inches up to the Base Value of its Initiative Characteristic. Once all the Models in the Reacting Unit have been Moved, each Model in the Reacting Unit must be in Base Contact with at least two other Models from the same Unit. If for any reason it is not possible for each Model in the Reacting Unit to be placed in Base Contact with at least two other Models from the same Unit as part of this Movement, the Reaction process immediately ends.
  3. Once the Reacting Unit has completed this move, the Movement Phase continues as normal, but the Reacting Unit gains a 5+ Invulnerable Save against any Shooting Attacks for the remainder of the Active Player’s Turn.

Fire Support!

In the face of heavy firepower, Solar Auxilia infantry will often temporarily withdraw as they identify attacking units for their own artillery batteries.

This Reaction allows the Reacting Player to move a Unit away from a Unit targeting it with a Shooting Attack, and shoot back with another Unit equipped with a Barrage Weapon.

Trigger: The Reactive Player may declare a Fire Support! Advanced Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player that targets a Unit that contains only Models with the Infantry Type and Solar Auxilia Trait without the Bulky (X) Special Rule.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Advanced Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Advanced Reaction.

Process
  1. All Models in the Reacting Unit may be moved a number of inches equal to their Initiative Characteristic and must end the move in Coherency with another Model from the same Unit, but not within 1" of any Enemy Models. If no Model in the Reacting Unit is determined to be within Line of Sight and/or Range of any Model in the Target Unit once this move is resolved, the Active Player may not select an alternative target for the Target Unit during the current Shooting Phase.
  2. Once the Reacting Player has resolved this move, they may select a single Friendly Model with the Solar Auxilia Trait which has a Weapon with the Barrage (X) Special Rule within 12" of at least one Model in the Reacting Unit. This Model immediately performs a Shooting Attack against the Target Unit with a single Weapon which has the Barrage (X) Special Rule, which may be made without Line of Sight according to that Special Rule. If this Model has the Vehicle Type, this may be a Battle Weapon and the Model may Pivot immediately before performing the Shooting Attack. Note that this Model’s Unit still counts as having made a Reaction during this Battle Turn.
  3. Once the Shooting Attack made as part of this Advanced Reaction has been completely resolved, including Removing any Casualties, the Players must then finish resolving the original Shooting Attack that triggered the Advanced Reaction.

Fix Bayonets!

Solar Auxilia Sections are drilled relentlessly to fight as a unit at close quarters. While individual auxiliaries may not be a match for the superior warriors they frequently encounter, when fighting in close order and presenting a solid wall of sharpened steel to a charging foe, even the mightiest enemy can be overcome with discipline and determination.

This Reaction allows the Reactive Player to make attacks with bayonets against a charging enemy Unit.

Trigger: The Reactive Player may declare a Fix Bayonets! Advanced Reaction in the Assault Phase, at the end of Step 5 of the Charge sequence of a Charge made by the Active Player if the Charge Roll has succeeded.

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

Target: For a Fix Bayonets! Advanced Reaction, the Reacting Unit is always the Unit that was the target of the Charge that triggered the Advanced Reaction, and must be entirely composed of Models with the Solar Auxilia Trait.

Process
  1. Once the cost has been paid, the Reactive Player must select one Weapon with the Bayonet Trait for each Model in the Reacting Unit to make attacks with. Models that do not have any Weapons with the Bayonet Trait cannot make attacks as part of this Advanced Reaction.
  2. The Reactive Player resolves Steps 3-10 of the Resolving an Initiative Step sequence for the Reacting Unit, with each Model in the Reacting Unit which has a Weapon with the Bayonet Trait counting as being Engaged with the Target Unit and making its attacks in this Initiative Step.
  3. Models Removed as Casualties as a result of Attacks made as part of this Advanced Reaction are counted for the purposes of scoring Combat Resolution Points.

Smokescreen

Many troops and even vehicles are fitted with an array of deployable defensive measures, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke grenade launchers. Despite their variety, all have the same simple purpose: to hide the users from the enemy.

This Reaction allows the Reactive Player to gain Shrouded Damage Mitigation Rolls for a Model with the Smokescreen Trait.

Trigger: The Reactive Player may declare a Smokescreen Advanced Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player.

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

Target: For a Smokescreen Advanced Reaction, the Reacting Unit is always the Unit that was the Target of the Shooting Attack that triggered the Advanced Reaction. This Unit must include a majority of Models with the Smokescreen Trait at the point where the Advanced Reaction is declared.

Process
  • The Active Player continues to resolve this Shooting Attack as normal.
  • All Models in the Unit for which this Reaction was declared gain a 5+ Shrouded Damage Mitigation Test against any wounds, Penetrating Hits or Glancing Hits inflicted during any Shooting Attack made in the same Phase in which this Reaction was declared.

Medic!

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

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

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

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

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

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

Armoury of the Solar Auxilia

The Solar Auxilia made use of a range of weapons and items of Wargear that were often unique sub-patterns of technology ubiquitous across the Imperium. This section presents the Rules for these weapons and artefacts of the Horus Heresy.

Some Weapon Profiles are marked with an *. Such Profiles may not be used when this Weapon is selected to make attacks with unless the Controlling Player has selected the appropriate Wargear option on the firing Model’s Unit entry.

Ranged Weapons


Archaeotech Pistol

Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing fi repower and elegance. Be they bespoke slug throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents.

