

One of many cults within the Thousand Sons, the Sortiarae consisted of warriors whose abilities were focused into elemental destruction. While their brethren practised in meditative calm, these living artillery pieces strode through the maelstrom of battle, atomising foes with flame-infused lightning, conjuring swirling tornadoes of destructive energy and crushing even the mightiest armoured vehicles with shattering tectonic force. In the wake of the destruction of Prospero, the Sorcerer cabals found new fuel for their psychic destruction, with some among their Legion distancing themselves from these reckless practitioners.
| LD | CL | WP | IN | |||||||||||
| M | WS | BS | S | T | W | I | A | LD | CL | WP | IN | SAV | INV | |
| Prosperine Sorcerer (⌀32mm) | 8 | 7 | 9 | 8 | ||||||||||
| Prosperine Sorcerer (⌀32mm) | 7 | 5 | 5 | 4 | 4 | 3 | 5 | 4 | 8 | 7 | 9 | 8 | 2+ | 5+ |
The Sorcerers of the ’Thousand Sons often carried blade-tipped staves into battle, wielding them with deadly ease, while channelling their destructive powers down its length.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Prosperine Spirestave | |||||||
| Prosperine spirestave | +1 | A | S | 3 | 1 | Force (D), Conduit | Psychic |
The Sortiarae Cult practised only destruction, destroying their foes with elemental force, fueled by their own unslakable rage.
A Model with this Special Rule has the following Psychic Powers but cannot have a Prosperine Arcana selected for it as normal.Compact and deadly, pistols are ideal weapons in close quarters. They lack the sheer range of larger weapons, but can be brought to bear with impressive speed and are no less deadly than their larger counterparts.
A Model may attack with two Weapons that have the Pistol Special Rule.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | 1 | Pistol | Assault, Bolt |
Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.
Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.Designed to 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.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Krak grenades | |||||||
| Krak grenades | -3 | 1 | 6 | 4 | 2 | Detonation | - |
The [Allegiance] Trait is used in the following Legiones Astartes datasheets:
Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.
Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.The Word Bearers Trait is used in the following Legiones Astartes datasheets:
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.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.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.The Death Guard Trait is used in the following Legiones Astartes datasheets:
The Thousand Sons Trait is used in the following Legiones Astartes datasheets:
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.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.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.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.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 |
| 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 |
| 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 |
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.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.This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
Frag grenades can be used to make attacks during the Volley Step.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Frag Grenades | |||||||
| Frag Grenades | 6 | 1 | 3 | 6 | 1 | Blast (3") | Assault |
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:This datasheet has Command Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
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.The Psyker Trait is used in the following Legiones Astartes datasheets:
The Sorcerers of the ’Thousand Sons often carried blade-tipped staves into battle, wielding them with deadly ease, while channelling their destructive powers down its length.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Prosperine Spirestave | |||||||
| Prosperine spirestave | +1 | A | S | 3 | 1 | Force (D), Conduit | Psychic |
The Thousand Sons Trait is used in the following Legiones Astartes datasheets:
The Sortiarae Cult practised only destruction, destroying their foes with elemental force, fueled by their own unslakable rage.
A Model with this Special Rule has the following Psychic Powers but cannot have a Prosperine Arcana selected for it as normal.Channelling the power of the Warp itself, a trained biomancer can rend steel and smash ceramite with their bare hands. Such is their fury that neither warriors of flesh, nor engines of iron can stand before them.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Biomantic Slam | |||||||
| Biomantic Slam | 3 | 1 | 12 | 2 | 2 | Armourbane, Force (Damage) | Melee, Psychic |
With a snap of their fingers or sweep of their arms, a pyromancer can cause the very air to ignite in a storm of flame hot enough to burn flesh and sear metal.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Wildfire | |||||||
| Wildfire | 18 | 1 | 4 | 4 | 1 | Panic (1), Blast (5"), Force (Strength) | Ranged, Psychic |
By force of will a telekine can bind the foe with invisible chains, leashing them to the spot and making them easy prey for allied guns.
| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Immovable Force | |||||||
| Immovable Force | 18 | 3 | 6 | 4 | 1 | Pinning (2), Force (Firepower) | Ranged,, Psychic |