The Imperialis Militia

On this page you will find the Imperialis Militia Army Lists for Warhammer: The Horus Heresy – Age of Darkness. This supplements the Army Lists found in the various Warhammer: The Horus Heresy – Liber army books, and contains all of the Units and Rules required to select a complete Imperialis Militia Army.


Books

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  The Imperialis Militia
  The Imperialis MilitiaExpansion31.1October 2025

The Imperialis Militia Army List

Every Unit from the Imperialis Militia 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.

‘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.

Additional Reaction Point

If an Army’s Primary Detachment is from the Imperialis Militia Army List, the Controlling Player gains one additional Reaction Point if that Detachment contains any Models with the Planetary Overlord Trait.

The following Special Rules are found on most Models in the Imperialis Militia Army List:

Irregulars

With limited military training or experience, few militia forces were truly prepared for the horrors of the Horus Heresy. Those units committed to the war for the Imperium would be forced to rely on sheer numbers to carry the day, sending wave after wave of ill-prepared and under-equipped warriors to their deaths in order to hold back the foe.

A Unit composed of Models with this Special Rule can still score Objectives when Pinned, Stunned or Suppressed, and is automatically destroyed when it Falls Back into contact with a Battlefield Edge.

A Unit which is entirely composed of Models with this Special Rule (but not the Cavalry Type) is still eligible to Control or Contest an Objective Marker if it is affected by the Pinned, Stunned or Suppressed Tactical Status (in any combination), but only scores 1 Victory Point for that Objective Marker when affected by these Statuses, regardless of its value and any other Special Rules such as Line (X). While affected by any Tactical Status, Models in this Unit do not add the value of any variant of the Line (X) Special Rule they may have to their Tactical Strength when deciding if they can contest an Objective.

Additionally, when a Model from a Unit containing any Models with this Special Rule moves into Base Contact with any point on the Battlefield Edge as part of a Fall Back Move, all Models in that Unit are automatically removed as Casualties.

Third-Line

Those militia forces that could field heavy armour in any quantity made do with older designs and marks that were no longer in active service, or with cast-off or damaged units no longer fit for front-line combat. The only consolation for such commanders was that the arsenals of many worlds held large numbers of forgotten war machines, left to moulder and rust as war raged across the Imperium.

Models with this Special Rule lose a Hull Point when they suffer a Glancing Hit.

Whenever a Model with this Special Rule suffers a Glancing Hit, that Model loses one Hull Point in addition to the Glancing Hit’s standard effects and in addition to any other Hull Points lost. A Vehicle with the Super-heavy Sub- Type that also has this Special Rule loses two Hull Points when it suffers a Glancing Hit – one for the effects of the Super-heavy Sub-Type and one for the effects of this Special Rule.

The Muster of Worlds: Provenances Of War

An Army which makes use of the Imperialis Militia Army List may have a number of Provenances from the following list selected for it which apply to every Detachment in that Army which includes Units selected from the Imperialis Militia Army List, each providing additional Special Rules to Models and options for Army Selection:

If an Army contains at least one Unit selected from the Imperialis Militia Army List then a single Provenance may be selected for that Army, with one additional Provenance also available for selection if the Army includes one or more Models with the Planetary Overlord Trait.

Some Provenances may only be selected for Armies of a particular Allegiance, meaning it is advisable to select any Provenances you wish for your Army before selecting any Units.

Abhuman Muster

Some strains of humanity have dwelt too long in the dark places between the stars, and have regressed or mutated in some fashion that leaves them unacceptable in most Imperial societies. Most common are the so-called ‘beastmen’, human kine with stable beastlike mutations, prized for their perceived prowess at war. Many consider such creatures subhuman, but often these warriors have proven themselves the equal of any unafflicted human in both intelligence and loyalty amid the horrors of the Horus Heresy.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule in this Army have their Base Strength Characteristic modified by +1, their Base Ballistic Skill Characteristic modified by -1, and gain the Impact (LD) Special Rule.
  • The following item is added to the Militia Armaments list:
    • - Assault shield
      +1 points

Alchem-jackers

Whether through a debased cultural type or simply through the use of extreme measures to guarantee the combatworthiness of a penal unit, the troops and perhaps even the officers of this army have their resolve ‘assisted’ by chemical injectors or stim-inhalers in battle. The inherent insanity of certain cult forces has much the same effect.

An Army with this Provenance gains the following benefits:
  • If the Controlling Player is making a Leadership Check or Cool Check for a Unit in this Army that only contains Models with the Irregulars Special Rule, they may ignore negative modifiers to Leadership or Cool applied by the Panic (X), Pinning (X), Stun (X) or Suppressive (X) Special Rules.
  • Every Model in a Unit that only includes Models with the Irregulars Special Rule and the Infantry Type in this Army can have Frenzon selected for it for +1 Point per Model.

One of several combat stimulants issued to forces in particularly hostile warzones or with a predilection towards melee combat, this stim enhances the aggression of the user, though long-term usage has severe detrimental effects on the psyche. Administered by injector, either by the recipient or en masse by commanding officers, many a battle has been decided by troops rendered almost fearless by the usage of such compounds.

A Model with Frenzon gains the Hatred (Infantry, Cavalry, Automata) and Heedless Special Rules.

Armoury of Old Night

Some worlds maintain vast arsenals of wargear forged in an age before the fall of human civilisation and the onset of Old Night. Such societies field militia whose lack of training is balanced by the fearsome weaponry they wield and the archaeotech armour which encases them.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule and the Infantry Type in this Army have their Base Armour Save Characteristic improved by one step and gain the Slow and Purposeful Special Rule. This Provenance may not modify any Model’s Armour Save Characteristic to ‘2+’.
  • The following item is added to the Militia Pistols list and Militia Officer Weapons list:
    • - Volkite serpenta
      +5 points
  • The following item is added to the Militia Assault Weapons list:
    • - Volkite charger
      +5 points
  • The following item is added to the Militia Special Weapons list:
    • - Volkite caliver
      +10 points
  • The following item is added to the Militia Heavy Weapons list:
    • - Volkite culverin
      +15 points

Arms of the Omnissiah

Some worlds benefit from the patronage of a Forge World in return for tithes of the planet’s population, or may be descended from some lost or abandoned Mechanicum enclave. The armaments they possess lend considerable strength to the militia hosts of such worlds.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule and the Infantry Type in this Army gain the Implacable Advance Special Rule.
  • The following item is added to the Militia Armaments list:
    • - Las-lock
      +1 points
  • The following item is added to the Militia Special Weapons list:
    • - Arc rifle
      +10 points
  • Triaros Armoured Conveyor Units from the Mechanicum Taghmata Army List may be selected to fill Heavy Transport Force Organisation Slots in any Imperialis Militia Detachments in this Army and Krios Battle Tank Units from the Mechanicum Taghmata Army List may be selected to fill Armour Force Organisation Slots in any Imperialis Militia Detachments in this Army. Any Models in these Units replace the [Mechanicum] or Macrotek Trait with the Imperialis Militia Trait, gain the Third-Line Special Rule and modify their Ballistic Skill Characteristic by -1.

