Legio Custodes – Datasheets


Warlord


Constantin Valdor
UNIT COMPOSITION: 1 CONSTANTIN VALDOR
400 PointsPts
Captain-General of the Legio Custodes, The Shield of the Emperor, Magisterium Ultima

Constantin Valdor sits at the right hand of the Emperor as perhaps his most trusted companion and guardian, a watchman of inviolable purpose and all but unmatched fighting skill. Such in fact is Valdor’s martial power and superhuman physical and mental abilities that there are those, even within the Imperial Court, who have in whispers called him ’Primarch in all but name’. This is no doubt a disingenuous claim, as for all his power Valdor was made and trained to serve a different and far more focused purpose, that of Lord Commander of the Custodian Guard, and to Valdor the petty concerns of conquest and glory, dominion and victory are as nothing when compared to his own sworn duty. Thus while Constantin Valdor holds a rank in some ways higher than that of even Primarch, and sits at the centre of Imperial power on Terra, he seldom exercises his influence, save where his purview is directly concerned, and then never with ambition or aggrandisement. But should his purpose be challenged or, worse yet, should anyone or anything seek to endanger the Emperor or his chosen representatives, Valdor is as a demi-god of vengeance made incarnate: unstoppable and unrelenting.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Constantin Valdor (⌀40mm) 12 10 10 10
Constantin Valdor (⌀40mm) 8 7 6 5 5 6 6 6 12 10 10 10 2+ 4+
WARGEAR
  • The Apollonian Spear
  • Misericordia
  • Arae-Shrike
TRAITS
  • Legio Custodes
  • Loyalist
  • Golden Exemplar
  • The Sodality
SPECIAL RULES
  • Bulky (4)
  • Eternal Warrior (2)
  • Hatred (Paragon)
  • Master of the Golden Legion
  • Vanguard (3)
TYPE
  • Paragon (Unique)
WARGEAR

The Apollonian Spear

Believed to be crafted by the hand of the Emperor himself and once wielded by his own hand in battle as far back as the Unification Wars in which he rose to power on Terra, the Apollonian Spear was given to Valdor upon his accession to the mantle of Chief Custodian, and it has served no other since. Like the signature armament of the Custodian Guard, it incorporates both a power blade and an in-built bolt weapon, though in both cases these are of a potency far exceeding those that even the Emperor’s elite carry into battle.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Apollonian Spear (Ranged)
The Apollonian Spear (Ranged)
18
2
5
2
2
Suppressive (1)
Assault, Bolt

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Apollonian Spear (Melee)
The Apollonian Spear (Melee)
I
A
+2
2
2
Critical Hit (5+), Duellist’s Edge (2), Impact (AM)
Power

SPECIAL RULES

Master of the Golden Legion

Constantin Valdor carries with him the inviolate authority of Terra itself, and should he see fit to deploy them in battle, the Legio Custodes at his command are a terrifying force of destruction more powerful even than the Legiones Astartes.

If a Model with this Special Rule is part of an Army, then the Fear (1) Special Rule is granted to all Models with the Legio Custodes Trait (excluding Models with the Vehicle Type) in the same Army until the end of the first Battle Turn.

Furthermore, if a Model with this Special Rule is part of an Army, then once per Turn, when the Controlling Player makes a Reserves Test for a Unit which only contains Models with the Legio Custodes Trait and the Deep Strike Special Rule, before the Reserves Test is made, that Player can choose to modify that roll by + 1. If this modifier is applied, that Unit must be deployed using the Deep Strike Special Rule.

High Command


Jenetia Krole
UNIT COMPOSITION: 1 JENETIA KROLE
125 PointsPts
Knight-Commander of the Silent Sisterhood, The Witch-Bane, The Soulless Queen

One of the most mysterious and feared warlords of the Imperium, Jenetia Krole, or as the remembrancers were wont to name her ‘The Soulless Queen’, was the indomitable Knight-Commander of the Silent Sisterhood. The foremost battle leader of her Order, Jenetia Krole stalked the shadows of the Great Crusade at the behest of her master, the Emperor. She commanded whole armies of the Sisters of Silence on those dread occasions when such were required to take to the field, sought out and slew psykers turned would-be gods, and cut the lives short of any who aimed either to deny or subvert the Great Tithe.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Jenetia Krole (⌀32mm) 10 10 12 10
Jenetia Krole (⌀32mm) 6 6 5 3 3 4 5 5 10 10 12 10 2+ 4+
WARGEAR
  • The Sword of Oblivion
  • Archaeotech pistol
TRAITS
  • Loyalist
  • Anathema Psykana
  • Talons of the Emperor
  • Investigatus-Militant
SPECIAL RULES
  • Eternal Warrior (1)
  • Ex Oblivio
  • Fear (1)
  • Hatred (Psyker, Malefic)
  • Precision (5+)
  • The Soulless Queen
TYPE
  • Infantry (Unique, Command, Light)
WARGEAR

The Sword of Oblivion

Fashioned in the manner of a highly ornate Execution blade, the Sword of Oblivion is in fact the pattern from which all others of its kind were said to have been made, and stands as the symbol of the High Commander of the Silent Sisterhood. The sword’s true mystery lies in the substance of the blade itself, for it can cut almost anything without evidence of any kind of power field or disruption generator, its origins an enigma to all save perhaps the Emperor.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Sword of Oblivion
The Sword of Oblivion
I
A
+2
2
2
Critical Hit (6+), Duellist’s Edge (2)
-

SPECIAL RULES

The Soulless Queen

One of the most potent psychic nulls in the Imperium, Jenetia Krole is capable of harnessing and focusing the emptiness within her, inflicting a moment of crippling weakness and terror upon an opponent.