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

Artillery Cannon

Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves - used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these cannons rely on either huge explosive payloads or advanced armour piercing technologies to achieve a destructive capacity that few other weapons can match.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Demolisher cannon
Demolisher cannon
24
1
12
3
3
Blast (3"), Breaching (5+), Ordnance (D), Stun (1)
-
Quad launcher
Quad launcher
- Frag
- Frag
60
1
5
5
1
Heavy (FP), Blast (5"), Barrage (2)
-
- Shatter
- Shatter
36
4
7
4
1
Heavy (D), Armourbane
-
Earthshaker cannon
Earthshaker cannon
240
1
5
4
2
Ordnance (RS), Blast (5"), Barrage (2), Breaching (6+), Pinning (1)
-
Medusa mortar
Medusa mortar
36
1
5
4
2
Ordnance (RS), Blast (5"), Barrage (2), Breaching (5+), Pinning (2)
-

Auto Weapons

An ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ and more advanced armour-piercing sabot rounds. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour- piercing shells to defeat plating that is proof against the mass-reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy stubber
Heavy stubber
36
3
4
6
1
-
Auto
Autocannon
Autocannon
48
2
7
4
2
Breaching (6+), Heavy (FP)
Auto
Gravis autocannon
Gravis autocannon
48
3
8
4
2
Breaching (6+), Heavy (FP)
Auto
Battlecannon
Battlecannon
48
1
8
4
2
Heavy (AP), Blast (3"), Pinning (1)
Auto
Twin battlecannon
Twin battlecannon
48
2
8
4
2
Heavy (AP), Blast (3"), Pinning (1)
Auto
Vanquisher cannon
Vanquisher cannon
72
1
10
2
3
Heavy (D), Critical Hit (6+)
Auto
Stormhammer cannon
Stormhammer cannon
72
1
9
3
3
Blast (5"), Stun (2)
Auto

Bolt Weapons

A branch of weaponry rare outside of the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass-reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy bolter
Heavy bolter
36
3
5
4
1
Heavy (FP)
Bolt
Twin heavy bolter
Twin heavy bolter
36
6
5
4
1
-
Bolt
Gravis heavy bolter battery
Gravis heavy bolter battery
36
8
5
4
1
Suppressive (2)
Bolt
Avenger bolt cannon
Avenger bolt cannon
36
5
6
3
1
Suppressive (1)
Bolt

Flame Weapons

Among the most ancient of weapons employed within the ranks of the armies of the Imperium, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Emperor’s warriors consider the cleansing power of flame a key part of their arsenal, arid indeed, the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
1
3
-
1
Template, Pistol
Assault, Flame
Heavy flamer
Heavy flamer
Template
1
5
4
1
Template, Panic (1)
Flame
Heavy incinerator
Heavy incinerator
Template
1
6
4
1
Template, Panic (1), Shred (4+)
Flame
Infernus cannon
Infernus cannon
Template
1
6
4
2
Template (Hellstorm), Heavy (AP), Panic (2)
Flame

Las Weapons

In the Imperium, the term ‘las’ is applied to a wide variety of weapons, from crude particle weapons, such as the ubiquitous laspistol, to more complex and deadly weapons such as the neutron laser beam cannon. The defining features that link these disparate weapons are their nature as energy weapons, rather than projectile weapons, and their reliance on rechargeable power packs or portable generators instead of conventional magazines.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Laspistol
Laspistol
12
1
3
-
1
Pistol
Assault, Las
Lasrifle
Lasrifle
- Volley
- Volley
30
1
3
6
1
Heavy (FP)
Las
- Blast-charger*
- Blast-charger*
18
1
4
4
1
Rending (6+), Shred (6+)
Las
Blast pistol
Blast pistol
9
2
4
4
1
Pistol, Rending (6+), Shred (6+)
Assault, Las
Multi-laser
Multi-laser
36
3
6
6
1
Suppressive (1)
Las
Twin Multi-laser
Twin multi-laser
36
6
6
6
1
Suppressive (2)
Las
Gravis multi-laser array
Gravis multi-laser array
36
6
6
6
2
Suppressive (2)
Las
Lascannon
Lascannon
48
1
9
2
1
Heavy (D), Armourbane
Las
Twin lascannon
Twin lascannon
48
2
9
2
1
Heavy (D), Armourbane
Las
Laser destroyer
Laser destroyer
36
2
10
2
2
Heavy (D), Armourbane
Las
Neutron beam laser
Neutron beam laser
36
2
10
2
2
Ordnance (D), Armourbane, Shock (Suppressed)
Las

Melta Weapons

Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in common use among the armies of Terra, Mars and Jupiter long before the Emperor unified Sol.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Inferno Pistol
Inferno pistol
6
1
8
2
1
Pistol, Melta (3)
Assault, Melta
Melta lance
Melta lance
18
1
9
2
4
Heavy (RS), Armourbane
Melta

Missile Weapons

From advanced guided missiles to crude explosive rockets, the armies of the Emperor make use of a variety of rocket-propelled munitions. Most common is the humble missile launcher, a man-portable weapon used to supplement the firepower of Imperial infantry squads, but a number of vehicle mounted launchers serve as both artillery and anti-aircraft weapons. Though such weapons are crude by comparison to many of the wonders wielded by the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade.

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
Hunter-killer missile battery
Hunter-killer missile battery
48
2
9
3
3
Armourbane, Limited (2)
Missile
Hellstrike missile
Hellstrike missile
48
1
9
3
3
Armourbane, Limited (1)
Guided Missile
Aethon missile battery
Aethon missile battery
30
1
4
5
2
Blast (5"), Barrage (1), Stun (1)
Missile

Needle Weapons

Needle weapons fire a rapid burst of metal slivers, each carved from the ammunition block within the weapon’s housing and coated with a cocktail of potent nerve agents before firing. Even a minor laceration from such a projectile can lead to an agonising death and cause chaos among the target’s allies. However, these weapons lack any real ability to penetrate heavy armour and are far less effective when employed against well-equipped military forces.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Needle pistol
Needle pistol
12
2
2
-
1
Poisoned (3+), Pistol, Pinning (1)
Assault, Needle

Plasma Weapons

Unleashing projectiles of super-heated plasma capable of melting armour and flesh with equal ease, plasma weapons are understood only by the secretive Tech-Priests of Mars. Kept contained by temperamental, magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe, and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
- Sustained fire
- Sustained fire
12
1
6
4
1
Pistol, Breaching (6+)
Assault, Plasma
- Maximal fire
- Maximal fire
12
1
7
4
1
Pistol, Breaching (5+), Overload (1)
Assault, Plasma
Executioner plasma destroyer
Executioner plasma destroyer
- Sustained fire
- Sustained fire
36
1
8
4
1
Blast (5"), Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Breaching (4+), Overload (1)
Plasma

