Legiones Astartes
 ]

The following comprises a full listing of the warriors and war machines of Loyalist and Traitor Space Marine Legions during the dark age of the Horus Heresy. It includes Army List Profiles for the vast panoply of the Legiones Astartes at the height of their power, allowing players to build and field Space Marine Legion armies. This volume also includes details on the Loyalist and Traitor Legions, the specialist units and leaders of those forces as well as the rules needed to represent them on the battlefield.

Contents

Books

BookKindEditionVersionLast update
  Liber Astartes
  Liber AstartesRulebook31.1October 2025
  Liber Hereticus
  Liber HereticusRulebook31.1October 2025
  Legacies of the Age of Darkness
  Legacies of the Age of DarknessExpansion31.1October 2025

The Legiones Astartes Army List

The following comprises a full listing of the warriors and war machines of those Space Marine Legions that remained loyal (or not) to the Emperor of Mankind during the dark age of the Horus Heresy. It includes Army List Profiles for the vast panoply of the Legiones Astartes at the height of their power, allowing Players to build and field Space Marine Legion armies. This volume also includes details on the Loyalist Legions, the specialist Units and leaders of those forces as well as the Rules needed to represent them on the Battlefield.

The Rules found in this book are used in conjunction with the Rules for Armies in the Age of Darkness from Warhammer: The Horus Heresy - Age of Darkness Rulebook. The Rules in the Age of Darkness Rulebook describe the process of creating an Army, while the additional Rules that follow provide Unit Profiles for Armies of the Legiones Astartes.

‘Core’ and ‘Expanded’ Army List Profiles
All Army List Profiles for the Warhammer: The Horus Heresy – Age of Darkness range are divided into two categories: Core Units and Expanded Units. All of the Units in this book are ‘Core’ Units. These represent the mainstay of the Legiones Astartes and are supported by a wide range of miniatures. Expanded Units will have Rules for their use provided in supplementary publications available from the Warhammer Community website, White Dwarf magazine or other places.

Both types of Unit may be freely used in any Horus Heresy battle, and this category does not affect their availability as part of an Army or Detachment or the Rules for their use during a battle.

As new Units and Models are released, their Army List Profiles will clearly state if those Units are Core or Expanded Units, and future publications may shift the category of a given Unit, with any such changes clearly noted in the Unit’s Army List Profile.

The Legiones Astartes at War: Building a Space Marine Army

Every Unit from the Legiones Astartes Army List will have an Allegiance, represented by a Trait on its Unit Profile. For Units which are not specific to a particular Allegiance, this will be represented by ‘[Allegiance]’. When you add such a Unit to your Army, this Trait is replaced with either ‘Loyalist’ or ‘Traitor’, based on which Allegiance you have selected for your Army.

Some Units within this Army List will have either the Loyalist or Traitor Trait on their Unit Profile. Such Units cannot select which Allegiance they have, and can only be selected in an Army with the appropriate Allegiance.

Allegiance and the Legiones Astartes

This page presents both loyalist and traitor legions; however, that does not mean they can only be used to represent armies of the Loyalist or Traitor Allegiance respectively. Factions both large and small within each of the Legions chose to defy their Primarchs and fight for the allegiance they deemed the true destiny of the Imperium and, as such, Players should feel free to use this page to create armies from those Legions that were historically loyal, but that have chosen to follow the Traitor Allegiance (or vise versa).

Every Unit from the Legiones Astartes Army List will also have a Faction represented by a Trait on its Unit Profile. For Units which are not specific to a Legion or other Organisation this will be represented by ‘[Legiones Astartes]’. When you add such a Unit to your Army, you must select one of the following Faction Traits to replace this with (this replaces all instances of the [Legiones Astartes] Trait on that Unit Profile while it is part of your Army):


Additional Reaction Point

If an Army’s Primary Detachment is from the Legiones Astartes Army List, the Controlling Player gains one additional Reaction Point if that Detachment or a Warlord Detachment from the same Army List includes any Models with the Master of the Legion Trait.

Future publications may also provide other options for replacing the [Legiones Astartes] Trait on Units.

Units which are specific to a certain Legion (such as each Legion’s Primarch) will already have the appropriate Faction Trait, and this may not be replaced.

All Units selected as part of a given Detachment must have the same Faction Trait unless another Rule or Special Rule states otherwise.

LEGIONS
This page contains additional Rules for 18 of the Legiones Astartes. Each Legion’s Rules are presented in their own section and contain the following elements:

Rites of War
Each Legion will present a series of themed special Rules for Units of that Faction, including a Legion Tactica, as well as new Advanced Reactions and Gambits available to Units of that Legion.

Armoury
Each Legion will have an Armoury section, detailing additional Wargear available to Units from that Legion.

Unit Profiles
Each Legion will also have a section detailing Units available only to that Legion, including notable Unique characters including that Legion’s Primarch.

Each time you select a Faction Trait from the list above, you must then select a Rite of War to use for all Units from your Army that have that Trait. Each Legion will have one or more Rites of War included in this book, and additional ones will be available in future publications.

Legiones Astartes Auxiliary Detachments

An army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

In addition to the Auxiliary Detachments presented in the Age of Darkness Rulebook, armies which make use of the Legiones Astartes Army List have access to a number of additional Auxiliary Detachments. These follow all the standard Rules for Auxiliary Detachments, but may have certain restrictions upon which Unit is used to fill the Command Force Organisation Slot which allows their selection. Additionally, certain Auxiliary Detachments allow Units to be selected from an Army List which is different to that used to fill the Primary, Allied or Apex Detachment to which they are linked. In this case, when an Auxiliary Detachment specifies which Army List Units selected for it are drawn from, this overrules the usual restrictions upon Army Lists presented in the Crusade Army Selection Rules.

Daemonic Manifestation

[AUXILIARY DETACHMENT]
When an Esoterist Unit with the Traitor Allegiance is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Daemonic Manifestation Auxiliary Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


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

Veteran Cadre

[AUXILIARY DETACHMENT]
When a Legion Champion Unit is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Veteran Cadre Auxiliary Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


Apothecarion Delegation

[AUXILIARY DETACHMENT]


Support Slots in this Detachment may only be used to select Apothecary Units.

Techmarine Covenant

[AUXILIARY DETACHMENT]


Support Slots in this Detachment may only be used to select Techmarine Units.

Recon Demi-Company

[AUXILIARY DETACHMENT]
When a Vigilator Unit is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Recon Demi-company Auxiliary Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


Recon Slots in this Detachment may only be used to select Reconnaissance Squad Units.

Storm Battery

[AUXILIARY DETACHMENT]
When a Siege Breaker Unit is selected to fill a Command Force Organisation Slot, then the Player may choose to add one Storm Battery Auxiliary Detachment to the Army instead of the options available in the Crusade Force Organisation Chart.


Support Slots in this Detachment may only be used to select Rapier Battery Units. Armour Slots in this Detachment may only be used to select Arquitor Bombard or Vindicator Siege Tank Units.

Additional Prime Advantage

The following Prime Advantage is available to Detachments using the Legiones Astartes Army List in an Army with the Traitor Allegiance.

Corrupted Legions

By the end of the Horus Heresy many of its participants would have felt the corrupting influence of the Warp, either coerced by their superiors to bear its mark, or giving themselves willingly. At first this was a subtle thing, affecting the temperament of the Legion’s warriors, but soon it had become a terrible and irreversible transformation. Many became something other than their brothers, no longer enhanced humans but a terrible fusion of man and malevolent entity.

If a Unit from the Legiones Astartes Army List with the Traitor Allegiance is selected to fill a Prime Slot, the Controlling Player can select the following Prime Advantage:

True Believers

All Models in the Unit selected to fill the Prime Slot gain the Malefic Sub-Type.

Malefic

Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the ӕther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.

The following Rules apply to all Models with the Malefic Sub-Type:
  • When a Unit composed entirely of Models with the Malefic Sub-Type would gain a Tactical Status of any kind, that Tactical Status is not applied to the Models in the Unit, but instead the Unit suffers D3 automatic wounds with an AP of 2 and a Damage Characteristic of 1 against which no Saving Throws of any kind may be made. Once these wounds are resolved, no Tactical Status is applied to any Model in the Unit.
  • Models with the Malefic Sub-Type are not affected by Special Rules that negatively modify their Leadership, Cool, Willpower or Intelligence Characteristics.
  • No Model that does not also have the Malefic Sub-Type may join or be joined by a Unit that includes one or more Models with the Malefic Sub-Type.

Legiones Decurion

Within the Space Marine Legions there are warriors that dedicate themselves to the skills of fighting aboard an armoured vehicle. Some serve as skilful commanders, directing the crew to feats beyond that of regular commanders, others are specialists in the use of defensive weaponry or even in the defence of their metal mount in the press of the melee. Whatever their specialisation, these warriors are known by the title Legiones Decurion.

A Legiones Decurion may be selected as an upgrade for some Models with the Vehicle Type selected from the Legiones Astartes Army List. Each Legiones Decurion upgrade will specify which Models it may be selected as an upgrade for. No Unit may have more than one Legiones Decurion upgrade selected for it.

Each Legiones Decurion upgrade must be paid for at a cost in Points, as indicated in the entry for that Legiones Decurion upgrade. Once upgraded, that Model gains a number of new Special Rules and/or items of additional Wargear.

All Legiones Decurion upgrades must be visually represented on the upgraded Model by a suitable Model placed in an otherwise empty cupola or hatch.

Decurion Defensor

Amongst the most common disciples of the Legiones Decurion creed are the defensors - charged with the protection of their mount in the heart of battle. They are experts at close defence and suppressing fire with pintle mounted weaponry.

This upgrade may be selected for any of the following Units from the Legiones Astartes Army List. A Model with this upgrade must also have a Pintle Mounted Weapon (excluding a Pintle Mounted havoc launcher):

(Models with twin accelerator autocannon or punisher rotary cannon only)

A Model with this upgrade gains the Point Defence Special Rule.

POINT DEFENCE

Many commanders stand tall atop their mount, driving the enemy back with deadly blasts from their pintle mounted weaponry.

When a Model with this Special Rule is the Target of a Charge, during Step 4 of the Charge Procedure, a Model with this Special Rule may make an additional Volley Attack. This additional Volley Attack is made as a separate Shooting Attack after resolving its first Volley Attack and the Controlling Player must select only one Pintle Mounted Weapon to make attacks as part of this second Volley Attack. If any Models are Removed as a Casualty as a result of this Model’s Shooting Attacks as part of this Volley Attack, the Charging Unit subtracts 1 from the result of any Charge Rolls made during this Phase.

Decurion Locus

Many of the initiates of the Legiones Decurion are trained to track and optimise the fire of their mount’s main battery, ensuring that each salvo strikes true as well as identifying priority targets amid the maelstrom of battle.

This upgrade may be purchased for any of the following Units from the Legiones Astartes Army List:

(Models with twin accelerator autocannon or punisher rotary cannon only)

A Model with this upgrade has an augury scanner and gains the Locus Strike Special Rule.

LOCUS STRIKE

Parsing data from across the battlefield, this experienced commander identifies those foes who pose the biggest threat to their mount, enabling its weaponry to react to enemy fire with greater precision.

When making a Return Fire Reaction for a Model with this Special Rule, any Turret Mounted Weapons are treated as Defensive Weapons regardless of their Characteristics. If the Turret Mounted Weapon on a Model with this Special Rule is already a Defensive Weapon, the Controlling Player of that Model can instead add +1 to Hit Tests made for that Weapon’s Fire Group when making that Reaction.

Wargear Lists

These Wargear lists are used with many of the Units in this Army List. Where a Wargear Option on a Unit references a Wargear list from those below, one of the options from that list can be selected for that Model and the Points cost listed added to the cost of that Unit.

Legion Officer Wargear

  • - Bolt pistol
    Free
  • - Chainsword
    Free
  • - Bolter
    +5 points
  • - Volkite serpenta
    +5 points
  • - Hand flamer
    +5 points
  • - Plasma pistol
    +5 points
  • - Disintegrator pistol
    +5 points
  • - Chainaxe
    Free
  • - Charnabal sabre
    +5 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • - Lightning claw
    +10 points
  • - Thunder hammer
    +15 points
  • - Combat shield
    Free
  • - Boarding shield
    +5 points
  • - Phoenix rapier1
    +15 points
  • - Graviton mace2
    +15 points
  • - Escaton power claw3
    +25 points
  • - Alchem caster4
    +5 points
  • - Æther-fire pistol5
    +10 points
  • - Tainted weapon6
    +15 points
  • - Warpfire pistol6
    +15 points

1 This item can be selected for a Model with the Emperor’s Children Trait.
2 This item can be selected for a Model with the Iron Warriors Trait.
3 This item can be selected for a Model with the Night Lords Trait.
4 This item can be selected for a Model with the Death Guard Trait.
5 This item can be selected for a Model with the Thousand Sons Trait.
6 This item can be selected for a Model with the Word Bearers Trait.

Legion Terminator Melee Weapons

  • - Lightning claw
    +5 points
  • - Power fist
    +10 points
  • - Chainfist
    +10 points
  • - Thunder hammer
    +10 points

Legion Sergeant Melee Weapons

  • - Chainsword
    Free
  • - Chainaxe
    Free
  • - Charnabal sabre
    +5 points
  • - Power weapon
    +10 points
  • - Thunder hammer
    +15 points
  • - Power fist
    +15 points
  • - Lightning claw
    +10 points
  • - Phoenix rapier1
    +15 points
  • - Graviton mace2
    +15 points
  • - Tainted weapon3
    +15 points

1 This item can be selected for a Model with the Emperor’s Children Trait.
2 This item can be selected for a Model with the Iron Warriors Trait.
3 This item can be selected for a Model with the Word Bearers Trait.

Legion Pistols

  • - Plasma pistol
    +5 points
  • - Hand flamer
    +5 points
  • - Volkite serpenta
    +5 points
  • - Alchem caster1
    +5 points
  • - Æther-fire pistol2
    +10 points
  • - Warpfire pistol3
    +15 points

1 This item can be selected for a Model with the Death Guard Trait.
2 This item can be selected for a Model with the Thousand Sons Trait.
3 This item can be selected for a Model with the Word Bearers Trait.

Legion Combi-weapons

  • - Combi-bolter
    +5 points
  • - Combi-flamer
    +10 points
  • - Combi-melta
    +10 points
  • - Combi-plasma
    +10 points
  • - Combi-volkite
    +10 points
  • - Combi-grenade
    +10 points
  • - Combi-disintegrator
    +10 points
  • - Combi-grav
    +10 points
  • - Alchem combi-flamer1
    +10 points
  • - Banestrike bolter2
    +5 points
  • - Banestrike combi-bolter2
    +10 points

1 This item can be selected for a Model with the Death Guard Trait.
2 This item can be selected for a Model with the Alpha Legion Trait.

Legion Special Weapons

  • - Flamer
    +5 points
  • - Plasma gun
    +10 points
  • - Meltagun
    +15 points
  • - Volkite charger
    +5 points
  • - Volkite caliver
    +10 points
  • - Rotor cannon
    +10 points
  • - Plasma repeater1
    +15 points
  • - Graviton gun2
    +10 points
  • - Graviton shredder2
    +15 points
  • - Alchem flamer3
    +5 points
  • - Æther-fire blaster4
    +15 points
  • - Warpfire blaster5
    +20 points

1 This item can be selected for a Model with the Dark Angels Trait.
2 This item can be selected for a Model with the Iron Hands Trait.
3 This item can be selected for a Model with the Death Guard Trait.
4 This item can be selected for a Model with the Thousand Sons Trait.
5 This item can be selected for a Model with the Word Bearers Trait.

Legion Equipment

  • - Nuncio-vox
    +10 points
  • - Augury scanner
    +10 points

Legion Heavy Weapons

  • - Heavy bolter
    +10 points
  • - Heavy flamer
    +10 points
  • - Autocannon
    +20 points
  • - Missile launcher
    +15 points
  • - Multi-melta
    +25 points
  • - Plasma cannon
    +20 points
  • - Volkite culverin
    +15 points
  • - Lascannon
    +25 points
  • - Shrapnel cannon1
    +15 points
  • - Iliastus assault cannon2
    +20 points
  • - Heavy alchem flamer3
    +10 points
  • - Æther-fire cannon4
    +20 points
  • - Warpfire projector5
    +25 points

1 This item can be selected for a Model with the Iron Warriors Trait.
2 This item can be selected for a Model with the Imperial Fists or Blood Angels Trait, with Heavy Support Squads that make use of this option referred to as Iliastus Support Squads.
3 This item can be selected for a Model with the Death Guard Trait.
4 This item can be selected for a Model with the Thousand Sons Trait.
5 This item can be selected for a Model with the Word Bearers Trait.

Legion Sponson Weapons

  • - Two Sponson Mounted heavy bolters
    Free
  • - Two Sponson Mounted heavy flamers
    Free
  • - Two Sponson Mounted lascannons
    +20 points
  • - Two Sponson Mounted volkite culverins
    +10 points
  • - Two Sponson Mounted shrapnel cannon1
    +10 points
  • - Two Sponson Mounted Iliastus assault cannon2
    +30 points
  • - Two Sponson Mounted heavy alchem flamers3
    +10 points

1 This item can be selected for a Model with the Iron Warriors Trait.
2 This item can be selected for a Model with the Imperial Fists or Blood Angels Trait.
3 This item can be selected for a Model with the Death Guard Trait.

Legion Pintle Weapons

  • - Pintle Mounted combi-bolter
    +5 points
  • - Pintle Mounted combi-flamer
    +10 points
  • - Pintle Mounted combi-plasma
    +10 points
  • - Pintle Mounted combi-melta
    +10 points
  • - Pintle Mounted combi-volkite
    +10 points
  • - Pintle Mounted havoc launcher
    +5 points
  • - Pintle Mounted heavy bolter
    +10 points
  • - Pintle Mounted heavy flamer
    +10 points
  • - Pintle Mounted multi-melta
    +25 points
  • - Pintle Mounted shrapnel cannon1
    +15 points
  • - Pintle Mounted Iliastus assault cannon2
    +20 points
  • - Pintle Mounted heavy alchem flamer3
    +15 points

1 This item can be selected for a Model with the Iron Warriors Trait.
2 This item can be selected for a Model with the Imperial Fists or Blood Angels Trait.
3 This item can be selected for a Model with the Death Guard Trait.

The Loyalist Legions

In this part of the page you will find sections dedicated to those Legions who remained loyal to the Emperor and, for the most part, fought in his name during the Horus Heresy:

Each section will contain the following:

Ist LEGIONES ASTARTES

Dark Angels

The Dark Angels returned from the outer edges of the galactic darkness to learn too late of the massacres at Isstvan. Too far away from any hope of intervening, they were a Legion incensed, willing to roar their defiance and seek retribution. Foreseeing this eventuality, Horus dispatched the Night Lords Legion to wreak havoc in the sectors around Thramas, hoping to draw in the First Legion and contain their fury away from his own advance. The vengeful Dark Angels were drawn to Thramas by word of the atrocities being perpetrated, and led a counter-invasion to retake the region for the Imperium. The two Legions engaged in a bitterly contested conflict that dragged on for more than three years and saw the ruin of dozens of worlds across four inhabited sectors. The stalemate ended when the Dark Angels unleashed their arsenal of forbidden weaponry upon the Night Lords, reducing them to a crippled and scattered Legion.

By this time, the Ruinstorm occluded most of the eastern Imperium, and the Dark Angels were unable to strike at the heart of Horus’ Dark Empire. Instead, they fought alongside the Ultramarines and Blood Angels in the galactic east, beating back the Shadow Crusade and dozens of isolated Traitor elements. Elsewhere, isolated Dark Angels fleets and bastions across the galaxy joined with other Loyalist forces to resist the Traitors’ advance.

As the great warp storms began to dissipate, the pragmatic Lion embarked on a punitive campaign against the Traitors that came to be known as the Passage of the Angel of Death. His Legion was a bolt of hatred cast across the southern Imperium, bringing ruin to the home worlds of the Death Guard and the Emperor’s Children Legions, and any other Traitor stronghold they came upon. The Dark Angels also became embroiled in the great Cataclysm of Iron, unleashing the Lion’s sanction with impunity on all who turned their face from the Emperor. Only at the last, when news of Horus’ siege on Terra reached the Dark Angels, did they end their vicious campaign and turn back towards the Imperial core.

Armoury of the Dark Angels

The following comprises new options and Wargear available only to Models with the Dark Angels Trait.

Blades of the First Legion

With a predilection towards long blades, even before the influence of the knightly Orders of Caliban, many among the 1st Legion carry two-handed swords into battle, wielding them with a preternatural skill.

Any Model with the Command, Champion or Sergeant Sub-Type and the Dark Angels Trait may have its power sword exchanged for one Calibanite warblade for +5 Points per Model.

Any Model with the Command or Champion Sub-Type and the Dark Angels Trait may have its power fist exchanged for one Terranic greatsword for Free.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Calibanite warblade
Calibanite warblade
I
A
+1
3
1
Breaching (5+)
Sword of the Order
Terranic greatsword
Terranic greatsword
-1
A
+2
3
2
Breaching (5+)
Sword of the Order

Plasma Burner and Plasma Incinerator

An offshoot of more common plasma technology, these weapons vent plasma gas through a magnetic bottle in high-speed jets. Any enemy caught in the path of such a jet is quickly reduced to molten slag, annihilated by pressurised torrents of raw plasma, leaving no trace of its presence. However, the magnetic fields that keep the super-heated gas contained are fragile and emit a low-intensity’ field of radiation, and as such the average wielder remains combat viable for only a few short decades before requiring augmetic replacements or reassignment to a Dreadnought sarcophagus.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma burner
Plasma burner
- Sustained fire
- Sustained fire
Template
1
5
4
1
Template, Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
Template
1
6
4
1
Template, Breaching (5+), Overload (1)
Plasma
Plasma incinerator
Plasma incinerator
- Sustained fire
- Sustained fire
Template
1
5
4
2
Template, Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
Template
1
6
4
2
Template, Breaching (5+), Overload (1)
Plasma

Paladin of the Hekatonystika

Veiled in allegory and obscure symbolism, the Orders of the Hekatonystika bore the heavy burden of keeping the most secret and dangerous knowledge acquired on the battlefield. Many of the Legion’s most veteran warriors were initiates of the Orders and wore their colours with pride on the field of battle.

If a Centurion or Centurion with Jump Pack that has the Dark Angels Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Paladin of the Hekatonystika
This Prime Advantage can only be selected once per Army. One Model in the Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gains the following benefits:
  • Has its Base Weapon Skill Characteristic modified by +1.
  • Must have its bolter exchanged for a Terranic greatsword for Free.
  • Gains the Order Exemplars Special Rule.

Terminator Paladin of the Hekatonystika

Granted the right to requisition the wargear they deem most appropriate to the deployment being undertaken, the Paladins of the Hekatonystika upheld the honour of their Orders across the battlefields of the Horus Heresy.

If a Centurion in Terminator Armour that has the Dark Angels Trait is selected to fill a Prime Force Organisation Slot, the Paladin of the Hekatonystika Prime Advantage can be selected for it. If this Prime Advantage is selected for a Centurion in Terminator Armour, its power weapon is exchanged for a Terranic greatsword for Free instead of its bolter.

Rite of War: Legiones Astartes Dark Angels

LEGION TACTICA
All Models with the Dark Angels Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

The Angels of Death

Ever have the warriors of the First Legion faced the terrors of the galaxy and undaunted they have met them head-on, for more than the warriors of any other Legion, they are the avatars of the death angel itself

Negative modifiers to Dark Angels’ Leadership, Willpower, Cool and Intelligence are limited.

Models with this Special Rule may never have their Leadership Characteristic modified to less than 6. Additionally, any variant of the Fear (X) Special Rule may only reduce the Leadership, Willpower, Cool and Intelligence Characteristics of any Model with this Special Rule by a maximum of 1, regardless of the value of X.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Dark Angels Trait can select Sword of the Order instead of any others available to that Model:

Sword of the Order

More than it was simply a weapon, the sword was emblematic of the First Legion, not only in terms of symbology but also in terms of their purpose - to deliver the killing blow to the foes of the Imperium, to cleave the head of the enemy from their shoulders swiftly and deftly.

This Gambit may be chosen when using sword Weapons in Challenges.

If this Gambit is selected, then as long as the Model under this Player’s control is declared to be using a chainsword, power sword, force sword, paragon blade or Weapon with the Sword of the Order Trait, in Step 3 of the Challenge Sub-Phase, that Weapon’s Attacks Modifier Characteristic is modified by -1 and it gains the Critical Hit (6+) Special Rule, or improves the value of X of an existing version of Critical Hit (X) it already possessed by +1.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Dark Angels Trait can spend Reaction Points to make the following Advanced Reaction:

Vengeance of the First Legion

They would not tire, nor would they wane, only in victory or death would the Dark Angels’ thirst for vengeance be sated.

This Reaction allows the Controlling Player to choose to repeat the Fight Sub-Phase.

Trigger: Once per Battle, the Reactive Player may declare the Vengeance of the First Legion Advanced Reaction after the last Initiative Step of a Combat that includes a Unit under that Player’s control which only includes Models with the Dark Angels Trait has been resolved, but before the Make Final Pile-in Moves Step.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare the Vengeance of the First Legion Advanced Reaction, this cost paid as soon as the declaration is made.

Target: The Target Unit is always a Unit in that Combat which only includes Models with the Dark Angels Trait. That Unit is the Reacting Unit.

Process
  • Instead of Proceeding to the Make Final Pile-in Moves Step of that Combat, the Players must return to Step 1 of that Combat and resolve it a second time, discarding any Combat Resolution Points gained during the first round (but not Combat Resolution Points scored from any Challenges during that Combat).
  • Models in the Reacting Unit gain the Shred (6+) Special Rule on any Weapons they have with the Sword of the Order Trait.

Additional Detachments

An Army that has a Primary Detachment with the Dark Angels Faction may select the following Auxiliary Detachments using the standard Rules for the selection of such Detachments as presented in the Age of Darkness Core Rules:

Ironwing Gauntlet

The Ironwing holds sway over the vast armouries of the Dark Angels, commanding a force of war engines greater than almost any other Legion. Individual Ironwing Gauntlets provide a tactically flexible force of armoured tanks and transports that can be individually detached to elements of the other Hexagrammaton Wings or combined into vast armoured hosts.

IRONWING GAUNTLET
[AUXILIARY DETACHMENT]

Dreadwing Cadre

When the Lion decrees that a world must die, it is the veterans of the Dreadwing that assume command of such operations. Dreadwing Cadres concentrate these grim warriors into detachments whose sole purview is the utter annihilation of their foe.

DREADWING CADRE
[AUXILIARY DETACHMENT]

Stormwing Muster

The Stormwing are masters of the open battlefield, artists of shot and shell, and their number forms the core of the Dark Angels Legion. Individual Stormwing Musters practise heavy infantry tactics developed from the initial doctrines of the 1st Legion’s earliest deployments in the Unification Wars, leveraging each Legionary’s individual power into an unstoppable tide.

STORMWING MUSTER
[AUXILIARY DETACHMENT]

Deathwing Conclave

Duty weighs heavily upon the oath-hound warriors of the Deathwing, once sworn to a task they will let no obstacle bar them from its completion. Deathwing Conclaves are among the most potent fighting divisions within the Ist Legion, for while small, some of the deadliest and most experienced fighters in the Imperium can be found among their number.

DEATHWING CONCLAVE
[AUXILIARY DETACHMENT]

Ravenwing Lance

“The arrow knows the path." - this saying holds great meaning for the masters of the Ravenwing, a formation known for adhering to strange truths acquired from distant worlds, but also for their success on the field of war. Ravenwing Lances showcase well this latter truth, for they are fleet and deadly in equal measure.

RAVENWING LANCE
[AUXILIARY DETACHMENT]

Firewing Echelon

Firewing Echelons gather the most capable hunter-killers in the Legion, an unerring host whose lethality is only matched by their precision. These warriors single out enemy commanders for elimination, cutting the head from the enemy force with an overwhelming strike.

FIREWING ECHELON
[AUXILIARY DETACHMENT]
  • Elites Slots in this Detachment may only be used to select Seeker Squad Units.
Vth LEGIONES ASTARTES

White Scars

As the dark days of the Horus Heresy unfolded, the loyalty of the unpredictable White Scars was doubted by many who should have been allies and presumed by those who would become enemies. Such was their reputation at the outset of the Horus Heresy, that those who sought to rule the Imperium, be they emperor or tyrant, eyed the Legion as a prize to be won and leashed to their ambitions, a fulcrum upon which to lever Mankind’s civil war in their favour. Horus sequestered the Legion to a long campaign on isolated Chondax, expecting the White Scars to fall to his cause once his might was undeniable. There he sent the Alpha Legion to waylay the Vth and hide the truth of his heresy from the Khan. However, though warrior lodges had infiltrated the White Scars and almost half of their number would momentarily teeter on the precipice of treachery, the Khan surprised the Warmaster by remaining fiercely loyal, breaking free from the prison of Chondax and making for Terra with his Legion.

The path to the Throneworld would not be an easy one. Barred by the Ruinstorm, the White Scars spent years waging a hit-and-run war within the Dark Empire of the Warmaster on a circuitous passage to the Imperial Core. Hundreds of battles on scores of worlds would see the Traitor forces suffer at the blades of the Khan’s warriors, victories that the White Scars paid a heavy toll in Legionary lives and fleet assets to achieve. It was not until the greater measure of the Khan’s Legion had fallen, and the Legion risked its viability as a fighting force that it finally fled the Traitors’ gauntlet toward Terra. There the White Scars joined the Praetorian’s defences for the Segmentum Solar, particularly in the battles over Paramar and Lorin Alpha and, when the Traitor fleet darkened the skies above Terra, the White Scars would stand shoulder to shoulder with their Loyalist brother Legions in defence of the Emperor.

Armoury of the White Scars

The following comprises new options and Wargear available only to Models with the White Scars Trait.

Power Glaive

Based on the ancient polearms of Mundus Planus, the power glaive is as much a mark of status amongst the White Scars as it is a weapon of war. Known in the language of the steppes tribes led by Jaghatai Khan as the Rising Moon Blade, the weapon is known both for its intimidating weight as well as the graceful sweeping strikes that characterise its use.

Any Model with the Command Sub-Type and the White Scars Trait may have its power weapon exchanged for one power glaive for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power glaive
Power glaive
I
A
+1
3
1
Impact (AP), Breaching (5+)
Power

Cyber-hawk

Crafted by the Techmarines of the Vth Legion, these dedicated servo-automata are based upon the form of great raptors, and are configured to act as advance scouts and pathfinders for their masters.

Cyber-hawk
All Models in a Unit that includes any Models with a cyber-hawk gain the Move Through Cover Special Rule.

The Sagyar Mazan

The people ofChogoris are possessed of great wisdom and capable of deep compassion, but these characteristics are tempered by a fierce and uncompromising sense of justice that can lead them to acts of apparent cruelty when discipline or honour is compromised. Within the White Scars Legion, outright disobedience or catastrophic failure is rewarded with death, delivered by the hand of a warrior’s superior. Occasionally, however, this punishment might be commuted to exile by a merciful leader sympathetic to mitigating circumstances. Those exiled from their Brotherhood are known as penitents, or the ‘Sagyar Mazan’, and it is their fate to seek out an honourable death and, in so doing, wash away any stain of dishonour.

If a Unit which only includes Models with the White Scars Trait and the Infantry or Cavalry Type is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

The Sagyar Mazan
All Models in the Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Expendable (2) Special Rule.

Rite of War: Legiones Astartes White Scars

LEGION TACTICA
All Models with the White Scars Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Swift of Action

Whether on foot or borne into battle upon the saddle of a mount, the White Scars were ever poised to spring into action, crossing the battlefield apace to close with their enemies and take the fight to them without hesitation nor delay.

The White Scars Player may increase their Model’s Movement Characteristic.

At the start of any of the Controlling Player’s Turns that Player may choose to increase the Movement Characteristic of any Model with this Special Rule and a Base Movement Characteristic of at least 1 and apply a modifier of +2 to that Characteristic until the end of that Player Turn.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the White Scars Trait can select The Path of the Warrior instead of any others available to that Model:

The Path of the Warrior

Such is the strength of the bond between the warriors of the White Scars and the weapons they wield, and so immersed in the act of battle they become, their strikes become predetermined as if to fulfil a destiny that is laid out before them like the course of a stream flowing down from the mountains.

The Controlling Player may take a chance to gain a bonus to the Focus Roll.

When this Gambit is selected, before making the Focus Roll, the Controlling Player must declare a choice to ‘Strike Low’ (predicting the result of the next Focus Roll, before any modifiers are applied, is 1-3) or to ‘Strike High’ (predicting the result of the next Focus Roll, before any modifiers are applied, is 4-6). If the result of the Focus Roll corresponds with their choice, they may ignore all negative modifiers and only apply positive modifiers to their Focus Roll.

Advanced Reaction

The Controlling Player of any Units that include only Models with the White Scars Trait can spend Reaction Points to make the following Advanced Reaction:

Chasing the Wind

With the power the White Scars commanded, they were never hasty and with the might of their armouries, they were not reckless. Of all the champions of the Vth Legion, placement and timing were the mightiest, for even the faintest blow landed in precisely the correct position could see the greatest wall tumble.

This Advanced Reaction allows the Controlling Player to make an additional Move with the Reacting Unit.

Trigger: The Reactive Player may declare a Chasing the Wind Advanced Reaction in Step 2 of the Move Sub-Phase process, if an enemy Unit ends a move within 12" and in Line of Sight of a Unit that only includes Models with the White Scars Trait under the Reactive Player’s Control.

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

Target: The Target Unit is always the Unit whose Move triggered the Advanced Reaction. Once the cost has been paid, the Reactive Player must select one Unit that only includes Models with the White Scars Trait under their control that is within 12" and has Line of Sight to the Target Unit, that Unit is the Reacting Unit.

Process
  1. Once the Target Unit has finished its Move, the Reactive Player may make a Move with the Reacting Unit, following the normal Rules for Movement, including applying any modifiers due to Difficult Terrain and making Tests required due to Dangerous Terrain but the Reacting Unit may not Rush.
  2. Once the Reacting Unit has completed this move, the Active Player must then proceed with the remainder of their Movement Phase.

Additional Detachment

An Army that has a Primary Detachment with the White Scars Faction may select the following Detachment:

Chogorian Warband

Favoured by the Chogorian recruits to the Vth Legion as the ideal subdivision of a fighting body of troops, the Chogorian Warhand was also employed by many of the Legion’s Terran warriors. Composed of a body of Legionaries mounted entirely on fleet warbikes and Scimitar jetbikes, or in other transport vehicles, these formations were ideal for harrying campaigns or lightning strike warfare.

CHOGORIAN WARBAND
[AUXILIARY DETACHMENT]
VIth LEGIONES ASTARTES

Space Wolves

The Space Wolves, who in the latter years of the Great Crusade’s long campaigns were a highly veteran force of over 75,000 warriors, were already bloodied and reduced to approximately a third of that number by the beginning of the Horus Heresy. The Warmaster had twisted Leman Russ’ orders for the censure of Magnus the Red into the destruction of the Thousand Sons Legion, in the hope that two rivals might be eradicated in one act. During a vicious campaign that ravaged the world of Prospero in a cataclysm that unleashed the Warp to rend reality asunder, the sons of Russ suffered heavy casualties and the Thousand Sons Legion was all but annihilated.

Though victorious, Prospero was a mark of shame for the VIth Legion, which realised it had unwittingly perpetrated the first open act of fratricide of the Horus Heresy. The Legion fought bitterly throughout the Age of Darkness to scour that mark from its honour; however, the Traitors were intent on punishing the wounded Space Wolves for the arrogance they showed in holding themselves as a Legion apart.

Many thousands of Space Wolves fought across the galaxy in small battlegroups, but the bulk of the Legion would remain united throughout the Horus Heresy. Alongside Russ, they would suffer terribly, but always snatch an epic saga from the jaws of painful defeat. At Alaxxes they were harried through the nebulae by the Alpha Legion. At Vanaheim, a stalemate conflict was concluded when the Legion’s unbridled rage was unleashed upon the entrenched Iron Warriors.

At Trisolian, Russ faced his brother, Horus, and wounded the Warmaster grievously, affecting the war in ways few mortals could fathom at that time. Yet, the Space Wolves paid a high price for this desperate mission, for they were unable to return to Terra and were instead run to ground and forced to give battle against a united host of Traitor Legions at Yarant, where they faced their darkest hour during the so-called ‘Wolf Cull’.

Armoury of the Space Wolves

The following comprises new options and Wargear available only to Models with the Space Wolves Trait.

Fenrisian Axe

A common weapon among the tribal warriors of Fenris, these heavy bladed axes often seem crude to outsiders, but their pattern-welded steel is capable of cleaving through flesh and bone with terrible efficacy. When the warriors of Fenris began to join the ranks of Russ’ Legion, they brought these weapons with them, as much badges of office as they were weapons.

