| Book | Kind | Edition | Version | Last update |
The Imperialis Militia | ||||
The Imperialis Militia | Expansion | 3 | 1.1 | October 2025 |
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.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.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:
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: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: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.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: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: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: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: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: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: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: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: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: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 theSome 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: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: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: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: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: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: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: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.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.
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.
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.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.Many units within the Legion conduct warfare at pointblank distances, blasting their foes with a deluge of short ranged firepower.
A Model with this Special Rule does not have to make Volley Attacks as Snap Shots.The wargear of many Legiones Astartes warriors and war machines incorporates a variety of targeting and stabilisation systems, enabling larger weaponry to be brought to bear even at close ranges.
Models with this Special Rule can make Volley Attacks with other Weapons.Some specialists are trained in field medicine and carry specialist equipment, from a simple satchel of bandages and pain suppressants to the complex narthecium devices carried by Legion apothecaries. If able to tend to the injured in time, such warriors can be returned to the battle, enabling them to fight on.
This Special Rule determines the difficulty of any Recovery Tests made due to other Reactions or Special Rules.The beams of energy generated by melta weaponry dissipate over long ranges. When used at close quarters, however, their effect on armoured vehicles is devastating.
This Special Rule increases the amount of Damage against Vehicles when Shooting Attacks are made within a specific range.Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.
Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.Many warriors are steady but sure, slow to advance but no less deadly for it.
Models with this Special Rule cannot Pursue fleeing enemy Units.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.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.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.This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
Frag grenades can be used to make attacks during the Volley Step.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Frag Grenades | |||||||
| Frag Grenades | 6 | 1 | 3 | 6 | 1 | Blast (3") | Assault |
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".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.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.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.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.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.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.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.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.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.
Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing fi repower and elegance. Be they bespoke slug throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Archaeotech pistol | |||||||
| Archaeotech pistol | 12 | 1 | 6 | 4 | 2 | Pistol, Breaching (3+) | Assault |
Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves – used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these 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) | - |
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 |
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 |
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 |
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 |
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 |
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) | - |
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 |
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 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 |
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’ 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 |
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 |
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 |
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:| 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 |
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+) | - |
Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, paragon blades are few in number and take many forms. The most common paragon blades are two-handed power weapons of extraordinary balance and durability, although even more rarely unique chain weapons wrought from the teeth of terrifying xenos-beasts and certain night-black sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, paragon blades are valued beyond price by the Imperium’s warriors.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Paragon blade | |||||||
| Paragon blade | I | A | +1 | 2 | 1 | Critical Hit (6+) | - |
These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close-packed melee, and expensive to manufacture and maintain.
If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:| 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 |
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 | - | - |
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+) | - |
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+ |
| HIGH COMMAND – The highest ranked officers of an Army. |
| COMMAND – The line officers of an Army. |
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.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.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.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.Exotic beam weapons of arcing energy or sequential explosions triggered by the death of the first victim, some weapons cause not a single casualty, but a slew of them. Such weapons are wielded with grim efficiency against close packed formations of troops on the battlefields of the Horus Heresy. The most well-known examples are the volkite weapons of Mars, but many others are known.
Unsaved Wounds inflicted by attacks with the Deflagrate (X) Special Rule can cause additional Hits.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Volkite serpenta | |||||||
| Volkite serpenta | 10 | 2 | 5 | 5 | 1 | Pistol, Deflagrate (5) | Assault, Volkite |
| 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 |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Volkite caliver | |||||||
| Volkite caliver | 30 | 2 | 6 | 5 | 1 | Deflagrate (6) | Volkite |
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.| 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 |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Las-lock | |||||||
| Las-lock | 18 | 1 | 4 | 6 | 1 | - | Las |
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.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.| 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 |
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.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Tainted implements | |||||||
| Tainted implements | I | A | S | - | 1 | Rending (6+) | - |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Paired close combat weapons | |||||||
| Paired close combat weapons | I | +1 | S | - | 1 | - | - |
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.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.| 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 |
| 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 |
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.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.| 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 |
| 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 |
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.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Shock maul | |||||||
| Shock maul | -1 | A | +2 | - | 1 | Aflame (1) | - |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Webber | |||||||
| Webber | Template | 1 | 4 | - | 0 | Pinning (1) | Assault |
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.| 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+) | - |
| 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 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.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.| 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 |
| 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 |
| 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 |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Lasrifle | |||||||
| Volley | 30 | 1 | 3 | 6 | 1 | Heavy (FP) | Las |
| 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 |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Militia pistol | |||||||
| Militia pistol | 8 | 1 | 3 | - | 1 | Pistol | Assault |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Laspistol | |||||||
| Laspistol | 12 | 1 | 3 | - | 1 | Pistol | Assault, Las |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | 1 | Pistol | Assault, Bolt |
Designed to rip and tear flesh, some weapons are fearsome and intimidating tools of warfare. Whether by the gnashing teeth of a chainblade or the jagged edges of flechette ammunition, these weapons scythe great holes in the lines of even the toughest of infantry and the largest of warriors.