Volkite Weapons

‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common, they had fallen largely from favour by the time of the Horus Heresy, and had been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10
2
5
5
1
Pistol, Deflagrate (5)
Assault, Volkite
Volkite charger
Volkite charger
15
2
5
5
1
Deflagrate (5)
Assault, Volkite
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite
Volkite culverin
Volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Volkite macro-saker
Volkite macro-saker
45
8
6
5
2
Deflagrate (6)
Volkite

Exotic and Miscellaneous Weapons

The armies of the Imperium also employ a number of other weapons that do not fall into any easy category. These are listed here.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hermes grenade launcher
Hermes grenade launcher
- Frag
- Frag
18
1
3
6
1
Blast (3"), Stun (1)
-
- Krak
- Krak
18
2
7
4
2
-
-

Melee Weapons


Charnabal Weapons

With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern on each bespoke weapon as legible as a signature to those with the wit to read them.

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

Paragon Weapons

Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, paragon blades are few in number and take many forms. The most common paragon blades are two-handed power weapons of extraordinary balance and durability, although even more rarely unique chain weapons wrought from the teeth of terrifying xenos-beasts and certain night-black sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, paragon blades are valued beyond price by the Imperium’s warriors.

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

Power Weapons

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

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power
Storm axe
Storm axe
-1
A
+2
3
1
Breaching (5+), Shred (5+)
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Charonite claws
Charonite claws
I
A
7
3
2
Breaching (5+)
Power

Exotic and Miscellaneous Weapons

The armies of the Imperium also employ a number of other weapons that do not fall into any easy category. These are listed here.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Krak grenades
Krak grenades
-3
1
6
4
2
Detonation
-
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-
Bayonet
Bayonet
I
A
S
5
1
-
Bayonet
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.
Army
An Army is a gaming element composed of one or more Detachments. The composition of a given Army is decided by the Controlling Player during Army selection based on the Army List being used for that Army. An Army’s main function is in deciding which Models and Units may be deployed in a Battle, and during an individual Battle imposes only limited restrictions for the Models and Units that are part of that Army.
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.
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.
HIGH COMMAND – The highest ranked officers of an Army.
COMMAND – The line officers of an Army.
Primary Detachments
All Armies must include one, and no more than one, Primary Detachment.

Every Army must include a single Primary Detachment - and may never include more than one. Each High Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Apex or Auxiliary Detachment to be added to the Army. Likewise, each Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Apex and Auxiliary Detachments added to the Army in this manner are linked to the Primary Detachment and must use the same Army List to select any Units that are selected to fill Force Organisation Slots in those Detachments. Players may choose not to add additional Detachments when eligible to do so.
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
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:

The Solar Auxilia Trait is used in the following Solar Auxilia datasheets:

High Command
Retinue
Heavy Assault
Troops
Transport
Heavy Transport

The Infantry Tercio Trait is used in the following Solar Auxilia datasheets:

Command
Troops
TROOPS – The line troops that hold ground and allow generals to claim victory.
RECON – Light infantry and cavalry intended to harass, pursue and track the foe.
Infantry Tercio
[AUXILIARY DETACHMENT]
When a Line Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Infantry Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


  • All Models selected as part of this Detachment gain the Infantry Tercio Trait.
  • Troops Slots in this Detachment may only be used to select Lasrifle Section Units. Recon Slots in this Detachment may only be used to select Hermes Light Sentinel Squadron Units.
ELITES – The most deadly of warriors available to an Army.
SUPPORT – Support troops that aid other warriors in the completion of their duties.
Veletaris Tercio
[AUXILIARY DETACHMENT]
When a Veletaris Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Veletaris Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


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.
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.
Player Turn
A Player Turn is defined as one cycle through the Turn Sequence with the same Player acting as the Active Player in each Phase. Once a Player Turn has been completed, a new one is begun with the other Player taking the role of Active Player.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
WAR-ENGINE – The Dreadnoughts of the Legiones Astartes and other similar war engines.
Scout Tercio
[AUXILIARY DETACHMENT]
When a Hermes Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Scout Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


Cover Save (COV) – A Cover Save is used to negate wounds that would normally ignore or bypass an Armour Test. Few Models will have a Cover Save Characteristic, but other Rules may grant them one temporarily - such as Area Terrain. When a Model’s Cover Save is at its minimum value of ‘-’, that Model may not make Cover Tests.
Cavalry

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

The following Rules apply to all Models with the Cavalry Type:
  • When making a Fall Back Move for a Model with the Cavalry Type, that Model moves a distance equal to the Initiative Characteristic of the Model plus the total of two Dice rolled and added together.
  • Models with the Cavalry Type may not make use of any Cover Save granted by Terrain Features or Areas of Terrain.
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.
Evade
This Advanced Reaction allows a Unit to attempt to avoid an enemy Charge by moving.

Trigger: The Reactive Player may declare an Evade Reaction at the end of Step 4 of a Charge declared by the Active Player that targets a Unit entirely composed of Models with the Light Sub-Type or Cavalry Type.

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

Target: The Unit that is the target of the Charge that triggered this Reaction is the Reacting Unit, while the Unit making that Charge is the Charging Unit.