Augmented Levy

Those unaugmented thralls conscripted into the ‘Tech Guard’ of Mechanicum-oathed worlds in times of dire need undergo rapid, forced augmentation, a process which uses crude neuro-suppressors to numb the subject to the horrors of war.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule and the Infantry Type in this Army gain the Rite of Pure Thought Special Rule (see Liber Mechanicum, page 96).
  • Every Model in a Command Troop Unit in this Army can have the Repair Automata Special Rule (see Liber Mechanicum, page 96) selected for it for +2 Points per Model.

Cyber-augmetics

The detachment hails from a highly technologically advanced or even void-nomadic culture which habitually surgically enhances its troops with augmetic implants, either to improve combat performance or mitigate disfigurement or environmental damage.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule and the Infantry Type in this Army gain the Eternal Warrior (1) Special Rule and their Base Intelligence Characteristic is modified by +1.
  • Any Model with the Irregulars Special Rule and the Command or Sergeant Sub-Type in this Army may have rad grenades selected for it for +5 Points per Model.

Debased Rabble

Driven to lunacy by exposure to the Warp-infected influences of forbidden rites and hellish lore, some of the indentured armies that fought during the Horus Heresy were murderous beyond reason.

This Provenance may only be selected for an Army with the Traitor Allegiance. An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule in this Army have their Base Cool Characteristic modified by +1 and their Base Intelligence Characteristic modified by -1.
  • The following item is added to the Militia Melee Weapons list and Militia Officer Weapons list:
    • - Tainted implements
      +1 points

Feral Warriors

Products of a brutal or warlike culture, whether from the depths of an underhive or barbaric clans of regressive worlds, feral warriors have already been hardened by a life of violence and had their skills honed in a constant battle for survival.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule in this Army gain the Impact (WS) Special Rule.
  • If a Unit in this Army containing any Models with the Irregulars Special Rule is within 8" of any enemy Units at the start of the Controlling Player’s Charge Sub-Phase and is eligible to make a Charge Move, the Controlling Player must make an Intelligence Check for that Unit. If that Check is failed, the Controlling Player must make a Charge Move for that Unit.
  • The following items are added to the Militia Armaments list and Militia Assault Weapons list:
    • - Paired close combat weapons
      +3 points

Gene-crafted

The detachment’s troops have been subjected to deliberate gene-crafting to improve their physical attributes to superhuman levels, either by recent modification or owing to some ancient manipulation to their planetary stock during the Dark Age of Technology. Such manipulations however are seldom as stable or as predictable as the Emperor’s handiwork.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule and the Infantry Type in this Army gain the Light Sub-Type, unless they have the Heavy Sub-Type, in which case they instead lose the Heavy Sub-Type.
  • The following item is added to the Militia Pistols list:
    • - Needle pistol
      +5 points
  • The following item is added to the Militia Assault Weapons list:
    • - Assault needler
      +5 points
  • The following item is added to the Militia Special Weapons list:
    • - Needle rifle
      +10 points
  • The following item is added to the Militia Heavy Weapons list:
    • - Needle cannon
      +15 points

Imperialis Provosts

Provosts enforce the dictates of the Lex Imperialis throughout the Imperium, varying in form from dedicated cadres deposited from the Imperial heartland, retired Imperialis Auxilia troopers directing local volunteers and even gang enforcers deputised in service of the Imperial Tithe. Regardless of their origin, their brutality and dedication to protecting the Imperium’s material assets makes Imperialis Provosts appealing footsoldiers when militia hosts are mustered, often replete with their own arsenal of paramilitary armaments.

An Army with this Provenance gains the following benefits:
  • If a Combat includes any Models from this Army with the Irregulars Special Rule but not the Expendable (X) Special Rule, the Controlling Player scores 2 additional Combat Resolution Points if that Combat also includes any enemy Models with one or more Tactical Statuses.
  • The following item is added to the Militia Melee Weapons list and Militia Officer Weapons list:
    • - Shock maul
      +3 points
  • The following item is added to the Militia Special Weapons list:
    • - Webber
      +3 points

Industrial Levy

Adjusted to a life of constant hazards, operating under intense pressure and navigating perilous terrain, those militia drawn from the Imperium’s industrial worlds have a reputation for hardiness among their Excertus Imperialis overseers, no doubt reinforced by their propensity for adapting industrial tools as brutal weapons of war.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule in this Army gain the Move Through Cover Special Rule.
  • The following item is added to the Militia Assault Weapons list:
    • - Heavy industrial weapon
      +8 points
  • The following items are added to the Militia Special Weapons list:
    • - Mining laser
      +15 points
    • - Seismic cannon
      +15 points
  • The following items are added to the Militia Heavy Weapons list:
    • - Heavy mining laser
      +25 points
    • - Heavy seismic cannon
      +25 points

Kinfolk Helots

Kinfolk, typically found among the labour classes of afflicted worlds as sub-citizens on the cusp of accepted tolerance levels for mutation and genetic deviance, are often pressed into frontline fighting by desperate Imperial commanders in times of emergency. Many warlords prize such troops for their hardy nature and innate skill with machines, and some have voluntarily taken to the battlefield to fulfil old oaths and to seek the prize of acceptance and authority under the banner for which they fight.

An Army with this Provenance gains the
following benefits:
  • All Models with the Irregulars Special Rule in this Army have their Base Toughness Characteristic modified by +1 and their Base Initiative and Base Movement Characteristics modified by -1.
  • One Grenadier Troop Unit in each Detachment in this Army may be upgraded to be Exo-riggers for +8 Points per Model. All Models in Units which have been upgraded in this way:
    - Have the Heavy Sub-Type.
    - Have the Bulky (2) & Slow and Purposeful Special Rules.
    - Have an Armour Save Characteristic of 3+ and an Invulnerable Save Characteristic of 6+.
    - Have an Intelligence Characteristic of 7 and the Battlesmith (1) Special Rule if they have the Sergeant Sub-Type.
    - May each exchange their Militia rifle for one heavy industrial weapon for +8 Points per Model or one pair of industrial weapons for +10 Points per Model.

