The Imperialis Militia – Datasheets


High 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
  • Planetary Overlord
SPECIAL RULES
Force Commander
  • Irregulars
Mounted Force Commander
  • Bulky (2)
  • Firestorm
  • Impact (S)
  • Irregulars
  • 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.

Command


Command Troop
UNIT COMPOSITION: 1 MILITIA LIEUTENANT, 4 BODYGUARDS
70 PointsPts
• May include up to 5 additional Bodyguards at +10 Points per Model.
• Every Bodyguard in this Unit may be replaced with 1 Grenadier Bodyguard each for +2 Points per Model.

Militia force commanders are served by a cadre of subordinate officers in whom command of the Militia host’s sub-divisions is vested. These may be the kin of the commander-in-chief, scions of noble blood, trusted clan or gang chiefs, or even former mercenaries, knight lieutenants or yeoman captains depending on the culture in question. The more proficient among them are often Imperialis Auxilia veterans granted settlement rights on condition that they lead local militia forces in times of emergency, while others are simply individuals possessed of the requisite skill and demeanour to take command when no others will.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Militia Lieutenant (⌀?) 7 7 6 5
Militia Lieutenant (⌀?) 6 4 4 3 3 2 3 3 7 7 6 5 4+ -
Bodyguard (⌀?) 6 6 5 5
Bodyguard (⌀?) 6 3 3 3 3 1 3 2 6 6 5 5 5+ -
Grenadier Bodyguard (⌀?) 6 6 5 5
Grenadier Bodyguard (⌀?) 6 3 3 3 3 1 3 2 6 6 5 5 4+ -
WARGEAR
  • Militia rifle
  • Militia pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Implacable Advance
  • Irregulars
  • Officer of the Line (3) (Militia Lieutenant only)
TYPE
  • Militia Lieutenant: Infantry (Command)
  • Bodyguard: Infantry
  • Grenadier Bodyguard: Infantry
OPTIONS
  • Any Model in this Unit may have its militia rifle exchanged for an assault shield for Free, one item from the Militia Melee Weapons list or one item from the Militia Assault Weapons list.
  • Any Model in this Unit whose militia rifle has been exchanged for an assault shield may have its militia pistol exchanged for one militia shotgun for +1 Point per Model or one item from the Militia Melee Weapons list.
  • Any Model in this Unit may have its militia pistol exchanged for one item from the Militia Pistols list.
  • Any Model in this Unit with a militia rifle, lasrifle or bolter may have one bayonet selected for it for +1 Point per Model.
  • One Bodyguard or Grenadier Bodyguard in this Unit may have its militia rifle exchanged for one item from the Militia Special Weapons list.
  • The Militia Lieutenant in this Unit may have its militia rifle and/or militia pistol exchanged for one item each from the Militia Officer Weapons list.
  • The Militia Lieutenant in this Unit may have melta bombs selected for it for +10 Points.
  • One Bodyguard or Grenadier Bodyguard in this Unit may have one militia standard selected for it for +15 Points.
  • One Bodyguard or Grenadier Bodyguard in this Unit may have one militia vox selected for it for +10 Points.


Discipline Master Cadre
UNIT COMPOSITION: 1 DISCIPLINE MASTER
30 PointsPts
• May include up to 5 additional Militia Discipline Masters for +30 Points per Model.
• Any Militia Discipline Master in this Unit may be replaced with 1 Mounted Discipline Master for +10 Points per Model.

These stern veterans are deployed throughout the Excertus Imperialis and are one of the few examples of outside Imperial officials which operate within the Imperialis Militia. Discipline Masters’ primary task is to ensure that the principles of the Imperial Truth and the manifest destiny of humanity to rule the stars are upheld. Chosen primarily from war veterans of regular Imperialis Auxilia regiments, their role is to enforce order on the battlefield according to the writ of law, inspire courage and impose the Imperial Truth on often backward and insular Militia troops to whom the Imperium may be a relatively new master.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Discipline Master (⌀?) 8 8 7 6
Discipline Master (⌀?) 6 4 3 3 3 2 3 2 8 8 7 6 5+ 5+
Mounted Discipline Master (⌀?) 8 8 7 6
Mounted Discipline Master (⌀?) 12 4 3 3 3 2 3 2 8 8 7 6 5+ 5+
WARGEAR
  • Militia pistol
  • Frag grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Among the Ranks
  • Instil Order
  • Irregulars
  • Outflank (Mounted Discipline Master only)
  • Bulky (2) (Mounted Discipline Master only)
  • Impact (S) (Mounted Discipline Master only)
TYPE
  • Discipline Master: Infantry (Command)
  • Mounted Discipline Master: Cavalry (Command)
OPTIONS
  • Any Model in this Unit may have its militia pistol exchanged for one item from the Militia Officer Weapons list.
  • Any Model in this Unit may have one item from the Militia Officer Weapons list or one item from the Militia Melee Weapons list selected for it.
  • Any Model in this Unit may have one item from the Militia Assault Weapons list selected for it.
  • One Model in this Unit may have the Officer of the Line (3) Special Rule selected for it for +20 Points.
SPECIAL RULES

Among the Ranks

While organised as distinct cadres, some specialists are dispersed among rank and file troops in order to provide their expertise where it is needed most.

Models with this Special Rule are deployed and operate individually.

Although included in an Army as a Unit that includes multiple Models, each Model with this Special Rule is considered to be a separate Unit for all other purposes, including Deployment and the scoring of Victory Points.

Instil Order

Discipline Masters know well the chaos that can ensue when order in the ranks breaks down. Many know that it is better for their charges to fear their bullets more than the enemy’s, and maintain discipline accordingly.

Models with this Special Rule can inflict wounds on their Unit in order to remove a Tactical Status in the Start Phase.

During the Start Phase of their Turn as Active Player, the Controlling Player of a Unit which contains any Models with this Special Rule and only includes Models with the Irregulars Special Rule can select for that Unit to suffer D3 Wounds with a Damage Characteristic of 1, an AP of 2 and no Saves of any kind allowed, allocated as if they were inflicted by a Melee Attack. If they do so, a single Leadership Check or Cool Check is then made for that Unit, allowing the removal of one Tactical Status from all Models in that Unit (Pinned, Stunned or Suppressed if a Cool Check was made, or Routed if a Leadership Check was made) if it is successful.


Mounted Command Troop
UNIT COMPOSITION: 1 MILITIA LANCEMASTER, 4 LANCERS
85 PointsPts
• May include up to 5 additional Lancers at +12 Points per Model.

Rather than fielding mounted formations as scouts and outriders, Militia commanders from some worlds within the Imperium instead utilise them as frontline fighting formations. The musters from such worlds typically include officer cadres mounted on trained beasts or rapid vehicles, enabling them to keep pace with the forces under their command. This mobility ensures they can easily direct cavalry assets or even lead from the front, with especially bellicose Militia officers massing their troops into overwhelming charges of swift and skilled warriors, riding down the foe before they can bring guns to bear.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Militia Lancemaster (⌀?) 7 7 5 5
Militia Lancemaster (⌀?) 12 4 3 3 3 3 3 2 7 7 5 5 5+ -
Lancer (⌀?) 6 6 5 5
Lancer (⌀?) 12 3 3 3 3 2 3 2 6 6 5 5 5+ -
WARGEAR
  • Militia pistol
  • Frag grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Bulky (2)
  • Firestorm
  • Implacable Advance
  • Irregulars
  • Outflank
  • Impact (S)
  • Officer of the Line (3) (Militia Lancemaster only)
TYPE
  • Militia Lancemaster: Cavalry (Command)
  • Lancer: Cavalry
OPTIONS
  • Any Model in this Unit may have one item from the Militia Melee Weapons list, one item from the Militia Assault Weapons list, or one of the following options selected for it:
  • Militia lance
    +5 Points per Model
  • Power weapon
    +5 Points per Model
  • One Lancer in this Unit which has not had one of the above options selected for it may have one item from the Militia Special Weapons list selected for it.
  • Any Model in this Unit may have its militia pistol exchanged for one item from the Militia Pistols list.
  • For every five Models in this Unit, one Lancer may have melta bombs selected for it for +10 Points per Model.
  • The Militia Lance master in this Unit may have its militia pistol exchanged for one item from the Militia Officer Weapons list.
  • One Lancer in this Unit may have one militia standard selected for it for +15 Points.


Rogue Psyker
UNIT COMPOSITION: 1 ROGUE PSYKER
60 PointsPts
• May include up to 9 Militia Wardens at +6 Points per Model.

Militia and cult forces serving in the rebel hordes of the Warmaster are frequently accompanied by individuals capable of wielding the raw power of the Warp. As the Age of Darkness grinds on, the galaxy is wracked with warp storms of unprecedented intensity, and where they pass, waves of spontaneous psyker emergence ensue, formerly unremarkable individuals coming suddenly into untold power. Such figures are eagerly brought into the fold by those long studied in the forbidden sciences of the Immaterium in defiance of Imperial edict, themselves drawn to Horus Lupercal’s banner by the promise of occult lore.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Rogue Psyker (⌀?) 7 8 9 7
Rogue Psyker (⌀?) 6 2 3 3 3 2 3 1 7 8 9 7 - 5+
Militia Warden (⌀?) 6 6 5 5
Militia Warden (⌀?) 6 3 3 3 3 1 3 1 6 6 5 5 5+ -
WARGEAR
Rogue Psyker
  • None
Militia Warden
  • Militia rifle
  • Frag grenades
TRAITS
  • Traitor
  • Imperialis Militia
  • Psyker (Rogue Psyker only)
SPECIAL RULES
Rogue Psyker
  • Fear (1)
Militia Warden
  • Irregulars
  • Support Unit (1)
TYPE
  • Rogue Psyker: Infantry (Sergeant)
  • Militia Warden: Infantry
OPTIONS
  • Any Militia Warden in this Unit may have its militia rifle exchanged for one militia pistol for Free or one item from the Militia Armaments list.
  • Any Militia Warden in this Unit whose militia rifle has been exchanged for a militia pistol may have one item from the Militia Melee Weapons list selected for it.
  • The Rogue Psyker in this Unit may have one force weapon selected for it for +10 Points.
  • The Rogue Psyker in this Unit may have one of the following Psychic Disciplines selected for it:

Elites


Grenadier Troop
UNIT COMPOSITION: 1 GRENADIER SERGEANT, 9 GRENADIERS
85 PointsPts
• May include up to 10 additional Grenadiers at +8 Points per Model.