Any Model with the Space Wolves Trait may have its chainsword exchanged for one Fenrisian axe for +2 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Fenrisian axe
Fenrisian axe
I
A
+1
-
1
Reaping Blow (1)
None

Frost Blades

Created by the weaponsmiths of the Fang, the famed frost blades were forged after detailed study of the arcane technologies of Leman Russ’ own Emperor-gifted blade, coupled with unique materials gleaned from the death world of Fenris itself, namely the preternaturally hard chitin-teeth of the Fenrisian krakens that haunted that death world’s deeps. Most took the shape of traditional Fenrisian battle axes or Terran-influenced double-edged chainblades, while some few were also fashioned after power claws or even broad-bladed war spears, but all were finely made and equally lethal. Only a few such weapons were able to match the fabled paragon blades of Ancient Terra in destructive potential and quality, but all were truly formidable weapons in their own right.

Any Model with the Command or Champion Sub-Type and the Space Wolves Trait may have its power weapon exchanged for one frost sword or one frost axe for +5 Points per Model or have its lightning claw exchanged for one frost claw for +5 Points per Model.

Any Model with the Command or Champion Sub-type and the Space Wolves Trait may have its power weapon exchanged for one great frost blade for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Frost sword
Frost sword
I
A
+1
3
1
Breaching (5+), Reaping Blow (1)
Power
Frost axe
Frost axe
-1
A
+1
3
1
Breaching (4+), Reaping Blow (1)
Power
Frost claw
Frost claw
I
A
S
3
1
Breaching (4+), Reaping Blow (1), Shred (6+)
Power
Great frost blade
Great frost blade
-2
A
+3
2
2
Reaping Blow (1)
Power

Pack Thegn

A Pack Thegn or lesser Claw Leader is a proven warrior of a score of campaigns or more, who is deeply experienced in the making of murder. Long of fang and beard, often a Pack Thegn is a commander who has survived the loss of his company or lost esteem in the eyes of his betters and is side-lined from any hope of becoming a Jari. These warriors bind their fortunes to that of their favoured Jari (or indeed whichever Jari is willing to take them on if disgraced), sharing their cunning and expertise in war with his new recruits and teaching patience to his more savage pack members. A Pack Thegn will stay at the heel of that Jari, hunting at the head of his packs until death.

If an Optae that has the Space Wolves Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Pack Thegn
A Model selected to fill a Prime Force Organisation Slot with this Prime Advantage:
  • Has its Base Attacks and Weapon Skill Characteristics modified by +1.
  • May have its power sword exchanged with one frost sword or frost axe for Free, or with one frost claw for +5 Points.

Rite of War: Legiones Astartes Space Wolves

LEGION TACTICA
All Models with the Space Wolves Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

The Hunter’s Strike

Relentlessly, the warriors of the VIth Legion would stalk, closing with their prey until they were ready to strike. Finally, once the distance was closed, there would be no escape for their enemies, no chance to escape from the Wolves’ blades as they came for blood.

Space Wolves make a longer Set-up Move.

Models with this Special Rule must add +2" to the distance of any Set-up Move, to a maximum of 6".
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Space Wolves Trait can select one of the following Gambits instead of any others available to that Model:

No Prey Escapes

Once the scent of their blood is in the air, few can escape the predation of the champions of the VIth Legion in battle.

This Gambit means that the Challenge only ends when one or both Models are Removed as Casualties.

When this Gambit is selected, the Opposing Player may never choose to move to the Glory Step, regardless of who has Challenge Advantage, who is the Active Player or the effects of any other Gambit or Special Rule, until one or both Models are Removed as Casualties.

A Saga Woven Of Glory

To live in the tales of legend is to live forever, ageless. Let your deeds stir the hearts of your kin when your bones are dust and you become an ancestor worthy of remembering.

This Gambit increases the Attacks Characteristic of a Unit that accompanies a Model fighting a Challenge.

If a Model with this Gambit selected for it is the winner of the Challenge whilst this Gambit is selected and the opposing Model is Removed as a Casualty, all Models in the same Unit as the Model that this Gambit is selected for gain a modifier of +1 to their Attacks Characteristic in the following Fight Sub-Phase.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Space Wolves Trait can spend Reaction Points to make the following Advanced Reaction:

Bestial Savagery

Those few that survived the onslaught of the VIth Legion would tell tales of warriors that took on the aspect of mythical beasts, overcome with animalistic fury and heedless of enemy fire. Although there was no evidence of this, the demeanour of the Space Wolves made it so that only a small step in the imagination was necessary to conjure such a fiction.

This Reaction allows the Reacting Unit to make a Damage Mitigation Roll against Wounds caused during the current Shooting Phase and also move towards an Enemy Unit.

Trigger: Once per Battle, the Reactive Player may declare the Bestial Savagery Advanced Reaction in the Shooting Phase, during Step 3 of any Shooting Attack made by the Active Player that targets a Unit that only includes Models with the Space Wolves Trait.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggers the Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggers the Reaction.

Process
  1. Once the Bestial Savagery Advanced Reaction has been declared, the Active Player must resolve all remaining Steps of the Shooting Attack process as normal. Models in the Reacting Unit gain the Feel No Pain (5+) Special Rule for the duration of this Shooting Phase.
  2. Immediately after Step 11 of the Shooting Attack that triggered this Reaction is resolved, the Reacting Unit must Move following the procedure for making a Set-up Move, as if the Target Unit were the Target of a Charge.
  3. If this Move is sufficient to bring any Models into Base Contact with the enemy, the Reacting Unit counts as having made a Successful Charge during the following Assault Phase and automatically passes all Checks that it is required to make in the following Morale Sub-Phase, with the Controlling Player assumed to have rolled a pair of 1s for each required Check.

Additional Detachment

An Army that has a Primary Detachment with the Space Wolves Faction may select the following Detachment:

Bloodied Claw

The Space Wolves have never shied from the gore-drenched demands of the all-out frontal assault, but in this, as with other facets of their way of war, their unique character and controlled savagery shapes much of what they do when faced with such a dire prospect. So-called ‘Bloodied Claw’ detachments exemplified this approach at the tactical level, gathering rapid skirmishers and heavy’ assault elements into a force which could both shatter the foe’s line and exploit the breach to wreak bloody carnage.

BLOODIED CLAW
[AUXILIARY DETACHMENT]
  • Troops Slots in this Detachment may only be used to select Grey Slayer Pack Units.
VIIth LEGIONES ASTARTES

Imperial Fists

In the closing years of the Great Crusade, the Imperial Fists had been recalled to Terra to begin the work of fortifying the Segmentum Solar and the core worlds of the Imperium. The bulk of the Legion returned to the Throneworld of humanity, though many thousands more remained scattered the breadth of the galaxy and would take years to rendezvous with the Legion’s main force.

At the outbreak of the Horus Heresy, Rogal Dorn was invested with the powers of Warmaster in all but name - becoming commander of all of the Imperium’s military assets in the effort of coordinating the galactic defence.

Its fleet was amongst the first to respond to Horus’ treachery and a Retribution force was sent by Dorn to face the Traitors. Waylaid at Phall by warp storms, the Imperial Fists would outmatch the Primarch Perturabo in void warfare before withdrawing back to Terra following their Primarch’s orders.

At Tallarn, the sons of Dorn would clash again with the Iron Warriors as part of the huge armoured engagement, cementing their bitter rivalry with blood. At Cthonia, they contained the Sons of Horus, and in the skies above Pluto, Rogal Dorn beat back the Alpha Legion’s early attempt to strike at Terra with the might of the Phalanx - the lynchpin of the Sol System’s defence.

Across the northern Segmentum Solar, Dorn erected the ‘Gauntlet of Stone’, a line of defences that held off the Traitor onslaught across the vital channels of Paramar, Beta Garmon and Lorin Alpha. The Legion also fought a bitter and desperate defence at its home world of Inwit against overwhelming Traitor forces. When Horus brought his hordes to Terra, the VIIth Legion was instrumental in the defence of the Imperial Palace. Rogal Dorn commanded the Imperium’s defiance, and without the sacrifices of the Imperial Fists all might have been lost.

Armoury of the Imperial Fists

The following comprises new options and Wargear available only to Models with the Imperial Fists Trait.

Solarite Power Gauntlet

These augmented power fists are greatly favoured by the officers of the Imperial Fists Legion. Crafted in imitation of the ancient relics of Old Earth, they embody their Legion’s heraldic icon in the shape of a powerful weapon.

Any Model with the Command, Champion or Sergeant Sub-Type and the Imperial Fists Trait may have its power fist exchanged for one Solarite power gauntlet for +5 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Solarite Power Gauntlet
Solarite power gauntlet
-3
A
+4
2
2
Critical Hit (6+)
Power

Vigil Pattern Storm Shield

The Imperial Fists were the first to utilise the enhanced Vigil pattern storm shield design, which featured a uniquely potent field generator far exceeding those found elsewhere. The first of these had entered service with the Legion after the Ullanor Campaign, but difficulties in production meant only a few hundred had entered full service at the outset of the wars of the Horus Heresy.

This is an item of Wargear providing additional protection to specialist Imperial Fists Models.

  • Any Model with the Command Sub-Type and the Imperial Fists Trait may have its boarding shield or a combi-bolter exchanged for one Vigil pattern storm shield for +5 Points per Model or its combat shield exchanged for one Vigil pattern storm shield for +10 Points per Model.
  • Any Model with the Imperial Fists Trait in a Tartaros Terminator Command Squad or Tartaros Terminator Squad may have its combi-bolter exchanged for one Vigil pattern storm shield for +5 Points per Model.
  • Any Model with the Imperial Fists Trait in a Cataphractii Terminator Command Squad or Cataphractii Terminator Squad may have its combi-bolter exchanged for one Vigil pattern storm shield for Free.

A Model with a Vigil pattern storm shield has a 4+ Invulnerable Save. In addition, it gains the Shield Trait and the Heavy Sub-Type.

Castellan

Upon the broad shoulders of the Lords Castellan were the foundations of the Imperium built. They are the unbending spine of the VIIth Legion, those chosen few lords of siege warfare who commanded armies in the name of their Primarch, conquering world after world. In their wake, the Castellans left only loyal, compliant civilisations; erecting upon those worlds which they conquered mighty Imperial redoubts from which the defence of entire sub-sectors could be coordinated.

If a Centurion Model that has the Imperial Fists Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Castellan
A Model selected to fill a Prime Force Organisation Slot with this Prime Advantage:
  • Gains an augury scanner
  • Cannot select any of the Centurion’s listed options and instead must have their bolter exchanged for one of the following options for Free:
    • Heavy bolter
    • Autocannon
    • Iliastus assault cannon

Rite of War: Legiones Astartes Imperial Fists

LEGION TACTICA
All Models with the Imperial Fists Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Fire Discipline

Although bolter and solid shot weapons were the mainstay of all Legion armouries by the time of the Horus Heresy, the Imperial Fists displayed notable commitment to their use, expecting a high level of training and proficiency regardless of their rank or role, from command elements to inductii. Legionaries commonly made individual modifications to their weapons, including the attachment of enhanced sighting reticules and ocular targetters not only to improve their performance on the battlefield but also as a mark of their dedication and commitment.

Imperial Fists gain a bonus of +1 when making Hit Tests with multiple bolt and auto Weapons.

When making a Shooting Attack for a Unit that only includes Models with this Special Rule, add +1 to the result of Hit Tests made for attacks in any Fire Groups that include more than five Dice or attacks and that have the Bolt or Auto Trait.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Imperial Fists Trait can select A Wall Unyielding instead of any others available to that Model:

A Wall Unyielding

The Sons of Rogal Dorn each inherited a degree of the Praetorian of Terra’s resilience and fortitude, able to stand where others would fall, stoic and unfaltering even as they wore the wounds of the worst any enemy could muster.

The Controlling Player may choose to limit the Damage suffered in a Challenge.

While this Gambit is selected, the Controlling Player does not add their Combat Initiative to the result of the Focus Roll, but gains the Eternal Warrior (1) Special Rule for the duration of the Strike Step.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Imperial Fists Trait can spend Reaction Points to make the following Advanced Reaction:

Bastion of Fire

Even as the enemy closed upon them, no Imperial Fist would eschew his faith in firepower, trusting in the hail of bolt shell or storm of las fire to halt their charge and scour them from the battlefield as they made their approach.

This Reaction allows the Reacting Unit to make a Shooting Attack targeting an Enemy Unit that Moves within range.

Trigger: Once per Battle, the Reactive Player may declare the Bastion of Fire Advanced Reaction in Step 2 of the Move Sub-Phase process, if an enemy Unit ends a move within 10" and in Line of Sight of a Unit under the Reactive Player’s control capable of making a Shooting Attack with at least one Weapon it has targeting that Unit. The Reacting Unit must be a Unit under the Reactive Player’s Control that only includes Models with the Imperial Fists Trait that does not have the Vehicle Type.

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

Target: The Target Unit is always the Unit whose Move triggered the Reaction.

Process
  1. Once the Bastion of Fire Advanced Reaction has been declared, the Reactive Player makes a Shooting Attack with the Reacting Unit, targeting only the Target Unit.
  2. Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Active Player must then proceed with the remainder of their Movement Phase.

Additional Detachment

An Army that has a Primary Detachment with the Imperial Fists Faction may select the following Detachment:

Siege Gauntlet

Whether fielded for offensive or defensive purposes, Siege Gauntlets formed a cornerstone of the Imperial Fists’ tactical doctrines, combining fire support elements with a core of boarding-shield equipped troops, providing phenomenally resilient interlocking defence with calculated bursts of relentless aggression.

SIEGE GAUNTLET
[AUXILIARY DETACHMENT]
  • Troops Slots in this Detachment may only be used to select Breacher Squad Units.

Decurion Sagittar

Within each Legion there are those whose skill in armoured warfare and command of such vehicles is recognised, and their abilities put to use as Decurions. Such warriors have a limited degree of tactical autonomy, trusted to ensure their commanders’ orders are carried out by the squadrons they oversee. The Decurion Sagittars of the Imperial Fists further specialise in the defence of their charge, picking off the most vulnerable of the enemy’s assets as their mount tracks and destroys more critical targets. Such is their efficacy that they are dreaded by the enemy almost as much as the vehicles they crew.

This upgrade may be purchased for any of the following Units from the Legiones Astartes Army List which have the Imperial Fists Trait, and which do not have any Pintle Mounted Weapons:

  • - Sicaran (Models with twin accelerator autocannon or punisher rotary cannon only)
    30 points

A Model with this upgrade gains a Pintle Mounted Iliastus assault cannon and an augury scanner. Additionally, the Pintle Mounted Iliastus assault cannon gains the Skyfire and the Precision (6+) Special Rules.

Iliastus Assault Cannon

A prototype weapon system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the Iliastus Satellite in the Sol System by the Dyunique techno-esoteric cult.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Iliastus Assault Cannon
Iliastus Assault Cannon
- Sustained fire
- Sustained fire
24
3
6
4
1
Heavy (FP), Breaching (6+)
Auto
- Maximal fire
- Maximal fire
24
5
6
4
1
Heavy (FP), Breaching (6+), Overload (1)
Auto
IXth LEGIONES ASTARTES

Blood Angels

Nurtured in the Blood Angels’ successes were the seeds of their fall; in the jealousy of the fallen Warmaster who saw in them everything he himself had thrown away. The opening stroke of the Horus Heresy against the Blood Angels would occur in the Signus system, bringing the IXth Legion to its knees as it fought the Daemons of the Ruinstorm and elements of the Word Bearers Legion. The terrible tragedies that followed would nearly shatter their resolve and leave them broken.

The Legion’s three recruiting grounds would be besieged: Baal and Saiph barely holding against the Traitors’ onslaught, while Canopus would be destroyed by the Legion’s own, refusing to let it fall into enemy hands. AtAnvilus, the Blood Angels attempted to intervene in the internecine war, only to be brutally rebuffed. At Drussen, a company’s strength was annihilated in a single battle, and at Paramar, their stratagem was foiled by the Sons of Horus, leading to disaster.

Thousands of Legionaries fighting in dozens of battle zones would think the bulk of their Legion dead and their Primarch fallen, all contact with them lost for many long years. Such is the nature of the IXth Legion, however, that its sons did not surrender to despair nor to darkness, but rose again stronger.

The Legion endured and, with Sanguinius’ return from beyond the Ruinstorm, they struck bitter blows against the enemy. At Beta-Garmon, the Blood Angels forced the Warmaster to unleash all of his strength or risk losing his campaign, and at Gilden’s Star they punished the Word Bearers for their perfidy. Upon the walls of Terra, it was Sanguinius and his crimson-clad angels that inspired the beleaguered defenders to continue beyond the point of certain despair, and the Great Angel himself who beat back the forces of darkness at the Eternity Gate. Whatever the threat, and however much it would cost the Legion, the Blood Angels would meet it with nobility and ferocity.

Armoury of the Blood Angels

The following comprises new options and Wargear available only to Models with the Blood Angels Trait.

Inferno Pistol

The Legion’s tactical doctrines were heavily focused on the use of powerful shock assaults to shatter an enemy’s resistance in a single, devastating blow. Because of this, melta weaponry was strongly favoured, both because of its effectiveness and its ability to provide a fearsome display in action.

Any Model with the Blood Angels Trait may have its plasma pistol exchanged for one inferno pistol for +5 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Inferno Pistol
Inferno pistol
6
1
8
2
1
Pistol, Melta (3)
Assault, Melta

Perdition Weapons

Though some would later attribute the various ‘Perdition’ weapons to the artifice of Sanguinius himself, these brutal weapons had been in the use of the IXth Legion since long before the Primarch had returned to them. The flame projectors built into these weapons are a legacy of the wars fought during Old Earth’s long darkness, the innovation of some long forgotten warlord brought to its pinnacle by the warriors of the IX"’ Legion.

Any Model with the Command, Champion or Sergeant Sub-Type and the Blood Angels Trait may have its power sword, power axe, power spear or power maul exchanged for one Blade of Perdition, one Axe of Perdition, one Spear of Perdition or one Maul of Perdition for +5 Points per Model.

If a Model has a Perdition weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Blade of Perdition
  • Axe of Perdition
  • Maul of Perdition
  • Spear of Perdition
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Blade of Perdition
Blade of Perdition
I
A
S
3
1
Breaching (6+), Aflame (1)
Power, Flame
Axe of Perdition
Axe of Perdition
-1
A
+1
3
1
Breaching (5+), Aflame (1)
Power, Flame
Maul of Perdition
Maul of Perdition
-1
A
+2
3
1
Breaching (6+), Aflame (1)
Power, Flame
Spear of Perdition
Spear of Perdition
+1
A
S
3
1
Precision (6+), Aflame (1)
Power, Flame

Iliastus Assault Cannon

A prototype weapons system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the Iliastus Satellite in the Sol System by the Dyzanique cult.

  • Any Model with the Blood Angels Trait from either a Veteran Tactical Squad or a Centurion Command Squad may have its heavy flamer exchanged for one Iliastus assault cannon for +10 Points per Model.
  • Any Cataphractii Terminator with the Blood Angels Trait may have its heavy flamer exchanged for one Iliastus assault cannon for +10 Points per Model.
  • Any Predator with the Blood Angels Trait may have its Turret Mounted Predator cannon exchanged for one Turret Mounted twin Iliastus assault cannon for Free.
  • Instead of having an option from the Legion Pintle Mounted Weapons list selected for it, any Model with the Blood Angels Trait and the Vehicle Type may have one Pintle Mounted Iliastus assault cannon selected for it for +20 Points per Model.
  • Any Leviathan Dreadnought with the Blood Angels Trait may have both its heavy flamers exchanged for two Iliastus assault cannon for +30 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Iliastus Assault Cannon
Iliastus Assault Cannon
- Sustained fire
- Sustained fire
24
3
6
4
1
Heavy (FP), Breaching (6+)
Auto
- Maximal fire
- Maximal fire
24
5
6
4
1
Heavy (FP), Breaching (6+), Overload (1)
Auto
Twin Iliastus assault cannon
Twin Iliastus assault cannon
- Sustained fire
- Sustained fire
24
6
6
4
1
Heavy (FP), Breaching (6+)
Auto
- Maximal fire
- Maximal fire
24
8
6
4
1
Heavy (FP), Breaching (6+), Overload (1)
Auto

Revenants

The IXth Legion would march to war as Blood Angels, resplendent in lustrous crimson and gilded filigree, but their darker past would ever haunt them. As the horrors of the Warmaster’s treachery unfolded, they would once again become Revenants - savages clad in stark grey ceramite and splattered with the rust-red of their enemy’s blood, reliving a past they tried to forget and foreshadowing a fate they could not escape.

If a Unit which only includes Models with the Blood Angels Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Revenants
Models in a Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Fear (1) Special Rule.

Rite of War: Legiones Astartes Blood Angels

LEGION TACTICA
All Models with the Blood Angels Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Encarmine Fury

Slow to anger and with little proclivity to speak out in hubris, the Blood Angels maintained a degree of composure and restraint in the application of force. When loosed upon their enemies, however, their righteous fury knew no bounds.

The strength of their attacks is increased when Blood Angels successfully Charge.

On any Turn in which they made a Charge Move, Models with this Special Rule modify their Strength Characteristic by +1 until the end of the Turn.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Blood Angels Trait can select Thrall of the Red Thirst instead of any others available to that Model:

Thrall of the Red Thirst

Their union with Sanguinius reforged the IXth Legion but their past forever haunted them, ever a lingering shame deep in the recesses of their minds. Only in their darkest moments would a Blood Angel allow themselves to revert to their old ways as savage, debased killers, murdering and feasting on the blood of the slain.

This Model may ignore negative modifiers for Wounds lost, but cannot gain Outside Support.

If this Gambit is selected, then the Model it was selected for may ignore any negative Modifiers applied to the Focus Roll for any Wounds lost, and each wound inflicted on the opponent has its Damage Characteristic modified by +1. Whilst this Gambit is selected, the Model it was selected for gains no bonus to the Focus Roll for Outside Support.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Blood Angels Trait can spend Reaction Points to make the following Advanced Reaction:

Wrath of Angels

Incensed by their enemies defiance instead of cowed by their display of firepower, the Blood Angels are known to surge towards their attackers in a ferocious assault. So aggressive is this bold action, many of the IXth Legion’s foes turn on their heels and seek cover as crimson-armoured warriors fall upon their lines.

This Reaction allows the Reacting Unit to Move towards an Enemy Unit that Targets it with a Shooting Attack.

Trigger: Once per Battle, the Reactive Player may declare the Wrath of Angels Advanced Reaction in the Shooting Phase, during Step 4 of the Shooting Attack sequence of any Shooting Attack made by the Active Player that targets a Unit under the Reactive Player’s control that only includes Models with the Blood Angels Trait.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction.

Process
  1. Once the Wrath of Angels Advanced Reaction has been declared, the Active Player must resolve all remaining Steps of the Shooting Attack process as normal, up to the start of Step 11.
  2. Immediately after Step 11 of the Shooting Attack that triggered this Reaction is resolved, each Model in the Reacting Unit must move following the procedure for making a normal Move, directly towards the nearest Model in the Target Unit, moving the maximum distance possible while remaining at least 1" away from any enemy Model.
  3. After resolving this Move, if any Model from the Reacting Unit is within 6" of any Model in the Target Unit, the Controlling Player of the Target Unit must make a Cool Check for it in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Target Unit gain the Pinned Status.

Additional Detachment

An Army that has a Primary Detachment with the Blood Angels Faction may select the following Detachment:

Revelation Host

Many a Blood Angels assault began suddenly, scores of red- armoured warriors descending from on-high on wings of fire, reaping a fearsome tally of the foe.

REVELATION HOST
[AUXILIARY DETACHMENT]
Xth LEGIONES ASTARTES

Iron Hands

The role of the Iron Hands in the Horus Heresy is forever defined by the tragic events that unfolded upon the black sands of Isstvan V. There, Ferrus Manus and his Legion were drawn into the trap set by Horus and, as his veterans fought valiantly to the end around him, the Gorgon’s loyalty remained unwavering, even unto the moment Fulgrim cleaved his head from his shoulders.

The loss of their Primarch was a bitter blow, however, the Dropsite Massacre was not the final role the Iron Hands would play in the Horus Heresy. Much of the Legion had not yet deployed to the surface of Isstvan V, and a measure of its fleet was able to rescue survivors from the Iron Hands, Salamanders and Raven Guard Legions and then scatter into the surrounding sectors. These remnants would become known as the Shattered Legions and would carry out harassment operations and deliver surgical blows against the Traitor hordes throughout the great civil war. The Iron Tenth proved resourceful and tenacious and were reforged anew under leaders such as Shadrak Meduson and Autek Mor. Fuelled by bitter vengeance, they would continue to hound the Traitors across the galaxy, disrupting supply fleets and striking at the heart of the Traitor Legions; at worlds such as Bodt, where they greatly hindered the World Eaters’ recruitment; Dwell, where they grievously wounded the Primarch Mortarion; and on Colchis, where their repeated incursions, mounted from Medusa itself, stymied the Word Bearers’ war efforts. In response, the Warmaster would dispatch his finest hunters to scour the sons of Ferrus Manus and their allies from the stars, and dozens of guerilla conflicts and fleet engagements would ensue. The efforts of the Iron Hands were unceasing, and though they were few, their impact on the Horus Heresy was immeasurable.

Armoury of the Iron Hands

The following comprises new options and Wargear available only to Models with the Iron Hands Trait.

Armatus Necrotechnika

These secret devices of necro-technic engineering were among the fell technologies bound within the sealed vaults of Ferrus Manus. This technology is capable of harnessing the stolen energy of sentient life to power engines of mechanical destruction and repair. Those Iron Fathers who raided the Vaults ofMimir in the wake of the death of their Primarch would unleash this dark techno-heresy upon the galaxy once more and as the Horus Heresy drew towards its climax, it was sighted with terrible frequency among the ranks of Ferrus Manus’ grief-maddened sons.

Vehicles may decrease the Target Number of Repair Tests if Models were Removed as Casualties from nearby Units.

Any Model with the Iron Hands Trait and the Vehicle Type may have Armatus Necrotechnika selected for it for +10 Points per Model.

A Model with Armatus Necrotechnika gains the Auto-Repair (5+) Special Rule. Additionally, if any Models were Removed as Casualties from a Unit that has any Models within 6" of a Model with Armatus Necrotechnika during the same Turn as a Repair Roll is made for that Model, the Controlling Player can add 1 to the result of the Repair Roll.

Artificer Power Axe

Crafted to a standard which rivalled many of the Mechanicum’s pre-eminent forges, the power axes wielded by the Iron Hands were outfitted with advanced power emitters and blades of dense Medusan alloy, such that a well-placed blow could inflict ruinous damage to even the most heavily armoured foe.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Artificer Power Axe
Artificer Power Axe
-1
A
+1
3
1
Breaching (5+), Shred (5+)
Power

Graviton Pistol

Ferrus Manus was amongst the most gifted of his brethren with the more exotic techniques of the Mechanician, and bent much of his will towards the study and understanding of such secrets. Able to emit a salvo of more precise graviton pulses, these weapons excel at the pinpoint destruction of heavy vehicles or disrupting an infantry advance with a salvo of gravitic bolts.

Any Model with the Command or Champion Sub-Type and the Iron Hands Trait may have its plasma pistol exchanged for one graviton pistol for +5 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton pistol
Graviton pistol
12
2
6
4
1
Pistol, Breaching (6+), Shock (Pinned), Pinning (1)
Assault, Graviton

The Iron-clad

So depleted were they by the losses they had already suffered and so embittered were they by Horus’ treachery, the ire of the Xth Legion could not be stayed, even in death. Those who fell, too injured to be saved by the ministrations of the Legion apothecarion, were interred within the iron embrace of a dreadnought chassis where their compulsion for vengeance and retribution could be sustained.

If a Unit which only includes Models with the Iron Hands Trait and the Command Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

The Iron-clad
This Prime Advantage can only be selected once per Army. Add one additional War Engines Battlefield Role Slot to the Detachment that includes the Prime Force Organisation Slot with this Prime Advantage. A Unit that is selected to fill that Slot gains the Champion Sub-Type if it did not already have it.

Gorgon Terminator Armour

A variant of Indomitus pattern Tactical Dreadnought Armour devised by Ferrus Manus and his Iron Fathers, this advanced prototype suit was just going into production at the outset of the Horus Heresy to supplement the Iron Hands Legion’s combat depleted stocks of Terminator armour. The design replaced the field generators embedded in the armour with experimental systems that converted incoming electromagnetic and kinetic energy into bursts of blinding light, able to incapacitate and maim nearby foes.

The following Models can have Gorgon Terminator Armour selected for them for +30 Points per Model:

  • Iron Father
  • Tartaros Praetor
  • Tartaros Centurion
  • Tartaros Warmonger
  • Tartaros Librarian
  • Tartaros Esoterist
  • Tartaros Legion Champion
  • Tartaros Chaplain
  • Tartaros Herald
  • Tartaros Siege Breaker
  • Tartaros Forge Lord
  • Tartaros Primus Medicae
  • Tartaros Delegatus
  • Tartaros Mortificator

A Model with Gorgon Terminator Armour gains the Heavy Sub-Type and the Feel No Pain (5+) Special Rule and the Gorgon pattern Terminator Armour Wargear item.

Rite of War: Legiones Astartes Iron Hands

LEGION TACTICA
All Models with the Iron Hands Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

The Gorgon’s Scales

As their genesire was tempered by the fires of war, so too were his sons able to shrug off the superficial wounds to their flesh made by shrapnel and gunfire, as they advanced ceaselessly and with unerring purpose.

Shooting Attacks targeting Iron Hands suffer a Strength penalty.

The Ranged Strength of attacks made as part of a Shooting Attack are modified by -1 when resolving Wound Tests against a Unit that includes only Models with this Special Rule.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Iron Hands Trait can select Legion of One instead of any others available to that Model:

Legion of One

In battle, the surviving Iron Hands were unified by the betrayal of the Traitor Legions and became self-sufficient fighting units, looking to their closest brethren for their aid in a war that was, for them, made more personal than for any other.

The Model gains more benefits from outside support when this Gambit is selected.

When this Gambit is selected, the Model it is selected for gains double the normal bonus to their Focus Roll they would normally gain from Outside Support. In addition, when this Gambit is selected, their opponent can only ever gain a maximum bonus of +2 from Outside Support.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Iron Hands Trait can spend Reaction Points to make the following Advanced Reaction:

Spite of the Gorgon

Methodical in their approach to warfare, the Iron Hands would unleash furious barrages of scornful fire at any enemy bold enough to attempt to close on their positions, until gun barrels glowed white-hot and shell casings were piled knee-high.

This Reaction allows the Reacting Unit to make a Shooting Attack targeting a Unit that makes a Charge.

Trigger: Once per Battle, the Reactive Player may declare the Spite of the Gorgon Advanced Reaction at the start of Step 3 of the Charge process of any Charge declared by the Active Player that targets a Unit under the Reactive Player’s Control that only includes Models with the Iron Hands Trait.

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

Target: The Target Unit is always the Unit whose Charge triggered the Advanced Reaction. The Reacting Unit is always the Unit that was declared as the target of the Charge that triggered this Reaction.

Process
  1. Once the Spite of the Gorgon Advanced Reaction has been declared, the Reactive Player makes a Shooting Attack with the Reacting Unit.
  2. This Shooting Attack must target the Target Unit and is made at full Ballistic Skill, not as Snap Shots, and may be made using any Ranged Weapon. Until this Shooting Attack is resolved, Weapons selected for it have their Firepower Characteristic modified by +1 and gain the Overload (1) Special Rule. If that Weapon already has the Overload (X) Special Rule, improve the value of X on that Special Rule by +1.
  3. After resolving this Shooting Attack, the Active Player proceeds with Step 3 of that Charge as normal. The Reactive Player may not make Volley Attacks during Step 4 of that Charge, even if the Active Player chooses to do so.

Additional Detachments

An Army that has a Primary Detachment with the Iron Hands Faction may select the following Detachments:

Spearhead Phalanx

The Iron Hands were exemplars of armoured warfare, melding heavy armour detachments with accompanying troops mounted in robust transports. These broke through enemy lines with ease, shattering their defiance with the thunder of heavy guns.

SPEARHEAD PHALANX
[AUXILIARY DETACHMENT]

Medusan Vanguard

Typical Iron Hands spearhead assaults were led by phalanxes of implacable Terminators supported by Dreadnought walkers and backed up by cyber-augmented warriors to maintain its momentum where required.

MEDUSAN VANGUARD
[APEX DETACHMENT]
  • The Command Slot in this Detachment may only be used to select a Praevian Unit. This Detachment may only be selected if your army also includes an Iron Father or Ferrus Manus Unit.
XIIIth LEGIONES ASTARTES

Ultramarines

The XIIIth Legion was perhaps the largest Legion at the conclusion of the Great Crusade and, as such, Horus resolved to lure them to the far reaches of the galaxy and destroy them. During the great muster at Calth, the Word Bearers betrayed the Ultramarines and wrought terrible destruction upon that world and the assembled might of the XIIIth Legion. The Ultramarines suffered crippling losses but the skill and righteous determination of their commanders saw them emerge victorious from the trap laid for them. The Underworld War on Calth would rage on for many years to come and, as the rising Ruinstorm cut the Legion off from the rest of the galaxy, the Shadow Crusade engulfed the Five Hundred Worlds. The sons of Guilliman, though wounded, stood firm against the onslaught of the Word Bearers and World Eaters Legions and, at great cost, cast them out of their domain.

By the time Ultramar was freed, Roboute Guilliman believed the Emperor and Terra lost. Joined by the Dark Angels and Blood Angels Legions stranded in the Ultima Segmentum, as well as disparate elements of the Shattered Legions, the Ultramarines looked to secure the war-torn remains of their realm and rebuild their losses, creating the Imperium Secundus. However, many thousands of its warriors were yet abroad at the dark advent of civil war. Across the galaxy they fought many battles against Traitor forces, lending their strength to the Loyalists in defence of hundreds of worlds, bolstering the efforts of many Imperial commanders.

Only when the warp storms began to abate did the Legion turn its gaze once more to the Throneworld and, alongside its allies, move to shatter the accursed world of Davin, putting an end to the Ruinstorm. During the last days of the Horus Heresy the Ultramarines would forge a path back to the beleaguered heart of the Imperium, a vengeful spear aimed at the exposed hack of the Traitors, ready to repay the debt of blood owed them by the Warmaster.

Armoury of the Ultramarines

The following comprises new options and Wargear available only to Models with the Ultramarines Trait.

Legatine Axe

Created to the specifications of Guilliman himself after a comprehensive study of thousands of individual power weapon designs from across the many worlds of humanity, the Legatine axe is a precise and perfectly balanced instrument of war.

Any Model with the Command, Champion or Sergeant Sub-Type and the Ultramarines Trait may have its power axe exchanged for one Legatine axe for +5 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Legatine axe
Legatine axe
I
A
+1
3
1
Breaching (4+)
Power

Argyrum Pattern Boarding Shield

The Argyrum pattern boarding shield is a prototype boarding shield created by the Magi of the Forge Moon of Gantz that contained a larger field generator that greatly enhanced the protection of its bearer. Carried to battle by Ultramar’s greatest champions, such as the Invictarus Suzerains, the Argyrum pattern boarding shield is as much a symbol of status and power as it is an instrument of war.

This Wargear provides an enhanced save against attacks made in close combat.

Any Model with the Command or Champion Sub-Type and the Ultramarines Trait have one Argyrum pattern boarding shield selected for it for +15 Points per Model.

A Model with a Argyrum pattern boarding shield has a 5+ Invulnerable Save, increasing to a 4+ Invulnerable Save against Wounds inflicted by Melee Weapons. In addition, it gains the Shield Trait and the Heavy Sub-Type.

Logisticae

Of the numerous strengths of the Ultramarines Legion was the efficiency with which they prosecuted the act of warfare. At the macro scale, entire chapters moved with fluidity, their Praetors and Centurions overseeing the deployment and actions of vast numbers of troops in carefully orchestrated manoeuvres and utilising interlocking tactics. At the micro scale, each squad and vehicle crew was permitted to make tactical decisions on equipment, occasionally removing additional ammunition supplies or even non-essential spare parts from their vehicles in order to better fulfil the specific requirements of the mission at hand.

If a Unit which only includes Models with the Ultramarines Trait that have the Command Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Logisticae
Add one additional Transport or Heavy Transport Battlefield Role Slot to the Detachment that includes the Prime Force Organisation Slot with this Prime Advantage. Modify the Transport Capacity of a Unit that is selected to fill that Slot by +2.