Process
  1. After ail Volley Attacks have been made by both the Reacting Unit and the Charging Unit, the Reactive Player may make a move for each Model in the Reacting Unit.
  2. Each Model in the Reacting Unit may be moved a number of inches equal to its Initiative Characteristic and must end the Move in Unit Coherency with another Model from the same Unit.
  3. If this move would leave all Models in the Reacting Unit outside of the Charging Unit’s maximum possible Charge Range then the Charge has failed and no Combat is resolved. Otherwise, the Charge proceeds as normal.
ARMOUR – Armoured vehicles capable of carrying the most powerful Weapons onto the field.
Armour Tercio
[AUXILIARY DETACHMENT]
When an Armoured Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Armour Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


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

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

Note that a Player may only choose to have a Unit Rush when Moving that Unit during the Move Sub-Phase or Reserves Sub-Phase of a Player Turn where they are the Active Player. Units may not Rush as part of any Reaction that allows them to make a Move, or have a Rush declared for them in any Phase or Sub-Phase other than the Move Sub-Phase or Reserves Sub-Phase.
Moved vs Stationary
In order to have moved, one or more Models in a Unit must end the Movement Phase in a different position than that which they started the Phase. A Model cannot be ‘moved’ in such a fashion that it ends its ‘move’ in the same position as it began the move. In cases where the distance a Model has been moved is important to a Rule, only the distance between that Model’s position at the start of the Movement Phase and its position at the end of the Movement Phase is counted. When determining this distance, if the direct line between a Model’s starting position and current position passes through an Area of Impassable Terrain or other obstacle through which a Model cannot move, then count the distance of the Model’s path of movement around the obstacle rather than the direct line between its start and end positions. If, when a Player has the option of moving a Unit, they choose not to move any of the Models in that Unit, and no Models in the Unit otherwise change position on the Battlefield, other than to pivot in place, then that Unit is considered to be Stationary.
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.
Artillery Tercio
[AUXILIARY DETACHMENT]
When an Artillery Command Section is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Artillery Tercio Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


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.
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.
Characteristics and Modifiers
Characteristics can be modified by various Rules and Special Rules, temporarily altering the Base Value of that Characteristic, with the modified value referred to as its Current Value. If no modifiers have been applied to a given Characteristic then its Current Value is the same as its Base Value. The most common modifiers will add or subtract a fixed number from the Characteristics Base Value for a set duration, though some modifiers may multiply or divide the Base Value.

If a Rule calls for a modifier to be applied to a Characteristic that has already been modified, then that modifier is applied to the Current Value, not the Base Value. Modifiers that add or subtract a fixed value to the Characteristic do so to the Current Value and modifiers that multiply or divide the Characteristic multiply or divide the Current Value. Where multiple modifiers are applied to a Characteristic at the same time, any modifiers that multiply the Characteristic and/or modifiers that divide the Characteristic are applied first, then any modifiers that add to or subtract from the Characteristic are applied last.

Designer’s Note
Where any Rules call for multiple modifiers of different kinds to be applied to a value, they are always applied in the following order: multiplication then division, then addition and finally subtraction.

Some modifiers may simply ‘set’ the Current Value of a Characteristic to a specific value instead of modifying the Current Value or Base Value. Such modifiers override all other modifiers and are always applied last, replacing the modified Current Value with the set value.

For example, a Model’s Strength Characteristic has a Base Value of 4 on its Unit Profile.
  • If this Characteristic has a modifier of ‘+1’ applied to it, its Current Value would become 5.
  • If it had modifiers of both ‘+3’ and ‘-1’ applied to it then its Current Value would be 6.
  • If it had a modifier of ‘x2’ applied to it then its Current Value would be 8.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it then its Current Value would be 9.
  • If a modifier set its value to ‘2’, then its Current Value would be 2.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it and another modifier also set its value to ‘2’, then its Current Value would be 2.
HEAVY ASSAULT – Heavy assault Units used to break the enemy lines.
Iron Tercio
[AUXILIARY DETACHMENT]
Heavy Assault Slots in this Detachment may only be used to select Castellax Destructor Maniple Units, Troops Slots in this Detachment may only be used to select Tech-Priest Units and Support Slots in this Detachment may only be used to select Castellax Battle Maniple or Thallax Cohort Units, each selected from Liber Mechanicum.


  • Models selected as part of this Detachment replace their [Mechanicum], Cybernetica or Reductor Trait with the ‘Iron Tercio’ Faction Trait.
  • Units selected as part of this Detachment which contain both one or more Tech-priests and one or more Models with the Automata Type may Hold, Control and Contest Objectives.
Allied Detachments
Armies do not have to include an Allied Detachment and can include more than one, but no more than 50% of the Points Limit may be spent on allied Units and all Allied Detachments must be a different Faction than the Primary Detachment.

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

Each Command Force Organisation Slot filled in an Allied Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Auxiliary Detachments added to the Army when selecting Command Choices for an Allied Detachment remain separate Detachments, but are linked to that Allied Detachment that allowed their selection and must use the same Army List to select any Units that are selected to fill Force Organisation Slots. Players may choose not to add additional Detachments when eligible to do so.
Apex Detachments
An Army can include any number of Apex Detachments, depending on the number and type of High Command Choices selected.

An Army may include any number of Apex Detachments. The number available in any Army is determined by the number of High Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Apex Detachment to be taken. Any High Command Force Organisation Slots that were optionally used to include an additional Auxiliary Detachment in the Army do not also allow an Apex Detachment to be included - for each High Command Slot the Controlling Player may include one Apex Detachment or one Auxiliary Detachment, not both. All Apex Detachments are linked to other Detachments, usually Primary Detachments, which determines which Army List and Faction must be used by the Apex Detachment. Each High Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Apex Detachment or Auxiliary Detachment to be linked to the Primary Detachment. Furthermore, each Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Auxiliary Detachment to be linked to the Primary Detachment.
First Strike (X): If a Player causes one or more enemy Units to have all of their remaining Models Removed as Casualties (Units that Fall Back off the Battlefield count for this purpose) in their first Player Turn as the Active Player, then that Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective.
Slay the Warlord (X): If an enemy High Command Choice is Removed as a Casualty for any reason before the end of the Battle, the Opposing Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective (this may only be scored once per Battle, regardless of the number of qualifying Units Removed as Casualties).
Expendable (X)

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

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

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

Note that, if, at the start of any Player Turn a Unit includes any Models that do not have this Special Rule, then this Special Rule has no effect on that Unit for the duration of that Player Turn regardless of how many other Models in the Unit may have any variant of this Special Rule.
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.
Wargear
Wargear represents the Weapons and equipment shown on Models. Wargear can be broken down into two types, those that are used to make attacks and those that are not. Wargear that is used to make attacks is often referred to as a Weapon and has a separate Weapon Profile, while Wargear that is not used to make attacks will be formatted more like a Special Rule.
Model
A Model is a single gaming piece - usually representing one warrior or war machine on the Battlefield. A Model is the smallest category of gaming element referred to by the Rules - with Units composed of one or more Models, Detachments composed of one or more Units, and Armies composed of one or more Detachments. Some larger Models may contain multiple elements arranged on a single Base, but these are counted as a single Model as they are still a single playing piece that is moved as a single element by the Controlling Player.
Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a modifier to a Model’s Strength Characteristic to determine the Strength used to make Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

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

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

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

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

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

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

Charnabal sabre

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

Power sword

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

Blast pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Blast pistol
Blast pistol
9
2
4
4
1
Pistol, Rending (6+), Shred (6+)
Assault, Las
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.