‘Grenadier’ is the term used in the Principia Belicosa to describe a more professional and well-equipped class of Militia soldier than the bulk of Imperialis Militia forces. Such troops are often retainers from the Commander’s household, higher status volunteers able to purchase their own equipment or professional security forces folded into the Militia due to the approach of conflict. On less developed worlds, such warriors may be called huscarls or be close kin to the planet’s ruler, while amongst more hierarchical cultures they might be known as lifeguard and wear the heraldry of their liege lord with pride.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Grenadier Sergeant (⌀?) 7 6 5 5
Grenadier Sergeant (⌀?) 6 3 3 3 3 1 3 2 7 6 5 5 4+ -
Grenadier (⌀?) 6 6 5 5
Grenadier (⌀?) 6 3 3 3 3 1 3 1 6 6 5 5 4+ -
WARGEAR
  • Militia rifle
  • Militia pistol
  • Frag grenades
  • Krak grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Implacable Advance
  • Irregulars
  • Vanguard (3)
TYPE
  • Grenadier Sergeant: Infantry (Sergeant)
  • Grenadier: Infantry
OPTIONS
  • Any Model in this Unit may have its militia rifle exchanged for an assault shield for Free, one item from the Militia Melee Weapons list or one item from the Militia Assault Weapons list.
  • Any Model in this Unit whose militia rifle has been exchanged for an assault shield may have its militia pistol exchanged for one militia shotgun for +1 Point per Model or one item from the Militia Melee Weapons list.
  • Any Model in this Unit may have its militia pistol exchanged for one item from the Militia Pistols list.
  • Any Model in this Unit with a militia rifle, lasrifle or bolter may have one bayonet selected for it for +1 Point per Model.
  • Up to two Grenadiers in this Unit may each have their militia rifle exchanged for one item from the Militia Special Weapons list.
  • The Grenadier Sergeant in this Unit may have its militia rifle and/or militia pistol exchanged for one item each from the Militia Officer Weapons list.
  • The Grenadier Sergeant in this Unit may have melta bombs selected for it for +10 Points.
  • One Grenadier in this Unit may have one militia vexilla selected for it for +5 Points.
  • One Grenadier in this Unit may have one militia vox selected for it for +10 Points.

Heavy Assault


Beastmaster Troop
UNIT COMPOSITION: 3 MILITIA HANDLERS
30 PointsPts
• May include up to 7 additional Militia Handlers at +8 Points per Model.
• For each Militia Handler in this Unit, this Unit may include up to one of the following:
- Militia Mastiff for +10 Points per Model
- Militia Felidae for +10 Points per Model
- Militia Caiman for +15 Points per Model
- Militia Raptor for +8 Points per Model

Many undeveloped worlds lack the vast manufactoria to produce standard pattern arms and armour or the thundering armoured vehicles that dominate the battlefields of the Horus Heresy – but such worlds are rife with vicious forms of life that can be turned to war. In desperation, many militia forces exploit their homes’ deadly fauna to make up for their lack of more sophisticated weaponry. In a few cases these creatures garner enough grim renown that their foe might come to fear them almost as much as they would the great cannon of conventional militaries.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Militia Handler (⌀?) 7 7 6 6
Militia Handler (⌀?) 6 3 3 3 3 1 3 1 7 7 6 6 5+ -
Militia Caiman (⌀?) 5 6 4 2
Militia Caiman (⌀?) 6 3 0 5 4 2 2 1 5 6 4 2 4+ -
Militia Felidae (⌀?) 5 6 4 2
Militia Felidae (⌀?) 7 4 0 3 3 1 4 2 5 6 4 2 6+ -
Militia Mastiff (⌀?) 5 6 4 2
Militia Mastiff (⌀?) 6 3 0 4 3 1 3 3 5 6 4 2 5+ -
Militia Raptor (⌀?) 5 6 4 2
Militia Raptor (⌀?) 8 3 0 3 3 1 4 2 5 6 4 2 6+ -
WARGEAR
  • Militia pistol (Militia Handler only)
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Impact (I) (Militia Felidae and Militia Raptor only)
  • Impact (S) (Militia Mastiff and Militia Caiman only)
  • Irregulars (Militia Handler only)
  • Heedless
TYPE
  • Militia Handler: Infantry (Sergeant)
  • Militia Caiman: Infantry (Heavy)
  • Militia Felidae: Infantry
  • Militia Mastiff: Infantry
  • Militia Raptor: Infantry (Antigrav)
OPTIONS
  • Any Militia Handler in this Unit may have its militia pistol exchanged for one item from the Militia Armaments list.


Ogryn Brute Troop
UNIT COMPOSITION: 3 OGRYN BRUTES
95 PointsPts
• May include up to 7 additional Ogryn Brutes at +30 Points per Model.
• If this Unit includes 5 or more Models, one Ogryn Brute may be replaced with 1 Ogryn Boss for +10 Points.

Across the Imperium, there are a scattering of worlds possessed of large populations of the abhuman strain known as Ogryns. Some are native to high-gravity planets such as Beta-Entebes III or Dranno IV, while others have been imported in order to provide a workforce of untiring and unquestioning manual labourers. Ogryns themselves are hugely strong and phenomenally durable, if slow witted, making ideal soldiers, as well as workers. This often results in them being drafted into defence Militias as well as conscripted for service off-world, where the simple, heavy-grade weaponry they are able to wield wreaks havoc on their foe.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Ogryn Boss (⌀?) 8 9 6 3
Ogryn Boss (⌀?) 7 4 2 5 5 4 2 4 8 9 6 3 5+ -
Ogryn Brute (⌀?) 7 8 6 3
Ogryn Brute (⌀?) 7 3 2 5 5 4 2 3 7 8 6 3 5+ -
WARGEAR
  • Ripper gun
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Impact (A)
  • Heedless
  • Bulky (4)
TYPE
  • Ogryn Boss: Infantry (Sergeant)
  • Ogryn Brute: Infantry
OPTIONS
  • Any Model in this Unit may have its ripper gun exchanged for one of the following:
  • Stub cannon
    Free
  • Power maul
    +5 Points per Model
  • The Ogryn Boss in this Unit may have its ripper gun exchanged for one of the following:
  • Heavy bolter
    Free
  • Heavy flamer
    +5 Points per Model
  • Autocannon
    +5 Points per Model
  • Thunder hammer
    +10 Points per Model
  • Any Model in this Unit which has had its ripper gun exchanged for a stub cannon, power maul or thunder hammer may have one assault shield selected for it for +3 Points per Model.
  • Any Model in this Unit with a ripper gun may have one bayonet selected for it for +1 Point per Model.
  • One Ogryn Brute in this Unit may have one militia vexilla selected for it for +5 Points.

Troops


Infantry Troop
UNIT COMPOSITION: 1 SERGEANT, 19 MILITIA
90 PointsPts

The mainstay of the Imperialis Militia are the infantry troops, groups of soldiers possessed of at least rudimentary military training or martial heritage. These soldiers have defended their worlds against outcasts, invaders or any of the numerous threats which assailed humanity throughout the Age of Strife and display a staggering degree of variety across the Imperium, including soldier-subjects bonded to nobility, bands of hive gangers or warp cult initiates. Their arms range from black powder muskets to mass-produced lasrifles, most manufactured locally or supplied from a Great Crusade fleet’s reserve.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Infantry Sergeant (⌀?) 6 6 5 5
Infantry Sergeant (⌀?) 6 3 3 3 3 1 3 1 6 6 5 5 5+ -
Militia Infantry (⌀?) 6 5 5 5
Militia Infantry (⌀?) 6 3 3 3 3 1 3 1 6 5 5 5 5+ -
WARGEAR
  • Militia rifle
  • Frag grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Irregulars
  • Line (1)
TYPE
  • Infantry Sergeant: Infantry (Sergeant)
  • Militia Infantry: Infantry
OPTIONS
  • Any Militia Infantry in this Unit may have its militia rifle exchanged for one militia pistol for Free or one item from the Militia Armaments list.
  • Any Militia Infantry in this Unit whose militia rifle has been exchanged for a militia pistol may have one item from the Militia Melee Weapons list selected for it.
  • Any Model in this Unit with a militia rifle, lasrifle or bolter may have one bayonet selected for it for +1 Point per Model.
  • Every Model in this Unit may have krak grenades selected for it for +10 Points per Unit.
  • One Militia in this Unit may have its militia rifle exchanged for one item from the Militia Special Weapons list.
  • The Infantry Sergeant in this Unit may have its militia rifle exchanged for one item from the Militia Pistols list or one item from the Militia Assault Weapons list.
  • If the Infantry Sergeant in this Unit has had its militia rifle exchanged for one item from the Militia Pistols list, it may have one item from the Militia Melee Weapons list or one of the following selected for it:
  • Power weapon
    +5 Points
  • One Militia Infantry in this Unit may have one militia vexilla selected for it for +5 Points.
  • One Militia Infantry in this Unit may have one militia vox selected for it for +10 Points.


Levy Troop
UNIT COMPOSITION: 20 LEVY
80 PointsPts
• May include up to 30 additional Levy at +5 Points per Model.
• One Levy in this Unit may be replaced with 1 Levy Warden for +5 Points.

The product of a general planetary mobilisation of every subject judged capable, Levy troops may be individuals with little or no training or direct experience of war, experienced but ill-disciplined warriors unsuited to service in standing armies, those classed as borderline abhuman or those serving penal terms for criminality. In certain cultures, levies might consist of ‘probitors’ unproven in combat, or thrall-troops captured from rival gangs or clans and forced to fight for their enemies. Regardless of their origin, such troops are rarely well equipped and must often be herded to battle by a stern overseer.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Levy Warden (⌀?) 6 6 5 5
Levy Warden (⌀?) 6 3 3 3 3 1 3 1 6 6 5 5 5+ -
Levy (⌀?) 5 5 5 5
Levy (⌀?) 6 2 2 3 3 1 3 1 5 5 5 5 6+ -
WARGEAR
  • Militia rifle
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Irregulars
  • Expendable (3)
TYPE
  • Levy Warden: Infantry (Sergeant)
  • Levy: Infantry
OPTIONS
  • Any Model in this Unit may have its militia rifle exchanged for one item from the Militia Melee Weapons list or one item from the Militia Armaments list.
  • Every Model in this Unit with a militia rifle may have one bayonet selected for it for +10 Points per Unit.
  • Every Model in this Unit may have frag grenades selected for it for +10 Points per Unit.
  • If the Levy Warden in this Unit has had its militia rifle exchanged for an item from the Militia Melee Weapons list, one item from the Militia Pistols list may be selected for it.
  • One Levy in this Unit may have one militia vexilla selected for it for +5 Points.
  • One Levy in this Unit may have one militia vox selected for it for +10 Points.

Support


Field Gun Battery
UNIT COMPOSITION: 1 FIELD GUN
55 PointsPts

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+ -
WARGEAR
  • Kalliope rocket mortar
  • Militia pistol
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Emplaced
  • Bulky (5)
  • Irregulars
  • Slow and Purposeful
  • Support Unit (1)
TYPE
  • Infantry (Heavy)
OPTIONS
  • Any Field Gun Model in this Unit may have its kalliope rocket mortar exchanged for one of the following:
  • Thunderblast battlecannon
    +10 Points per Model
  • Heavy lascannon
    +15 Points per Model
  • One Field Gun in this Unit may have one militia vox selected for it for +10 Points.
SPECIAL RULES

Emplaced

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.

A Unit that includes any Models with this Special Rule cannot make any Reactions which would allow it to Move. In addition, if a Unit that includes any Models with this Special Rule is required to make a Fall Back Move, all Models in that Unit are immediately Removed as Casualties.


Fire Support Troop
UNIT COMPOSITION: 3 FIRE TEAMS
50 PointsPts
• May include up to 7 additional Fire Teams at +15 Points per Model.

While many planetary militia troops are trusted or even required to provide or maintain their own basic equipment, heavier weapons are usually kept in secure stockpiles accessible only by senior officers. These stores are only opened in times of crisis or general mobilisation, and issued to troops specially trained in their use, thereby minimising the risk that these weapons will be turned against a world’s leaders. The tactics used by the fire support troops are simple and direct, and require little practice; the field officers generally massing their heavy weapons crews to defend key positions.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Fire Team (⌀?) 6 5 5 5
Fire Team (⌀?) 6 3 3 3 3 2 2 2 6 5 5 5 5+ -
WARGEAR
  • Militia pistol
  • Frag grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Bulky (3)
  • Irregulars
  • Support Unit (1)
  • Slow and Purposeful
TYPE
  • Infantry (Heavy)
OPTIONS
  • Every Model in this Unit must have one item from the Militia Heavy Weapons list selected for it. Every Model in this Unit must have the same item selected for it.
  • One Fire Team in this Unit may have one militia vox selected for it for +10 Points.