Legacy of the Great Crusade

Some Militia units are descended from the remnants of old Imperialis Auxilia regiments long since settled on one of their conquests. While the original soldiery of such regiments have long since died or grown too old to fight, they have passed on the traditions and skills of their old life to new generations, allowing them to form the stern backbone of their planet’s defences.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule in this Army which don’t have any version of the Expendable (X) Special Rule have their Base Ballistic Skill Characteristic modified by +1.
  • The following item is added to the Militia Armaments list:
    • - Lasrifle
      +1 points
  • The following item is added to the Militia Special Weapons list:
    • - Rotor cannon
      +10 points

Ogryn Conscripts

Some worlds are populated by indentured hordes of the stable abhuman strain known as Ogryns, with few other inhabitants available to take up arms in their home’s defence. Used as cheap and reliable labour across the galaxy, these creatures also make formidable, if simple, soldiers, and as such were quickly put to use on both sides of the Horus Heresy as shock troops.

An Army with this Provenance gains the following benefits:
  • All Models in Ogryn Brute Troop Units in this Army lose the Heedless Special Rule while their Unit includes at least one Model with the Instill Order Special Rule.
  • Every Model with an assault shield in an Ogryn Brute Troop Unit in this Army can have its assault shield exchanged for one boarding shield for +2 Points per Model.

Survivors of the Dark Age

The force has its origins on a world which survived with many of the wonders of the Dark Age of Technology intact, and its forces are equipped with vehicles which are potent, if idiosyncratic, in origin.

An Army with this Provenance gains the following benefits:
  • All Models with the Vehicle Type and the Imperialis Militia Trait in this Army gain the Auto-Repair (5+) Special Rule.
  • Rhino and Termite Units from the Legiones Astartes Army List may be selected to fill Transport Force Organisation Slots in any Imperialis Militia Detachments in this Army and Land Raider Carrier Units from the Legiones Astartes Army List may be selected to fill Heavy Transport Force Organisation Slots in any Imperialis Militia Detachments in this Army. Any Models in these Units replace the Legiones Astartes Trait with the Imperialis Militia Trait, gain the Third-Line Special Rule and modify their Ballistic Skill Characteristic by -1.

Tainted Flesh

Amongst the strangest and most terrible of the bizarre warriors fielded by militia regiments were those warriors twisted by exposure to terrible poisons, mutagens or even the influence of the Warp. Such regiments formed a parade of horrors unguessed at by sane minds, terrifying to friend and foe alike.

This Provenance may only be selected for an Army with the Traitor Allegiance. An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule in this Army gain the Aflame (1) and Impact (I) Special Rules.
  • Each Rogue Psyker Model in this Army may have up to two Psychic Disciplines selected for it from the options available on its profile instead of one.

Voidbourne

Battlefield deployment by means of grav-chute or retrojets is not uncommon among specialised elements of the Imperialis Auxilia, but such equipment is only seen in the militia’s possession where such hosts are drawn from societies well aquainted with similar technology. Whether these are gravitic gliders from some mountainous world or the voidmaneuvering packs of spacebound cultures, those militia so equipped prove far more unpredictable than most of their ilk.

An Army with this Provenance gains the following benefits:
  • • All Models with the Irregulars Special Rule but not any version of the Bulky (X) or the Expendable (X) Special Rules in this Army gain the Infiltrate (18) Special Rule.
  • • Any Reconnaissance Troop or Command Troop Unit in this Army may be upgraded to be Voidjumpers for +3 Points per Model. All Models in Units which have been upgraded in this way:
    - Have the Antigrav Sub-Type
    - Have the Bulky (2), Deep Strike & Firestorm Special Rules.
    - Set their Base Movement Characteristic to 10.
  • • The following items are added to the Militia Armaments list and Militia Assault Weapons list:
    • - Two militia pistols
      Free
    • - Two laspistols
      +1 points

Warrior Elite

The detachment’s troops are trained to a high standard and possess discipline worthy of a regular Imperial Army unit.

An Army with this Provenance gains the following benefits:
  • All Models with the Irregulars Special Rule in this Army have their Base Leadership Characteristic modified by +1 to a maximum of 9.
  • Any Model in this Army may have a Militia vexilla exchanged for one auxilia vexilla (see Liber Auxilia, page 104) for Free.

Unending Horde

Some militia forces descend upon their enemy as a screaming mass, intent only on the destruction of the foe no matter how many lives are spent in the attempt. Such forces are found only on the most insular or rabidly isolationist worlds of the Imperium, though during the Horus Heresy many units sworn to the Traitor Warmaster would adopt such tactics, some by choice and others less so.

An Army with this Provenance gains the following benefits:
  • All Models in Infantry Troop and Levy Troop Units in this Army gain the Endless Horde (4+) Special Rule.
  • Every Model in a Command Troop or Infantry Troop Unit in this Army can have the Expendable (1) Special Rule selected for it for +1 Point per Model.

There are some armies so vast in number that to their foe they appear as if an unrelenting tide, each slain warrior replaced by yet another.

This Special Rule can replace a Unit that has been wiped out with a new one in Reserves.

When a Unit that contains any Models with this Special Rule has its last Model Removed as a Casualty, the Controlling Player may choose to roll a D6. On a result equal to or greater than the value in brackets, a Unit identical to the one that was Removed as Casualties (with all Models and Wargear listed on the Controlling Player’s Army Roster) is placed into Reserves – and treated as a new Unit. On any other result, the Unit is removed as Casualties with no further effect. Any Victory Points that would be scored for the Unit Removed as Casualties are unaffected and scored as normal, and any new Unit that enters Reserves may be used to score Victory Points if also Removed as Casualties. Any other Models that have joined a Unit that contains any Models with this Special Rule either during Deployment, in Reserves or during the Battle are not placed into Reserves with the new Unit.

Imperialis Militia Detachments

An army can include any number of Apex and Auxiliary Detachments, depending on the number of High Command or Command Choices selected respectively.