Needle pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Needle pistol
Needle pistol
12
2
2
-
1
Poisoned (3+), Pistol, Pinning (1)
Assault, Needle
Deflagrate (X)

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

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

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

Volkite serpenta

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

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets.

Weapons and attacks with the Template Special Rule use the Flame Template to determine how many Models they Hit.

When making attacks for a Weapon or other effect that has the Template Special Rule, or otherwise uses a Template, no Hit Tests are made for the attack. Instead, when directed to make Hit Tests for such an attack, a single Template is placed to determine how many Hits are generated. A Template must be placed so that its narrow end is touching the Base of the Model, the edge of a Model’s Hull (if it has the Vehicle Type) or other point being used to make the attack, and so that no part of the Template covers or touches a friendly Model’s Base, Hull or otherwise would inflict Hits on a friendly Model. Within these restrictions, the Player making the attack may place the Template in an orientation of their choosing as long as at least one Model from the original Target Unit remains under the Template. If the Template cannot be placed under these restrictions, such as if it cannot be placed without covering or touching friendly Models, then no attack may be made.

Once the Template has been placed, a number of Hits using the profile of the Weapon or effect are inflicted on the Target Unit equal to the number of Models touched or covered by the Template. If the Weapon or attack has a Firepower Characteristic greater than 1 then only a single Template is placed, but the number of Hits inflicted per Model touched or covered by the Template is equal to the Firepower Characteristic of the attack or Weapon. If more than one enemy Unit has Models that are touched or covered by the Template in its final position, then Hits are inflicted on all such Units as noted above, Hits on Units other than the original target form a new Fire Group that must be placed to one side and used to resolve a separate Shooting Attack on the additional Target Unit once all attacks and Fire Groups from the original Shooting Attack have been fully resolved. When resolving Armour Penetration Tests for Hits inflicted by a Weapon with this Special Rule, the position of the Model that was used to make the attack is used to determine which Armour Facing is used.

Note that the Rules require a Template to be placed in Base Contact with the Model being used to make the attack, but this Model is not counted as having been Hit by the attack and does not stop the attack from being made. However, this only applies to the individual Model being used to make the attack, not to other Models in the same Unit.

Weapons with this Special Rule will have their Range Characteristic as Template’. This does not count as a value of ‘0’ or ‘-’. If a Rule requires a number for the Range Characteristic then all Weapons and attacks with this Special Rule are considered to have a Range Characteristic of ‘8’.

OTHER TEMPLATES
In some rare cases a Weapon may use a different Template than the standard Flame Template, in these cases the Template Rule may be expressed with a bracketed section stating which Template must be used when attacking with that Weapon. Otherwise, the Rules for its use are unchanged from those noted under the Template Special Rule, with the exception of the Range Characteristic it is considered to have.

An example of this is the use of the Hellstorm Template for certain very large Weapons. In this case the Rule would be expressed as ‘Template (Hellstorm)’ and the attack would be resolved using the Template Special Rule, but placing the larger Hellstorm Template. Weapons with the Template (Hellstorm) Special Rule are considered to have a Range Characteristic of ‘16’ when a Rule requires such weapons to have a numbered Range Characteristic.

Hand flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
1
3
-
1
Template, Pistol
Assault, Flame
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
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.
Overload (X)

Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.

Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.

When the Controlling Player declares that attacks will be made for a Model using a Weapon or profile that has the Overload (X) Special Rule, any Hit Tests made for those attacks that result in a number that is equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had, before any modifiers are applied to the roll, are Misfires.

For Weapons that do not make Hit Tests, such as Weapons with the Template Special Rule, instead roll a number of dice equal to the Firepower Characteristic of the Weapon used to make the attack after the attack has been declared and the number of Models hit is determined. Each Dice that results in a number equal to or less than the value of X attached to the variant of the Overload Special Rule that the Weapon had creates a Misfire. This does not affect the number of Hits on the Target Unit created by this attack.

For each Misfire, the Unit for which the Hit Tests were made suffer a Hit - these Hits must form a new Fire Group or Strike Group, referred to as the ‘Misfire Group’.

Once the current Shooting Attack and any Reactions triggered by it have been fully resolved, the Misfire Group must be resolved. A Misfire Group is resolved in the same way as any other Fire Group or Strike Group, using the Profile of the Weapon used for the Fire Group or Strike Group it was created from. Wounds, Glancing Hits or Penetrating Hits from this Misfire Group are allocated by the Controlling Player, and must be allocated to a Model that made attacks as part of the Fire Group or Strike Group that generated the Misfire Group. If a Hit from a Misfire Group is generated by an attack made by a Model with the Vehicle Type, then it is resolved against the lowest Armour Value from all of the Model’s facings.

Hits, wounds or Casualties inflicted upon a Unit as a result of this Special Rule do not cause Leadership or Cool Checks, and Hits inflicted as part of a Misfire Group do not trigger any Special Rules that take effect as a result of a certain value on a Hit Test.

Plasma pistol

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

Heavy bolter

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

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
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.

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

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
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.

Lascannon

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

Heavy stubber

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy stubber
Heavy stubber
36
3
4
6
1
-
Auto
Auxiliary Detachments
An Army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

An Army may include any number of Auxiliary Detachments. The number available in any Army is determined by the number of Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Auxiliary Detachment to be taken. A Player may also choose to include an Auxiliary Detachment for one or more of the High Command Force Organisation Slots available to them, gaining one Auxiliary Detachment for each High Command Slot selected, but any High Command Slots selected in this manner no longer grant the Player an Apex Detachment. All Auxiliary Detachments are linked to other Detachments, usually either Primary or Allied Detachments, which determines which Army List and Faction must be used by the Auxiliary Detachment.