Heavy Ordnance Battery
UNIT COMPOSITION: 3 MILITIA GUNNERS, 1 GUN CARRIAGE
85 PointsPts
• May include up to 5 additional Militia Gunners at +6 Points per Model.

Before the coming of the galactic civil war, the bulk of Imperialis Militias were configured to mount largely static, defensive operations, their heaviest weapons concentrated on key installations vital to the defence of their home world. Heavy ordnance batteries, commonly of the robust and easily supplied Earthshaker patterns, were ideal for this task, for what they lacked in battlefield mobility or the skill of their commanding artillerists, they compensated for in sheer weight of firepower.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Militia Gunner (⌀?) 6 5 5 5
Militia Gunner (⌀?) 6 3 3 3 3 1 3 1 6 5 5 5 5+ -
Gun Carriage (⌀?) 1 1 1 1
Gun Carriage (⌀?) - 1 3 4 7 4 1 - 1 1 1 1 3+ -
WARGEAR
Militia Gunner
  • Militia rifle
  • Frag grenades
Gun Carriage
  • Earthshaker cannon
TRAITS
  • None
SPECIAL RULES
  • Heavy Ordnance Crew
  • Bulky (8) (Gun Carriage only)
  • Irregulars (Militia Gunners only)
  • Support Unit (1)
TYPE
  • Militia Gunner: Infantry (Sergeant)
  • Gun Carriage: Infantry
OPTIONS
  • Each Militia Gunner in this Unit may have its militia rifle exchanged for one militia pistol for Free or one item from the Militia Armaments list.
  • One Militia Gunner in this Unit may have one militia vox selected for it for +10 Points.
  • The Gun Carriage in this Unit may have its earthshaker cannon exchanged for one of the following:
  • Siege mortar
    Free
  • Heavy rocket bombard
    Free
  • Siege cannon
    +5 Points
  • Heavy quad launcher
    +15 Points
  • Medusa mortar
    +15 Points
SPECIAL RULES

Heavy Ordnance Crew

Each heavy ordnance crew works in concert to operate their gun carriage, keeping up a steady rate of fire while utilising its bulk and armoured shield to protect them from retribution.

The Characteristics of different Models with this Special Rule are used in different situations and they are Removed as Casualties instead of making Fall Back Moves.

A Unit that includes any Models with this Special Rule cannot make any Reactions which would allow it to Move. In addition, if a Unit that includes any Models with this Special Rule is required to make a Fall Back Move, all Models in that Unit are removed from play.

Each time Wound Tests are made for a Fire Group that targets a Unit that includes any Models with this Special Rule, if any Gun Carriage Models are in this Unit, the Toughness Characteristic of the Gun Carriage is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Gun Carriage Model if possible.

Each time Wound Tests are made for a Strike Group targeting this Unit, the Toughness Characteristic of the Militia Gunner Models is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Militia Gunner Model, if possible.

If at any point there are only Gun Carriage Models remaining in this Unit, those Models are immediately Removed as Casualties.


Militia Medicae
UNIT COMPOSITION: 1 MILITIA MEDICAE
20 PointsPts

The Imperialis Militia must often look to its own resources to provide its warriors with medical care, for its units are not integrated into the support echelons that provide such services to the Imperialis Auxilia. In the militias of industrialised societies, locally trained medics serve alongside the troops and some are even pensioned-off Excertus Imperialis battle surgeons. More basic regiments, on the other hand, often lack such amenities unless provided by a local Imperial authority; in which case, such imperiously professional off-worlders are often viewed with superstitious favour by their charges as protective omens.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Militia Medicae (⌀?) 6 6 5 6
Militia Medicae (⌀?) 6 3 3 3 3 1 3 1 6 6 5 6 5+ -
WARGEAR
  • Militia pistol
  • Frag grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Irregulars
  • Medic (5+)
TYPE
  • Infantry (Specialist)


Rapier Troop
UNIT COMPOSITION: 1 RAPIER CREW*
40 PointsPts
• May include up to 3 additional Rapier Crews at +35 Points per Rapier Crew.

Imperialis Militias make use of the ubiquitous Rapier weapons carrier when operating in terrain too dense to deploy their heavier artillery, in particular cities, forests and mountainous areas. The Rapier’s tracked carriage and its on-board reactor allow weapons too heavy to be carried into battle to be deployed, providing vitally needed frontline fire support to the notoriously under-equipped armies raised by both sides in the civil war raging across the Imperium.

* Each Rapier Crew consists of 2 Militia Gunners and 1 Rapier Carrier.
LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Militia Gunner (⌀?) 6 5 5 5
Militia Gunner (⌀?) 6 3 3 3 3 1 3 1 6 5 5 5 5+ -
Rapier Carrier (⌀?) 1 1 1 1
Rapier Carrier (⌀?) 6 1 3 4 6 2 1 - 1 1 1 1 3+ -
WARGEAR
Militia Gunner
  • Militia rifle
  • Frag grenades
Rapier Carrier
  • Gravis multi-laser array
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Rapier Crew
  • Bulky (3) (Rapier Carrier only)
  • Irregulars (Militia Gunners only)
  • Slow and Purposeful
  • Support Unit (1)
TYPE
  • Militia Gunner: Infantry (Sergeant)
  • Rapier Carrier: Infantry
OPTIONS
  • Each Rapier Gunner in this Unit may have its militia rifle exchanged for one militia pistol for Free or one item from the Militia Armaments list.
  • One Militia Gunner in this Unit may have one militia vox selected for it for +10 Points.
  • Each Rapier Carrier in this Unit may have its gravis multi-laser array exchanged for one of the following:
  • Gravis heavy bolter battery
    +5 Points per Model
  • Laser destroyer
    +25 Points per Model
  • Quad launcher with frag shells
    +5 Points per Model
SPECIAL RULES

Rapier Crew

Each Rapier crew acts in concert to operate their gun carriage, keeping up a steady rate of fire while utilising its bulk and armoured shield to protect them from retribution.

The Characteristics of different Models with this Special Rule are used in different situations.

Each time Wound Tests are made for a Fire Group that targets a Unit that includes any Models with this Special Rule, if any Rapier Carrier Models are in this Unit, the Toughness Characteristic of the Rapier Carriers is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Rapier Carrier Model if possible.

Each time Wound Tests are made for a Strike Group targeting this Unit, the Toughness Characteristic of the Militia Gunner Models is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Militia Gunner Model, if possible.

If at any point there are only Rapier Carrier Models remaining in this Unit, those Models are immediately Removed as Casualties.

War Engine


Sentinel Patrol
UNIT COMPOSITION: 1 SCOUT SENTINEL
40 PointsPts
• May include up to 4 additional Scout Sentinels at +35 Points per Model.
• Every Scout Sentinel in this Unit may be replaced with 1 Armoured Sentinel each for +10 Points per Model.

While not considered a frontline military vehicle by most of the Excertus Imperialis, many local militias use Sentinel walkers in an anti-insurgency role, using the machines’ height, manoeuvrability and firepower to dissuade unruly populations from rising up against the Imperium and brutally suppressing such uprisings should they occur. As the militias took up arms in the wars of the Horus Heresy, these lightest of war machines were pressed into service on the front lines, though few survived in battle against the far more formidable engines of war commonly fielded by the Legiones Astartes and Mechanicum.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Scout Sentinel (⌀?) 8 8 7 5
Scout Sentinel (⌀?) 10 3 3 5 5 3 3 2 8 8 7 5 3+ -
Armoured Sentinel (⌀?) 9 9 7 5
Armoured Sentinel (⌀?) 8 3 3 5 6 4 2 2 9 9 7 5 3+ -
WARGEAR
  • None
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Bulky (5)
  • Implacable Advance
  • Outflank (Scout Sentinel only)
TYPE
  • Scout Sentinel: Walker (Light, Skirmish)
  • Armoured Sentinel: Walker (Skirmish)
OPTIONS
  • Every Model in this Unit must have one of the following selected for it:
  • Multi-laser
    +10 Points per Model
  • Heavy flamer
    +10 Points per Model
  • Autocannon
    +20 Points per Model
  • Missile launcher
    +15 Points per Model
  • Lascannon
    +25 Points per Model
  • Multi-melta
    +25 Points per Model
  • Plasma cannon
    +20 Points per Model
  • Each Model in this Unit may have any of the following selected for it:
  • One hunter-killer missile
    +5 Points per Model
  • Smoke launchers
    +5 Points per Model
  • Sentinel chainblade
    +10 Points per Model

Transport


Militia Arvus Lighter
UNIT COMPOSITION: 1 MILITIA ARVUS
65 PointsPts

The Arvus is but one example of a range of workhorse orbital transports in service across the entire Imperium. Many Imperialis Militias maintain lighters so that they can dispatch patrols across the surface of their home world, for often the only sign of xenos incursion or pirate raid is the inexplicable silence of some outlying settlement. Those militias serving in the great hosts of the Loyalists and the Traitors instead rely on these transports to convey units between void-faring troop barques and the surface, for they are rarely afforded berths in the battle transports and combat drop ships utilised by first-line forces.

Armour Transport Capacity
M BS Front Side Rear HP
Militia Arvus (⌀?)
Militia Arvus (⌀?) 18 3 11 11 11 4 12
WARGEAR
  • Searchlights
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Light Transport
TYPE
OPTIONS
  • This Model may have one Hull (Rear) Mounted multi-laser selected for it for +10 Points.
  • This Model may have flare launchers selected for it for +5 Points.
ACCESS POINTS
  • If this Model does not have a base, it is considered to have Access Points on all Facings.


Militia Industrial Rig
UNIT COMPOSITION: 1 MINING RIG
65 PointsPts
• This Model may be replaced with 1 Explorator Rig for +40 Points.

Many worlds in the Imperium are dedicated to heavy industry, from mining to macro-grade fabrication, and play host to fleets of industrial vehicles built to withstand the often dangerous conditions these industries require. As such, when Imperialis Militia hosts are mustered from said worlds, these rugged vehicles are often appropriated as ad-hoc military transports, their reinforced chassis standing in for armour plating and the powerful industrial tools they frequently mount serving as formidable improvised weapons.

Armour Transport Capacity
M BS Front Side Rear HP
Mining Rig (⌀?)
Mining Rig (⌀?) 10 3 11 11 10 5 12
Explorator Rig (⌀?)
Explorator Rig (⌀?) 8 3 12 12 10 6 12
WARGEAR
Mining Rig
  • Turret Mounted twin heavy flamer
Explorator Rig
  • Turret Mounted twin heavy stubber
  • Hull (Front) Mounted heavy flamer
  • Dozer blade
  • Searchlights
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
Mining Rig
  • Light Transport
Explorator Rig
  • Auto-repair (5+)
  • Light Transport
TYPE
OPTIONS
  • This Mining Rig may have its Turret Mounted twin heavy flamer exchanged for one of the following:
  • Turret Mounted gravis autocannon
    +10 Points
  • Turret Mounted heavy seismic cannon
    +15 Points
  • Turret Mounted heavy mining laser
    +15 Points
  • This Mining Rig may have one item from the Militia Pintle Weapons list selected for it.
  • This Mining Rig may have any of the following selected for it:
  • Dozer blade
    +5 Points
  • Searchlights
    +5 Points
ACCESS POINTS
  • This Model has Access Points on both Side Facings and the Rear Facing.