Rite of War: Legiones Astartes Ultramarines

LEGION TACTICA
All Models with the Ultramarines Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Tactical Flexibility

The ‘Logos Lectora’, or, more commonly and imprecisely rendered, the ‘pronouncement of writ’, is a battlefield formation which takes advantage of an interlocking range of Legion units to their best effect. Where employed, such formations allow for the rapid enactment of sophisticated command and control protocols which are reliant on the faultless obedience and rigid discipline characteristic of the XIIIth Legion. If the Logos Lectora has a disadvantage as a tactic, it is that its interlocking units form a coherent pattern somewhat inflexible in their make-up and deployment.

An Ultramarines army may reduce the cost of a Reaction each Turn.

Once per Turn, when declaring a Reaction for a Unit that only contains Models with this Special Rule, the Controlling Player may choose to activate the Tactical Flexibility Special Rule. When they do, modify the Reaction Point cost of that Reaction by -1, to a minimum of 0.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Ultramarines Trait can select Aegis of Wisdom instead of any others available to that Model:

Aegis of Wisdom

The strength of one is nothing compared to the strength of many and in each champion of the XIIIth Legion there was distilled the collective teachings and experiences of their contemporaries, all urging them on to victory.

This Gambit allows Models to gain additional bonuses to the Focus Roll.

When this Gambit is selected, the Controlling Player gains no Outside Support bonus to their Focus Roll, but instead adds a +1 modifier to their Focus Roll for every friendly Model with both the Command Sub-Type and the Ultramarines Trait on the Battlefield, excluding the Model for which this Gambit was selected.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Ultramarines Trait can spend Reaction Points to make the following Advanced Reaction:

Retribution Strike

For the Ultramarines it was not enough to defy the enemy. Instead, the warriors of the XIIIth must know the enemy and predict its actions in order to make the perfect counter. A theoretical solution to each eventuality must be factored and every individual must be ready to implement it.

This Reaction allows a Unit to return fire in response to an enemy Shooting Attack directed at a friendly Unit.

Trigger: Once per Battle, the Reactive Player may declare the Retribution Strike Advanced Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player that targets a Unit that only includes Models with the Ultramarines Trait.

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

Target: For the Retribution Strike Reaction, the Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reactive Player can select which Unit is the Reacting Unit, however the Unit must meet the following criteria:
  • It is not the target of the enemy Shooting Attack that triggered this Reaction.
  • At least one Model in the Unit has Line of Sight to the enemy Unit that triggered this Reaction.
  • It is eligible to make a Reaction.
  • It is eligible to make a Shooting Attack.
  • It is entirely composed of Models with the Ultramarines Trait.

Process
  1. Once the Reacting Unit has been selected, the Active Player must then resolve all remaining Steps of the Shooting Attack process as normal, up to the start of Step 11.
  2. Before resolving Step 11, the Reactive Player makes a Shooting Attack with the Reacting Unit, targeting only the Target Unit.
  3. Once this Shooting Attack has been completely resolved, including removing any Casualties, the Players must then finish resolving Step 11 of the original Shooting Attack that triggered the Reaction.

Additional Detachment

An Army that has a Primary Detachment with the Ultramarines Faction may select the following Detachment:

Primus Demi-Company

The Ultramarines deployed their forces in a variety of standardised formations. Each of these templated strike forces contained a flexible mix of units, each warrior well-briefed and drilled, knowing his role and objectives before their arrival on the battlefield.

PRIMUS DEMI-COMPANY
[APEX DETACHMENT]
  • The Command Slot in this Detachment may only be used to select an Optae Unit.
XVIIIth LEGIONES ASTARTES

Salamanders

In the great war of the Horus Heresy, many deeds of infamy and valour were writ upon the bloody stars, and at the centre of this maelstrom lay the Salamanders Legion; betrayed, struck down, laid waste and yet resolute against the foe. There are few Legions who have paid such a high price for their loyalty and honour as the Salamanders. There are fewer still who have so willingly and so often shed their blood in Mankind’s defence beyond their measure and due. Driven to near-destruction not once, but time and again, they have risen from the ashes of war, stronger and tempered like the peerless steel blades fashioned in the legendary forges of their home world: unbroken, undefeated and true to their cause.

From the ashes of the Dropsite Massacre, the Salamanders would rise once again to strike back at the Traitors. Many splintered elements of the Legion were also elsewhere in the galaxy during this first great betrayal, independent and fierce as their battle groups ever were, and these either returned to Nocturne or rejoined with other Loyalist hosts to avenge themselves upon the Warmaster’s forces. Time and again would the Salamanders throw themselves upon the anvil of war with the righteous flames of vengeance in their eyes, often selflessly sacrificing themselves so that civilian populations across the Imperium would be spared the grim fate suffered by uncounted others.

Armoury of the Salamanders

The following comprises new options and Wargear available only to Models with the Salamanders Trait.

Drakenscale

Drakenscale, taken from the hides of the great beasts of Nocturne, is prized not only for its cultural and ceremonial significance but also for its physical properties. Despite its primitive origins, this organic material is capable of absorbing vast amounts of heat and can dissipate even the focused blasts of melta weapons or the sun-fire of plasma armaments. As such, veterans of the Salamanders Legion march to battle draped in mantles of Drakenscale not only as a mark of their hard-won experience, but also to augment the protection of their battleplate.

Drakenscale reduces the Damage of wounds inflicted by Weapons with specific Traits.

Any Model with the Command or Champion Sub-Type and the Salamanders Trait may have Drakenscale selected for it for +10 Points per Model.

Wounds with the Flame, Plasma, Melta or Volkite Trait allocated to a Model with Drakenscale have their Damage Characteristic set to 1.

Duty Before Death

Heedless of their own safety’ and unshakable in their purpose, the Salamanders were unerring in the conduct of their duty. Where it was reckoned that those of the Death Guard did not feel pain, to claim the same of Vulkan’s sons was to diminish their sacrifice for it was for them that no excruciation or agony was great enough to turn them from their purpose.

If a Unit which only includes Models with the Salamanders Trait that has the Troops Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Duty Before Death
Models in a Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Feel No Pain (6+) Special Rule.

Nocturnean Artifice

The forges of Nocturne were capable of producing weapons and equipment that were the finest examples of their type, using patterns that many speculated to be of Vulkan’s own design. Such weapons were carried to war by his sons who bore them with great pride and purpose, passing them on to their successors when their deeds proved them to be worthy.


Forge-crafted Power Weapons

Any Model with the Command, Champion, Specialist or Sergeant Sub-Type and the Salamanders Trait may have their power weapon exchanged for one of the following for +5 Points per Model:
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Forge-crafted power sword
Forge-crafted power sword
I
+1
S
3
1
Breaching (6+)
Power
Forge-crafted power axe
Forge-crafted power axe
-1
+1
+1
3
1
Breaching (5+)
Power
Forge-crafted power maul
Forge-crafted power maul
-1
+1
+2
3
1
Breaching (6+)
Power
Forge-crafted power lance
Forge-crafted power lance
-1
+1
S
3
1
Precision (6+)
Power

Forge-crafted Power Fist

Any Model with the Command, Champion, Specialist or Sergeant Sub-Type and the Salamanders Trait may have its power fist exchanged for one forge-crafted power fist for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Forge-crafted power fist
Forge-crafted power fist
-3
A
+4
2
3
-
Power

Forge-crafted Thunder Hammer

Any Model with the Command, Champion or Specialist Sub-Type and the Salamanders Trait may have its thunder hammer exchanged for one forge-crafted thunder hammer for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Forge-crafted thunder hammer
Forge-crafted thunder hammer
-2
+1
+3
2
2
-
Power

Forge-crafted Flame Weapons

Any Model with the Sergeant Sub-Type and the Salamanders Trait may have its hand flamer exchanged for one forge-crafted hand flamer for +5 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Forge-crafted hand flamer
Forge-crafted hand flamer
Template
1
3
-
2
Template, Pistol
Flame, Assault

Any Model with the Sergeant Sub-Type and the Salamanders Trait may have its flamer exchanged for one forge-crafted flamer for +10 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Forge-crafted flamer
Forge-crafted flamer
Template
1
4
5
2
Template, Panic (1)
Flame

Any Model with the Sergeant Sub-Type and the Salamanders Trait may have its heavy flamer exchanged for one forge-crafted heavy flamer for +10 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Forge-crafted heavy flamer
Forge-crafted heavy flamer
Template
1
5
4
2
Template, Panic (2)
Flame

Rite of War: Legiones Astartes Salamanders

LEGION TACTICA
All Models with the Salamanders Trait (excluding Models with the Vehicle Type) are subject to the following Special Rules:

Promethean Endurance

The blood of Vulkan runs through each of his sons. In each is bestowed a portion of his preternatural vitality and endurance, a strength of both body and will that furthers the strength of even the Space Marine physiology.

Wound Tests made against Salamanders fail on the unmodified roll of 1 or 2.

Wound Tests that have an unmodified result of 1 or 2 that target any Unit that includes only Models with this Special Rule are never successful regardless of the Strength Characteristic of a Hit or any Special Rules that set the Target Number for Wound Tests. This Special Rule has no effect on Armour Penetration Tests.

Blood of Fire

To those forged in the crucible fires of Nocturne, no flame nor conflagration holds fear over them. Through any inferno they stride, scorched ash black as smoke lifts from armour and flesh alike, their focus unbroken.

Units of Salamanders may ignore Tactical Status Checks applied from Flame Weapons.

A Unit made up entirely of Models with this Special Rule is unaffected by any variant of the Panic (X) Special Rule on Weapons with the Flame Trait.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Salamanders Trait can select Duty is Sacrifice instead of any others available to that Model:

Duty is Sacrifice

There would be no victory without sacrifice, no endurance without pain. He who lived would know a pain greater than he who would fall, for triumph would be bought by suffering and the Salamanders would gladly pay a price greater than any others to see Horus defeated.

This Gambit allows the Player to choose to suffer wounds in return for a bonus to their own Focus Roll.

If this Gambit is selected, the Controlling Player can add a bonus of 1, 2 or 3 to their Focus Roll. In the Apply Damage from Unsaved Wounds Step of the opponent’s Strike Step, the Model this Gambit was selected for suffers a number of wounds, each with an AP Characteristic of 5 and a Damage Characteristic of 1, equal to the bonus to the Focus Roll applied by this Gambit, against which only Armour Saves, Invulnerable Saves and Damage Mitigation rolls can be taken as normal.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Salamanders Trait can spend Reaction Points to make the following Advanced Reaction:

Selfless Burden

The duty of safeguarding the Imperium was placed before the safety of each of Vulkan’s sons. With a selfless fervour they placed their own bodies between the enemy and the heart of the Imperium, willing to sacrifice their lives in order to strike at the traitorous followers of Horus. This was their duty and their honour which they carried into battle with pride.

This Reaction allows the Reacting Unit to increase certain Characteristics during the Assault Phase.

Trigger: Once per Battle, the Reactive Player may declare the Selfless Burden Advanced Reaction at the start of Step 3 of a Charge declared by the Active Player, targeting a Unit under their control which only includes Models with the Salamanders Trait that do not have the Vehicle Type.

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

Target: For a Selfless Burden Advanced Reaction, the Reacting Unit is always the Unit that is the target of the Charge that triggered this Reaction.

Process
  1. All Models in the Reacting Unit have their Weapon Skill, Strength and Attacks Characteristics modified by +1 until the end of the current Assault Phase.
  2. In the following Statuses Sub-Phase, the Reactive Player must roll a D6 for each Model in the Reacting Unit. For each result of 1, the Reacting Unit suffers 1 automatic wound with a Damage Characteristic of 1, an AP of ‘-’, against which Saving Throws and Damage Mitigation Rolls may be taken.

Additional Detachment

An Army that has a Primary Detachment with the Salamanders Faction may select the following Detachment:

Immolation Covenant

When an especially stubborn foe requires destruction, the Salamanders will deploy Vindicator siege tanks, reducing their fortifications to rubble before sending in support squads equipped for short ranged engagements backed up by Predator tanks mounting deadly flame weaponry.

IMMOLATION COVENANT
[AUXILIARY DETACHMENT]
XIXth LEGIONES ASTARTES

Raven Guard

At the outset of the Horus Heresy, the Raven Guard were among the least numerous of the Emperor’s Legions. Corax and much of his Legion were amongst the first to muster as part of the grand Retribution fleet dispatched to Isstvan V, with the Primarch determining that a portion must return to Deliverance in order to guard it against counter-attack. While the Legion lost the greater portion of its strength on the black sands, and much of the fleet in orbit, as well as tens of thousands more Legionaries during the ninety-eight days of guerilla warfare and evading pursuit that followed, it would be the contingent from Deliverance that moved to extract Corax in the wake of the Dropsite Massacre. In the aftermath of Isstvan V, many of the surviving splintered elements of the Raven Guard would go on to join the Shattered Legions, striking at the heels of the Warmaster’s advance, but the bulk fought as a coherent, if much reduced, force directly under their sire.

The Raven Lord had no intention of retiring from the fight against the Arch-Traitor, and so re-organised the tattered remnants of his Legion in an attempt to keep it combat- capable at a strategic level. Corax himself would lead a contingent of the survivors of Isstvan V, harrying the Traitors behind their own lines with indefatigable fury. In the Age of Darkness the Raven Guard were to strike numerous telling blows against the Traitors, from the capture of the Perfect Fortress from the Emperor’s Children to their ongoing frustration of the Death Guard during the Malagant Conflict. In the very last days of the Horus Heresy, the Raven Guard under Corax would sacrifice much of what remained to them at the Battle of Yarant, throwing themselves upon the Traitors’ fury to save the ever-loyal Space Wolves, proving that always, even in the darkest of hours, they fought against the oppressor in order to liberate the sufferer, for justice and for what was right for humanity.

Armoury of the Raven Guard

The following comprises new options and Wargear available only to Models with the Raven Guard Trait.

Raven’s Talons

These unique and jealously guarded variants of lightning claws, each a work of art in its own right, were both synonymous with the Raven Guard Legion and often bestowed as a mark of honour among them.

  • Any Model with the Command Sub-Type and the Raven Guard Trait may have its lightning claw exchanged for one Raven’s Talon for Free.
  • Any Model with the Command Sub-Type and the Raven Guard Trait may have its pair of lightning claws exchanged for one pair of Raven’s Talons for Free.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Raven’s Talon
Raven’s Talon
I
A
S
3
1
Impact (IM), Rending (6+), Breaching (6+)
Power
Pair of Raven’s Talons
Pair of Raven’s Talons
I
+2
S
3
1
Impact (IM), Rending (6+), Breaching (6+)
Power

Corvid Pattern Jump Pack

A redesigned version of the tried and tested Warhawk pattern jump pack, the Corvid pattern adds a sophisticated vector thrust assembly that allows its wearer to make a longer, more precise, leap and avoid obstacles at the point of impact with ease.

Any Model from the following list with the Raven Guard Trait may have one Corvid pattern jump pack selected for it for +10 Points per Model.

A Model with a Corvid pattern jump pack has their Movement Characteristic set to 14 and replaces any instance of the Bulky (X) Special Rule with Bulky (3). Each time a Dangerous Terrain Test is made for a Model with a Corvid pattern jump pack, that Test is automatically passed.

Wraiths

The preternatural ability with which the warriors of the XIXth Legion could go unseen was legendary amongst those who had witnessed it, even the bulk of a fully armoured Space Marine blending into the shadows of the surroundings, seemingly able to shift out of physical reality itself. The truth, known not freely even amongst the Raven Guard, was that this ability was an aspect ofCorax’s lineage, a mutation in genetics that was not fully understood by the Legion Apothecarion and one that it was forbidden to delve into.

If a Unit which only includes Models with the Raven Guard Trait that has the Troops Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Wraiths
Models in a Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Wraiths Special Rule.

Wraiths: After the Controlling Player makes a Rush Move with a Unit that includes only Models with this Special Rule, they may also choose to make a Willpower Check for that Unit. If the Willpower Check is successful, any Charges targeting the selected Unit in the Assault Phase of the following Player Turn are Disordered. If the Willpower Check is failed, the selected Unit instead gains the Stunned Tactical Status.

Rite of War: Legiones Astartes Raven Guard

LEGION TACTICA
All Models with the Raven Guard Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Shadow Walkers

The Raven Guard possessed an innate ability to go unseen, a talent beyond the fieldcraft skills that were indoctrinated into every Legionary warrior, becoming one with the shadows and hiding even their armoured forms from the sight of their enemies.

Raven Guard Models are harder to hit with Shooting Attacks made at longer range.

When a Unit that includes only Models with this Special Rule is the target of a Shooting Attack, all attacks must be made as Snap Shots when the distance between the closest Model in the attacking Unit and the Target Unit is 18" or greater.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Raven Guard Trait can select Decapitation Strike instead of any others available to that Model:

Decapitation Strike

Unlike those of other Legions who were prone to indulgence and grandeur in battle, to deliver the killing blow, to swiftly eliminate the strategic command structure of the enemy with cold efficacy was the way of the XlXth Legion.

This Gambit allows the Model to make a single attack first, followed by the remainder of their attacks, if the first is successful.

This Gambit may be selected once per Challenge. When selected, no Focus Roll is made, instead the Controlling Player of the Model for which this Gambit has been selected makes a single attack at the end of the Focus Step. If the Hit Test and Wound Test made for this attack are both successful (i.e., they meet the required Target Number), the Controlling Player of the Model with this Gambit may then make the remainder of the attacks the Model that this Gambit is selected for is eligible to make in the current Strike Step, minus the single attack already made. If either the Hit Test or Wound Test made for the initial attack are not successful, the Model for which this Gambit is selected may make no further attacks during this Strike Step.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Raven Guard Trait can spend Reaction Points to make the following Advanced Reaction:

Shadow Veil

Even when the enemies’ sights were upon the Raven Guard, in the moment it would take to pull the trigger of their weapon, the ebon-clad warriors would be gone, enveloped in shadow or slipped away beyond sight.

This Reaction allows the Reacting Unit to make a Move when it is Targeted by a Shooting Attack and gain a Damage Mitigation Roll for the duration of the Shooting Phase.

Trigger: Once per Battle, the Reactive Player may declare the Shadow Veil Advanced Reaction when the Active Player targets a Unit under their control which only includes Models with the Raven Guard Trait, that do not have the Vehicle Type, with a Shooting Attack.

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

Target: For a Shadow Veil Advanced Reaction, the Reacting Unit is always the Unit that is the target of the Shooting Attack that triggered this Reaction.

Process
  1. All Models in the Reacting Unit may be moved a distance equal to their Initiative Characteristic using the normal Rules for Movement, but may not increase this distance by choosing to Rush. If no Model in the Target Unit is determined to be within Line of Sight and/or Range of any Model in the Attacking Unit once this move is resolved, the Active Player may not select an alternative target for that Attacking Unit during the current Shooting Phase.
  2. Once the Reacting Player has resolved this Move, all Models in the Reacting Unit gain the Shrouded (5+) Special Rule for the remainder of the current Shooting Phase and the Active Player may move to Step 2 of the Shooting Attack sequence.

The Blood Crow

Years of murder and death on Kiavahr had sharpened the skills of Kaedes Nex to the point that there were few marksmen in the Imperium that could match his skills. Once he had set his sights on a target, there was little that could be done to stop his wrath.

Kaedes Nex always uses his full Ballistic Skill and reduces the effectiveness of an enemy’s Damage Mitigation Rolls.

A Model with this Special Rule is never forced to make Shooting Attacks as Snap Shots and may never have its Ballistic Skill modified to less than 6, unless the Target Unit has the Flyer Sub-Type. Additionally, any Shrouded Damage Mitigation Rolls made against wounds inflicted by a Shooting Attack made by a Model with this Special Rule are only successful on a roll of 6+, regardless of the variant of the Shrouded (X) Special Rule the selected Target Model has or any Special Rules to the contrary.

Additional Detachment

An Army that has a Primary Detachment with the Raven Guard Faction may select the following Detachment:

Decapitation Cadre

The Raven Guard combat doctrine encourages swift precision strikes against key targets. Decapitation Cadres feature roving Reconnaissance squads to locate key enemy command posts, before calling in fast-moving Dark Furies to overwhelm these foes in a blur of shredding claws.

DECAPITATION CADRE
[AUXILIARY DETACHMENT]

The Traitor Legions

In this part of the page you will find sections dedicated to those Legions who turned against the Emperor and swore loyalty to the Warmaster Horus.

Each section will contain the following:

IIIrd LEGIONES ASTARTES

Emperor’s Children

The Emperor’s Children were the only Legion to bear the Emperor’s own name and his own standard - the great Palatine Aquila - granted to them by his own hand. Pew were ever so honoured among the Space Marine Legions and few had less cause to betray a father than they. Given the plaudits and accolades accorded them, few could doubt that they were the embodiment of what the Emperor intended the Legiones Astartes to be: noble in action and aspect, excelling in all matters, strong, civilised, firm of purpose and loyal to the core. From this height they descended into treachery to the lowest and vilest of creatures, enslaved to pride and consumed by desires that no natural power could fulfil. The history of their deeds before their fall is not simply a history of what they were and what they achieved, but as with others that turned traitor, a history of how they created their own doom, for as the ancient texts say “Pride goeth before destruction", and seldom has this proverb been more apt than in the case of the IIIrd Legion of the Space Marines. Betrayal changed the Emperor’s Children beyond recognition: their quest for perfection became a hunger for excess, and the finely balanced order of the Legion’s structure twisted until it shattered. This new Legion showed its commitment to Horus’cause through cruel massacres and brutal conquests, the indifference they showed for the suffering of friend and foe alike a sign of the change that had overtaken the Emperor’s Children. Despite this, it would be the martial prowess of the Emperor’s Children that formed the stable foundations of the Warmaster’s rebellion.

Armoury of the Emperor’s Children

The following comprises new options and Wargear available only to Models with the Emperor’s Children Trait.

Surgical Augments

Towards the end of the Great Crusade, the Legion’s armourers and apothecaries had begun to experiment with surgical augments and psycho-sonic weaponry based, in part, on xenos designs. Although their true breakthroughs in these fields would not occur until given unholy impetus and inspiration during the Legion’s fall, some success had already been reached in creating effective combat implants which were finding selective use as the Horus Heresy dawned.

Any Model with the Command or Champion Sub-Type and the Emperor’s Children and Traitor Traits may have one of the following selected for it:

  • Sonic shriekers
    +15 Points
  • Sonic lance
    +10 Points

Sonic Shriekers

Distorting the bellows and screams of the user into discordant blasts, these devices stun foes with waves of high frequency sound, making them easy prey.

When a Unit that includes any Models with sonic shriekers makes a Charge Move, the Target Unit of that Charge cannot be selected to make Reactions until the Charge Procedure has been completed.

Sonic Lance

This device emits a focused blast of sonic energy into the foe, shattering armour and shredding flesh.

A Model with a sonic lance has the following additional Weapon:
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Sonic lance
Sonic lance
Template
1
2
5
1
Template, Breaching (6+)
Sonic, Assault

Phoenix Power Spears

Forged as works of art as much as they were fearsome weapons, the Phoenix pattern of power spear relied on a certain artistry with the blade over brute force.

Any Model with the Emperor’s Children Trait and the Command, Champion or Sergeant Sub-Type may have a power weapon exchanged for a Phoenix power spear for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Phoenix power spear
Phoenix power spear
+1
A
+1
3
1
Impact (D), Breaching (6+)
Power
Phoenix rapier
Phoenix rapier
I
A
S
3
1
Impact (D), Breaching (6+)
Power

Phoenix Warden

The personal guards of the Primarch himself and commanders of the Phoenix Guard, these warriors were charged with both the highest standards of martial excellence and the most exacting code of appearance - for they represented Fulgrim and his Legion in the eyes of the other Legions.

If a Tartaros Centurion Model that has the Emperor’s Children Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Phoenix Warden
A Model selected to fill a Prime Force Organisation Slot with this Prime Advantage:
  • Must have its combi-bolter and power weapon exchanged for a Phoenix power spear for Free.
  • Gains the Skill Unmatched Special Rule.

Rite of War: Legiones Astartes Emperor’s Children

LEGION TACTICA
All Models with the Emperor’s Children Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Flawless Execution

Eager to prove their superiority, Fulgrim’s Legion strove to draw the first blood, and few of their opponents possessed the skills to stand against them. Although each was a consummate duellist with sword and sabre, the Emperor’s Children were able to wield all the weapons of the Legion’s panoply with a prodigal talent.

Emperor’s Children gain an Initiative bonus when they successfully Charge.

On any Turn in which they made a Charge Move, Models with this Special Rule gain an additional modifier to their Combat Initiative of +1 until the end of the Phase.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Emperor’s Children Trait can select Paragon of Excellence instead of any others available to that Model:

Paragon of Excellence

The Emperor’s Children prided themselves on excellence in all things, and those among their number that received the acknowledgement of Fulgrim himself were held as icons for the rest of the Legion to emulate.

This Gambit allows the Controlling Player a bonus to the Focus Roll in the first round of a Challenge.

This Gambit can only be selected during the first Face-Off Step of a Challenge involving this Model. While this Gambit is selected, during the Focus Step the Controlling Player gains a +2 modifier to the Focus Roll.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Emperor’s Children Trait can spend Reaction Points to make the following Advanced Reaction:

Perfect Counter

The battle doctrines of the Emperor’s Children encouraged the execution of complex plans with ruthless precision, keeping their foes on the back foot with unexpected assaults. One of their preferred tactics against a charging foe was to feign a defensive stance, only to spring forward on the attack, catching their enemy mid-stride and off-balance before cutting them down.

This Reaction allows the Reacting Unit to Charge an enemy Unit that has made a Charge.

Trigger: Once per Battle, the Reactive Player may declare the Perfect Counter Advanced Reaction at the end of Step 3 of the Charge process of any Charge declared by the Active Player that targets a Unit under that Player’s control which only includes Models with the Emperor’s Children Trait.

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

Target: The Target Unit is always the Unit whose Charge triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Charge that triggered this Reaction.

Process
  1. Once this Reaction is declared, the Reactive Player must make a Charge Roll for the Reacting Unit.
  2. If the result of the Charge Roll would be enough to move any Model from the Reacting Unit into Base contact with a Model from the Target Unit then a Charge Move is made and the Units are Locked in Combat. No Model in the Target Unit may claim a bonus from any Special Rule that requires a successful Charge to have been made, while the Models in the Reacting Unit gain any bonuses from any Special Rules that would apply to that Unit as a result of a successful Charge.
  3. If the result of the Charge Roll would not bring any Model from the Reacting Unit into Base Contact with a Model from the Target Unit, then no Charge Move is made and the Players proceed to Step 4 of the Charge process.

Additional Detachment

An Army that has a Primary Detachment with the Emperor’s Children Faction may select the following Detachment:

Primacy Wing

Emperor’s Children doctrine favoured their elite, gifting the most experienced warriors with the most prestigious assignments. Their assaults often featured a core of tried and trusted bladesmen, carrying forth their assault with speed and momentum, supported by fast-moving support elements.

PRIMACY WING
[AUXILIARY DETACHMENT]

Rite of War: Legiones Hereticus Emperor’s Children

This Rite of War can only be selected for an Army with the Traitor Allegiance.

LEGION TACTICA
All Models with the Emperor’s Children Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Lords of Profligacy

The Emperor’s Children were once a proud and noble Legion, but in the wake of the Horus Heresy they became changed by their hubristic aspirations. Exemplars of the Imperium became debased and twisted degenerates, obsessed and driven by selfish desire and excess. Despite this, they were no less deadly as warriors, owing to potent cocktails of stims, aberrant surgical augments and the emanant power of dark gods.

The Controlling Player may choose that a Unit becomes Stupefied when it is the target of a Shooting Attack.

After a Shooting Attack that targets a Unit entirely composed of Models with this Special Rule is resolved, that Unit’s Controlling Player can choose for the targeted Unit to become Stupefied.

Stupefied
When a Unit becomes Stupefied, all Tactical Statuses affecting it are removed. In addition, while a Unit is Stupefied:
  • Models in that Unit have the Feel No Pain (6+) Special Rule.
  • The Strength Characteristic of Models in that Unit is modified by +1.
  • Models in that Unit cannot gain Tactical Statuses.
  • The Controlling Player of a Unit that is Stupefied may not declare any Reactions for that Unit and must make all Shooting Attacks declared for that Unit as Snap Shots.
  • In the Effects Sub-Phase of the Controlling Player’s End Phase, the Controlling Player must make a Cool Check for each Unit from their Army that is Stupefied. If the Check is passed, that Unit is no longer Stupefied.

GAMBIT
When selecting Gambits, the Controlling Player of a Model with the Emperor’s Children Trait can select the following instead of any others available to that Model:

The Broken Mirror

Where once the lords of the Emperor’s Children had striven for greatness and challenged their followers to excel, now they wallowed in their own ego, driven to perform great deeds for the rapt adulation of their inferiors.

When this Gambit is selected, the Controlling Player doubles any bonus for Outside Support and also gains a bonus when Stupefied.

If this Gambit is selected, then the Model gains double the normal modifier for Outside Support during the Focus Step. If the Unit this Model is part of is Stupefied, add an additional modifier of +1.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Emperor’s Children Trait can spend Reaction Points to make the following Advanced Reaction:

Twisted Desire

The corruption saturating the Emperor’s Children stripped away any sense of tactical planning, each warrior thinking only of their desire to test their mettle against a worthy foe and achieve glory.

This Reaction allows the Reacting Unit to become Stupefied when it is Charged.

Trigger: The Reactive Player may declare the Twisted Desire Advanced Reaction at the end of Step 2 of a Charge declared by the Active Player that targets a Unit under the Reactive Player’s control which only includes Models with the Emperor’s Children Trait.

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

Target: The Target Unit is always the Unit whose Charge triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Charge that triggered this Reaction.

Process
Once this Reaction is declared, the Reacting Unit becomes Stupefied, and for the duration of this Assault Phase, Models in that Unit gain the Feel No Pain (5+) Special Rule.

Additional Detachment

An Army that has a Primary Detachment with the Emperor’s Children Faction may select the following Detachment:

Brotherhood of the Phoenix

In the days before the Horus Heresy, the Brotherhood of the Phoenix was a fraternity of officers from the Emperor’s Children, akin to the warrior lodges found in other Legions, albeit with a significantly more elitist approach to membership. In the years after the Legion’s fall, this became a haven for the most ambitious and deadly warriors, clamouring around their Primarch, each seeking his attention and favour.

This Detachment can be selected instead of a Warlord Detachment. If this Detachment is selected, your Army may not also include a Warlord Detachment.

BROTHERHOOD OF THE PHOENIX
  • This Detachment must be from the Emperor’s Children Faction and may only be selected in an Army with a Points Limit of 3,000 Points or more.
  • This Detachment must include a Fulgrim Transfigured Unit.
  • High Command and Command Units selected as part of this Detachment do not grant access to any additional Auxiliary or Apex Detachments.
IVth LEGIONES ASTARTES

Iron Warriors

At the outbreak of the civil war the Iron Warriors’ strength was listed at around 180,000 Space Marines, along with numerous adopted Mechanicum and Auxiliary forces and a substantial war fleet. However, it is impossible to know the Legion’s full strength due to its considerable sub-deployments and garrisons across the galaxy, and its increasingly isolationist tendencies. Additionally, the Legion suffered more from internal schism than any other Traitor Legion after the Isstvan campaigns, its scattered forces fearful and untrusting of Perturabo, or else holding cause with the Legion’s Terran origins and loyalties.

The Iron Warriors under Horus understood themselves only as machines built to kill - their pragmatic natures unworking the propaganda of the Imperium. They were an indomitable force and the backbone of the Traitor advance, incorruptible and dependable as ever. The IVth Legion, corroded by two centuries of horror and deadly attrition in the service of a thankless cause they did not believe in, now tore down the Imperium they once helped build, finally relishing war with the opportunity to prove themselves superior to past rivals and detractors, particularly amongst the Ultramarines and Imperial Fists Legions. The Iron Warriors garrisoned strategically vital worlds for the Warmaster, and followed their orders without fault. At Phall, Perturabo and his mighty armada met Dorn’s Retribution Fleet, halting their advance. At Tallarn the Iron Warriors laid waste to vast Loyalist holdings and depleted much of the strength of a Segmentum in the largest armoured battle in the Imperium’s history. At Vanaheim, they became so entrenched that they frustrated the Space Wolves into extremis. They dominated much of the galactic centre, creating an empire of iron around the ashes of Olympia.

At Terra, Perturabo orchestrated the grandest siege Mankind would ever experience, with his sons spearheading the assault into the Sol System and laying waste to the defences of the Imperial Palace; the true genius of the Iron Warriors was finally exposed for all their allies and enemies to witness.

Armoury of the Iron Warriors

The following comprises new options and Wargear available only to Models with the Iron Warriors Trait.

Graviton Crushers

Developed from Mechanicum technology by Perturabo’s own genius, the graviton crusher is a device of savage power fitted to melee weapons and able to emit deadly electro-magnetic pulses on impact.

Any Model with the Iron Warriors Trait and the Command or Champion Sub-Type may have a thunder hammer exchanged for a graviton crusher for Free.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Graviton crusher
Graviton crusher
-2
A
+4
2
2
Armourbane, Shock (Pinned)
Graviton
Graviton mace
Graviton mace
-1
A
+3
3
1
Armourbane, Shock (Pinned)
Graviton

Shrapnel Weapons

In any Unit entirely composed of Models with the Iron Warriors Trait, every Model in that Unit may have its bolt pistol exchanged for one shrapnel pistol for +2 Points per Model.

In any Unit entirely composed of Models with the Iron Warriors Trait, every Model in that Unit may have its bolter exchanged for one shrapnel bolter for +3 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Shrapnel pistol
Shrapnel pistol
10
1
4
-
1
Pistol, Pinning (0)
Assault, Bolt
Shrapnel bolter
Shrapnel bolter
18
2
4
-
1
Pinning (0)
Bolt
Shrapnel cannon
Shrapnel cannon
36
3
5
5
1
Pinning (0), Shred (6+)
Bolt

The Unfavoured

Perturabo cared little for the cost of his prize, for it was not he that paid it. Instead he would send forth his Legion to settle that price, one they would pay with their blood.

If a Unit that has the Iron Warriors Trait that includes only Models with the Infantry Type is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

The Unfavoured
All Models in the Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Expendable (1) Special Rule.

Rite of War: Legiones Astartes Iron Warriors

LEGION TACTICA
All Models with the Iron Warriors Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

The Bitter End

All amongst the Iron Warriors knew what Perturaho expected and none needed guidance or encouragement to remind them of their purpose. Once issued, orders were expected to be fulfilled and in the absence of orders, warriors were expected to advance, kill and advance again until they were killed themselves.

If the Controlling Player is making a Leadership Check or Cool Check for a Unit that includes a majority of Models with this Special Rule, they may ignore negative modifiers applied by the Panic (X), Pinning (X), Stun (X) or Suppressive (X) Special Rules.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Iron Warriors Trait can select Spiteful Demise instead of any others available to that Model:

Spiteful Demise

“Death is no excuse for incompetence." - Perturabo.

A Model using this Gambit can inflict Hits on its opponent if it dies.

When this Gambit is selected, if this Model loses its last Wound during the following Strike Step, the Controlling Player may choose to immediately inflict a single automatic Hit on the opposing Model, resolved as if it was made with the following Weapon:
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Spiteful Demise
I
1
6
4
2
Breaching (5+)
-

Advanced Reaction

The Controlling Player of any Units that include only Models with the Iron Warriors Trait can spend Reaction Points to make the following Advanced Reaction:

Bitter Fury

The Iron Warriors often respond to enemy fusillades with a terrible fury of their own, pouring fire into their foes beyond the safe limits of their weaponry, thinking nothing for their own safety and only on the obliteration of their enemy.

This Reaction allows the Reacting Unit to make an improved Shooting Attack in the manner of Return Fire.

Trigger: Once per Battle, the Reactive Player may declare the Bitter Fury Advanced Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player, that Targets a Unit which only includes Models with the Iron Warriors Trait.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction.

Process
  1. Once the Bitter Fury Advanced Reaction has been declared, the Active Player must resolve all remaining Steps of the Shooting Attack process as normal, up to the start of Step 11.
  2. Before resolving Step 11, the Reactive Player makes a Shooting Attack with the Reacting Unit (including with any Models that have been reduced to 0 Wounds) targeting only the Target Unit. While making this Shooting Attack, Weapons selected for it have their Firepower Characteristic modified by +1 and gain the Overload (1) Special Rule. If that Weapon already has the Overload (X) Special Rule, modify the value of X on that Special Rule by +1.
  3. Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Active Player must then finish resolving Step 11 of the original Shooting Attack that triggered the Reaction.

Additional Detachments

An Army that has a Primary Detachment with the Iron Warriors Faction may select the following Detachments:

The Ironfire Cohort

A siege doctrine conceived by Warsmith Idriss Krendl in the aftermath of the fall of the Schadenhold Bastion, the Ironfire Protocol facilitates the rapid capture of Loyalist strongholds without the need to commit an entire Grand Company, thus serving the Warmaster’s orders to the Iron Warriors to topple Loyalist fortresses ahead of the march on Terra.

