Forces of the Emperor
 ]

The following comprises a full listing of the warriors and war machines of the vast forces of the Imperium – from the innumerable cohorts of the Solar Auxilia to the secretive cadres of the Sisters of Silence and the golden Sodalities of the Legio Custodes. It includes full Army List entries for representing each of these disparate forces, both as armies in their own right and as allies to other Loyalist forces.


Books

BookKindEditionVersionLast update
  Liber Imperium
  Liber ImperiumRulebook21.1December 2023
  Hermes Sentinel
  Hermes SentinelDatasheet2April 2024
  Aethon Heavy Sentinel
  Aethon Heavy SentinelDatasheet2February 2024

FAQ

Rulebook: Liber Imperium

Q:For the purposes of the Legio Custodes special rule, is a unit treated as a Nemesis unit if any of the specified Characteristics has been modified to 5 or above (for example, by a special rule such as Reach (X), or the Space Wolves Bestial Savagery provision)?
A:
No.

The Forces of the Emperor Army List

The Army Lists included in this book represent a variety of disparate forces, each with its place in the history of the Horus Heresy and its own style of play within the Age of Darkness rules. As such, while the general rules for selecting an army are defined in this section, each separate force represented in this book will have its own unique rules with regards to the selection of units, Faction and Allegiance when building an army that includes a Detachment selected from that Army List.

A Detachment selected from one of the Army Lists in this book will be of the Faction defined as part of the Army List from which it was selected, while Allegiance is further limited based on the specific rules associated with some of the Factions presented as part of this book (see the boxout at The Forces of the Emperor: Building an Army).

In addition, material found in future Horus Heresy volumes will add further units and characters to the forces presented in this book, and in each instance it will be clearly indicated to which Army List and Faction such additional units or characters are attached.

As well as the full Army Lists presented as part of the Forces of the Emperor for the Legio Custodes, Sisters of Silence and Solar Auxilia, this book also presents rules for the Divisio Assassinorum. Unlike the other forces presented herein, these warriors do not comprise an Army List in the usual sense, but rather may be selected as part of other Detachments (see The Divisio Assassinorum at War: Clade Operatives).

‘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 PDF downloads available from the Games Workshop 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 Forces of the Emperor: Building an Army

In games of Horus Heresy: Age of Darkness, the models under a given player’s control are referred to as that player’s army. Each army is composed of a single Force Organisation chart, which will include one or more Detachments, and an army whose Primary Detachment is selected from this Army List is considered to have the Faction of that Primary Detachment (for example, an army whose Primary Detachment was selected from the Legio Custodes Army List would be considered a Legio Custodes army). Other, non-Primary, Detachments in the same army may be selected from any other Army List, but each Detachment may only include units from a single Army List, unless another special rule states otherwise.

Once the player building an army has selected an Army List from which to select their Primary Detachment, an Allegiance must be set for the army as a whole. This choice will apply to all units in the army, across all Detachments included as part of the Force Organisation chart, and units or models that must be of the opposite Allegiance may not be included in the army. Note that some of the Army Lists presented in this book require that the Loyalist Allegiance must be selected – see the Allegiance and Liber Imperium box-out for more details.

ALLEGIANCE AND LIBER IMPERIUM
The armies in this book comprise a number of Sub-factions, lesser strands of the Factions presented in the Horus Heresy: Age of Darkness rulebook. The Forces of the Emperor comprise two of the larger Factions, the Imperial Army and Agents of the Emperor/Warmaster, as shown below:

FactionSub-factionAllegiance
Imperial ArmySolar AuxiliaAny
Agents of the EmperorLegio CustodesLoyalist only
Agents of the EmperorSisters of SilenceLoyalist only
Agents of the EmperorDivisio AssassinorumLoyalist only

These Sub-factions can be divided into two distinct categories for the purposes of deciding the Allegiance of an army that includes one or more Detachments with that Faction. A Detachment with the Solar Auxilia (Imperial Army) may be included in an army of any Allegiance (taking the same Allegiance, as per the normal rules for Allegiance). However, a Detachment with the Legio Custodes (Agents of the Emperor), Divisio Assassinorum (Agents of the Emperor) or Sisters of Silence (Agents of the Emperor) may only be included in an army with the Loyalist Allegiance.

This means that the unit profiles and characters presented in the Legio Custodes, Divisio Assassinorum and Sisters of Silence Army Lists cannot be used in an army with the Traitor Allegiance. Any models that must have the Traitor Allegiance may not be taken in an army that includes any Detachments with the Divisio Assassinorum, Sisters of Silence or Legiones Custodes Sub-factions.

Should two armies that both must have the Loyalist Allegiance be selected by opposing players in any battle whose result is counted for a given Allegiance in a campaign or tournament, then before the battle begins one player should be designated as playing for the Traitor side of that event. This does not make that army or any model in it count as having the Traitor Allegiance, but simply indicates that if that army wins or loses the game it is recorded for the Traitor side of the event. This represents the confusion of two otherwise allied forces being tricked or forced into opposition and unwittingly benefiting the cause of their enemy.

After setting the army’s Allegiance, but before selecting any units to form the army, a points limit must be set for the battle to be played – this is the maximum number of points worth of units that may be included in any individual army. A points limit of 3,000 is considered ideal for the average game of Horus Heresy: Age of Darkness. Each player will use the points from this limit to add units to their army, with each unit worth a number of points as shown on its Unit Profile in the Army List, with many units including a number of options that may be selected for a listed number of additional points. A player may choose to spend less than the agreed points limit, but may not spend more than that limit. Once the points limit has been agreed upon by all players, each must select a single Force Organisation chart before spending any points to select units.

Force Organisation Charts and Detachments

The maximum and minimum number of units that may be included in a given army is defined by a Force Organisation chart, of which there is one basic chart available – the Crusade Force Organisation chart. Other publications may make additional Force Organisation charts available, and these will clearly note if they are available for use by a given army.

Any Force Organisation chart is made up of one or more Detachments. A Force Organisation chart will always include one Primary Detachment, which must be selected, and may also include a number of optional Detachments which a player may choose to use or ignore. Each Detachment that a player chooses to use as part of their army must use a single Army List – which determines the Faction of that Detachment only. Most optional Detachments are not required to be the same Faction as the Primary Detachment – but some Detachments may have special rules which require them to be of a certain Faction (and thus use a specific Army List). Detachments of different Factions in the same army will have additional special rules that determine how they interact (see Age of Darkness Levels of Alliance).

Each Detachment is composed of a number of boxes, each linked to one of the Battlefield Roles presented in the Horus Heresy: Age of Darkness rulebook. Each of these boxes allows the player to make one selection from the section of the Army List that includes units of the same Battlefield Role. Dark boxes indicate compulsory selections, which must be included as part of the Detachment, while the lighter boxes indicate optional choices, which are only included as part of the Detachment if the player in question chooses to do so.

If constructing a Primary Detachment using the Crusade Force Organisation chart, this would mean that the Primary Detachment would be required to take at least one HQ choice and two Troops choices. These compulsory choices are intended to ensure that the core of each Detachment is illustrative of the force represented by the Army List in use, and are capable of properly participating in the varied missions available to players in the Age of Darkness.

Sometimes, a single choice in a Detachment may allow you to select more than one unit, or to vary the Battlefield Role of the unit selected. In all cases, such deviations from the normal procedure will be fully explained in the Force Organisation chart that the Detachment is part of.

Each unit selected to fill a box in any single Detachment must be chosen from the same Army List, and must be of the same Battlefield Role as that of the box. The unit profile in the Army List will dictate the number of points from the points limit that must be spent to add the unit to the player’s army. Players continue to spend points to fill boxes in Detachments within the chosen Force Organisation chart until either they run out of points, fill all boxes in all available Detachments or the player chooses to stop.

Lords of War and Primarchs in the Age of Darkness

The dominating presence of Lords of War and Primarch units can unbalance even the largest games, and so additional restrictions are applied to these Unit Types in order to ensure the most enjoyable game experience for all players.

Lords of War and Primarch choices may only be included in an army whose total points value is at least 2,000 points, as long as the Force Organisation chart in use has the appropriate slots.

In addition, the combined points value of all Lords of War and Primarch choices present in an army may not exceed 25% of the army’s total points cost, unless specified otherwise by the mission or Force Organisation chart being used.

This means that the maximum combined points value for any Lords of War and Primarch choices included in the more common army sizes in the Horus Heresy – Age of Darkness is as follows:
Total Army SizeMaximum combined Lords of War/Primarch Value
2,000 points500 points
2,250 points563 points
2,500 points625 points
2,750 points688 points
3,000 points750 points
3,250 points813 points
3,500 points875 points

CRUSADE FORCE ORGANISATION CHART


Primary Detachment (Required)
  • Compulsory: 1 HQ, 2 Troops
  • Optional: +2 HQ, +4 Troops, +4 Elites, +3 Fast Attack, +3 Heavy Support, +1 Fortification, +1 Primarch

Allied Detachment (Optional)
  • Compulsory: 1 HQ, 1 Troops
  • Optional: +3 Troops, +2 Elites, +1 Fast Attack, +1 Heavy Support

Lords of War Detachment (Optional)
  • Compulsory: 1 Lords of War

Allies in the Age of Darkness

During the Age of Darkness almost every brotherhood of the Imperium’s armies was riven by treachery and betrayal, and few could fully trust any but those who had proven their commitment to the cause beyond any doubt. Any army which includes more than just a Primary Detachment may be composed of units of two or more of the Factions that make up the various armies fighting in the Horus Heresy, as long as each individual Detachment is entirely comprised of models of a single Faction. When an army incorporates units from more than one Faction, this section explains how those models will interact with each other.
Factions in the Age of Darkness
The wars of the Horus Heresy were fought between a number of factions, most of which were present to some degree among both the Loyalist and Traitor armies. Each of the eighteen Space Marine Legions forms a single Faction, each differentiated by the version of the Legiones Astartes special rule that units of that Faction possess, with examples of other Factions being the Mechanicum and the Imperial Army. In all cases, units of these Factions may be from either the Traitor or Loyalist Allegiance – though in any given army all Factions and Detachments must have the same Allegiance, even where the Factions are different. There also exists an Agents of the Emperor and Agents of the Warmaster Faction – models of these Factions are always either Loyalist (Agents of the Emperor) or Traitor (Agents of the Warmaster) and may not be selected in an army of the opposing Allegiance.


Factions and Army Lists

The various Agents of the Emperor Sub-factions are each represented by a separate Army List – these include the Legio Custodes Army List and the Sisters of Silence Army List presented in this book. Several other factions are represented by several different Sub-factions and their respective Army Lists; the Mechanicum Faction represents all armies using the Taghmata Omnissiah Army List, or any variation of it, as well as the Questoris Knights Army List. The Imperial Army Faction represents all armies using the Solar Auxilia or Imperialis Militia and Warp Cults Army Lists or any variation of them.

However, the various Space Marine Factions are represented by a single Army List, even though that Faction is composed of multiple Sub-factions – one for each of the eighteen Legions. In some cases, as more Army Lists are released in future publications, it may be initially unclear which Faction or Sub-faction a certain army should operate under. In such cases, the players should agree on a Faction for that Detachment before the game begins.

The Age of Darkness Allies chart shows the relationship between these various Factions which, in turn, dictates how units of those Factions behave in battle when included as part of the same army. All armies of a Sub-faction use the Faction that they descend from to determine their position on the Allies chart.

Age of Darkness Levels of Alliance

To represent the long history of grudges, sworn compacts and battle-tested oaths that exist between the various Factions of the early Imperium, the Age of Darkness Allies chart is used. When an army features two or more Factions amongst its Detachments then the controlling player should check the chart to establish the level of alliance that exists between them, and how that will affect the various units of those Factions in play. Each of the various levels of alliance is described here, as well as the rules associated with them. Some entries may refer to ‘allied’ units, in these cases all units not part of the same Faction as the Primary Detachment are considered ‘allied’ units.

Sworn Brothers
The closest of allies who have fought beside each other many times. The two forces are considered ‘friendly units’ in all regards. This means, for example, that Sworn Brothers may be joined by allied Independent Characters, are treated as friendly units for the targeting of special abilities, Warlord Traits and so on.

Note: Not even Sworn Brothers can embark in allied Transport Vehicles, and rules that affect a particular force owing to its Legiones Astartes special rule do not carry over to Sworn Brother allied units.

Fellow Warriors
The two forces are willing to fight together for common cause against their foes. Units in your army treat other units at the Fellow Warriors level of Alliance as not being part of the army with the exception that they may not be deliberately targeted, attacked, targeted with special abilities, etc, (note that Blasts and the like may still scatter over allied forces and adversely affect them).

Fellow Warriors cannot benefit from the effects of allied Warlord Traits or be joined by allied Independent Characters, and are not counted as friendly units for the purposes of special abilities. In essence, the two forces fight alongside each other without any additional positive or negative effect.

Distrusted Allies
The two forces can make common cause against an enemy, but never fully trust each other due to a long-standing feud or inherent antipathy. Models in the allied detachment are treated exactly like Fellow Warriors except that units in this allied detachment are never counted as Scoring units and may not hold Objectives.

By the Emperor’s (or the Warmaster’s) Command
The two forces will only ever fight beside each other in the direst of circumstances or by the direct command of their overlord, be they the Emperor or the Warmaster. The two forces are dealt with as Distrusted Allies but, in addition, whenever a unit is within 6" of a unit that is part of a Faction that falls under this level of alliance then both units reduce their Leadership by -1 until they are no longer within 6" of any unit from that Faction that is part of the same army.

Agents of the Emperor (or Warmaster)
Some units are described as Agents of the Emperor (notably the Talons of the Emperor – the Legio Custodes and the Silent Sisterhood), or Agents of the Warmaster. These are always treated as Sworn Brothers to either all Loyalist or all Traitor forces respectively.

Warlords

When choosing your army, you must nominate one model to be your Warlord. Unless specified otherwise, this must be a model with the Character Unit Sub-type and a HQ choice or Primarch choice from the Primary Detachment of the army. If there are not any appropriate models in your army, then any other model in the army may be selected to be the Warlord. The model chosen as the army’s Warlord must be from the Primary Detachment of the Force Organisation chart in use, unless another rule specifically states otherwise. In some cases, a model will have a special rule that dictates that the model in question must be selected as the Warlord. When this is the case, that model is always the Warlord regardless of any other factors. An army may not include more than one model that must be selected as the Warlord, unless another special rule contains an exception to this rule.

Warlord Traits
A Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which are referred to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits in the Horus Heresy Age of Darkness rulebook (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the controlling player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected.

Characters With Set Warlord Traits
Some Character models will have a special rule that specifies a Warlord Trait that must be used if that model is selected as the army’s Warlord. If such a unit is your Warlord, do not select a Warlord Trait – instead, that unit automatically has the listed Warlord Trait. Note that the unit will only gain that Warlord Trait if it is your Warlord. If another model is selected as your Warlord, then that Character will not have any Warlord Trait, even if there is a Trait listed in its entry.

Death of the Warlord
If the army’s Warlord is removed as a casualty during a game, any abilities or special rules granted by their Warlord Trait are immediately lost. If the Warlord Trait in question conferred a special rule that allows an unusual method of deployment from Reserves (such as conferring the Outflank ability on certain units), that special rule is immediately lost and the affected units must instead deploy from Reserves in the normal fashion. This applies only to the rules granted by the Warlord Trait – rules and benefits granted by other special rules or effects, such as Cohort Doctrines, remain in effect.

The Legio Custodes Army List

The following comprises a full listing of the warriors and war machines of the Legio Custodes, the Emperor’s own household and warriors of such skill and potency that even the Space Marines stood in awe of them. It includes full Army List entries for the elite Sodalities of the Legio Custodes at the height of their power, allowing players to build and field Legio Custodes armies. This Army List represents the Legio Custodes forces at the height of their glory, when they garrisoned the vast Imperial Palace and sent out cadres to enforce the Emperor’s will across the galaxy. Unlike the Adeptus Custodes of the 41st Millennium, the Legio Custodes fielded a diverse range of military formations and unique war machines, and this Army List allows players to construct a wide variety of armies and Detachments to represent these specialised cadres.

A Detachment selected from this Army List is considered to be of the Agents of the Emperor Faction, and may also be referred to as a ‘Legio Custodes’ Detachment to differentiate it from other Sub-factions of the Agents of the Emperor Faction. In addition, material found in further Horus Heresy volumes will add additional diverse and unique characters to the Legio Custodes forces in exciting tabletop battles, and will clearly indicate where such additional units or characters are part of the Legio Custodes Army List.

ALLEGIANCE AND LEGIO CUSTODES
The loyalty of the Legio Custodes was never in question, those golden warriors would stand by the Emperor no matter what promises the traitor Warmaster might make or what terrible tragedies might befall the Imperium. This means that the unit profiles and characters presented in the Legio Custodes Army List cannot be used in an army with the Traitor Allegiance. Any models that must have the Traitor Allegiance may not be taken in an army whose Primary Detachment has Agents of the Emperor – Legio Custodes Faction.

Should two armies that both have the Agents of the Emperor or Legio Custodes Faction be selected by opposing players in any battle whose result is counted for a given Allegiance in a campaign or tournament, then before the battle begins one player should be designated as playing for the Traitor side of that event. This does not make that army or any model in it count as having the Traitor Allegiance, but simply indicates that if that army wins or loses the game it is recorded for the Traitor side of the event. This represents the confusion of two otherwise allied forces being tricked or forced into opposition and unwittingly benefiting the cause of their enemy.

Warlords of the Legio Custodes

A Legio Custodes warlord is a terrifying force on the battlefield, capable of cutting a swathe through any lesser foe with ease, a force of destruction more powerful even than the leaders of the Legiones Astartes. However, these warriors serve less of a role as a general to those warriors that accompany them to battle, for the Emperor’s own guard have little need for such direction and in the crucible of war will act independently to see the Emperor’s goals achieved without awaiting orders from some distant warlord.

Any model with the Legio Custodes special rule that is selected as an army’s Warlord must use the Golden Exemplar Warlord Trait presented below and may not select any other Warlord Trait:

Golden Exemplar

Among the Legio Custodes there was little need for generals, for each warrior of that golden legion was trained to act on his own initiative without the need for another to watch over and direct him on the field of battle. As such, those warriors chosen to stand at the forefront of the Emperor’s Own Host served more as figureheads and examples of the courage demanded of those that served as the guard of the Emperor of Mankind.

Any combat with at least one friendly model within 12" of a Warlord with this Trait, or a combat which includes a Warlord with this Trait, gains a bonus of +1 to the number of Wounds caused for the purposes of deciding which side has won a combat during the Assault phase. In addition, while Engaged in a Challenge a Warlord with this Trait adds a bonus of +1 to their Attacks and Initiative Characteristics.


The Legio Custodes Special Rule

An army of the Legio Custodes is a unique and powerful tool for any general of the Imperium, but one that has been forged for a specific purpose. The Custodes are not a scourge to be deployed wantonly or for lesser threats – they were created to face only the most dire of foes and others are beneath their notice. To represent this tactical preference most units in the Legio Custodes Army List have the Legio Custodes special rule, presented here for ease of reference and due to its key nature in making use of these fearsome warriors on the battlefields of the Age of Darkness:

Legio Custodes

The Custodes were the finest warriors known to the Imperium, faster and stronger than even the super-human warriors of the Legiones Astartes and outfitted from the secret arsenals of the Emperor himself. They were deployed to the field of battle only in the face of the most dire threats or to accompany the grandest heroes and pay witness to the most important of triumphs. They were the heroes of their age, renowned for their courage and feared more than any other by the foes of Mankind.

Models with this special rule gain the following benefits in various situations that involve ‘Nemesis’ units (see the Nemesis unit entry):

  • All models with this special rule gain +1 Attacks when locked in combat with a Nemesis Unit.
  • A unit composed entirely of models with this special rule gains an additional bonus of +1 to all Charge rolls made when all targets of the Charge are Nemesis Units.
  • When rolling to Hit while Engaged with a Nemesis unit, a model with this special rule will never need to roll better than 4+ to score a Hit – unless the Nemesis unit is composed entirely of models with the Primarch Unit Type, or the attacking model is in a Challenge with a model that has the Primarch Unit Type.


Nemesis Units

A ‘Nemesis’ unit is defined as any enemy unit that fulfils at least one of the following conditions:

The Sisters of Silence Army List

The following comprises a listing of the warriors and war machines of the Silent Sisterhood, the secretive order that polices rogue psykers on the worlds of the Imperium. It includes Army List entries for those grim warriors, allowing players to build and field Sisters of Silence armies. This section also includes full details on the special rules needed to represent the Silent Sisters on the battlefield.

This Army List represents the Sisters of Silence from their hidden origins during the expansion of the Imperium during the Great Crusade to the infamous Age of Darkness during the Horus Heresy. Unlike the Space Marine Legions, the Sisters of Silence were not a true army, but rather a paramilitary force with a very specific role, and this Army List allows players to construct armies to represent the Silent Sisters and with rules to emphasise their unique tactics. This Army List is intended to be used in conjunction with the Horus Heresy: Age of Darkness rulebook, which provides all the rules needed to put the armies of the Sisters of Silence into action on the tabletop. In addition, material found in future Horus Heresy volumes will add further diverse and unique characters to Sisters of Silence forces in exciting tabletop battles.

ALLEGIANCE AND THE SISTERS OF SILENCE
The Sisters of Silence remained steadfast in their dedication to the Imperium and the rule of the Emperor, and no Cadre of their kind is known to have fought under the banner of the Warmaster. This means that the unit profiles and characters presented in the Sisters of Silence Army List cannot be used in an army with the Traitor Allegiance. Any models that must have the Traitor Allegiance may not be taken in an army whose Primary Detachment has Agents of the Emperor – Sisters of Silence Faction.

Should two armies that both have the Agents of the Emperor or Sisters of Silence Faction be selected by opposing players in any battle whose result is counted for a given Allegiance in a campaign or tournament, then before the battle begins one player should be designated as playing for the Traitor side of that event. This does not make that army or any model in it count as having the Traitor Allegiance, but simply indicates that if that army wins or loses the game it is recorded for the Traitor side of the event. This represents the confusion of two otherwise allied forces being tricked or forced into opposition and unwittingly benefiting the cause of their enemy.