Militia Utility Hauler
UNIT COMPOSITION: 1 CARGO HAULER
55 PointsPts
• This Model may be replaced with 1 Armoured Hauler for +30 Points.

Basic utility haulers are used throughout the Imperium for moving heavy freight, be it industrial materials, ammunition or even beasts for slaughter, and these ubiquitous vehicles can easily be converted to carry the soldiers of the Imperialis Militia. Predominantly slow, lightly armoured and all but unarmed, these haulers are far from ideal as troop transports, but they benefit from being cheap and easily available, while sturdier alternatives – either those retrofitted with improvised armour or more robust designs intended for hazardous environments – provide a modicum of additional protection at the cost of mobility.

Armour Transport Capacity
M BS Front Side Rear HP
Cargo Hauler (⌀?)
Cargo Hauler (⌀?) 12 3 10 10 9 4 22
Armoured Hauler (⌀?)
Armoured Hauler (⌀?) 10 3 11 10 9 5 20
WARGEAR
  • Searchlights
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • None
TYPE
OPTIONS
  • This Cargo Hauler may have one item from the Militia Pintle Weapons list selected for it.
  • This Armoured Hauler may have up to three items from the Militia Pintle Weapons list selected for it.
  • This Model may have any of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +10 Points
  • Dozer blade
    +5 Points
ACCESS POINTS
  • This Model has one Access Point on its Rear Facing.

Heavy Transport


Militia Gorgon Transporter
UNIT COMPOSITION: 1 MILITIA GORGON
275 PointsPts

A Gorgon is a huge, open-topped, transport vehicle used to carry a large number of assault troops towards the front lines, before disgorging them directly into enemy positions. Its virtues lie in its sheer scale and rugged durability to enemy fire, the latter thanks largely to its heavily armoured prow. The Gorgon is only deployed by the strategos of the Great Crusade for carefully selected missions such as first breach attacks on fortified enemy defensive positions or overrunning trench works. Rarely, they will also be used as a last resort as hostile terrain transports, although this is a far from optimum use of the vehicle.

Armour Transport Capacity
M BS Front Side Rear HP
Militia Gorgon (⌀?)
Militia Gorgon (⌀?) 10 3 14 13 11 10 45
WARGEAR
  • Two Pintle Mounted twin heavy stubbers
  • Hull (Front) Mounted Gorgon mortar battery
  • Smoke launchers
TRAITS
  • [Allegiance]
  • Imperialis Militia
  • Smokescreen
SPECIAL RULES
  • Assault Vehicle
TYPE
OPTIONS
  • This Model may have its Hull (Front) Mounted Gorgon mortar battery exchanged for one of the following:
  • Four Sponson Mounted heavy stubbers
    Free
  • Four Sponson Mounted heavy flamers
    +20 Points
  • Four Sponson Mounted heavy bolters
    +20 Points
  • This Model may have up to two Hull (Front) Mounted hunter-killer missiles selected for it for +5 Points each.
ACCESS POINTS
  • This Model has one Access Point on its Front Facing.

Recon


Cavalry Troop
UNIT COMPOSITION: 1 MILITIA OUTRIDER SERGEANT, 4 MILITIA OUTRIDERS
60 PointsPts
• May include up to 5 additional Militia Outriders at +10 Points each.

Many worlds make use of a variety of light vehicles to support reconnaissance and scouting roles, and to supplement the rapid strike capabilities of otherwise ungainly militia formations. In most cases this role is filled by rudimentary, but reliable, motorcycles, each capable of carrying a single warrior and equipment ahead of the main advance. Some worlds also make use of more advanced machines, the most prized featuring atomantic reactors that require very little fuel and composite tyres that allow them to traverse even the most difficult terrain, while others make do with trained beasts of various kinds.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Militia Outrider Sergeant (⌀?) 6 6 5 5
Militia Outrider Sergeant (⌀?) 12 3 3 3 3 2 3 2 6 6 5 5 5+ -
Militia Outrider (⌀?) 6 5 5 5
Militia Outrider (⌀?) 12 3 3 3 3 2 3 2 6 5 5 5 5+ -
WARGEAR
  • Militia pistol
  • Frag grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Bulky (2)
  • Firestorm
  • Irregulars
  • Outflank
  • Implacable Advance
  • Impact (S)
  • Vanguard (3)
TYPE
  • Militia Outrider Sergeant: Cavalry (Sergeant)
  • Militia Outrider: Cavalry
OPTIONS
  • Any Model in this Unit may have one item from the Militia Melee Weapons list, one item from the Militia Armaments list, or one militia lance selected for it +5 Points per Model.
  • One Militia Outrider in this Unit which has not had one of the above options selected for it may have one item from the Militia Special Weapons list selected for it.
  • For every five Models in this Unit, one Militia Outrider may have melta bombs selected for it for +10 Points per Model.
  • The Militia Outrider Sergeant in this Unit may have its militia pistol exchanged for one item from the Militia Officer Weapons list.
  • One Militia Outrider in this Unit may have one militia vexilla selected for it for +5 Points.


Reconnaissance Troop
UNIT COMPOSITION: 1 SCOUT SERGEANT, 4 SCOUTS
50 PointsPts
• May include up to 5 additional Scouts at +8 Points per Model.

While under-equipped and poorly trained in comparison to many other military formations in the Imperium, the Imperialis Militia does often have the advantage of fighting on familiar ground. Militia reconnaissance troops consist of individuals with a keen sense of field-craft who are experienced scouts and trackers, able to mount ambushes and wide flanking attacks against an invader thanks to their knowledge of the land and ability to move unseen. Many of these skills can be brought to bear should a militia force be mobilised into a larger army and, as such, they are to be found in Traitor and Loyalist war hosts alike.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Scout Sergeant (⌀?) 6 6 5 5
Scout Sergeant (⌀?) 6 3 3 3 3 1 3 1 6 6 5 5 5+ -
Scout (⌀?) 6 5 5 5
Scout (⌀?) 6 3 3 3 3 1 3 1 6 5 5 5 5+ -
WARGEAR
  • Militia shotgun
  • Frag grenades
TRAITS
  • [Allegiance]
  • Imperialis Militia
  • Smokescreen
SPECIAL RULES
  • Infiltrate (9)
  • Irregulars
  • Move Through Cover
  • Support Unit (2)
TYPE
  • Scout Sergeant: Infantry (Sergeant, Light)
  • Scout: Infantry (Light)
OPTIONS
  • Any Model in this Unit may have its militia shotgun exchanged for one item from the Militia Armaments list.
  • Up to five Models in this Unit may have their militia shotgun exchanged for one militia longrifle for +5 Points per Model.
  • One Scout in this Unit may have one militia vox selected for it for +10 Points.
  • The Scout Sergeant in this Unit may have melta bombs selected for it for +10 Points.

Fast Attack


All-terrain Patrol
UNIT COMPOSITION: 1 MILITIA QUAD
20 PointsPts
• May include up to 4 additional Militia Quads at +18 Points per Model.
• Every Militia Quad in this Unit may be replaced with 1 Militia Trike each for +5 Points per Model.

In concert with the light motor vehicles employed by cavalry troops, many Imperialis Militia musters make use of heavier scramblers to scout rough terrain and provide mobile firepower, typically adapted from patrol vehicles, hunting quads, agricarriers and others of their ilk. While these all-terrain patrols provide much more adaptable fire support than infantry-served ground weapons, their vehicles offer little additional protection and can render their crews exposed and vulnerable should they be ill-positioned, an all-too-common eventuality given the meagre training and discipline of most militia.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Militia Quad (⌀?) 6 7 5 5
Militia Quad (⌀?) 10 3 3 3 4 3 3 2 6 7 5 5 5+ -
Militia Trike (⌀?) 6 6 5 5
Militia Trike (⌀?) 12 3 3 3 3 2 3 1 6 6 5 5 4+ -
WARGEAR
Militia Quad
  • None
Militia Trike
  • Two combi-bolters
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
  • Bulky (4)
  • Firing Protocols (2)
  • Implacable Advance
  • Irregulars
TYPE
  • Cavalry (Light, Skirmish)
OPTIONS
  • Every Militia Quad in this Unit must have one item from the Militia Special Weapons list or one item from the Militia Heavy Weapons list selected for it.
  • Any Militia Trike in this Unit may have both of its combi-bolters exchanged for one of the following:
  • Two heavy stubbers
    Free
  • One Militia Trike in this Unit may have both of its combi-bolters exchanged for one of the following:
  • Two meltaguns
    +20 Points per Model
  • Any Model in this Unit may have one item from the Militia Melee Weapons list or one item from the Militia Pistols list selected for it.


Militia Scout Rover
UNIT COMPOSITION: 1 MILITIA VENATOR
35 PointsPts
• This Model may be replaced with 1 Militia Ridgerunner for +10 Points.

Scout rovers are one of the most widely accessible militarised vehicles available to the Imperialis Militia, being adaptations of survey buggies and utility tractors mass-fabricated for civilian use across the Imperium. Many start life serving in Provost Imperialis pursuit squadrons, outpost defence patrols or hostile xenoform cull-teams, while some are even retired Imperialis Auxilia combat vehicles. Their ease of use, maintenance and repair makes them well suited to the Militia, though they are outmatched in both durability and firepower by any true combat vehicle, a factor rapidly demonstrated during the Horus Heresy.

Armour Transport Capacity
M BS Front Side Rear HP
Militia Venator (⌀?)
Militia Venator (⌀?) 16 3 10 10 10 3 -
Militia Ridgerunner (⌀?)
Militia Ridgerunner (⌀?) 14 3 11 10 10 3 -
WARGEAR
  • Pintle Mounted twin heavy stubber
  • Smoke launchers
  • Hull (Front) Mounted twin heavy stubber
  • Smoke launchers
TRAITS
  • [Allegiance]
  • Imperialis Militia
  • Smokescreen
SPECIAL RULES
  • Move Through Cover
  • Outflank
TYPE
OPTIONS
  • This Militia Venator may have its Pintle Mounted twin heavy stubber exchanged for one of the following:
  • Pintle Mounted twin multi-laser
    +10 Points
  • Pintle Mounted twin seismic cannon
    +15 Points
  • Pintle Mounted twin lascannon
    +20 Points
  • This Militia Ridgerunner may have one item from the Militia Heavy Weapons list selected for it. Any item selected in this way becomes Pintle Mounted.
  • This Model may have any of the following selected for it:
  • Up to two Hull (Front) Mounted hunter-killer missiles
    +10 Points each
  • Searchlights
    +5 Points


Militia Thunderbolt Heavy Fighter
UNIT COMPOSITION: 1 MILITIA THUNDERBOLT
110 PointsPts

The Thunderbolt is a pattern of heavy fighter which forms the mainstay of rare Militia air wings. Famed for its reliability and ruggedness, many worlds boast small wings of these dependable and easy to maintain fighter craft, providing capability for ground-attack and also performing vital aerial interdiction against enemy aircraft. Its versatile armament ensures it is capable of destroying even the most resilient targets, and its own armoured frame rivals that of even the aircraft of the vaunted Legiones Astartes.