THE IRONFIRE COHORT
[AUXILIARY DETACHMENT]

The Hammer of Olympia

Masters of siege warfare and attrition assault tactics, the Iron Warriors favour the use of murderous firepower as their principal agency of war, and are renowned for their use of heavy armour and fortifications, spurning vainglorious ideals of personal combat and valour for the brutal determination to achieve victory by any means necessary. This culminated in tactical formations such as that which became known as the Hammer of Olympia, designed to carry out an unyielding close-range attack and shatter the strongest enemy defence line under a weight of armoured warriors and a hurricane of weapons fire.

THE HAMMER OF OLYMPIA
[APEX DETACHMENT]
  • This Detachment may only be selected if your Army also contains a Warsmith or Perturabo Unit.
VIIIth LEGIONES ASTARTES

Night Lords

At the dawn of Mankind’s civil war, the Night Lords had already been teetering on the edge of renegade status for several years, fighting their own wars with little regard for orders from Terra. Their numbers were impossible to ascertain as all contact with them was lost, but are assumed to have been close to 120,000 Space Marines. At Isstvan V and beyond, the Legion fully embraced their malicious nature and brought untold horrors upon the Imperium, becoming the harbingers for the Warmaster’s campaign of Dark Compliance. Horus gave the Night Haunter a bloody mandate; to sow such fear and destruction on worlds as to force their neighbours into surrender. The Warmaster later dispatched the bulk of the Night Lords to distant Thramas, where they would engage in a prolonged and ruinous conflict with the Dark Angels Legion. As the Age of Darkness progressed, a bitter blow to the unity of the VIIIth Legion came with the capture of their Primarch by the Dark Angels at the height of the Thramas Crusade. A spent force, the Night Lords had little choice but to splinter and scatter. Some broke into a collection of disparate warbands, fighting their own private rebellion of sullen fratricide. Others, such as VIIIth Legion veterans, pledged themselves to overthrowing the Emperor and retained the unforgiving sense of merciless justice that had once been the heart of the Legion. The former faction became raiders and pirates in the void, sowing despair across the Imperium in hundreds of conflicts, such as those of Sotha and Daverant, while the latter followed as hounds at the heels of the Warmaster’s advance. A significant portion of the Legion reunited at the Siege of Terra, where they meted out terrible death among civilian population and Loyalist defenders alike, with records indicating that they were the first of the Traitors to set foot on the walls of the Imperial Palace.

Armoury of the Night Lords

The following comprises new options and Wargear available only to Models with the Night Lords Trait.

Trophies Of Judgement

Any Model with the Command or Champion Sub-Type and the Night Lords Trait may have Trophies of Judgement selected for it for +10 Points per Model.

Trophies of Judgement

The Night Lords favour the use of terror as a weapon, as embodied by the artefacts they refer to as trophies of judgement - the visceral remains of enemies defeated in battle and rendered into gory relics. These trophies are carried into battle by the Night Lords’ champions, as much a mark of rank as a weapon against the foe.

A Model with Trophies of Judgement has the Fear (1) Special Rule.

Nostraman Chain Weapons

The inhabitants of Nostramo have long relied on a cruel brand of chain weapons in war, designed as much to horrify the foe with their use as to inflict harm. The Night Lords favour these weapons over all others, and when they take to the field of battle it is to the sound of growling chainblades and howling motors.

Any Model with the Night Lords Trait and the Command, Champion or Sergeant Sub-Type may have a power weapon exchanged for a chainglaive for +5 Points per Model.

Any Model with the Night Lords Trait and the Command Sub-Type may have a power weapon exchanged for a headsman’s axe for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainglaive
Chainglaive
I
A
+1
3
1
Breaching (6+), Shred (6+)
Chain
Headsman’s axe
Headsman’s axe
-2
A
+2
2
2
Critical Hit (6+)
Chain

Atramentar

For the warriors of the Atramentar, no deed is beneath them and any pretence of honourable combat has long since been abandoned. Seeking only to end the enemy in the most painful and undignified manner, they utilise deception and trickery, striking with overwhelming force from unseen quarters.

If a Centurion in Terminator Armour, Cataphractii Command Squad, Tartaros Command Squad, Cataphractii Terminator Squad or Tartaros Terminator Squad Unit that has the Night Lords Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Atramentar
Models in a Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Deep Strike and Impact (I) Special Rules.

Rite of War: Legiones Astartes Night Lords

LEGION TACTICA
All Models with the Night Lords Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

A Talent for Murder

Never given to mercy, few who oppose the Night Lords ever live to tell the tale, unless they are allowed by design to escape in order to sow the seeds of dread still further.

Night Lords have an improved Weapon Skill Characteristic when fighting Units that have Tactical Statuses.

When Locked in Combat with any Units which contain at least one Model which has any Tactical Statuses, Models in that Combat with this Special Rule gain an additional modifier of +1 to their Weapon Skill Characteristic until the end of the Phase.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Night Lords Trait can select Nostraman Courage instead of any others available to that Model:

Nostraman Courage

The lords of the VIIIth have long held a disinterest in honourable combat. When challenged, they are as likely to ‘encourage’ one of their inferiors to keep the foe busy while they attend to their own interests.

This Gambit allows the Controlling Player to switch the Model that fights in a Challenge.

This Gambit may only be selected once per Challenge. If selected, at the Start of the Focus Step, this Model’s Controlling Player may immediately return the Model to their Unit as if it was the Resolution Sub-Phase. If the Controlling Player chooses to do this, they must select another Model from this Unit (this can be a Model that is not normally eligible to take part in a Challenge). That Model is removed from the Unit and becomes the Challenger or Challenged Model in place of the original Challenger or Challenged Model that was returned to the Unit.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Night Lords Trait can spend Reaction Points to make the following Advanced Reaction:

Better Part of Valour

While other Legions swore oaths to never take a backwards step, the warriors of the VIIIth Legion took a much more pragmatic approach, holding self-preservation above notions of honour.

This Reaction allows a Unit to Fall Back when it is the Target of a Charge.

Trigger: The Reactive Player may declare a Better Part of Valour Advanced Reaction during Step 4 of the Charge process of any Charge declared by the Active Player that targets a Unit which only includes Models with the Night Lords Trait.

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

Target: The Target Unit is always the Unit whose Charge triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Charge that triggered this Reaction.

Process
  • Once this Reaction is declared, the Reacting Unit must immediately make a Fall Back Move as if it was affected by the Routed Tactical Status.
  • Once this Fall Back Move is completed, the Reacting Unit does not gain the Routed Tactical Status.

Additional Detachments

An Army that has a Primary Detachment with the Night Lords Faction may select the following Detachments:

Terror Assault

Terror Assault

The infamous speciality of the Night Lords Legion was the Terror Assault, often conducted under conditions of complete darkness, whether natural or artificially induced. Such attacks were not just designed to overwhelm their foe, but to sow as much gut-wrenching terror in both their victims and any who were left to survive to tell the tale, so as to shroud whole worlds in a pall of fear.

TERROR ASSAULT
[AUXILIARY DETACHMENT]
  • Troops Slots in this Detachment must be filled with Terror Squad Units.

Terror Assault

The infamous speciality of the Night Lords Legion was the Terror Assault, often conducted under conditions of complete darkness, whether natural or artificially induced. Such attacks were not just designed to overwhelm their foe, but to sow as much gut-wrenching terror in both their victims and any who were left to survive to tell the tale, so as to shroud whole worlds in a pall of fear.

TERROR ASSAULT
[AUXILIARY DETACHMENT]
  • Troops Slots in this Detachment must be filled with Terror Squad Units.

Atramentar Hunt

The Night Lords First Company, otherwise known as the Atramentar, was a hand-picked company of the finest killers in the Night Lords Legion. What made them more unique, however, was their unusual (by the standards of the VIIIth Legion) loyalty to their commander, Jago Sevatarion, acting as his enforcers, they ensured others of their normally fractious Legion did not deviate from their allocated objectives.

ATRAMENTAR HUNT
[APEX DETACHMENT]
XIIth LEGIONES ASTARTES

World Eaters

Of all the Space Marine Legions of the Great Crusade, none were as savage and dreaded as the XIIth Legion. Monsters long before the outbreak of the Horus Heresy, the World Eaters were among the first Traitor Legions to enact the extermination of the Loyalist elements within their ranks on the ravaged world of Isstvan III. Their Primarch Angron himself led the assault that fell upon the Loyalist survivors of the first wave, a vision of blood that cut a terrible path through friend and foe alike. When the last Loyalist drowned in the blood of his defiance, he was at last done and the World Eaters were dedicated utterly to the Warmaster’s cause. During the Dropsite Massacre, the World Eaters were responsible for inflicting horrific casualties upon the Loyalist Legions, and even when their enemies broke and attempted to flee, they harried them relentlessly. In the aftermath of Isstvan, the World Eaters, joined by the Word Bearers Legion, invaded the realm of Ultramar in the so-called Shadow Crusade, burning a bloody trail across the eastern segmenta.

The worlds of Armatura, Espandor and a dozen other planets were laid waste, their populations put to the sword in an act of galactic ritual bloodletting. At the culmination of these massacres, orchestrated by his brother Lorgar, Angron became infused with the Warp and ascended to daemonhood. This had a lasting impact on his Legion, for while their Primarch was no longer dying by the Butcher’s Nails implanted in his skull, he became an uncontrollable beast that freely sated his lust for bloodshed upon his sons and the Legion’s serfs. The Legion too would become tainted by Angron’s new daemonic form and slowly descended into madness, invading worlds and mindlessly slaughtering their populations without regard for military or strategic targets. Across the Ultima Segmentum, this pattern would be repeated until only a shadow of the XIIth Legion remained, reduced to a horde of savage berserkers by the time they were recalled by Horus to cull the defenders of Terra.

Armoury of the World Eaters

The following comprises new options and Wargear available only to Models with the World Eaters Trait.

Blades of the Fighting Pits

Among all the Legiones Astartes, the World Eaters were possessed of a savage and bloodthirsty fervour and most often eschewed the use of the tried-and-tested chainsword in favour of the far more brutal chainaxe.

In any Unit entirely composed of Models with the World Eaters Trait, any Model may have its chainsword exchanged for one chainaxe for Free.

Caedere Weapons

Based upon the ritual weapons of the cyber-augmetic gladiators of the savage world on which their bloody-handed Primarch was once cast, it was Angron himself who introduced the Caedere among his Legion’s ranks. Brutal and difficult to master, the weapons of the Caedere remain largely the preserve of the Rampagers - World Eaters who have responded the best to the addition of the cranial berserker implants which are a hallmark of the Legion and its champions.

If a Model has a Caedere weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Meteor hammer
  • Excoriator chainaxe
  • Paired falax blades
  • Barb-hook lash

Any Model with the Command, Champion, Specialist or Sergeant Sub-Type may have its power weapon exchanged for one Caedere weapon for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Meteor hammer
Meteor hammer
I
-1
+2
3
2
Impact (IM)
Power
Excoriator chainaxe
Excoriator chainaxe
-2
A
+2
3
1
Breaching (6+), Shred (6+)
Chain
Paired falax blades
Paired falax blades
I
+2
S
3
1
-
Power
Barb-hook lash
Barb-hook lash
+1
A
S
3
1
Critical Hit (6+), Phage (S)
Power

Chain-bonded

The gladiatorial pits of the World Eaters frequently featured bouts in which pairs of warriors would fight together, bound together at the wrists with iron chains. Some warriors were so skilled in these bouts that they would take to the battlefield alongside their chain-brother. Though not bound together, their skill at fighting in concert ensured no foe could stand before their combined skills.

If a Unit which only includes Models with the World Eaters Trait that has the Command Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Chain-bonded
This Prime Advantage can only be selected once per Army. When this Prime Advantage is selected, the Controlling Player must select another Unit which only includes Models with the World Eaters Trait that has the Command Battlefield Role from their Army. One Model in the selected Unit and one Model in the Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage both gain the Chain-brothers Special Rule.

Chain-brothers: While a Model with this Special Rule is within Unit Coherency of the other Model from your Army with this Special Rule, that Model gains a bonus of +1 to Hit Tests made in the Assault Phase. If a Model that is engaged in a Challenge is in the same Combat as the other Model from your Army with this Special Rule, that Model is treated as being in Unit Coherency with that other Model for the purposes of this Special Rule.

Rite of War: Legiones Astartes World Eaters

LEGION TACTICA
All Models with the World Eaters Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Violence Incarnate

The World Eaters were synonymous with beasts, butchers and madmen whose fury was fuelled by bloodshed, and was such that no sane warrior would stand willingly against them. Their reputation was well deserved, if an oversimplification of them as a fighting force, which knew well the virtue of tactics and weapons, at least before their fall.

World Eaters gain +i to their Attacks Characteristic when they Charge.

On any Turn in which they made a Charge Move, Models with this Special Rule modify their Attacks Characteristic by +1 until the end of the Phase.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the World Eaters Trait can select Violent Overkill instead of any others available to that Model:

Violent Overkill

Those lost to the Butcher’s Nails care little for the notion of honourable combat, cutting down their opponent before continuing their butchery without pause.

This Gambit allows additional wounds to be allocated to enemy Models outside the Challenge when the opponent is Removed as a Casualty.

If this Gambit is selected, then when this Model makes attacks during the Strike Step, if the other Model involved in the Challenge is Removed as a Casualty, any remaining wounds must instead be allocated to other eligible enemy Models in the same Combat, using the normal Rules.

Advanced Reaction

An Army that has a Primary Detachment with the World Eaters Faction may select the following Detachment:

Brutal Tide

Few ever survived the onslaught of the XIIth Legion and of those that did, even fewer were able to tell of the fury of their assault. It was a tsunami wave of rage and violence, never receding, ever surging, that broke upon the enemy to scour away life and flesh and sinew, to leave only blood-soaked ruin in its wake.

This Reaction allows the Reacting Unit to make a Charge towards a Unit that Targets them with a Shooting Attack.

Trigger: Once per Battle, the Reactive Player may declare the Brutal Tide Advanced Reaction during Step 4 of a Shooting Attack declared by the Active Player that targets a Unit which only includes Models with the World Eaters Trait and does not have the Vehicle Type.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Shooting Attack that triggered this Reaction.

Process
  1. For the duration of the current Shooting Phase, all Models in the Reacting Unit gain the Eternal Warrior (1) Special Rule.
  2. Immediately after Step 11 of the Shooting Attack that triggered this Reaction is resolved, the Reactive Player must make a Charge Roll for the Reacting Unit.
  3. If the result of the Charge Roll would be enough to move any Model from the Reacting Unit into Base Contact with a Model from the Target Unit, then a Charge Move is made and the Units are Locked in Combat. Models in the Reacting Unit gain any bonuses for any Special Rules that would apply to that Unit as a result of a successful Charge.
  4. If the result of the Charge Roll would not bring any Model from the Reacting Unit into contact with a Model from the Target Unit, then no Charge Move is made.

Additional Detachment

An Army that has a Primary Detachment with the World Eaters Faction may select the following Detachment:

Berserker Cadre

World Eaters assaults were characterised by wave after wave of warriors, hacking down their foes with brutal chainblades or ritual gladiatorial weapons.

BERSERKER CADRE
[AUXILIARY DETACHMENT]
  • Heavy Assault Slots in this Detachment may only be used to select Rampager Squad Units.

Rite of War: Legiones Hereticus World Eaters

This Rite of War can only be selected for an Army with the Traitor Allegiance.

LEGION TACTICA
All Models with the World Eaters Trait (excluding Vehicle Models) are subject to the following Special Rule:

The Nails’ Bite

Deep under the effects of their invasive neural implantations, the World Eaters became heedless of conventional military strategy and often ignored the logical goals of battle in favour of debased violence and the chance to cause blood to flow - from whom it flowed was often a secondary consideration.

The Controlling Player may choose that a World Eaters Unit becomes Lost to the Nails when it fails a Leadership Check.

When a Unit entirely composed of Models with this Special Rule fails a Leadership Check, that Unit’s Controlling Player can choose for that Unit to become Lost to the Nails.

Lost to the Nails
When a Unit becomes Lost to the Nails, all Tactical Statuses affecting it are removed. In addition, while a Unit is Lost to the Nails:
  • Models in that Unit may add +1" to the distance of any Set-up Move.
  • Modify the Attacks Characteristic of Models in that Unit by +1.
  • Models in that Unit are considered to have a Leadership, Cool and Willpower Characteristic of 10 (unless it would normally be higher).
  • If, at the start of the Controlling Player's Charge Sub-Phase, the Unit is within 12" of any enemy Models, that Unit must make a Charge Move. If more than one enemy Unit is within 12", the Controlling Player of this Unit must select the closest enemy Unit as the Target Unit for that Charge.

At the start of the Controlling Player’s Charge Sub-Phase, if there are no enemy Units within 12" of a Unit that is Lost to the Nails, that Unit is no longer Lost to the Nails.
GAMBIT
When selecting Gambits, the Controlling Player of a Model with the World Eaters Trait can select one of the following instead of any others available to that Model:

Brutal Dismemberment

When challenged to single combat, many among the World Eaters relinquished any sense of the wider battle, their entire focus drawn to their opponent. Even when their foe lay in ruin at their feet, they rarely held back their strikes, hacking them to pieces to the dismay of their fellows, and taking their skulls as trophies.

This Gambit allows the Controlling Player to score additional Combat Resolution Points if they are the winner of the Challenge.

While this Gambit is selected, if the enemy Model is Removed as a Casualty during the Strike Step, during the subsequent Glory Step, the Controlling Player gains 2 additional Combat Resolution Points.

Advanced Reaction

The Controlling Player of any Units that include only Models with the World Eaters Trait can spend Reaction Points to make the following Advanced Reaction:

Furious Charge

Even before the outset of the Horus Heresy, the World Eaters looked down on those who would seek to slay them at range rather than cross blades. Once the true corrupted fury had taken hold, even the slightest provocation would see them surge forth to engage their foes, eager to exact retribution for their fallen brothers.

This Reaction allows the Reacting Unit to become Lost to the Nails after the Volley Step of a Charge.

Trigger: The Reactive Player may declare a Furious Charge Advanced Reaction at the end of Step 4 of a Charge declared by the Active Player that targets a Unit which only includes Models with the World Eaters Trait if any Models in the Target Unit were Removed as Casualties as a result of Volley Attacks.

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

Target: The Target Unit is always the Unit whose Charge triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Charge that triggered this Reaction.

Process
  1. Once this Reaction is declared, the Target Unit becomes Lost to the Nails.
  2. The Reactive Player must then make a Charge Roll for the Reacting Unit.
  3. If the result of the Charge Roll would be enough to move any Model from the Reacting Unit into Base contact with a Model from the Target Unit, then a Charge Move is made and the Units are Locked in Combat. Models in the Reacting Unit gain any bonuses for any Special Rules that would apply to that Unit as a result of a successful Charge.
  4. If the result of the Charge Roll would not bring any Model from the Reacting Unit into contact with a Model from the Target Unit, then no Charge Move is made and the Players proceed to Step 5 of the Charge process.

Additional Detachment

An Army that has a Primary Detachment with the World Eaters Faction may select the following Detachment:

Sons of Bodt

As the World Eaters’main recruitment centre, even in the early days of the Great Crusade, Bodt was the crucible in which many of its Legion warriors were forged, whether taken from the gun clans of that world or brought in from surrounding systems. As the Horus Heresy took root, the means by which these warriors were created became less stable, unshackled as they were from the diktats of Terra. Many of these warriors were driven to battle under the supervision of the butcher-surgeons who created them, the better to observe their performance for future refinement.

SONS OF BODT
[AUXILIARY DETACHMENT]
  • Support Slots in this Detachment may only be used to select Apothecary Units.
XIVth LEGIONES ASTARTES

Death Guard

Once a byword for resilience and unshakable courage, the Death Guard were counted among the closest of Horus’ allies during the Great Crusade and as such their Primarch Mortarion was only too willing to cast off the shackles of servitude to the Emperor and follow the Warmaster into treachery and rebellion. Of the 95,000 Space Marines in the Legion at the conclusion of the Great Crusade, around 25,000 potential Loyalists were culled at Isstvan III, including most of the Legion’s Ancient Terran armour contingents.

At Isstvan V, the Death Guard was the anvil upon which the Loyalist assault halted and broke. Later, the Legion accompanied the main Traitor advance alongside the Sons of Horus, and as such the bulk of its forces remained under the direct command of its Primarch. It dominated the Warmaster’s newly forged Dark Empire, cowing worlds into submission and scouring the Cyclops Cluster and the Coronid Deeps. The Death Guard hunted the Shattered Legions, the White Scars and its own wayward sons across the northern Imperium, unleashing unprecedented levels of destruction simply to engage these comparatively small, yet highly disruptive, forces. From its home on Barbaras, the shadow of the Reaper covered the southern reaches of the Imperium too; the Legion harrying the scattered Raven Guard around Deliverance and uniting entire sectors in defiance of the Emperor and his praetorians - pushing towards the prize of the Imperial Fists’ home world of Inwit.

The Death Guard were instrumental to the Traitor cause throughout the Horus Heresy, and could always be found prosecuting the largest and most arduous of campaigns for the Warmaster - often in the stead of the Sons of Horus. At Potresh, Dwell and Molech, the two Legions earned victory together and Mortarion earned his place amongst the Warmaster’s most dependable allies. During the final march to Terra, disaster would see the Death Guard fleet lost in the Warp. What emerged was a Legion disfigured and twisted by the foul forces of the Immaterium, transformed into a dire blight that would fall upon the Imperial Palace.

Armoury of the Death Guard

The following comprises new options and Wargear available only to Models with the Death Guard Trait.

Power Scythe

These unique power weapons are used to great effect by the Death Guard, wielded in great sweeping arcs lopping off limbs and slicing apart the foe with ease. Many among the grim Legion of Mortarion favoured them as much for the fear inspired by their form as for the carnage they inflicted upon the foe.

Any Model with the Command, Champion, Specialist or Sergeant Sub-Type may have its power weapon exchanged for one power scythe for +10 Points per Model or its power fist exchanged for one power scythe for +5 Points.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power scythe
Power scythe
-1
A
+1
3
1
Reaping Blow (2), Breaching (5+)
Power

Alchem Weapons

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Alchem flamer
Alchem flamer
Template
1
4
5
1
Template, Poisoned (2+)
-
Alchem combi-flamer
Alchem combi-flamer
- Bolter (Primary)
- Bolter (Primary)
24
2
4
5
1
Combi
Bolt
-  Alchem flamer (Secondary)
-  Alchem flamer (Secondary)
Template
1
4
5
1
Template, Poisoned (2+), Limited (1), Combi
-

Unnatural Resilience

Even prior to the culmination of Calas Typhon’s insidious scheme and the corruption of their Legion, the Death Guard were possessed of a durability and endurance beyond that given by their enhanced Space Marine physiology. Some amongst their number were exemplars of these qualities, allowing their traits to elevate them to champions of the battlefield.

If a Centurion Model with the Death Guard Trait or a Cataphractii Centurion Model with the Death Guard Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Unnatural Resilience
This Prime Advantage can only be selected once per Army. A Model selected to fill a Prime Force Organisation Slot with this Prime Advantage:
  • Has its Base Wounds Characteristic modified by +1.
  • Gains the Eternal Warrior (2) Special Rule.

The following Special Rule is found on several Models with the Death Guard Trait in this section:

Death Cloud

The armour of many Death Guard carried in-built alchemical containment and projection units, surrounding them with a lethal haze of poisonous vapours.

This Special Rule inflicts Hits on an enemy Unit Locked in Combat with any Models with this Special Rule.

At the start of the Fight Sub-Phase, each enemy Unit that is Locked in Combat with one or more Units that include any Models with this Special Rule is affected by the Death Cloud. Each Unit affected by the Death Cloud suffers a number of Hits equal to the number of Models with this Special Rule in Units they are Locked in Combat with. These Hits have a Strength of 1, the Poisoned (3+) Special Rule, an AP of 5 and a Damage Characteristic of 1. No Cover Saves or Shrouded Damage Mitigation Rolls may be made to discard wounds that result from these Hits, but other Saving Throws and Damage Mitigation Rolls may be made as normal.

Rite of War: Legiones Astartes Death Guard

LEGION TACTICA
All Models with the Death Guard Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Remorseless Advance

No obstacle could bar the steady momentum of the Death Guard as they advanced, relentless and measured. Like the passage of time itself they would move towards their inevitable goal.

Models with this Special Rule may Move and still benefit from the Heavy (X) Special Rule.

A Model with this Special Rule that has moved no more than 4" in the Movement Phase and did not Rush may still benefit from any variant of the Heavy (X) Special Rule on any Weapons that they have. Additionally, the Controlling Player of a Model with this Special Rule may ignore negative modifiers to the Movement Characteristic of that Model as a result of moving in Difficult Terrain.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Death Guard Trait can select Steadfast Resilience instead of any others available to that Model:

Steadfast Resilience

As Mortarion had endured his upbringing upon desolate Barbaras, so too did his champions emulate him in achieving a state of disturbing resilience, inured to pain, heedless of otherwise debilitating wounds and unflinching in the face of death.

This Gambit allows a Model to increase its Toughness Characteristic.

If this Gambit is selected, then the Toughness Characteristic of the Model it is selected for is replaced with the Base Weapon Skill Characteristic of the opposing Model for the duration of the following Strike Step.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Death Guard Trait can spend Reaction Points to make the following Advanced Reaction:

Barbaran Endurance

The Death Guard were renowned for their resilience in the face of adversity, pushing ever forwards, enduring all that could be mustered against them. Upon the battlefield, where others would be cowed or forced into submission, the Death Guard would remain, indefatigable and unrelenting.

This Reaction grants the Reacting Unit a Damage Mitigation Roll and allows them to recover from Tactical Statuses.

Trigger: Once per Battle, the Reactive Player may declare the Barbaran Endurance Advanced Reaction during Step 4 of any Shooting Attack declared by the Active Player during the Shooting Phase that Targets a Unit which only includes Models with the Death Guard Trait that do not have the Vehicle Type.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Shooting Attack that triggered this Reaction.

Process
  1. All Models in the Reacting Unit immediately recover from any Tactical Statuses.
  2. For the duration of the current Shooting Phase, all Models in the Reacting Unit gain the Feel No Pain (5+) Special Rule.
  3. For the duration of the current Shooting Phase, the Reacting Player automatically passes any Cool Checks or Leadership Checks made for the Reacting Unit.

Additional Detachment

An Anny that has a Primary Detachment with the Death Guard Faction may select the following Detachment:

Reaping Host

Although specialising in entrenched and attritional warfare, the Legion also had a number of formations and tactics that enabled it to operate in concentrated and crushing force in an attack - one such was dubbed ‘The Reaping’ by those who had fought alongside the Death Guard during the Great Crusade. A heavily reinforced column of attack particularly suited to urban warfare and shattered landscapes, the Reaping was deliberately slow moving and utterly murderous in its methodical assault pattern and, like the reaper’s scythe, little escaped it.

REAPING HOST
[AUXILIARY DETACHMENT]
  • Troops Slots in this Detachment may not be used to select Assault Squad Units.
XVth LEGIONES ASTARTES

Thousand Sons

The XVth Legion’s place within the Horus Heresy is defined by the destruction of Prospero at the hands of the Space Wolves. Though this event would occur before even the atrocities on Isstvan III and Isstvan V, later scholars would see it for what it really was - one of the Warmaster’s opening moves in his galaxy-spanning war against the Emperor. After the use of psychic powers by the Legions had been forbidden by the Edict of Nikaea, Magnus and his Thousand Sons had withdrawn to their home world, ostensibly chastised by the Emperor. It was here that Magnus, via psychic means, discerned the danger Horus posed to the Emperor and the fledgling Imperium and tried to warn the Master of Mankind. As events transpired the warning failed, and only contributed to the Warmaster exploiting the opportunity of the Space Wolves’ censure of Magnus the Red to eliminate a rival in the Thousand Sons Legion. In the terrible battle that followed both the Thousand Sons and Space Wolves suffered horrendous casualties, and the world of Prospero was set ablaze. Thus by the start of the Warmaster’s true rebellion, the Thousand Sons were diminished and scattered, and Magnus himself broken by the betrayal of his once trusted allies. Entire companies of the Legion had been absent from Prospero, still prosecuting the Great Crusade either unaware of the Edict of Nikaea or uncaring of it, and these joined multiple warfronts throughout the Age of Darkness.

In the following years of strife and war, small groups of Thousand Sons, survivors of Prospero and otherwise, would take to the battlefield on both sides of the Horus Heresy. Though the Loyalists condemned them as Traitors, many Thousand Sons Legionaries maintained their loyalty to the Emperor and opposed the Warmaster’s plans. Eventually, by the closing battles of the Horus Heresy, the Thousand Sons were often seen standing beside the forces of the Warmaster, and when the final assault on Terra began, Magnus would reenter the fray at last to march beneath the Eye of Horus.

Armoury of the Thousand Sons

The following comprises new options and Wargear available only to Models with the Thousand Sons Trait.

Achea Pattern Force Swords

The Achea pattern of force weapons uses a mesh of psycho-conductive filament worked into the surface of an adamantine blade to conduct the raw psychic fury of the wielder. Unlike the more common force weapons, these refined devices allow only a lesser portion of the psykers’ will to be channelled through the weapon; a spiritual circuit breaker that allows these weapons to be safely employed en masse by the warriors of the Thousand Sons.

Any Model with the Thousand Sons Trait and the Command or Champion Sub-Type may have its power weapon exchanged for one Achea pattern force sword for +5 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Achea pattern force sword
Achea pattern force sword
I
A
+1
3
1
Breaching (5+)
Psychic

Asphyx Weapons

In any Unit entirely composed of Models with the Thousand Sons Trait, every Model in that Unit may have its bolt pistol exchanged for one asphyx pistol for +2 Points per Model.

In any Unit entirely composed of Models with the Thousand Sons Trait, every Model in that Unit may have its bolter exchanged for one asphyx bolter for +3 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Asphyx pistol
Asphyx pistol
8
1
4
5
1
Pistol, Rending (6+)
Assault, Bolt
Asphyx bolter
Asphyx bolter
18
2
4
5
1
Rending (6+)
Bolt

Æther-fire

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Æther-fire pistol
Æther-fire pistol
10
1
6
4
2
Pistol, Breaching (6+)
Assault, Psychic
Æther-fire blaster
Æther-fire blaster
18
2
6
4
2
Breaching (6+)
Psychic
Æther-fire magna-cannon
Æther-fire magna-cannon
24
1
6
4
2
Blast (5"), Breaching (6+)
Psychic

Telekine Shift

Individuals amongst the Thousands Sons were capable of using their psychic talents to make otherwise inanimate objects move without physical contact, including comparatively small items such as boltgun parts and dataslates. In sufficient numbers, these individuals were able to focus their will in such a manner as to amplify the effects of their telekinetic ability, moving themselves through space, up and over obstacles that would otherwise be impassible.

If a Unit which only includes Models with the Thousand Sons Trait and the Troops Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Telekine Shift
Models in a Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Telekine Shift Special Rule.

Telekine Shift: When the Controlling Player chooses to make a Rush Move with a Unit made up of Models with this Special Rule, they may also choose to make a Willpower Check for that Unit. If the Willpower Check is successful, the Unit gains the Antigrav Sub-Type and the Move Through Cover Special Rule until the end of the current Movement Phase. If the Willpower Check is failed, the selected Unit may not Move during the current Movement Phase.

Rite of War: Legiones Astartes Thousand Sons

LEGION TACTICA
All Models with the Thousand Sons Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Cult Arcana

Each of Magnus’ sons was a warrior equal to those of the other Legiones Astartes but also more. Through their dedication to the study of the esoteric and the forbidden, they gained mastery of a strength beyond the physical and were ingrained with a fortitude of mind beyond what they were indoctrinated with. The Thousand Sons were equipped to fight war not only in the perceivable realm, but also in realms beyond normal comprehension.

All Models with the Thousand Sons Trait are Psykers and have a higher Willpower Characteristic than shown on their profile.

Models with this Special Rule gain a bonus of +1 to their Base Willpower Characteristic and gain the Psyker Trait.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Thousand Sons Trait can select Prophetic Duellist instead of any others available to that Model:

Prophetic Duellist

Through arcane divination, the manner in which time itself was perceived could be altered, changed from a linear procession of unpredictable yet inevitable events into a series of threads, each shattering into an exponential number of possibilities, all a path that could be followed to its destination.

When this Gambit is selected, the Controlling Player may use their Model’s Willpower Characteristic instead of the result of a Focus Roll.

If this Gambit is selected, then immediately after the Controlling Player has made their Focus Roll in the Focus Step, they may choose to replace the result of their Focus Roll (after modifiers) with this Model’s Willpower Characteristic.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Thousand Sons Trait can spend Reaction Points to make the following Advanced Reaction:

Fortress of the Mind

Of the manifestations and conjurings used by the Thousand Sons in battle, acts of telekinesis were amongst the most obviously effective. The casting of kine shields and domes to deflect the attacks of the enemy were useful primarily against ranged attacks, dissipating energy beam weapons and impervious to solid shot alike.

This Reaction gives the Reacting Unit an additional Save Test against attacks that Target the Reacting Unit.

Trigger: Once per Battle, the Reactive Player may declare the Fortress of the Mind Advanced Reaction during Step 4 of the Shooting Attack process of any Shooting Attack declared by the Active Player that Targets a Unit which only includes Models with the Thousand Sons Trait and does not contain any Models with the Vehicle Type.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Shooting Attack that triggered this Reaction.

Process
  1. Once a Fortress of the Mind Advanced Reaction has been declared, the Reactive Player must make a Willpower Check for the Reacting Unit.
  2. If the Willpower Check is passed, the Reacting Unit gains a 3+ Invulnerable Save against all wounds inflicted as part of the Shooting Attack that triggered the Reaction.
  3. If the Willpower Check is failed, the Reacting Unit gains a 5+ Invulnerable Save against all wounds inflicted as part of the Shooting Attack that triggered the Reaction. Additionally, both the Reacting Unit and the Target Unit suffer the Warp Rupture result from the Perils of the Warp table, resolved immediately after Step 11 of the Shooting Phase.

Additional Detachment

An Army that has a Primary Detachment with the Thousand Sons Faction may select the following Detachment:

Prosperine Convocation

The Thousand Sons practised a form of war similar to their meditations. Preparedness, balance and calm ensured these mixed forces triumphed where even the brute force of less subtle Legions might fail.

PROSPERINE CONVOCATION
[AUXILIARY DETACHMENT]

The Prosperine Arcana

The psychic powers arid occult training of the Thousand Sons were focused around the disciplines of their Cult temples and secret Orders; these provided their initiates with unique abilities on the field of battle.


Each Unit from your Army with the Thousand Sons Trait (excluding Units that contain Models with the Vehicle or Automata Type or the Unique Sub-Type) can be given one of the following Prosperine Arcana:


Each Prosperine Arcana is a Psychic Discipline which Models in that Unit can use. Note that while the Psychic Discipline is granted to every Model in that Unit, it is not granted to other Models that join that Unit during Deployment or the Battle, though such Models may be given the same or a different Prosperine Arcana of their own during the creation of an Army Roster. A Unit can only be given one Prosperine Arcana, and cannot gain any additional ones. Note that some Units, such as the Khenetai Occult Cabal may have a Prosperine Arcana as part of their Special Rules, and so cannot be given an additional one from this list.

If a Model Manifesting a Psychic Power, Psychic Weapon or Psychic Reaction gained from a Prosperine Arcana suffers the effects of Perils of the Warp, do not roll on the Perils of the Warp table. Instead, the Unit suffers D3 wounds, each with an AP of 2 and a Damage of 1 which ignore all Cover Saves and Damage Mitigation Rolls. Invulnerable Saves may be taken against these wounds as normal and these wounds are allocated as if they were inflicted by a Shooting Attack.

If a Unit that has a Prosperine Arcana is granted a Psychic Weapon, only one Model in that Unit may use that Psychic Weapon each time that Unit is selected to make attacks as part of a Shooting Attack or a Combat.

Raptora

The Raptora focused on manipulating physical reality with their will, operating psychokinesis and control of fundamental forces such as gravity. They could conjure shields of invisible energy, crush metal with their minds, and summon storms of debris to flay their foes.

All Models in a Unit with the Raptora Prosperine Arcana gain the following benefits:
  • The Crushing Force Psychic Weapon
  • The Kine Shield Psychic Reaction
  • The ‘Raptora’ Trait

Crushing Force

(Psychic Weapon)

Visualising the foe within their grasp, the practitioner clenches their fists, crushing their victim with telekinetic force.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Crushing Force
Crushing Force
12
1
9
4
2
Armourbane, Force (D)
Psychic

Kine Shield

(Psychic Reaction, Blessing)

Reaching out with their minds in unison, the initiates of the Raptora Cult create a crackling field of psychic energy, absorbing and deflecting incoming shots.