This Gambit allows the Controlling Player to apply a modifier to their Focus Roll equal to the difference between Krole’s and the enemy Model’s Willpower Characteristics.

While a Model with this Special Rule is in a Challenge, its Controlling Player can select the following Gambit:

Abyssal Strike: When this Gambit is selected, the Controlling Player gains a positive modifier to their Focus Roll equal to Jenetia Krole’s Base Willpower Characteristic minus the current Willpower Characteristic of the opposing Model in the Challenge.


Tribune
UNIT COMPOSITION: 1 TRIBUNE
250 PointsPts

Below the absolute authority of the Captain-General and the three Legatii lies the Custodian Tribunate: the Legio Custodes’ council of war and policy, granted the incomparable privilege of providing counsel to the Emperor himself. Each Tribune must have earned at least ten names and won three great victories to be considered for service, and such figures are held in immense esteem by their fellow Custodians. Only by a Tribune’s authority may an entire Shield Host of the Legio Custodes be mustered for battle, for they are among the greatest warriors and strategists in the Imperium, and where they tread, death follows.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Tribune (⌀40mm) 12 10 10 10
Tribune (⌀40mm) 8 7 5 5 5 5 6 6 12 10 10 10 2+ 4+
WARGEAR
  • Eternity spear
  • Misericordia
  • Arae-Shrike
TRAITS
  • Loyalist
  • Legio Custodes
  • Golden Exemplar
  • The Sodality
SPECIAL RULES
  • Bulky (2)
  • Eternal Warrior (2)
  • Vanguard (3)
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its eternity spear exchanged for one eternity blade and one praesidium shield for Free.

Command


Knight-Centura
UNIT COMPOSITION: 1 KNIGHT-CENTURA
75 PointsPts

Drawn from the elite ranks of the Chamber of Oblivion, the Knights-Centura serve as the battlefield commanders of the Sisters of Silence. Elevated as a result of their seniority, martial prowess and power as psychic nulls, they are charged with the inviolate duty of commanding the tactical operations of the Great Tithe and the sworn duty of destroying rogue psykers deemed too dangerous to live. Each Knight-Centura is the unquestioned mistress of her own mission force through not only the strict customs of the Order but also the trust placed in her abilities by those under her command.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Knight-Centura (⌀32mm) 9 8 12 8
Knight-Centura (⌀32mm) 6 5 4 3 3 3 5 3 9 8 12 8 2+ 5+
WARGEAR
  • Paragon blade
TRAITS
  • Loyalist
  • Anathema Psykana
  • Talons of the Emperor
  • Investigatus-Militant
SPECIAL RULES
  • Ex Oblivio
  • Fear (1)
  • Hatred (Psyker, Malefic)
  • Precision (6+)
TYPE
  • Infantry (Command, Light)


Shield Captain
UNIT COMPOSITION: 1 SHIELD CAPTAIN
175 PointsPts

Elevated both through the trust of their peers and by the Emperor’s direct approval, Shield Captains are warriors of not only consummate and superhuman ability but also rare insight, acumen and knowledge. Afforded the finest of the Imperium’s arms, each of these legendary fighters commands the Legio Custodes against all manner of threats, and whether their Shield Company numbers a handful of Sodalities detached to mete out the Emperor’s judgement or over a hundred warriors assembled for mass battle, they bear with them the might and power of the Legio manifested in a single indomitable warrior.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Shield Captain (⌀40mm) 10 10 9 9
Shield Captain (⌀40mm) 8 6 5 5 5 3 5 4 10 10 9 9 2+ 4+
WARGEAR
  • Eternity blade
  • Misericordia
  • Praesidium Shield
TRAITS
  • Loyalist
  • Legio Custodes
  • The Sodality
SPECIAL RULES
  • Bulky (2)
  • Eternal Warrior (1)
  • Vanguard (3)
TYPE
  • Infantry (Command)
OPTIONS
  • This Model may have its eternity blade and praesidium shield exchanged for one eternity spear for Free.
  • This Model may have an arae-shrike selected for it for +50 Points.

Elites


Adrasite Guard Sodality
UNIT COMPOSITION: 6 ADRASITE GUARDS
360 PointsPts
May include up to 6 additional Adrasite Guards at +60 Points per Model.