The Sisters of Silence Special Rule

The Silent Sisterhood, unlike the vast Imperial Army or the Space Marine Legions, was not a purely military force tasked with reaping glory on the open field of battle. Instead, the Sisters of Silence were an elite organisation with a specific role in maintaining the rule of the Emperor. They were tasked with the eradication of rogue psykers, dissidents and religious demagogues and the collection and processing of those psykers who complied with Imperial law. Only when the Imperium is threatened by revolt or psychic disaster do they mass in numbers to take the field, for in such times their unique skills are worth far more than the numbers of a true army. To enable players to properly represent the paramilitary nature of the Sisters of Silence in battle, the Silent Sisterhood special rule presents a number of new restrictions and options:

Silent Sisterhood (X)

The Silent Sisterhood is divided into a number of Chambers, both Militant and Civilitas, each of which is a highly specialised body dedicated to the fulfilment of a single duty within the Sisterhood. Unlike a true military it maintains no standing troops nor orders its warriors in regimented blocks, and while this grants it more flexibility in small scale actions, it limits its ability to truly excel in open battle. When the Sisters of Silence are forced to mass in numbers to take the field against some dire threat, they must draw upon the Chambers Militant available to them and hope to assemble a force capable of holding the line.

The notation in brackets that is included as part of the Silent Sisterhood (X) special rule defines which Chamber Militant the model belongs to. This Chamber Militant may grant the model some additional rules or effects and influences how it may be selected when building an army that incorporates a Detachment with the Sisters of Silence Faction.

When selecting a Detachment using the Sisters of Silence Army List, the number of units of Chambers Militant other than the Chamber of Vigilance is limited. For each HQ choice with a given Chamber Militant, the Detachment may include up to three other choices of the same Chamber Militant (except for units with the Chamber of Vigilance variant of the Silent Sisterhood (X) special rule, of which an army may include any number, limited only by available Force Organisation slots). Note that Dedicated Transports and units selected using the Retinue special rule do not count against these limits regardless of their variant of the Silent Sisterhood (X) special rule.

For example, a Sisters of Silence Detachment includes three HQ choices – two Knights Centura (Chamber of Oblivion) and a Silent Judge (Chamber of Judgement). This army may include any number of units from the Chamber of Vigilance, up to six units from the Chamber of Oblivion, and up to three units from the Chamber of Judgement.


The Chambers Militant

Listed here are the most common Chambers, but others may be introduced in future Horus Heresy books:

Chamber of Vigilance

The largest of all the Chambers Militant, the warriors of the Chamber of Vigilance are those that garrison the Sisterhood’s watch towers, stand guard aboard the infamous Black Ships and conduct routine inspection vigils across the vast skein of the Imperium.

A unit composed entirely of models with this variant of the Silent Sisterhood (X) special rule may be given one of the following special rules before the start of the battle’s first turn, before any models are deployed: Scout or Infiltrate. When selecting an army using the Sisters of Silence Army List, a unit made up entirely of models with this variant of the Silent Sisterhood (X) special rule may be selected without restriction regardless of which HQ choices are selected for the army.

Chamber of Oblivion

The storm troops of the Silent Sisterhood, deployed to counter daemonic incursions and xenos infiltrations in brutal combat. They specialise in the use of the execution blade, a two-handed power weapon of gruesome efficiency.

All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Daemon Unit Type or Corrupted Unit Sub-type.

Chamber of Judgement

The excrutiators and secret police of the Silent Sisterhood. These warriors cultivate a grim and terrifying aspect and are most often deployed to hunt down rogue psykers and dissidents or to put down insurrection with brutal punishment.

All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Psyker Unit Sub-type.


Sisters of Silence Warlord Traits

A Warlord with the Silent Sisterhood (X) special rule may select one of the following Warlord Traits instead of one of the Core Warlord Traits:

Maiden of Blood

As the Imperium descends into chaos, this warrior refuses to allow the society they have suffered so much for to fall into darkness without a struggle. They will meet the Traitors with a blade in their hand and blind fury in their hearts, to fight until the last of their strength is spent in the final defence of the dream of Unity. No cost is too high that they will not pay it to grasp victory, for it is better that the Imperium burns in one terrible cataclysm than that it should descend into a new dark age.

At the end of any combat in the Assault phase that includes this Warlord, after all attacks have been made but before the winner is decided, this Warlord’s controlling player can choose to inflict D6 Wounds with an AP value of ‘-’ on the Warlord’s own unit (allocated by the unit’s controlling player, these Wounds are not counted for deciding which side wins the combat). Once these Wounds are resolved, the Warlord and each remaining model in the same unit may make one additional attack each – any Wounds caused are counted for deciding which side wins the combat. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty and may select an additional unit of the Warlord’s Chamber Militant as part of the same Detachment as this Warlord.

Maiden of Resolve

Long has the Silent Sisterhood laboured in the name of Unity, so many hardships have they borne that one more is but another trail on the path to the promised Golden Age. This warrior stands resolute in the path of the onrushing tide of treachery, to hold the heart of the Imperium intact that it might be rekindled anew once the madness has passed. They will pay any price to preserve even the smallest fragment of the Emperor’s grand dream, in the hope that even should they fall, another will carry on the great work.

Once per battle, at the start of any of this Warlord’s controlling player’s turns, the controlling player may activate this Warlord trait. Until the start of the controlling player’s next turn the Warlord and any unit it has joined may not move (either during the Movement phase or as part of a Reaction), but automatically passes all Morale tests and Pinning checks they are called upon to take without any dice being rolled and gains the Feel No Pain (4+) and Eternal Warrior special rules. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Shooting phase as long as the Warlord has not been removed as a casualty and may select an additional unit of the Warlord’s Chamber Militant as part of the same Detachment as this Warlord.

Maiden of Sorrow

A time of grim darkness is coming, in which there will be only war. The dream of Unity is ended in the fires of treachery and nothing can restore it. This warrior has seen the future and knows that there will be no victory in the war that has engulfed the Imperium, only death – and a quick death on the field of battle seems better to this warrior than a slow, drawn out demise as the Imperium drowns in its own foulness.

When this Warlord, and any unit it has joined, suffers an unsaved Wound, the Warlord that has this Trait and all models in a unit it has joined gain a bonus of +1 to their Attacks and Movement Characteristic (to a maximum of +4 to either Characteristic) until the end of the controlling player’s next turn. If this Warlord is removed as a casualty while locked in combat, the opposing player gains no Victory points for it from any Objective or special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty and may select an additional unit of the Warlord’s Chamber Militant as part of the same Detachment as this Warlord.

The Solar Auxilia Army List

The following comprises a listing of the ranks of the Solar Auxilia, the iron heart of the Imperial Army and the most common pattern of cohort attached to the Expeditionary fleets. It includes Army List entries for those redoubtable warriors, allowing players to build and field Solar Auxilia armies. This section also includes full details on the special rules needed to represent the Solar Auxilia on the battlefield.

This Army List represents the Solar Auxilia from their founding in the wake of the conquest of Jupiter, through the long centuries of the Great Crusade and into the dark years of the Horus Heresy. Unlike the elite, genetically enhanced Space Marines, the Solar Auxilia represent the Imperial Army in the field – resolute in the face of a galaxy full of horror and madness. This Army List is intended to be used in conjunction with the Horus Heresy: Age of Darkness rulebook, which provides all the rules needed to put the cohorts of the Solar Auxilia into action on the tabletop. In addition, material found in additional Horus Heresy volumes will add further diverse and unique characters to the Solar Auxilia’s forces in exciting tabletop battles.

Solar Auxilia Tercios

Core to the tactics and organisation of the Solar Auxilia cohorts was the Tercio – a grouping of units that allowed the large and unwieldy forces of those cohorts to act in a unified manner on the field of war. These Tercios drilled and practised the skills of close-order fighting until they were second nature, the disparate units that formed them operating almost as a single entity on the battlefield.

A Tercio is a group of units selected together – any Army List that allows the selection of units as a Tercio will specifically state this and identify the units that can make up the Tercio (all of which must have the Tercio special rule). A Tercio occupies a single slot on the Force Organisation chart, but is made up of separate units. At the start of the battle, if any unit from a Tercio is placed in Reserves then all units from that Tercio must be placed into Reserves (and if assigned to a Deep Strike Assault or Flanking Assault, must all be assigned to that Reserves Action). If deployed onto the battlefield at the start of the battle, all units that are part of the same Tercio must be deployed with at least one model from any given unit within 3" of at least one model from another unit in the same Tercio. If, for any reason, a Tercio cannot be deployed in this fashion then the entire Tercio must be placed into Reserves. Once the battle starts, units that make up a Tercio are not required to remain within a certain distance of each other and may move as the controlling player desires.

Tercio

The warriors of the Solar Auxilia fight in small detachments known as Tercio – groups of three that operate in close formation to cover each other and provide overlapping fields of fire as they advance inexorably across the field of battle.

Models with this special rule may only be selected as part of a Tercio (see Solar Auxilia Tercios). When a Reaction is declared for a unit with this rule that allows it to make a Shooting Attack or Move, then all units from the same Tercio that are ‘In Formation’ with the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made (all units that Move or Shoot are counted as having made a Reaction, and thus cannot make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made). A unit is ‘In Formation’ when that unit is in unit coherency and has at least one model within 3" of a model from a different unit in the same Tercio that is also in unit coherency.

Using Cohort Doctrines

The Solar Auxilia are amongst the most renowned warriors of the Imperial Army, famed for both the specialised equipment they bear and the bravery of those recruited to their ranks. From the prestige and tradition of the Jovian Rams to the brutal practicality of the Cthonian Headhunters, there have been many warriors that have elevated these cohorts above and beyond the common pale of Imperial soldiery, warriors whose presence on the battlefields of the Horus Heresy could turn the tide of war. These elite cohorts were almost as valuable to the warlords of the Horus Heresy as the Space Marine Legions, and many of the lords of the Imperium would take great efforts to garner their loyalty and make use of their skills in battle.

This is represented by Cohort Doctrines, made available to a Detachment when any model in that Detachment has the Cohort Doctrines special rule. Each Cohort Doctrine presents one of the unique styles of war mastered by a cohort of the Solar Auxilia, and is chosen when a player selects their army – before the start of a battle. The rules for each individual Cohort Doctrine will present a number of Effects which will grant the Detachment new options or special rules, as well as a number of Limitations which will deny the Detachment access to certain options or rules it might otherwise be able to make use of. Unless otherwise stated as part of the Cohort Doctrine’s rules, all Effects and Limitations must be applied to models and units that are selected as part of the Detachment that it has been chosen for.

The Effects and Limitations of any given Cohort Doctrine only apply to units and models in the Detachment it was chosen for – unless the Cohort Doctrine specifically states otherwise. Where more than one Detachment in an army is eligible to choose a Cohort Doctrine (i.e., has the Solar Auxilia Faction, and includes at least one model with the Cohort Doctrines special rule), each Detachment may select a Cohort Doctrine – unless one of those Cohort Doctrines includes a limitation that requires the player not to select additional Cohort Doctrines. Some Cohort Doctrines may only be chosen for a Primary Detachment or an Allied Detachment, such Limitations will be clearly stated as part of the Cohort Doctrine.

Gaining Access to Cohort Doctrines

Any Detachment that has the Solar Auxilia faction and fulfils at least one of the following conditions may use a Cohort Doctrine:
  • The Detachment includes at least one model with the Cohort Doctrines special rule.
  • The Detachment can upgrade at least one model from the Detachment to have the Cohort Doctrines special rule as noted in a specific Cohort Doctrine that allows this.

Cohort Doctrines


Cohort Doctrine: Solar Pattern Cohorts

Based on the operational doctrines of the Jovian Rams, the Solar pattern is a doctrine created in the earliest days of the Great Crusade that would see the foundation of the Solar Auxilia traditions. In the waning years of the 30th Millennium it was less strictly followed, with those cohorts that followed its strictures to the letter being seen as overly traditional and hidebound by their peers. Cohorts organised in this doctrine excel at void-based boarding actions and the use of void craft to affect entry to any war zone. Most also focus on training and maintaining a core of hardened veterans, seeking to gain even a fraction of the Jovian Ram’s fame through this emulation of their creed.

Effects
  • A Detachment using this Cohort Doctrine may select Auxilia Veletaris Tercios as Troops choices.
  • All units selected as part of an Auxilia Veletaris Tercio in a Detachment using this Cohort Doctrine may select an Arvus Transport as a Dedicated Transport.
  • All units in an Auxilia Veletaris Tercio selected as a Troops choice gain the Line Unit Sub-type.

Limitations
  • A Detachment using this Cohort Doctrine may not include more than a single Auxilia Armoured Tercio.
  • A Detachment using this Cohort Doctrine may not include more than a single Auxilia Artillery Tercio.

Cohort Doctrine: Ultramar Pattern Cohorts

This doctrine represents a new breed of Solar Auxilia, a reassessment of the ancient pattern to suit the changing form of the Imperium and one forged in the early military experiments of Roboute Guilliman as he built the grand armies of Ultramar. This new doctrine focused on the deployment of far larger and more unwieldy infantry formations, eschewing the smaller elite cadres of the original Jovian units to embrace the massed firepower of the more common Imperial Army cohorts. These new, larger, cohorts would see regular deployment during the Horus Heresy, using the thunderous volley fire of their lasrifles to smash those that would oppose their masters.

Effects
  • A Detachment using this Cohort Doctrine uses the Organisation chart shown below to select all Auxilia Rifle Sections instead of the one found in the unit profile and may include up to 6 units.
  • All Solar Auxilia Rifle Sections and Solar Auxilia Line Command Sections gain a bonus of +1 to all To Hit rolls made during Shooting Attacks when all models in the unit are in base contact with at least one other model from the same unit.
Ultramar Pattern Auxilia Rifle Tercio Organisation Chart
An Ultramar Pattern Auxilia Infantry Tercio must include the following units:

Limitations
  • A Detachment using this Cohort Doctrine may not select Dedicated Transports for any Solar Auxilia Rifle Sections or Solar Auxilia Line Command Sections.

Cohort Doctrine: Reborn Cohorts

Many of the most successful and heroic cohorts of the Solar Auxilia were disbanded in the wake of their victories to establish new client realms of the Imperium, serving as the rulers and guardians of these realms. Many of these storied cohorts would return to arms to answer either the Emperor’s or the Warmaster’s call to battle at the outbreak of the Horus Heresy. Though many of the soldiers that had once forged the legends of their cohorts had long since lost the vigour of youth, they still retained long decades of experience under arms and retained much of the equipment they had mustered out of service with. These veteran cohorts would prove decisive in battle in a number of sectors, turning the tide of war and even managing to stand off smaller forces of the vaunted Legiones Astartes.

Effects
  • All models with the Infantry Unit Type in a Detachment using this Cohort Doctrine gain a bonus of +1 to their Leadership Characteristic and the Stubborn special rule.
  • When making a Shooting Attack during any Game Turn in which the attacking unit has not Moved, a unit from a Detachment using this Cohort Doctrine may re-roll all failed To Hit rolls of ‘1’.
Limitations
  • A Detachment using this Cohort Doctrine may not include more than a single Auxilia Armoured Tercio.
  • A Detachment using this Cohort Doctrine may not include more than a single Auxilia Artillery Tercio.
  • All models with the Infantry Unit Type in a Detachment using this Cohort Doctrine count their Initiative as ‘1’ for the purposes of determining the distance moved when Running, when rolling as part of a Sweeping Advance, or when making a Move as part of any Reaction; and when determining which Initiative Step they would attack in during an Assault their Initiative Characteristic is considered to be one lower than normal.

Cohort Doctrine: Armoured Fist Pattern Cohorts

Some cohorts of the Solar Auxilia placed a greater emphasis on armoured support, whether due to a vagary of their founding world or the needs of the Great Crusade fleet to which they were attached. Such cohorts were a less common sight than the more traditional infantry heavy cohorts, adapting tercio tactics developed for infantry to the tanks that filled their ranks, but had often proved decisive in battle where the Legiones Astartes were unable to join battle. During the dark years of the Horus Heresy such formations would see widespread deployment against other Imperial armies – especially where the Imperial Army was forced to commit troops to face the Legiones Astartes in battle, for even the legendary Space Marines must pause in the face of such firepower.

Effects
  • A Detachment using this Cohort Doctrine may select Auxilia Armoured Tercios as non-Compulsory Troops choices. An Auxilia Armoured Tercio selected as a Troops choice may only consist of a single unit, which must be a Solar Auxilia Leman Russ Strike Squadron.
  • In a Primary Detachment using this Cohort Doctrine, a single Solar Auxilia Armoured Command Section composed of only a single Leman Russ Command Tank, must be selected as a HQ choice. This Leman Russ Command Tank gains the Cohort Doctrines special rule and must be selected as the army’s Warlord and must use the Armoured Legate Warlord trait (see below). A model with the Vehicle Unit Type must be selected as the Warlord of an army using this Cohort Doctrine, regardless of any rules which would require a model to be selected as the army’s Warlord (note this means that some units and Characters cannot be selected as part of this army):
Warlord Trait: Armoured Legate
A Warlord with this Warlord Trait gains the Cohort Doctrines special rule, a 5+ Invulnerable Save and increases its BS by +1.

Limitations
  • All units composed entirely of models with the Infantry Unit Type must begin the battle Embarked on a model with the Transport Unit Sub-type or in Reserves.

Cohort Doctrine: Penal Pattern Cohorts

Many cohorts of the Solar Auxilia were raised from the finest soldiers their home world could provide, though this was not true of every cohort, as many filled their ranks with gutter trash and criminals press-ganged into arms. Despite their dubious origins, many of these cohorts would prove to be resourceful and talented soldiers, tenacious in the face of adversity and capable of surviving the worst a hostile galaxy could throw at them – though lacking the discipline that characterised the more traditional cohorts of the Solar Auxilia. Their success would see other cohorts created in their image, a practise that to some was a black mark on the honour of the Solar Auxilia, but to others was simply pragmatic.

Effects
  • All models in a unit from a Detachment using this Cohort Doctrine that include models with the Tercio special rule also gain the Furious Charge (1) special rule.
  • Any model in a Detachment using this Cohort Doctrine may replace a lasrifle or volkite charger with a lascarbine, lasgun, stubcarbine, autorifle or shotgun for no additional points cost. In addition, one Auxilia in any Solar Auxilia Rifle Section may replace a lasrifle with a heavy stubber for +5 points per model.
  • All models selected as part of a Solar Auxilia Rifle Section gain the Feel No Pain (6+) special rule – this does not stack with any other variant of this special rule and if the unit has access to any other Feel No Pain (X) special rule, the controlling player must select one to use.
Limitations
  • All models in a Detachment using this Cohort Doctrine with the Close-order Unit Sub-type lose that Unit Sub-type.
  • A Detachment using this Cohort Doctrine may not include more than one Auxilia Veletaris Tercio.

Cohort Doctrine: Feral Pattern Cohorts

Though most cohorts of the Solar Auxilia are recruited from technologically advanced worlds, some draw their recruits from the ferocious populations of feral worlds. While such cohorts lack the fire discipline of more standard cohorts, they make for formidable opponents in the press of melee, ever eager to get to grips with the foe. Many such ‘feral’ cohorts still adhere to a number of rituals and practises frowned upon in official Divisio doctrine, from headhunting to elaborate pre-battle chants, but tolerated by their superiors for the detrimental effect they have on the morale of the enemy.

Effects
  • Any unit made up entirely of models with the Infantry Unit Type may be given the Fear (1) special rule for a cost of +25 points per unit.
  • All units that include one or more models with the Tercio special rule gain the Counter-attack (1) special rule while ‘In Formation’.
Limitations
  • All units in a Detachment using this Cohort Doctrine that begin the controlling player’s Assault phase with an enemy unit that is a valid target for a Charge must declare a Charge. If more than one enemy unit is a valid target, the controlling player chooses which enemy unit is the target of the Charge.
  • All other Detachments in an army with the Loyalist Allegiance that includes a Detachment using this Cohort Doctrine will consider the Detachment with this Cohort Doctrine to be Distrusted Allies, regardless of the normal result of the Allies Matrix.

Cohort Doctrine: Siege Pattern Cohorts

Many cohorts of the Solar Auxilia are renowned for their siege engineers and artillery specialists. Such cohorts field more heavy cannon than is normal within the ranks of the Solar Auxilia. This preponderance of artillery limits their strategic manoeuvrability and utility in void-bound actions, but makes them masters of open field engagement and siege operations.

Effects
  • A Detachment using this Cohort Doctrine may select Auxilia Artillery Tercios and Solar Auxilia Armoured Batteries as both Elites and Heavy Support choices.
  • When a model from a Detachment using this Cohort Doctrine makes a Shooting Attack with any weapon with the Barrage and/or Blast special rules, the controlling player may choose to re-roll the Scatter dice (but not any D6 rolled to determine the distance of any scatter).
Limitations
  • All units in a Detachment using this Cohort Doctrine with the option to select a Dedicated Transport must select that option at the normal cost in points – but do not have to start the battle Embarked on that Dedicated Transport.

Cohort Doctrine: Iron Pattern Cohort

Some cohorts have long been used to fighting alongside the automata of the Mechanicum. Over the course of the Great Crusade, as casualties began to take a toll, these cohorts would recruit from the Forge Worlds they had fought alongside, replacing fragile infantry with iron automata. Given the brutal efficiency of such war machines the Divisio Militaris has done little to discourage such traditions, though these ‘Iron’ cohorts would often find themselves assigned to the most gruelling and deadly war zones.

Effects
  • A Detachment using this Cohort Doctrine may select Castellax Maniples* and Thallax Squads* as Elites choices.
  • A Legate Marshal, Auxilia Marshal or Auxilia Captain in a Detachment using this Cohort Doctrine may select a cortex controller* for +15 points each.
  • A Legate Marshal in a Detachment using this Cohort Doctrine gains the Master of Automata special rule.
*Unit profiles and rules for these can be found in Liber Mechanicum.