This Psychic Reaction allows a Unit to gain a Shrouded Damage Mitigation Roll.

Trigger: The Reactive Player may choose to declare a Kine Shield Psychic Reaction at the start of Step 3 of a Shooting Attack made by the Active Player that targets a Unit that includes at least one Model with the Raptora Trait.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Kine Shield Psychic Reaction. This cost is paid if the Willpower Check is successful. If the Willpower Check fails, the cost is not paid.

Focus: The Focus of this Psychic Reaction must be a Model with the Raptora Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Shooting Attack that triggered this Psychic Reaction.

Target: The Target Unit must be the Unit that the Focus is part of, that is the target of the Shooting Attack that triggered the Reaction and must include only Models with the Thousand Sons Trait.

Duration: If successfully Manifested the effects of this Psychic Reaction last until the end of the Sub-Phase in which it was declared.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, then all Models in the Target Unit gain a 4+ Shrouded Damage Mitigation Roll against any wounds inflicted.
  3. If the Manifestation Check fails then there is no further effect.

Pyrae

The Pyrae’s abilities expressed themselves in a terrifying manner - the control and creation of fire. Their thoughts could become hell-storms burning as bright as a star’s fury, and their touch could reduce metal to slag in mere moments.

All Models in a Unit with the Pyrae Prosperine Arcana gain the following benefits:
  • The Inferno Shield Psychic Power
  • The Burning Grasp Psychic Weapon
  • The ‘Pyrae’ Trait

Burning Grasp

(Psychic Weapon)

Focusing their pyromantic arts into their splayed fingers, the initiates of the Pyrae melt away even the thickest plate with a single touch.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Burning Grasp
Burning Grasp
I
1
8
3
2
Critical Hit (6+), Breaching (5+), Armourbane
Psychic

Inferno Shield

(Psychic Reaction, Blessing)

With a sweep of their arms, these practitioners swathe their forms in burning energy.

This Psychic Power allows a Unit to inflict automatic hits onto a Unit that makes Melee Attacks against them.

Trigger: The Active Player may choose to Manifest the Inferno Shield Psychic Power at the end of the Declare Weapons and Set Initiative Steps Step of a Combat.

Focus: The Focus of the Power must be a Model with the Pyrae Trait and under the Active Player’s control, and must be part of a Unit in that Combat.

Target: The Target Unit must be the Unit that the Focus is part of, and must only include models with the Thousand Sons Trait.

Duration: If successfully Manifested, the effects of this Psychic Power last until the Combat is resolved.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If this Psychic Power is successfully Manifested, then all Models in the Target Unit gain the Inferno Shield Special Rule.
  3. If the Manifestation Check fails then there is no further effect.

Inferno Shield

At the end of each Initiative Step, each Unit that scored any Hits against a Unit that contains any Models with this Special Rule suffers D6 Hits with a Strength of 4, an AP of ‘-’ and a Damage of 1, allocated by that Unit’s Controlling Player.

Pavoni

The Pavoni concerned themselves with the interaction of the ætheric and living flesh. Biomancers, they were flesh shapers and re-makers, and their initiates could channel the powers of the Warp to harden their flesh against damage, boil the blood of their enemies, and even to heal the bones and flesh of their bodies.

All Models in a Unit with the Pavoni Prosperine Arcana gain the following benefits:
  • The Stoneform Psychic Reaction
  • The Bloodboil Psychic Weapon
  • The ‘Pavoni’ Trait

Bloodboil

(Psychic Weapon)

Focusing their potent powers on a single enemy, the Pavoni cause the enemy’s blood to heat, scorching their organs and rupturing veins.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bloodboil
Bloodboil
12
1
4
2
2
Poisoned (2+)
Psychic

Stoneform

(Psychic Reaction, Blessing)

Channelling their power into their flesh, these warriors harden their form, making it impervious to small arms fire.

This Psychic Reaction boosts the Toughness Characteristic of the Reacting Unit.

Trigger: The Reactive Player may choose to declare a Stoneform Psychic Reaction at the start of Step 3 of a Shooting Attack made by the Active Player that targets a Unit with at least one Model with the Pavoni Trait.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Stoneform Psychic Reaction. This cost is paid if the Willpower Check is successful. If the Willpower Check fails, the cost is not paid.

Focus: The Focus of this Psychic Reaction must be a Model with the Pavoni Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Shooting Attack that triggered this Psychic Reaction.

Target: The Target Unit must be the Unit that the Focus is part of, and must only include models with the Thousand Sons Trait.

Duration: If successfully Manifested, the effects of this Psychic Reaction last until the end of the Sub-Phase in which it was declared.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, then all Models in the Unit that is the target of the Blessing gain a bonus of +2 to their Toughness Characteristic.
  3. If the Manifestation Check fails then there is no further effect.

Corvidae

The Corvidae were soothsayers and augurs who bent their abilities to touch the flow of time and consequence. Perhaps the most subtle of all the Cults, it was said by their fellows that they could read the past in a dying man’s breath, glimpse far distant possibilities, and even manipulate the flow of one second to another by the force of their minds alone.

All Models in a Unit with the Corvidae Prosperine Arcana gain the following benefits:
  • The Fated Shots Psychic Power
  • The Paths of Consequence Psychic Power
  • The ‘Corvidae’ Trait

Fated Shots

(Psychic Power, Blessing)

Consulting the manyfold skeins of the future, the Corvidae predict the most lethal trajectories as they open fire.

This Psychic Power improves the effectiveness of Ranged Attacks made by the Unit.

Trigger: The Active Player may choose to Manifest the Fated Shots Psychic Power in the Shooting Phase, at the start of Step 4 of any Shooting Attack made by a Unit that includes at least one Model with the Corvidae Trait controlled by the Active Player.

Focus: The Focus of the Power must be a Model with the Corvidae Trait that is part of the Unit making the Shooting Attack.

Target: The Target Unit must be the Unit that the Focus is part of, and must only include models with the Thousand Sons Trait.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of the Shooting Attack being resolved.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, then all ranged Weapons Models in the Target Unit have (excluding Weapons with the Blast (X) Special Rule) gain the Rending (5+) Special Rule.
  3. If the Manifestation Check fails then there is no further effect.

Paths of Consequence

(Psychic Power, Curse)

Adepts of the Corvidae subtly manipulate the flow of time, ensuring the enemy are waylaid by twisting paths and perilous terrain.

This Power is used in the Start Phase and reduces the target’s Movement as well as causing it to suffer Dangerous Terrain Tests.

Trigger: The Active Player may choose to Manifest the Paths of Consequence Psychic Power in the Effects Sub-Phase of the Start Phase.

Focus: The Focus of the Power must be a Model with the Corvidae Trait and must be controlled by the Active Player.

Target: The Target Unit must be a Unit under the control of the Reactive Player with at least one Model within 18" of the Focus and with Line of Sight to the Focus.

Duration: If successfully Manifested, the effects of this Psychic Curse last until the start of the Active Player’s next Turn.

Process
  1. Once the Focus and Target Unit have been decided, the Target Unit’s Controlling Player makes a Resistance Check for that Unit.
  2. If the Resistance Check is failed, then all Models in the Target Unit suffer a penalty of -2 to their Movement Characteristic, to a minimum of 0. Furthermore, the first time a Model in the Target Unit Moves in a given Phase, it must take a Dangerous Terrain Test.
  3. If the Resistance Check succeeds then there is no further effect.

Athanaean

The Athanaean’s secrets were hound to the workings and manipulations of the mind and thought. Both subtle and powerful telepaths, they held the Legion together in battle, channelling orders and intent seamlessly into the minds of its warriors, forming a communications network unbreakable and unparalleled in scope.

All Models in a Unit with the Athanaean Prosperine Arcana gain the following benefits:
  • The Emanation of Dread Psychic Weapon
  • The Clarity Psychic Power
  • The ‘Athanaean’ Trait

Emanation of Dread

(Psychic Weapon)

Every failing, every possible death and potential misfortune was projected into the thoughts of the target of this manifestation, casting doubt and indecision into their minds.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Emanation of Dread
Emanation of Dread
24
3
4
-
1
Panic (1)
Psychic

Clarity

(Psychic Power, Blessing)

Panic, fear and desperation are wiped from the mind touched by this blessing, calming, clarifying and refocusing their actions in battle.

This Psychic Power allows the Controlling Player to remove a Tactical Status from the Unit.

Trigger: The Active Player may choose to Manifest the Clarity Psychic Power in the Effects Sub-Phase of the Start Phase.

Focus: The Focus of the Power must be a Model with the Athanaean Trait and under the Active Players control.

Target: The Target Unit must be a Unit under the Active Player’s control, must have at least one Model within 18" and with Line of Sight to the Focus, and must only include models with the Thousand Sons Trait.

Duration: If successfully Manifested, the effects of this Psychic Power are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, the Controlling Player may select a single Tactical Status any Model in the Target Unit has. This Tactical Status is immediately removed from every Model in the Target Unit.
  3. If the Manifestation Check fails then there is no further effect.
XVIth LEGIONES ASTARTES

Sons of Horus

Long before the first shots of the Horus Heresy were fired, Horus was planning how best to cement his control over the Legions, his own especially. Many of his men were won over with promises of glory or oaths of loyalty, and many more followed Horus simply because they always had. There remained, however, an element of the old guard, mostly former Luna Wolves, whose loyalties could not be relied upon. On Isstvan III, the Warmaster set a trap for these warriors, along with the parts of the Emperor’s Children, World Eaters and Death Guard Legions who had also failed to be swayed by their own Primarchs. In the aftermath of this battle the Legion was reborn once again, all weaknesses excised, and readied to deal a fatal blow to the Emperor’s forces. All throughout the galactic civil war, the Sons of Horus were at the forefront of the fighting, from the ambush at Isstvan V against the still reeling Loyalists, to the invasion of the Knight world ofMolech, where the Warmaster himself led his forces into battle. Always the Sons of Horus were the tip of the spear, plunging into the Loyalists’ lines to deliver the killing blow. Horus’ strategic genius was only amplified in these years, coordinating the actions of half a galaxy’s armies. It is known that on occasion, he would let other forces bear the brunt of the attrition for his Legion, only to unleash it at the moment of glory to win the day. It is then fitting that when at last Horus reached the Throneworld of Terra and began his final assault against the capital of the Imperium, the Sons of Horus were there in their tens of thousands, ready to follow their master to victory in the great and final war which he had instigated.

Armoury of the Sons of Horus

The following comprises new options and Wargear available only to Models with the Sons of Horus Trait.

Banestrike Bolters

These mysterious variant bolt shells, believed to have been designed in secret within the armouries of the Alpha Legion long before the outbreak of the Horus Heresy, had it seems a sole purpose - to breach the ceramite power armour of Space Marines. Used openly for the first time at the Dropsite Massacre on Isstvan V, their dense explosive cores and firing stresses reduced their range and swiftly degraded the firing weapon, but their effect against the betrayed Legions was devastating.

  • Any Model with the Sons of Horus Trait and the Command or Champion Sub-Type may have its bolter exchanged for one banestrike bolter for +5 Points per Model.
  • Any Model with the Sons of Horus Trait and the Command or Champion Sub-Type may have its combi-bolter exchanged for one banestrike combi-bolter for +5 Points per Model.
  • Any Model in a Seeker Squad Units with the Sons of Horus Trait may have its kraken bolter exchanged for one banestrike bolter for Free.
  • Any Model in a Veteran Tactical Squad Units with the Sons of Horus Trait may have its bolter exchanged for one banestrike bolter for +5 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Banestrike bolter
Banestrike bolter
18
2
4
4
1
Breaching (6+)
Bolt
Banestrike Combi-bolter
Banestrike combi-bolter
18
4
4
4
1
Breaching (6+)
Bolt

Carsoran Power Axes

The labyrinthine tunnels and dim caverns of Cthonia have long been the battlefield for the various feral clans that infest the planet’s ancient cities, and those ferocious warriors have long held certain cruel patterns of weapon in high esteem. When the warriors of Cthonia were inducted en masse into the Luna Wolves, they brought these weapons with them, and they have since become commonplace among Horus’ followers.

Any Model with the Sons of Horus Trait may have its power axe exchanged for one Carsoran power axe for +5 Points per Model or one Carsoran power tabar for +10 Points per Model.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Carsoran power axe
Carsoran power axe
-1
A
+1
3
1
Breaching (5+), Shred (6+)
Power
Carsoran power tabar
Carsoran power tabar
-2
A
+2
3
1
Breaching (5+), Shred (5+)
Power

Martial Supremacy

Proudly the Sons of Horus wore their reputation as peerless warriors, vicious, unyielding yet unfalteringly competent in battle - this drove them to strive for excellence and to live up to the title bestowed upon their father and by extension, upon them, as first amongst the Legions. Always, a Son of the Warmaster must prove his worth and never should weakness be shown, even to those of their own Legion.

If a Unit which only includes Models with the Sons of Horus Trait and the Elites Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Martial Supremacy
One Model in the Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gains the Champion Sub-Type and the Duellist’s Edge (1) Special Rule.

Decurion Lanius

As the brutality of the Horus Heresy changed the Sons of Horus and its Primarch, the Legion adopted many new practices and tactics. The Lanius was one such adaptation, a cruelly practical approach to morale on the battlefield and a reminder of the increasingly bloody price to be paid for failing the Warmaster in the battle to control the Imperium.

This upgrade may be purchased for any of the following Units from the Legiones Astartes Army List with the Sons of Horus Trait, and which do not have any Pintle Mounted Weapons:

  • Sicaran (Models with twin accelerator autocannon or punisher rotary cannon only)
    +25 Points

A Model with this upgrade has a Pintle Mounted Banestrike bolt cannon and gains the Brutal Enforcement Special Rule.

Banestrike Bolt Cannon

The largest iteration of the Sons of Horus’ infamous banestrikc ammunition, the banestrike bolt cannon fires shells large enough to stall the advance of any power armoured infantry formation. However, the bulk of the weapon precluded its use amongst infantry formations, relegating it to use on armoured vehicles and fortifications.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Banestrike bolt cannon
Banestrike bolt cannon
24
4
6
4
2
Breaching (6+)
Bolt

Brutal Enforcement

The Lanius were empowered to punish those who showed fear or doubt, restoring discipline with salvos of deadly banestrike shells.

A Model with this Special Rule may target a friendly Unit with a Shooting Attack and the targeted Unit loses the Routed Tactical Status.

At the start of the Move Sub-Phase, the Controlling Player of a Model with this Special Rule can select one Unit from their Army with the Routed Tactical Status that is within 12" of the Model with this Special Rule. If they do, the Model with this Special Rule immediately makes a Shooting Attack, targeting that Unit, using only its Banestrike bolt cannon. This Shooting Attack does not cause any Leadership Checks. Once this Shooting Attack has been resolved, the Target Unit loses the Routed Tactical Status.

Rite of War: Legiones Astartes Sons of Horus

LEGION TACTICA
All Models with the Sons of Horus Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Death Dealers

Ever on the offensive, the Sons of Horus wasted no opportunity to attack their foe, unleashing salvos of fire even as they closed in for the kill. To simply best an enemy was not enough, for they must be utterly defeated before victory could be claimed in the name of Horus Lupercal.

Sons of Horus make Volley Attacks at their full Ballistic Skill Characteristic.

When a Model with this Special Rule makes Volley Attacks, it is not required to fire Snap Shots.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Sons of Horus Trait can select Merciless Strike instead of any others available to that Model:

Merciless Strike

There was no honour in battle save the glory of victory. No deed was below the Sons of Horus as they trod the path to triumph and no blow too low to secure their own survival.

When this Gambit is selected, the Controlling Player’s Model gains the Phage (T) Special Rule.

This Gambit can only be selected during the first Face-Off Step of a Challenge involving this Model. While this Gambit is selected, any Weapon this Model uses during this Challenge gains the Phage (T) Special Rule for the duration of this Strike Step.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Sons of Horus Trait can spend Reaction Points to make the following Advanced Reaction:

Warrior Pride

The Sons of Horus saw themselves as the pre-eminent Legiones Astartes, an attitude born from belligerent pride and reinforced upon their Primarch’s elevation to Warmaster. Many among the XVlth look down on those who they see as inferior, deigning such foes unworthy of a death by their hand.

This Reaction allows the Reacting Unit to ignore Challenges from an opponent with a lower Weapon Skill Characteristic.

Trigger: The Reactive Player may declare a Warrior Pride Advanced Reaction when a Unit made up of Models with the Sons of Horus Trait is in Combat with an enemy Unit and the Active Player selects a Model to be the Challenger.

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

Target: For a Warrior Pride Advanced Reaction, the Target Unit is always the Unit that includes the enemy Model that is selected as the Challenger. The Reacting Unit is the Unit that includes any Models with the Sons of Horus Trait that could be selected as the Challenged.

Process
If the Challenger’s Base Weapon Skill Characteristic is lower than the Base Weapon Skill Characteristic of all Models in the Reacting Unit that would be eligible to accept the Challenge, the Reactive Player can choose not to accept the Challenge. If they do so, the Challenge SubPhase ends immediately and that Model does not gain the Disgraced Tactical Status.

Additional Detachment

An Army that has a Primary Detachment with the Sons of Horus Faction may select the following Detachment:

Supremacy Cadre

When the Sons of Horus required an especially tenacious foe to be crushed, they turned to their cadres of heavy assault troops and experienced line forces, bringing brutal closequarters ruination to their enemy.

SUPREMACY CADRE
[AUXILIARY DETACHMENT]
XVIIth LEGIONES ASTARTES

Word Bearers

Next to the Sons of Horus, the Word Bearers were active in many of the first pivotal battles of the Horus Heresy. The scale of their betrayal of the Loyalist forces at Isstvan V and Calth would reverberate across the years and set a high water mark for the treachery of the Warmaster. In Ultramar, the Word Bearers first laid waste to Calth and then to dozens of other planets in the Five Hundred Worlds in vengeance for an unforgotten slight: Monarchia. Once a beautiful city-shrine raised in praise of the Emperor, the Ultramarines, at the Emperor’s own command, levelled Monarchia in an act of censure for Lorgar’s religious zeal, which was contrary to the strict tenets of the Imperial Truth. Alongside their allied Traitor Imperial Army formations and Titan Legions, the perfidious XVIIth ravaged Ultramar. While their enemies fought for strategic and tactical advantage, the Word Bearers revealed their true nature, striking at targets of little military significance but of high ritual and symbolic value, spreading wanton terror and destruction. This was a calculated act to stir the Immaterium, and gave rise to the otherworldly forces the Word Bearers consorted with, bringing forth the Ruinstorm. The priests and Diaholists of the Word Bearers would remain at Horus’ side throughout the galactic civil war. Even when their Primarch fell from the Warmaster’s favour, they would be there to whisper in Horus’ ear as architects of his damnation. The Word Bearers were a curse upon the galaxy in the Age of Darkness, spreading across the stars seeking ritual and portent or else unleashing the Warp as part of their pact with dark gods. Few loyal Imperial Heralds existed to oppose their Primarch, for in seeking his ‘Primordial Truth’ Lorgar had long since purged his Legion of those who still worshipped the Emperor. The first heretics of the Word Bearers would be instrumental to the Traitor cause throughout the Horus Heresy, and would be counted among the Legions to assault the Throneworld.

Armoury of the Word Bearers

The following comprises new options and Wargear available only to Models with the Word Bearers Trait.

Tainted Weapon

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Tainted weapon
Tainted weapon
I
A
S
3
1
Breaching (6+), Phage (S)
Psychic

Warpfire Weapons

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Warpfire pistol
Warpfire pistol
12
1
5
4
1
Pistol, Breaching (5+), Shred (6+)
Assault, Plasma
Warpfire blaster
Warpfire blaster
24
2
5
4
1
Breaching (5+), Shred (6+)
Plasma
Warpfire projector
Warpfire projector
36
1
5
4
1
Heavy (RS), Blast (3"), Breaching (5+), Shred (6+)
Plasma

Burning Lore

Many of the Word Bearers’ finest commanders gave themselves willingly to the corruption of the Warp. They utterly forswore their oaths and pledged themselves to new masters in exchange for a dark and terrible power.

Word Bearers Models may gain the Psyker Trait and a specific Psychic Discipline.

Any Model with the High Command Battlefield Role and Word Bearers Trait may be given the Psyker Trait and the Anathemata Psychic Discipline for +40 Points per Model.

Zealous Assault

Such was the fervour with which the Word Bearers adopted their new creed that they were imbued with a new sense of purpose, and where once their powerful oratory was able to inspire entire worlds to follow their every word, it was now used to spark a murderous frenzy in their own hearts.

If a Unit which only includes Models with the Word Bearers Trait and the Troops Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Zealous Assault
Models in a Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Impact (S) Special Rule.

Rite of War: Legiones Astartes Word Bearers

LEGION TACTICA
All Models with the Word Bearers Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Unwavering Conviction

Nothing could tempt the Word Bearers to stray from their faith, so strong was their zealous belief Even in defeat they were resolute, their will cast in iron and their commitment to their cause unwavering.

Word Bearers gain additional Combat Resolution Points.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 1 Combat Resolution point if any friendly Models in that Combat have the Word Bearers Trait.
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Word Bearers Trait can select Beseech the Gods instead of any others available to that Model:

Beseech the Gods

The Word Bearers went to battle uttering constant prayers to their dark patrons. Before engaging in single combat, they would often seek a blessing to aid them. If they were judged worthy, a boon may be granted. If they were unworthy however, they may find themselves forsaken.

This Gambit allows the Controlling Player to take a Willpower Check to modify their Characteristics.

This Gambit can only be selected during the first Face-Off Step of a Challenge involving this Model. If this Gambit is selected, then the Controlling Player immediately makes a Willpower Check for this Model. If the Check is passed, until the end of this Challenge Sub-Phase, this Model adds +1 to its Strength and Attacks Characteristics. If the Check is failed, this Model suffers 1 Wound with an AP Characteristic of 2 and a Damage Characteristic of 1. No Saves or Damage Mitigation Roll may be made to discard this wound.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Word Bearers Trait can spend Reaction Points to make the following Advanced Reaction:

Glorious Martyrdom

The Word Bearers are the bringers of truth, selflessly devoting themselves to the illumination of humanity. Many among the Legion would gladly give up their lives in service to this ideal, shielding their brethren with their own body.

This Reaction allows the Controlling Player to allocate all wounds caused by a Fire Group to a single Model of their choosing.

Trigger: Once per Battle, the Reactive Player may declare the Glorious Martyrdom Advanced Reaction in the Shooting Phase, during Step 5 of the Shooting Attack sequence of any Shooting Attack made by the Active Player that targets a Unit that includes only Models with the Word Bearers Trait.

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

Target: For the Glorious Martyrdom Advanced Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction.

Process
In Step 5 of the Shooting Attack sequence, the Reactive Player must select one Model from the Reacting Unit. Until the current Fire Group and any Fire Groups that split from it have been resolved, only the selected Model can be selected as the Target Model. If that Model is Removed as a Casualty, the remainder of that Fire Group and any additional Fire Groups that have been created from it are discarded and the Active Player moves to Step 10 of that Shooting Attack.

Additional Detachment

An Army that has a Primary Detachment with the Word Bearers Faction may select the following Detachment:

Exalted Conclave

Those who are blessed by the powers of the Warp are revered within the Word Bearers Legion, accompanying the highest ranking commanders in the field. A potent symbol of prestige for those who sought to elevate themselves in the eyes of the dark gods, such warriors fight with a zeal unmatched even by their most fervent brethren.

EXALTED CONCLAVE
[APEX DETACHMENT]
  • This Detachment can only be selected as part of an Army with the Traitor Allegiance and the only Prime Advantage that can be selected for Battlefield Role Slots in this Detachment is the True Believers Prime Advantage.
XXth LEGIONES ASTARTES

Alpha Legion

Horus saw the XXth Legion as a unique weapon in the Imperium’s arsenal, its ambition laudable and its mastery of the battle-sphere not far removed from his own. It was no surprise that the Alpha Legion joined his cause, though the Legion’s inscrutable motivations and the double-edged nature of many of the services it granted the Warmaster, such as the pyrrhic victory of the first battle for Paramar, and the sabotaged containment of the White Scars at Chondax, would cause frustration on both sides of the galactic civil war. At the hands of the Alpha Legion’s talent for conspiracy and that of their agents, countless billions were to die, even on planets that would not feel the thunderous footfall of the Legiones Astartes. It is even whispered amongst the Imperial Court that Alpharius himself had a hand in the planning of the Dropsite Massacre on Isstvan V, where 50,000 warriors of the XXth were present to spring that bloody trap. The Alpha Legion was ever-present in the significant events of the Horus Heresy, often in secret, pursuing its own ends against the Imperium, yet frequently also at odds with the plans of the Warmaster. At Tallarn the Alpha Legion deployed uninvited and unannounced alongside the Iron Warriors during the great armoured conflict, and atAlaxxes and Yarant it pursued the Space Wolves, contributing to their near-demise in the Wolf Cull alongside numerous others who had felt the wrath of the Sons of Fenris in their time. As the Horus Heresy raged on and many Legions saw their strength shorn away, the Alpha Legion appeared to grow stronger throughout the conflict, despite several seemingly serious defeats, such as their early foray into the Sol System over Pluto. Yet the advance of the Legion was not hindered; much like the hydra of myth, where one head was cut from the Legion’s body, two more appeared to grow in its place.

Armoury of the Alpha Legion

The following comprises new options and Wargear available only to Models with the Alpha Legion Trait.

Venom Spheres

An exotic variant of more commonplace grenades, these advanced weapons contain toxin-impregnated crystalline splinters that have been darkly claimed to be based on xenos technology.

Any Model with the Alpha Legion Trait and the Command or Champion Sub-Type may be given venom spheres for +5 Points per Model.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Venom Spheres
Venom spheres
8
1
1
-
1
Blast (3"), Poisoned (4+)
Assault

Power Daggers

These unique power weapons are a particular speciality of the Alpha Legion, crafted specifically for hidden strikes and coup de grace attacks. Many among the other Legions consider them dishonourable weapons, the weapons of assassins and cowards, but the Alpha Legion see them as eminently practical tools of war.

Any Model with the Alpha Legion Trait and the Command, Champion or Sergeant Sub-Type may have its power weapon exchanged for one power dagger for Free.
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power Dagger
Power dagger
+2
A
-1
3
1
Breaching (5+)
Power

Rewards of Treachery

The Alpha Legion is renowned for its false flag operations, taking such tactics far beyond a simple duplication of enemy iconography. Within the Alpha Legion’s ranks are entire cadres of warriors trained to match the tactics, organisation and weaponry of both friend and foe, all kept secret for the day they can be deployed to the greatest and most shocking effect.

If a Unit which only includes Models with the Alpha Legion Trait that has the Command Battlefield Role is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Rewards of Treachery
Add one additional Battlefield Role Slot to the Detachment that includes the Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage. This Slot may be of any Battlefield Role other than High Command, Command, Warlord or Lord of War (note that a Detachment may gain more than one additional Force Organisation Slot if this option is selected for multiple Units in the same Detachment).

Each Unit selected to fill such a Slot must:
  • Be from the Legiones Astartes Army List.
  • Not have the Alpha Legion Faction Trait on their Unit Profile.
  • Not include any Models that have the Unique Sub-Type.

All Models in any of these Units have their Faction Trait replaced with ‘Alpha Legion’.

Rite of War: Legiones Astartes Alpha Legion

LEGION TACTICA
All Models with the Alpha Legion Trait (excluding Models with the Vehicle Type) are subject to the following Special Rule:

Lies and Obfuscation

Where they could be seen, they were not. To fight the Alpha Legion was to fight with uncertainty, neither auspex reading nor eyesight could be trusted, for all was veiled in subterfuge and deceit.

Alpha Legion Models count as further away than they actually are.

A Model with this Special Rule is always considered to be 2" further away than it actually is when measuring range to it from any enemy Model for the purpose of resolving a Shooting Attack, Charge or any Reaction declared by an enemy Model or Unit (this is cumulative with any other modifiers to range imposed by Special Rules).
GAMBIT
When selecting a Gambit, the Controlling Player of a Model with the Alpha Legion Trait can select I Am Alpharius instead of any others available to that Model:

I Am Alpharius

Even in single combat, the warriors of the XXth Legion relied on falsehood and misguidance to gain advantage over their foes. Rarely would their enemy be given the opportunity to glimpse the true face of their opponent and instead would be taunted by feints and distractions until the killing blow was delivered when it was least expected.

When this Gambit is selected, the Opposing Player’s Model’s Combat Initiative is reduced.

This Gambit can only be selected during the first Face-Off Step of a Challenge involving this Model. If this Gambit is selected, then the opposing Model in the Challenge sets their Combat Initiative to ‘1’ until the end of this Strike Step.

Advanced Reaction

The Controlling Player of any Units that include only Models with the Alpha Legion Trait can spend Reaction Points to make the following Advanced Reaction:

Smoke and Mirrors

The battle doctrines of the Alpha Legion include deliberate obfuscation of identifying marks, preventing enemy forces from easily identifying or singling out command elements as targets.

This Reaction changes the Target Number of Precision Hit Tests made against the Reacting Unit.

Trigger: The Reactive Player may declare a Smoke and Mirrors Advanced Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player that targets a Unit that includes only Models with the Alpha Legion Trait.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction.

Process
Once this Reaction is declared, until the Target Unit’s Shooting Attack has been resolved, Shooting Attacks with the Precision (X) Special Rule can only be inflicted on a Hit Test result of 6+.

Additional Detachment

An Army that has a Primary Detachment with the Alpha Legion Faction may select the following Detachment:

Headhunter Leviathal

The activities of the Alpha Legion throughout the Great Crusade and the Horus Heresy were ever shrouded in mystery, few more so than the operations of its elite Headhunters. Though no first-hand eye witness accounts describe such missions in reliable detail, secondary evidence of such operations being carried out has been discovered the length and breadth of the war-torn Imperium.

HEADHUNTER LEVIATHAL
[AUXILIARY DETACHMENT]
  • Elites Slots in this Detachment may only be used to select Seeker Squad Units or Headhunter Kill Team Units.

Special Rules

Aflame (X)

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

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

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

Bitter Duty

Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.

Models with this Special Rule may not join Units that do not also have this Special Rule.

A Unit that includes any Models with this Special Rule can only join Units or be joined by other Models with this Special Rule.

Combi

Some weapons feature multiple weapons systems linked to the same trigger. Often each weapon will have a specific role, but in extremis, both can be fired simultaneously, blasting the foe with a variety of deadly munitions.

A Weapon with this Special Rule can fire multiple profiles simultaneously.

Each time a Model makes a Shooting Attack with a Weapon Profile with this Special Rule, the Controlling Player can select another Profile from the same Weapon with this Special Rule and make attacks with it as part of the same Shooting Attack. Note that if that Profile also has the Limited (X) Special Rule, this does not allow it to be selected to make attacks more than the number of times equal to the value of X on that Special Rule.

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.

Gun Emplacement

Mounted on a static cruciform carriage, this emplacement provides a stable firing platform for the armoured turret above.

A Model with this Special Rule has special restrictions that apply when ranges are measured to and from it.

The hull of a Model with this Special Rule is only considered to be the central turret. The outriggers that form the gun carriage are ignored for all purposes.

Impact Reactive Doors

Many drop pods have doors or hatches designed to release via explosive bolts upon landing, either allowing their passengers to disembark as swiftly as possible or for built-in weaponry to be unleashed upon nearby foes.

A Model with this Special Rule must be deployed with its doors open.

When a Model with this Special Rule is Deployed, any doors on the Model must be opened to their full extent. Any Unit Embarked upon a Model with this Special Rule must Disembark in the Move Sub-Phase immediately following the Reserves Sub-Phase in which it was Deployed. Any Model that cannot Disembark from the Model with this Special Rule in that Move Sub-Phase is Removed as a Casualty.

Furthermore, once a Unit has Disembarked from a Model with this Special Rule, no Models may Embark upon that Model with this Special Rule for the duration of the Battle.

Ranges or Line of Sight from this Model must be measured from the central hull, including for Disembarkation. The doors are ignored for all purposes.

Implacable Advance

The wargear of many Legiones Astartes warriors and war machines incorporates a variety of targeting and stabilisation systems, enabling larger weaponry to be brought to bear even at close ranges.

Models with this Special Rule can make Volley Attacks with other Weapons.

The Controlling Player of a Model with this Special Rule treats all Ranged Weapons such a Model has that do not have any variant of the Heavy (X) Special Rule or Ordnance (X) Special Rule as having the Assault Trait.

Medic (X)

Some specialists are trained in field medicine and carry specialist equipment, from a simple satchel of bandages and pain suppressants to the complex narthecium devices carried by Legion apothecaries. If able to tend to the injured in time, such warriors can be returned to the battle, enabling them to fight on.

This Special Rule determines the difficulty of any Recovery Tests made due to other Reactions or Special Rules.

If a Unit includes one or more Models with the Medic (X) Special Rule, then certain other Special Rules, Reactions or Gambits may allow the Controlling Player to make Recovery Tests for other Models in the same Unit. Note that the Medic (X) Special Rule does not allow Recovery Tests to be made, but simply establishes the Target Number for such Tests - Recovery Tests may only be made if another Special Rule, Reaction or Gambit allows them (see, for example, the Medic! Advanced Reaction).

Recovery Tests
A Recovery Test is made when one or more Unsaved Wounds are allocated to a Model, and is resolved by rolling a Dice and comparing the result to the value of ‘X’ in the variant of the Medic (X) Special Rule. If there is more than one variant of the Medic (X) Special Rule present in a Unit, then the Controlling Player chooses which is used to determine the Target Number, if the Recovery Test is successful then a single Unsaved Wound allocated to the Model has its Damage reduced by 1 (to a minimum of 0). If a Recovery Test is failed, then any Unsaved Wounds allocated to the Model are resolved as normal.

Melta (X)

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

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

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

Orbital Assault Vehicle

Drop pods and other dedicated orbital assault vehicles are intended for one purpose only - to deliver warriors and equipment from orbiting spacecraft to battlefields on a planet’s surface. Once deployed they play little further part in the battle, serving only to support the onslaught of their passengers.

A Model with this Special Rule must Deep Strike.

A Model with this Special Rule must be Deployed onto the Battlefield using the Deep Strike Special Rule and is treated as though it has that Special Rule. It may never be deployed without using the Deep Strike Special Rule, regardless of any other Rule or Mission, and if forced to do so it is immediately reduced to 0 Hull Points.

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.

Rapid Tracking

Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.

Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.

Each time a Model makes a Shooting Attack as part of the Intercept Advanced Reaction, its Controlling Player can select a Weapon with this Special Rule for that Shooting Attack, even if it is not a Defensive Weapon.

Shot Selector

Some weapons are designed to feed from multiple small magazines loaded with specialist ammunition. The most common of these are the Tempest and Scorpius rounds commonly issued to Seeker Squads, but many other Legion forces may utilise even more esoteric and specialised ammunition.

Weapons with this Special Rule gain one optional additional Special Rule when used to attack.

When a Shooting Attack is made that includes one or more Weapons with this Special Rule, at the start of Step 3 of the Shooting Attack procedure, the Attacking Player can select one of the following Special Rules for all Weapons with this Special Rule to gain until the end of this Shooting Attack:
  • Panic (1)
  • Breaching (4+)
  • Suppressive (2)

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.

Void Shields (X)

Some especially large vehicles are equipped with almost impenetrable shields of energy, akin to those used on Titan god-engines, relics from ancient times known as void shields.

A Model with this Special Rule ignores Penetrating Hits as long as it still has active void shields.

A Model with this Special Rule has a number of void shields equal to the value of X. While a Model with this Special Rule still has void shields, each time that Model suffers a Penetrating Hit as a result of a Shooting Attack, reduce the Damage of that Penetrating Hit to ‘0’ and reduce the number of void shields this Model has by 1. If the number of void shields a Model has is reduced to 0, this Special Rule has no further effect during that battle.

Psychic Disciplines

Anathemata Discipline

Some Esoterists study the Warp with the sole intent of discovering the weakness of those creatures that dwell within. Others see them as tools for the prosecution of war, unburdened by loyalty or purpose.

A Model with the Anathemata Discipline gains the following benefits:
  • The Fear (1) Special Rule.
  • The Void Darts Psychic Weapon.
  • If the Model has the Loyalist Trait, it can use the Seal the Veil Psychic Reaction.
  • If the Model has the Traitor Trait, it can use the Breach the Veil Psychic Power.
  • The ‘Anathemata’ Trait.