Armour Transport Capacity
M BS Front Side Rear HP
Militia Thunderbolt (⌀?)
Militia Thunderbolt (⌀?) 22 3 12 12 12 5 -
WARGEAR
  • Centreline Mounted twin lascannon
  • Two Centreline Mounted gravis autocannon
TRAITS
  • [Allegiance]
  • Imperialis Militia
SPECIAL RULES
TYPE

Armour


Militia Leman Russ Tank
UNIT COMPOSITION: 1 MILITIA LEMAN RUSS
130 PointsPts

The Leman Russ battle tank was only just beginning to be issued to militia forces at the outbreak of the Horus Heresy, albeit in its most basic pattern and form, utilising a template that could be constructed on most worlds with basic industrialisation. As such, Leman Russ battle tanks have been deployed by Imperialis Militias on both sides of the galactic civil war, often in deliberate concentrations (this being their optimum deployment with relatively unskilled support troops and inexperienced crews), where their formidable weapons can provide vital support to the massed advance of their footslogging compatriots.

Armour Transport Capacity
M BS Front Side Rear HP
Militia Leman Russ (⌀?)
Militia Leman Russ (⌀?) 10 3 14 13 10 6 -
WARGEAR
  • Turret Mounted battlecannon
  • Hull (Front) Mounted heavy bolter
  • Smoke launchers
TRAITS
  • [Allegiance]
  • Imperialis Militia
  • Smokescreen
SPECIAL RULES
TYPE
OPTIONS
  • This Model may have its Turret Mounted battlecannon exchanged for one of the following:
  • Turret Mounted gravis autocannon
    Free
  • Turret Mounted twin lascannon
    Free
  • Turret Mounted vanquisher cannon and one Co-Axial (vanquisher cannon) Mounted heavy stubber
    +10 Points
  • Turret Mounted executioner plasma destroyer
    +25 Points
  • Turret Mounted demolisher cannon
    +30 Points
  • This Model may have its Hull (Front) Mounted heavy bolter exchanged for one of the following:
  • Hull (Front) Mounted heavy flamer
    Free
  • Hull (Front) Mounted multi-laser
    Free
  • Hull (Front) Mounted autocannon
    +5 Points
  • Hull (Front) Mounted lascannon
    +10 Points
  • This Model may have one item from the Militia Pintle Weapons list selected for it.
  • This Model may have any of the following selected for it:
  • One Turret Mounted hunter-killer missile
    +5 Points
  • Dozer blade
    +5 Points
  • Searchlights
    +5 Points


Militia Malcador Heavy Tank
UNIT COMPOSITION: 1 MILITIA MALCADOR
170 PointsPts

A mainstay heavy tank of the early decades of the Great Crusade and named after the Regent of Terra – Malcador the Sigillite – the Malcador was largely consigned to second-line service by the time of the outbreak of the Horus Heresy. Hence, a great many Imperialis Militias, even those raised from less developed worlds, are possessed of large reserves of this formidable engine of war, although in some cases they are fielded by crews so ignorant in the ways of the machine that they might abandon them the moment they run out of fuel or ammunition.

Armour Transport Capacity
M BS Front Side Rear HP
Militia Malcador (⌀?)
Militia Malcador (⌀?) 12 3 13 13 11 7 -
WARGEAR
  • Hull (Front) Mounted battlecannon
  • Hull (Front) Mounted heavy bolter
  • Two Sponson Mounted multi-lasers
  • Smoke launchers
TRAITS
  • [Allegiance]
  • Imperialis Militia
  • Smokescreen
SPECIAL RULES
  • Independent Fire
TYPE
OPTIONS
  • This Model may have its Hull (Front) Mounted battlecannon exchanged for one of the following:
  • Hull (Front) Mounted twin lascannon
    Free
  • Hull (Front) Mounted vanquisher cannon
    +10 Points
  • This Model may have its Hull (Front) Mounted heavy bolter exchanged for one of the following:
  • Hull (Front) Mounted heavy flamer
    Free
  • Hull (Front) Mounted multi-laser
    Free
  • Hull (Front) Mounted autocannon
    +5 Points
  • Hull (Front) Mounted lascannon
    +10 Points
  • Hull (Front) Mounted demolisher cannon
    +40 Points
  • This Model may have both Sponson Mounted multi-lasers exchanged for one of the following:
  • Two Sponson Mounted heavy flamers
    Free
  • Two Sponson Mounted heavy bolters
    Free
  • Two Sponson Mounted autocannon
    +10 Points
  • Two Sponson Mounted lascannon
    +20 Points
  • This Model may have one item from the Militia Pintle Weapons list selected for it.
  • This Model may have any of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Dozer blade
    +5 Points
  • Searchlights
    +5 Points
SPECIAL RULES

Independent Fire

Whether by means of advanced targeting cogitators or by merit of numerous crew, each tasked with manning a separate gun, some armoured vehicles are capable of targeting numerous foes simultaneously. The hail of fire such vehicles can project far outweighs the lack of focus in their volleys.

A Model with this Special Rule can shoot at multiple targets at its full Ballistic Skill.

When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Special Rule and the Vehicle Type does not have to make all attacks as Snap Shots.

Lords of War


Militia Baneblade Super-Heavy Battle Tank
UNIT COMPOSITION: 1 MILITIA BANEBLADE
500 PointsPts

The Baneblade was a common sight upon the battlefields of the Great Crusade, fielded by the myriad arms of the Excertus Imperialis. At the time of the outbreak of the Horus Heresy, the first generations of Baneblades were being replaced in frontline service by more advanced and specialised war machines such as the Stormhammer. As a result, even the Imperialis Militias were beginning to be issued this most formidable of super-heavy tanks, usually in the shape of older machines which had already seen decades of service before being ‘retired’ to second-line formations and planetary arsenals.

Armour Transport Capacity
M BS Front Side Rear HP
Militia Baneblade (⌀?)
Militia Baneblade (⌀?) 10 3 14 13 12 16 -
WARGEAR
  • Turret Mounted Baneblade cannon
  • Co-axial (Baneblade cannon) Mounted autocannon
  • Centreline Mounted demolisher cannon
  • Hull (Front) Mounted twin heavy bolter
  • Smoke launchers
TRAITS
  • [Allegiance]
  • Imperialis Militia
  • Smokescreen
SPECIAL RULES
TYPE
OPTIONS
  • This Model may have one of the following selected for it:
  • Two Sponson Mounted lascannon and two Sponson Mounted twin heavy bolters
    +40 Points
  • Two Sponson Mounted lascannon and two Sponson Mounted twin heavy flamers
    +40 Points
  • This Model may have one item from the Militia Pintle Weapons list selected for it.
  • This Model may have any of the following selected for it:
  • One Hull (Front) Mounted hunter-killer missile
    +5 Points
  • Searchlights
    +5 Points
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.
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.
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.
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.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
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.
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.
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.
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.

Militia pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia pistol
Militia pistol
8
1
3
-
1
Pistol
Assault
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.
Breaching (X)

Designed to pierce the armour worn by heavy infantry, some weapons have gained a fearsome reputation on the battlefields of the Floras Heresy. While many such weapons are rare or temperamental in use, the sheer power of their attacks more than makes up for this.

With a Weapon that has the Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves.

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

A Breaching Wound is always treated as having an AP Characteristic of 2 regardless of the Characteristics of the Weapon used to make the attack.
Duellist’s Edge (X)

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

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

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

Charnabal sabre

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

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.
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.
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.
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.
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.
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.

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

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
Rending (X)

Some weapons cleave flesh with ease, inflicting terrible wounds that no mortal toughness can resist. Though of less use against armour and steel, such munitions are capable of tearing bloody holes in the ranks of advancing infantry and stalling any attack in its tracks.

With a Weapon that has the Rending (X) Special Rule, there is a chance that a Hit Test may result in an automatic wound.

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

When required to make a Wound Test for a Rending Hit, no Dice are rolled and the Wound Test succeeds automatically regardless of the Weapon’s Strength or the Target’s Toughness. The Wound Test is treated as if the result had been ‘6’ for the purposes of any Rules that would be triggered on certain results of a Wound Test. Wounds caused by a Rending Hit use the AP and Damage Characteristics of the Weapon used to make the attack and retain any Special Rules that Weapon had.

If the Target Unit for an attack made with a Weapon that has this Special Rule includes any Models with the Vehicle Type, then this Special Rule has no effect.
Shred (X)

Designed to rip and tear flesh, some weapons are fearsome and intimidating tools of warfare. Whether by the gnashing teeth of a chainblade or the jagged edges of flechette ammunition, these weapons scythe great holes in the lines of even the toughest of infantry and the largest of warriors.

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

When any Wound Test is made for an attack with the Shred (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Shred (X) Special Rule, then if a wound is inflicted by that Wound Test, the Damage Characteristic of that wound is increased by 1. Note that the Shred (X) Special Rule may only be triggered by a Wound Test and has no effect when making an Armour Penetration Test.

Blast pistol

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

Poison is a subtle weapon, relying not on brute strength to bring harm to the foe, hut on its own insidious bite. Though some consider it a dishonourable tool, there are many that are willing to make use of it in the name of victory.

A Weapon with the Poisoned (X) Special Rule has a chance to cause a wound regardless of the target’s Toughness.

When making Wound Tests for Hits that have the Poisoned (X) Special Rule, if the result of any Dice rolled is equal to or greater than the value of X attached to the specific variant of this Special Rule then a wound is caused automatically, regardless of the Toughness Characteristic used to determine the Target Number. A Hit that has this Special Rule may still inflict a wound by passing a Wound Test as normal, instead of using this Special Rule, but never inflicts more than 1 wound if it would both pass the Wound Test and trigger the Poisoned (X) Special Rule. Wounds caused using the Poison (X) Special Rule retain the AP and Damage of the Weapon and Saving Throws and Damage Mitigation Tests may be made to discard them as normal. The Poisoned (X) Special Rule has no effect on Models that have the Vehicle Type, and limited effect on Models with the Automata or Walker Types.
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
Template

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

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

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

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

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

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

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

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

Hand flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
1
3
-
1
Template, Pistol
Assault, Flame
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the Vehicle Damage Table in Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process (Players may find it useful to place a marker to remind them of this).
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any Saving Throws or Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for Shooting Attacks or Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Overload (X)

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

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

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

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

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

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

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

Plasma pistol

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

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 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)
-
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.

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
-
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.

Militia rifle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Militia rifle
Militia rifle
24
1
3
-
1
Heavy (FP)
-
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.
COMMAND – The line officers of an Army.
Officer of the Line (X)

Some officers are not renowned for their skills in combat or for the great glories they have won, but rather for their steadfast leadership and skill in logistics. Often unassuming and under-appreciated, it is these warriors that hold the armies of the Imperium together and only the most foolish general will overlook them in favour of more vainglorious officers.

Models with this Special Rule allow more Auxiliary Detachments to be included in an Army.

If a Model with this Special Rule is selected to fill a Command Slot in any Detachment in the Crusade Force Organisation Chart, then the Controlling Player may select a number of Auxiliary Detachments equal to the value of X in the specific variant of this Special Rule instead of just one.
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.

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

Las-lock

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

Lasrifle

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

Bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter
Bolter
24
2
4
5
1
-
Bolt
Militia Assault Weapons
  • - Militia rifle
    Free
  • - Militia carbine
    Free
  • - Militia shotgun
    Free
  • - Las-lock
    +1 points
  • - Lasrifle
    +1 points
  • - Bolter
    +3 points
Militia Pistols
  • - Militia pistol
    Free
  • - Laspistol
    +1 points
  • - Bolt pistol
    +2 points
  • - Blast pistol
    +3 points

Bayonet

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Bayonet
Bayonet
I
A
S
5
1
-
-

Heavy stubber

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

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

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
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 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 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.
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
Among the Ranks

While organised as distinct cadres, some specialists are dispersed among rank and file troops in order to provide their expertise where it is needed most.

Models with this Special Rule are deployed and operate individually.