Limitations
  • A Detachment using this Cohort Doctrine may not include more than a single Auxilia Armoured Tercio.
  • A Detachment using this Cohort Doctrine may not include more than a single Auxilia Artillery Tercio.

Agents Of The Divisio Assassinorum

The following comprises a listing of the agents of the Divisio Assassinorum that remained loyal during the dark age of the Horus Heresy. It includes Army List entries for a number of the individual Clades that were deployed in support of forces of the Imperium, allowing players to field these operatives alongside their armies. These Army List profiles represent the Assassin Clades that existed at the time of the Great Crusade and the Age of Darkness following the Horus Heresy. Unlike the Assassins of the 41st Millennium, the Clades under the Divisio Assassinorum were far more numerous and their preferred methods of accomplishing their missions and eliminating their targets were far more diverse. These profiles allow players to incorporate the Assassins from a number of these Clades into their armies as a ‘Clade Operative’. In addition, material found in further Horus Heresy volumes will add further diverse and unique characters to the Divisio Assassinorum forces in exciting tabletop battles, and will clearly indicate where such additional units or characters are part of the Divisio Assassinorum Faction.

The Divisio Assassinorum at War: Clade Operatives

A single Clade Operative from the Divisio Assassinorum Army List profiles detailed in this section may be included in any Primary Detachment. A Clade Operative uses up a Force Organisation slot as normal, but is unaffected by the ‘Levels of Alliance’ rules and all friendly models in the same army treat it as if it was a Distrusted Ally.

If an army’s Primary Detachment includes a Clade Operative with the Loyalist special rule, the army must also be of the Loyalist Allegiance. If the Clade Operative included in a Primary Detachment does not have a special rule that forces it to use either Allegiance, it can be included in an army with either the Loyalist or Traitor Allegiance.

Tactics of the Divisio Assassinorum

Despite their individual differences and specialisations in the many arts of death, the core of the battle doctrine of the Assassin Clades relies on the ability of the operative to strike from an unseen position, to seize the initiative and to catch their target unawares. A critical part of any mission plan for an Assassin is their exfiltration, lest they wish to face the full force of the foe they have struck out against. To represent this in play, any unit composed entirely of models with the Assassin Unit Sub-type may make the Tactical Displacement Advanced Reaction.

Advanced Reaction: Tactical Displacement

Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.

Tactical Displacement – This Advanced Reaction may be made during the Shooting phase, whenever an enemy unit targets a unit that is composed entirely of models with the Assassin Unit Sub-type with a Shooting Attack. The Reacting unit may immediately move a distance in inches up to twice the majority Initiative Characteristic of the Reacting unit. This move may be made in any direction and ignores all Terrain or other effects that would limit or modify the distance moved (including allowing models in the Reacting unit to move across Impassable Terrain), as long as the final position of all models in the Reacting unit are at least 1" away from any enemy model and not within an area of Impassable Terrain. If, after moving, any models in the Reacting unit are positioned out of range or line of sight of the unit that caused the Reaction, that unit may not select another target for the Shooting Attack that triggered the Reaction and no dice are rolled (weapons with the Gets Hot special rule do not need to roll to see if the weapon Gets Hot and weapons with the One Use special rule are not considered to have been expended).

New Unit Types

These Army Lists include a number of new Unit Sub-types to represent the vast panoply of the Forces of the Emperor. These new Unit Types and Sub-types are presented here for easy reference and operate under the rules established for Unit Types and Sub-types in the Horus Heresy: Age of Darkness rulebook:

Unique Sub-type

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 unit with this Sub-type. For example, if Unit A and Unit B both have the Unique Sub-type then a single army could include one of Unit A and one of Unit B, but no more than one of either unit.
  • A model or unit composed entirely of models with the Unique Sub-type may not select any options other than those included on its Army List Profile (this includes Legion specific Wargear for models with the Legiones Astartes (X) special rule).

Skirmish Sub-type

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

The following rules apply to all models with the Skirmish Sub-type:
  • A unit that includes only models with the Skirmish Sub-type has a unit coherency range of 3" rather than 2".
  • A unit that includes only models with the Skirmish Sub-type increases all Cover Saves granted by terrain by one (i.e., from 6+ to 5+). This only increases existing Cover Saves and does not grant one when in terrain that does not normally grant a Cover Save. This rule cannot increase a Cover Save to better than 2+.

Bombard Sub-type

Certain vehicles are designed to mount one or more large and cumbersome weapons, most often long ranged artillery cannon. Such vehicles are large and heavy enough, or designed with specialised systems to stabilise them whilst they are moving, to allow for the continuous firing of their primary weapons.

The following rules apply to all models with the Bombard Sub-type:
  • When a model with the Vehicle Unit Type and Bombard Sub-type moves at Combat Speed it may fire any number of Ordnance weapons and may also fire any non-Ordnance weapons normally, ignoring the restrictions of Combat Speed. However, when moving at Cruising Speed it may only fire a single Defensive weapon.

Reinforced Sub-type

The mightiest armoured vehicles of the Horus Heresy featured multiple back-up systems, armoured internal bulwarks and reinforced armour plating. These imposing defences allowed these vehicles to shrug off anything but the most catastrophic damage and survive where lesser vehicles would be crippled and left impotent by enemy fire.

The following rules apply to all models with the Reinforced Sub-type:
  • A model with the Reinforced Sub-type ignores the effects of any Crew Shaken result on the Vehicle Damage table.
  • A model with the Reinforced Sub-type does not have to make Snap Shots due to the effects of the Crew Stunned result on the Vehicle Damage table (but still cannot move or pivot until the end of its next turn).

Assassin Sub-type

Lone operatives trained for a single purpose, assassins are not soldiers or warriors in the conventional sense and rarely operate within traditional doctrines. On the field of battle they care only for the destruction of their target, and give no thought to those that struggle around them, whether friend or foe.

The following rules apply to all models with the Assassin Sub-type:
  • Models with the Assassin Sub-type ignore all movement penalties when moving or Charging through terrain of any kind and automatically pass all Dangerous Terrain tests they are called upon to make.
  • Models with the Independent Character special rule may not join a unit composed only of models with the Assassin Sub-type.
  • Models with the Assassin Sub-type may not Embark on any model with the Transport Sub-type.
  • Models with the Assassin Sub-type may never be selected as an army’s Warlord.

Automated Artillery Sub-type

Most artillery requires a well-trained crew to operate with any efficiency on the field of battle, but some rare types are equipped with simple cogitator arrays that allow for limited remote fire protocols. Such devices fall far short of true automata and are not capable of true decision making, but can be used as simple sentries – set to open fire on anything that does not broadcast a set ident code.

The following rules apply to all models with the Automated Artillery Sub-type:
  • A unit that includes one or more models with the Automated Artillery Sub-type may not Run, declare or otherwise make Charge moves, or make Reactions.
  • A unit that includes one or more models with the Automated Artillery Sub-type may not make Sweeping Advances and if targeted by a Sweeping Advance automatically fails without rolling any dice and is destroyed.
  • A unit that includes one or more models with this Unit Sub-type may never hold or deny an Objective.

Close-order Sub-type

Some warriors are drilled to fight in closely packed ranks, seeking to maximise the firepower available to them rather than disperse to avoid enemy fire. Such warriors are most often issued weaponry that relies on such tactics and prove quite formidable upon the battlefield when properly employed by their commanders.

The following rules apply to all models with the Close-order Sub-type:
  • A unit that includes only models with the Close-order Sub-type has a Unit Coherency range of 1" rather than 2".
  • A unit that includes any models with the Close-order Sub-type may not Run and when making a Movement during a Reaction based on its Initiative Characteristic, reduces the distance moved by -1.
  • A unit that includes only models with the Close-order Sub-type may move up to half its Movement Characteristic and make Shooting Attacks using weapons with the Heavy type as if they had remained stationary. Such a unit may also declare a Charge in the same turn they make Shooting Attacks with Heavy or Rapid Fire weapons.

Anathema Sub-type

The anathema, or psychic blanks, are individuals whose very presence stills the churning of the ætheric plane and silences the powers of psykers. Those unskilled in the channelling of the Warp find them chilling, while psykers and Daemons are repelled by their aura, an ability that certain factions of the Imperium have sought to put to use on the battlefield.

The following rules apply to all models with the Anathema Sub-type:
  • A unit that includes at least one model with the Anathema Sub-type may not be directly targeted by any Psychic Power or use any Psychic Power or make attacks with a Psychic Weapon. Psychic Powers whose effects would otherwise be applied to a unit that includes at least one model with the Anathema Sub-type (due to area of effect, scattering or other rules) have no effect, but are not cancelled and may continue to affect other units.
  • A model with the Anathema Sub-type that is allocated Wounds caused by a Psychic Weapon (which is any weapon granted to a unit or model by a Psychic Discipline) will always fail to Wound without any dice being rolled and any special rules attached to that Psychic Weapon will not trigger. Any Wounds allocated to a model with the Anathema Unit Sub-type caused by a Force Weapon gain no benefit from the Force special rule, but are otherwise resolved as normal. These effects do not apply to a model with the Transport Sub-type that has models with the Anathema Sub-type Embarked within, unless the model with the Transport Sub-type also has the Anathema Sub-type.
  • All models that do not have the Anathema Sub-type, but are part of a unit that includes one or more models with the Anathema Sub-type, suffer a penalty of -2 to their Leadership Characteristic. Any unit with at least one model within 6" of a model with the Anathema Sub-type suffers a penalty of -1 to the Leadership of all models in that unit that do not also have the Anathema Sub-type, or -2 if that unit includes one or more models with the Corrupted Unit Sub-type. Note that these two penalties are not cumulative; they apply only the most severe penalty. However, they do stack with other special rules that modify Leadership (such as Fear (X))In addition, the Leadership Characteristic of a model with the Anathema Unit Sub-type can only be used for a Leadership test or Morale check if all models in that unit have the Anathema Unit Sub-type.
  • A unit that is Embarked on a Vehicle, Fortification or Building suffers no penalties to its Leadership Characteristic due to the Anathema Sub-type. However, units with the Stubborn special rule do suffer penalties to their Leadership from the effects of this Sub-type (note that this only applies to the Stubborn special rule, and other special rules that ignore penalties to Leadership ignore the effects of the Anathema Sub-type).

Mechanised Unit Sub-type

Some armoured combat units lack the bulk of true combat vehicles, and operate as light attack or scout platforms. These units mirror the agility of infantry units, but boast the endurance that only a machine can demonstrate.

The following rules apply to all models with the Mechanised Unit Sub-type:
  • Successful Wounds caused by attacks with the Poisoned (X) or Fleshbane special rules must be re-rolled against models with the Mechanised Unit Sub-type.
  • Failed To Wound rolls, made for weapons with the Armourbane (X) special rule, and against a unit that includes any models with this Unit Sub-type must be re-rolled.
  • A model with the Mechanised Unit Sub-type may attack with all weapons it has when making a Shooting Attack, including as part of a Reaction.
  • A model with the Mechanised Unit Sub-type may attack with Heavy and Ordnance weapons while counting as stationary even if it has moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
  • A model with the Mechanised Unit Sub-type is affected by the Haywire, Detonation and Battlesmith (X) special rules as if it had the Dreadnought Unit Type.
  • No model that does not also have the Mechanised Unit Sub-type may join a unit that includes one or more models with the Mechanised Unit Sub-type.

New Special Rules

These Army Lists include a number of new special rules. These special rules are presented here for easy reference and operate under the rules established for special rules in the Horus Heresy: Age of Darkness rulebook:

Auxilia Artillerists

Well-practised in the employment of artillery to its most deadly effect, these grim and hard-hearted warriors know best how to place each shot from their guns.

A Solar Auxilia Rapier Battery must have one Auxilia Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Solar Auxilia Rapier Battery contains fewer Auxilia Gunners than Rapier Carriers, then only a number of Rapier Carriers equal to the number of Auxilia Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Auxilia Gunners in the unit as there are Rapier Carriers, then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled (this benefit is lost immediately once the number of Auxilia Gunners is reduced to less than the number of Rapier Carriers in the unit).

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.

A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Auxilia Medicae and Knights Vestal, which may not be assigned to a unit with this special rule unless they also have this special rule).

Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these Wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.

Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.

Cerebral Pacifiers

These complex augmetic systems interfere with those mysterious sections of the brain that regulate and respond to the æther and the powers of the psyker. Normally, they are used to render rogue psykers impotent and safe for transport – however, the Seekers of the Silent Sisterhood also use them to pacify their beasts and inure them to the dread aura.

A model with this special rule never suffers any penalties to its Leadership Characteristic from the Anathema Unit Sub-type.

Containment Breach

Some of the more powerful reactors in use by the vehicles of the Imperium are so potent as to cause terrible damage to those nearby should they be breached by enemy fire. Yet, the engines of war they feed are so vital that such risks are considered worthwhile.

If a model with this special rule suffers an Explodes result on the Vehicle Damage table then when determining the radius of the explosion roll D6+3 instead of D6.

Crushing Weight

While the impact of any war machine can cripple an ordinary warrior, some vehicles are so massive that they can crush infantry like ants. Such engines of destruction can even cripple lesser vehicles, serving as battering rams of unequalled effectiveness when called upon.

When the controlling player resolves a Ram Attack using a model with this special rule, targeting an enemy model that has the Vehicle Unit Type, then any Hits inflicted are always resolved at Strength 12 (see the rules for Weapon Strengths above 10). When resolving a Ram Attack against a unit that is not made up entirely of models with the Vehicle Unit Type, 6+D6, Str 10 Hits are inflicted instead.

Death Frenzy

Some warriors seek only the death of the enemy, no matter the price that must be paid in blood. For some this is a duty that means more than life itself, while others are driven to such fury by crude augmetics or combat drugs.

A unit composed entirely of models with this special rule that fails a Morale check, due to enemy Shooting Attacks, losing a combat in the Assault phase, or due to a special rule that forces a Morale check, does not Fall Back and is treated as if it had passed the Morale check. However, the unit’s controlling player must immediately select a single model in the unit and remove it from play as a casualty – no Armour Saves or Damage Mitigation rolls may be made for the selected model. After one or more models has been removed from a unit due to this special rule in a given player turn, the unit from which the model was removed increases the Attacks Characteristic of all models in the unit by 1 for the duration of the next player turn.

Demolition Vehicle

These vehicles are not intended for frontline combat, but rather as demolition tools to bring down buildings or fortifications that have stymied the advance of friendly forces. In the most extreme of situations they can be employed as weapons, but are vulnerable to counter-fire from the enemy.

When a model with this special rule is called upon to make attacks during an Assault, instead of rolling To Hit as normal it instead inflicts one automatic Hit using the profile below on any one enemy model it is in base contact with (chosen by the player that controls the model with this special rule). Once this Hit is resolved, the model with this special rule is automatically removed as a casualty (the removal of this model does not add any Wounds to the total used to determine which side has won the Assault).

Range
Str
AP
Demo charge
-
10
1
Melee, Armourbane (Melee), Instant Death, Brutal (2)

Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.

Divisio Aeronautica Air Superiority

Employed to cover the advance of the infantry below, the aircraft of the Divisio Aeronautica are masters of the interception and destruction of enemy aircraft and airborne xenos beasts.

A unit or model with this special rule may be placed into Combat Air Patrol at the beginning of the battle, before any models are deployed onto the table. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction:

Advanced Reaction: Combat Air Patrol
Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.

Combat Air Patrol – This Advanced Reaction may be played whenever any enemy model that has the Vehicle Unit Type and the Flyer Unit Sub-type enters the Battlefield from Reserves. The Reactive player may nominate any one model that has been assigned to Combat Air Patrol. Once the enemy model with the Vehicle Unit Type and Flyer Unit Sub-type that triggered this Reaction has finished any and all Movement as it is brought into play, the chosen model assigned to Combat Air Patrol is brought into play from any point on the edge of the battlefield, moving into play as if it had entered play from Reserves. Once the Combat Air Patrol model has finished its Movement, it may immediately make a Shooting Attack targeting the enemy model that triggered this Reaction – as long as it has finished its Movement with a line of sight to that model.

Only models with the Vehicle Unit Type and Flyer Unit Sub-type may make the Combat Air Patrol Reaction.

Entangle (X)

Some weapons are designed to debilitate their targets as much as they are to kill them. Victims are left helpless once it takes effect, forcing their comrades to drag them onward or be left at the mercy of their enemies.

An attack that has this special rule does not roll to Wound using the normal rules, instead roll To Wound by comparing the Attack’s Strength to the target’s Strength Characteristic, using the Strength Characteristic in place of Toughness on the To Wound table. If any Attacks with this special rule inflict Wounds, do not make Armour Saves or Damage Mitigation rolls for those Wounds – instead for each Wound inflicted by an Attack with this special rule, reduce the Movement Characteristic of all models in the target unit by the number in brackets that is included as part of this special rule (to a minimum of 1) until the end of the controlling player’s next turn. The Wounds caused by Attacks with this special rule are then discarded and neither reduce the target model’s Wounds Characteristic nor cause any models to be removed as casualties (this does not affect Wounds inflicted by Attacks without this special rule that are part of the same Shooting Attack).

Attacks with this special rule have no effect on models with the Vehicle or Primarch Unit Type, or on any model that starts the battle with 6 or more Wounds. Do not roll To Wound if Hits from an attack with this special rule are allocated to such a model and simply discard those Hits. Similarly, models of these Types are not affected by the modifiers to Movement inflicted by the Entangle special rule, regardless of whether other models in the same unit are affected.

Ex Oblivio

The most potent psychic nulls can focus their aura to inflict a moment of crippling weakness and terror upon those in their proximity. They have managed through training and discipline to harness and focus the emptiness within and wield it as a weapon against the enemies of the Emperor, though the cost for such an exertion can be fatal.

At the start of any combat in the Assault phase, before the beginning of Initiative step 10, the controlling player of a model with this special rule may declare its use. When used, roll a D6 and select a single enemy model in base contact with the model that has this special rule (including a model that is Engaged in a Challenge with that model) – that enemy model must reduce its Weapon Skill to 1 for the remainder of the current player turn. If the dice roll results in a result of 2-6 then there is no further effect, but if the dice roll results in a result of 1 then the model with this special rule suffers a single Wound against which no Armour Saves, Cover Saves or Invulnerable Saves may be taken (Damage Mitigation rolls may be taken as normal).

Feedback

Some weapons emit projectiles or energy beams of such terrible potency that, if fired, they can have terrible consequences for those that dare unleash their power. Whether due to energy surges in coherent energy beams, or failure in the arming systems of shells or warheads, a failure to properly arm the weapon and fully penetrate the enemy’s armour can cause lethal feedback.

If a weapon with this special rule fails its Armour Penetration roll against a target with an Armour Value, or fails a To Wound roll against any other model (note that successful Armour Saves or Damage Mitigation rolls do not count for this), roll a D6. If the result is a 1, the attacking model loses 1 Hull Point or Wound.

Independent Fire Control

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

After a model with this special rule (or a unit composed entirely of models with this special rule) has resolved a Shooting Attack targeting an enemy unit, any weapons that were not used to attack (either due to being out of line of sight or range of the enemy unit, or because the controlling player voluntarily opted not to attack with them) may make a number of Secondary Shooting Attacks using those weapons that did not fire as part of its initial Shooting Attack. Each weapon not fired as part of the initial Shooting Attack may be fired once, either all of them in a single Secondary Shooting Attack, each in a separate Secondary Shooting Attack targeting a different enemy unit or any combination – however, each weapon may only be used to attack once and in no more than one Secondary Shooting Attack. All Secondary Shooting Attacks obey all the normal rules for range and line of sight and are with a modifier of -1 on all To Hit rolls.

Independent Operator

Some warriors do not fight in organised ranks or clear hierarchies, but instead choose to fight alone and separate from their comrades. Sheer ferocity drives some, others wield weapons so dangerous or intricate that it requires solitude for them to be effective, and the rarest simply refuse to follow military discipline any longer than they must.

When deployed onto the battlefield (either at the start of the battle, when arriving from Reserves or Disembarking from a model with the Transport Sub-type), all models with this special rule in the same unit must be placed within unit coherency following the normal rules for deploying/Disembarking units, but after deployment or Disembarkation all models in the unit with this special rule are considered to have left the unit, and now form separate units of a single model each. For the remainder of the battle, a model with this special rule is considered a separate unit for all purposes and may not join other units or reform into their original unit. However, the whole unit must be removed as casualties before the opposing player scores any Victory points for the destruction of any model that was part of the unit.

The most common transport vehicles are those dedicated to carrying the infantry that form the core of Mankind’s armies. Such bulk transports lack the specialised equipment to accommodate more unique warriors.

No model with any version of the Bulky (X) special rule may Embark on a model that has this special rule.

Legio Custodes

The Custodes were the finest warriors known to the Imperium, faster and stronger than even the super-human warriors of the Legiones Astartes and outfitted from the secret arsenals of the Emperor himself. They were deployed to the field of battle only in the face of the most dire threats or to accompany the grandest heroes and pay witness to the most important of triumphs. They were the heroes of their age, renowned for their courage and feared more than any other by the foes of Mankind.

Models with this special rule gain the following benefits in various situations that involve ‘Nemesis’ units (see the Nemesis unit entry):
  • All models with this special rule gain +1 Attacks when locked in combat with a Nemesis Unit.
  • A unit composed entirely of models with this special rule gains an additional bonus of +1 to all Charge rolls made when all targets of the Charge are Nemesis Units.
  • When rolling to Hit while Engaged with a Nemesis unit, a model with this special rule will never need to roll better than 4+ to score a Hit – unless the Nemesis unit is composed entirely of models with the Primarch Unit Type, or the attacking model is in a Challenge with a model that has the Primarch Unit Type.

A ‘Nemesis’ unit is defined as any enemy unit that fulfils at least one of the following conditions:

Lightning Blows (X)

Some warriors fight with such speed and precision that they are capable of landing a series of blows like lightning, before their opponent can even react. There are few that can withstand such a barrage of attacks, and those warriors that have mastered this technique are rightfully feared on the battlefield.

