Emplaced guns are the main source of heavy firepower for militia units, providing a vital hammer blow to the ranks of infantry they support. Considered underpowered and lacking in mobility by more professional armies, and viewed with contempt by the lofty Legiones Astartes, these weapons are among the most powerful available to many worlds – and, despite the opinions of better equipped armies, are still more than capable of causing harm to any force that underestimates them when deployed in sufficient numbers.
| LD | CL | WP | IN | |||||||||||
| M | WS | BS | S | T | W | I | A | LD | CL | WP | IN | SAV | INV | |
| Field Gun (⌀?) | 6 | 5 | 5 | 5 | ||||||||||
| Field Gun (⌀?) | 4 | 3 | 3 | 3 | 4 | 3 | 2 | 3 | 6 | 5 | 5 | 5 | 4+ | - |
Many militia troops carry weapons which require time to set up, or are heavy or unwieldy to manoeuvre. While these provide potent firepower, they cannot be quickly moved, and are generally abandoned should their operators be required to fall back.
Models with this Special Rule are Removed as Casualties instead of making Fall Back Moves.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.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Militia pistol | |||||||
| Militia pistol | 8 | 1 | 3 | - | 1 | Pistol | Assault |
Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.
Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.The [Allegiance] Trait is used in the following The Imperialis Militia datasheets:
The Imperialis Militia Trait is used in the following The Imperialis Militia datasheets:
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.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.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.The crack of the sniper’s rifle or the burst of heavy artillery, both signal a sudden and indiscriminate death and send infantry scurrying for cover. Such weapons are meant as much to pin the foe in place as to kill them, breaking up advancing ranks of troops and shattering defensive formations.
Weapons and other attacks that have the Pinning (X) Special Rule have a chance of inflicting the Pinned Status on the Target Unit.Heavy 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.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.
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.Following behind frontline forces and providing fire support to overcome especially dug-in foes, some units are not equipped for holding positions or seizing ground, and instead focus their attention on aiding their allies.
A Unit that contains Models with this Special Rule scores fewer Victory Points for Controlling Objective Markers.Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.
The following Rules apply to all Models with the Heavy Sub-Type:This datasheet has Support Battlefield Role. Full list of The Imperialis Militia units sharing same Battlefield Role follows:
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.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.A hail of enemy gunfire serves to keep any warrior’s head down, and some weapons are designed specifically to suppress the foe. Only the most steadfast of troops will continue the advance when all they can hear is the whistle and crack of gunshots and the screams of the fallen.
Weapons and other attacks that have the Suppressive (X) Special Rule have a chance of inflicting the Suppressed Status on the Target Unit.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Kalliope rocket mortar | |||||||
| Kalliope rocket mortar | 48 | 1 | 6 | 4 | 1 | Blast (5"), Barrage (1), Suppressive (1) | Missile |
Many militia troops carry weapons which require time to set up, or are heavy or unwieldy to manoeuvre. While these provide potent firepower, they cannot be quickly moved, and are generally abandoned should their operators be required to fall back.
Models with this Special Rule are Removed as Casualties instead of making Fall Back Moves.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Thunderblast battlecannon | |||||||
| Gravis autocannon | 48 | 1 | 6 | 4 | 1 | Heavy (AP), Blast (3"), Pinning (0) | Auto |
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Heavy lascannon | |||||||
| Heavy lascannon | 36 | 2 | 10 | 2 | 2 | Heavy (D), Armourbane | Las |