Although included in an Army as a Unit that includes multiple Models, each Model with this Special Rule is considered to be a separate Unit for all other purposes, including Deployment and the scoring of Victory Points.
Instil Order

Discipline Masters know well the chaos that can ensue when order in the ranks breaks down. Many know that it is better for their charges to fear their bullets more than the enemy’s, and maintain discipline accordingly.

Models with this Special Rule can inflict wounds on their Unit in order to remove a Tactical Status in the Start Phase.

During the Start Phase of their Turn as Active Player, the Controlling Player of a Unit which contains any Models with this Special Rule and only includes Models with the Irregulars Special Rule can select for that Unit to suffer D3 Wounds with a Damage Characteristic of 1, an AP of 2 and no Saves of any kind allowed, allocated as if they were inflicted by a Melee Attack. If they do so, a single Leadership Check or Cool Check is then made for that Unit, allowing the removal of one Tactical Status from all Models in that Unit (Pinned, Stunned or Suppressed if a Cool Check was made, or Routed if a Leadership Check was made) if it is successful.
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.
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.
Pursue – Roll a single Dice for each Unit that has been chosen to Pursue. Each Model in a Pursuing Unit must move a number of inches equal to their Initiative Characteristic, added to the result of the Dice rolled for the Unit that Model is part of, directly towards the nearest enemy Model from a Unit that has made a Fall Back Move from the selected Combat. If any Model from the Unit that is Pursuing ends its move in Base Contact with an enemy Model, then it is considered to have made a successful Charge and is Locked in Combat with the Unit that includes that enemy Model.

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

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

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

The following Rules apply to any Unit that includes one or more Models that have the Pinned Status:
  • The Controlling Player of a Unit that includes any Models that are Pinned may not choose to have that Unit move, Rush or Charge in any Phase and any effect that would force them to move or Charge has no effect.
  • A Unit that includes any Models with the Pinned Status that is Locked in Combat makes any Pile-in Moves as normal, but may not choose to Pursue or Disengage during the Resolution Sub-Phase.
Stunned
The Stunned Status reflects a Unit rendered insensible or stopped in its tracks by the sheer force of an impact, explosion or other battlefield event.

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

The following Rules apply to any Unit that includes one or more Models that have the Stunned Status:
Suppressed
The Suppressed Status reflects a Unit that is distracted and confused by heavy enemy fire, environmental effects or psychological warfare.

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

The following Rules apply to any Unit that includes one or more Models that have the Suppressed Status:
Routed
The Routed Status reflects a Unit that has suffered such a catastrophic reversal that it must fall back from the front line in order to regroup and recover.

The Routed Status can be inflicted by any of the following:
  • As part of the effects of the Panic (X) Special Rule.
  • If a Unit has had 25% or more of the Models that were part of that Unit at the start of a Shooting Attack Removed as Casualties due to that Shooting Attack, then the Controlling Player must pass a Leadership Check for that Unit or it gains the Routed Status (see the Rules for Panic in the Morale Sub-Phase
  • The Controlling Player of a Unit that loses Combat must take a Leadership Check for that Unit in the Resolution Sub-Phase and if the Check is failed then the Unit gains the Routed Status.
  • Other Rules may also apply the Routed Status, these Rules will specify how and when this occurs.

The following Rules apply to any Unit that includes one or more Models that have the Routed Status:
  • The Controlling Player of a Unit that includes any Models that are Routed must make all Shooting Attacks for that Unit as Snap Shots.
  • The Controlling Player of a Unit that includes any Models that are Routed may not declare any Reactions for that Unit.
  • A Unit with the Routed Status may not move in the Move Sub-Phase of the Movement Phase - any effect that would force them to move or Rush in the Movement Phase has no effect.
  • In the Rout Sub-Phase of the Movement Phase, a Unit that includes any Models with the Routed Status must Fall Back.
  • Any Models that have the Routed Status and move into contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone stop moving, and any Models that have the Routed Status and begin the Rout Sub-Phase in contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone remain Stationary.
  • If a Unit that includes one or more Models with the Routed Status enters contact with an edge of the Battlefield within the Controlling Player’s Deployment Zone as part of a Fall Back Move, a Leadership Check must be made for that Unit once all Models in the Unit have completed their moves. If that Leadership Check is failed, then all Models in the Unit are immediately removed from play as Casualties. However, if that Leadership Check is passed then the Unit remains in play and all Models in the Unit lose the Routed Status, but gain the Suppressed Status.
  • In the Assault Phase Charges may not be declared for a Unit that includes any Models with the Routed Status and any Rule or effect that would otherwise force such a Unit to make a Charge has no effect.
  • A Unit that includes any Models with the Routed Status in the Resolution Sub-Phase of the Assault Phase must always Fall Back at the end of that Sub-Phase.

Designer’s Note
Astute readers will have noted that a Unit under the Reactive Player’s control that loses Combat and gains the Routed Status will be forced to Fall Back from that Combat and will then have to Fall Back a second time in the Controlling Player’s following Movement Phase. This is entirely intentional, and is intended to avoid Units ‘ping-ponging’ in and out of Combat. Players whose Units have been Routed will benefit from the fact that they must halt at the Battlefield Edge, stopping them running to their doom, and the fact that being attacked while Routed does not result in the immediate removal of the Routed Unit, nor stop them from shooting. Furthermore, the various Liber books will present additional options and Wargear that will allow Players the opportunity to mitigate or remove Statuses outside of the Statuses Sub-Phase.
Trait: Psyker
Many of the Rules for psychic abilities will only be usable by a ‘Psyker’. A Psyker is any Model that has the Psyker Trait on their profile. As with all Traits, the Psyker Trait grants no Rules to a Model in and of itself, nor does it grant any Psychic Weapons, Powers or Reactions, it simply allows a Model to make use of Rules that require a Psyker in order to function, or as a trigger for Rules that target Psykers. For a Model to gain one or more Psychic Weapons, Powers or Reactions, they must either be listed on their profile or selected as options during Army Selection.
Sergeant

The humble sergeant stands as one of the greatest weapons in the arsenals of any army. Skilled in war and in leadership, each sergeant is the beating heart of their unit and the cornerstone upon which victory is built.

The following Rules apply to all Models with the Sergeant Sub-Type:
  • The Controlling Player of a Unit that includes one or more Models with the Sergeant Sub-Type may use the Characteristics of one of those Models to resolve any Characteristic Check made for that Unit.
Fear (X)

Some warriors exude such a terrifying aura that even those hardened by war and death are apprehensive in their presence. Whether this is due to a reputation for cruelty or brutal slaughter or the result of some technological device or psychic glamour makes little difference in the effect it has on the battlefield. Wise commanders will seek to keep their distance and engage such fearsome enemies at range rather than risk their wrath.

Models near an enemy Model with the Fear (X) Special Rule must reduce their Advanced Characteristics.

When any Model from a Unit is within 12" of an enemy Model with the Fear (X) Special Rule, all Models in that Unit must reduce their Leadership, Willpower, Cool and Intelligence Characteristics by the value of X. This negative modifier is removed as soon as no Models in a given Unit are within 12" of any Model with the Fear (X) Special Rule. If a Unit would be affected by multiple instances of the Fear (X) Special Rule, the value of X is not stacked and instead the single highest value is used as a negative modifier.
Support Unit (X)

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.

A Unit that includes any Models with the Support Unit (X) Special Rule may only ever score a maximum number of Victory Points equal to the value of X for Controlling an Objective, regardless of the Value of that Objective, or any other Special Rules Models in that Unit might have (such as the Line (X) Special Rule).
Militia Armaments
  • - Militia rifle
    Free
  • - Militia carbine
    Free
  • - Militia shotgun
    Free
Force (X)

By force of will a trained battle-psyker can channel the eldritch power of the Warp into their weapons and magnify their power greatly. Such power can come at a great cost, and if the psyker’s control wavers, they may be devoured by the very power they sought to chain.

A Weapon with this Special Rule may double a Characteristic with a Willpower Check, but may suffer Perils of the Warp.

When selected to be used as part of a Combat or Shooting Attack, a Willpower Check may be made for the Model that will use this Weapon to make attacks. If it is successful then the Characteristic listed as X is doubled (if that Characteristic is AP, then the AP is instead changed to AP 2). If a double is rolled when making this Willpower Check then the Model using the Weapon to make attacks suffers Perils of the Warp.
Force Weapons

Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors.

If a Model has a force weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Force sword
  • Force axe
  • Force maul
  • Force staff
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Force sword
Force sword
I
A
+1
3
1
Force (D)
Psychic
Force axe
Force axe
-1
A
+2
2
1
Force (D)
Psychic
Force maul
Force maul
-1
A
+3
3
1
Force (D)
Psychic
Force staff
Force staff
+1
A
+2
4
1
Force (D)
Psychic
Vanguard (X)

Warriors trained to break the foe’s lines are often at the forefront of their host, but are ill-suited to holding ground in the face of an enemy counter-attack.

A Unit that includes Models with this Special Rule scores fewer Victory Points for controlling Objectives, but can score Victory Points for destroying enemy Units that hold Objectives.

A Unit that includes a majority of Models with the Vanguard (X) Special Rule may only ever score 1 Victory Point for Controlling an Objective, regardless of that Objective’s value. However, the Player that controls a Unit that includes a majority of Models with the Vanguard (X) Special Rule gains Victory Points equal to the value of X in the Vanguard (X) Special Rule, in addition to any Victory Points scored for controlling an Objective, whenever either of the following two statuses are fulfilled:
  • If an attack made for a Unit that includes a majority of Models with the Vanguard (X) Special Rule causes the last Model in an enemy Unit that is Controlling or Contesting an Objective to be Removed as a Casualty.
  • If a Unit that includes a majority of Models with the Vanguard (X) Special Rule has at least one attack made for it in a Combat that results in one or more enemy Units that had at least one Model within 3" of an Objective at the start of that Assault Phase either Falling Back from Combat or being Massacred.

Note that the Vanguard (X) Special Rule may only be used to score Victory Points once per Objective per Player Turn - no matter how many enemy Units were Controlling or Locked in Combat near that Objective.
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.
Heavy

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:
  • A Unit that includes only Models with the Heavy Sub-Type gains a bonus of +1 to its Cool Characteristic for Checks to avoid gaining Tactical Statuses.
  • A Unit that includes any Models with the Heavy Sub-Type may not Rush.
  • A Unit that includes any Models with the Heavy Sub-Type only uses its Movement Characteristic to determine how far it moves as part of a Set-up Move, not Movement and Initiative totalled.
Antigrav

Whether equipped with antigrav repulsors or empowered by some esoteric, psychic art, this unit is able to skim above the ground. While incapable of true flight, this does allow it to avoid any of the hampering effects of the prevailing terrain, gliding over obstacles that would ensnare or entangle more conventional troops.

The following Rules apply to all Models with the Antigrav Sub-Type:
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore the effects of any and all Terrain it passes over during movement, including passing over Impassable Terrain without penalty or restriction. However, such Units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain Tests as normal.
  • A Unit that includes only Models with the Antigrav Sub-Type may ignore both friendly and enemy Models and Units when moving. However, when moving over a friendly Unit all Models with the Antigrav Sub-Type must end their move at least 1" away from all Models that are not part of the same Unit, or if moving over an enemy Unit, must end their move at least 1" away from any enemy Model.
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.

Ripper gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Ripper gun
Ripper gun
12
4
5
-
1
Shred (6+)
Assault, Auto
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.