In addition to the Apex and Auxiliary Detachments presented in the Warhammer: The Horus Heresy – Age of Darkness Rulebook, armies which make use of the Imperialis Militia Army List have access to a number of additional Apex and Auxiliary Detachments. These follow all the standard Rules for Apex and Auxiliary Detachments, but only Units entirely composed of Models with the Imperialis Militia Trait may be selected to fill Force Organisation Slots in these Detachments (except for the Daemonic Manifestation Auxiliary Detachment), and may have certain restrictions upon which Unit is used to fill the Command Force Organisation Slot which allows their selection. Additionally, certain 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. In this case, when an Auxiliary Detachment specifies which Army List Units selected for it are drawn from, this overrules the usual restrictions upon Army Lists presented in the Crusade Army Selection Rules.

Grenadier Muster

[APEX DETACHMENT]


Ogryn Auxilia

[APEX DETACHMENT]


  • Heavy Assault Slots in this Detachment may only be used to select Ogryn Brute Troop Units.

Infantry Cohort

[APEX DETACHMENT]


Artillery Division

[APEX DETACHMENT]


  • Support Slots in this Detachment may not be used to select Militia Medicae Units.

Cavalry Wing

[APEX DETACHMENT]


  • Recon Slots in this Detachment may only be used to select Cavalry Troop Units.

Armoured Phalanx

[APEX DETACHMENT]


Oversight Delegation

[AUXILIARY DETACHMENT]


  • Support Slots in this Detachment may only be used to select Militia Medicae Units.

Storm Cadre

[AUXILIARY DETACHMENT]


Daemonic Manifestation

[AUXILIARY DETACHMENT]

When a Rogue Psyker Unit is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Daemonic Manifestation Auxiliary Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


  • Heavy Assault Slots in this Detachment may only be used to select Ruinstorm Daemon Brute Units from the Daemons of the Ruinstorm Army List.

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.

Militia Officer Weapons

  • - Militia pistol
    Free
  • - Laspistol
    +1 points
  • - Bolt pistol
    +2 points
  • - Blast pistol
    +3 points
  • - Needle pistol
    +5 points
  • - Hand flamer
    +5 points
  • - Plasma pistol
    +5 points
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points

Militia Melee Weapons

  • - Close combat weapon
    Free
  • - Chainsword
    +2 points
  • - Chainaxe
    +2 points

Militia Pistols

  • - Militia pistol
    Free
  • - Laspistol
    +1 points
  • - Bolt pistol
    +2 points
  • - Blast pistol
    +3 points

Militia Armaments

  • - Militia rifle
    Free
  • - Militia carbine
    Free
  • - Militia shotgun
    Free

Militia Assault Weapons

  • - Militia rifle
    Free
  • - Militia carbine
    Free
  • - Militia shotgun
    Free
  • - Las-lock
    +1 points
  • - Lasrifle
    +1 points
  • - Bolter
    +3 points

Militia Special Weapons

  • - Heavy stubber
    +5 points
  • - Militia longrifle
    +5 points
  • - Flamer
    +5 points
  • - Grenade launcher
    +10 points
  • - Plasma gun
    +10 points
  • - Meltagun
    +15 points

Militia Heavy Weapons

  • - Twin heavy stubber
    +10 points
  • - Mortar
    +10 points
  • - Multi-laser
    +10 points
  • - Heavy bolter
    +10 points
  • - Heavy flamer
    +10 points
  • - Missile launcher
    +15 points
  • - Autocannon
    +20 points
  • - Lascannon
    +25 points

Militia Pintle Weapons

  • - Pintle Mounted combi-bolter
    +5 points
  • - Pintle Mounted heavy stubber
    +5 points
  • - Pintle Mounted grenade launcher
    +10 points
  • - Pintle Mounted heavy flamer
    +10 points

Special Rules

Aflame (X)

Some weapons are wreathed in flame emitted from small projectors, or burn with otherworldly fire, stirring a primaeval aversion in even the boldest warriors.

A Weapon with this Special Rule causes additional modifiers to a Target’s Leadership Characteristic.

If a Melee Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, until the end of the Phase, that Unit is considered to be ‘aflame’. If the Controlling Player of a Unit that is aflame is required to make a Leadership Check during that Phase for a Combat that includes that Unit, the value of X on this Special Rule is applied as an additional negative modifier to the Leadership Characteristic being used for that Check.

Armour-breaker (X)

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

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

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

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.

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

Assault Shield

Rudimentary imitations of the various patterns of boarding shield employed by the Space Marine Legions, assault shields provide a degree of ablative protection and are primarily intended to assist the bearer in closing to melee range.

Assault shields grant a variable Invulnerable Save, the Shield Trait and the Heavy Sub-Type.

A Model with an assault shield gains a 6+ Invulnerable Save that is modified to 5+ against attacks made as part of a Volley Attack or Overwatch Reaction. In addition it gains the Shield Trait and the Heavy Sub-Type.

Boarding Shield

Utilised primarily in boarding actions and Zone Mortalis operations, boarding shields are bulkier than the similar combat shield, offering a measure of additional protection to the bearer and allowing them to form a formidable bulwark against enemy assault.

Boarding shields grant a 5+ Invulnerable Save, the Shield Trait and the Heavy Sub-Type.

A Model with a boarding shield gains a 5+ Invulnerable Save. In addition it gains the Shield Trait and the Heavy Sub-Type.

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.

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

Militia Standard

Many ‘true’ soldiers scoff at the banners of militia regiments – especially those that take overly pompous forms or ape those of more famous warriors. Yet in the heat of battle even the least warrior will rally to the sight of their world’s emblem fluttering above them.

A Militia standard removes the Routed Tactical Status from friendly Imperialis Militia Units when they end a Fall Back Move within 12".

When at least one Model in a Unit entirely composed of Models with the Imperialis Militia Trait ends a Fall Back Move within 12" of at least one Model from a Friendly Unit with a Militia standard, all Models in that Unit immediately remove the Routed Status.

Militia Vexilla

Whether an intricate banner, technological device or simple rag on a stick, almost all militia units use some form of banner to organise the mass of warriors they field in battle.

A Militia vexilla adjusts the distance of Fall Back Moves.

When making a Dice roll to determine the distance of a Fall Back move for a Unit which contains any Models with a Militia vexilla, the Controlling Player rolls an additional Dice and discards a single Dice of their choice.

Militia Vox

A militia vox generally takes the form of a large communications pack that allows contact between a unit and their command elements. While these are the most common tools for such communications, some less well-equipped militias may instead use signal flags, coloured flares or even musical instruments such as drums or horns to convey instructions or reinforce morale.