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

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

Warlord
Command
• Herald
• Moritat
• Optae
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.
Fix Bayonets!

Solar Auxilia Sections are drilled relentlessly to fight as a unit at close quarters. While individual auxiliaries may not be a match for the superior warriors they frequently encounter, when fighting in close order and presenting a solid wall of sharpened steel to a charging foe, even the mightiest enemy can be overcome with discipline and determination.

This Reaction allows the Reactive Player to make attacks with bayonets against a charging enemy Unit.

Trigger: The Reactive Player may declare a Fix Bayonets! Advanced Reaction in the Assault Phase, at the end of Step 5 of the Charge sequence of a Charge made by the Active Player if the Charge Roll has succeeded.

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

Target: For a Fix Bayonets! Advanced Reaction, the Reacting Unit is always the Unit that was the target of the Charge that triggered the Advanced Reaction, and must be entirely composed of Models with the Solar Auxilia Trait.

Process
  1. Once the cost has been paid, the Reactive Player must select one Weapon with the Bayonet Trait for each Model in the Reacting Unit to make attacks with. Models that do not have any Weapons with the Bayonet Trait cannot make attacks as part of this Advanced Reaction.
  2. The Reactive Player resolves Steps 3-10 of the Resolving an Initiative Step sequence for the Reacting Unit, with each Model in the Reacting Unit which has a Weapon with the Bayonet Trait counting as being Engaged with the Target Unit and making its attacks in this Initiative Step.
  3. Models Removed as Casualties as a result of Attacks made as part of this Advanced Reaction are counted for the purposes of scoring Combat Resolution Points.
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.
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.
Malefic

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

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

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

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

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

A Weapon or other attack with this Special Rule may also be used to make attacks targeting a Model with the Building Type or a Terrain Piece that has a Toughness or Armour Characteristic.
Destroyed & Removed as Casualties
Throughout these Rules the terms ‘Destroyed’ and ‘Removed as Casualties’ have been used to refer to Models and Units that have been taken out of play by enemy action - usually as the result of a Shooting Attack or Combat. Units that are ‘Destroyed’ or entirely ‘Removed as Casualties’ are often used as a means for the Opposing Player to score Victory Points and thus win a Battle. The two terms can be used interchangeably, but most often the term ‘Removed as Casualties’ is used to refer to the removal of an entire Unit that was composed of multiple Models, while ‘Destroyed’ is more commonly used to refer to the removal of a single Model or a Unit that was composed of a single large Model, such as a tank.

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

Command
• Herald
• Moritat
• Optae
Fire Support!

In the face of heavy firepower, Solar Auxilia infantry will often temporarily withdraw as they identify attacking units for their own artillery batteries.

This Reaction allows the Reacting Player to move a Unit away from a Unit targeting it with a Shooting Attack, and shoot back with another Unit equipped with a Barrage Weapon.

Trigger: The Reactive Player may declare a Fire Support! Advanced Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player that targets a Unit that contains only Models with the Infantry Type and Solar Auxilia Trait without the Bulky (X) Special Rule.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Advanced Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Advanced Reaction.

Process
  1. All Models in the Reacting Unit may be moved a number of inches equal to their Initiative Characteristic and must end the move in Coherency with another Model from the same Unit, but not within 1" of any Enemy Models. If no Model in the Reacting Unit is determined to be within Line of Sight and/or Range of any Model in the Target Unit once this move is resolved, the Active Player may not select an alternative target for the Target Unit during the current Shooting Phase.
  2. Once the Reacting Player has resolved this move, they may select a single Friendly Model with the Solar Auxilia Trait which has a Weapon with the Barrage (X) Special Rule within 12" of at least one Model in the Reacting Unit. This Model immediately performs a Shooting Attack against the Target Unit with a single Weapon which has the Barrage (X) Special Rule, which may be made without Line of Sight according to that Special Rule. If this Model has the Vehicle Type, this may be a Battle Weapon and the Model may Pivot immediately before performing the Shooting Attack. Note that this Model’s Unit still counts as having made a Reaction during this Battle Turn.
  3. Once the Shooting Attack made as part of this Advanced Reaction has been completely resolved, including Removing any Casualties, the Players must then finish resolving the original Shooting Attack that triggered the Advanced Reaction.
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.
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.
Unit Coherency
To be in Unit Coherency all Models in a Unit must be no more than 2" measured horizontally or 6" vertically from at least one other Model that is in the same Unit. In addition, all Models in a given Unit must form one contiguous group while also maintaining Unit Coherency, and even if the Models retain Coherency may not split into separate groups. When measuring distance to determine if a Unit is in Unit Coherency, all distances are measured Base-to-Base (see the Rules for Measuring).

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

A Unit must remain in Unit Coherency while on the Battlefield. All Models in a Unit that is being moved must end that move in Unit Coherency - if they cannot then they may not be moved. When removing Models from a Unit, Models may be removed in a manner that means the Unit will no longer be in Unit Coherency, however, note this may lead to penalties being applied - see the Rules for Out of Coherency below.

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

Warlord
Command
• Herald
• Moritat
• Optae
Pursue – Roll a single Dice for each Unit that has been chosen to Pursue. Each Model in a Pursuing Unit must move a number of inches equal to their Initiative Characteristic, added to the result of the Dice rolled for the Unit that Model is part of, directly towards the nearest enemy Model from a Unit that has made a Fall Back Move from the selected Combat. If any Model from the Unit that is Pursuing ends its move in Base Contact with an enemy Model, then it is considered to have made a successful Charge and is Locked in Combat with the Unit that includes that enemy Model.