Void Darts (Psychic Weapon)

Painstakingly crafted to sub-molecular tolerances and meeting the exacting specifications of each Vigilator, each of these masterworks of mechanical technology are calibrated to deliver hardened penetrator rounds with immeasurably little variance between the point of aim and the point of impact.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Void Darts (Psychic Weapon)
Void Darts (Psychic Weapon)
18
D6
5
4
1
Shred (5+), Force (D)
Psychic

Breach the Veil (Psychic Power, Blessing)

Binding the denizens of the Warp to their will, the Esoterist breaches the fabric of reality, dragging their otherworldly allies onto the battlefield and setting them upon their foe.

Trigger: The Active Player may choose to Manifest the Breach the Veil Psychic Power at the start of the Reserves Sub-Phase of their Movement Phase.

Focus: The Focus of the Power must be a Model with the Anathemata Trait and under the Active Player’s control.

Target: This Psychic Power does not have a Target.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of this Reserves Sub-Phase.

Process
  1. Once the Focus has been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, the Active Player can select one Unit from a Daemonic Manifestation Detachment from the same Army as the Focus that is in Reserves. Reserve Rolls made for that Unit are automatically successful for the duration of this Psychic Power.

Seal the Veil (Psychic Reaction, Curse)

Many Esoterists master the sealing of ætheric energy and investigate any method of repelling the foul entities that spill from that realm, no matter how strange or ritualistic such arcane tricks might be.

Trigger: The Reactive Player may choose to declare a Seal the Veil Psychic Reaction at the start of Step 3 of the Charge Procedure for a Charge declared by the Active Player for a Unit which includes any Models with the Malefic Sub-Type.

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

Focus: The Focus of this Psychic Reaction must be a Model with the Anathemata Trait and under the Reactive Player’s Control, and must be a part of the Unit targeted by the Charge that triggered this Psychic Reaction.

Target: The Target Unit must be the Unit that is making the Charge that triggered the Reaction.

Duration: If successfully Manifested, the effects of this Psychic Reaction are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, the Target Unit’s Controlling Player makes a Resistance Check for that Unit.
  2. If the Resistance Check is failed, then the Target Unit cannot make a Set-Up Move of more than 1", and when a Charge Roll is made for that Unit in Step 5 of the Charge Procedure, the highest Dice is discarded instead of the lowest.

Stormcalling

The rituals of stormcalling were a subset of wider shamanistic practise delved into by the White Scars who would otherwise bear the title of Librarians within most other Legions. Such acts, frowned upon by the Imperium even before the edicts of Nikaea, seemingly allowed its practitioners to summon forth what they believed was but a fraction the power of Chogoris, elemental forces that could be unleashed upon their foes or even used to manipulate the earth beneath their feet.

A Model with the Stormcalling Discipline gains the following benefits:
  • The Move Through Cover Special Rule
  • The Unseen Bolt Psychic Weapon
  • The Call of the Wind Psychic Power
  • The ‘Stormseer’ Trait

Unseen Bolt (Psychic Weapon)

A bolt of lightning summoned forth from the endless blue sky, this is the hallmark of the Stormseer’s power and a potent weapon against the enemies of the White Scars.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Unseen Bolt (Psychic Weapon)
Unseen Bolt (Psychic Weapon)
36
1
4
4
1
Blast (5"), Barrage (2), Stun (2), Force (RS)
Psychic

Call of the Wind (Psychic Power, Blessing)

Calling upon the ancient wisdom of the Chogorian shaman, a Stormseer can see the currents of the winds of the future, and speed his brethren along the swift path to victory.

This Power is used in the Movement Phase and can allow the Target Unit to move its full Rush distance as a normal Move.

Trigger: The Active Player may choose to Manifest the Call of the Wind Psychic Power in the Movement Phase, when selecting a Unit under their control that includes at least one Model with the Stormseer Trait to Move and before any Move is made for that Unit.

Focus: The Focus of the Power must be a Model with the Stormseer Trait that is part of the Unit that was selected to Move.

Target: The Target Unit must be a Unit under the control of the Active Player with at least one Model within 12" of the Focus and with Line of Sight to the Focus, including the Unit that the Focus is part of, and must only include Models with the White Scars Trait. The Target may not be a Unit that is Locked in Combat, or otherwise ineligible to Move normally, for example, it is under the effects of the Routed Status, and may not include any Models with the Vehicle Type.

Duration: If successfully Manifested, the effects of this Psychic Power are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If this Psychic Power is successfully Manifested, until the end of the Phase, the Target Unit cannot Rush, but the Movement Characteristic of each Model in the Target Unit is modified by a value equal to that Model’s Initiative Characteristic.
  3. If the Manifestation Check fails then there is no further effect to the Target Unit.

Runecasting

Amongst: the VIth Legion were warriors who acted as seers of spaemen, individuals who traced the threads of fate and harnessed what they understood to be the power of Fenris, beckoning it forth at will and directing it against their enemies.

A Model with the Runecasting Discipline gains the following benefits:
  • The Hatred (Psyker) Special Rule
  • The Wrath of the Death Wolf Psychic Weapon
  • The Stormwrought Psychic Power
  • The ‘Caster of Runes’ Trait

Wrath of the Death Wolf (Psychic Weapon)

The Caster of Runes summons a storm from the cold hearth of Morkai and channels it into an icy blast which shatters its frozen victims.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Wrath of the Death Wolf (Psychic Weapon)
Wrath of the Death Wolf (Psychic Weapon)
Template
1
6
4
1
Template, Stun (1), Force (D)
Psychic, Assault

Stormwrought (Psychic Reaction, Blessing)

Calling forth a sudden blizzard from the aether, the Caster of Runes shrouds his own from the enemy’s depredations.

Trigger: The Reactive Player may choose to declare a Stormwrought Psychic Reaction in the Shooting Phase, at the start of Step 3 of a Shooting Attack made by the Active Player.

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

Focus: The Focus of this Psychic Reaction must be a Model with the Caster of Runes Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Shooting Attack that triggers this Psychic Reaction.

Target: The Target Unit must be the Unit that is the target of the Shooting Attack which triggered the Reaction, and must only include models with the Space Wolves Trait.

Duration: If successfully Manifested, the effects of this Psychic Reaction last until the end of the Sub-Phase in which it was declared.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, then all attacks made as part of a Shooting Attack made against the Target must be resolved as Snap Shots.
  3. If the Manifestation Check fails then there is no further effect.

Wargear

Augury Scanner

This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the user and their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.

Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.

When a Shooting Attack made by a Unit that includes any Models with an augury scanner inflicts any Hits (excluding Hits from attacks made as Snap Shots), Shrouded Damage Mitigation Rolls cannot be made against those Hits.

Boarding Shield

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

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

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

Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of armour, these enable the wearer to coordinate battlefield data with blinding speed.

A cognis-signum allows more accurate attacks to be made with Barrage Weapons.

Instead of making a Shooting Attack with a Model with a cognis-signum, the Controlling Player may instead make an Intelligence Check. If the Check is passed, the Controlling Player may select a single enemy Unit within Line of Sight of the Model with a cognis-signum. The next time the selected enemy Unit is targeted by a Shooting Attack that includes any Weapons with the Barrage (X) Special Rule during the current Shooting Phase, the Controlling Player may make Hit Tests for the attacks that have the Barrage (X) Special Rule as normal, ignoring the limitations of the Barrage (X) Special Rule if the Unit making the Shooting Attack is without Line of Sight to the Target Unit. If the Check is not passed, the cognis-signum has no effect this turn.

Combat Shield

A combat shield is a wrist-mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage.

A combat shield grants a 5+ Invulnerable Save and a bonus to Focus Rolls.

A Model with a combat shield has a 5+ Invulnerable Save against attacks made with Melee Weapons. In addition a Model with a combat shield gains a +1 modifier to Focus Rolls made for it.

Command Vox Relay

These powerful omni-vox arrays allow those leaders fortunate enough to have access to such rare assets to carefully judge the flow of battle and maintain close watch over their troops, urging them onwards to victory.

A command vox relay grants a bonus to Reserves Tests and can be used to grant other benefits.

While a Model with a command vox relay is on the Battlefield, before making a Reserves Test for a Unit in Reserves, the Controlling Player can select for that Model to activate that command vox relay. If they do, they can modify the result of that Reserves Test by +1. Only one command vox relay can be activated for each Reserves Test.

In addition, in the Effects Sub-Phase of the Start Phase, the Controlling Player of a Model with a command vox relay can make an Intelligence Check for that Model (if that Model has the Vehicle Type, it is treated as having an Intelligence Characteristic of 8). If that Check is successful, the Controlling Player can select a friendly Unit which includes only Models with the same Faction Trait as the Model with the command vox relay and select one of the following effects:
  • Until the end of this Turn, Models in that Unit gain the Line (1) Special Rule (and lose the Vanguard (X) Special Rule if they had it).
  • Until the end of this Turn, Models in that Unit gain the Vanguard (1) Special Rule (and lose the Line (X) Special Rule if they had it).

Company Standard

Within each of the Legions, individual companies maintain their own standards or icons, listing the battle honours earned. Whenever that formation goes to war, this icon is displayed proudly at the forefront of their advance.

A company standard adds a bonus to Combat Resolution.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 1 Combat Resolution Point for each Unit in that Combat that has any Models that have a company standard. In addition, a Model with a company standard counts as an additional 5 Models for the purposes of Outside Support in a Challenge.

Cortex Controller

This device allows the wielder to witness the battlefield through the senses of the battle-automata under their command, and direct them accordingly.

Cortex controllers allow Automata to make Reactions.

A Unit that includes any Models with the Automata Type can ignore the restriction on making Reactions imposed by the Automata Type while it includes one or more Models with a cortex controller.

Cyber-familiar

Utilised by Techmarines and the adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls and other smaller drone units tied into the direct neural control of their operator. These are an extension of their master’s will and provide them with a host of additional senses and capabilities.

Cyber-familiars grant a bonus to Intelligence Checks.

The Controlling Player of a Model with a cyber-familiar can modify the results of Intelligence Checks made for that Model by -2.

Dozer Blade

Dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.

Dozer blades allow Models to ignore the Movement penalties of Difficult Terrain.

If the Controlling Player chooses for a Model with a dozer blade to enter any area of Difficult Terrain, the Unit does not apply a modifier to its movement during that Phase.

Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

Frag grenades can be used to make attacks during the Volley Step.

When making Volley Attacks during Step 4 of the Charge Procedure with a Unit that includes at least one Model with frag grenades, the Controlling Player may choose to make a single attack with a frag grenade instead of making a normal Shooting Attack using the following profile:

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Frag Grenades
Frag Grenades
6
1
3
6
1
Blast (3")
Assault

Legion Standard

Each Legion maintains the military’ tradition of the battle standard. Be they a tattered flag that has weathered the shot and shell of a hundred battlefields, a burning steel standard, or a trophy rack bedecked with the heads of slain xenos, it is in the shadow of such icons that battles are won or lost.

Legion standards grant bonuses to Combat Resolution.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 2 Combat Resolution Points for each Unit in that Combat that has any Models that have a Legion standard. In addition, a Model with a Legion standard counts as an additional 6 Models for the purposes of Outside Support in a Challenge.

Narthecium

The narthecium is a complex dispenser of wrist-mounted pressure-syringes. Filled with potent stimulants, these devices are intended to keep even the most horrifically injured Space Marines combat-capable.

A narthecium allows Recovery Tests to be made in the Morale Sub-Phase.

If a Unit that includes any Models with a narthecium is not Locked in Combat, before the Controlling Player makes a Characteristic Check for that Unit during the Morale Sub-Phase, they can make a Recovery Test for that Unit. If that Recovery Test is successful, that Player can subtract -2 from the result of the Characteristic Check. Only one Recovery Test can be made for each Unit in this way during each Morale Sub-Phase.

Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability to direct their forces, even during the most chaotic battles.

Nuncio-vox allow Units to remove Statuses in the Start Phase.

If a Unit includes one or more Models with a nuncio-vox, and there are one or more friendly Models on the Battlefield with the Command Sub-Type, then the Controlling Player may activate the nuncio-vox during the Start Phase of their Turn as the Active Player. When activated, the Controlling Player may make a Check to remove a single Tactical Status from all Models in the Unit that includes the nuncio-vox. This Check is made using the Characteristics of any one friendly Model on the Battlefield with the Command Sub-Type, chosen by the Controlling Player (using Cool, unless attempting to remove Routed, in which case Leadership is used). A nuncio-vox can only be activated once per Turn, and each Friendly Model on the Battlefield with the Command SubType may only be used once per Start Phase as part of this Special Rule.

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.

Servo-arm

Many mechanically-minded combatants take to the battlefield bearing additional mechanical arms mounted upon their armour, or even upon their body itself, to aid repairs to armoured vehicles.

A Model with a servo-arm repairs additional Wounds or Hull Points when using the Battlesmith (X) Special Rule.

Each time the Controlling Player of a Model with a servo-arm selects the Repair option when activating the Battlesmith (X) Special Rule for that Model, increase the number of Hull Points or Wounds gained by the Target Model by +1.

Thermal Diffraction Field

Constructed by a series of armour-mounted generators, these layered energy shields diffuse heat energy around the bearer, protecting them from lethal energy strikes.

Thermal diffraction fields reduce the Damage of wounds inflicted by Weapons with specific Traits.

A Model with a thermal diffraction field reduces the Strength of all Hits inflicted on it by Weapons with the Las, Plasma, Melta and Flame Trait by -1. In addition, when any Misfire Groups are generated by a Model with a thermal diffraction field as a result of the Overload (X) Special Rule, any instance of the Breaching (X) Special Rule on those Hits will only take effect on a Wound Test result of 6+, regardless of the value of X.

Vexilla

The humble vexilla displays the heraldry of a particular squad or officer, proclaiming not only its designation in the Legion but also its proud legacy in the annals of the Great Crusade.

A vexilla adds a bonus to Combat Resolution scores.

When resolving a Combat in the Resolution Sub-Phase of the Assault Phase, score 1 Combat Resolution Point for each Unit in that Combat that has any Models that have a vexilla.

Advanced Reactions

Medic!

Some warriors specialise in battlefield triage and providing medical aid to their fellows, even under heavy fire. Such specialists are often identified by the variety of medical equipment they carry, from simple bindings and stim-packs, to complex arrays of piston-driven syringes dispensing unguents, serums and potent stimulants to keep their brethren combat-capable.

This Reaction allows the Reactive Player to make Recovery Tests for a Unit that is the target of a Shooting Attack if the Target Unit has a Medic.

Trigger: The Reactive Player may declare a Medic! Advanced Reaction in Step 9 of any Shooting Attack if the Target Unit of the Shooting Attack includes one or more Models with the Medic (X) Special Rule.

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

Target: The Target Unit is always the Unit which is the target of the Shooting Attack that triggered the Reaction. Once the cost has been paid, the Reactive Player must select one eligible Unit under their control that is a target of that Shooting Attack. That Unit is the Reacting Unit.

Process
  1. Once a Medic! Advanced Reaction has been declared, the Active Player continues resolving that Shooting Attack.
  2. In Step 11 of that Shooting Attack, the Reactive Player may make one Recovery Test for each Model in the Target Unit that is allocated an Unsaved Wound - but no more than one Recovery Test may be made for any single Model. However, no Recovery Tests may be made for any Model in the Target Unit that has the Medic (X) Special Rule.

Shieldwall!

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

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

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

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

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

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

Smokescreen

Many troops and even vehicles are fitted with an array of deployable defensive measures, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke grenade launchers. Despite their variety, all have the same simple purpose: to hide the users from the enemy.

This Reaction allows the Reactive Player to gain Shrouded Damage Mitigation Rolls for a Model with the Smokescreen Trait.

Trigger: The Reactive Player may declare a Smokescreen Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player.

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

Target: For a Smokescreen Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction. This Unit must include a majority of Models with the Smokescreen Trait at the point when the Reaction is declared.

Process
  1. The Active Player continues to resolve this Shooting Attack as normal.
  2. All Models in the Unit for which this Reaction was declared gain a 5+ Shrouded Damage Mitigation Test against any wounds, Penetrating Hits or Glancing Hits inflicted during any Shooting Attack made in the same Phase in which this Reaction was declared.

Armoury of the Legiones Astartes

The Legiones Astartes made use of a number of Weapons and items of Wargear that were unique to those legendary formations. This section presents the Rules for these Weapons and artefacts of the Horus Heresy.

Some Weapon Profiles are marked with an *. Such Profiles may not be used when this Weapon is selected to make attacks with unless the Controlling Player has selected the appropriate Wargear option on the firing Model’s Unit entry.


Ranged Weapons


Archaeotech Pistol

Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing firepower and elegance. Be they bespoke slug-throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents and the masters of the Space Marine Legions.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Archaeotech pistol
Archaeotech pistol
12
1
6
4
2
Pistol, Breaching (3+)
Assault

Artillery Cannon

Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves - used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these cannon rely on either huge, explosive payloads or advanced armour piercing technologies to achieve a destructive capacity that few other weapons can match.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Demolisher cannon
Demolisher cannon
24
1
12
3
3
Blast (3"), Breaching (5+), Ordnance (D), Stun (1)
-
Morbus bombard
Morbus bombard
- HE shell
- HE shell
36
1
9
4
1
Ordnance (D), Blast (5"), Barrage (2), Breaching (6+), Pinning (1)
-
- Phosphex shell*
- Phosphex shell*
24
1
5
3
1
Blast (5"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex
Quad launcher
Quad launcher
- Frag
- Frag
60
1
5
5
1
Heavy (FP), Blast (5"), Barrage (2)
-
- Shatter
- Shatter
36
4
7
4
1
Heavy (D), Armourbane
-
- Phosphex canister shot*
- Phosphex canister shot*
24
1
5
3
1
Blast (3"), Barrage (1), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex
Dreadhammer siege cannon
Dreadhammer siege cannon
24
1
12
3
3
Ordnance (D), Blast (5"), Breaching (5+), Stun (1)
-

Auto Weapons

An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, but a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour-piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Astartes shotgun
Astartes shotgun
12
2
4
-
1
Stun (0)
Assault, Auto
Rotor cannon
Rotor cannon
24
3
3
-
1
Heavy (FP), Suppressive (1)
Auto
Autocannon
Autocannon
48
2
7
4
2
Breaching (6+), Heavy (FP)
Auto
Reaper autocannon
Reaper autocannon
36
2
6
4
2
Breaching (6+), Heavy (FP)
Auto
Kheres assault cannon
Kheres assault cannon
24
5
6
4
1
Breaching (6+), Heavy (FP)
Auto
Gravis autocannon
Gravis autocannon
48
3
8
4
2
Breaching (6+), Heavy (FP)
Auto
Gravis autocannon battery
Gravis autocannon battery
48
5
8
4
2
Breaching (6+), Heavy (FP)
Auto
Predator cannon
Predator cannon
48
3
8
4
2
Breaching (6+), Heavy (FP)
Auto
Punisher rotary cannon
Punisher rotary cannon
36
8
6
4
1
Ordnance (FP), Suppressive (2)
Auto
Twin accelerator autocannon
Twin accelerator autocannon
48
6
7
4
2
Breaching (6+), Rapid Tracking, Skyfire
Auto
Quad accelerator autocannon
Quad accelerator autocannon
48
10
7
4
2
Breaching (6+), Rapid Tracking, Skyfire
Auto
Fellblade accelerator cannon
Fellblade accelerator cannon
- HE shell
- HE shell
100
1
8
3
2
Blast (5"), Stun (2)
Auto
- AE shell
- AE shell
100
1
12
2
3
Blast (3"), Ordnance (D)
Auto
Skyreaper battery
Skyreaper battery
48
6
7
4
2
Rapid Tracking, Skyfire
Auto
Anvilus autocannon battery
Anvilus autocannon battery
48
6
8
4
2
Breaching (5+), Rapid Tracking, Skyfire
Auto
Anvilus snub autocannon
Anvilus snub autocannon
24
3
7
4
2
Breaching (5+)
Auto
Leviathan storm cannon
Leviathan storm cannon
24
4
7
4
2
Heavy (FP), Breaching (5+)
Auto
Kratos battlecannon
Kratos battlecannon
- HE shells
- HE shells
36
1
8
4
1
Ordnance (D), Blast (5"), Stun (1)
Auto
- AP shells
- AP shells
36
1
8
2
2
Ordnance (D), Armourbane
Auto
- Flashburn shells*
- Flashburn shells*
24
1
9
2
3
Ordnance (D), Armourbane, Overload (1)
Auto

Bolt Weapons

A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt
Bolter
Bolter
24
2
4
5
1
-
Bolt
Twin bolter
Twin bolter
24
4
4
5
1
-
Bolt
Combi-bolter
Combi-bolter
24
4
4
5
1
-
Bolt
Kraken bolter
Kraken bolter
30
2
4
4
1
Precision (4+), Shot Selector
Bolt
Nemesis bolter
Nemesis bolter
48
1
4
5
1
Heavy (RS), Breaching (5+), Pinning (1), Precision (4+)
Bolt
Heavy bolter
Heavy bolter
36
3
5
4
1
Heavy (FP)
Bolt
Twin heavy bolter
Twin heavy bolter
36
6
5
4
1
-
Bolt
Gravis bolt cannon
Gravis bolt cannon
36
6
5
4
2
Heavy (FP)
Bolt
Gravis heavy bolter battery
Gravis heavy bolter battery
36
8
5
4
1
Suppressive (2)
Bolt
Twin Avenger bolt cannon
Twin Avenger bolt cannon
36
10
6
3
1
Suppressive (2)
Bolt

Combi-weapons

An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.

Each Combi-weapon will have two components; a bolter Primary component and a Secondary component. Unless otherwise specified, each Combi-weapon has the following components:
  • Combi-flamer: Bolter (primary) and flamer (secondary)
  • Combi-melta: Bolter (primary) and melta gun (secondary)
  • Combi-plasma: Bolter (primary) and plasma gun (secondary)
  • Combi-volkite: Bolter (primary) and volkite charger (secondary)
  • Combi-grenade: Bolter (primary) and grenade launcher - Krak (secondary)
  • Combi-disintegrator: Bolter (primary) and disintegrator (secondary)
  • Combi-grav: Bolter (primary) and graviton gun (secondary)
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter (Primary)
Bolter (Primary)
24
2
4
5
1
Combi
Bolt
Flamer (Secondary)
Flamer (Secondary)
Template
1
4
5
1
Template, Panic (1), Limited (1), Combi
Flame
Meltagun (Secondary)
Meltagun (Secondary)
12
1
8
2
3
Melta (6), Limited (1), Combi
Melta
Plasma gun (Secondary)
Plasma gun (Secondary)
24
2
6
4
1
Breaching (6+), Limited (1), Combi
Plasma
Volkite charger (Secondary)
Volkite charger (Secondary)
15
2
5
5
1
Deflagrate (5), Combi
Volkite
Grenade launcher (Secondary) - Krak
Grenade launcher (Secondary) - Krak
24
1
6
4
2
Combi
-
Graviton gun (Secondary)
Graviton gun (Secondary)
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1), Limited (1), Combi
Graviton

Conversion Beam Weapons

These esoteric energy weapons fire a beam that induces a subatomic implosion in their target, with the beam itself gathering power over distance up to a terminal point of beam instability. Conversion beam weapons are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power. As a result, they are primarily used for dedicated siege warfare or starship breaching assaults by specialised operators such as Techmarines and Mechanicum Destructors. More rarely, larger conversion beam weapons are mounted on a vehicle chassis with advanced control mechanisms and an abundance of reactor power such as the Contemptor pattern Dreadnought.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Conversion beam cannon
Conversion beam cannon
<15
1
6
4
1
Heavy (RS), Blast (3")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (3")
Conversion
>30-45
1
8
2
3
Heavy (RS), Blast (3")
Conversion
Heavy conversion beam cannon
Heavy conversion beam cannon
<15
1
6
4
1
Heavy (RS), Blast (5")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (5")
Conversion
>30-45
1
8
2
3
Heavy (RS), Blast (5")
Conversion
Inversion beamer
Inversion beamer
<15
1
8
2
3
Heavy (RS), Blast (5")
Conversion
15-30
1
7
3
2
Heavy (RS), Blast (5")
Conversion

Disintegrator Weapons

These brutal Terran weapons disrupt the molecular bonding of the target, literally tearing it apart whether it be flesh or ceramite. Common during the dark years of Old Night, these weapons were valued as much for the psychological impact of their use as for the efficacy of their actinic bolts.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator pistol
Disintegrator pistol
12
1
4
3
2
Pistol, Overload (1)
Assault, Disintegrator
Disintegrator rifle
Disintegrator rifle
24
1
4
3
2
Overload (1)
Disintegrator
Disintegrator blaster
Disintegrator blaster
18
1
5
2
2
Overload (1)
Disintegrator
Heavy disintegrator
Heavy disintegrator
24
1
6
2
2
Heavy (FP), Overload (1)
Disintegrator
Twin heavy disintegrator
Twin heavy disintegrator
24
2
7
2
2
Overload (2)
Disintegrator
Disintegrator cannon
Disintegrator cannon
24
2
9
2
3
Overload (2)
Disintegrator

Flame Weapons

Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
1
3
-
1
Template, Pistol
Assault, Flame
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame
Heavy flamer
Heavy flamer
Template
1
5
4
1
Template, Panic (1)
Flame
Twin heavy flamer
Twin heavy flamer
Template
1
5
4
1
Template, Panic (2)
Flame
Flamestorm cannon
Flamestorm cannon
Template
1
6
4
2
Template, Panic (2)
Flame
Photonic incinerator
Photonic incinerator
Template
1
6
4
1
Template, Panic (2)
Assault, Flame

Graviton Weapons

Little understood even by the Tech-Priests of Mars, the term ‘graviton gun’ refers to a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment. The power of the graviton gun’s highest settings is sufficient to rupture organs and crack bones even inside armour, but its primary use is to impede the enemy and damage machinery without the risk of secondary explosions.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton gun
Graviton gun
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1)
Graviton
Graviton cannon
Graviton cannon
36
1
8
3
1
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton
Graviton-charge cannon
Graviton-charge cannon
24
1
9
3
2
Heavy (D), Blast (5"), Barrage (1), Breaching (6+), Shock (Pinned), Pinning (3)
Graviton
Grav-flux bombard
Grav-flux bombard
18
1
7
4
1
Heavy (D), Blast (5"), Breaching (6+), Shock (Pinned), Pinning (2)
Graviton
Graviton pulveriser
Graviton pulveriser
18
1
9
3
3
Heavy (D), Blast (3"), Breaching (6+), Shock (Pinned), Pinning (3)
Graviton
Graviton shredder
Graviton shredder
18
2
6
4
1
Breaching (6+), Shock (Pinned), Pinning (1)
Assault, Graviton

Las Weapons

In the Imperium, the term ‘las’ is applied to a wide variety of weapons, from crude particle weapons, such as the ubiquitous lascannon, to more complex and deadly weapons, such as the neutron laser beam cannon. The defining features that link these disparate weapons are their nature as energy weapons, rather than projectile weapons, and their reliance on rechargeable power packs or portable generators instead of conventional magazines. This ability to draw and project vast quantities of power has often made such weapons ideal anti-tank weapons among the ranks of the Legiones Astartes.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lascannon
Lascannon
48
1
9
2
1
Heavy (D), Armourbane
Las
Twin lascannon
Twin lascannon
48
2
9
2
1
Heavy (D), Armourbane
Las
Lascannon array
Lascannon array
48
2
9
2
3
Armourbane
Las
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48
2
9
2
4
Heavy (RS), Armourbane, Skyfire
Las
Laser destroyer
Laser destroyer
36
2
10
2
2
Heavy (D), Armourbane
Las
Magna laser destroyer
Magna laser destroyer
36"
2
10
2
3
Ordnance (D), Armourbane
Las
Neutron beam laser
Neutron beam laser
36
2
10
2
2
Ordnance (D), Armourbane, Shock (Suppressed)
Las
Neutron blaster
Neutron blaster
24
1
9
2
3
Armourbane, Shock (Suppressed), Overload (1)
Las
Neutron laser battery
Neutron laser battery
72
3
10
2
3
Ordnance (D), Armourbane, Shock (Suppressed), Overload (1)
Las
Neutron-wave cannon
Neutron-wave cannon
120
2
12
2
4
Ordnance (D), Armourbane, Shock (Stunned)
Las
Turbo-laser destructor
Turbo-laser destructor
96
1
12
2
6
Blast (3"), Armourbane
Las

Melta Weapons

Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in use among the armies of Old Earth, Mars and Jupiter long before the Emperor unified Sol. However, it has been in use within the Legiones Astartes since their inception and every Legion bears examples of this fearsome weaponry.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12
1
8
2
3
Melta (6)
Melta
Multi-melta
Multi-melta
24
1
8
2
3
Heavy (RS), Melta (8)
Melta
Twin multi-melta
Twin multi-melta
24
1
9
2
3
Heavy (RS), Melta (8)
Melta
Gravis melta cannon
Gravis melta cannon
24
1
9
2
4
Heavy (RS), Melta (8)
Melta
Magna-melta cannon
Magna-melta cannon
36
1
9
2
4
Heavy (RS), Melta (12)
Melta
Cyclonic melta lance
Cyclonic melta lance
12
3
8
2
3
Heavy (RS), Melta (8)
Melta
Siege melta array
Siege melta array
12
1
10
2
4
Heavy (RS), Blast (5"), Melta (6)
Melta
Melta cutters
Melta cutters
6
1
8
2
3
Heavy (RS), Blast (3"), Melta (3)
Melta
Melta blast-gun
Melta blast-gun
36
2
9
2
4
Heavy (RS), Melta (24)
Melta
Sentry melta array
Sentry melta array
18
2
8
2
2
Heavy (RS), Melta (8)
Melta

Missile Weapons

From guided missiles to explosive rockets, the Legiones Astartes make use of a variety of rocket-propelled munitions. Most common is the missile launcher, a man-portable weapon used to supplement the firepower of the Legion cohorts, but a number of vehicle mounted launchers serve as both artillery and anti-aircraft weapons. Though crude by comparison to many of the wonders bestowed upon the Legions by the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Missile launcher
Missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (3")
Missile
- Krak
- Krak
48
1
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
1
8
4
1
Heavy (D), Skyfire
Missile
Vengeance launcher
Vengeance launcher
48
1
7
4
1
Blast (5")
Missile
Havoc launcher
Havoc launcher
48
1
5
5
1
Blast (3"), Stun (1)
Missile
Hunter-killer missile
Hunter-killer missile
48
1
9
3
3
Armourbane, Limited (1)
Missile
Hellstrike missile
Hellstrike missile
48
1
9
3
3
Armourbane, Limited (1)
Guided Missile
Deathstorm missile launcher
Deathstorm missile launcher
18
D3
6
4
1
Pinning (1)
Missile
Kharybdis missile launcher
Kharybdis missile launcher
18
5
6
4
1
Pinning (1)
Missile
Rotary missile launcher
Rotary missile launcher
48
3
8
2
2
-
Missile
Sabre missile
Sabre missile
36
1
7
4
2
Breaching (6+), Limited (1)
Missile
Tempest rocket
Tempest rocket
48
1
7
4
3
Armourbane, Limited (1)
Guided Missile
Aiolos missile launcher
Aiolos missile launcher
60
1
6
4
1
Heavy (FP), Blast (3"), Barrage (1)
Missile
Boreas air defence missile
Boreas air defence missile
48
1
8
2
3
Limited (1), Skyfire, Rapid Tracking
Missile
Spicula rocket system
Spicula rocket system
72
1
7
4
1
Blast (7"), Barrage (2), Suppressive (1)
Missile
Arcus missile launcher
Arcus missile launcher
- Arcus warheads
- Arcus warheads
36
5
8
2
2
-
Missile
- Skyspear warheads
- Skyspear warheads
36
3
8
2
2
Skyfire, Armourbane, Rapid Tracking
Missile
- Pyrax warheads
- Pyrax warheads
36
1
5
4
1
Blast (5"), Panic (1)
Missile
- Neutron-flux warheads
- Neutron-flux warheads
36
3
7
4
1
Shock (Suppressed)
Missile
Cyclone missile launcher
Cyclone missile launcher
- Frag
- Frag
48
1
4
6
1
Heavy (RS), Blast (5")
Missile
- Krak
- Krak
48
2
8
3
1
Heavy (D)
Missile
- Flak
- Flak
48
2
8
4
1
Heavy (D), Skyfire
Missile
Scorpius missile launcher
Scorpius missile launcher
48
1
8
4
1
Heavy (FP), Blast (3"), Barrage (2), Breaching (5+)
Missile
Hyperios missile launcher
Hyperios missile launcher
48
3
7
3
2
Skyfire, Rapid Tracking
Missile
Orias frag missile
Orias frag missile
48
1
6
5
1
Barrage (3), Blast (5"), Limited (1)
Missile

Particle Weapons

Spraying a spread of supercharged particles, these weapons strip the enemy apart atom by atom.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Particle shredder
Particle shredder
Template
1
6
3
1
Template, Breaching (6+), Overload (1)
Assault, Particle
Heavy particle shredder
Heavy particle shredder
Template
1
6
3
2
Template, Breaching (6+), Overload (1)
Assault, Particle

Phosphex Weapons

Phosphex is a rare, corrosive, toxic and incendiary compound utterly inimical to life, deployed both in the form of large canister bombs and heavy shells. It expands on contact with air into a seething, liquid mist that burns with an eerie white-green flame which is attracted to movement. This gelid flame ignites metal and eats relentlessly into living tissue, and cannot be extinguished short of exposure to vacuum. As effective as this horrific weapon is, its use is not widespread, as it has a tainting effect beyond even rad weapons on the areas in which it is employed, and so it remains within the arsenals of the Space Marine Legions as a weapon of dire resort.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Phosphex bomb
Phosphex bomb
6
1
5
3
1
Blast (3"), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex
Phosphex discharger
Phosphex discharger
18
1
5
3
1
Blast (3"), Limited (3), Poisoned (3+), Panic (3), Breaching (5+)
Phosphex

Plasma Weapons

Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental, magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe, and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
- Sustained fire
- Sustained fire
12
1
6
4
1
Pistol, Breaching (6+)
Assault, Plasma
- Maximal fire
- Maximal fire
12
1
7
4
1
Pistol, Breaching (5+), Overload (1)
Assault, Plasma
Overcharged plasma pistol
Overcharged plasma pistol
12
3
8
4
1
Pistol, Breaching (4+), Overload (1)
Assault, Plasma
Plasma gun
Plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (5+), Overload (1)
Plasma
Twin plasma gun
Twin plasma gun
- Sustained fire
- Sustained fire
24
2
6
4
1
Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
24
2
7
4
1
Breaching (4+), Overload (1)
Plasma
Plasma bombard
Plasma bombard
- Sustained fire
- Sustained fire
24
1
6
4
1
Blast (3"), Barrage (1), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
24
1
7
4
1
Blast (3"), Barrage (1), Breaching (5+), Overload (2)
Plasma
Heavy plasma bombard
Heavy plasma bombard
- Sustained fire
- Sustained fire
36
1
7
4
2
Blast (5"), Barrage (1), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Barrage (1), Breaching (5+), Overload (2)
Plasma
Plasma cannon
Plasma cannon
- Sustained fire
- Sustained fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36
1
6
4
1
Heavy (RS), Blast (3"), Breaching (5+), Overload (2)
Plasma
Gravis plasma cannon
Gravis plasma cannon
- Sustained fire
- Sustained fire
36"
1
7
4
1
Heavy (RS), Blast (5"), Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
36"
1
7
4
2
Heavy (RS), Blast (5"), Breaching (5+), Overload (1)
Plasma
Plasma blaster
Plasma blaster
- Sustained fire
- Sustained fire
18
2
7
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
18
2
8
4
1
Breaching (5+), Overload (1)
Plasma
Executioner plasma destroyer
Executioner plasma destroyer
- Sustained fire
- Sustained fire
36
1
8
4
1
Blast (5"), Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Breaching (4+), Overload (1)
Plasma
Hellfire plasma cannonade
Hellfire plasma cannonade
- Sustained fire
- Sustained fire
36
6
6
4
1
Heavy (RS), Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
7
4
2
Heavy (RS), Blast (5"), Breaching (4+), Overload (1)
Plasma
Omega plasma array
Omega plasma array
- Sustained fire
- Sustained fire
36
6
7
4
2
Breaching (5+)
Plasma
- Maximal fire
- Maximal fire
36
1
8
4
2
Blast (5"), Breaching (4+), Overload (1)
Plasma
Plasma repeater
Plasma repeater
- Sustained fire
- Sustained fire
12
3
5
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
12
3
6
4
1
Breaching (5+), Overload (1)
Plasma

Rad Weapons

Special-issue weapons commonly only employed against the most dangerous of xenoforms, rad grenades and warheads detonate with a short, intense burst of radiation and shower the immediate area with highly contaminated fall-out. As well as direct damage, these can be used to bombard an area, and have the effect of debilitating rather than slaying outright, rendering a target vulnerable to further injury.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Rad grenades
Rad grenades
8
1
4
3
1
Poisoned (2+), Phage (T)
Rad

Sonic Weapons

Using waves of focused sound, sonic weapons brutally pummel their victims into submission, shattering armour plate, cracking bones and turning organs to jelly.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Concussive resonator
Concussive resonator
Template
2
6
5
1
Template, Overload (1), Stun (2)
Assault, Sonic

Volkite Weapons

‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Horus Heresy and had been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10
2
5
5
1
Pistol, Deflagrate (5)
Assault, Volkite
Overcharged volkite serpenta
Overcharged volkite serpenta
10
4
6
5
1
Pistol, Deflagrate (5), Overload (1)
Assault, Volkite
Volkite charger
Volkite charger
15
2
5
5
1
Deflagrate (5)
Assault, Volkite
Twin volkite charger
Twin volkite charger
15
3
5
5
1
Deflagrate (5)
Volkite
Volkite caliver
Volkite caliver
30
2
6
5
1
Deflagrate (6)
Volkite
Twin volkite caliver
Twin volkite caliver
30
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Volkite culverin
Volkite culverin
45
3
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Twin volkite culverin
Twin volkite culverin
45
6
6
5
1
Heavy (FP), Deflagrate (6)
Volkite
Volkite falconet
Volkite falconet
45
10
7
5
1
Deflagrate (7), Pinning (2)
Volkite
Volkite saker
Volkite saker
25
6
6
5
1
Deflagrate (6)
Volkite
Volkite macro-saker
Volkite macro-saker
45
8
6
5
2
Deflagrate (6)
Volkite
Volkite carronade
Volkite carronade
45
12
8
3
2
Deflagrate (8)
Volkite
Volkite cardanelle
Volkite cardanelle
45
12
7
5
2
Deflagrate (7), Suppressive (1)
Volkite

Exotic and Miscellaneous Weapons

The Legiones Astartes also employ a number of other weapons that do not fall into any specific category.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Grenade harness
Grenade harness
6
1
5
6
1
Blast (3"), Limited (1)
-
Grenade launcher
Grenade launcher
- Frag
- Frag
24
1
3
6
1
Blast (3")
-
- Krak
- Krak
24
1
6
4
2
-
-
Lascutter
Lascutter
8
1
10
2
2
Ordnance (D), Armourbane
-

Note that this weapon has both a Ranged and a Melee Weapon profile.