Militia voxes allows the Controlling Player to roll an additional dice when making Checks to remove Statuses in the End Phase.

When making a Cool or Leadership Check in the Statuses Sub-Phase of the End Phase to remove a Tactical Status from a Unit which includes any Models with a Militia vox, the Controlling Player may roll an additional Dice, discarding the Dice which, once rolled, has the highest result, as long as at least one Model in that Unit has Line of Sight to a friendly Model with the Command Sub-Type and the Imperialis Militia Trait which is not affected by any Statuses.

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.

Smoke Launchers

Many armoured vehicles utilise countermeasure devices for protection and concealment. Whether these launch simple projectiles that surround the vehicle’s hull with concealing smoke or employ more complex payloads capable of disrupting enemy targeting devices with infra-red strobes or disruptive radiation signatures, all find use during the Age of Darkness.

A Model with smoke launchers gains the Smokescreen trait.

Imperialis Militia Advanced Reactions

Go to Ground!

Invested with only rudimentary training and poor discipline, the response of most militia to any substantial weight of fire is ducking for cover.

This Reaction allows the Reactive Player to make Cover Save Rolls for a Friendly Unit at the expense of it gaining the Pinned Status.

Trigger: The Reactive Player may declare a Go to Ground! 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 Imperialis Militia Trait without the Bulky (X) Special Rule.

Cost: The Go to Ground! Advanced Reaction has no cost.

Target: For a Go to Ground! 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 Go to Ground! Advanced Reaction has been declared, all Models in the Reacting Unit gain a 6+ Cover Save 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.

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.

Shieldwall!

Many warriors go to battle carrying large protective shields, commonly issued when the fighting is expected to be conducted at close ranges, such as Zone Mortalis or breach storming engagements. With sufficient training, these warriors can form a moving bulwark, layering and overlapping such shields to provide protection against all but the most determined attacks.

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

Trigger: The Reactive Player may declare a Shieldwall! Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player, or at the start of Step 4 of a Charge declared by the Active Player.

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

Target: For a Shieldwall! Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack or Charge that triggered the Reaction. This Unit must include a majority of Models with the ‘Shield’ Trait at the point when the Reaction is declared.

Process
  1. The Active Player continues to resolve this Shooting Attack as normal.
  2. All Models in the Unit for which this Advanced Reaction is declared have their Toughness Characteristic modified by +1 for the duration of the Phase in which this Reaction was declared.

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.

Armoury of the Imperialis Militia

The Imperialis Militia made use of a number of Weapons that were able to be produced in vast quantities for these numberless warriors. This section presents the Rules for these Weapons.

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 cannon 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
Mortar
Mortar
36
1
4
5
1
Ordnance (R), Blast (3"), Barrage (1), Stun (0)
-
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
-
Demolisher cannon
Demolisher cannon
24
1
12
3
3
Blast (3"), Breaching (5+), Ordnance (D), Stun (1)
-
Quad launcher with frag shells
Quad launcher with frag shells
60
1
5
5
1
Heavy (FP), Blast (5"), Barrage (2)
-
Heavy quad launcher
Heavy quad launcher
48
4
7
4
2
Ordnance (FP), Barrage (0), Armourbane, Breaching (6+)
-
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)
-
Siege mortar
Siege mortar
48
1
4
4
3
Ordnance (RS), Blast (5"), Barrage (1), Breaching (6+), Pinning (1)
-

Auto Weapons

An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, but a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour-piercing shells to defeat armour 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
Twin heavy stubber
Twin heavy stubber
36
6
4
6
1
-
Auto
Stub cannon
Stub cannon
8
1
6
4
2
Stun (1)
Assault, Auto
Ripper gun
Ripper gun
12
4
5
-
1
Shred (6+)
Assault, Auto
Rotor cannon
Rotor cannon
24
3
3
-
1
Heavy (FP), Suppressive (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
Thunderblast battlecannon
Gravis autocannon
48
1
6
4
1
Heavy (AP), Blast (3"), Pinning (0)
Auto
Battlecannon
Battlecannon
48
1
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
Siege cannon
Siege cannon
48
1
9
4
4
Heavy (AP), Blast (3"), Stun (1)
Auto
Baneblade cannon
Baneblade cannon
82
1
8
3
2
Blast (7"), Pinning (1)
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
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt
Bolter
Bolter
24
2
4
5
1
-
Bolt
Combi-bolter
Combi-bolter
24
4
4
5
1
-
Bolt
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

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
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame
Heavy flamer
Heavy flamer
Template
1
5
4
1
Template, Panic (1)
Flame
Twin heavy flamer
Twin heavy flamer
Template
1
5
4
1
Template, 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 lascannon, 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
Las-lock
Las-lock
18
1
4
6
1
-
Las
Lasrifle
Volley
30
1
3
6
1
Heavy (FP)
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 (1)
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
Heavy lascannon
Heavy lascannon
36
2
10
2
2
Heavy (D), Armourbane
Las
Laser destroyer
Laser destroyer
36
2
10
2
2
Heavy (D), Armourbane
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 use among the armies of Old Earth, Mars and Jupiter long before the Emperor unified Sol.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta
Multi-melta
Multi-melta
24
1
8
2
3
Heavy (RS), Melta (8)
Melta

Militia Weapons

Across the worlds of the Imperium, the many and varied militia forces utilise a vast range of different firearms. These include the ubiquitous las-weaponry common to the Imperial Army, solid-shot autorifles and other chemical propellant armaments to more unusual weapons such as rapid-firing crossbows or even simple bows and arrows. Whatever their technology level, all are capable of firing projectiles over reasonable distance with a fair degree of killing power.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia pistol
Militia pistol
8
1
3
-
1
Pistol
Assault
Militia carbine
Militia carbine
18
1
3
-
1
-
Assault
Militia shotgun
Militia shotgun
8
1
4
-
1
-
Assault
Militia rifle
Militia rifle
24
1
3
-
1
Heavy (FP)
-
Militia longrifle
Militia longrifle
36
1
4
-
1
Heavy (RS), Breaching (6+), Precision (5+), Pinning (1)
-

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
Missile launcher
Missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (3")
Missile
- Krak
- Krak
48
1
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
1
8
4
1
Heavy (D), Skyfire
Missile
Hunter-killer missile
Hunter-killer missile
48
1
9
3
3
Armourbane, Limited (1)
Missile
Hellstrike missile
Hellstrike missile
48
1
9
3
3
Armourbane, Limited (1)
Guided, Missile
Kalliope rocket mortar
Kalliope rocket mortar
48
1
6
4
1
Blast (5"), Barrage (1), Suppressive (1)
Missile
Heavy rocket bombard
Heavy rocket bombard
48
1
6
4
1
Blast (7"), Barrage (1), Suppressive (2)
Missile

Industrial Tools

Several weapon systems fielded by the Imperium’s militaries owe their origins to industrial tools unearthed from humanity’s past, and while not intended for combat, many of the devices employed in heavy industry on Imperial worlds can be co-opted as brutal – if crude – armaments.