In the example pictured above the Unit marked in green has beaten the Unit marked in yellow. The yellow marked Unit has Fallen Back, while the green marked Unit will Pursue. The red marked Unit was not a part of the Combat. All Models in the green marked Unit must move directly towards Models in the yellow marked Unit when making their Pursue Move and cannot move towards Models in the red Marked Unit even though it is closer.
Hold – All Models in a Unit that Holds must make an immediate Pile-in Move and if any of its Models are in Base Contact with an enemy Model, the Unit remains Locked in Combat.
Disengage – A Unit that Disengages must make an immediate Disengage Move. To make a Disengage Move, the Controlling Player of the Unit must move each Model in the Unit a distance equal to the Model’s Movement Characteristic. This move can be made in any direction, as long as each Model moving is moving away from any enemy Models that are part of the Combat the Model is Disengaging from. If the Model cannot move without moving closer to such an enemy Model then a Disengage Move may not be made for the Unit that Model belongs to and the Unit must instead Hold (see above). Each Model moved must end its move in Unit Coherency with at least one other Model from the same Unit and may not end the move in Base Contact with any enemy Model. If, for any reason, a Unit ends a Disengage Move with any Models in that Unit out of Unit Coherency or in Base Contact with an enemy Model, then all Models in the Unit gain the Routed Status.

Models making a Disengage move can freely move through all enemy Models that are Locked in the same Combat. This is an exception to the normal Rules for moving that state a Model cannot move through any area within 1" of an enemy Model or any Model Locked in Combat. If any Models making a Disengage Move from a Combat would end their move less than 2" from an enemy Model still Locked in that Combat, extend the Disengage move by the minimum amount needed for that Model to end its Move more than 2" from any enemy Model. Models making a Disengage Move have the distance they Move reduced as normal by Terrain and must take Dangerous Terrain Tests as normal.
Pinned
The Pinned Status reflects a Unit that has been forced to take cover in the face of overwhelming firepower or the sudden crack of a sniper’s rifle.

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

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

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

Warlord
Command
• Herald
• Moritat
• Optae
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.

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

Warlord
Command
• Herald
• Moritat
• Optae
Retinue

and others...
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.

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

Warlord
Command
• Herald
• Moritat
• Optae
Movement Phase: Reposition
This Reaction allows the Reactive Player to move a Unit when an enemy Unit ends its move within 12".

Trigger: The Reactive Player may declare a Reposition Reaction in Step 2 of the Move Sub-phase process, if an enemy Unit ends a move within 12" and in Line of Sight of a Unit under the Reactive Player’s Control.

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

Target: The Target Unit is always the Unit whose move triggered the Reaction. Once the cost has been paid, the Reactive Player must select one Unit under their control that is within 12" and has Line of Sight to the Target Unit - that Unit is the Reacting Unit.

Process
  1. Once a Reposition Reaction has been declared, the Active Player must completely resolve the Target Unit’s movement.
  2. Once the Target Unit has finished its move, the Reactive Player may move the Reacting Unit. When making this move, each Model in the Reacting Unit may move a number of inches up to the Base Value of its Initiative Characteristic.
  3. Once the Reacting Unit has completed this move, the Movement Phase continues as normal.
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.

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

Warlord
Command
• Herald
• Moritat
• Optae
Elites

and others...
Heedless

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

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

A Unit that includes any Models with this Special Rule cannot Control or Contest any Objective Marker - this overrides any other Rule or Special Rule that may apply to the Unit regardless of the source of the Rule or effect.
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.
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).

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

Warlord
Command
• Herald
• Moritat
• Optae

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

Warlord
Command
• Herald
• Moritat
• Optae
Armour Tests
Armour Saves are listed as a Characteristic on each Model’s Profile.

Once a Model has one or more wounds, the Controlling Player may make an Armour Test for that Model if possible. An Armour Test that is successful will cause the wound for which it is made to be discarded. A Model may not have an Armour Test made for it if:
  • The Model has an Armour Save Characteristic of ‘-’.
  • The AP value of the wound for which the Armour Test is being made is equal to or lower than the Model’s Armour Save Characteristic.
  • A Special Rule or other effect attached to the wound specifies that it ignores Armour Tests or that no Armour Test may be made.
  • An Armour Test may not be made to discard a Penetrating Hit.

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

If a Model cannot have an Armour Save made for it, or the Controlling Player chooses not to make an Armour Test, but has access to a Cover Save then that Saving Throw may be made instead of an Armour Test or an Invulnerable Test. A Cover Test is resolved in exactly the same manner as an Armour Test. Cover Tests are normally provided by certain types of Battlefield Terrain, but may also be granted by certain Special Rules. Note that Cover Tests are not affected by the AP value of a wound, however a Model may not have a Cover Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Cover Saves or that no Cover Test may be made.
  • The attack is being made as part of a Combat during the Fight Sub-Phase, or a Challenge in the Challenge Sub-Phase.
  • A Cover Test may be taken to discard a Penetrating Hit, if one is available to the Model.
Invulnerable Tests
Invulnerable Saves are listed as a Characteristic on each Model’s Profile, and can also be applied by Special Rules or Wargear.

If a Model cannot have an Armour Test or Cover Test made for it, or the Controlling Player chooses not to make an Armour Test or a Cover Test, but has access to an Invulnerable Save then that Saving Throw may be made instead of an Armour Test or a Cover Test. An Invulnerable Test is resolved in exactly the same manner as an Armour Test. Note that Invulnerable Tests are not affected by the AP value of a wound, however a Model may not have a Invulnerable Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Invulnerable Tests or that no Invulnerable Test may be made.
  • An Invulnerable Test may be taken to discard a Penetrating Hit if one is available to the Model.

No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.
Damage Mitigation Tests
Damage Mitigations Tests are similar to Saving Throws, and follow all the same Rules for making them - except that a Model may have one Saving Throw and one Damage Mitigation Test made for each wound inflicted on it. Damage Mitigation Tests are only ever granted to a Model by Special Rules and do not appear as a Characteristic, the Special Rule that grants a Model a Damage Mitigation Test will indicate the Target Number for that Test and will state under what circumstances it may be taken.

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

Warlord
• Angron
Command
• Herald
• Moritat
• Optae

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

Warlord
Command
• Herald
• Moritat
• Optae
Elites

and others...

