Contents | ||
| Book | Kind | Edition | Version | Last update |
Liber Auxilia | ||||
Liber Auxilia | Rulebook | 3 | 1.1 | October 2025 |
Legacies of the Age of Darkness | ||||
Legacies of the Age of Darkness | Expansion | 3 | 1.1 | October 2025 |
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.
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 TACTICAThe 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.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 TACTICAVeterans 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.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 TACTICAEmployed 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.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 TACTICAMomentum 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.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 TACTICASuch 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.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 TACTICAWhere 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.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.
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.
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.
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.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.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.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.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 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.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.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.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 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.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.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.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.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.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.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.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.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.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 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.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 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.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.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.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.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.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.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.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 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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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.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%.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".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.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.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.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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Frag Grenades | |||||||
| Frag Grenades | 6 | 1 | 3 | 6 | 1 | Blast (3") | Assault |
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.While a Model with the Solar Auxilia Trait is engaged in a Challenge, its Controlling Player may select the following Gambit:
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.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.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.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.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.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.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.
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 |
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) | - |
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 |
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 |
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 |
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 |
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 |
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 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 |
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’ 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 |
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 | - | - |
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 |
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+) | - |
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 |
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 |
| HIGH COMMAND – The highest ranked officers of an Army. |
| COMMAND – The line officers of an Army. |
The Solar Auxilia Trait is used in the following Solar Auxilia datasheets:
The Infantry Tercio Trait is used in the following Solar Auxilia datasheets:
| 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. |
| ELITES – The most deadly of warriors available to an Army. |
| SUPPORT – Support troops that aid other warriors in the completion of their duties. |
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.| WAR-ENGINE – The Dreadnoughts of the Legiones Astartes and other similar war engines. |
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:| ARMOUR – Armoured vehicles capable of carrying the most powerful Weapons onto the field. |
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.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.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.| HEAVY ASSAULT – Heavy assault Units used to break the enemy lines. |
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 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: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.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.| 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 |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power sword | |||||||
| Power sword | I | A | S | 3 | 1 | Breaching (6+) | Power |
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.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.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.| 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 |
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.| 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 |
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.| 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 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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Hand flamer | |||||||
| Hand flamer | Template | 1 | 3 | - | 1 | Template, Pistol | Assault, Flame |
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.| 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 |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Heavy bolter | |||||||
| Heavy bolter | 36 | 3 | 5 | 4 | 1 | Heavy (FP) | Bolt |
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.| 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 |
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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Multi-laser | |||||||
| Multi-laser | 36 | 3 | 6 | 6 | 1 | Suppressive (1) | Las |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Autocannon | |||||||
| Autocannon | 48 | 2 | 7 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Lascannon | |||||||
| Lascannon | 48 | 1 | 9 | 2 | 1 | Heavy (D), Armourbane | Las |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Heavy stubber | |||||||
| Heavy stubber | 36 | 3 | 4 | 6 | 1 | - | Auto |
The [Legiones Astartes] Trait is used in the following Legiones Astartes datasheets:
The Dark Angels Trait is used in the following Legiones Astartes datasheets:
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.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: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: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.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.The Emperor’s Children Trait is used in the following Legiones Astartes datasheets:
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.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.
The Iron Warriors Trait is used in the following Legiones Astartes datasheets:




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

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

The Imperial Fists Trait is used in the following Legiones Astartes datasheets:
The Night Lords Trait is used in the following Legiones Astartes datasheets:
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.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.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.The Blood Angels Trait is used in the following Legiones Astartes datasheets:
The Iron Hands Trait is used in the following Legiones Astartes datasheets:
The World Eaters Trait is used in the following Legiones Astartes datasheets:
The Ultramarines Trait is used in the following Legiones Astartes datasheets:
The Death Guard Trait is used in the following Legiones Astartes datasheets:
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.
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The Thousand Sons Trait is used in the following Legiones Astartes datasheets:
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.The Sons of Horus Trait is used in the following Legiones Astartes datasheets:
The Word Bearers Trait is used in the following Legiones Astartes datasheets:
The Salamanders Trait is used in the following Legiones Astartes datasheets:
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.The Raven Guard Trait is used in the following Legiones Astartes datasheets:
The Alpha Legion Trait is used in the following Legiones Astartes datasheets:
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.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.
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.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.The Smokescreen (see Smokescreen Advanced Reaction) Trait is used in the following Solar Auxilia datasheets:
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.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.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.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.Contents | ||