After normal To Hit rolls for a weapon with this special rule have been made, count the number of Hits inflicted on a roll of equal to or more than the value listed in brackets as part of this rule. Immediately resolve a number of additional To Hit rolls on the same unit using the attacking models’ WS equal to the number of Hits counted earlier – any Hits scored roll To Wound as normal using the profile of the weapon with this special rule or a weapon chosen from those available to the model with this special rule if the rule is not applied to a specific weapon. These additional attacks do not themselves benefit from the Lightning Blows (X) special rule, but do benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.

Marked for Death

Trained to identify and slaughter specific targets, certain cadres of warriors make an art of stalking and assassination. These warriors are singular in their focus, and, when unleashed upon the foe, are a decree of certain death.

At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a single enemy unit may be chosen by a player that controls any models with this special rule – this unit is considered ‘marked for death’. When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has ‘marked for death’, all failed To Wound rolls of ‘1’ may be re-rolled.

Master of Automata

Some warriors are trained to operate alongside the towering automata of the Mechanicum, well accustomed to the limitations of those war machines and how to best fight at their side.

A model with this special rule may join a unit that includes one or more models with the Automata Unit Type. While part of a unit that includes one or more models with the Automata Unit Type, a model with this special rule may not make Reactions and gains the Fearless special rule. If the Automata models in the unit are subject to the Programmed Behaviour provision then those rules are not used as long as a model with this special rule is part of the unit.

Measured Strike

Striking with careful precision, some warriors place their emphasis on exacting skill over a flurry of wild strikes.

A model attacking with a weapon or profile that has this special rule may only make a single attack, regardless of the value of its Attacks Characteristic, any other special rules or whether it has Charged or is wielding more than one weapon.

Medicae Support

The Solar Auxilia maintain cadres of trained medicae, assigning them to those units that will stand at the forefront of the battle. Though lacking the advanced equipment of the Space Marine apothecaries, these healers are no less dedicated to the protection of their brethren in even the most deadly firefight.

An Auxilia Medicae Detachment is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in an Auxilia Medicae Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Auxilia Medicae may only be assigned to units composed entirely of models with the Infantry Unit Type. No Auxilia Medicae may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes an Auxilia Medicae as normal during either deployment or any following turn). No more than one Auxilia Medicae may be assigned to any given unit.

Once assigned to a unit, the Auxilia Medicae is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Auxilia Medicae is removed as well. In games using Victory points, no Victory points are ever scored for removing an Auxilia Medicae as a casualty. When assigned to a unit, an Auxilia Medicae gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.

Psy-shock

Some weapons are created to distort and fracture ætheric space, their detonations causing panic attacks and confusion in the un-attuned – but to those trained to channel the power of the Warp they can trigger a spontaneous and uncontrolled manifestation of power that is often fatal to the psyker and those around them.

A unit that includes at least one model with the Psyker Unit Sub-type or Daemon Unit Type, and which suffers one or more unsaved Wounds from a weapon with this special rule also suffers Perils of the Warp. Any given unit may only suffer Perils of the Warp once per Phase due to the effects of this special rule, regardless of how many enemy units attack that unit or how many weapons with this special rule are present in attacking units.

Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.

Reactor Blast

Certain powerful reactors, when destroyed, erupt in a devastating blast capable of destroying other engines of war.

When the controlling player resolves an Explodes result on the Vehicle Damage table for a model with this special rule, the Strength of any Hits inflicted is increased to 10.

Reaping Blow (X)

Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.

If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).

Sentry Protocols

Lacking the complexity of true automata, these units are set to open fire on any unit that approaches them without broadcasting the correct ident-code. Given the crude systems that guide their fire, they are not as deadly as true artillery but can serve as adequate sentry units for rear echelon supply caches and facilities.

A unit that includes any models with this special rule must make a Shooting Attack targeting the enemy unit which has the closest model in line of sight to any model in the attacking unit in the controlling player’s Shooting phase.

The Shadow of Death

The Divisio Assassinorum deploys Assassins from specific Clades with the goal of eliminating specific individuals within certain war zones. The specific reasons for these pin-point strikes are often unclear. It is speculated that those behind the veil of the Assassinorum rely on superlative intelligence networks to determine that these eliminations are not in censure of acts already carried out, but as a pre-emptive strike to prevent what the Divisio has decided to be ‘unhelpful’ to the greater goals of the Great Crusade.

In missions which the controlling player scores Victory points for destroying models or units with the Character Sub-type, Primarch Unit Type or Independent Character special rules, the controlling player scores an additional +1 Victory point if an attack made by a model with the Assassin Sub-type reduces an enemy model with the Character Sub-type, Primarch Sub-type or Independent Character special rule to 0 Wounds.

Solar Auxilia Command Tank

Some officers among the ranks of the Solar Auxilia are trained to lead from the turret of a command tank, co-ordinating the advance of the armoured might of their cohort.

A model with this special rule is selected as a separate unit, but during deployment must be assigned to another unit and may not be deployed as a separate unit. If multiple appropriate units are available, the controlling player chooses which unit a model with this special rule is assigned to. Once assigned to a unit, a model with this special rule counts as a part of that unit and may not leave the unit during play for any reason.

A Leman Russ Command Tank must be assigned to a Leman Russ Strike Squadron or a Leman Russ Assault Squadron.

Subterranean Assault

A subterranean assault is a full scale attack conducted by units that have approached the target site by means of subsurface transport, emerging from below into the teeth of the enemy force, shattering its formation and sowing chaos amongst its ranks. Such attacks are most often initiated in order to counter enemy macro-fortifications or to navigate otherwise impassable terrain, but some commanders favour them for the sheer surprise they engender.

Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model with the Transport Sub-type that has the Subterranean Assault special rule itself.

When rolling for Reserves, roll a single dice for all of the units assigned to the Subterranean Assault rather than rolling separately for each unit. If the roll is successful then all of the Subterranean Assault units must enter play in that turn and follow this procedure:

Performing a Subterranean Assault
Once a Reserves roll for the units assigned to the Subterranean Assault has succeeded and the units are to be brought into play, the controlling player selects a single unit to deploy first. That player must place a single model with the Subterranean Assault special rule that is either a Dedicated Transport or a unit of its own (this model may have a unit Embarked within) anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that model. If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain.

If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain.

Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Subterranean Assault is Disordered, and the opposing player may deploy each remaining unit in the Subterranean Assault anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each other unit anywhere within 12" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. Any models Embarked on a model with the Transport Sub-type must remain Embarked and may not Disembark as part of a Subterranean Assault (but may Disembark normally during the following Movement phase).

Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction targeting any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Subterranean Assault.

Once all units from the Subterranean Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Subterranean Assault may Move, Run or Shoot as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault may not declare or resolve a Charge on the same turn as they are deployed.

Sudden Strike (X)

Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.

A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).

Tercio

The warriors of the Solar Auxilia fight in small detachments known as Tercio – groups of three that operate in close formation to cover each other and provide overlapping fields of fire as they advance inexorably across the field of battle.

Models with this special rule may only be selected as part of a Tercio (see Solar Auxilia Tercios). When a Reaction is declared for a unit with this rule that allows it to make a Shooting Attack or Move, then all units from the same Tercio that are ‘In Formation’ with the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made (all units that Move or Shoot are counted as having made a Reaction, and thus cannot make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made). A unit is ‘In Formation’ when that unit is in unit coherency and has at least one model within 3" of a model from a different unit in the same Tercio that is also in unit coherency.

Transport Bay

Some of the largest transport vehicles are specially designed to carry both infantry and engines of war into battle, allowing versatile battle groups to be deployed to the battlefield at once. These rare war machines are often restricted to the most elite of an army, and used to tackle the most perilous of missions.

A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.

Void Shields (X)

Some vehicles are equipped with almost impenetrable shields of energy, relics from ancient times known as void shields.

A model with this special rule has a number of void shields, as listed on its profile. Shooting Attacks which Hit a model with this special rule instead target this model’s void shields while at least one remains active. Void shields have an Armour Value of 12. A successful Glancing Hit, Penetrating Hit or any successful Hit from a Destroyer weapon which targets a void shield causes it to collapse, reducing the number ‘X’ by -1. When the number of void shields is reduced to 0, this special rule has no further effect and subsequent Shooting Attacks target the model instead. Void shields have no effect on close combat attacks, and may not be affected by close combat attacks.

Armoury of the Forces of the Emperor

The various armies of the Imperium make use of a wide variety of weapons and items of Wargear. This section presents the rules for these weapons and artefacts of the Horus Heresy.

Weapon Strengths Above 10

On certain extremely powerful weapons, the Strength value of the weapon can be higher than 10. These weapons roll for armour penetration against models with the Vehicle Unit Type and Buildings as normal – adding their full Strength value to the roll of a D6. When rolling to Wound a model with a Toughness value, the weapon is treated as though it had a Strength value of 10 on the To Wound table. However, when determining if such a weapon inflicts Instant Death use its full Strength value.

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.

The archaeotech pistol, like several classes of weaponry available to Imperial leaders, is intended to represent a wide variety of weapons and to give players a profile that can be used for converted or unusual handguns whose power exceeds that of more common weaponry.
Range
Str
AP
Type
Archaeotech pistol
12"
6
4
Pistol 1, Rending (3+), Master-crafted
Kinetic destroyer
12"
7
4
Pistol 3, Rending (6+)

Auto Weapons

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. 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, like the first generations of assault cannon and magnetic charge accelerator cannon.

All weapons listed here are counted as ‘Auto’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Shotgun
12"
3
-
Assault 2, Concussive (1)
Rotor cannon
30"
3
-
Assault 4, Pinning, Shell Shock (1)
Autocannon
48"
7
4
Heavy 2, Rending (6+)
Gravis autocannon
48"
7
4
Heavy 3, Rending (6+), Twin-linked
Hellion heavy cannon array
24"
7
4
Heavy 6, Pinning
Iliastus accelerator cannon
48"
8
3
Heavy 3, Rending (6+), Brutal (2), Twin-linked
Iliastus accelerator culverin
24"
8
3
Heavy 4, Rending (6+), Brutal (2)
Battle cannon
48"
8
4
Heavy 1, Blast (3"), Pinning
Vanquisher battle cannon
72"
9
2
Heavy 2, Sunder, Brutal (2)
Stormhammer cannon
72"
8
3
Ordnance 1, Massive Blast (7")
Autorifle
24"
3
-
Rapid Fire
Stubcarbine
12"
3
-
Assault 3
Heavy stubber
36"
4
6
Heavy 3

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 cannons rely on either huge explosive payloads or advanced armourpiercing technologies to achieve a destructive capacity that few other weapons can match.

Range
Str
AP
Type
Demolisher cannon
24"
12
3
Ordnance 1, Blast (3"), Sunder, Rending (6+), Brutal (3)
Quad launcher
 - (Frag)
12"-60"
5
5
Heavy 1, Barrage, Large Blast (5"), Shred
 - (Shatter)
36"
8
4
Heavy 4, Sunder
 - (Incendiary)
12"-60"
4
5
Heavy 1, Barrage, Large Blast (5"), Ignores Cover
 - (Splinter)
12"-36"
2
4
Heavy 1, Barrage, Large Blast (5"), Rending (6+), Pinning, Shell Shock (1)
Earthshaker cannon
240"
9
4
Ordnance 1, Barrage, Large Blast (5"), Shred, Pinning
Medusa mortar
36"
9
4
Ordnance 1, Barrage, Large Blast (5"), Pinning

Bolt Weapons

A branch of weaponry rare outside of 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, selfpropelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Bolt pistol
12"
4
5
Pistol 1
Bolter
24"
4
5
Rapid Fire
Vratine bolter
18"
4
5
Rapid Fire, Psy-shock
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
Vratine Nemesis bolter
52"
4
5
Heavy 1, Rending (5+), Sniper, Pinning, Psy-shock
Heavy bolter
36"
5
4
Heavy 4
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
Lastrum storm bolter
24"
5
4
Assault 3, Shred
Lastrum bolt cannon
36"
6
4
Heavy 4, Shred
Twin Lastrum bolt cannon
36"
6
4
Heavy 8, Shred

Bolt Launchers

A curious hybrid of rocket launcher and rapid fire bolt cannon, the bolt launchers of the Legio Custodes fire a stream of unguided, rocket propelled shells – each equipped with a mass reactive warhead and an explosive charge far larger than a standard bolter round. Though inaccurate, the sheer volume of fire from these weapons can throw an enemy advance into chaos and see even the toughest abomination burst and blasted into ruin. When the Legio Custodes advance, it is the thunderous roar of these weapons that sound as its drums and the screams of the enemy that mark its arrival.

All weapons listed here are counted as ‘Bolt’ and ‘Missile’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Spiculus bolt launcher
36"
6
4
Heavy 8, Pinning
Spiculus heavy bolt launchers
48"
6
4
Heavy 12, Pinning

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 issued to the most skilled of warriors to maximise their worth.

Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.
  • Any profile that allows a model to select a magna combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: meltagun or plasma gun.
  • Any profile that allows a model to select a minor combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: flamer, volkite charger, snare gun*, or grenade launcher.
Note that the combi-bolter, though similarly named, does not use these rules and is fired as a normal ranged weapon and has no primary or secondary components.

Range
Str
AP
Type
Bolter (Primary)
24"
4
5
Rapid Fire
Flamer (Secondary)
Template
4
5
Assault 1
Meltagun (Secondary)
12"
8
1
Assault 1, Armourbane (Melta), One Shot
Plasma gun (Secondary)
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot, One Shot
Volkite charger (Secondary)
15"
5
5
Assault 2, Deflagrate
Grenade launcher (Secondary)
 - Frag
24"
3
6
Assault 1, Blast (3"), Pinning
 - Krak
24"
5
4
Assault 1
 - Psyk-out*
24"
4
-
Assault 1, Blast (3"), Psy-shock
Snare gun (Secondary)*
12"
5
-
Assault 3, Entangle (1)

*These options are only available to models with the Sisters of Silence Faction.

Vratine Grenade Launcher

Based on standard Imperial grenade launchers, the weapons carried by the Sisters of Silence are modified to fire the rare and temperamental psyk-out munitions for which that Order is famous.

Range
Str
AP
Type
Vratine grenade launcher
 - Frag
24"
3
6
Assault 1, Blast (3"), Pinning
 - Krak
24"
5
4
Assault 1
 - Psyk-out
24"
4
-
Assault 1, Blast (3"), Psy-shock

Needle Weapons

Needle weapons fire a rapid burst of metal slivers, each carved from the ammunition block within the weapon’s housing and coated with a cocktail of potent nerve agents before firing. Even a minor laceration from such a projectile can lead to an agonising death and cause chaos among the target’s allies. However, these weapons lack any real ability to penetrate heavy armour and are far less effective when employed against well equipped military forces.

All weapons listed here are counted as ‘Needle’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Needle pistol
12"
2
-
Pistol 2, Poisoned (3+), Pinning
Assault needler
18"
2
-
Assault 3, Poisoned (3+), Pinning
Needle cannon
24"
2
-
Heavy 4, Poisoned (3+), Pinning

Las Weapons

In the Imperium the term ‘las’ is applied to a wide variety of weapons, from crude particle weapons, such as the ubiquitous laspistol, 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.

All weapons listed here are counted as ‘Las’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Lascannon
48"
9
2
Heavy 1, Sunder
Gravis lascannon
48"
9
2
Heavy 2, Sunder
Multi-laser
36"
6
6
Heavy 3
Gravis multi-laser
36"
6
6
Heavy 6, Twin-linked
Laser destroyer
36"
9
1
Ordnance 2, Twin-linked, Exoshock (6+)
Corvae las-pulser
24"
9
3
Heavy 3
Arachnus blaze cannon
18"
8
1
Heavy 2, Lance, Exoshock (6+)
Enhanced Arachnus blaze cannon
24"
9
1
Heavy 4, Lance, Exoshock (6+)
Arachnus heavy blaze cannon
48"
9
1
Heavy 2, Lance, Exoshock (6+)
Arachnus magna-blaze cannon
48"
10
1
Destroyer 2, Lance, Exoshock (4+)
Arachnus storm cannon
12"
8
1
Heavy 3, Lance, Exoshock (6+)
Neutron beam laser
36"
10
1
Ordnance 2, Concussive (3), Shock Pulse, Gets Hot
Lasgun
24"
3
-
Rapid Fire
Laspistol
12"
3
-
Pistol 1
Lasrifle
 - (Volley)
30"
3
6
Heavy 2
 - (Blast Charger)
18"
6
4
Heavy 1
Lascarbine
18"
3
6
Assault 2
Blast pistol
9"
6
4
Pistol 2

Flame Weapons

Among the most ancient of weapons employed within the ranks of the armies of the Imperium, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Emperor’s warriors 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.

All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Hand flamer
Template
3
-
Pistol 1
Flamer
Template
4
5
Assault 1
Heavy flamer
Template
5
4
Assault 1
Infernus incinerator
Template
6
4
Heavy 1
Infernus firepike
Template
6
6
Heavy 1, Torrent (9")
Infernus firebomb clusters
Bomb
6
4
Heavy 1, Massive Blast (7"), Ignores Cover
Inferno cannon
Helstorm
8
4
Ordnance 1, Torrent (9"), Breaching (6+), Concussive (1)

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 common use among the armies of both Terra, Mars and Jupiter long before the Emperor unified Sol.

All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Inferno pistol
6"
8
1
Pistol 1, Armourbane (Melta)
Meltagun
12"
8
1
Assault 1, Armourbane (Melta)
Multi-melta
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked
Melta cutters
6"
8
1
Heavy 3, Armourbane (Melta)

Missile Weapons

From advanced guided missiles to crude explosive rockets, the armies of the Emperor make use of a variety of rocket-propelled munitions. Most common is the humble missile launcher, a man portable weapon used to supplement the firepower of Imperial infantry squads, but a number of vehicle mounted launchers serve as both artillery and anti-aircraft weapons. Though such weapons are crude by comparison to many of the wonders wielded by the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade.

All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Missile launcher
 - Frag
48"
4
6
Heavy 1, Blast (3"), Pinning
 - Krak
48"
8
3
Heavy 1
 - Flak
48"
7
3
Heavy 1, Skyfire
Hunter-killer missile
48"
8
3
Heavy 1, One Shot
Hellstrike missile
72"
9
2
Heavy 1, Sunder, One Shot
Skystrike missile
72"
8
2
Heavy 1, Skyfire, Sunder, One Use
Vratine missile launcher
 - Frag
48"
4
6
Heavy 1, Blast (3"), Pinning
 - Krak
48"
8
3
Heavy 1
 - Psyk-out
36"
7
3
Heavy 1, Psy-shock
Hyperios missile launcher
48"
7
3
Heavy 3, Skyfire
Sunfury missile
36"
7
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot, One Use
Kraken penetrator missile
36"
8
1
Heavy 1, Armourbane (Ranged), One Use

Plasma Weapons

Unleashing projectiles of super-heated plasma capable of melting armour and flesh with equal ease, plasma weapons are understood only by the secretive Tech-Priests of Mars. 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.

All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot
Plasma gun
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot
Proteus plasma projector
Template
7
4
Assault 1, Breaching (4+), Gets Hot
Executioner plasma cannon
48"
7
4
Heavy 1, Large Blast (5"), Rending (4+)

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, they had fallen largely from favour by the time of the Horus Heresy, and 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.

All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Volkite serpenta
10"
5
5
Pistol 2, Deflagrate
Volkite charger
15"
5
5
Assault 2, Deflagrate
Volkite macro-saker
45"
6
5
Heavy 8, Deflagrate

Adrathic Weapons

Relics of the Dark Age of Technology believed to be all but unique to Terra, Adrathic weaponry uses a potent but dangerously unstable energy beam to sever the internal bonds of matter, causing objects caught in their path to unravel in a spectacularly destructive manner, leaving only a flaring after-image of what was. Such weapons were legend during the Age of Strife, and devastating wars were fought on anarchic Old Terra solely over the possession of some unearthed cache of Adrathic guns and the promise of the power they held. When the Emperor came to dominion and ended Old Night on Ancient Terra, all Adrathic weapons were given over to him on pain of death, not simply to the one who retained them but to their entire land and nation such was the importance he placed on controlling this technology. These weapons have remained in his care ever since, and only his own personal weaponsmiths gained and kept the knowledge of how to replicate them in small numbers, much to the jealousy of Mars.

All weapons listed here are counted as ‘Adrathic’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Adrathic destructor
12"
5
3
Assault 1, Instant Death, Armourbane (Ranged), Gets Hot
Adrathic devastator
18"
6
3
Heavy 2, Instant Death, Armourbane (Ranged), Gets Hot

Snare Weapons

Snare guns discharge rapidly hardening fibro-plastic nets to capture prey and entangle and debilitate the foe. Most often used on acquisition missions to immobilise key targets prior to capture, these weapons also see occasional use on the battlefield to deny key ground to more heavily armed foes that the Silent Sisterhood is otherwise ill-equipped to counter.

Range
Str
AP
Type
Snare gun
12"
5
-
Assault 3, Entangle (1)
Snare cannon
18"
7
-
Heavy 3, Entangle (2)

Exotic and Miscellaneous Weapons

The armies of the Imperium also employ a number of other weapons that do not fall into any easy category. These are listed here.

The Adrastus ‘Disintegrator’ is counted as an ‘Adrathic’ and ‘Disintegrator’ weapon and has two separate profiles. In each Phase where a Shooting Attack may be made by a model with an Adrastus bolt caliver, only one of these profiles may be used to attack with, chosen by the controlling player.
Range
Str
AP
Type
Adrastus bolt caliver
 - (Bolt volley)
36"
5
4
Assault 4
 - (Disintegrator)
24"
5
2
Assault 1, Instant Death, Gets Hot, One Shot
Grenade launcher
 - Frag
24"
3
6
Assault 1, Blast (3"), Pinning
 - Krak
24"
5
4
Assault 1

Guardian Weapons

The iconic guardian weapons of the Legio Custodes are typically long polearms incorporating power field generators and devastating, if short ranged, projectile weapons. Designed to allow the Custodians to dominate any and all facets of war, these fearsome weapons are of the finest manufacture possible and are both lighter and stronger than other weapons of a similar style.