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
Heavy mining laser
Heavy mining laser
9
1
10
4
2
Heavy (RS)
Las
Seismic cannon
Seismic cannon
Template
1
6
4
2
Template, Heavy (RS), Breaching (6+), Stun (1)
Sonic
Twin seismic cannon
Twin seismic cannon
Template
2
6
4
2
Template, Heavy (RS), Breaching (6+), Stun (1)
Sonic
Heavy seismic cannon
Heavy seismic cannon
Template
1
7
4
2
Template, Heavy (RS), Breaching (5+), Stun (1)
Sonic

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
Assault needler
Assault needler
18
2
2
-
1
Poisoned (3+), Pinning (1)
Assault, Needle
Needle rifle
Needle rifle
48
1
2
-
1
Poisoned (2+), Precision (5+), Breaching (6+), Pinning (1)
Needle
Needle cannon
Needle cannon
24
3
2
-
1
Heavy (FP), Poisoned (3+), Pinning (1)
Assault, Needle

Plasma Weapons

Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. 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
Plasma gun
Plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (5+), Overload (1)
Plasma
Plasma cannon
Plasma cannon
- Sustained fire
- Sustained fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (5+), Overload (2)
Plasma
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

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
Arc rifle
Arc rifle
30
2
5
5
1
Suppressive (1), Shock (Suppressed)
Arc
Grenade launcher
Grenade launcher
- Frag
- Frag
24
1
3
6
1
Blast (3")
-
- Krak
- Krak
24
1
6
4
2
-
-
Rad grenades
Rad grenades
8
1
4
3
1
Poisoned (2+), Phage (T)
Rad
Webber
Webber
Template
1
4
-
0
Pinning (1)
Assault

Chain Weapons

These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy grips and a series of razor-edged blades mounted along the edge of the weapon and are set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays of fountaining gore it created as its effectiveness in battle.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainsword
Chainsword
I
A
S
5
1
Shred (6+)
Chain
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain
Sentinel chainblade
Sentinel chainblade
I
A
+2
4
1
Reaping Blow (2), Shred (5+)
Chain

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 in each bespoke weapon as legible as a signature to those with the wit to read them.

If a Model has a charnabal weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Charnabal sabre
  • Charnabal tabar
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

Industrial Tools

Several weapon systems fielded by the Imperium’s militaries owe their origins to industrial tools unearthed from humanity’s past, and while not intended for combat, many of the devices employed in heavy industry on Imperial worlds can be co-opted as brutal – if crude – armaments.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of industrial weapons
Pair of industrial weapons
-2
+1
+3
4
1
Armour-breaker (6+)
-
Heavy industrial weapon
Heavy industrial weapon
-2
A
+4
4
1
Armour-breaker (5+)
-

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.

If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power

Rudimentary Weapons

Blades, cudgels and lances all exist in the Imperium’s arsenal in a variety of forms, from mass-produced, single component weapons to masterful pieces of art, but all embody a single defining truth: there is little that Mankind cannot fashion into a tool of death given sufficient time.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Close combat weapon
Close combat weapon
I
A
S
-
1
-
-
Paired close combat weapons
Paired close combat weapons
I
+1
S
-
1
-
-
Bayonet
Bayonet
I
A
S
5
1
-
-

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
-
Militia lance
Militia lance
+2
0
+3
3
2
Impact (AM)
-
Shock maul
Shock maul
-1
A
+2
-
1
Aflame (1)
-
Tainted implements
Tainted implements
I
A
S
-
1
Rending (6+)
-

Command


Force Commander
UNIT COMPOSITION: 1 FORCE COMMANDER
70 PointsPts
• This Model may be replaced with 1 Mounted Force Commander for +15 Points.

The leaders of the Imperialis Militias range from planetary commanders to clan chiefs, depending on their home world’s nature. On many planets, the ruling elite was implanted by Terra’s administration, and so it is far from unusual for ill-equipped, frontier militia to be commanded by a noble of Terra or some other core world, bearing gaudy finery and wondrous armaments. In other cases, native warrior-monarchs or hive gang overlords are elevated to formal military rank upon bending knee to the Imperium, leading entire armies of their own peoples in support of the Loyalist or Traitor cause.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Force Commander (⌀?) 9 8 7 7
Force Commander (⌀?) 6 4 4 3 3 3 3 3 9 8 7 7 3+ 5+
Mounted Force Commander (⌀?) 9 8 7 7
Mounted Force Commander (⌀?) 12 4 4 3 3 4 3 3 9 8 7 7 3+ 5+
WARGEAR
  • Militia pistol
  • Charnabal sabre
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
Force Commander
Mounted Force Commander
  • Bulky (2)
  • Firestorm
  • Impact (S)
  • Outflank
TYPE
  • Force Commander: Infantry (Command)
  • Mounted Force Commander: Cavalry (Command)
OPTIONS
  • This Model may have its militia pistol and/or charnabal sabre exchanged for one paragon blade for +15 Points, one archaeotech pistol for +15 Points, one item each from the Militia Officer Weapons list or one item each from the Militia Melee Weapons list.
  • This Mounted Force Commander may have its charnabal sabre exchanged for one militia lance for +5 Points.
  • This Model may have melta bombs selected for it for +10 Points.
Army List
An Army List is a list of Units and Models that comprise a Faction. It is used by a Player to select an Army in conjunction with a Force Organisation Chart. The Rules governing Army Lists and Army selection are presented in more detail here.
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.
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.
Assault Shield

Rudimentary imitations of the various patterns of boarding shield employed by the Space Marine Legions, assault shields provide a degree of ablative protection and are primarily intended to assist the bearer in closing to melee range.