Melee Weapons


Chain Weapons

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

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainsword
Chainsword
I
A
S
5
1
Shred (6+)
Chain
Heavy chainaxe
Heavy chainaxe
-2
A
+3
4
1
Shred (6+)
Chain
Heavy chainsword
Heavy chainsword
-1
A
+2
4
1
Shred (6+)
Chain
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain
Chainfist
Chainfist
-3
-1
+6
2
2
Armourbane, Shred (6+)
Chain
Gravis chainfist
Gravis chainfist
-1
A
+4
2
3
Armourbane, Shred (6+)
Chain
Paired Gravis chainfists
Paired Gravis chainfists
-1
A
+4
2
4
Armourbane, Shred (6+)
Chain
Chain bayonet
Chain bayonet
I
A
S
5
1
Shred (6+)
Bayonet, Chain

Charnabal Weapons

With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality’. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them. As well as the nobles of the Terran Court, certain Space Marine Legion officers favour the Charnabal weapons over more ‘clumsy’ power weapons, as they see them as being more responsive to true martial skill, while others think them effete and decadent 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
Charnabal tabar
Charnabal tabar
I
A
+1
-
1
Breaching (6+), Duellist’s Edge (1)
Charnabal

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

Paragon Weapons

Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, Paragon blades are few in number and may take many forms. The most common Paragon blades are two-handed power weapons of extraordinary balance and durability, although even more rarely unique chain weapons wrought from the teeth of terrifying xenos-heasts and certain night-black sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, Paragon blades are valued beyond price by the Imperium’s warriors.

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

Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close-packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Gravis power fist
Gravis power fist
I
A
+3
2
3
-
Power
Paired Gravis power fists
Paired Gravis power fists
I
+1
+3
2
3
-
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Crozius Arcanum
Crozius Arcanum
I
A
+2
3
2
Breaching (6+)
Power
Lightning claw
Lightning claw
I
A
S
3
1
Rending (6+), Breaching (6+)
Power
Pair of lightning claws
Pair of lightning claws
I
+2
S
3
1
Rending (6+), Breaching (6+)
Power
Saturnine war axe
Saturnine war axe
I
A
+1
2
2
Reaping Blow (2)
Power
Saturnine concussion hammer
Saturnine concussion hammer
-3
A
x2
2
3
Critical Hit (6+)
Power
Saturnine disruption fist
Saturnine disruption fist
-2
A
+2
2
3
-
Power

Exotic and Miscellaneous Weapons

The Legiones Astartes also employ a number of other weapons that do not fall into any specific category.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Lascutter
Lascutter
-3
1
12
2
4
-
-
Krak grenades
Krak grenades
-3
1
6
4
2
Detonation
-
Melta bombs
Melta bombs
-3
1
9
2
4
Armourbane, Detonation
-
Leviathan siege claw
Leviathan siege claw
I
A
+2
2
3
-
-
Paired Leviathan siege claws
Paired Leviathan siege claws
I
+1
+2
2
3
-
-
Leviathan siege drill
Leviathan siege drill
-2
A
+4
2
3
Armourbane
-
Paired Leviathan siege drills
Paired Leviathan siege drills
-2
A
+4
2
4
Armourbane
-
Bayonet
Bayonet
I
A
S
5
1
-
Bayonet

Note that this weapon has both a Ranged and a Melee Weapon profile.
Unit Profile
Sometimes the Rules may refer to a Unit Profile, this indicates the set of variables that determine what is included in a Unit as well as the Points Value of the Unit. A Unit Profile is most often presented as a full page which clearly indicates the Unit’s Points Value, composition, Wargear options and other important characteristics.

A Unit Profile does not exist in isolation, and each Unit Profile is considered part of an Army List - a collection of Unit Profiles that defines a single Faction and determines which Units may be included in a given Detachment (see Army and Army List).
Allegiance
Allegiance is a type of Trait that defines the two sides of the Horus Heresy - Loyalist and Traitor. Each Model in an Army must belong to the same Allegiance, and most Battles will pit an Army composed of Models with one Allegiance against an Army composed of Models of the opposite Allegiance. Furthermore, some Special Rules may operate differently when targeting a Model with a certain Allegiance.
Trait
A Trait is similar to a Characteristic, in that it is attached to specific Models, however a Trait has no numerical value attached to it. Unlike Characteristics a Trait has no intrinsic Rules attached to it, but other Rules may operate differently when targeting a Model with a specific Trait.
Army List
An Army List is a list of Units and Models that comprise a Faction. It is used by a Player to select an Army in conjunction with a Force Organisation Chart. The Rules governing Army Lists and Army selection are presented in more detail here.
Faction
Faction is a type of Trait that refers to the various forces that fought during the Horus Heresy. Each Model in an Army must belong to one of these Factions. Examples of Factions include: each of the Space Marine Legions (Ultramarines, Sons of Horus, etc.), the Legio Custodes, the Sisters of Silence and the Mechanicum. A given Detachment will usually only include Models from one Faction (though an Army may include Models from more than one Faction) and certain Special Rules only affect Models with a certain Faction.
HIGH COMMAND – The highest ranked officers of an Army.
COMMAND – The line officers of an Army.
Primary Detachments
All Armies must include one, and no more than one, Primary Detachment.

Every Army must include a single Primary Detachment - and may never include more than one. Each High Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Apex or Auxiliary Detachment to be added to the Army. Likewise, each Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Apex and Auxiliary Detachments added to the Army in this manner are linked to the Primary Detachment and must use the same Army List to select any Units that are selected to fill Force Organisation Slots in those Detachments. Players may choose not to add additional Detachments when eligible to do so.
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
LORD OF WAR – The largest and most powerful Units available to any Army. No Army may spend more than 25% of its Points Limit on Units with either the Lord of War or Warlord Battlefield Role.
Warlord Detachments
An Army may include one Warlord Detachment, it must be of the same Faction as the Primary Detachment.

An Army does not have to include a Warlord Detachment and may not include more than one such Detachment. Units selected to fill Slots in a Warlord Detachment must be selected from the same Army List and Faction as that used for the Primary Detachment. A Warlord Detachment may only be selected for an Army if the Points Limit set for that Army is 3,000 Points or more. The total Points Value of all Units selected with the Warlord Battlefield Role and any Units selected in other Detachments that have the Lord of War Battlefield Role must be no more than 25% (rounded up to the nearest whole number) of the Points Limit set for a Battle. A Warlord Detachment must always include at least one Model with the Paragon Type.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.

This rulebook presents a number of Advanced Reactions that may be made by a Player of any Faction or Allegiance. Future publications may present additional Advanced Reactions that may only be used by Players of a specific Faction or Allegiance, or that cover more niche situations.

The following Advanced Reactions are presented in this section:
Unique

Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.

The following Rules apply to all Models with the Unique Sub-Type:
  • An Army may not include more than a single instance of a given Model with this Sub-Type. For example, if Model A and Model B both have the Unique Sub-Type then a single Army could include one of Model A and one of Model B, but no more than one of either Model.
  • A Model with the Unique Sub-Type or a Unit composed entirely of Models with the Unique Sub-Type may not have any options other than those included on its Army List Profile selected for them.
Auxiliary Detachments
An Army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

An Army may include any number of Auxiliary Detachments. The number available in any Army is determined by the number of Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Auxiliary Detachment to be taken. A Player may also choose to include an Auxiliary Detachment for one or more of the High Command Force Organisation Slots available to them, gaining one Auxiliary Detachment for each High Command Slot selected, but any High Command Slots selected in this manner no longer grant the Player an Apex Detachment. All Auxiliary Detachments are linked to other Detachments, usually either Primary or Allied Detachments, which determines which Army List and Faction must be used by the Auxiliary Detachment.
Allied Detachments
Armies do not have to include an Allied Detachment and can include more than one, but no more than 50% of the Points Limit may be spent on allied Units and all Allied Detachments must be a different Faction than the Primary Detachment.

An Army does not have to include an Allied Detachment, but may include any number of Allied Detachments the Controlling Player chooses - as long as the total Points Value of all Units selected in all Allied Detachments combined is no more than 50% (rounded up to the nearest whole number) of the Points Limit set for a Battle. All Units selected to fill Force Organisation Slots in an Allied Detachment must be selected from a different Faction than that used for the Primary Detachment. If more than one Allied Detachment is included in an Army, then all Allied Detachments in the Army must be of a different Faction than the Primary Detachment, but may be the same as other Allied Detachments.

Each Command Force Organisation Slot filled in an Allied Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Auxiliary Detachments added to the Army when selecting Command Choices for an Allied Detachment remain separate Detachments, but are linked to that Allied Detachment that allowed their selection and must use the same Army List to select any Units that are selected to fill Force Organisation Slots. Players may choose not to add additional Detachments when eligible to do so.
Apex Detachments
An Army can include any number of Apex Detachments, depending on the number and type of High Command Choices selected.

An Army may include any number of Apex Detachments. The number available in any Army is determined by the number of High Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Apex Detachment to be taken. Any High Command Force Organisation Slots that were optionally used to include an additional Auxiliary Detachment in the Army do not also allow an Apex Detachment to be included - for each High Command Slot the Controlling Player may include one Apex Detachment or one Auxiliary Detachment, not both. All Apex Detachments are linked to other Detachments, usually Primary Detachments, which determines which Army List and Faction must be used by the Apex Detachment. Each High Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Apex Detachment or Auxiliary Detachment to be linked to the Primary Detachment. Furthermore, each Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Auxiliary Detachment to be linked to the Primary Detachment.
HEAVY ASSAULT – Heavy assault Units used to break the enemy lines.
SUPPORT – Support troops that aid other warriors in the completion of their duties.
RECON – Light infantry and cavalry intended to harass, pursue and track the foe.
ARMOUR – Armoured vehicles capable of carrying the most powerful Weapons onto the field.
Detachment
A Detachment is a gaming element composed of one or more Units. The composition of a given Detachment is decided by the Controlling Player during Army selection based on the Force Organisation Chart being used for that Army. A Detachment’s main function is in the selection of an Army, and during an individual Battle imposes only limited restrictions for the Models and Units that are part of that Detachment. Any restrictions imposed on Units during a Battle based on the Detachment it was selected as part of will most often be due to interactions between Units of different Factions.
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.
Malefic

Infused with the energies of the Warp and unbound by the normal laws of reality, these creatures ignore mortal concerns. While the ӕther is the source of their strength, when it wanes, such warriors find their forms weakening or even dissolving entirely.

The following Rules apply to all Models with the Malefic Sub-Type:
  • When a Unit composed entirely of Models with the Malefic Sub-Type would gain a Tactical Status of any kind, that Tactical Status is not applied to the Models in the Unit, but instead the Unit suffers D3 automatic wounds with an AP of 2 and a Damage Characteristic of 1 against which no Saving Throws of any kind may be made. Once these wounds are resolved, no Tactical Status is applied to any Model in the Unit.
  • Models with the Malefic Sub-Type are not affected by Special Rules that negatively modify their Leadership, Cool, Willpower or Intelligence Characteristics.
  • No Model that does not also have the Malefic Sub-Type may join or be joined by a Unit that includes one or more Models with the Malefic Sub-Type.
Model
A Model is a single gaming piece - usually representing one warrior or war machine on the Battlefield. A Model is the smallest category of gaming element referred to by the Rules - with Units composed of one or more Models, Detachments composed of one or more Units, and Armies composed of one or more Detachments. Some larger Models may contain multiple elements arranged on a single Base, but these are counted as a single Model as they are still a single playing piece that is moved as a single element by the Controlling Player.
Saving Throws
Wounds inflicted on a Model will cause Damage, reducing the Model’s Wounds Characteristic and possibly removing it from play as a Casualty. However, before any Damage is inflicted, wounds can be negated by means of Saving Throws. A Model may have one Saving Throw made for each wound inflicted on it, with a successful Saving Throw causing that wound to be discarded - however, only one Saving Throw may be made for any given wound that has been inflicted on a Model, regardless of how many Saving Throws a Model may have.

If a Model has any Saving Throws available they will be listed either on that Model’s profile as Characteristics or detailed by any Special Rules that apply to the Model. A Saving Throw will normally be listed as a numerical value followed by a ‘+’ symbol, for example, an Armour Save of ‘4+’. The value listed as part of any Saving Throw is the Target Number for the associated Test. The various types of Saving Throw available are in this section, indicating when they may be made and any additional Rules that apply to that type of Saving Throw.
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).
Defensive Weapons – All Weapons on a Model with the Vehicle Type that have a Strength Characteristic of 6 or less are Defensive Weapons. Other Weapons may also be specifically designated as Defensive Weapons on their profile. When a Player chooses to have a Model with the Vehicle Type attack multiple different Units in the same Shooting Phase, Defensive Weapons do not have to make their attacks as Snap Shots.
Pintle Mounted – Pintle Mounted Weapons may attack targets in any Firing Arc without restriction, and are always counted as Defensive Weapons and as having the Assault Trait regardless of the Weapon’s Characteristics.
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.
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.
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.

Havoc launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Havoc launcher
Havoc launcher
48
1
5
5
1
Blast (3"), Stun (1)
Missile
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.
Rapid Tracking

Some weapons feature augmented motility and enhanced targeting systems, able to track and lock onto fast moving targets with ease.

Weapons with this Special Rule are better able to utilise it for intercepting new arrivals on the Battlefield.

Each time a Model makes a Shooting Attack as part of the Intercept Advanced Reaction, its Controlling Player can select a Weapon with this Special Rule for that Shooting Attack, even if it is not a Defensive Weapon.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Skyfire

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

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

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

Twin accelerator autocannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin accelerator autocannon
Twin accelerator autocannon
48
6
7
4
2
Breaching (6+), Rapid Tracking, Skyfire
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.
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.

Punisher rotary cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Punisher rotary cannon
Punisher rotary cannon
36
8
6
4
1
Ordnance (FP), Suppressive (2)
Auto
Removed as a Casualty
A Model Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other Model or Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an Emergency Disembarkation.

A number of Rules, including Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
Augury Scanner

This energy scanning device pierces weather, camouflage and obscuring smoke, alerting the user and their squadmates to the concealed presence of enemy troops in the vicinity, allowing attacks to be directed more effectively.

Augury scanners allow attacks to ignore Shrouded Damage Mitigation Tests.

When a Shooting Attack made by a Unit that includes any Models with an augury scanner inflicts any Hits (excluding Hits from attacks made as Snap Shots), Shrouded Damage Mitigation Rolls cannot be made against those Hits.
Shooting Phase: Return Fire
This Reaction allows the Reactive Player to make a Shooting Attack for a Unit that is the target of an enemy Shooting Attack.

Trigger: The Reactive Player may declare a Return Fire Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player.

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

Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction.

Process
  1. Once a Return Fire Reaction has been declared, the Active Player must resolve all remaining Steps of the Shooting Attack process as normal, up to the start of Step 11.
  2. Before resolving Step 11, the Reactive Player makes a Shooting Attack with the Reacting Unit (including with any Models that have been reduced to 0 Wounds and before any Panic Checks are taken) targeting only the Target Unit.
  3. Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Players must then finish resolving Step 11 of the original Shooting Attack that triggered the Reaction.
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
Wargear
Wargear represents the Weapons and equipment shown on Models. Wargear can be broken down into two types, those that are used to make attacks and those that are not. Wargear that is used to make attacks is often referred to as a Weapon and has a separate Weapon Profile, while Wargear that is not used to make attacks will be formatted more like a Special Rule.

The Emperor’s Children Trait is used in the following Legiones Astartes datasheets:

The Iron Warriors Trait is used in the following Legiones Astartes datasheets:

The Night Lords Trait is used in the following Legiones Astartes datasheets:

The Death Guard Trait is used in the following Legiones Astartes datasheets:

The Thousand Sons Trait is used in the following Legiones Astartes datasheets:

The Word Bearers Trait is used in the following Legiones Astartes datasheets:

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.
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

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.
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.
Chainsword

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

Bolter

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

Deflagrate (X)

Exotic beam weapons of arcing energy or sequential explosions triggered by the death of the first victim, some weapons cause not a single casualty, but a slew of them. Such weapons are wielded with grim efficiency against close packed formations of troops on the battlefields of the Horus Heresy. The most well-known examples are the volkite weapons of Mars, but many others are known.

Unsaved Wounds inflicted by attacks with the Deflagrate (X) Special Rule can cause additional Hits.

At the end of Step 9 of the Shooting Attack process for any Fire Group or Strike Group that includes Weapons with the Deflagrate (X) Special Rule, create a new Fire Group or Strike Group that must then be selected in Step 10 and resolved. This new Fire Group or Strike Group includes a number of Hits equal to the number of Unsaved Wounds caused by the Fire Group or Strike Group that triggered its creation. These Hits all have a Strength equal to the value of X attached to the variant of the Deflagrate (X) Special Rule possessed by Weapons in the preceding Fire Group or Strike Group, an AP of a Damage of 1 and no Special Rules.
Volkite serpenta

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10
2
5
5
1
Pistol, Deflagrate (5)
Assault, Volkite

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

Disintegrator pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Disintegrator pistol
Disintegrator pistol
12
1
4
3
2
Pistol, Overload (1)
Assault, Disintegrator

Chainaxe

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

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

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.
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Rending (X)

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

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

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

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

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

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close-packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

If a Model has a power weapon as part of its Wargear, you can select one of the following for that Model to have:
  • Power sword
  • Power axe
  • Power maul
  • Power lance
Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power
Power maul
Power maul
-1
A
+2
3
1
Breaching (6+)
Power
Power lance
Power lance
+1
A
S
3
1
Precision (6+)
Power
Power fist
Power fist
-3
A
+4
2
2
-
Power
Gravis power fist
Gravis power fist
I
A
+3
2
3
-
Power
Paired Gravis power fists
Paired Gravis power fists
I
+1
+3
2
3
-
Power
Thunder hammer
Thunder hammer
-2
A
+3
2
2
-
Power
Crozius Arcanum
Crozius Arcanum
I
A
+2
3
2
Breaching (6+)
Power
Lightning claw
Lightning claw
I
A
S
3
1
Rending (6+), Breaching (6+)
Power
Pair of lightning claws
Pair of lightning claws
I
+2
S
3
1
Rending (6+), Breaching (6+)
Power
Saturnine war axe
Saturnine war axe
I
A
+1
2
2
Reaping Blow (2)
Power
Saturnine concussion hammer
Saturnine concussion hammer
-3
A
x2
2
3
Critical Hit (6+)
Power
Saturnine disruption fist
Saturnine disruption fist
-2
A
+2
2
3
-
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

Lightning claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Lightning claw
Lightning claw
I
A
S
3
1
Rending (6+), Breaching (6+)
Power

Thunder hammer

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

Combat Shield

A combat shield is a wrist-mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage.

A combat shield grants a 5+ Invulnerable Save and a bonus to Focus Rolls.

A Model with a combat shield has a 5+ Invulnerable Save against attacks made with Melee Weapons. In addition a Model with a combat shield gains a +1 modifier to Focus Rolls made for it.
Boarding Shield

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

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

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

Phoenix rapier

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Phoenix rapier
Phoenix rapier
I
A
S
3
1
Impact (D), Breaching (6+)
Power
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.
Shock (X)

Blasts of exotic radiation, malignant scrap-code or other targeted attacks can render the systems of complex war engines vulnerable without penetrating their armour. While such weapons are less likely to leave their target as a broken ruin, the deleterious effects of their attacks can render even the most powerful war machines impotent.

Weapons with the Shock (X) Special Rule have a chance of inflicting Statuses on Vehicles even if it does not penetrate their armour.

When making a Hit Test for a Weapon with this Special Rule against a Target Unit that includes any Models with the Vehicle Type or Walker Type, the result of the Hit Test before any modifiers are applied must be checked. If any Hit Test for a Weapon with the Shock (X) Special Rule results in a ‘5’ or ‘6’ before any modifiers are applied, then all Models with the Vehicle Type or Walker Type in the Target Unit gain a Status at the end of Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process. The Status gained is indicated by the value of X attached to that variant of the Shock (X) Special Rule. If the Model already has the stated Status or the attack would apply the Status multiple times there is no additional effect and this Special Rule never causes a Model to lose Wounds or Hull Points. Hits inflicted by a Weapon with this Special Rule must still have Wound Tests or Armour Penetration Tests made for them, and are not discarded if they trigger this Special Rule.

Graviton mace

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Graviton mace
Graviton mace
-1
A
+3
3
1
Armourbane, Shock (Pinned)
Graviton

Escaton Power Claw

A brutal prototype weapon combining the energy field and mass acceleration of a power fist with the shredding talons of a lightning claw, the Escaton power claw was re-engineered from a piece of archaeotech discovered in the final years of the Great Crusade on the war-ravaged world of Elemghast.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Escaton Power Claw
Escaton power claw
-2
A
+3
2
2
Shred (6+)
Power
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.

Alchem Caster

A specific addition to the Tartaros-derived plate worn by the Deathshroud of the XIVth Legion, these wrist-mounted projectors are loaded with various highly caustic and toxic compounds to be unleashed upon the enemy in the close press of assault.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Alchem Caster
Alchem caster
Template
1
3
-
1
Template, Pistol, Poisoned (2+)
Assault

Æther-fire pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Æther-fire pistol
Æther-fire pistol
10
1
6
4
2
Pistol, Breaching (6+)
Assault, Psychic
Phage (X)

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

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

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

Tainted weapon

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Tainted weapon
Tainted weapon
I
A
S
3
1
Breaching (6+), Phage (S)
Psychic

Warpfire pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Warpfire pistol
Warpfire pistol
12
1
5
4
1
Pistol, Breaching (5+), Shred (6+)
Assault, Plasma
Chainfist

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainfist
Chainfist
-3
-1
+6
2
2
Armourbane, Shred (6+)
Chain

The Alpha Legion Trait is used in the following Legiones Astartes datasheets:

Combi-bolter

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

Combi

Some weapons feature multiple weapons systems linked to the same trigger. Often each weapon will have a specific role, but in extremis, both can be fired simultaneously, blasting the foe with a variety of deadly munitions.

A Weapon with this Special Rule can fire multiple profiles simultaneously.

Each time a Model makes a Shooting Attack with a Weapon Profile with this Special Rule, the Controlling Player can select another Profile from the same Weapon with this Special Rule and make attacks with it as part of the same Shooting Attack. Note that if that Profile also has the Limited (X) Special Rule, this does not allow it to be selected to make attacks more than the number of times equal to the value of X on that Special Rule.
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.
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.
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.
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.
Combi-weapons

An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.

Each Combi-weapon will have two components; a bolter Primary component and a Secondary component. Unless otherwise specified, each Combi-weapon has the following components:
  • Combi-flamer: Bolter (primary) and flamer (secondary)
  • Combi-melta: Bolter (primary) and melta gun (secondary)
  • Combi-plasma: Bolter (primary) and plasma gun (secondary)
  • Combi-volkite: Bolter (primary) and volkite charger (secondary)
  • Combi-grenade: Bolter (primary) and grenade launcher - Krak (secondary)
  • Combi-disintegrator: Bolter (primary) and disintegrator (secondary)
  • Combi-grav: Bolter (primary) and graviton gun (secondary)
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter (Primary)
Bolter (Primary)
24
2
4
5
1
Combi
Bolt
Flamer (Secondary)
Flamer (Secondary)
Template
1
4
5
1
Template, Panic (1), Limited (1), Combi
Flame
Meltagun (Secondary)
Meltagun (Secondary)
12
1
8
2
3
Melta (6), Limited (1), Combi
Melta
Plasma gun (Secondary)
Plasma gun (Secondary)
24
2
6
4
1
Breaching (6+), Limited (1), Combi
Plasma
Volkite charger (Secondary)
Volkite charger (Secondary)
15
2
5
5
1
Deflagrate (5), Combi
Volkite
Grenade launcher (Secondary) - Krak
Grenade launcher (Secondary) - Krak
24
1
6
4
2
Combi
-
Graviton gun (Secondary)
Graviton gun (Secondary)
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1), Limited (1), Combi
Graviton

Alchem combi-flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Alchem combi-flamer
Alchem combi-flamer
- Bolter (Primary)
- Bolter (Primary)
24
2
4
5
1
Combi
Bolt
-  Alchem flamer (Secondary)
-  Alchem flamer (Secondary)
Template
1
4
5
1
Template, Poisoned (2+), Limited (1), Combi
-

Banestrike bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Banestrike bolter
Banestrike bolter
18
2
4
4
1
Breaching (6+)
Bolt

Banestrike Combi-bolter

These mysterious variant bolt weapons, believed to have been designed in secret within the armouries of the Alpha Legion long before the outbreak of the Horus Heresy, have it seems a sole purpose - to breach the ceramite power armour of Space Marines.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Banestrike Combi-bolter
Banestrike combi-bolter
18
4
4
4
1
Breaching (6+)
Bolt

The Dark Angels Trait is used in the following Legiones Astartes datasheets:

The Iron Hands Trait is used in the following Legiones Astartes datasheets:

Flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame

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

Meltagun

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

Volkite charger

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

Volkite caliver

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

Heavy (X)

Some weapons are so heavy that, while they can be fired on the move, are more powerful when properly braced and made ready before shooting. Warriors on the battlefield must use their judgement to decide when speed is required and when the full firepower of their arsenal must be unleashed.

Weapons with the Heavy (X) Special Rule gain +1 to a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Heavy (X) Special Rule, a modifier of +1 is added to a Characteristic if the Model with that Weapon is part of a Unit that remained Stationary in the Controlling Player’s previous Movement Phase. If the Characteristic listed is AP, then instead it improves the AP by one Step (see the Rules for modifying Saves and AP). The value of X in the specific variant of the Heavy (X) Special Rule determines which Characteristic gains the +1 modifier.
Rotor cannon

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

Plasma repeater

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma repeater
Plasma repeater
- Sustained fire
- Sustained fire
12
3
5
4
1
Breaching (6+)
Plasma
- Maximal fire
- Maximal fire
12
3
6
4
1
Breaching (5+), Overload (1)
Plasma

Graviton gun

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton gun
Graviton gun
18
1
6
4
1
Blast (3"), Breaching (6+), Shock (Pinned), Pinning (1)
Graviton

Graviton shredder

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Graviton shredder
Graviton shredder
18
2
6
4
1
Breaching (6+), Shock (Pinned), Pinning (1)
Assault, Graviton

Alchem flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Alchem flamer
Alchem flamer
Template
1
4
5
1
Template, Poisoned (2+)
-

Æther-fire blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Æther-fire blaster
Æther-fire blaster
18
2
6
4
2
Breaching (6+)
Psychic

Warpfire blaster

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Warpfire blaster
Warpfire blaster
24
2
5
4
1
Breaching (5+), Shred (6+)
Plasma
Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant coordination with other elements of an army, allowing a commander a measure of control and the ability to direct their forces, even during the most chaotic battles.

Nuncio-vox allow Units to remove Statuses in the Start Phase.

If a Unit includes one or more Models with a nuncio-vox, and there are one or more friendly Models on the Battlefield with the Command Sub-Type, then the Controlling Player may activate the nuncio-vox during the Start Phase of their Turn as the Active Player. When activated, the Controlling Player may make a Check to remove a single Tactical Status from all Models in the Unit that includes the nuncio-vox. This Check is made using the Characteristics of any one friendly Model on the Battlefield with the Command Sub-Type, chosen by the Controlling Player (using Cool, unless attempting to remove Routed, in which case Leadership is used). A nuncio-vox can only be activated once per Turn, and each Friendly Model on the Battlefield with the Command SubType may only be used once per Start Phase as part of this Special Rule.

The Imperial Fists Trait is used in the following Legiones Astartes datasheets:

The Blood Angels Trait is used in the following Legiones Astartes datasheets:

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

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

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

Volkite culverin

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

Lascannon

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

Shrapnel cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Shrapnel cannon
Shrapnel cannon
36
3
5
5
1
Pinning (0), Shred (6+)
Bolt

Iliastus Assault Cannon

A prototype weapons system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the lliastus Satellite in the Sol System by the Dyzanique cult.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Iliastus Assault Cannon
Iliastus Assault Cannon
- Sustained fire
- Sustained fire
24
3
6
4
1
Heavy (FP), Breaching (6+)
Auto
- Maximal fire
- Maximal fire
24
5
6
4
1
Heavy (FP), Breaching (6+), Overload (1)
Auto

Heavy Alchem Flamer

Amongst the largest of the variants of man-portable chem-projection devices wielded by the warriors of the Death Guard Legion, this design incorporates the largest reservoirs of alchemical and anti-biological concoctions and the capacity to project their contents under higher pressure.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Heavy Alchem Flamer
Heavy Alchem Flamer
Template
1
5
4
1
Template, Poisoned (2+)
Assault

Æther-fire Cannon

A later development of the Pyrae Cult Techmarine artificers, these modified plasma weapons utilised both occult lore and the unique techno-arcana of the Forge World of Zhao-Arkhad in their construction.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Æther-fire Cannon
Æther-fire cannon
24
1
6
4
2
Blast (3"), Breaching (6+)
Psychic, Assault

Warpfire projector

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Warpfire projector
Warpfire projector
36
1
5
4
1
Heavy (RS), Blast (3"), Breaching (5+), Shred (6+)
Plasma
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.

Shrapnel cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Shrapnel cannon
Shrapnel cannon
36
3
5
5
1
Pinning (0), Shred (6+)
Bolt
Havoc launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Havoc launcher
Havoc launcher
48
1
5
5
1
Blast (3"), Stun (1)
Missile

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:
Champion

At the front of any charge and the heart of any defensive line are an army’s champions. These warriors stand ever ready to accept the challenge of their foes and inspire their allies.

The following Rules apply to all Models with the Champion Sub-Type:
  • A Model with the Champion Sub-Type may Issue and Accept Challenges.
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.
Power sword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power

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.

Bolter

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

Terranic greatsword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Terranic greatsword
Terranic greatsword
-1
A
+2
3
2
Breaching (5+)
Sword of the Order
ASSAULT – The term ‘Assault’ or ‘making an Assault’ refers to the entire sequence that must be followed when a Player selects a Unit during the Assault Phase - beginning with a Charge and ending when a winner for the resulting Combat has been declared.
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.
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.

The Psyker Trait is used in the following Legiones Astartes datasheets:

Order Exemplars

Within the First Legion there are innumerable separate Orders, each dedicated to a singular creed of war. The Cenobium stand as the greatest exemplars of these Orders, their champions and foremost warriors each a keeper of the secrets held by that Order and a practitioner of the form of war they embody.

When a Unit that includes any Models with this Special Rule is selected as part of a Detachment, during Army selection, a single option from the Orders of the Hekatonystika presented below must be selected for all Models in that Unit.

Orders of the Hekatonystika

Each Order of the Hekatonystika specialised in the employment of one skill of war, one unique talent. They stood ready to deploy those skills whenever the Legion had need of a vanguard for the most dangerous missions and impossible assaults.

  • Augurs of Weakness: When making attacks targeting a Unit that includes one or more Models with the Vehicle Type, Models with the Order Exemplars Special Rule gain the Armourbane Special Rule.
  • Icons of Resolve: When part of a Unit that is successfully Charged by an enemy Unit, Models with the Order Exemplars Special Rule set their Leadership Characteristic to 10 for the duration of the current Assault Phase.
  • Slayers of Kings: Whilst part of a Unit that is Locked in Combat with an enemy Unit that includes at least one Model with a Weapon Skill Characteristic of 6 or higher, the Attacks Characteristic of Models with the Order Exemplars Special Rule may be set to 1. If this option is used then the Terranic greatswords those Models have gain the Critical Hit (6+) Special Rule until the Combat ends.
  • Hunters of Beasts: Whilst part of a Unit that is Locked in Combat with an enemy Unit that includes one or more Models with a Toughness Characteristic of 6 or higher, the Damage Characteristic of Wounds caused by a Model with this Special Rule is modified by +1.
  • Reapers of Hosts: Whilst part of a Unit that is Locked in Combat with one or more enemy Units that outnumbers it, then all Models in that Unit with the Order Exemplars Special Rule modify their Attacks Characteristic by +1.
  • Breakers of Witches: Whilst part of a Unit that is Locked in Combat with an enemy Unit that has one or more Models with the Malefic Sub-Type or Psyker Trait, Hit and Wound Tests made for Models with the Order Exemplars Special Rule in that Combat are modified by +1.
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.

Chainsword

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

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Force sword
Force sword
I
A
+1
3
1
Force (D)
Psychic

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+)
-

ELITES – The most deadly of warriors available to an Army.

The White Scars Trait is used in the following Legiones Astartes datasheets:

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.
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.
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.
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.
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.
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.
Characteristics and Modifiers
Characteristics can be modified by various Rules and Special Rules, temporarily altering the Base Value of that Characteristic, with the modified value referred to as its Current Value. If no modifiers have been applied to a given Characteristic then its Current Value is the same as its Base Value. The most common modifiers will add or subtract a fixed number from the Characteristics Base Value for a set duration, though some modifiers may multiply or divide the Base Value.

If a Rule calls for a modifier to be applied to a Characteristic that has already been modified, then that modifier is applied to the Current Value, not the Base Value. Modifiers that add or subtract a fixed value to the Characteristic do so to the Current Value and modifiers that multiply or divide the Characteristic multiply or divide the Current Value. Where multiple modifiers are applied to a Characteristic at the same time, any modifiers that multiply the Characteristic and/or modifiers that divide the Characteristic are applied first, then any modifiers that add to or subtract from the Characteristic are applied last.

Designer’s Note
Where any Rules call for multiple modifiers of different kinds to be applied to a value, they are always applied in the following order: multiplication then division, then addition and finally subtraction.

Some modifiers may simply ‘set’ the Current Value of a Characteristic to a specific value instead of modifying the Current Value or Base Value. Such modifiers override all other modifiers and are always applied last, replacing the modified Current Value with the set value.

For example, a Model’s Strength Characteristic has a Base Value of 4 on its Unit Profile.
  • If this Characteristic has a modifier of ‘+1’ applied to it, its Current Value would become 5.
  • If it had modifiers of both ‘+3’ and ‘-1’ applied to it then its Current Value would be 6.
  • If it had a modifier of ‘x2’ applied to it then its Current Value would be 8.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it then its Current Value would be 9.
  • If a modifier set its value to ‘2’, then its Current Value would be 2.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it and another modifier also set its value to ‘2’, then its Current Value would be 2.
Player Turn
A Player Turn is defined as one cycle through the Turn Sequence with the same Player acting as the Active Player in each Phase. Once a Player Turn has been completed, a new one is begun with the other Player taking the role of Active Player.
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

To determine Line of Sight, use a tape measure or other device to determine if an unbroken straight line can be drawn between the first Model and its target. If a piece of Terrain, Model with the Vehicle Type or other obstruction breaks the line between those two Models then there is no Line of Sight, if the line is unobstructed then both Models have Line of Sight to each other.

