| Book | Kind | Edition | Version | Last update |
Age of Darkness Rulebook | ||||
Age of Darkness Rulebook | Rulebook | 3 | 1.1 | October 2025 |
Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.
A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.Some 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.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.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.An army without war engines is easy prey for the foe, and without specially trained warriors to repair those machines they will soon fail in the face of the Horus Heresy’s fury. Battlesmiths are charged with seeing to the care of the metal behemoths that lead every assault, keeping them operational and ensuring their guns never fall silent.
A Model with the Battlesmith (X) Special Rule can repair Vehicles, Automata and other mechanical Units.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.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.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.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.Deep strike deployments are usually conducted en-masse and at a distance from the enemy, lest the attacking force be destroyed in detail as it lands.
The Deep Strike Special Rule allows a Unit to enter play anywhere on the Battlefield.Exotic beam weapons of arcing energy or sequential explosions triggered by the death of the first victim, some weapons cause not a single casualty, but a slew of them. Such weapons are wielded with grim efficiency against close packed formations of troops on the battlefields of the Horus Heresy. The most well-known examples are the volkite weapons of Mars, but many others are known.
Unsaved Wounds inflicted by attacks with the Deflagrate (X) Special Rule can cause additional Hits.Designed to be carefully attached to a target and blast precise holes in the thickest armour, these cumbersome devices are ill-suited to open war. However, when a vulnerable target can be isolated in battle, there are no better tools for piercing its protection.
Weapons with this Special Rule can only attack Vehicles and immobile Models.Some 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.Some warriors are either so preternaturally tough, so bitterly intransigent or so favoured by fortune that they can survive almost any attack. Devastating close combat strikes and huge explosions all fail to bring down this warrior in a single hit and only repeated attacks can end their rampage.
A Model with this Special Rule takes less Damage from attacks.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.Volatile fuel, overpowered reactors or dangerous munitions can cause some war engines to explode when destroyed. Such explosions can prove devastating to friend and foe alike.
A Model with this Special Rule can explode and cause Hits to nearby Models and Units.Fleet of foot, genetically enhanced or technologically boosted, some warriors are simply faster than their peers. Such warriors can swiftly reach the most advantageous positions on the battlefield and carry the fight to the foe before they can react.
A Unit that only includes Models with the Fast (X) Special Rule gains a bonus to Rush and Charge Moves.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.Some warriors are so inured to pain and suffering that nothing but the most grievous of hurts will slow their onslaught. The only way to stop such a berserk is to hit them again and again until at last they fall, the toll of their hurts far more than any mortal warrior should be capable of bearing.
Feel No Pain (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.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.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.Hatred can be a force as potent as any munition, driving troops to fight harder and more ferociously. The Horus Heresy would stoke old hatreds and spawn many new ones, granting canny commanders ample opportunity to set troops against their chosen foes.
The Hatred (X) Special Rule grants bonuses against enemies of a specific Faction, Type or Trait.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.Among the tumult of battle, some warriors take no stock in tactical considerations and focus solely upon the murderous arts demanded of them.
A Unit that includes any Models with this Special Rule cannot claim Objectives.Some warriors are trained or equipped to make the most of the force of a charge. When they slam into enemy ranks, it is with the force of a thunderbolt.
On a successful Charge, a Model with the Impact (X) Special Rule temporarily increases a Characteristic by 1.Some 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.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.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.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.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.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.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.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.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.Vile toxins, exotic radiation and all-consuming chemical agents all sap the abilities of warriors in the field even as they kill them. Most terrible are the effects of phosphex, choking the life and strength from those it touches, or the fleshcorroding properties of the dreaded life-eater virus.
Unsaved Wounds with the Phage (X) Special Rule reduce a Characteristic by 1.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.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.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.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.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.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.Blasts of exotic radiation, malignant scrap-code or other targeted attacks can render the systems of complex war engines vulnerable without penetrating their armour. While such weapons are less likely to leave their target as a broken ruin, the deleterious effects of their attacks can render even the most powerful war machines impotent.
Weapons with the Shock (X) Special Rule have a chance of inflicting Statuses on Vehicles even if it does not penetrate their armour.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.Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.
Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.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.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.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 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.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.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.Biomancers are the masters of flesh-craft, the ability to empower and enhance living creatures. They can harden flesh till it can resist bolt and blade like armour, or swell muscle till even the lowliest recruit can tear apart the foe with ease. Those that train in these arts are often bellicose and intransigent warriors, unwilling to turn aside from the simplest and most straightforward solutions. When a biomancer sets forth to war, those in their path tremble.
A Model with the Biomancy Discipline gains the following benefits:Channelling the power of the Warp itself, a trained biomancer can rend steel and smash ceramite with their bare hands. Such is their fury that neither warriors of flesh, nor engines of iron can stand before them.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Biomantic Slam | |||||||
| Biomantic Slam | 3 | 1 | 12 | 2 | 2 | Armourbane, Force (Damage) | Melee, Psychic |
Those blessed by the powers of biomancy are temporarily remade, their physiques swollen and warped for strength and resilience far beyond the merely human. It is not only their strength that swells, but also their rage. Under the effects of a biomancers influence even the most veteran warriors are lost to fury and bloodshed.