Attacks made with the Shred (X) Special Rule can sometimes inflict an extra point of Damage.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Blast pistol | |||||||
| Blast pistol | 9 | 2 | 4 | 4 | 1 | Pistol, Rending (6+), Shred (6+) | Assault, Las |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Hand flamer | |||||||
| Hand flamer | Template | 1 | 3 | - | 1 | Template, Pistol | Assault, Flame |
Some weapons are almost as dangerous to the wielder as to the foe. Supercharged powerpacks can explode in combat or volatile munitions can jam or even detonate, all of which can prove deadly to those charged with deploying such weapons.
Weapons with this Special Rule may inflict Hits on the Models making Shooting Attacks with them.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Plasma pistol | |||||||
| Plasma pistol | |||||||
| - Sustained fire | |||||||
| - Sustained fire | 12 | 1 | 6 | 4 | 1 | Pistol, Breaching (6+) | Assault, Plasma |
| - Maximal fire | |||||||
| - Maximal fire | 12 | 1 | 7 | 4 | 1 | Pistol, Breaching (5+), Overload (1) | Assault, Plasma |
Some weapons are designed for use in personal challenges rather than the vulgar press of battle. Often light and perfectly balanced, they provide a key edge in duels and bouts of honour.
A Weapon with the Duellist’s Edge (X) Special Rule grants a bonus to Focus Rolls in Challenges.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Charnabal sabre | |||||||
| Charnabal sabre | +1 | A | S | - | 1 | Breaching (6+), Duellist’s Edge (1) | Charnabal |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Charnabal tabar | |||||||
| Charnabal tabar | I | A | +1 | - | 1 | Breaching (6+), Duellist’s Edge (1) | Charnabal |
| 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 |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Power fist | |||||||
| Power fist | -3 | A | +4 | 2 | 2 | - | Power |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Close combat weapon | |||||||
| Close combat weapon | I | A | S | - | 1 | - | - |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Chainsword | |||||||
| Chainsword | I | A | S | 5 | 1 | Shred (6+) | Chain |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Chainaxe | |||||||
| Chainaxe | -1 | A | +1 | 5 | 1 | Shred (6+) | Chain |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Militia rifle | |||||||
| Militia rifle | 24 | 1 | 3 | - | 1 | Heavy (FP) | - |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Militia carbine | |||||||
| Militia carbine | 18 | 1 | 3 | - | 1 | - | Assault |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Militia shotgun | |||||||
| Militia shotgun | 8 | 1 | 4 | - | 1 | - | Assault |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolter | |||||||
| Bolter | 24 | 2 | 4 | 5 | 1 | - | Bolt |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Heavy stubber | |||||||
| Heavy stubber | 36 | 3 | 4 | 6 | 1 | - | Auto |
| 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) | - |
Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.
Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Flamer | |||||||
| Flamer | Template | 1 | 4 | 5 | 1 | Template, Panic (1) | Flame |
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.| 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 | - | - |
| 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 |
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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Meltagun | |||||||
| Meltagun | 12 | 1 | 8 | 2 | 3 | Melta (6) | Melta |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Twin heavy stubber | |||||||
| Twin heavy stubber | 36 | 6 | 4 | 6 | 1 | - | Auto |
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.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.| 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) | - |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Multi-laser | |||||||
| Multi-laser | 36 | 3 | 6 | 6 | 1 | Suppressive (1) | Las |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Heavy bolter | |||||||
| Heavy bolter | 36 | 3 | 5 | 4 | 1 | Heavy (FP) | Bolt |
| 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 |
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.| 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 |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Autocannon | |||||||
| Autocannon | 48 | 2 | 7 | 4 | 2 | Breaching (6+), Heavy (FP) | Auto |
Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.
A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Lascannon | |||||||
| Lascannon | 48 | 1 | 9 | 2 | 1 | Heavy (D), Armourbane | Las |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Combi-bolter | |||||||
| Combi-bolter | 24 | 4 | 4 | 5 | 1 | - | Bolt |

Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.
Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.
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Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.
Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.
Some weapons 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.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.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.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.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.| 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 |
This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
Frag grenades can be used to make attacks during the Volley Step.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Frag Grenades | |||||||
| Frag Grenades | 6 | 1 | 3 | 6 | 1 | Blast (3") | Assault |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Krak grenades | |||||||
| Krak grenades | -3 | 1 | 6 | 4 | 2 | Detonation | - |
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.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: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: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.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.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.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Paragon blade | |||||||
| Paragon blade | I | A | +1 | 2 | 1 | Critical Hit (6+) | - |
| 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 |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Militia lance | |||||||
| Militia lance | +2 | 0 | +3 | 3 | 2 | Impact (AM) | - |
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Melta bombs | |||||||
| Melta bombs | -3 | 1 | 9 | 2 | 4 | Armourbane, Detonation | - |