Stub cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Stub cannon
Stub cannon
8
1
6
4
2
Stun (1)
Assault, Auto

Power maul

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power

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

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

Thunder hammer

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Line (X)

Some units are drilled to hold the ground captured by the vanguard. Vigilant and steadfast, they are vital assets in any battle, standing sentinel over the vital objectives captured in any assault and holding back the foe’s counter-assault.

A Unit of Models with this Special Rule can control Objectives more easily and scores more Victory Points from controlling an Objective.

If a Unit that Controls an Objective includes a majority of Models with the Line (X) Special Rule then, whenever the Controlling Player scores Victory Points for Controlling that Objective, an additional number of Victory Points equal to the value of X are scored. For example, a Unit of 10 Models, of which the majority have the Line (3) Special Rule, hold an Objective worth 1 Victory Point, when the Controlling Player scores Victory Points for that Objective, they would score a total of 4 Victory Points.

Furthermore, the value of X is added to the Tactical Strength of a Model that has that Special Rule to determine its ability to Control Objectives (see Core Mission Primary Objectives).
First Strike (X): If a Player causes one or more enemy Units to have all of their remaining Models Removed as Casualties (Units that Fall Back off the Battlefield count for this purpose) in their first Player Turn as the Active Player, then that Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective.
HIGH COMMAND – The highest ranked officers of an Army.
Slay the Warlord (X): If an enemy High Command Choice is Removed as a Casualty for any reason before the end of the Battle, the Opposing Player scores Victory Points. The number of Victory Points scored is equal to the value of X attached to this Secondary Objective (this may only be scored once per Battle, regardless of the number of qualifying Units Removed as Casualties).
Expendable (X)

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

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

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

Note that, if, at the start of any Player Turn a Unit includes any Models that do not have this Special Rule, then this Special Rule has no effect on that Unit for the duration of that Player Turn regardless of how many other Models in the Unit may have any variant of this Special Rule.
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.
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.

Kalliope rocket mortar

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
Emplaced

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.

A Unit that includes any Models with this Special Rule cannot make any Reactions which would allow it to Move. In addition, if a Unit that includes any Models with this Special Rule is required to make a Fall Back Move, all Models in that Unit are immediately Removed as Casualties.
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.

Thunderblast battlecannon

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

Heavy lascannon

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
Destroyed & Removed as Casualties
Throughout these Rules the terms ‘Destroyed’ and ‘Removed as Casualties’ have been used to refer to Models and Units that have been taken out of play by enemy action - usually as the result of a Shooting Attack or Combat. Units that are ‘Destroyed’ or entirely ‘Removed as Casualties’ are often used as a means for the Opposing Player to score Victory Points and thus win a Battle. The two terms can be used interchangeably, but most often the term ‘Removed as Casualties’ is used to refer to the removal of an entire Unit that was composed of multiple Models, while ‘Destroyed’ is more commonly used to refer to the removal of a single Model or a Unit that was composed of a single large Model, such as a tank.
Falling Back
A Unit with the Routed Status may not be moved during the Move Sub-Phase, but must instead make a Fall Back Move during the Rout Sub-Phase. Other Rules may also require a Unit to make a Fall Back Move, those Rules will detail when such a move must be made.

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

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

If any Model in a Unit that is Falling Back moves into Base Contact with any point on the Battlefield Edge within the Controlling Player’s Deployment Zone, then that Model must end its movement at the point where it entered contact with the Battlefield Edge. Once all Models in a Unit that includes one or more Models which have entered contact with a Battlefield Edge that is within the Controlling Player’s Deployment Zone as part of a Fall Back Move have finished their moves, a Leadership Check must be made for that Unit. If that Leadership Check is failed, then all Models in the Unit are immediately Removed as Casualties. However, if that Leadership Check is passed then the Unit remains in play and all Models in the Unit lose the Routed Status, but gain the Suppressed Status.

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.

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
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

Lascannon

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

Earthshaker cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Earthshaker cannon
Earthshaker cannon
240
1
5
4
2
Ordnance (RS), Blast (5"), Barrage (2), Breaching (6+), Pinning (1)
-
Heavy Ordnance Crew

Each heavy ordnance crew works in concert to operate their gun carriage, keeping up a steady rate of fire while utilising its bulk and armoured shield to protect them from retribution.

The Characteristics of different Models with this Special Rule are used in different situations and they are Removed as Casualties instead of making Fall Back Moves.

A Unit that includes any Models with this Special Rule cannot make any Reactions which would allow it to Move. In addition, if a Unit that includes any Models with this Special Rule is required to make a Fall Back Move, all Models in that Unit are removed from play.

Each time Wound Tests are made for a Fire Group that targets a Unit that includes any Models with this Special Rule, if any Gun Carriage Models are in this Unit, the Toughness Characteristic of the Gun Carriage is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Gun Carriage Model if possible.

Each time Wound Tests are made for a Strike Group targeting this Unit, the Toughness Characteristic of the Militia Gunner Models is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Militia Gunner Model, if possible.

If at any point there are only Gun Carriage Models remaining in this Unit, those Models are immediately Removed as Casualties.

Siege mortar

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Siege mortar
Siege mortar
48
1
4
4
3
Ordnance (RS), Blast (5"), Barrage (1), Breaching (6+), Pinning (1)
-

Heavy rocket bombard

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy rocket bombard
Heavy rocket bombard
48
1
6
4
1
Blast (7"), Barrage (1), Suppressive (2)
Missile

Siege cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Siege cannon
Siege cannon
48
1
9
4
4
Heavy (AP), Blast (3"), Stun (1)
Auto

Heavy quad launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy quad launcher
Heavy quad launcher
48
4
7
4
2
Ordnance (FP), Barrage (0), Armourbane, Breaching (6+)
-

Medusa mortar

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Medusa mortar
Medusa mortar
36
1
5
4
2
Ordnance (RS), Blast (5"), Barrage (2), Breaching (5+), Pinning (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.
Specialist

Some warriors are renowned not purely for their skill at arms, but for the specific skills they bring to the aid of their fellows. Such warriors move among the ranks as they are needed, taking up position to use their abilities to the greatest advantage amid the shifting tide of battle.

The following Rules apply to all Models with the Specialist Sub-Type:
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.

Gravis multi-laser array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis multi-laser array
Gravis multi-laser array
36
6
6
6
2
Suppressive (1)
Las
Rapier Crew

Each Rapier crew acts in concert to operate their gun carriage, keeping up a steady rate of fire while utilising its bulk and armoured shield to protect them from retribution.

The Characteristics of different Models with this Special Rule are used in different situations.

Each time Wound Tests are made for a Fire Group that targets a Unit that includes any Models with this Special Rule, if any Rapier Carrier Models are in this Unit, the Toughness Characteristic of the Rapier Carriers is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Rapier Carrier Model if possible.

Each time Wound Tests are made for a Strike Group targeting this Unit, the Toughness Characteristic of the Militia Gunner Models is treated as being the majority. If any wounds are generated by these Wound Tests, the Target Model selected must be a Militia Gunner Model, if possible.

If at any point there are only Rapier Carrier Models remaining in this Unit, those Models are immediately Removed as Casualties.

Gravis heavy bolter battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis heavy bolter battery
Gravis heavy bolter battery
36
8
5
4
1
Suppressive (2)
Bolt

Laser destroyer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Laser destroyer
Laser destroyer
36
2
10
2
2
Heavy (D), Armourbane
Las

Quad launcher with frag shells

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Quad launcher with frag shells
Quad launcher with frag shells
60
1
5
5
1
Heavy (FP), Blast (5"), Barrage (2)
-
Walker

These massive engines of war are unlike the soulless warriors of the Mechanicum, for at their heart rests a mortal warrior whose instincts and experience guides their steel body on the field of battle.

The following Rules apply to all Models with the Walker Type:
  • When targeting a Unit that includes any Models with the Walker Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
  • A Model with the Walker Type may attack with all Weapons they have in each Shooting Attack they make, including as part of a Reaction. Note that this does not allow Weapons that do not have the Assault Trait to be used to attack as part of a Volley Attack.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Walker Type counts as a number of Models equal to that Model’s Base Wounds Value.
Light

Light troops are equipped and trained to fight on the move, pausing only briefly and trusting to speed over cover or heavy armour. Many armies will make use of such warriors as scouts, but they also serve as harassers and pursuit troops.

The following Rules apply to all Models with the Light Sub-Type:
  • A Unit that includes only Models with the Light Sub-Type gains a +2 modifier to its Initiative when determining how far that Unit may Rush (this bonus stacks with other bonuses to Rush distance).
  • A Unit that includes only Models with the Light Sub-Type may make Shooting Attacks after having Rushed, but makes all such Shooting Attacks as Snap Shots. Models or Weapons that cannot attack as Snap Shots may not make attacks.
Skirmish

Intended to scout enemy positions and screen the advance of heavier units. Skirmishers rely on speed and use of cover to survive rather than heavy armour. Such troops rarely fare well when pitted in open battle against true shock infantry.

The following Rules apply to all Models with the Skirmish Sub-Type:
  • A Unit that includes only Models with the Skirmish Sub-Type has a Unit Coherency range of 3" rather than 2".

Multi-melta

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

Plasma cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
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
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.

Hunter-killer missile

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hunter-killer missile
Hunter-killer missile
48
1
9
3
3
Armourbane, Limited (1)
Missile
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.
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.

Sentinel chainblade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Sentinel chainblade
Sentinel chainblade
I
A
+2
4
1
Reaping Blow (2), Shred (5+)
Chain
Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’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 Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
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.
The Flyer Sub-Type
The following Rules are exceptions to the Core Rules that always apply to a Model with the Flyer Sub-Type at all times during a Horus Heresy Battle:
  • Whilst on the Battlefield, a Model with the Flyer Sub-Type does not block Line of Sight or the Movement of any Model.
  • When moving a Model with the Flyer Sub-Type, ignore all Terrain effects and Rules. However, a Model with the Flyer Sub-Type may still not end a move in or on Impassable Terrain, a Terrain Feature or a Building.
  • Models with the Flyer Sub-Type may move through Models with the Vehicle Type, but never inflict Hits on enemy Units they move through and are never eligible to be the Target of the Death or Glory Advanced Reaction.
  • No Model of any kind may join a Unit that includes a Model with the Flyer Sub-Type.
  • A Model with the Flyer Sub-Type can never gain any Tactical Statuses and ignores any Rules that would force it to do so.
  • A Model with the Flyer Sub-Type may never be Locked in Combat or attacked in any way during the Assault Phase and may not be targeted by attacks made using a Melee Weapon.
  • A Model with the Flyer Sub-Type may never make a Reaction of any kind, unless that Reaction specifically states it may be made by Models with the Flyer Sub-Type - but can be targeted by Reactions.
  • When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
Transport

From armoured transports, to fleet orbital shuttles and even more esoteric modes of travel, mounting infantry atop faster moving transports is an ancient tactic. The best transports offer a safe haven for fragile infantry as well as a means to traverse even the most difficult terrain at speed.

All Models with the Transport Sub-Type are bound by a set of Rules regarding how they operate:
  • All Models with the Transport Sub-Type have a Transport Capacity Characteristic, which determines the maximum number of Models that can Embark upon it - one Model per point of Transport Capacity, unless another Rule states otherwise.
  • Only Models with the Infantry or Paragon Type may Embark or Disembark upon a Model with the Transport Sub-Type.
  • A Unit may only Embark on a Model with the Transport Sub-Type if all Models in the Embarking Unit have the same Faction as the Model with the Transport Sub-Type.
  • A Model with the Transport Sub-Type may only have a single Unit Embarked upon it at any one time (Models with the Specialist Sub-Type, Command Sub-Type or Paragon Type that have joined a Unit are considered part of that Unit and may Embark alongside it).
  • A Unit may not be partially Embarked on a Model with the Transport Sub-Type - either all Models or no Models in a Unit may be Embarked on a given Model.
  • If a Model with the Transport Sub-Type has a Unit Embarked upon it, the Embarked Unit is not considered part of the same Unit. The two remain separate Units for all purposes.
Light Transport

Some transports are made to carry a lighter cargo, and the bulkiest of troops cannot make use of them in combat.