Unlike most weapons, Guardian weapons always have several profiles, one for when making a Shooting Attack with the weapon and one for use in combat. The Shooting profile must be used when the weapon attacks as part of any Shooting Attack, and the Melee profile must be used when a model makes attacks with that weapon when resolving an Assault (though any Shooting Attacks made during the Assault phase, such as the Overwatch Reaction, still use the Shooting profile). The ‘Shooting’ profiles from the Guardian spear, Guardian axe and Sentinel warblade listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons, the ‘Shooting’ profile for the Pyrithite spear is counted as a ‘Melta’ weapon, and the ‘Shooting’ profile for the Adrasite spear is counted as an ‘Adrathic’ weapon. All Melee profiles for Guardian weapons are counted as ‘Power’ weapons, but may not be selected by models that are eligible to select a generic power weapon.
Range
Str
AP
Type
Guardian spear
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)
Guardian axe
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
+3
2
Melee, Two-handed, Unwieldy
Sentinel warblade
 - (Shooting)
18"
4
4
Assault 2, Shred
 - (Melee)
-
User
2
Melee
Pyrithite spear
 - (Shooting)
6"
8
1
Assault 1, Armourbane (Melta)
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)
Adrasite spear
 - (Shooting)
12"
5
3
Assault 1, Instant Death, Armourbane (Ranged), Gets Hot
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)
Paragon glaive
 - (Shooting)
18"
5
4
Assault 2, Shred
 - (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1), Murderous Strike (5+)
Venatari lance
 - (Shooting)
12"
7
4
Assault 3, Rending (6+)
 - (Melee)
-
+1
2
Melee, Two-handed

Close Combat Weapons


Basic Combat Weapons

As stated in the Horus Heresy: Age of Darkness rulebook, all models are considered to have some form of basic close combat weapon – be it a knife, entrenchment tool or simply bared fists and stubborn determination. In most Imperial armies this is most often the ubiquitous combat blade, a single edged, pattern welded blade forged of several non-terrestrial alloys, whose size varies between forces. Regardless of the nature of this weapon, all basic close combat weapons share the same profile, repeated here for ease of reference:
Range
Str
AP
Type
Basic close combat weapon
-
User
-
Melee

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 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.

All weapons listed here are counted as ‘Chain’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Chainsword
-
User
-
Melee, Shred

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.

All weapons listed here are counted as ‘Charnabal’ weapons for those rules that affect such weapons. A model that is eligible to select a Charnabal weapon may take any of the weapons included in this entry.
Range
Str
AP
Type
Charnabal sabre
-
User
-
Melee, Breaching (5+), Duellist’s Edge (1)
Charnabal tabar
-
+2
-
Melee, Breaching (6+), Duellist’s Edge (1)
Charnabal glaive
-
+1
-
Melee, Breaching (5+), Duellist’s Edge (2), Two-handed

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.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this profile.
Range
Str
AP
Type
Power sword
-
User
3
Melee, Rending (6+)
Power axe
-
+1
2
Melee, Unwieldy
Power maul
-
+2
3
Melee
Power lance
-
+1
3
Melee, Reach (1)

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They counts as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.
Range
Str
AP
Type
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
Execution blade
-
+2
3
Melee, Two-handed, Rending (6+)
Storm axe
-
+2
2
Melee, Unwieldy, Two-handed, Murderous Strike (6+)

Solarite Weapons

First fashioned to arm the elite of the Thunder Warriors, the Solarite power gauntlets and their raptor-taloned variants are potent weapons. They differ from the standard power fists and claws utilised by the Legiones Astartes in both the near-irreplaceable artefact power coils which energise their disruption field generators and the nigh-indestructible materials their casings and blades are fashioned from, forged as they are in furnaces recovered from the ancient Tempest galleries near Terra’s molten core.

When a model is equipped with two Solarite power talons, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Range
Str
AP
Type
Solarite power gauntlet
-
10
1
Melee, Unwieldy
Solarite power talon
-
5
2
Melee, Shred
Solarite power lance
-
10
1
Melee, Armourbane (Melee), Two-handed, Sudden Strike (3)

Paragon Blades

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-beasts 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.

Range
Str
AP
Type
Paragon blade
-
+1
2
Melee, Murderous Strike (6+), Specialist Weapon

Meridian Swords

These paired power swords are forged in secret for the exclusive use by the Legiones Custodes, their field emitters tuned to a level of destructive force that would be hazardous for lesser troops. No mortal and few of the Legiones Astartes could wield these heavy, deadly blades – and even if they could the acrobatic and stylised combat forms used to gain the greatest effect from these blades are ill-suited to battle in massed ranks. It is only among the loose Sodalities of the Custodes that they find a place in battle, there the Custodes turn the use of these weapons into a bloody art form.

Meridian swords are a single weapon, though they are represented on models as a pair of swords (a model with Meridian swords is not counted as having two weapons in combat). The Meridian swords have several profiles, at the start of each combat a single profile is selected and all models in the same unit that have Meridian swords must attack using that profile.
Range
Str
AP
Type
Meridian Swords
 - Raptor Spreads its Wings
-
User
2
Melee, Two-handed, Rampage (3)
 - Grasp the Rainbow Serpent
-
10
1
Melee, Two-handed, Measured Strike, Instant Death
 - Hands Cut the Clouds
-
+1
2
Melee, Two-handed, Murderous Strike (4+)

Exotic and Miscellaneous Weapons

The armies of the Imperium also employ a number of other weapons that do not fall into any easy category. These are listed here.
Range
Str
AP
Type
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death
Bayonet
-
+1
-
Melee, Two-handed
Proteus neuro-lash
-
+3
-
Melee, Two-handed, Deflagrate
Achillus dreadspear
-
12
2
Melee, Exoshock (4+), Two-handed
Galatus warblade
-
8
2
Melee, Instant Death
Telemon cestus
-
10
2
Melee, Specialist Weapon, Sunder
Gravis power fist
-
9
2
Melee, Brutal (3)
Misericord
-
4
-
Melee, Instant Death
Charonite claws
-
7
3
Melee, Two-handed, Rending (6+)

Wargear


Arae-shrike

Ancient devices of the Dark Age of Technology which twist and distort electromagnetic signals, these counter-intelligence devices are considered blasphemous in principle and arcane function by the Mechanicum, and persist only in the hands of the Emperor’s retinue. By the use of malifica-djinn and hostile blight-code, they pervert the data-readouts of unshielded cogitators and telemetry plotters with lying reports and malign falsehood, and what they cannot deceive, they simply blind and deafen with a shrieking multi-frequency cacophony.

If there is a model with an arae-shrike on the battlefield when any enemy player declares a Deep Strike Assault or Flanking Assault, any roll to see if the Deep Strike Assault or Flanking Assault is ‘Disordered’ suffers a penalty of -1 (and is thus counted as Disordered on the roll of a ‘1’ or a ‘2’, unless other modifiers are also applied).

Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.

Atomantic Deflector

Powered by the vast glut of energy from its atomantic heart, many advanced war machines entered the field of battle veiled in a protective shroud of energy that could deflect or disperse las bolts and kinetic munitions. Yet, such was the power channelled through this little-understood device that, in death, these engines of war would erupt in fiery ruin, a danger to both friend and foe.

A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.

Augury Scanner

This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity.

A unit that includes at least one model with an augury scanner gains all of the following benefits:
  • Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an augury scanner.
  • A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect.
  • When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner may make the Interceptor Advanced Reaction without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase.

Auto-medicus

A complex cogitator and tool set that allows trained combat medics to diagnose and treat all but the most debilitating combat injuries and keep the warriors of the Solar Auxilia in battle as long as possible.

All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with an auto-medicus gains the Feel No Pain (6+) special rule. Units that include more than one auto-medicus do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.

Auxilia Vexilla

Most units within a given Tercio or cohort will bear a vexilla into battle, a reminder of their battle history as well as a sign by which they can be tracked through the chaos of battle by their superiors.

A unit that includes at least one model with an Auxilia vexilla adds +1 to the Wounds score used to decide if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with an Auxilia vexilla may choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit) and if forced to move off the edge of the battlefield will instead stop with each model 1" away from the edge of the battlefield.

Cohorts Vexilla

Each cohort bears a standard, known as the Cohorts vexilla, granted to them at the founding of the cohort and listing all the triumphs they have fought in over the long years of the Great Crusade. The warriors of the cohort will suffer no foe to dishonour their standard, holding fast even in the face of the most terrible foes.

All of the controlling player’s units that are part of a Detachment chosen from the Solar Auxilia Army List within 6" of a model with a Cohorts vexilla are considered to have a Leadership Characteristic of 9 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Cohorts vexilla gain the Line Sub-type as long as they remain part of that unit – this benefit is lost immediately if the model with the Cohorts vexilla is removed as a casualty.

Auric Battleplate

Designed for the commanders of the Legio Custodes, these impressive armour suits are as much works of art as they are formidable bulwarks against the weapons of the enemy.

Auric battleplate confers a 2+ Armour Save and a 4+ Invulnerable Save.

Auric Demi-plate

A lighter version of the Custodes armour, designed for maximum manoeuvrability and minimal bulk, allowing those clades of the Custodes that rely more on speed for their protection to make the best use of their unique wargear.

Auric demi-plate confers a 3+ Armour Save and a 6+ Invulnerable Save.

Auric Warplate

Forged in the secret armouries of the Legio Custodes, somewhere within the labyrinthine halls of the Imperial Archives, these suits of powered armour are supreme marvels of science and technology. Far superior to the standardised power armour used by the Legiones Astartes, this warplate is proof against small arms and incorporates a series of field generators that can repel even heavy ordnance. Moreover, the custom-fitted plating and artfully worked servo harness allow the Custodes to fully exploit their gene-forged physique on the battlefield.

Auric warplate confers a 2+ Armour Save and a 6+ Invulnerable Save.

Aquilon Pattern Terminator Armour

This is a variant of Terminator armour uniquely designed to operate in conjunction with the physiology of the Legio Custodes. Its origins lie with the Cataphractii suits of the Space Marine Legions, but with far greater power capacity and customised neuro-fibre uplinks, it is said, redesigned by the mind of the Emperor himself for his elite forces.

Aquilon pattern Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save.

Cognis-signum

The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified Leman Russ Battle Tank, these enable the wearer to co-ordinate battlefield data with blinding speed.

A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum.

Command Vox

These complex vox arrays allow command units of the Solar Auxilia to communicate with either individual units or entire Tercio, coordinating the actions of hundreds of warriors with ease. Lesser vox interlinks are tied directly to such units, and if the command vox is eliminated by enemy action then the entire network is thrown into chaos.

Any friendly unit that includes at least one model with a command vox may choose to use the Leadership value of any model in a friendly unit with another command vox when making Pinning tests or Morale checks – this includes any friendly units with command voxs that are in Reserves or Embarked on unit with the Vehicle Unit Type. A unit that includes a command vox also offer benefits to friendly units that include a vox interlock.

Vox Interlock

Dedicated vox relays, these units allow a direct link between a field unit and its immediate command section. While lacking in the versatility of more complex vox units, and prone to disruption by enemy action, these communication devices are robust and easily operated by troopers from worlds whose knowledge of technology is limited.

Any friendly unit that includes at least one model with a vox interlock may choose to use the Leadership value of any model in a friendly unit with a command vox when making Pinning tests or Morale checks – this includes any friendly units with a command vox that are in Reserves or are Embarked on a model with the Vehicle Unit Type.

Compression Tanks

Designed to compress promethium before it is expelled by a flame weapon, these tanks allow a far greater volume of propellant to be emitted in a short space of time by such weapons. The resulting conflagration is far more deadly than that of an unmodified flame weapon, but restrictive in the cost of its deployment, and so only the more elite formations of the Imperial Army and other institutions make widespread use of them.

Compression tanks may be used once per battle, this use must be declared when the controlling player declares a Shooting Attack for a unit that includes one or more models with compression tanks, before any To Hit rolls are made. When used, all models with compression tanks increase the Strength of any Flame weapons they have by +2 for the duration of that Shooting Attack – and when used, all models in the unit with compression tanks must use them. Once that Shooting Attack is fully resolved, all compression tanks in the attacking unit are expended and may not be used again in that battle.

Custodes Gyrfalcon Jetbike

More heavily armed and armoured than the standard Scimitar pattern of jetbikes, the overpowered thrusters of these huge jetbikes could not be controlled by lesser troops. Only the warriors of the Legio Custodes are capable of handling these vehicles and resisting the forces applied as they manoeuvre.

A Custodes Gyrfalcon jetbike has one Lastrum bolt cannon. In addition, a model with a Custodes Gyrfalcon jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.

A model with the Infantry Unit Type that selects a Custodes Gyrfalcon jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav, Skirmish), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 16 and gains the Hammer of Wrath (1) and Deep Strike special rules.

Cyber-familiar

Utilised by adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These minion-drones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.

Detcon Unit

These short range vox transmitters are hard-coded to the frequency used by a cohort’s Cyclops units, and are used both to direct those units’ movement and to initiate the detonation sequence.

At the start of any Assault phase where the controller of a model with a detcon unit is the Active player, and before any Charges are declared, a model with a detcon unit may target one friendly unit composed entirely of Cyclops that is within line of sight. The targeted unit may declare Charges normally, ignoring the restrictions or the Automated Artillery Unit Type – if a unit composed entirely of Cyclops is not targeted by a model with a detcon unit then it may not have a Charge declared for it. If a unit includes both Cyclops and other models then it may act normally without being targeted by a model with a detcon unit.

Distort Field

This sophisticated field technology cloaks the wearer, distorting both visual and auditory emissions by means of a low intensity energy field. It is amongst the most sophisticated stealth technology available to warriors of the Imperium, but lacks the defensive power of other power field units.

Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit including one or more models with a distort field is considered to be 6" further than the actual range between the two units – enemy units with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule a unit including one or more models with a distort field is always treated as though it was out of line of sight when scattering any attacks. In addition, a distort field confers a 6+ Invulnerable Save against Melee Attacks and a 5+ Invulnerable Save against Shooting Attacks.

Dozer Blade

Ranging from simple slabs of steel crudely attached to a vehicle’s hull, to the artfully fitted and specially designed blades borne by the Legiones Astartes, dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles.

A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.

Eclipse Shield

These energy fields are designed to absorb and reflect incoming kinetic and energy strikes, a powerful defence that few weapons can penetrate. The only flaw of these ancient and inscrutable devices is the huge power drain they exert and the rarity of their construction.

A Vehicle with an eclipse shield reduces the Strength of Shooting Attacks made against its Front Armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. An eclipse shield has no effect on attacks inflicted with weapons of the Destroyer type. If a Shooting Attack targeting the Front Armour of a model with the Vehicle Type with an eclipse shield inflicts a Glancing Hit or Penetrating Hit then that model with the Vehicle Type immediately gains the Shrouded (5+) special rule against all subsequent Shooting Attacks targeting it in the Front Armour during the same Phase.

Erinyes Jetbike

Smaller than other examples of Imperial jetbike technology, and stripped of armour to facilitate maximum speed and agility, the Erinyes is employed almost exclusively as a scout machine. Rarer even than other jetbikes in common use, only the Silent Sisterhood is known to field the Erinyes in any numbers.

An Erinyes jetbike has a snare cannon and sets the Unit Type of any model with an Erinyes jetbike to Cavalry (Antigrav) (The model keeps any additional Sub-types it may have). In addition, a model with an Erinyes jetbike gains the Shrouded (6+) special rule on any turn in which it has moved, or the Shrouded (5+) special rule if it has Run in that turn.

Excrutia Armatus

This complex array of restraints and excruciation tools is among the most recognisable symbols of the Chamber of Judgement. The sight of its gruesome implements displayed by the Silent Judges is a promise of retribution to the enemies of the Emperor, a slow and terrible end in the pain halls of the Silent Sisterhood. In the face of such a dire promise of retribution lesser foes are struck by terror and hesitate in the face of the Silent Sisterhood’s onslaught.

An enemy unit may not declare a Reaction to Shooting Attacks or Charges made by a unit that includes one or more models with an excrutia armatus – however, enemy units that include one or more models with either the Fearless or Stubborn special rule ignore this effect. In addition, if an army includes one or more models with an excrutia armatus then the Slay the Warlord Secondary Objective (if it is in use as part of the mission in use) is worth an additional Victory point.

Flare Shield

Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator rumoured by some to be a product of Dark Age technology from a source best left forgotten.

A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.

Gravis Praesidium Shield

Combining both a series of energy fields and a formidable barrier of reinforced plasteel and ceramite, the Gravis Praesidium presents a near impenetrable shield against attacks. Such is its sheer size and weight that no normal warrior could make use of it, only the armoured shell of a Dreadnought can carry such a device into battle.

A Gravis Praesidium shield confers a 4+ Invulnerable Save, this does not stack with existing Invulnerable Saves and if a model has more than one such save the controlling player must select one to use against any Wounds inflicted on that model. In addition, a model with a Gravis Praesidium shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.

Grenades

Small hand-held explosives have been a feature of warfare for millennia, with a near-infinite variety in use by both human and xenos armies. Even within the Imperium there are innumerable patterns and designs, all intended to perform similar tasks. The Divisio Militaris orders such devices into broad categories to ease the burden of supply and distribution.

Representing a huge variety of handheld explosive devices used for an equally vast number of battlefield roles, grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules.

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.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.

Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).

Psyk-out Grenades

Psyk-out grenades are produced using an extremely rare substance of uncertain origin. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area, stunning and disorienting those sensitive to energies of the aetheric domain.

When a unit that includes at least one model with psykout grenades makes a successful Charge targeting a unit that includes one or more models with the Psyker Unit Sub-type or Daemon Unit Type, no Reaction may be declared against the Charge.

Magisterium Vexilla

The icons and standards borne by the Legio Custodes represent the inviolable and nigh-omnipotent authority of the Emperor; a seal of ultimate sanction and the might of Mankind, and known as the Magisterium. Their mere presence on the battlefield is enough to fill those loyal with resolute zeal and wrack those who face his wrath with fear and dread. Moreover, these banners and icons are also technological artefacts containing vox relay systems and subsonic inducers, augmenting their battlefield role far beyond the merely symbolic.

A unit that includes at least one model with a Magisterium vexilla may re-roll all failed Leadership tests and may add +1 to the score used to decide if any friendly unit with any models within 12" of any Magisterium vexilla wins a combat in the Assault phase – a friendly unit may only benefit from a single Magisterium vexilla’s bonus in any given combat, regardless of how many are within range.

Narthecium

A complex dispenser of medical unguents and serums intended to keep even the most horrifically injured warriors combatcapable. These often take the form of small pistols or servoarm mounted pressure-syringes.

All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gain the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.

Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant co-ordination with other elements of an army – be they in a neighbouring region or in orbit high overhead. This allows precision reinforcements to be deployed nearby and strikes to be targeted with deadly accuracy.

While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.

Panoply of the Assassin

Each individual Assassin is issued with a standardised set of equipment, including a combat blade and an array of grenades, and is supplemented with the varied specialised equipment of each Assassinorum Clade. The basis of this standardised equipment is the synthetic body glove suit that Assassins of all Clades wear during combat operations. In addition to environmental protection, temperature regulation and chroma-syncronisation with the surroundings to aid concealment, the suit incorporates a neuro-linked system of responsive fibre bundles. Capable of stretching and contracting to enhance the wearer’s musculature and dynamically rearranging its molecular structure to temporarily form a hyper-hardened carapace, these suits dissipate and reabsorb the energy of kinetic shocks, allowing the wearer to free-fall from great heights and deflect shell impacts and shrapnel without harm. Combined with the rigorous battle training and combat conditioning that each Assassin undergoes, the result is an operative that can far exceed the capabilities of a mortal human on the battlefield.

Models with the Panoply of the Assassin have a 4+ Armour Save and a 4+ Invulnerable Save.

Praesidium Shield

Ornate precursors to the later storm shields, the Praesidium shields of the Legio Custodes are forged from all but indestructible layered ceramite and resilient alloys reinforced with inbuilt field generators.

A Praesidium shield confers a 5+ Invulnerable Save – this does not stack with existing Invulnerable Saves and if a model has more than one such save, the controlling player must select one to use against any Wounds inflicted on that model. In addition, a model with a Praesidium shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.

Ramjet Diffraction Grid

Using similar technology to the flare shield, this system channels the plasma heat and radiated waste of a vehicle’s powerful engines into a scattering super-heated plasma field, leaving a fiery, comet-like trail in the vehicle’s wake.

A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type.

Refractor Fields & Iron Halos

These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit.

A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.

Searchlights

Mounted illum-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.

A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights.

In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.

Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.

Smoke Launchers

Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations. Such devices are of most use in slow moving engagements, as a vehicle at maximum speed will quickly disperse or outrun its own smoke shield.

The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.

Spectra Cloaks

These cloaks conceal sophisticated field generator technology that allows the wearer to blur and shift to adapt to its surroundings or simply bleed shadow at will, concealing them from sight should they wish and making them things of darkness rather than substance when viewed from a distance.

Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit including one or more models with spectra cloaks is considered to be 6" further than the actual range between the two units – enemy units with the Night Vision special rule, weapons with the Template special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule a unit including one or more models with spectra cloaks is always treated as though it was out of line of sight when scattering any attacks.

Spectra Distort Shield

The suite of arcane technologies known as the spectra distort shield is designed to conceal large war machines from the foe. By means understood by only a few even among the Mechanicum, it renders a war machine almost silent, its hull either shaded a pitch black, bleeding shadow into its environment, or distorting its image into an oil-sheen mirage, it is not for nothing that the Sisters of Silence have entered the mythology of many worlds as dark spirits or sinister ‘angels’ sent to cleanse the worlds they cull of the witch taint.

Whenever targeted by a Shooting Attack, the range between an attacking unit and a model with the Vehicle Unit Type with a spectra distort shield is considered to be 8" further than the actual range between the two units – enemy units with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule a model with the Vehicle Unit Type and a spectra distort shield is always treated as though it was out of line of sight when scattering any attacks.

Tarsus Buckler

These small shields do not offer much protection on their own, but the complex energy fields lodged within serve to diffract and weaken radiation and energy bolts directed at the wielder. These fields are directional and relatively small, and must be angled precisely to affect incoming strikes – a feat that only the Legio Custodes can easily accomplish.