Assault shields grant a variable Invulnerable Save, the Shield Trait and the Heavy Sub-Type.

A Model with an assault shield gains a 6+ Invulnerable Save that is modified to 5+ against attacks made as part of a Volley Attack or Overwatch Reaction. In addition it gains the Shield Trait and the Heavy Sub-Type.
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.
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
Hatred (X)

Hatred can be a force as potent as any munition, driving troops to fight harder and more ferociously. The Horus Heresy would stoke old hatreds and spawn many new ones, granting canny commanders ample opportunity to set troops against their chosen foes.

The Hatred (X) Special Rule grants bonuses against enemies of a specific Faction, Type or Trait.

When Locked in Combat, or Engaged in a Challenge, with any enemy Models that have the Type or Trait that is the value of X, then all Models with this variant of the Hatred (X) Special Rule gain a bonus of +1 to all Wound Tests made in that Combat.
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.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

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

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

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

Volkite charger

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite charger
Volkite charger
15
2
5
5
1
Deflagrate (5)
Assault, Volkite

Volkite caliver

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite
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.

Volkite culverin

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite culverin
Volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite

Las-lock

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

Arc rifle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Arc rifle
Arc rifle
30
2
5
5
1
Suppressive (1), Shock (Suppressed)
Arc
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.
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.

Tainted implements

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Tainted implements
Tainted implements
I
A
S
-
1
Rending (6+)
-

Paired close combat weapons

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired close combat weapons
Paired close combat weapons
I
+1
S
-
1
-
-
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.
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.

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

Assault needler

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Assault needler
Assault needler
18
2
2
-
1
Poisoned (3+), Pinning (1)
Assault, Needle
Precision (X)

On the battlefields of the Horus Heresy, precision proves far more valuable than wanton carnage, allowing attacks to be placed on the most valuable targets and not the chaff of the enemy army. Whether through well-honed skill or artfully crafted weapons, warriors capable of such feats are highly sought after in any host.

Attacks made with the Precision (X) Special Rule are allocated by the Attacking Player, not the Defender.

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

These Precision Hits must form a separate Fire Group or Strike Group. Wound Tests are made as normal for Precision Hits and cause Precision wounds. In Step 8 of the Shooting Attack process or Step 7 of the Initiative Step sequence, when selecting a Target Model for a Fire Group or Strike Group that is made up of Precision wounds, the Target Model is not selected using the normal Rules. Instead the attacking Player chooses which Model in the Target Unit will be the Target Model, and may select any Model that is a part of that Unit.

Note that Models Engaged in a Challenge cannot use this Special Rule to allocate Hits to any Model other than the enemy Model that is Engaged in the same Challenge and that any attacks which are made as Snap Shots, or for Weapons or attacks that have either the Blast (X), Barrage (X), Template or Reaping Blow (X) Special Rules, may never trigger the Precision (X) Special Rule no matter what the result of the Hit Test is.
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.

Needle rifle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Needle rifle
Needle rifle
48
1
2
-
1
Poisoned (2+), Precision (5+), Breaching (6+), Pinning (1)
Needle

Needle cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Needle cannon
Needle cannon
24
3
2
-
1
Heavy (FP), Poisoned (3+), Pinning (1)
Assault, Needle
Aflame (X)

Some weapons are wreathed in flame emitted from small projectors, or burn with otherworldly fire, stirring a primaeval aversion in even the boldest warriors.

A Weapon with this Special Rule causes additional modifiers to a Target’s Leadership Characteristic.

If a Melee Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, until the end of the Phase, that Unit is considered to be ‘aflame’. If the Controlling Player of a Unit that is aflame is required to make a Leadership Check during that Phase for a Combat that includes that Unit, the value of X on this Special Rule is applied as an additional negative modifier to the Leadership Characteristic being used for that Check.

Shock maul

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Shock maul
Shock maul
-1
A
+2
-
1
Aflame (1)
-

Webber

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Webber
Webber
Template
1
4
-
0
Pinning (1)
Assault
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.
Armour-breaker (X)

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

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

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

Heavy industrial weapon

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Heavy industrial weapon
Heavy industrial weapon
-2
A
+4
4
1
Armour-breaker (5+)
-

Mining laser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Mining laser
Mining laser
6
1
9
4
2
Heavy (RS)
Las
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.
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.

Seismic cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Seismic cannon
Seismic cannon
Template
1
6
4
2
Template, Heavy (RS), Breaching (6+), Stun (1)
Sonic

Heavy mining laser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy mining laser
Heavy mining laser
9
1
10
4
2
Heavy (RS)
Las

Heavy seismic cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy seismic cannon
Heavy seismic cannon
Template
1
7
4
2
Template, Heavy (RS), Breaching (5+), Stun (1)
Sonic

Lasrifle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lasrifle
Volley
30
1
3
6
1
Heavy (FP)
Las

Rotor cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rotor cannon
Rotor cannon
24
3
3
-
1
Heavy (FP), Suppressive (1)
Auto

Militia pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia pistol
Militia pistol
8
1
3
-
1
Pistol
Assault

Laspistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Laspistol
Laspistol
12
1
3
-
1
Pistol
Assault, Las

Bolt pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt
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

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
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).
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
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 Weapons
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
Charnabal tabar
Charnabal tabar
I
A
+1
-
1
Breaching (6+), Duellist’s Edge (1)
Charnabal

Power Weapons

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power Weapons
Power Weapons
- Power sword
- Power sword
I
A
S
3
1
Breaching (6+)
Power
- Power axe
- Power axe
-1
A
+1
3
1
Breaching (5+)
Power
- Power maul
- Power maul
-1
A
+2
3
1
Breaching (6+)
Power
- Power lance
- Power lance
+1
A
S
3
1
Precision (6+)
Power

Power fist

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

Close combat weapon

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Close combat weapon
Close combat weapon
I
A
S
-
1
-
-

Chainsword

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

Chainaxe

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

Militia rifle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia rifle
Militia rifle
24
1
3
-
1
Heavy (FP)
-

Militia carbine

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia carbine
Militia carbine
18
1
3
-
1
-
Assault

Militia shotgun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia shotgun
Militia shotgun
8
1
4
-
1
-
Assault

Bolter

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

Heavy stubber

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

Militia longrifle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia longrifle
Militia longrifle
36
1
4
-
1
Heavy (RS), Breaching (6+), Precision (5+), Pinning (1)
-
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.

Flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

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

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

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

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

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

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

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

If a Fire Group includes multiple attacks made with the Blast (X) Special Rule, do not place multiple Blast Markers. A single Blast Marker is placed using the Rules detailed above, and a Hit Test is made for each attack in that Fire Group. For each successful Hit Test, one Hit is inflicted for each Model from the target Unit that is fully or partially under the Blast Marker. If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests. For each Hit Test that was unsuccessful, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.

Grenade launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Grenade launcher
Grenade launcher
- Frag
- Frag
24
1
3
6
1
Blast (3")
-
- Krak
- Krak
24
1
6
4
2
-
-

Plasma gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma gun
Plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (5+), Overload (1)
Plasma
Melta (X)

The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.

This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.

If at least one Model in a Unit with the Vehicle Type that is targeted by a Shooting Attack made by a Model using a Weapon with this Special Rule is within a range equal to or less than the value specified by X, that attack has the Armourbane Special Rule and the Damage of Penetrating Hits caused by that attack is doubled.

Meltagun

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

Twin heavy stubber

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

Mortar

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Mortar
Mortar
36
1
4
5
1
Ordnance (R), Blast (3"), Barrage (1), Stun (0)
-

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

Heavy bolter

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

Heavy flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy flamer
Heavy flamer
Template
1
5
4
1
Template, Panic (1)
Flame
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.
Skyfire

Most combat aircraft fly at such speeds that regular weaponry is hard pressed to track or hit them. Only cannon and beams specifically designed to strike such swift targets have any hope of landing hits upon them by any means other than sheer luck.

Attacks made with the Skyfire Special Rule ignore penalties when attacking Flyers.

A Hit Test made for a Weapon with the Skyfire Special Rule ignores any rule that would require attacks made targeting an enemy Unit that contains any Models with the Flyer Sub-Type to be made as Snap Shots. Instead such an attack makes a normal Hit Test using the Ballistic Skill of the attacking Model - this includes attacks made as part of any Reaction. A Unit that includes any Models with any Tactical Status may not benefit from the effects of this Special Rule.

Missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Missile launcher
Missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (3")
Missile
- Krak
- Krak
48
1
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
1
8
4
1
Heavy (D), Skyfire
Missile

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.
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.

Combi-bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Combi-bolter
Combi-bolter
24
4
4
5
1
-
Bolt
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.
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.
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.
Wound Tests
Once a Unit has one or more Hits inflicted on it, whether a Rule has dictated their application or they have been inflicted as part of a Shooting Attack or Combat, a Wound Test must be made to resolve those Hits. The Rules presented here cover only the process of making Wound Tests and resolving their effects; See rules regarding inflicting Hits as part of a Shooting Attack or Combat.

A Wound Test must be made for each Hit inflicted on a Unit, but Wound Tests for Hits with different Strengths, AP values or Special Rules must be rolled separately so that all Players know which Hit is being resolved by a given Wound Test. The order in which differing Wound Tests are made is decided by the Player making the attacks (see the Rules for Shooting Attacks and the Fight Sub-Phase).

To make a Wound Test, roll a number of Dice equal to the number of Hits with the same Strength, AP, Damage and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, using the Wound Table shown here to compare the Hit’s Strength and the Model’s Toughness to determine a Target Number for the Test.


As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a wound on the Target Unit. Wounds with different Strength, AP or Damage values should be resolved separately in order to streamline the Wound Test process.
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.
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.
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.
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.
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:
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.
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.
Phage (X)

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

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

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

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

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

If a Model is outnumbered in Combat and either has this Special Rule or is made to attack with a Weapon that has this Special Rule, then that Model gains a bonus to its Attacks Characteristic equal to the value of X attached to the variant of this Special Rule it has access to. To be considered outnumbered, the total number of Friendly Models Locked in the same Combat must be less than the total number of Enemy Models Locked in the same Combat - Models with the Bulky (X) Special Rule count as a number of Models equal to the value of X in the variant of the Bulky (X) Special Rule that Model has. This Special Rule has no effect during the Challenge Sub-Phase, and no Model that is Engaged in a Challenge may gain additional Attacks due to this Special Rule.
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.
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.
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.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the Assault Phase, with a higher value making it both easier for the Model to make attacks and more difficult for opponents to do so (see Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’s capacity for receiving Damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.

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
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

Krak grenades

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

Representing the elite of any army, commanders oversee the disposition of their troops, set strategy for the coming battle and often stand at the forefront of the conflict. The actions of such heroes can change the tide of battle in an instant.

The following Rules apply to all Models with the Command Sub-Type:
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.
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.
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.
CHARGE – A ‘Charge’ is a special type of multi-stage move made during the Assault Sequence. Unlike a normal move, Models moved as part of any Step of a Charge may end the move in Base Contact with an enemy Model.
Outflank

Whether by stealth or sheer speed, some warriors approach the battlefield from unexpected directions. Such an attack can derail even the most well-laid plans and upend the strategies of any general, turning the tide of battle.

A Unit of Models with the Outflank Special Rule can enter play from outside of Deployment Zones.

A Unit made up entirely of Models with this Special Rule that enters play from Reserves may do so from any point on the Battlefield Edge. The Unit may not enter play from any point that is within the Opposing Player’s Deployment Zone or within 7" of any enemy Model.

Note that a Unit Embarked on a Model with the Outflank Special Rule does not need to have the Outflank Special Rule in order for the Model it is Embarked upon to benefit from it. A Model that enters the Battlefield from a point outside of the Controlling Player’s Deployment Zone by means of this Special Rule, and any Units Embarked on such a Model, may not have a Charge declared for them in the Player Turn on which they enter play.

Paragon blade

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

Archaeotech pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Archaeotech pistol
Archaeotech pistol
12
1
6
4
2
Pistol, Breaching (3+)
Assault
Militia Officer Weapons
  • - Militia pistol
    Free
  • - Laspistol
    +1 points
  • - Bolt pistol
    +2 points
  • - Blast pistol
    +3 points
  • - Needle pistol
    +5 points
  • - Hand flamer
    +5 points
  • - Plasma pistol
    +5 points
  • - Charnabal weapon
    +5 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
Militia Melee Weapons
  • - Close combat weapon
    Free
  • - Chainsword
    +2 points
  • - Chainaxe
    +2 points

Militia lance

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Militia lance
Militia lance
+2
0
+3
3
2
Impact (AM)
-

Melta bombs

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-

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