Models with this Special Rule cannot carry Models with the Bulky (X) Special Rule.

Models that have any variant of the Bulky (X) Special Rule may not Embark on a Model that has this Special Rule.
Access Points
Each Model with the Transport Sub-Type will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. All Access Points are defined as being within a specific Facing, corresponding to one of the four Armour Facings that most Models with the Vehicle Type have - for example, a Rhino has one Rear Access Point, and Access Points on both Side Facings. An Access Point must be physically represented on the noted Armour Facing, and when Models are Embarking or Disembarking using that Access Point they count all points on that Armour Facing as an Access Point. Where a Model has two Side Access Points, this indicates one Access Point on each Side Facing. If a Model has an Access Point on only one Side Facing, then this will be noted as Side (Left) Access Point or Side (Right) Access Point to indicate which Facing the Access Point is present on.

Models that do not have the Vehicle Type but that do have the Transport Sub-Type and a Base, count the entirety of the edge of their Base as an Access Point, regardless of the facing of any Access Points they have. Likewise, Models with the Flyer Sub-Type that are mounted on Flying Bases also count the entirety of the edge of their Base as an Access Point.

If any Models in the Embarking Unit are more than 2" from a Facing on the Transport Model that has an Access Point, then no Models can Embark and the Unit remains in play. If all Models in the Embarking Unit are within 2" of a Facing on the Model with the Transport Sub-Type that has an Access Point, then all Models in the Unit are removed from the Battlefield. Players may find it useful to mark or otherwise note which Unit has Embarked on which Model with the Transport Sub-Type and this information should be declared to all Players.

The entire process of Embarkation is resolved during the activation of the Embarking Unit during the Move SubPhase, and as such does not interfere with the activation and movement of the Model the Unit Embarks on. A Model may have Units Embark on it after it has been activated and moved, and also may be activated (if it has not already been activated) and then moved during the Move Sub-Phase after another Unit has Embarked on it.
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some Units may specify Side as an arc - this means both Left and Right arcs.

For example, a Land Raider Carrier has a Hull (Front) Mounted twin heavy bolter - this Weapon may only attack targets in the Front Firing Arc.
Invulnerable Tests
Invulnerable Saves are listed as a Characteristic on each Model’s Profile, and can also be applied by Special Rules or Wargear.

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

No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.
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.
Intercept
This Advanced Reaction allows a Unit to attack Units moving into play from Reserves.

Trigger: The Reactive Player may declare an Intercept Reaction whenever the Active Player brings a Unit into play from Reserves or Aerial Reserves. The declaration is made as soon as the last Model from the Unit is placed on the Battlefield and has made any moves it is permitted to make when it enters play.

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

Target: The Unit entering play from Reserves or Aerial Reserves is always the Target Unit of this Reaction. After declaring this Reaction, the Reactive Player must select one Unit under their control, this Unit must be able to draw a Line of Sight to at least one Model in the Target Unit. The selected Unit is the Reacting Unit.

Process
Once an Intercept Reaction has been declared, the Reactive Player may make a Shooting Attack for the Reacting Unit, targeting only the Target Unit. All attacks made as part of this Shooting Attack must be made as Snap Shots and Models with the Vehicle Type may only attack with Defensive Weapons.

Flare Launchers

Simple but robust, the flare launcher systems fitted to many Imperial aircraft provided a rudimentary countermeasure to many classes of tracking and guidance systems, decreasing the vulnerability of such aircraft to a plethora of antiair weapons.

Flare launchers provide an Invulnerable Save against the Interceptor Reaction.

A Model with flare launchers gains a 5+ Invulnerable Save against any Hits inflicted as part of an Intercept Reaction.
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.

Twin heavy flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin heavy flamer
Twin heavy flamer
Template
1
5
4
1
Template, Panic (2)
Flame
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.
Auto-repair (X)

Some vehicles are either fitted with sophisticated auto-repair systems, or are simple enough in construction that their crew can effect repairs in the field. Such vehicles are able to shrug off minor damage that would otherwise reduce the fighting ability of their war machine.

A Model with this Special Rule has a bonus to Repair Tests to remove Statuses.

If the Active Player makes a Repair Test in the Statuses Sub-Phase of the End Phase for a Model with the Vehicle Type with this Special Rule, they ignore the usual Target Number of 6. Instead, the value of X attached to the variant of this Special Rule is used as the Target Number for that Repair Test. For example, a Model with the Auto-repair (4+) Special Rule would pass any Repair Tests made for it on the result of a 4 or higher.

Gravis autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gravis autocannon
Gravis autocannon
48
3
8
4
2
Breaching (6+), Heavy (FP)
Auto

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

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
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
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

Gorgon mortar battery

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Gorgon mortar battery
Gorgon mortar battery
24
2
5
5
2
Ordnance (R), Blast (5"), Barrage (1), Stun (1), Limited (2)
-

The Smokescreen (see Smokescreen Advanced Reaction) Trait is used in the following The Imperialis Militia datasheets:

Heavy Transport
Recon
Fast Attack
Armour
Lords of War
Titan
The following Rules apply to all Models with the Titan Sub-Type:
Super-heavy

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


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

*See Liber Questoris for more details on these Unit Sub-Types.
Assault Vehicle

Some vehicles are designed to deploy assault troops directly into the heart of combat. Whether by means of assault ramps or other methods, they allow the troops aboard to disembark in fighting order and engage the foe without delay.

A Vehicle with this Special Rule allows Models to Disembark and Charge without penalty.

A Unit that is Disembarked from another Model that has the Assault Vehicle Special Rule may have a Charge declared for it in the Charge Sub-Phase of the same Player Turn without being forced to make a Disordered Charge.
Sponson Mounted – Sponson Mounted Weapons are usually in pairs, one on each side of a Vehicle (the Model’s profile will note if this is not the case) and may attack targets in the appropriate Sponson Firing Arc (either left or right). Sponson Mounted Weapons are always counted as Defensive Weapons regardless of the Weapon’s Characteristics.
Infiltrate (X)

Some warriors are skilled at infiltrating enemy lines. When battle commences the foe will find such warriors almost upon them, ready to fight even before the first shot is fired.

Models with the Infiltrate (X) Special Rule can deploy outside of their Deployment Zone.

At the start of a Mission, when deploying Units, the Controlling Player of a Unit that is composed entirely of Models with the Infiltrate (X) Special Rule may choose to deploy that Unit outside of that Player’s Deployment Zone. That Unit may be deployed anywhere that is either in the Controlling Player’s Deployment Zone or outside of the Opposing Player’s Deployment Zone and is at least a number of inches equal to the highest value of X attached to any variant of the Infiltrate (X) Special Rule in that Unit away from any enemy Model.

Units deployed using the Infiltrate (X) Special Rule are deployed at the same time as other Units under a Player’s control, unless the specific Rules of a given Mission state otherwise. The Infiltrate (X) Special Rule only has an effect when deploying Units before the start of the First Turn of a Battle, and Units deploying onto the Battlefield after the First Turn has begun gain no benefit from this Special Rule. A Unit that is deployed outside of the Controlling Player’s Deployment Zone by means of this Special Rule may not have a Charge declared for it in the First Battle Turn.
Move Through Cover

Pathfinders and scouts are vital parts of any army, able to lead troops through even the worst terrain at speed. Cunning generals will seek to use such troops to outflank and outmanoeuvre the foe.

The Move Through Cover Special Rule allows the penalties of terrain to be ignored.

A Unit that includes at least one Model with the Move Through Cover Special Rule ignores the effects of Difficult Terrain and Dangerous Terrain. If called upon to take a Dangerous Terrain Test then such a Unit is assumed to automatically pass without any Dice being rolled.
Firing Protocols (X)

By skill, technological aid or sheer brute strength, this warrior is capable of making use of more than one weapon when engaging the foe at range. Though far from efficient, such an assault is capable of overwhelming the foe with sheer firepower.

A Model with the Firing Protocols (X) Special Rule may attack with more than one ranged Weapon.

A Model with the Firing Protocols (X) Special Rule that makes attacks as part of a Shooting Attack, may make attacks with a number of Weapons equal to the value of X attached to the specific variant of the Firing Protocols (X) Special Rule. The Model must have more than one Ranged Weapon to make use of this Special Rule and may not use the same Weapon more than once in the same Shooting Attack.
Rapid

Whether by means of a superior engine, enhanced fuel mix or other arcane technology, some vehicles are able to apply bursts of speed far in excess of other engines of war.

The following Rules apply to all Models with the Rapid Sub-Type:
  • A Model with this Sub-Type may Rush - however the additional distance moved when Rushing is not determined by an Initiative Characteristic, but is always an additional 6".
  • When Rushing, a Model with this Sub-Type may make Shooting Attacks, but all Shooting Attacks are made as Snap Shots. A Model with this Sub-Type may not make multiple Shooting Attacks in the same Turn as one where it Rushes.
  • A Model with both this Sub-Type and the Transport Sub-Type, that the Controlling Player chooses to have Rush in a Turn, may not Disembark any Models in the same Turn (unless required to make an Emergency Disembarkation by another Rule or Special Rule).

Twin Multi-laser

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Multi-laser
Twin multi-laser
36
6
6
6
1
Suppressive (2)
Las

Twin seismic cannon

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

Twin lascannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin lascannon
Twin lascannon
48
2
9
2
1
Heavy (D), Armourbane
Las
Centreline Mounted – Centreline Mounted Weapons may only attack targets in the Centreline Firing Arc.

Battlecannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Battlecannon
Battlecannon
48
1
8
4
2
Heavy (AP), Blast (3"), Pinning (1)
Auto

Vanquisher cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Vanquisher cannon
Vanquisher cannon
72
1
10
2
3
Heavy (D), Critical Hit (6+)
Auto
Co-axial (X) Mounted – Co-axial Mounted Weapons will be linked to another Weapon, specified by the value of X attached to the Mount Rule. A Co-axial Mounted Weapon may only attack targets in the same Firing Arcs as the Weapon to which it is linked. Furthermore, a Co-axial Mounted Weapon must always be used to attack the same target as the Weapon to which it is linked - if it cannot then it may not be used to attack.

Executioner plasma destroyer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
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

Demolisher cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Demolisher cannon
Demolisher cannon
24
1
12
3
3
Blast (3"), Breaching (5+), Ordnance (D), Stun (1)
-
Independent Fire

Whether by means of advanced targeting cogitators or by merit of numerous crew, each tasked with manning a separate gun, some armoured vehicles are capable of targeting numerous foes simultaneously. The hail of fire such vehicles can project far outweighs the lack of focus in their volleys.

A Model with this Special Rule can shoot at multiple targets at its full Ballistic Skill.

When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Special Rule and the Vehicle Type does not have to make all attacks as Snap Shots.

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
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.

Baneblade cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Baneblade cannon
Baneblade cannon
82
1
8
3
2
Blast (7"), Pinning (1)
Auto

Twin heavy bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin heavy bolter
Twin heavy bolter
36
6
5
4
1
-
Bolt

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