Reduce the Strength characteristic of Shooting Attacks made against a unit in which the majority of models have a Tarsus Buckler by -2 (to a minimum of 1).

Teleport Transponder Array

Some commanders of the Legio Custodes carry command devices for linked transponder arrays that allow them and their chosen retinue to teleport directly into combat. Such devices are rare and issued only to trusted commanders assigned to key battles.

A model with a teleport transponder array gains the Deep Strike special rule. In addition, the controlling player of a Detachment with the Legio Custodes Sub-faction that includes one or more models with a teleport transponder array may select up to three units for each model with a teleport transponder array that is part of that Detachment, the selected units must each include no more than five models, before being joined by any models with the Independent Character special rule, and all models in the selected units must have the Legio Custodes special rule and Infantry Unit Type. All models in the selected units gain the Deep Strike special rule and must be assigned to a Deep Strike Assault.

Venatari Jump Harness

While it shares some similarities with the more common jump packs used by Imperial warriors, the jump harness relies not on the brute force of rocket engines, but on a complex array of null-grav generators and precision thrusters. These complex systems allow the Venatari to cover more ground and with greater precision than other assault troops.

At the start of the controlling player’s Movement phase, a model with a Venatari jump harness may set its Move Characteristic to a value of 14 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump harness). This allows a model with a Venatari jump harness to move up to 14", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, all models with a Venatari jump harness that has been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending its Movement in Dangerous Terrain. A model with an activated Venatari jump harness treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.

A model with a Venatari jump harness may still Run, if it would normally be able to Run (this does not allow units that include any models with the Heavy Unit Sub-type to Run). When making a Run move for a model with an activated Venatari jump harness, add the Initiative Characteristic of that model to 14 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Venatari jump harness as noted above, but may not make Shooting Attacks or Declare a Charge in the same turn in which it has Run as per the normal rules for Running.

During a Reaction made in any Phase, a player may not choose to activate a model’s Venatari jump harness pack to gain any bonus to their Movement Characteristic.

Void Armour, Reinforced Void Armour & Heavy Void Armour

Designed to allow warriors to operate in some of the harshest conditions possible, void armour provides both a high degree of protection and a limited life support capacity. Primarily based around a series of interlocking plates and enhanced with a servo motor armature to allow a normal human to bear the weight of the armour, void armour is a significant improvement over the more common flak armour issued to regular Imperial Army troopers.

Void armour confers a 4+ Armour Save. Reinforced void armour confers a 4+ Armour Save and any model with reinforced void armour also gains the Heavy Unit Sub-type. Heavy void armour confers a 3+ Armour Save and any model with heavy void armour also gains the Heavy Unit Sub-type.

Voidscale Cloak

The voidscale cloaks are similar in design to voidsheen cloaks, but utilising a denser and more efficient vitrious mesh. The larger refractive scales it utilises are capable of deflecting far greater kinetic force and absorbing even the most destructive forms of radiation.

A voidscale cloak confers a 5+ Invulnerable Save, increasing to 3+ against any Hits from weapons with the Template or Blast special rules.

Voidsheen Cloak

The voidsheen cloaks worn by the elite of the Silent Sisterhood are made from micro-vitrious mesh designed to diffract and absorb energy.

A voidsheen cloak confers a 6+ Invulnerable Save, increasing to 4+ against any Hits from weapons with the Template or Blast special rules.

Vratine Armour

When a Sister-aspirant takes her final oaths of duty and says the last words she will ever utter aloud in her lifetime, she is given her panoply of war: the Vratine armour – literally ‘the armour of the oath’. It is a sub-pattern of technologically advanced battlegear which shares design elements with both the power armour of the Legiones Astartes and the silicate-mesh of Selenite void-mail, though unlike either of those famed armours, it is not —at least without additional gearing— fully environmentally sealed or designed for extended operations. It does however provide formidable protection from ballistic impacts and directed energy weapons, and is tailored and forged uniquely to its intended wearer to allow for their complete freedom of movement and to augment their reaction speed.

Vratine armour confers an 3+ Armour Save.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Legiones Astartes (Space Wolves)
All models with this special rule are subject to the following provisions:

BESTIAL SAVAGERY
A unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Space Wolves) special rule that chooses to Run in the Movement phase may still make a Shooting Attack in the Shooting phase, and declare a Charge in the Assault phase of the same turn – but any Shooting Attacks made in the same turn as that in which a unit with this special rule has Run are made as Snap Shots. Units that cannot Run (such as Legion Cataphractii Terminators) or models that do not have the Vehicle or Infantry Unit Type instead gain +1 WS on any turn in which they successfully Charge, even if that Charge is considered Disordered. Models with the Vehicle Unit Type and this special rule that make Ram Attacks increase the Strength of any Hits inflicted as part of that attack by +1, to a maximum of 10.

Vaults of Morkai
Models with this special rule gain access to unique Wargear options (see Armoury of the Space Wolves).

Lords of Winter
Any Legion Centurions, Legion Cataphractii Centurions and Legion Tartaros Centurions with this special rule may not select the Chaplain, Librarian or Primus Medicae Consul upgrades. Instead, these models gain access to the Pack Thegn, Speaker of the Dead and Caster of the Runes upgrades.

Wolves of Fenris
A Warlord with this special rule may select a Warlord Trait from the Space Wolves Warlord Trait list.
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
The Divisio Assassinorum at War: Clade Operatives
A single Clade Operative from the Divisio Assassinorum Army List profiles detailed in this section may be included in any Primary Detachment. A Clade Operative uses up a Force Organisation slot as normal, but is unaffected by the ‘Levels of Alliance’ rules and all friendly models in the same army treat it as if it was a Distrusted Ally.

If an army’s Primary Detachment includes a Clade Operative with the Loyalist special rule, the army must also be of the Loyalist Allegiance. If the Clade Operative included in a Primary Detachment does not have a special rule that forces it to use either Allegiance, it can be included in an army with either the Loyalist or Traitor Allegiance.
HQ
HQ stands for Headquarters unit. A Headquarters unit might be a determined Solar Auxilia lord marshal thrust into the heart of the Horus Heresy or a mighty Space Marine praetor at the head of a Legion task force. These models are amongst the most powerful in the game and, as leaders, they have access to more special equipment than anyone else. They are not invincible, but can provide a powerful spearhead for an attacking army and a strong core for a defensive one.
Troops
These represent the most commonly available soldiers in an army. This does not necessarily mean that they are poor fighters – the category includes warriors ranging from the post-human warriors of the Space Marine Legions to the humble auxiliary levies of the Imperialis Militia. Typically, these are the warriors who make up the bulk of an army. Their main tactical role is that of consolidating the gains of the army and defending the objectives that have been taken by more specialised units.
Lords of War
Lords of War are among the most destructive weapons deployed during the wars of the Horus Heresy, outmatched only by the awe-inspiring firepower of an orbital bombardment. They include towering battle Titans, Super-heavy Vehicles and the largest and most imposing Fortifications.
Primarch
The Primarchs are the sons of the Emperor; the most powerful warriors and cunning generals of their age, there were only a handful of other warriors that could compare to these icons.
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Warlord Traits
Your Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which we refer to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected.
Embarking
A unit can Embark onto a Vehicle by moving each model to within 2" of its Access Points in the Movement phaseDangerous Terrain tests should be taken as normal. The whole unit must be able to Embark – if some models are out of range, the entire unit must stay outside. When the unit Embarks, remove it from the table and place it aside, making a note that the unit is being transported. If the players need to measure a range involving the Embarked unit (except for its shooting), this range is measured to or from the Vehicle’s hull.

If the Vehicle moved before its passengers got aboard, it cannot move further that turn (including pivoting on the spot). If the Vehicle did not move before its passengers got aboard, it can move as normal after they have Embarked. In either case, a Vehicle cannot Ram in a turn that a unit Embarks upon it.

The Legiones Astartes (X) Special Rule
The various Legions are differentiated by means of the Legiones Astartes (X) special rule. When assembling a Legiones Astartes army, a single variation of the Legiones Astartes (X) special rule is chosen and no unit in the Primary Detachment may include any models with a different variation of this special rule. All special rules, Wargear options and Rites of War that apply to that version of the Legiones Astartes (X) special rule may be used by the army where appropriate, as defined by those rules and options.

Other Detachments in the army, such as Allied Detachments or Lords of War Detachments, may have a different version of the Legiones Astartes (X) special rule. In which case no models in the same Detachment may have a different version of the Legiones Astartes (X) special rule to the one chosen for that Detachment. Models within a non-Primary Detachment are affected by all the special rules for the version of the Legiones Astartes (X) special rule chosen for them, as well as access to any Wargear options and special units.
Blast

Blast weapons fire shells, missiles or packets of energy that explode on impact.

When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.

The large area affected by the blast means it is going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the Blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine,for a shot to scatter beyond the weapon’s Maximum or Minimum Range and line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, Hits are worked out as normal and can hit and Wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the battlefield’s edge, the shot is a complete miss and is discarded.

Once the final position of the Blast marker has been determined, take a good look at it from above – each unit suffers one Hit for each of the models included in that unit that is fully or partially beneath the Blast marker, even if those models are not within the firer’s line of sight.

Once the number of Hits inflicted on the unit has been worked out, roll To Wound and Save as normal. Note that, unlike other attacks, Wounds inflicted by an attack with the Blast special rule can be allocated to any models in the target unit, even if they are out of sight of any models from the attacking unit.
Scoring Units
Any unit with the Line sub-type, and other units whose Army List entries specifically note it, are a Scoring unit, unless:
Controlling Objective Markers
An Objective marker is considered under a player’s control if there is at least one model from one of that player’s Scoring units, and no models from enemy Scoring or Denial units, within 3" of it. As different Objective markers vary in shape and size, it is important to agree at the beginning of the game exactly from where this distance will be measured. Any unit that is in a Building or Fortification is considered to be within 3" of any Objective markers that are on or within 3" of the Building or Fortification.

A unit can only control one Objective marker at a time. If a unit moves into a position where it could control two Objective markers, the controlling player must make it clear to their opponent which Objective the unit is controlling.

For some missions, an Objective is defined as a certain area of the battlefield rather than an Objective marker. In these situations, the Objective is considered to be controlled by a player if there is at least one of that player’s Scoring units wholly within the defined zone, and no models from enemy Scoring units wholly within the defined zone. Any unit that is in a Building or Fortification is considered to be wholly within an Objective zone if the Fortification or Building they are embarked in is wholly within that zone. Note that, for controlling Objective zones, enemy Denial units are not counted, only Scoring units can control or contest an enemy’s control of a scoring zone.
Leadership (Ld)
Leadership reveals how courageous, determined and self-controlled a model is. The higher the value, the more reliable the model is under pressure. When Shooting Attacks or combat inflicts heavy casualties, Leadership is used to decide if the stricken unit flees or stands its ground.
Outflank

Some units make use of their inherent speed, stealth or other capabilities to launch a surprise assault on the foe from an unexpected direction.

A unit made up entirely of models with this special rule may perform a Flanking Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special rule.
Nemesis Units
A ‘Nemesis’ unit is defined as any enemy unit that fulfils at least one of the following conditions:
Legio Custodes

The Custodes were the finest warriors known to the Imperium, faster and stronger than even the super-human warriors of the Legiones Astartes and outfitted from the secret arsenals of the Emperor himself. They were deployed to the field of battle only in the face of the most dire threats or to accompany the grandest heroes and pay witness to the most important of triumphs. They were the heroes of their age, renowned for their courage and feared more than any other by the foes of Mankind.

Models with this special rule gain the following benefits in various situations that involve ‘Nemesis’ units (see the Nemesis unit entry):
  • All models with this special rule gain +1 Attacks when locked in combat with a Nemesis Unit.
  • A unit composed entirely of models with this special rule gains an additional bonus of +1 to all Charge rolls made when all targets of the Charge are Nemesis Units.
  • When rolling to Hit while Engaged with a Nemesis unit, a model with this special rule will never need to roll better than 4+ to score a Hit – unless the Nemesis unit is composed entirely of models with the Primarch Unit Type, or the attacking model is in a Challenge with a model that has the Primarch Unit Type.
Locked in Combat
If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat. The unit is considered to be locked in combat as soon as an enemy model is moved into base contact with any model in that unit and remains locked in combat until there are no enemy models remaining in base contact with any model that is part of that unit. Units that are locked in combat must attack and be attacked in the next Fight sub-phase, resolving the combat as per the standard rules. Units are no longer locked in combat if, at the end of any Phase, they no longer have any models in base contact with an enemy model.

Units that are locked in combat cannot move in any other Phase or make Shooting Attacks for any reason. Similarly, models cannot choose to target units locked in combat with Shooting Attacks for any reason. Blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, but they may end up there after scattering and will then cause Hits on any units or models they contact as normal.

Units that are locked in combat do not take Morale checks or Pinning tests caused by Shooting Attacks, and cannot be Pinned.
Roll To Hit (Close combat)
Once it has been determined which models must make attacks in a given Initiative step, the controlling player makes To Hit rolls for those models.

To make a To Hit roll, roll a D6 for each attack a model gets to make and compare the WS of the attacking model to the WS of the target unit. Then, consult the To Hit chart below to find the minimum result needed on a D6 To Hit.

As the chart below shows, if the target’s WS is half or less than that of the attacker’s, they are hit on a 2+; lower than the attacker’s but more than half, they are hit on 3+; if the target’s WS is equal to the attacker’s, they are hit on 4+; if it is higher but not twice the attacker’s, they are hit on 5+; and if it is twice or more than the attacker’s, then they are hit only on a 6+.

UNITS WITH MULTIPLE WEAPON SKILLS
Some units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values.

UNIT SUB-TYPES
In addition to the base Unit Types (Infantry, Cavalry, Automata, Dreadnought, Primarch and Daemon), some models might be listed as belonging to one or more sub-types. Some sub-types may grant a model or unit additional special rules, an example of which is the Character sub-type which is covered in its own section of this rulebook. Other sub-types do not grant any special rules to models or units that possess them, but are instead used by other special rules to differentiate between otherwise similar units. In all cases, sub-types are presented after the base Unit Types in brackets. For example, a Legion Cataphract Sergeant has the following base Unit Type and sub-types: Infantry (Heavy, Character).

A number of key unit sub-types are presented here – more may be referenced in other Age of Darkness books.
Scout

Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.

After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Infiltrate

Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.

You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
Chamber of Vigilance

The largest of all the Chambers Militant, the warriors of the Chamber of Vigilance are those that garrison the Sisterhood’s watch towers, stand guard aboard the infamous Black Ships and conduct routine inspection vigils across the vast skein of the Imperium.

A unit composed entirely of models with this variant of the Silent Sisterhood (X) special rule may be given one of the following special rules before the start of the battle’s first turn, before any models are deployed: Scout or Infiltrate. When selecting an army using the Sisters of Silence Army List, a unit made up entirely of models with this variant of the Silent Sisterhood (X) special rule may be selected without restriction regardless of which HQ choices are selected for the army.

Fearless

Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.

Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
Chamber of Oblivion

The storm troops of the Silent Sisterhood, deployed to counter daemonic incursions and xenos infiltrations in brutal combat. They specialise in the use of the execution blade, a two-handed power weapon of gruesome efficiency.

All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Daemon Unit Type or Corrupted Unit Sub-type.

Chamber of Judgement

The excrutiators and secret police of the Silent Sisterhood. These warriors cultivate a grim and terrifying aspect and are most often deployed to hunt down rogue psykers and dissidents or to put down insurrection with brutal punishment.

All models with this variant of the Silent Sisterhood (X) special rule gain the Fearless special rule when locked in combat with a unit that includes any models with the Psyker Unit Sub-type.

Morale Checks
Morale represents the grit and determination of warriors on the battlefield. Morale checks are a specific kind of Leadership test.

Similar to other Leadership-based tests, Morale checks (also sometimes referred to as Morale tests) are taken by rolling 2D6 and comparing the total to the unit’s Leadership value.

If the total is equal to or less than the unit’s Leadership Characteristic, the test is passed and the unit does not suffer any ill effects.

If the total is higher than their Leadership Characteristic, the test is failed and the unit will immediately Fall Back.

Some units have special rules pertaining to Morale checks that are detailed in their Army List or Army List entry. For example, some units might always pass Morale checks, while others might always pass all Leadership tests. This difference is subtle, yet important. A unit that always passes Morale checks still has to test when hit by an attack with the Pinning special rule, while a unit that always passes all Leadership tests wouldn’t.
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Feel No Pain (X)

Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.

When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).

Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.

For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound.
Eternal Warrior

Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors.

If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Victory Points
Most of the Horus Heresy – Age of Darkness missions published in this and other supplements use Victory points. Such games are referred to as ‘Victory Point games’. Victory points are acquired by securing Primary and Secondary Objectives, and the winner is the army with the most Victory points at the end of the game. If the winner has twice the number of Victory points as their opponent, it can be considered a crushing victory! If both armies have the same number of Victory points, the game is a tactical draw.
Objective Markers
Some Horus Heresy – Age of Darkness missions require the use of Objective markers. An Objective marker is usually a point on the battlefield of particular importance to one or both of the armies. These points are designated by using specially modelled markers, coins or counters around 1"-2" in diameter.
Solar Auxilia Tercios

Core to the tactics and organisation of the Solar Auxilia cohorts was the Tercio – a grouping of units that allowed the large and unwieldy forces of those cohorts to act in a unified manner on the field of war. These Tercios drilled and practised the skills of close-order fighting until they were second nature, the disparate units that formed them operating almost as a single entity on the battlefield.

A Tercio is a group of units selected together – any Army List that allows the selection of units as a Tercio will specifically state this and identify the units that can make up the Tercio (all of which must have the Tercio special rule). A Tercio occupies a single slot on the Force Organisation chart, but is made up of separate units. At the start of the battle, if any unit from a Tercio is placed in Reserves then all units from that Tercio must be placed into Reserves (and if assigned to a Deep Strike Assault or Flanking Assault, must all be assigned to that Reserves Action). If deployed onto the battlefield at the start of the battle, all units that are part of the same Tercio must be deployed with at least one model from any given unit within 3" of at least one model from another unit in the same Tercio. If, for any reason, a Tercio cannot be deployed in this fashion then the entire Tercio must be placed into Reserves. Once the battle starts, units that make up a Tercio are not required to remain within a certain distance of each other and may move as the controlling player desires.
Unit Coherency

When moving a unit, its individual models must remain in close proximity with each other in order to remain an effective fighting force. Once a unit has finished moving, the models that comprise it must be no more than 2" horizontally and 6" vertically away from at least one other model in the same unit, and all models in the unit must form one single group – with no clusters of models in the unit separated by more than 2". This is referred to as being in ‘Unit Coherency’.

During the course of a game, a unit can get broken up and lose unit coherency, usually because it has sustained casualties from enemy fire. If this happens, in their next Movement phase, the models in the unit must be moved in such a way that they restore unit coherency, or as close to unit coherency as possible. If the unit cannot move in its next turn, or is unable to restore unit coherency in a single turn, then the models must move to restore unit coherency as soon as they have the opportunity, including by Running if they have that option.
Cohort Doctrines

The Solar Auxilia are amongst the most renowned cohorts of the Imperial Army, famed for both the specialised equipment they bear and the bravery of those recruited to their ranks. From the prestige and tradition of the Jovian Rams to the brutal practicality of the Cthonian Headhunters, there have been many warriors that have elevated these cohorts above and beyond the common pale of Imperial soldiery, warriors whose presence on the battlefields of the Horus Heresy could turn the tide of war. These elite cohorts were almost as valuable to the warlords of the Horus Heresy as the Space Marine Legions, and many would take great efforts to garner their loyalty and make use of their skills in battle.

A model with this special rule may select a single Cohort Doctrine; the rules and effects of this Cohort Doctrine are described here.
Auxilia Veletaris Tercio

As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack.

Each Auxilia Veletaris Tercio is a single Elites choice, using up a single Elites slot on the Force Organisation chart. Each Auxilia Veletaris Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Veletaris Tercio Organisation chart (shown below). An Auxilia Veletaris Tercio may not include more than three units.

Auxilia Veletaris Tercio Organisation Chart
An Auxilia Veletaris Tercio may include the following units:
Auxilia Armoured Tercio
Each Auxilia Armoured Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Armoured Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Armoured Tercio organisation chart (shown below). An Auxilia Armoured Tercio may not include more than three units.

Auxilia Armoured Tercio Organisation Chart
An Auxilia Armoured Tercio may include the following units:
Auxilia Artillery Tercio
Auxilia Artillery Tercio Each Auxilia Artillery Tercio is a single Heavy Support choice, using up a single Heavy Support slot on the Force Organisation chart. Each Auxilia Artillery Tercio is composed of a number of separate units – the exact number of units in the Tercio is shown on the Auxilia Artillery Tercio organisation chart (shown below). An Auxilia Artillery Tercio may not include more than three units.

Auxilia Artillery Tercio Organisation Chart
An Auxilia Artillery Tercio may include the following units:
Roll To Hit (Shooting)
To determine if the attacking model has hit its target, roll a D6 for each attack that is in range. Most models only get to make one attack – however, some weapons are capable of firing more than once, as will be explained in more detail later. The dice roll needed To Hit will depend on the Ballistic Skill (or BS) of the attacking model. The chart below shows the minimum D6 roll needed to score a Hit.

Firer’s BS12345
Roll needed To Hit65+4+3+2+

To Hit rolls are easy to remember if you subtract the Ballistic Skill of the attacking model from 7. For example, a model with BS 2 needs to roll a 5 or more (7-2=5).

Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic Hit and a roll of a 1 always misses.
Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Re-roll
In some situations, the rules allow you to re-roll a dice. This is exactly what it sounds like – pick up the dice you wish to re-roll and roll it again. The second roll counts even if it means a worse result than the first, and no single dice can be re-rolled more than once, regardless of the source of the re-roll.

If you re-roll a 2D6 or 3D6 roll, you must re-roll all of the dice, not just some of them, unless the rules specify otherwise. Any modifiers that applied to the first roll also apply to the re-roll.