This Power is used in the Charge Sub-Phase to add a bonus to a Unit’s Strength and Toughness.Pyromancy is the essence of destruction and death. It is havoc given form, gleeful and wanton in its profligacy. On the battlefield a pyromancer is a walking engine of chaos, sowing doom with every step and reaping a toll of lives with each gesture. They serve no purpose other than to kill the enemy. Those that train as pyromancers are ever eager for the fight, but see no other path than the complete and utter destruction of the foe. To a pyromancer there is no such thing as collateral damage, and only when there is naught before them but ash does their ardour cool.
A Model with the Pyromancy Discipline gains the following benefits:With a snap of their fingers or sweep of their arms, a pyromancer can cause the very air to ignite in a storm of flame hot enough to burn flesh and sear metal.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Wildfire | |||||||
| Wildfire | 18 | 1 | 4 | 4 | 1 | Panic (1), Blast (5"), Force (Strength) | Ranged, Psychic |
In the heart of a melee, a pyromancer cares not for the subtle interplay of blades, and instead simply sows flame and cinder with wild abandon.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Conflagration | |||||||
| Conflagration | -1 | 6+D3 | 5 | 4 | 1 | Deflagrate (5) | Melee, Psychic |
Telekinesis is the art of defence, of invisible force that binds and protects. On the battlefield a Telekine is immovable and implacable, tenacious in their duty to their comrades and the cause of victory. They command invisible force to shield their allies from harm, deflecting even the most formidable bombardment, or to slow the foe and hold them in place so that others might destroy them. Patient and determined warriors, many telekines are students of strategy as well as simple destruction and are considered among the more stable of their kind.
A Model with the Telekinesis Discipline gains the following benefits:An invisible shield that no blast or beam can penetrate, by means of this power a telekine keeps their allies safe from harm and confounds the brute tactics of the foe.
This Power can be used in either the Shooting or Assault Phase and grants a Shrouded Damage Mitigation Test.By force of will a telekine can bind the foe with invisible chains, leashing them to the spot and making them easy prey for allied guns.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Immovable Force | |||||||
| Immovable Force | 18 | 3 | 6 | 4 | 1 | Pinning (2), Force (Firepower) | Ranged,, Psychic |
By means of the fickle powers of the Warp, a Diviner parts the veil of time to glimpse what might be. By this power they guide their attacks and those of their allies, ensuring they strike home when and where they are most needed. Taciturn and secretive, diviners are obsessed with the consequences of each action, lest they taint the very future they seek to create. In battle they stalk key foes and critical struggles, seeking the perfect moment for them to change the flow of the battle at the point of a single well-placed blade or bolt.
A Model with the Divination Discipline gains the following benefits:In a glance, a diviner can sense where to direct fire to best harm the foe. It matters not if the foe hides, flees or stands defiant, for their future has already been decided.
This Power is used as part of a Shooting Attack to grant a Unit the Precision (5+) Special Rule.Telepaths are masters of the invisible realms of thought and emotion, and when they go to war no armour can stay their wrath. The foe’s every flaw and fear is laid bare before them, to be exploited in combat in the cause of victory. In battle they deal not in blood and death, but in terror and confusion, controlling the enemy rather than simply slaughtering them. Telepaths are arrogant and domineering warriors, for there is no secret that can be hidden from them.
A Model with the Telepathy Discipline gains the following benefits:Brute force stimulation of terror within the psyche of the foe can be more devastating than any artillery bombardment. By means of such tools does the telepath steer the foe to defeat.
This Power is used in the Movement Phase and can force the target to Fall Back or become Routed.Subtle manipulation of the foe’s fear can leave them confused and distracted, chasing ghosts even as the telepath’s allies draw close.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Cursed Whispers | |||||||
| Cursed Whispers | 18 | 2D6 | 3 | - | 1 | Stun (-) | Ranged, Psychic |
Thaumaturgy is the scholar’s art, a discipline dedicated to understanding and calming the fury of the Warp. In battle, these warriors seek to restore that which the Warp has undone and to contain the worst excesses of its manifestations. Surpassing the stumbling skills of the surgeon, they can return the dead to life and banish the unnatural back to the depths of the Warp. Yet, these cautious warriors are ever mindful of the cost of any use of the ætheric powers at their command, and only set forth their true power when no other choice remains. Of all the clades of the Imperium’s psykers, thaumaturges are the most knowledgeable, an obsession that in this Dark Age has seen them grow in importance.
A Model with the Thaumaturgy Discipline gains the following benefits:The ultimate art of the thaumaturge, and one they are loath to employ in any but the most dire of situations. Only at the very point of death can it be halted, and only with great risk can it be reversed. Thus, only the most valued warriors are deemed worthy of such an invidious salvation.
This Power can be used in the Shooting Phase and can return a single Casualty to the Unit with all Wounds restored.It takes a rare talent to seal the breaches in the Warp that other psykers create, yet on the battlefields of the Horus Heresy this can mean the difference between victory and defeat. For if the Warp is calmed, then the enemy’s psykers find their power withered and lessened.