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

Warlord
Command
• Herald
• Moritat
• Optae
Elites

and others...
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.
Critical Hit (X)

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

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

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

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

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

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

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

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

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

As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a Hit on the Target Unit.

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

Warlord
Command
• Herald
• Moritat
• Optae
Form Ranks!

Drilled to fight in the confines of Zone Mortalis engagements and within entrenched fortifications, Solar Auxilia infantry will close ranks in the face of an oncoming foe, steeling themselves and shielding each other from the carnage to come.

This Reaction allows the Reactive Player to move the Models in an Infantry Unit into Base Contact with each other, granting the entire Unit an Invulnerable Save.

Trigger: The Reactive Player may declare a Form Ranks! Advanced Reaction in Step 2 of the Move Sub-Phase process, if an enemy Unit ends a move within 12" and in Line of Sight of a Unit under the Reactive Player’s Control.

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

Target: The Target Unit is always the Unit whose Move triggered the Advanced Reaction. Once the cost has been paid, the Reactive Player must select one Unit under their control that is within 12" and has Line of Sight to the Target Unit, and which contains only Models with the Infantry Type and Solar Auxilia Trait without the Bulky (X) Special Rule. That Unit is the Reacting Unit.

Process
  1. Once a Form Ranks! Advanced Reaction has been declared, the Active Player must completely resolve the Target Unit’s movement.
  2. Once the Target Unit has finished its Move, the Reactive Player may move the Reacting Unit. When making this Move, each Model in the Reacting Unit may move a number of inches up to the Base Value of its Initiative Characteristic. Once all the Models in the Reacting Unit have been Moved, each Model in the Reacting Unit must be in Base Contact with at least two other Models from the same Unit. If for any reason it is not possible for each Model in the Reacting Unit to be placed in Base Contact with at least two other Models from the same Unit as part of this Movement, the Reaction process immediately ends.
  3. Once the Reacting Unit has completed this move, the Movement Phase continues as normal, but the Reacting Unit gains a 5+ Invulnerable Save against any Shooting Attacks for the remainder of the Active Player’s Turn.

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

Command
• Herald
• Moritat
• Optae
Retinue

and others...
Falling Back
A Unit with the Routed Status may not be moved during the Move Sub-Phase, but must instead make a Fall Back Move during the Rout Sub-Phase. Other Rules may also require a Unit to make a Fall Back Move, those Rules will detail when such a move must be made.

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

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

If any Model in a Unit that is Falling Back moves into Base Contact with any point on the Battlefield Edge within the Controlling Player’s Deployment Zone, then that Model must end its movement at the point where it entered contact with the Battlefield Edge. Once all Models in a Unit that includes one or more Models which have entered contact with a Battlefield Edge that is within the Controlling Player’s Deployment Zone as part of a Fall Back Move have finished their moves, a Leadership Check must be made for that Unit. If that Leadership Check is failed, then all Models in the Unit are immediately Removed as Casualties. However, if that Leadership Check is passed then the Unit remains in play and all Models in the Unit lose the Routed Status, but gain the Suppressed Status.
Battle Turn
A Battle Turn is defined as all Players having resolved a single Player Turn as the Active Player (thus there are usually two Player Turns in each Battle Turn). In general a Battle is measured in Battle Turns to allow all Players to have the same number of Player Turns as the Active Player and so an equal chance to interact with the Mission, accumulate Victory Points and win. In general, Player Turns within a Battle Turn will always follow the same order - in that one Player will always take the role of the Active Player first in each Battle Turn.

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

Warlord
• Lorgar
Command
• Herald
• Moritat
• Optae

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

Warlord
• Vulkan
Command
• Herald
• Moritat
• Optae
Elites

and others...
Feel No Pain (X)

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

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

A Model with the Feel No Pain (X) Special Rule gains a Feel No Pain Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process or Step 8 of the Initiative Step of the Fight Sub-Phase process to discard wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Feel No Pain Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule.

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

Warlord
Command
• Herald
• Moritat
• Optae
Elites

and others...

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

Warlord
Command
• Herald
• Moritat
• Optae
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.
Titan
The following Rules apply to all Models with the Titan Sub-Type:
Super-heavy

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


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

*See Liber Questoris for more details on these Unit Sub-Types.
Shrouded (X)

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

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

A Model with the Shrouded (X) Special Rule gains a Shrouded Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process to discard Wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Shrouded Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule. A Shrouded Damage Mitigation Test may not be made against wounds inflicted by a Melee Weapon.
Checks
In order to make a Check, the rolling Player rolls two Dice and compares the total of the two results against a Target Number. If the combined result of the two rolled Dice is equal to or lower than the Target Number then the Check has been passed, but if the combined result of the two Dice is higher than the Target Number then the Check has been failed.

The Target Number for most Checks is determined by one of the Characteristics of the Model for which the Check is made (only Cool, Willpower, Intelligence or Leadership may be used for Characteristic Checks), unless stated otherwise the Target Number for a Check will be the value of the noted Characteristic, though some Rules may apply additional modifiers or use a fixed value instead of a Characteristic.
Difficult Terrain
Difficult Terrain slows down Models moving through it.

Tangled or otherwise restrictive Terrain is considered Difficult Terrain. Note that an Area of Difficult Terrain does not grant a Cover Save unless it is within a zone of Area Terrain.
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.
Removed as a Casualty
A Model Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other Model or Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an Emergency Disembarkation.

A number of Rules, including Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
Recovery Tests
A Recovery Test is made when one or more Unsaved Wounds are allocated to a Model, and is resolved by rolling a Dice and comparing the result to the value of ‘X’ in the variant of the Medic (X) Special Rule. If there is more than one variant of the Medic (X) Special Rule present in a Unit, then the Controlling Player chooses which is used to determine the Target Number, if the Recovery Test is successful then a single Unsaved Wound allocated to the Model has its Damage reduced by 1 (to a minimum of 0). If a Recovery Test is failed, then any Unsaved Wounds allocated to the Model are resolved as normal.
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.
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.
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.
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.
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.
Army List
Datasheets collated

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