If two or more special rules combine to the effect that all failed and all successful dice results would have to be re-rolled, do not re-roll any dice; simply use the original result(s) instead.
Running
In order to maximise their potential movement, models can forego the chance to make a Shooting Attack in the turn’s Shooting phase in order to increase their maximum Movement distance. This can represent infantry sprinting ahead as well as combat bikes going at maximum speed or a Dreadnought breaking into a long-legged lope. Any unit may choose to Run during the Movement phase (except those units whose Type does not allow them to do so, such as Vehicles and Artillery – see Unit Types), but this must be declared before any models in the unit are moved. If the Active player chooses to Run with any of their units, that unit increases their movement by the value of the lowest Initiative Characteristic in the unit for the duration of the Movement phase.

However, a unit that Runs may not make Shooting Attacks of any kind during the following Shooting phase, or declare Charges during the Assault phase of the same player turn. If any models in a unit Run, then all models in that unit are counted as having Run, regardless of the distance moved by any individual model.

Units making a Reaction during their opponent’s turn may never choose to Run as part of that Reaction.
Sweeping Advances
When a unit Falls Back from combat, the victors can make a Sweeping Advance, attempting to cut down the enemy as they flee.

When a Sweeping Advance is performed, both the unit Falling Back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative Characteristics, use the highest Characteristic. The units then compare their totals.

If the winner’s total (Initiative + dice roll) is greater than their opponents’, the Falling Back unit is caught by the Sweeping Advance and destroyed. All models in the destroyed unit are immediately removed as casualties. Unless otherwise specified, no Save or other special rule can prevent the unit from being destroyed.

If the Falling Back unit’s total is higher, or the final result is a tie, they break off from the combat successfully. Make a Falls Back move for the losing unit. The winners can then Consolidate.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Tercio

The warriors of the Solar Auxilia fight in small detachments known as Tercio – groups of three that operate in close formation to cover each other and provide overlapping fields of fire as they advance inexorably across the field of battle.

Models with this special rule may only be selected as part of a Tercio (see Solar Auxilia Tercios). When a Reaction is declared for a unit with this rule that allows it to make a Shooting Attack or Move, then all units from the same Tercio that are ‘In Formation’ with the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made (all units that Move or Shoot are counted as having made a Reaction, and thus cannot make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made). A unit is ‘In Formation’ when that unit is in unit coherency and has at least one model within 3" of a model from a different unit in the same Tercio that is also in unit coherency.
Furious Charge (X)

Some warriors use the impetus of the charge to fuel their own fury.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model’s Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength.

A model that has made a Disordered Charge that turn receives no benefit from Furious Charge.
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Lasrifle

Range
Str
AP
Lasrifle
 - (Volley)
30"
3
6
Heavy 2
 - (Blast Charger)
18"
6
4
Heavy 1

Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Volkite charger

Range
Str
AP
Volkite charger
15"
5
5
Assault 2, Deflagrate

Lascarbine

Range
Str
AP
Lascarbine
18"
3
6
Assault 2

Rapid Fire Weapons

Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired as effectively when a squad is advancing as when taking single, long-ranged shots.

A model armed with a Rapid Fire weapon can make two attacks at a target up to half the weapon’s Maximum Range away. Alternatively, it can instead make one attack at a target over half the weapon’s range away, up to the weapon’s Maximum Range.

If a unit attacking with Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range make two attacks, while those further away make one attack.

Models that attack with Rapid Fire weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Bolter24"45Rapid Fire
Lasgun

Range
Str
AP
Lasgun
24"
3
-
Rapid Fire

Stubcarbine

Range
Str
AP
Stubcarbine
12"
3
-
Assault 3

Autorifle

Range
Str
AP
Autorifle
24"
3
-
Rapid Fire

Concussive (X)

Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.

A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).

No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.
Shotgun

Range
Str
AP
Shotgun
12"
3
-
Assault 2, Concussive (1)

Heavy stubber

Range
Str
AP
Heavy stubber
36"
4
6
Heavy 3

Fear (X)

Some beings are so monstrous or alien that they can force their foes to recoil in horror.

All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2.

Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable.

A model that causes Fear is not itself immune to Fear, and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
Counter-attack (X)

Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy.

If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counter-attack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.

If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counter-attack special rule has no effect.
Barrage

Barrage weapons lob shells high into the air, landing them in the midst of the foe.

All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:

Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.

Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value.
Scatter Dice
Horus Heresy – Age of Darkness games use a special dice called a Scatter dice (marked with arrows and a Hit symbol). This dice is mostly used to determine a random direction, most often applied when working out the behaviour of Blast weapons, such as cannon and missile launchers (see Scatter).
Elites
Elites units are, as the name suggests, the best soldiers an army has to offer, but there are rarely ever as many of them as a commander would like. In some cases, they will be specialists, while, at other times, they will be more experienced versions of regular soldiers.
Master of Automata

Some warriors are trained to operate alongside the towering automata of the Mechanicum, well accustomed to the limitations of those war machines and how to best fight at their side.

A model with this special rule may join a unit that includes one or more models with the Automata Unit Type. While part of a unit that includes one or more models with the Automata Unit Type, a model with this special rule may not make Reactions and gains the Fearless special rule. If the Automata models in the unit are subject to the Programmed Behaviour provision then those rules are not used as long as a model with this special rule is part of the unit.
Active and Reactive player
Other rules, most notably those for the Reactions used by units in certain situations, will specify actions by the ‘Active’ or ‘Reactive’ player. The Active player is always the player whose turn is currently being played, while the Reactive player is always the player whose turn is not currently being played.
Reaction Allotments
The Reactive player may attempt a set number of Reactions in each Phase of the Active player’s turn. This set number is referred to as the Reaction Allotment, and always begins at a base value of one. A player must expend one point of their Reaction Allotment in order to have a unit under their control make a Reaction and once the Reaction Allotment for that Phase is reduced to 0, sometimes referred to as being exhausted, then no more Reactions may be made.

Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn.

The Reaction Allotment of any player may be modified by special rules or other effects, granting that player additional Reactions either in every Phase (an increase of the Reaction Allotment) or in specific Phases. This may either increase the base Reaction Allotment, that is the number of Reactions allowed in every Phase, or only grant a bonus to the Reaction Allotment in specific Phases.

For example, a player might have a special rule that states ‘This special rule increases the Reaction Allotment to two’, which would indicate that the player could make two Reactions in every Phase of their opponent’s turn. However, a special rule that states ‘This special rule increases the number of Reactions that may be made during the Assault phase by +1’ would allow a player with a Reaction Allotment of one to make a single Reaction in the Shooting and Movement phases, but two in the Assault phase.

Regardless of any special rules or other effects, no player may ever increase their base Reaction Allotment above three, nor may any player ever make more than three Reactions in a given Phase unless a special rule specifically allows for a number of Reactions above the normal limit of three.

A Reaction may be made with any unit controlled by the Reactive player, though in a number of situations a special rule or condition may deny a unit the opportunity to react. The most common such conditions where a unit may not make a Reaction are:
Impassable Terrain
Some terrain is simply so inhospitable, so dangerous that it cannot be traversed at all. Unless noted otherwise in their special rules, models cannot enter, cross, move into or move through Impassable Terrain – they must go around. The exceptions to this rule are typically units equipped with Jump Packs, or of the Skimmer or Flyer types which may move over, but not end their move, in Impassable Terrain.
Line of Sight
Line of sight determines what a model can ‘see’. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with a melee attack, or shooting attack. Line of sight literally represents your warriors’ view of the enemy – they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body.

Sometimes, all that will be visible of a model is a weapon, banner, or other ornament they are carrying. In these cases, the model is not visible. Similarly, mechanical appendages such as cables, probes and ammo feeds are ignored, even though they may be part of a model’s body. These rules are intended to ensure that models don’t get penalised for having impressive banners, weaponry, and so on.

In many cases, what a model can ‘see’ will be obvious – if there’s a hill, building or mechanical construct in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way.

On those other occasions, where it’s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model’s head for a ‘model’s eye view’. This means getting down to the level of your models and checking the battlefield from their perspective to ‘see what they can see’. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model’s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.
One Use/One Shot

Certain items can only be used once, so a general must choose wisely when to do so.

A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.
Cover Saves
Enemy models can often be protected by terrain, also known as being ‘in cover’. Where this is the case, the model will be entitled to a Cover Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, a Cover Saving Throw can still be taken.
Vehicles in the Movement Phase
As with all other models in the Horus Heresy – Age of Darkness rules, Vehicles have a Movement Characteristic which defines the maximum number of inches they may move on the battlefield. This Movement Characteristic is often much greater than any Infantry model, but the distance a Vehicle moves dictates how accurate its weapons fire will be, and so Vehicles that take full advantage of their powerful engines will be less capable of laying down support fire later in the turn.

Stationary – A Vehicle that remains Stationary will be able to attack with all of its weapons, regardless of type, with no modification to their accuracy.

Combat Speed – A Vehicle that travels equal to or less, than half of its Movement Characteristic is said to be moving at Combat Speed. This represents the Vehicle advancing slowly to keep firing. A Vehicle moving at Combat Speed may attack with all non-Ordnance or non-Destroyer weapons with no modification to their accuracy. A Vehicle moving at Combat Speed may only fire a single Ordnance or Destroyer weapon, and if it does so then all other weapons must be fired as Snap Shots.

Cruising Speed – A Vehicle that travels more than half of its Movement Characteristic is said to be moving at Cruising Speed. This represents the Vehicle diverting power to keep it moving as fast as possible, making all of its firepower wildly inaccurate. A Vehicle moving at Cruising Speed may fire a single weapon without modification to its BS and any other weapons as Snap Shots. However, a Vehicle moving at Cruising Speed may not fire Ordnance or Destroyer weapons.

Vehicles can turn any number of times as they move, just like any other model. Vehicles turn by pivoting on the spot about their centre point, rather than wheeling round. Pivoting on the spot alone does not count as moving, so a Vehicle that only pivots in the Movement phase counts as Stationary (however, Immobilised Vehicles cannot even pivot on the spot). Pivoting is always done from the centre of a Vehicle to prevent it from accidentally moving further than intended or allowed. Just like other units, Vehicles cannot move over friendly models. A Vehicle may only pivot during the Movement phase, unless another rule specifically allows it to do so at another point. Unlike other models, Vehicles may not move vertically in terrain or on Terrain Pieces in order to ascend levels.

Some Vehicle types, from combat aircraft to lumbering artillery vehicles, as detailed later in this section, can affect both the manner in which a Vehicle moves and the distances it may move.
Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.
Ordnance Weapons

Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.

When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.

Ordnance weapons hit with such force that when you roll to penetrate a Vehicle’s armour with an Ordnance weapon, roll two dice instead of one and pick the highest result.

RangeSAPType
Earthshaker cannon36"-240"94Ordnance 1, Barrage, Large Blast (5"), Pinning
Defensive Weapons and Battle Weapons
As part of the Vehicle rules, certain types of weapon are defined as Defensive, which, by inference, makes any non-Defensive weapon a Battle weapon. Throughout these rules, when a rule refers to ‘all weapons’ or simply ‘weapons’ without any further qualifiers, then this means that both Battle and Defensive weapons may be used. When a Shooting Attack is limited to only Defensive weapons or non-Defensive weapons, it will specifically state this.
Snap Shots
Under specific circumstances, models must fire Snap Shots. The most common occurrences of Snap Shots are when models with Heavy weapons move and make Shooting Attacks in the same turn. If a model is forced to make Snap Shots rather than attack normally, then its Ballistic Skill is counted as being 1 for the purpose of those attacks, unless it has a Ballistic Skill of 0, in which case it may not shoot.

The Ballistic Skill of a model making a Snap Shot can only be modified by special rules that specifically state that they affect Snap Shots, along with any other restrictions. If a special rule doesn’t specifically state that it affects Snap Shots, then the Snap Shot is resolved at Ballistic Skill 1.

Some weapon types, such as Ordnance, or those that have certain special rules, such as Blast, cannot be used to make Snap Shots. In addition, any Shooting Attack that does not use Ballistic Skill cannot be made as a Snap Shot. These exceptions aside, Snap Shots are treated in the same manner as any other Shooting Attack made with a Ballistic Skill of 1.
Dangerous Terrain Tests
To take Dangerous Terrain tests, roll a D6. On a 1, that model suffers a Wound. No Armour Save, Cover Save or Damage Mitigation roll may be made against this Wound, but Invulnerable Saves may still be made.

A model is only required to make a maximum of one Dangerous Terrain test during a Phase. Any subsequent Dangerous Terrain tests it would be required to make during that Phase are assumed to have automatically been passed.
Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Roll To Wound (Shooting)
To determine whether a Hit causes damage, compare the weapon’s Strength Characteristic with the target’s Toughness Characteristic using the To Wound chart below. The number indicated on the chart is the minimum result on a D6 needed to convert the Hit into a Wound. A value of ‘-’ indicates that the target cannot be wounded by the attack.

Note that the minimum roll needed To Wound is always at least 2. When rolling To Wound, there is no such thing as an automatic Wound and a roll of 1 always fails.

Each weapon has its own Strength Characteristic, which is given in its profile or in the description of the weapon. The following are examples of weapons and their Strength Characteristics:

WeaponStrength
Bolter4
Lightning gun7
Laser destroyer9
Melee Type
Weapons with the Melee type can only be used in close combat.
Force

Force weapons are charged by the psychic might of the wielder, turning them from mere physical tools to mystical weapons of incredible potency.

Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
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.

All weapons listed here are counted as ‘Force’ weapons for those rules that affect such weapons. A model that is eligible to select a force weapon may take any of the weapons included in this Profile.
Range
Str
AP
Type
Force sword
-
User
3
Melee, Rending (6+), Force
Force axe
-
+1
2
Melee, Unwieldy, Force
Force maul
-
+2
3
Melee, Force
Force staff
-
+1
3
Melee, Reach (1), Force
Poisoned (X)

There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal.

If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Armourbane (X)

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Resolving Damage
A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks.

Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point.

Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage.

After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table.
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.
Haywire

Haywire weapons send out powerful electromagnetic pulses.

For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:

D6Result
1No Effect.
2-5A model with the Vehicle Unit Type that is part of the target unit suffers 1 Glancing Hit. Any other model suffers 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Glancing Hits or Wounds inflicted by this result.
6A model with the Vehicle Unit Type that is part of the target unit suffers 1 Penetrating Hit. Any other model suffers 1 Wound. No Saves or Damage Mitigation rolls may be taken against Penetrating Hits or Wounds inflicted by this result.
Battlesmith (X)

Those versed in the secret arts and teachings of the Mechanicum, whether Techmarine, Forge Lord or Magos, have the skill and ability to reconstruct and effect field repairs to war machinery in the very heat of battle.

If a model with the Battlesmith (X) special rule is in base contact with, or Embarked upon, one or more damaged Vehicles, Dreadnoughts or Automata during the Shooting phase, they can attempt to repair one of them. If they do so, the model that attempted the repair cannot shoot any weapons or use any other abilities that would be used instead of making a Shooting Attack. Roll a D6. If the result is equal to or more than the value listed in brackets as part of this rule then one of the following options may be applied to any one Vehicle, Dreadnought or Automata the model is in base contact with or Embarked upon:
If a Weapon Destroyed result is repaired, that weapon may not be used to attack in the same phase as it is repaired, but may be used to attack as normal in any phase after that. The Battlesmith cannot use this ability if they are Pinned or Falling Back.
Pinned
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and that unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example, if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but enemy units do not receive the Initiative penalty for having Charged a unit through Difficult Terrain, even if the Pinned unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails and the Pinned unit makes neither a Charge or Surge move. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Allocate Wounds (Shooting)
First, the player whose unit is the target of the attack selects any one model in the unit that is within line of sight and range of the attacking unit.

If any model in the target unit has already lost one or more Wounds, but has not been removed as a casualty then the Wound must be allocated to such a model, unless that model is out of line of sight of all models in the attacking unit or has the Character sub-type.
Toughness (T)
This is a measure of a model’s ability to resist physical damage and pain. The tougher a model is, the better it can withstand an enemy’s blows. Models with a higher Characteristic are better able to withstand the rigours of the battlefield.
Ramming
When moving a Vehicle, the controlling player may declare that the Vehicle will attempt to Ram instead of moving normally. A Ram Attack allows a Vehicle to use its sheer bulk as a weapon, crushing infantry and battering even the most heavily-armoured war machines. The Vehicle attempting a Ram Attack, and any Embarked troops, may only fire Snap Shots in that turn’s Shooting phase.

To perform a Ram Attack, first turn the Vehicle on the spot to face the direction you intend to move it in, and, after measuring, declare how many inches the Vehicle is going to move, up to a maximum of its Movement Characteristic. If, due to the size of the Vehicle model making the Ram, pivoting the model brings it into contact with an enemy unit then move the Ramming Vehicle the minimum distance required to keep it 1" away from any other model before beginning the Ram. Once the Vehicle has been ‘aimed’ and the intended distance declared, move the Vehicle straight forwards until it comes into contact with a unit, enemy or friendly, or it reaches the distance declared – no other changes of direction are allowed during a Ram.

Note that a Vehicle conducting a Ram may not contact a unit that is locked in combat. If its movement would bring it into contact with a unit that is locked in combat then it must halt its movement 1" away from that unit, ending the Ram.

If a non-Vehicle unit is reached then that unit suffers D6 automatic Hits. These hits are resolved at a Strength equal to half the Front Armour Value of the Ramming Vehicle, rounding up, and with an AP of -. If the Ramming Vehicle is a Super-heavy Vehicle then the Strength of the attack is always 10, and the number of Hits is increased to 2D6. Once all Hits sustained from the Ram have been resolved, the unit that has been rammed must take a Morale check and immediately Fall Back if it fails. Regardless of the result of the check, the Vehicle stops moving 1" away from any other models and does not move any further this turn.

If the Ramming Vehicle comes into contact with an enemy Vehicle or Building, then all Vehicles or Buildings immediately inflict a Hit against any Armour Facing that is in contact with another Vehicle. The Strength of Hits inflicted on all Vehicles will be equal to half the Armour Value, rounding up, on the facing that is in contact with an enemy Vehicle or Building.

If the Ramming Vehicle has more starting Hull Points than any Vehicle or Building it is in contact with, add +1 to the Strength of the Hit, and if the Ramming Vehicle has the Slow or Super-heavy type, or is a Building, add +4 Strength, to a maximum value of 10. Both players roll for armour penetration against any of their opponent’s Vehicles or Building involved in the Ramming Attack, and any results are immediately applied. Regardless of the damage dealt to any Vehicles or Buildings involved in the Ram Attack, once the Ram Attack is resolved the Ramming Vehicle halts 1" away from any other models and does not move further this turn.

If, at any point in its move, the Vehicle would enter into contact with Impassable Terrain or a battlefield edge, or if it passes within 1" of units in combat or friendly units, it immediately stops moving 1" away from any other model.
Fall Back
Units make a Fall Back Move immediately upon failing a Morale check – the only moves they can make in subsequent Phases are Fall Back Moves until they Regroup. In each subsequent Movement phase, they will make further Fall Back Moves instead of moving normally, until the unit Regroups, is destroyed or leaves the battlefield.

Fall Back Moves are 2D6", unless a rule specifies otherwise. Fall Back Moves are not slowed by Difficult Terrain, but incur Dangerous Terrain tests as normal. Units with models that Fall Back at different speeds always Fall Back at the speed of the slowest model in the unit.

Each model in the unit moves directly towards their own battlefield edge by the shortest possible route.

If playing a mission where there is no ‘own’ battlefield edge, models move towards the closest battlefield edge instead.

If any model from a unit that is Falling Back moves into contact with a battlefield edge, the entire unit is removed from the game as casualties as it scatters and flees the battle.
Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Instant Death

Some blows can slay an enemy outright, no matter how hardy they may be.

If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Number of Attacks
Each engaged model makes a number of Attacks (A) as indicated on its Characteristics profile, plus the following bonus attacks:

+1 Charge Bonus: Engaged models that Charged this turn get +1 Attack this turn. Models in units that made a Disordered Charge do not get this bonus.

+1 Two Weapons: Engaged models with two single-handed weapons (often a Melee weapon and/or Pistol in each hand) get +1 Attack. Models with more than two weapons gain no additional benefit; you only get one extra attack.

Other Bonuses: Models may have other special rules and Wargear that confer extra attacks.
Arriving from Reserve
At the start of the Active player’s second turn, roll a D6 for each unit in that player’s army that is being held in Reserve – these are known as ‘Reserve rolls’. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3, it remains in Reserve and is rolled for again next turn.

If a successful Reserve roll is made for a unit, that unit must be moved onto the battlefield this turn. From the start of Game Turn 4 all Reserve rolls are considered to automatically succeed, unless another special rule states otherwise, and all of the Active player’s units that are in Reserve must be moved onto the battlefield or they are considered destroyed.

Some special rules can modify the roll required for a unit to arrive from Reserve. Regardless of the modifier(s), a natural roll of a 1 always means that the unit in question remains in Reserve, and a natural roll of a 6 always means that the unit in question arrives from Reserve.

Any unit for which a successful Reserve roll has been made must move onto the Battlefield at the start of the Controlling player’s Movement phase, before any other models are moved. Select one of the Active player’s arriving units and deploy it, moving it onto the table in the manner described as follows. Then pick another arriving unit and deploy it, and so on until all arriving units are on the table. The Active player can then proceed to move their other units as normal.
Modifiers
Certain pieces of Wargear or special rules can modify a model’s Characteristics positively or negatively by adding to it (+1, +2, etc), subtracting from it (-1, -2, etc) or even setting its value (1, 8, etc). A model’s Initiative cannot be modified below 1, and no other Characteristic can be modified below 0.
Armour Penetration Rolls
Once a hit has been scored on a Vehicle, roll a D6 and add the weapon’s Strength, comparing this total with the Armour Value of the appropriate facing of the Vehicle.
  • If the total is less than the Vehicle’s Armour Value, the attack has no effect.
  • If the total is equal to the Vehicle’s Armour Value, the attack inflicts a Glancing Hit.
  • If the total is greater than the Vehicle’s Armour Value, the attack inflicts a Penetrating Hit.
Armour Value (AV)
The Armour Value, sometimes referred to simply as Armour, of a Vehicle represents how hard it is to damage. Vehicles have separate Armour Values to represent the protection on their Front (F), Sides (S) and Rear (R). Armour Values typically range from 10-14, depending on which Facing of the Vehicle is being attacked, with the lightest armour usually on the Rear.
Range
If the weapon’s range contains a ‘-’, it is (unless otherwise stated) a Melee weapon, it may also state ‘Melee’ as its range. If it contains a number, or ‘Template’ or ‘Hellstorm’, it is a Ranged weapon. The number given here is the range measured in inches. If it has two numbers, the first is its Minimum Range and the second is its Maximum Range. If the weapon’s range is given as ‘Template’ or ‘Hellstorm’, then it uses a teardrop-shaped template (see Template Weapons).
Disembarking
A unit that begins its Movement phase Embarked upon a Vehicle can Disembark either before or after the Vehicle has moved (including pivoting on the spot) so long as the Vehicle has not moved more than half its Movement Characteristic.