In the example pictured above, a Salamander is in close proximity to two Iron Warriors. The topmost Iron Warrior and the Salamander have Line of Sight to each other, as no terrain or other obstruction breaks the line between the two Models. However, no Line of Sight exists between the lower Iron Warrior and the Salamander, as the building breaks the line between the two Models.

Area Terrain only obstructs Line of Sight if the line passes through more than 3" of an Area of Terrain - except for Heavy Area Terrain, which always obstructs Line of Sight, and Light Area Terrain, which never blocks Line of Sight. Models that do not have the Vehicle Type do not obstruct Line of Sight regardless of their size. Models that are Embarked on another Model, in Reserves or otherwise not on the Battlefield never have Line of Sight to any other Model. Note that if a Model has Line of Sight to another Model, then that Model must have Line of Sight to the first Model, and that a Model is always considered to have Line of Sight to itself and is always considered to be in range of itself while it is on the Battlefield.

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
Difficult Terrain
Difficult Terrain slows down Models moving through it.

Tangled or otherwise restrictive Terrain is considered Difficult Terrain. Note that an Area of Difficult Terrain does not grant a Cover Save unless it is within a zone of Area Terrain.
Dangerous Terrain
Dangerous Terrain can inflict wounds on Models.

Dangerous Terrain follows all the Rules for Difficult Terrain and, in addition, any Model that enters, leaves or moves through an Area of Dangerous Terrain must make a Dangerous Terrain Test. This Test must be made immediately when a Model moves into an Area of Dangerous Terrain or begins a move while within an Area of Dangerous Terrain.
Rush
A Unit that makes a Rush may not make Shooting Attacks or Charge, but moves further.

When the Active Player selects a Unit under their control to move in the Move Sub-Phase, they may declare that the Unit will Rush. A Unit that Rushes may not make Shooting Attacks in the Shooting Phase of the same Player Turn or have a Charge declared for it in the Assault Phase of the same Player Turn. All Models in a Unit that Rushes add the value of that Model’s Initiative Characteristic to the value of its Movement Characteristic when determining how many inches a Model that Rushes may move.

Note that a Player may only choose to have a Unit Rush when Moving that Unit during the Move Sub-Phase or Reserves Sub-Phase of a Player Turn where they are the Active Player. Units may not Rush as part of any Reaction that allows them to make a Move, or have a Rush declared for them in any Phase or Sub-Phase other than the Move Sub-Phase or Reserves Sub-Phase.
FAST ATTACK – Fast Units capable of striking the enemy and withdrawing at speed.

The Space Wolves Trait is used in the following Legiones Astartes datasheets:

Power sword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power

Frost sword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Frost sword
Frost sword
I
A
+1
3
1
Breaching (5+), Reaping Blow (1)
Power

Frost axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Frost axe
Frost axe
-1
A
+1
3
1
Breaching (4+), Reaping Blow (1)
Power

Frost claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Frost claw
Frost claw
I
A
S
3
1
Breaching (4+), Reaping Blow (1), Shred (6+)
Power
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.
Feel No Pain (X)

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.

A Model with the Feel No Pain (X) Special Rule gains a Feel No Pain Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process or Step 8 of the Initiative Step of the Fight Sub-Phase process to discard wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Feel No Pain Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule.
Checks
In order to make a Check, the rolling Player rolls two Dice and compares the total of the two results against a Target Number. If the combined result of the two rolled Dice is equal to or lower than the Target Number then the Check has been passed, but if the combined result of the two Dice is higher than the Target Number then the Check has been failed.

The Target Number for most Checks is determined by one of the Characteristics of the Model for which the Check is made (only Cool, Willpower, Intelligence or Leadership may be used for Characteristic Checks), unless stated otherwise the Target Number for a Check will be the value of the noted Characteristic, though some Rules may apply additional modifiers or use a fixed value instead of a Characteristic.
TROOPS – The line troops that hold ground and allow generals to claim victory.

Power fist

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

Combi-bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Combi-bolter
Combi-bolter
24
4
4
5
1
-
Bolt
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.
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.

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

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
Eternal Warrior (X)

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.

When a Model with the Eternal Warrior (X) Special Rule is allocated an Unsaved Wound, the Damage of the Unsaved Wound is reduced by the value of X attached to the specific variant of the Eternal Warrior (X) Special Rule. The effects of this Special Rule cannot reduce the Damage of an Unsaved Wound to less than 1, regardless of the value of X.

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

Power axe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power axe
Power axe
-1
A
+1
3
1
Breaching (5+)
Power

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
Aflame (X)

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

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

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

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

Predator cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Predator cannon
Predator cannon
48
3
8
4
2
Breaching (6+), Heavy (FP)
Auto
Legion Pintle Weapons
  • - Pintle Mounted combi-bolter
    +5 points
  • - Pintle Mounted combi-flamer
    +10 points
  • - Pintle Mounted combi-plasma
    +10 points
  • - Pintle Mounted combi-melta
    +10 points
  • - Pintle Mounted combi-volkite
    +10 points
  • - Pintle Mounted havoc launcher
    +5 points
  • - Pintle Mounted heavy bolter
    +10 points
  • - Pintle Mounted heavy flamer
    +10 points
  • - Pintle Mounted multi-melta
    +25 points
  • - Pintle Mounted shrapnel cannon1
    +15 points
  • - Pintle Mounted Iliastus assault cannon2
    +20 points
  • - Pintle Mounted heavy alchem flamer3
    +15 points

1 This item can be selected for a Model with the Iron Warriors Trait.
2 This item can be selected for a Model with the Imperial Fists or Blood Angels Trait.
3 This item can be selected for a Model with the Death Guard Trait.
Turn
A Battle is split into a number of Turns. Once the last Turn of a Battle has been completely resolved, the Battle ends. In general, when used without a qualifier, the term Turn refers to Battle Turns.
Outside Support
A Player may claim an Outside Support bonus during the Focus Step if there are other Models under their control in the Combat from which the Challenger and Challenged were selected.

For every five friendly Models in the same Combat as that from which the Challenger and Challenged were selected (from any Units Locked in that Combat), the Model gains a +1 bonus to the Focus Roll.

Only Models that are Engaged may be counted, and Models affected by the Pinned, Stunned, Routed or Suppressed Statuses may not be counted. Models with the Vehicle or Automata Types may not be counted, while Models with the Walker Type count as five Models each for the purposes of this Rule.

If one Player that has a Model Engaged in a Challenge controls other Models in the same Combat, but the other does not (i.e., that Player has only the Model Engaged in the Challenge under their control in that Combat), then a different procedure is used to calculate the Outside Support bonus. In such a case, the Player that controls Models other than the ones Engaged in the Challenge gains a bonus of +2 to the Focus Roll for each five Models, or fraction thereof, in the Combat under their control that are not Engaged in the Challenge. These Models do not need to be Engaged in order to be counted and may be counted even if they are affected by the Pinned, Stunned, Routed or Suppressed Statuses. However, Models with the Vehicle or Automata Types are still not counted.
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.
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.
WAR-ENGINE – The Dreadnoughts of the Legiones Astartes and other similar war engines.
Armour Tests
Armour Saves are listed as a Characteristic on each Model’s Profile.

Once a Model has one or more wounds, the Controlling Player may make an Armour Test for that Model if possible. An Armour Test that is successful will cause the wound for which it is made to be discarded. A Model may not have an Armour Test made for it if:
  • The Model has an Armour Save Characteristic of ‘-’.
  • The AP value of the wound for which the Armour Test is being made is equal to or lower than the Model’s Armour Save Characteristic.
  • A Special Rule or other effect attached to the wound specifies that it ignores Armour Tests or that no Armour Test may be made.
  • An Armour Test may not be made to discard a Penetrating Hit.

One Armour Test may be made for each wound inflicted on a Model, but Armour Tests for wounds with different Strengths, AP, Damage values or Special Rules must be rolled separately so that all Players know which wound is being affected by a given Armour Test. To make an Armour Test, roll a number of Dice equal to the number of wounds with the same Strength, AP and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, with the Model’s Armour Save Characteristic as the Target Number. As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded. A success causes the wound for which the Test was made to be discarded with no further effect, while a failure means the wound remains and must be converted into Damage. A Player may choose not to make an Armour Test even if one is available, usually with the intent of taking a superior Cover or Invulnerable Saving Throw.
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:

Gorgon Pattern Terminator Armour

A variant of Indomitus pattern Tactical Dreadnought Armour devised by Ferrus Manus and his Iron Fathers, this advanced prototype suit was just going into production at the outset of the Horus Heresy to supplement the Iron Hands Legion’s combat depleted stocks of Terminator armour. The design replaced the field generators embedded in the armour with experimental systems that converted incoming electromagnetic and kinetic energy into bursts of blinding light, able to incapacitate foes.

Successful Armour Tests and Invulnerable Tests may inflict Tactical Statuses on enemy Models.

At the end of Step 4 of the Assault Phase, if any Models with Gorgon pattern Terminator armour passed at least one Armour or Invulnerable Test against wounds caused by Shooting Attacks in the same Assault Phase, the Unit which inflicted those wounds must make a Cool Check. If the Check is failed, the Unit gains the Suppressed Status.
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.
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.
HEAVY TRANSPORT – The heaviest and most well-protected transports available to an Army.

The Ultramarines Trait is used in the following Legiones Astartes datasheets:

TRANSPORT – Units dedicated to ferrying more vulnerable Units across the Battlefield.
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.

The Salamanders Trait is used in the following Legiones Astartes datasheets:

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:

Thunder hammer

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

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

Flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame
Damage Mitigation Tests
Damage Mitigations Tests are similar to Saving Throws, and follow all the same Rules for making them - except that a Model may have one Saving Throw and one Damage Mitigation Test made for each wound inflicted on it. Damage Mitigation Tests are only ever granted to a Model by Special Rules and do not appear as a Characteristic, the Special Rule that grants a Model a Damage Mitigation Test will indicate the Target Number for that Test and will state under what circumstances it may be taken.

The Raven Guard Trait is used in the following Legiones Astartes datasheets:

Lightning claw

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Lightning claw
Lightning claw
I
A
S
3
1
Rending (6+), Breaching (6+)
Power

Pair of lightning claws

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pair of lightning claws
Pair of lightning claws
I
+2
S
3
1
Rending (6+), Breaching (6+)
Power
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.
Dangerous Terrain Tests
To take a Dangerous Terrain Test, the Player controlling a Model that has moved into or through an Area of Dangerous Terrain must roll a Dice. On a result of ‘1’, that Model suffers a wound with an AP of 2 and a Damage Characteristic of 1. No Armour Save, Cover Save or Damage Mitigation Roll may be made to discard this wound, but Invulnerable Saves may still be made.

Once a Dangerous Terrain Test has been made for a given Model in a Phase, then no further Dangerous Terrain Tests are taken for that same Model in the same Phase, regardless of whether it enters further Areas of Dangerous Terrain.
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:
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.
Shrouded (X)

Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.

Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.

A Model with the Shrouded (X) Special Rule gains a Shrouded Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process to discard Wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Shrouded Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule. A Shrouded Damage Mitigation Test may not be made against wounds inflicted by a Melee Weapon.
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.
Phoenix power spear

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Phoenix power spear
Phoenix power spear
+1
A
+1
3
1
Impact (D), Breaching (6+)
Power

Skill Unmatched

The personal guards of the Primarch himself and commanders of the Phoenix Guard, these warriors were charged with both the highest standards of martial excellence and the most exacting code of appearance - for they represented Fulgrim and his Legion in the eyes of the other Legions.

When Locked in Combat, this Unit may select an additional Special Rule to apply until the end of the Phase.

At the End of the Charge Sub-Phase, if a Unit that includes any Models with this Special Rule is Locked in Combat with any enemy Units, this Unit’s Controlling Player can select one of the following effects:
  • The Perfect Strike - If this effect is selected, until the end of this Phase, the Weapon Skill Characteristic of each Model in this Unit with this Special Rule is considered to be one point higher than normal when determining the score that Model needs to Hit its opponent in the Strike Step of the Challenge Sub-Phase or the Make Hit Tests Step of the Resolving an Initiative Step (this does not modify the Weapon Skill Characteristic of each Model in this Unit for the purposes of Hit Tests made for opposing Models).
  • The Perfect Guard - If this effect is selected, until the end of this Phase, the Weapon Skill Characteristic of each Model in this Unit with this Special Rule is considered to be one point higher than normal when determining the score an opposing Model needs to Hit this Model in the Strike Step of the Challenge Sub-Phase or the Make Hit Tests Step of the Resolving an Initiative Step Step (this does not modify the Weapon Skill Characteristic of each Model in this Unit for the purposes of Hit Tests made for their own attacks).

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
Deep Strike

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.

A Unit that includes only Models with the Deep Strike Special Rule that enters play from Reserves may make a Deep Strike instead of deploying as described in the Reserves Rules. No more than one Unit may attempt a Deep Strike in a given Player Turn. The Unit attempting a Deep Strike may have another Unit without the Deep Strike Special Rule Embarked upon it if the Deep Striking Unit includes Models with the Transport Sub-Type (note that some Missions may allow more Units to attempt a Deep Strike in the same Player Turn. This will be specifically noted in the Mission Special Rules section of that Mission). Note that in Missions where the Reserves Mission Special Rule is not in use, the Deep Strike Special Rule has no effect. Furthermore, Units may not make use of the Deep Strike Special Rule during the first Battle Turn, even if they enter play from Reserves.

To perform a Deep Strike, the Active Player must declare an Eligible Unit that has entered play from Reserves in the Reserves Sub-Phase as the Deep Striking Unit. The Active Player must then select one Model from that Unit and place it anywhere on the Battlefield. This Model must be placed at least 1" away from any enemy Model, Battlefield Edge or piece of Impassable Terrain. Once this first Model has been placed, the remaining Models in the Unit must be placed within Unit Coherency with at least one other Model in the same Unit and within 6" of the first Model placed. No Models may be placed within 1" of an enemy Model, any Battlefield Edge or a piece of Impassable Terrain. Any Models that cannot be placed using these Rules must be Removed as a Casualty immediately. This deployment must take place during the Reserves Sub-Phase, and a Unit that deploys as a Deep Strike may not move in the Move Sub-Phase of the same Player Turn or have a Charge declared for it in the Charge Sub-Phase of the same Player Turn, but may make Shooting Attacks as normal. A Unit that is Embarked on a Model that is deployed as part of a Deep Strike may Disembark during the Move Sub-Phase of the same Player Turn, but may not make any move other than the move made to Disembark and may not have a Charge declared for it in the Charge Sub-Phase of the same Player Turn.

Enemy Units may declare Intercept Reactions against a Unit deployed as part of a Deep Strike, but not Reposition Reactions.
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.
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.
RETINUE – Warriors whose task is to guard the Army’s officers.
Atramentar

For the warriors of the Atramentar, no deed is beneath them and any pretence of honourable combat has long since been abandoned. Seeking only to end the enemy in the most painful and undignified manner, they utilise deception and trickery, striking with overwhelming force from unseen quarters.

If a Centurion in Terminator Armour, Cataphractii Command Squad, Tartaros Command Squad, Cataphractii Terminator Squad or Tartaros Terminator Squad Unit that has the Night Lords Trait is selected to fill a Prime Force Organisation Slot, the following Prime Advantage can be selected:

Atramentar
Models in a Unit selected to fill a Prime Force Organisation Slot with this Prime Advantage gain the Deep Strike and Impact (I) Special Rules.

The World Eaters Trait is used in the following Legiones Astartes datasheets:

Chainaxe

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Chainaxe
Chainaxe
-1
A
+1
5
1
Shred (6+)
Chain
Unit Coherency
To be in Unit Coherency all Models in a Unit must be no more than 2" measured horizontally or 6" vertically from at least one other Model that is in the same Unit. In addition, all Models in a given Unit must form one contiguous group while also maintaining Unit Coherency, and even if the Models retain Coherency may not split into separate groups. When measuring distance to determine if a Unit is in Unit Coherency, all distances are measured Base-to-Base (see the Rules for Measuring).

The example pictured above shows a Unit of Salamanders in Unit Coherency - all of the Models form one contiguous group with no more than 2" between each Model and at least one other member of the same Unit.

A Unit must remain in Unit Coherency while on the Battlefield. All Models in a Unit that is being moved must end that move in Unit Coherency - if they cannot then they may not be moved. When removing Models from a Unit, Models may be removed in a manner that means the Unit will no longer be in Unit Coherency, however, note this may lead to penalties being applied - see the Rules for Out of Coherency below.
Cover Tests
Cover Saves are granted by Terrain and Special Rules and are not listed as a Characteristic on a Model’s Profile.

If a Model cannot have an Armour Save made for it, or the Controlling Player chooses not to make an Armour Test, but has access to a Cover Save then that Saving Throw may be made instead of an Armour Test or an Invulnerable Test. A Cover Test is resolved in exactly the same manner as an Armour Test. Cover Tests are normally provided by certain types of Battlefield Terrain, but may also be granted by certain Special Rules. Note that Cover Tests are not affected by the AP value of a wound, however a Model may not have a Cover Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Cover Saves or that no Cover Test may be made.
  • The attack is being made as part of a Combat during the Fight Sub-Phase, or a Challenge in the Challenge Sub-Phase.
  • A Cover Test may be taken to discard a Penetrating Hit, if one is available to the Model.
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.
Automata

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:
  • Models with the Automata Type cannot gain any Tactical Statuses and are considered to automatically pass any Check made to avoid gaining a Tactical Status. However, if a Unit that contains any Models with the Automata Type also includes any Models that do not have the Automata Type, that Check must be made using the Characteristics of one of the Models that does not have the Automata Type and is not automatically passed.
  • When targeting a Unit that includes any Models with the Automata 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 Unit that includes one or more Models with the Automata Type may not make Reactions.
Army Roster
An Army Roster is a complete list of all Models, Units and Detachments in a given Army. This should include details on any selected Wargear, Special Rules, Traits and the Points Value of all Models and Units in the Army. An Army Roster may be viewed by any Player in a Battle as soon as that Battle is begun and is not considered secret unless another Rule requires otherwise.
Perils of the Warp
When rolling doubles to manifest a Psychic Power or Psychic Reaction, Perils of the Warp can trigger and inflict Statuses or Wounds on the Focus.

Common to all forms of psychic ability is the possibility of the Warp’s power rebelling and wreaking havoc on the Psyker and their allies. This is represented by the Perils of the Warp Special Rule. The effects of the Perils of the Warp Special Rule are applied to the Unit that includes the Focus of the Psychic Power or Reaction if a Willpower Check made as a Manifestation Check or Resistance Check for a Psychic Power or Psychic Reaction results in ‘doubles’. In this case, doubles refers to a natural, unmodified result where both Dice rolled as part of the Check and selected to determine the final result show the same number on their uppermost face. Where other Rules specify that a Unit should have the effects of Perils of the Warp applied to it, that rule will detail how and when this will occur.

Note that both Resistance and Manifestation Checks both automatically succeed on a result of two ‘1’s and automatically fail on a result of two ‘6’s. However, this does not stop them from also triggering Perils of the Warp. A Manifestation Check or Resistance Check that rolls a double 1 or 6 does trigger Perils of the Warp unless another Rule specifically states otherwise.
Crushing Force
(Psychic Weapon)

Visualising the foe within their grasp, the practitioner clenches their fists, crushing their victim with telekinetic force.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Crushing Force
Crushing Force
12
1
9
4
2
Armourbane, Force (D)
Psychic
Kine Shield
(Psychic Reaction, Blessing)

Reaching out with their minds in unison, the initiates of the Raptora Cult create a crackling field of psychic energy, absorbing and deflecting incoming shots.

This Psychic Reaction allows a Unit to gain a Shrouded Damage Mitigation Roll.

Trigger: The Reactive Player may choose to declare a Kine Shield Psychic Reaction at the start of Step 3 of a Shooting Attack made by the Active Player that targets a Unit that includes at least one Model with the Raptora Trait.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Kine Shield Psychic Reaction. This cost is paid if the Willpower Check is successful. If the Willpower Check fails, the cost is not paid.

Focus: The Focus of this Psychic Reaction must be a Model with the Raptora Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Shooting Attack that triggered this Psychic Reaction.

Target: The Target Unit must be the Unit that the Focus is part of, that is the target of the Shooting Attack that triggered the Reaction and must include only Models with the Thousand Sons Trait.

Duration: If successfully Manifested the effects of this Psychic Reaction last until the end of the Sub-Phase in which it was declared.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, then all Models in the Target Unit gain a 4+ Shrouded Damage Mitigation Roll against any wounds inflicted.
  3. If the Manifestation Check fails then there is no further effect.
Inferno Shield
(Psychic Reaction, Blessing)

With a sweep of their arms, these practitioners swathe their forms in burning energy.

This Psychic Power allows a Unit to inflict automatic hits onto a Unit that makes Melee Attacks against them.

Trigger: The Active Player may choose to Manifest the Inferno Shield Psychic Power at the end of the Declare Weapons and Set Initiative Steps Step of a Combat.

Focus: The Focus of the Power must be a Model with the Pyrae Trait and under the Active Player’s control, and must be part of a Unit in that Combat.

Target: The Target Unit must be the Unit that the Focus is part of, and must only include models with the Thousand Sons Trait.

Duration: If successfully Manifested, the effects of this Psychic Power last until the Combat is resolved.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If this Psychic Power is successfully Manifested, then all Models in the Target Unit gain the Inferno Shield Special Rule.
  3. If the Manifestation Check fails then there is no further effect.

Inferno Shield

At the end of each Initiative Step, each Unit that scored any Hits against a Unit that contains any Models with this Special Rule suffers D6 Hits with a Strength of 4, an AP of ‘-’ and a Damage of 1, allocated by that Unit’s Controlling Player.
Burning Grasp
(Psychic Weapon)

Focusing their pyromantic arts into their splayed fingers, the initiates of the Pyrae melt away even the thickest plate with a single touch.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Burning Grasp
Burning Grasp
I
1
8
3
2
Critical Hit (6+), Breaching (5+), Armourbane
Psychic
Stoneform
(Psychic Reaction, Blessing)

Channelling their power into their flesh, these warriors harden their form, making it impervious to small arms fire.

This Psychic Reaction boosts the Toughness Characteristic of the Reacting Unit.

Trigger: The Reactive Player may choose to declare a Stoneform Psychic Reaction at the start of Step 3 of a Shooting Attack made by the Active Player that targets a Unit with at least one Model with the Pavoni Trait.

Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Stoneform Psychic Reaction. This cost is paid if the Willpower Check is successful. If the Willpower Check fails, the cost is not paid.

Focus: The Focus of this Psychic Reaction must be a Model with the Pavoni Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Shooting Attack that triggered this Psychic Reaction.

Target: The Target Unit must be the Unit that the Focus is part of, and must only include models with the Thousand Sons Trait.

Duration: If successfully Manifested, the effects of this Psychic Reaction last until the end of the Sub-Phase in which it was declared.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, then all Models in the Unit that is the target of the Blessing gain a bonus of +2 to their Toughness Characteristic.
  3. If the Manifestation Check fails then there is no further effect.
Bloodboil
(Psychic Weapon)

Focusing their potent powers on a single enemy, the Pavoni cause the enemy’s blood to heat, scorching their organs and rupturing veins.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bloodboil
Bloodboil
12
1
4
2
2
Poisoned (2+)
Psychic
Fated Shots
(Psychic Power, Blessing)

Consulting the manyfold skeins of the future, the Corvidae predict the most lethal trajectories as they open fire.

This Psychic Power improves the effectiveness of Ranged Attacks made by the Unit.

Trigger: The Active Player may choose to Manifest the Fated Shots Psychic Power in the Shooting Phase, at the start of Step 4 of any Shooting Attack made by a Unit that includes at least one Model with the Corvidae Trait controlled by the Active Player.

Focus: The Focus of the Power must be a Model with the Corvidae Trait that is part of the Unit making the Shooting Attack.

Target: The Target Unit must be the Unit that the Focus is part of, and must only include models with the Thousand Sons Trait.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of the Shooting Attack being resolved.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, then all ranged Weapons Models in the Target Unit have (excluding Weapons with the Blast (X) Special Rule) gain the Rending (5+) Special Rule.
  3. If the Manifestation Check fails then there is no further effect.
Paths of Consequence
(Psychic Power, Curse)

Adepts of the Corvidae subtly manipulate the flow of time, ensuring the enemy are waylaid by twisting paths and perilous terrain.

This Power is used in the Start Phase and reduces the target’s Movement as well as causing it to suffer Dangerous Terrain Tests.

Trigger: The Active Player may choose to Manifest the Paths of Consequence Psychic Power in the Effects Sub-Phase of the Start Phase.

Focus: The Focus of the Power must be a Model with the Corvidae Trait and must be controlled by the Active Player.

Target: The Target Unit must be a Unit under the control of the Reactive Player with at least one Model within 18" of the Focus and with Line of Sight to the Focus.

Duration: If successfully Manifested, the effects of this Psychic Curse last until the start of the Active Player’s next Turn.

Process
  1. Once the Focus and Target Unit have been decided, the Target Unit’s Controlling Player makes a Resistance Check for that Unit.
  2. If the Resistance Check is failed, then all Models in the Target Unit suffer a penalty of -2 to their Movement Characteristic, to a minimum of 0. Furthermore, the first time a Model in the Target Unit Moves in a given Phase, it must take a Dangerous Terrain Test.
  3. If the Resistance Check succeeds then there is no further effect.
Emanation of Dread
(Psychic Weapon)

Every failing, every possible death and potential misfortune was projected into the thoughts of the target of this manifestation, casting doubt and indecision into their minds.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Emanation of Dread
Emanation of Dread
24
3
4
-
1
Panic (1)
Psychic
Clarity
(Psychic Power, Blessing)

Panic, fear and desperation are wiped from the mind touched by this blessing, calming, clarifying and refocusing their actions in battle.

This Psychic Power allows the Controlling Player to remove a Tactical Status from the Unit.

Trigger: The Active Player may choose to Manifest the Clarity Psychic Power in the Effects Sub-Phase of the Start Phase.

Focus: The Focus of the Power must be a Model with the Athanaean Trait and under the Active Players control.

Target: The Target Unit must be a Unit under the Active Player’s control, must have at least one Model within 18" and with Line of Sight to the Focus, and must only include models with the Thousand Sons Trait.

Duration: If successfully Manifested, the effects of this Psychic Power are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, the Controlling Player of the Focus must make a Manifestation Check.
  2. If the Manifestation Check is successful, the Controlling Player may select a single Tactical Status any Model in the Target Unit has. This Tactical Status is immediately removed from every Model in the Target Unit.
  3. If the Manifestation Check fails then there is no further effect.

The Sons of Horus Trait is used in the following Legiones Astartes datasheets:

Shot Selector

Some weapons are designed to feed from multiple small magazines loaded with specialist ammunition. The most common of these are the Tempest and Scorpius rounds commonly issued to Seeker Squads, but many other Legion forces may utilise even more esoteric and specialised ammunition.

Weapons with this Special Rule gain one optional additional Special Rule when used to attack.

When a Shooting Attack is made that includes one or more Weapons with this Special Rule, at the start of Step 3 of the Shooting Attack procedure, the Attacking Player can select one of the following Special Rules for all Weapons with this Special Rule to gain until the end of this Shooting Attack:

Kraken bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Kraken bolter
Kraken bolter
30
2
4
4
1
Precision (4+), Shot Selector
Bolt

Banestrike bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Banestrike bolt cannon
Banestrike bolt cannon
24
4
6
4
2
Breaching (6+)
Bolt
Brutal Enforcement

The Lanius were empowered to punish those who showed fear or doubt, restoring discipline with salvos of deadly banestrike shells.

A Model with this Special Rule may target a friendly Unit with a Shooting Attack and the targeted Unit loses the Routed Tactical Status.

At the start of the Move Sub-Phase, the Controlling Player of a Model with this Special Rule can select one Unit from their Army with the Routed Tactical Status that is within 12" of the Model with this Special Rule. If they do, the Model with this Special Rule immediately makes a Shooting Attack, targeting that Unit, using only its Banestrike bolt cannon. This Shooting Attack does not cause any Leadership Checks. Once this Shooting Attack has been resolved, the Target Unit loses the Routed Tactical Status.
The Disgraced Status
A Model with the Disgraced Status has its Weapon Skill and Leadership Characteristics halved for the duration of the Assault Phase in which the Status is gained. All effects that would normally apply to a Unit that includes a Model with a Status affect any Models in the same Unit as a Model with the Disgraced Status - including being reduced to a Combat Initiative of 1. Unlike other Statuses, the Disgraced Status is automatically removed in the End Phase of the same Player Turn in which it was inflicted with no Check needed to remove it. Note that Models that would be unaffected by other Statuses are also unaffected by the Disgraced Status and the Disgraced Status can be removed before the End Phase by other Rules and effects that can remove Statuses.

A Unit that includes Models with the Routed Status can include Models that have the Disgraced Status.
True Believers
All Models in the Unit selected to fill the Prime Slot gain the Malefic Sub-Type.
WARLORD – The eighteen Primarchs and a few other powerful warlords. No Army may spend more than 25% of its Points Limit on Units with either the Warlord or Lord of War Battlefield Role.
Measuring Range
A number of actions will ask Players to measure the Range between Models or a Model and a point on the Battlefield. This simply refers to measuring a distance equal to the Range Characteristic of a Weapon and confirming that a Target Model or point is no further from the Attacking Model than the Range Characteristic of the Weapon being used as part of the attack. If, when measuring Range, the Target Model is equal to or closer to the Attacking Model than the Range Characteristic of the Weapon then it is ‘In Range’. However, if, when measuring Range, the Target Model is further than the Range Characteristic of the Weapon then it is not ‘In Range’.
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.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.

During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
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.
Void Darts (Psychic Weapon)

Painstakingly crafted to sub-molecular tolerances and meeting the exacting specifications of each Vigilator, each of these masterworks of mechanical technology are calibrated to deliver hardened penetrator rounds with immeasurably little variance between the point of aim and the point of impact.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Void Darts (Psychic Weapon)
Void Darts (Psychic Weapon)
18
D6
5
4
1
Shred (5+), Force (D)
Psychic

The Anathemata Trait is used in the following Legiones Astartes datasheets:

Warlord
• Lorgar
High Command
• Erebus
Command
Seal the Veil (Psychic Reaction, Curse)

Many Esoterists master the sealing of ætheric energy and investigate any method of repelling the foul entities that spill from that realm, no matter how strange or ritualistic such arcane tricks might be.

Trigger: The Reactive Player may choose to declare a Seal the Veil Psychic Reaction at the start of Step 3 of the Charge Procedure for a Charge declared by the Active Player for a Unit which includes any Models with the Malefic Sub-Type.

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

Focus: The Focus of this Psychic Reaction must be a Model with the Anathemata Trait and under the Reactive Player’s Control, and must be a part of the Unit targeted by the Charge that triggered this Psychic Reaction.

Target: The Target Unit must be the Unit that is making the Charge that triggered the Reaction.

Duration: If successfully Manifested, the effects of this Psychic Reaction are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, the Target Unit’s Controlling Player makes a Resistance Check for that Unit.
  2. If the Resistance Check is failed, then the Target Unit cannot make a Set-Up Move of more than 1", and when a Charge Roll is made for that Unit in Step 5 of the Charge Procedure, the highest Dice is discarded instead of the lowest.
Breach the Veil (Psychic Power, Blessing)

Binding the denizens of the Warp to their will, the Esoterist breaches the fabric of reality, dragging their otherworldly allies onto the battlefield and setting them upon their foe.

Trigger: The Active Player may choose to Manifest the Breach the Veil Psychic Power at the start of the Reserves Sub-Phase of their Movement Phase.

Focus: The Focus of the Power must be a Model with the Anathemata Trait and under the Active Player’s control.

Target: This Psychic Power does not have a Target.

Duration: If successfully Manifested, the effects of this Psychic Power last until the end of this Reserves Sub-Phase.

Process
  1. Once the Focus has been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, the Active Player can select one Unit from a Daemonic Manifestation Detachment from the same Army as the Focus that is in Reserves. Reserve Rolls made for that Unit are automatically successful for the duration of this Psychic Power.
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.
Unseen Bolt (Psychic Weapon)

A bolt of lightning summoned forth from the endless blue sky, this is the hallmark of the Stormseer’s power and a potent weapon against the enemies of the White Scars.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Unseen Bolt (Psychic Weapon)
Unseen Bolt (Psychic Weapon)
36
1
4
4
1
Blast (5"), Barrage (2), Stun (2), Force (RS)
Psychic
Call of the Wind (Psychic Power, Blessing)

Calling upon the ancient wisdom of the Chogorian shaman, a Stormseer can see the currents of the winds of the future, and speed his brethren along the swift path to victory.

This Power is used in the Movement Phase and can allow the Target Unit to move its full Rush distance as a normal Move.

Trigger: The Active Player may choose to Manifest the Call of the Wind Psychic Power in the Movement Phase, when selecting a Unit under their control that includes at least one Model with the Stormseer Trait to Move and before any Move is made for that Unit.

Focus: The Focus of the Power must be a Model with the Stormseer Trait that is part of the Unit that was selected to Move.

Target: The Target Unit must be a Unit under the control of the Active Player with at least one Model within 12" of the Focus and with Line of Sight to the Focus, including the Unit that the Focus is part of, and must only include Models with the White Scars Trait. The Target may not be a Unit that is Locked in Combat, or otherwise ineligible to Move normally, for example, it is under the effects of the Routed Status, and may not include any Models with the Vehicle Type.

Duration: If successfully Manifested, the effects of this Psychic Power are resolved immediately.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If this Psychic Power is successfully Manifested, until the end of the Phase, the Target Unit cannot Rush, but the Movement Characteristic of each Model in the Target Unit is modified by a value equal to that Model’s Initiative Characteristic.
  3. If the Manifestation Check fails then there is no further effect to the Target Unit.
Hatred (X)

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

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

When Locked in Combat, or Engaged in a Challenge, with any enemy Models that have the Type or Trait that is the value of X, then all Models with this variant of the Hatred (X) Special Rule gain a bonus of +1 to all Wound Tests made in that Combat.

Wrath of the Death Wolf (Psychic Weapon)

The Caster of Runes summons a storm from the cold hearth of Morkai and channels it into an icy blast which shatters its frozen victims.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Wrath of the Death Wolf (Psychic Weapon)
Wrath of the Death Wolf (Psychic Weapon)
Template
1
6
4
1
Template, Stun (1), Force (D)
Psychic, Assault
Stormwrought (Psychic Reaction, Blessing)

Calling forth a sudden blizzard from the aether, the Caster of Runes shrouds his own from the enemy’s depredations.

Trigger: The Reactive Player may choose to declare a Stormwrought Psychic Reaction in the Shooting Phase, at the start of Step 3 of a Shooting Attack made by the Active Player.

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

Focus: The Focus of this Psychic Reaction must be a Model with the Caster of Runes Trait under the Reactive Player’s control, and must be a part of the Unit targeted by the Shooting Attack that triggers this Psychic Reaction.

Target: The Target Unit must be the Unit that is the target of the Shooting Attack which triggered the Reaction, and must only include models with the Space Wolves Trait.

Duration: If successfully Manifested, the effects of this Psychic Reaction last until the end of the Sub-Phase in which it was declared.

Process
  1. Once the Focus and Target Unit have been decided, make a Manifestation Check.
  2. If the Manifestation Check is successful, then all attacks made as part of a Shooting Attack made against the Target must be resolved as Snap Shots.
  3. If the Manifestation Check fails then there is no further effect.
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).
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.
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.
Battlesmith (X)

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.

In the Controlling Player’s Movement Phase as the Active Player, when a Model with the Battlesmith (X) Special Rule has been selected, but either before or after it has been moved, the Controlling Player of that Model may activate this Special Rule. Once activated, the Controlling Player of the Model with the Battlesmith (X) Special Rule, hereafter referred to as the ‘Acting Model’, must select one friendly Model within 6" of the Acting Model. The Model selected must have the Vehicle, Automata or Walker Type and is hereafter referred to as the ‘Target Model’. Once a Target Model has been selected, the Player controlling the Acting Model must make an Intelligence Check for the Acting Model.

If the Check, is failed there is no further effect, but if the Check is passed then the Player controlling the Acting Model may select one of the following options:
  • Repair – The Target Model gains a number of Wounds or Hull Points equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model. This cannot increase the Target Model’s Wounds or Hull Points above its Base Value.
  • Restore – A number of Statuses equal to the value of X in the Battlesmith (X) Special Rule variant possessed by the Acting Model may be removed from the Target Model.
Activating the Battlesmith (X) Special Rule does not limit the Acting Model or the Target Model when moving or attacking in the same Turn.
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.
Army List
Datasheets collated
Contents

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