This Power is used in the Start Phase and makes it harder for the Target Unit to use Psychic Powers, Psychic Reactions or to attack with Psychic Weapons.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.Some warriors are trained or equipped to make the most of the force of a charge. When they slam into enemy ranks, it is with the force of a thunderbolt.
On a successful Charge, a Model with the Impact (X) Special Rule temporarily increases a Characteristic by 1.
Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.
Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.The steel warriors of the Mechanicum are unlike any other force in the galaxy, unflinching automatons of logic engrams and gears. Though far more rugged than even the Emperor’s Legiones Astartes, they are bound to the unchanging dictates of their programming and lack the tactical flexibility of flesh and blood warriors.
The following Rules apply to all Models with the Automata Type: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:
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:
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.| HIGH COMMAND – The highest ranked officers of an Army. |
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.| COMMAND – The line officers of an Army. |



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.Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.
Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.
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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.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.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.
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.
Those blessed by the powers of biomancy are temporarily remade, their physiques swollen and warped for strength and resilience far beyond the merely human. It is not only their strength that swells, but also their rage. Under the effects of a biomancers influence even the most veteran warriors are lost to fury and bloodshed.
This Power is used in the Charge Sub-Phase to add a bonus to a Unit’s Strength and Toughness.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.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.Channelling the power of the Warp itself, a trained biomancer can rend steel and smash ceramite with their bare hands. Such is their fury that neither warriors of flesh, nor engines of iron can stand before them.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Biomantic Slam | |||||||
| Biomantic Slam | 3 | 1 | 12 | 2 | 2 | Armourbane, Force (Damage) | Melee, Psychic |
Volatile fuel, overpowered reactors or dangerous munitions can cause some war engines to explode when destroyed. Such explosions can prove devastating to friend and foe alike.
A Model with this Special Rule can explode and cause Hits to nearby Models and Units.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.With a snap of their fingers or sweep of their arms, a pyromancer can cause the very air to ignite in a storm of flame hot enough to burn flesh and sear metal.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Wildfire | |||||||
| Wildfire | 18 | 1 | 4 | 4 | 1 | Panic (1), Blast (5"), Force (Strength) | Ranged, Psychic |
Exotic beam weapons of arcing energy or sequential explosions triggered by the death of the first victim, some weapons cause not a single casualty, but a slew of them. Such weapons are wielded with grim efficiency against close packed formations of troops on the battlefields of the Horus Heresy. The most well-known examples are the volkite weapons of Mars, but many others are known.
Unsaved Wounds inflicted by attacks with the Deflagrate (X) Special Rule can cause additional Hits.In the heart of a melee, a pyromancer cares not for the subtle interplay of blades, and instead simply sows flame and cinder with wild abandon.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Conflagration | |||||||
| Conflagration | -1 | 6+D3 | 5 | 4 | 1 | Deflagrate (5) | Melee, Psychic |
Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.
Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.An invisible shield that no blast or beam can penetrate, by means of this power a telekine keeps their allies safe from harm and confounds the brute tactics of the foe.
This Power can be used in either the Shooting or Assault Phase and grants a Shrouded Damage Mitigation Test.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.By force of will a telekine can bind the foe with invisible chains, leashing them to the spot and making them easy prey for allied guns.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Immovable Force | |||||||
| Immovable Force | 18 | 3 | 6 | 4 | 1 | Pinning (2), Force (Firepower) | Ranged,, Psychic |
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 a glance, a diviner can sense where to direct fire to best harm the foe. It matters not if the foe hides, flees or stands defiant, for their future has already been decided.
This Power is used as part of a Shooting Attack to grant a Unit the Precision (5+) Special Rule.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.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.Brute force stimulation of terror within the psyche of the foe can be more devastating than any artillery bombardment. By means of such tools does the telepath steer the foe to defeat.
This Power is used in the Movement Phase and can force the target to Fall Back or become Routed.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.Subtle manipulation of the foe’s fear can leave them confused and distracted, chasing ghosts even as the telepath’s allies draw close.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Cursed Whispers | |||||||
| Cursed Whispers | 18 | 2D6 | 3 | - | 1 | Stun (-) | Ranged, Psychic |
Hatred can be a force as potent as any munition, driving troops to fight harder and more ferociously. The Horus Heresy would stoke old hatreds and spawn many new ones, granting canny commanders ample opportunity to set troops against their chosen foes.
The Hatred (X) Special Rule grants bonuses against enemies of a specific Faction, Type or Trait.The ultimate art of the thaumaturge, and one they are loath to employ in any but the most dire of situations. Only at the very point of death can it be halted, and only with great risk can it be reversed. Thus, only the most valued warriors are deemed worthy of such an invidious salvation.
This Power can be used in the Shooting Phase and can return a single Casualty to the Unit with all Wounds restored.It takes a rare talent to seal the breaches in the Warp that other psykers create, yet on the battlefields of the Horus Heresy this can mean the difference between victory and defeat. For if the Warp is calmed, then the enemy’s psykers find their power withered and lessened.
This Power is used in the Start Phase and makes it harder for the Target Unit to use Psychic Powers, Psychic Reactions or to attack with Psychic Weapons.