If the Vehicle had not moved before the unit Disembarked, the Vehicle can then move normally. If the Vehicle had already moved before the unit Disembarked, the Vehicle cannot move further that turn (including pivoting on the spot). In addition, a Vehicle cannot Ram on a turn that a unit Disembarks from it.
Bulky (X)

This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.

Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit (see, for example, Rampage (X)).
Roll To Wound (Close combat)
Once all To Hit rolls have been made in a given Initiative Step, the controlling player must roll a D6 for each successful hit to see if the attack causes a Wound.

Consult the chart below, cross-referencing the attacker’s Strength Characteristic with the defender’s Toughness Characteristic. The chart indicates the minimum result on a D6 roll required to inflict a Wound, and is the same chart as is used during the Shooting phase. A ‘-’ indicates that the target cannot be wounded by the attack. In most cases, when rolling To Wound in close combat, you use the Strength on the attacker’s profile regardless of what weapon they are using. However, there are some Melee weapons that give the attacker a Strength bonus, and this is explained previously in the Weapons section.

MULTIPLE TOUGHNESS VALUES
Rarely, a unit will contain models that have different Toughness Characteristics. When this occurs, roll To Wound using the Toughness value of the majority of the engaged unit. If two or more Toughness values are tied for majority, use the highest of those tied values.

Preferred Enemy (X)

Many of the galaxy’s warriors train hard to overcome a particular foe, allowing them to predict the enemy’s battle-stances and thus land a blow or shot with greater ease.

This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks.

If a model with this rule makes an attack against a mixed unit which has one or more models to which their Preferred Enemy rule pertains, but is not entirely composed of such models, it may still benefit from the effects of Preferred Enemy for all attacks made against that unit. For example, a model with Preferred Enemy (Independent Characters) may re-roll failed To Hit and To Wound rolls of 1 against all of the models in a unit which has been joined by an Independent Character.
Precision Strikes (X)

The galaxy is replete with swordsmen and blade-masters who can pick out an enemy from a crowd and land a blow on them, even amidst the swirling chaos of hand-to-hand combat.

If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike.

Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation.
More than One Weapon
Unless otherwise stated, if a model has more than one Ranged weapon, they must choose which one to shoot – they cannot fire both in the same Shooting phase. If a model has more than one Melee weapon, they must choose which one to attack with in the Assault phase. However, if a model has two or more Melee weapons, they gain +1 Attack when making melee attacks during the Fight sub-phase.
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.

A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Auxilia Medicae and Knights Vestal, which may not be assigned to a unit with this special rule unless they also have this special rule).
Perils of the Warp
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. Most Psychic Powers and Weapons dictate under what conditions a Psyker must suffer Perils of the Warp, but in most cases this will be as the result of a failed Leadership test while using a Psychic Power or attack.

Whenever a Psyker or other model/unit suffers Perils of the Warp, apply the rule below:

Perils of the Warp: When a model or unit suffers Perils of the Warp, it receives D3 Wounds against which only Invulnerable Saves may be taken (no Damage Mitigation rolls may be made to negate these Wounds). These Wounds may be allocated to any model in the unit, including models without the Psyker Sub-type, in the same manner as those received during a Shooting Attack. If the Psyker is a Vehicle, it suffers D3 Hull Points of damage against which only Invulnerable Saves may be taken.

These Hull Points of damage may be allocated to other Vehicle models in the same Squadron, in the same manner as a Shooting Attack.
Scatter
Sometimes a rule will call for an object (a template, counter, model or even a whole unit) to be placed on the battlefield and then scattered. When this occurs, follow this procedure:
  • Place the object on the battlefield as instructed by the rule.
  • Roll a Scatter dice and 2D6 to determine the direction and distance of scatter in inches.
  • If a Hit is rolled on the Scatter dice, the object does not move – leave it in place and resolve the remainder of the rule.
  • If an arrow is rolled, move the object the distance shown on the 2D6 in the direction of the arrow. Ignore intervening terrain, units, etc, unless the rule states otherwise.
  • Once the object has scattered to its final position, resolve its effects.
Some rules may specify a distance to be determined other than 2D6, in which case, just replace the 2D6 in this procedure with the method listed in the rule.

Scatter dice and other dice and accessories that you can use in your games of Horus Heresy – Age of Darkness can be purchased from the Games Workshop website.
Advanced Reaction: Interceptor
Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions, they are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description.

Interceptor - This Advanced Reaction may be made whenever an enemy unit enters play from Reserve within line of sight of a friendly unit, and within the maximum range of at least one weapon in that unit. The Reacting unit may make a Shooting Attack, targeting a unit deployed onto the battlefield in this Phase and following all the usual rules for Shooting Attacks. Vehicles may only fire Defensive weapons, unless another rule specifically states otherwise. Shooting Attacks made as part of the Interceptor Reaction do not cause Morale checks, regardless of the number of casualties inflicted.

Unless otherwise specified by another rule, making this Reaction expends a point from the Reactive player’s Reaction Allotment for the Phase in which the Reaction is made.
Assault Vehicle

This vehicle is specifically designed to disgorge troops into the thick of the action.

Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.
Disordered Charge
In certain situations, a Charge may be deemed to be Disordered. The most common occurrence of this is when a Charging unit contacts more than one enemy unit, or when a special rule or item of Wargear dictates that a Charge is Disordered. A unit making a Disordered Charge does not gain the +1 Charge Bonus to its number of Attacks usually gained from a Charge, or any other bonus granted by special rules that require the unit or model to have successfully Charged an enemy unit.
Transport Capacity
Each Transport Vehicle has a maximum passenger capacity that can never be exceeded. A Transport can carry a single Infantry unit and/or any number of Independent Characters with the Infantry or Primarch Unit Types, up to a total number of models equal to the Vehicle’s Transport Capacity. The entire unit must be Embarked on the Transport if any part of it is – a unit cannot be partially Embarked or be spread across multiple Transports.

Only Infantry models can Embark upon Transports unless specifically stated otherwise. Certain special rules, notably the Bulky (X) special rule, may modify the Transport Capacity required for a given model to Embark upon a Transport, and this will be specified in the model’s rules. Sometimes, there will be constraints on which types of models can Embark upon a particular Vehicle, and this will be specified in the unit’s entry. Whilst Embarked upon a Transport, units gain the Fearless special rule and cannot be made to Fall Back or become Pinned while Embarked upon the Transport.
Destroyer

Mounted only on the largest and most fearsome of war machines, Destroyer class weapons are capable of annihilating smaller targets and tearing through even the thickest armour with ease.

A model making a Shooting Attack with a Destroyer weapon attacks the number of times indicated on the weapon’s profile whether or not the bearer has moved. A model carrying a Destroyer weapon can attack with it in the Shooting phase and still Charge in the Assault phase. In addition, when you roll for armour penetration with Hits caused by a Destroyer weapon, roll three dice instead of one and discard the single lowest dice rolled, or any one of the lowest dice in the case of tied results. Use the total of the remaining dice to determine the result.

In addition, when a Destroyer weapon inflicts a Glancing Hit or a Penetrating Hit, it inflicts D3 Hull Points of Damage instead of a single Hull Point. When a Destroyer weapon inflicts a Wound on a non-Vehicle model, it inflicts D3 Wounds instead of a single Wound.

RangeSAPType
Volcano cannon120"101Destroyer 1, Large Blast (5")
Strength (S)
Strength gives a measure of how physically capable a warrior is. Models with a higher Characteristic have a much greater chance of inflicting Wounds upon its enemy.
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Master-crafted

Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Shell Shock (X)

Some weapons produce such a weight of fire that any target pummelled by their attack is left dazed and stunned.

Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.

For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Blast Markers and Templates
Some weapons are so powerful that they don’t just target a single model or unit, but have an ‘area effect’ which might encompass several different models or units. To better represent these circumstances, Horus Heresy – Age of Darkness games use a series of different Blast markers and templates:
  • A ‘Small’ Blast marker (3" in diameter).
  • A ‘Large’ Blast marker (5" in diameter).
  • A ‘Template’ (a teardrop-shaped template roughly 8" long).
A number of weapons are even more powerful, able to obliterate entire squads in a single shot. These apocalyptic weapons use even bigger markers and templates, which include:
  • A ‘Massive’ Blast marker (7" in diameter).
  • An ‘Apocalyptic’ Blast marker (10" in diameter).
  • An ‘Apocalyptic Barrage’ marker (a clover-shaped set of five overlapping markers, each 5" in diameter).
  • A ‘Hellstorm’ (a teardrop-shaped template roughly 16" long).
All of these templates and Blast markers can be purchased separately.

The templates and Blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or a blast radius. When an attack uses a template or Blast marker, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed further later in this section). To work out the number of Hits, you normally need to hold the template or Blast marker with its central hole over an enemy model or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models lie partially or completely underneath. Various special rules and weapon effects will provide additional details on the specific use of templates when making attacks with those special rules or weapons.

A unit takes a Hit for each model that is fully, or even partially, underneath the template or Blast marker. Remember that a model’s base is counted as being part of the model itself, so all a template or Blast marker has to do to cause a Hit is to cover any part of the target’s base.
Sunder

Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.

Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.
Massive Blast
Massive Blast weapons use the 7" Blast marker, but otherwise obey all the rules for Blast weapons.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Ignores Cover

This weapon fires ammunition that cheats an enemy of their shelter.

Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.
Psy-shock

Some weapons are created to distort and fracture ætheric space, their detonations causing panic attacks and confusion in the un-attuned – but to those trained to channel the power of the Warp they can trigger a spontaneous and uncontrolled manifestation of power that is often fatal to the psyker and those around them.

A unit that includes at least one model with the Psyker Unit Sub-type or Daemon Unit Type, and which suffers one or more unsaved Wounds from a weapon with this special rule also suffers Perils of the Warp. Any given unit may only suffer Perils of the Warp once per Phase due to the effects of this special rule, regardless of how many enemy units attack that unit or how many weapons with this special rule are present in attacking units.
Sniper

Sniper weapons are precision instruments, used to pick out a target’s weak points.

If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.
Firing Protocols (X)

Those warriors or war engines equipped with multiple weapons often incorporate sophisticated tracking systems, or have received advanced training to allow them to wield them all simultaneously on the battlefield.

When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing Protocols (2) special rule may attack with up to two different weapons.
Bolter

Range
Str
AP
Bolter
24"
4
5
Rapid Fire

Combi-bolter

Range
Str
AP
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked

Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Entangle (X)

Some weapons are designed to debilitate their targets as much as they are to kill them. Victims are left helpless once it takes effect, forcing their comrades to drag them onward or be left at the mercy of their enemies.

An attack that has this special rule does not roll to Wound using the normal rules, instead roll To Wound by comparing the Attack’s Strength to the target’s Strength Characteristic, using the Strength Characteristic in place of Toughness on the To Wound table. If any Attacks with this special rule inflict Wounds, do not make Armour Saves or Damage Mitigation rolls for those Wounds – instead for each Wound inflicted by an Attack with this special rule, reduce the Movement Characteristic of all models in the target unit by the number in brackets that is included as part of this special rule (to a minimum of 1) until the end of the controlling player’s next turn. The Wounds caused by Attacks with this special rule are then discarded and neither reduce the target model’s Wounds Characteristic nor cause any models to be removed as casualties (this does not affect Wounds inflicted by Attacks without this special rule that are part of the same Shooting Attack).

Attacks with this special rule have no effect on models with the Vehicle or Primarch Unit Type, or on any model that starts the battle with 6 or more Wounds. Do not roll To Wound if Hits from an attack with this special rule are allocated to such a model and simply discard those Hits. Similarly, models of these Types are not affected by the modifiers to Movement inflicted by the Entangle special rule, regardless of whether other models in the same unit are affected.
Exoshock (X)

Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.

If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.

If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.
Lance

The terror of tank commanders, a lance weapon fires a concentrated beam of energy that can bore through any armour, regardless of thickness.

Weapons with the Lance special rule count Vehicle Armour Values that are higher than 12 as 12.
Shock Pulse

Some weapons emit such a storm of radiation and electrical impulses that they can temporarily incapacitate even the most well-armoured fighting vehicles.

Any model with the Vehicle, Dreadnought or Automata Unit Type that suffers a Penetrating Hit or unsaved Wound from an attack with this special rule may only make Snap Shots when it next makes a Shooting Attack either as part of a Reaction or during its vontrolling player’s Shooting phase.
Torrent (X)

This weapon fires massive gouts of flame, gas or lethal fluids across the battlefield.

A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end.

For example, a weapon with the Torrent (18) special rule must place the narrow end of the template at a point within 18" and the wide end no closer to the firing model than the narrow end.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these Wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Skyfire

Skyfire weapons excel at shooting down enemy aircraft.

A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.
Bolt Weapons

A branch of weaponry rare outside of 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, selfpropelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Bolt pistol
12"
4
5
Pistol 1
Bolter
24"
4
5
Rapid Fire
Vratine bolter
18"
4
5
Rapid Fire, Psy-shock
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
Vratine Nemesis bolter
52"
4
5
Heavy 1, Rending (5+), Sniper, Pinning, Psy-shock
Heavy bolter
36"
5
4
Heavy 4
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
Lastrum storm bolter
24"
5
4
Assault 3, Shred
Lastrum bolt cannon
36"
6
4
Heavy 4, Shred
Twin Lastrum bolt cannon
36"
6
4
Heavy 8, Shred
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.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this profile.
Range
Str
AP
Type
Power sword
-
User
3
Melee, Rending (6+)
Power axe
-
+1
2
Melee, Unwieldy
Power maul
-
+2
3
Melee
Power lance
-
+1
3
Melee, Reach (1)
Two-handed

This weapon is particularly heavy and requires both hands to wield.

A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
Reaping Blow (X)

Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.

If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).
Murderous Strike (X)

Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.

Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
Duellist’s Edge (X)

Some weapons have such a fine balance that they leap and spin in their wielder’s hands like living things, eager to spill the blood of the foe.

When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Sudden Strike (X)

Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.

A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).
Rampage (X)

For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack.

At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. If the value in brackets is randomly determined by rolling dice, then roll once for each such variant of the Rampage special rule present in the unit to determine the number of Attacks that may be made, applying the result to all models with that variant for the current phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.

A model that has made a Disordered Charge that turn receives no benefit from Rampage.
Measured Strike

Striking with careful precision, some warriors place their emphasis on exacting skill over a flurry of wild strikes.

A model attacking with a weapon or profile that has this special rule may only make a single attack, regardless of the value of its Attacks Characteristic, any other special rules or whether it has Charged or is wielding more than one weapon.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Determine Assault Results
To decide who has won the combat, total up the number of unsaved Wounds inflicted by each side on their opponents. This includes all Wounds caused during the Fight sub-phase, whether from normal attacks, the Hammer of Wrath special rule, or other factors.

Do not include Wounds caused in the Charge sub-phase,such as those from Reactions, failed Dangerous Terrain tests, etc.

The side that inflicted the most unsaved Wounds is the winner. The losing unit must make a Morale check and must Fall Back if it fails. If both sides suffer the same number of Wounds, the combat is drawn and continues next turn. If one side destroys the enemy completely, it wins the combat automatically, even if it sustained more casualties than the other unit.

Wounds that have been negated by Saving Throws or special rules do not count towards determining who won the combat. Neither do Wounds in excess of a model’s Wounds Characteristic; only the Wounds actually suffered by enemy models count (including all of the Wounds lost by models that have suffered Instant Death). In rare cases, certain models can cause Wounds on themselves or their allies – these Wounds are added to the other side’s total for working out who has won.
Night Vision

Some warriors can see almost as clearly in the darkness as they can in daylight.

A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
Vox Interlock

Dedicated vox relays, these units allow a direct link between a field unit and its immediate command section. While lacking in the versatility of more complex vox units, and prone to disruption by enemy action, these communication devices are robust and easily operated by troopers from worlds whose knowledge of technology is limited.

Any friendly unit that includes at least one model with a vox interlock may choose to use the Leadership value of any model in a friendly unit with a command vox when making Pinning tests or Morale checks – this includes any friendly units with a command vox that are in Reserves or are Embarked on a model with the Vehicle Unit Type.
Flame Weapons

Among the most ancient of weapons employed within the ranks of the armies of the Imperium, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Emperor’s warriors 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.

All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Hand flamer
Template
3
-
Pistol 1
Flamer
Template
4
5
Assault 1
Heavy flamer
Template
5
4
Assault 1
Infernus incinerator
Template
6
4
Heavy 1
Infernus firepike
Template
6
6
Heavy 1, Torrent (9")
Infernus firebomb clusters
Bomb
6
4
Heavy 1, Massive Blast (7"), Ignores Cover
Inferno cannon
Helstorm
8
4
Ordnance 1, Torrent (9"), Breaching (6+), Concussive (1)
Lastrum bolt cannon

Range
Str
AP
Lastrum bolt cannon
36"
6
4
Heavy 4, Shred

Shrouded (X)

The source of the darkness around these warriors matters not – only a lucky shot has any chance of piercing the shroud that hides them from view.

When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that ‘no Saves of any kind are allowed’). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models (excluding models with the Primarch Unit Type) with the Fearless special rule.

Roll a D6 each time an unsaved Wound, Glancing Hit or Penetrating Hit is suffered by a model with this special rule. On a result that is equal to or greater than the value in brackets, that unsaved Wound, Glancing Hit or Penetrating Hit is ignored. On any other result, the Wound, Glancing Hit or Penetrating Hit is applied as normal. For example, a unit with the special rule Shrouded (6+) would need to score a 6 in order to ignore a Wound, Glancing Hit or Penetrating Hit inflicted upon it.

If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+).

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound, Glancing Hit or Penetrating Hit.
Hammer of Wrath (X)

Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe.

If a model with this special rule ends its Charge Move in base contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the model’s unmodified Strength with AP-. These attacks do not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). These attacks are resolved during the Fight sub-phase at Initiative step 10, but do not grant the model an additional Pile-in Move.

If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
Deep Strike

Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.

A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.
Characteristic Tests
A model will sometimes be called upon to take a Characteristic test. Such a test can be applied against any Characteristic that the model has, except for Leadership and Armour Save. A Toughness test is a Characteristic test, as is a Strength test or an Initiative test, a Wounds test, and so on.

Models don’t have a choice of what Characteristics to use – the Characteristic to be tested will be specified in the rule.

To make a Characteristic test, follow these steps:
  • Roll a D6 and compare the result to the relevant Characteristic in the model’s profile.
  • If the result is equal to or less than the number in the profile, the test is passed.
  • If the result is greater than the number in the model’s profile,the test has been failed and the model faces the consequences as detailed in the rule that prompted the test.
When a single test is required for the whole unit, use the highest relevant Characteristic in the unit.
Leadership Tests
At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances.

To take a Leadership test, use the following procedure:
  • Roll 2D6 and compare the result to the model’s Leadership Characteristic.
  • If the result is equal to or less than the model’s Leadership Characteristic, then the test has been passed.
  • If the result is greater than the model’s Leadership Characteristic, the test has been failed and the model faces the consequences as detailed in the rule that prompted the test.
If a unit has to take a Leadership test and it includes models with different Leadership values, always use the highest Leadership from among them.
Vehicle Facing and Armour Values
Not all vehicles are equally armoured. Countless layers of adamantium and ceramite plates protect some tanks, while lighter vehicles rely more on their speed to avoid incoming fire.

As such, Vehicles have different Armour Values, representing the thickness of their armour. Armour Values for individual Vehicles often vary between its Front, Side and Rear Facings. Attacks are resolved against the Facing of the Vehicle that the attack comes from. To see what Facing an attack is coming from, draw two imaginary lines through the corners of the Vehicle (see diagram below). If a unit has firing models in two or more different Facings of a target Vehicle (some models in the Front and some in the Side, for example), attacks are resolved separately for each Facing. Each individual model may only direct its attacks at a Facing it can draw line of sight to and, in situations where a model can draw line of sight to more than one Facing, the controlling player may choose which Facing will be the target of any attacks.

This may require attacks targeting a Vehicle to be divided into separate pools, each resolved against the appropriate Facing and the Armour Value attached to that Facing. In any situation where a model is hit by a weapon or attack which fires Indirectly or does not otherwise require line of sight to its target, Hits are always resolved against the Side Armour Value. The direction a turret is facing has no bearing on what arc of a Vehicle you are firing at.

Template Weapons

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets. They are excellent for killing enemy troops in cover, as the payload simply flows over intervening obstacles to assail the foe behind.

Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit. A Template weapon never hits the model firing it.

Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are allocated following the normal rules.
Snare cannon

Range
Str
AP
Snare cannon
18"
7
-
Heavy 3, Entangle (2)

Slay the Warlord
If the enemy army has a Warlord, and at the end of the game their Warlord has been removed as a casualty, you score 1 Victory point. If that Warlord was also a Primarch choice then an additional 1 Victory point is scored.

Grenade launcher

Range
Str
AP
Grenade launcher
 - Frag
24"
3
6
Assault 1, Blast (3"), Pinning
 - Krak
24"
5
4
Assault 1
Cyber-familiar

Utilised by adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi-autonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These minion-drones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
Army List
Datasheets collated

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