When the ranks of the Hykanatoi are called together en masse, individual Sodalities will occasionally be outfitted with the Adrasite spear, a rare guardian weapon which substitutes the guardian spear’s lastrum bolter component for an Adrathic firearm. So equipped, these ‘Adrasite Sodalities’ hunt down the most monstrous creatures and constructs among their enemy’s hosts, matching peerless bladework with the annihilating energies of their Adrathic arsenal.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Adrasite Guard (⌀40mm) 10 10 8 8
Adrasite Guard (⌀40mm) 8 5 5 5 5 2 5 3 10 10 8 8 2+ 6+
WARGEAR
  • Adrasite spear
  • Misericordia
TRAITS
  • Loyalist
  • Legio Custodes
  • The Sodality
SPECIAL RULES
  • Bulky (2)
  • Eternal Warrior (1)
  • Lightning Blows
  • Vanguard (2)
TYPE
  • Infantry
OPTIONS
  • One Adrasite Guard in this Unit may have its adrasite spear exchanged for one magisterium vexilla for Free.
WARGEAR

Adrasite Spear

A rare counterpart to the guardian spear, Adrasite spears mount not bolters but compact Adrathic disintegration beamers, specialised sub-weapons issued against the deadliest of expected foes.

This Weapon has both a Ranged and Melee Profile.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Adrasite spear (Ranged)
Adrasite spear (Ranged)
12
1
5
2
2
Rending (6+)
Assault, Disintegrator

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Adrasite spear (Melee)
Adrasite spear (Melee)
I
A
+1
2
1
Impact (AM)
Power


Pyrithite Guard Sodality
UNIT COMPOSITION: 6 PYRITHITE GUARDS
360 PointsPts
May include up to 6 additional Pyrithite Guards at +60 Points per Model.

Incorporating a short ranged melta weapon in place of the guardian spear’s typical bolter, Pyrithite spears are wielded by the Legio Custodes in circumstances where vehicle mounted anti-armour weaponry is unavailable. Often fielded in the press of hive cities or the depths of voidcraft, ‘Pyrithite Sodalities’ can blast through fortifications and engage armoured elements against which bolter fire would prove insufficient, whilst maintaining the same fearsome melee prowess for which the Custodians are famed.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Pyrithite Guard (⌀40mm) 10 10 8 8
Pyrithite Guard (⌀40mm) 8 5 5 5 5 2 5 3 10 10 8 8 2+ 6+
WARGEAR
  • Pyrithite spear
  • Misericordia
TRAITS
  • Loyalist
  • Legio Custodes
  • The Sodality
SPECIAL RULES
  • Bulky (2)
  • Eternal Warrior (1)
  • Lightning Blows
  • Vanguard (2)
TYPE
  • Infantry
OPTIONS
  • One Pyrithite Guard in this Unit may have its pyrithite spear exchanged for one magisterium vexilla for Free.
WARGEAR

Pyrithite Spear

Originating with the wars of Unification, when the nascent Legio Custodes had yet to obtain their expansive arsenal of dedicated support vehicles, Pyrithite spears are one of several sub-variants of the guardian spear, featuring a melta weapon as its ranged component to provide specialised anti-armour firepower.

This Weapon has both a Ranged and Melee Profile.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Pyrithite spear (Ranged)
Pyrithite spear (Ranged)
6
1
8
2
2
Melta (3)
Assault, Melta

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pyrithite spear (Melee)
Pyrithite spear (Melee)
I
A
+1
2
1
Impact (AM)
Power

Troops


Anathema Cadre
UNIT COMPOSITION: 4 NULL SISTERS, 1 NULL MISTRESS
65 PointsPts
May include up to 5 additional Null Sisters at +10 Points per Model.

Beyond their unique abilities as psychic nulls, the Sisters of Silence are a highly trained and relentless paramilitary force, ably equipped to their task and skilled in overcoming any opposition they may encounter in their sworn duty, be they deluded bystanders, mind-slaved soldiers, hordes of psychically puppeted corpses or even armed cults occupying a world’s ruling caste. Remorseless, dedicated and as formidably skilled as any of the Imperium’s human militaries, the line cadres of the Sisterhood’s fighting force weaponise their null aura as a tool of fear, while their vratine armour turns aside projectiles and blades alike.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Null Sister (⌀32mm) 7 7 10 7
Null Sister (⌀32mm) 6 4 4 3 3 1 4 2 7 7 10 7 3+ -
Null Mistress (⌀32mm) 8 7 10 7
Null Mistress (⌀32mm) 6 4 4 3 3 1 4 2 8 7 10 7 3+ -
WARGEAR
  • Bolter
TRAITS
  • Loyalist
  • Anathema Psykana
  • Talons of the Emperor
SPECIAL RULES
  • Fear (1)
  • Hatred (Psyker, Malefic)
TYPE
  • Null Sister: Infantry (Light)
  • Null Mistress: Infantry (Sergeant, Light)
OPTIONS
  • Every Model in this Unit may have its bolter exchanged for one of the following. If this option is selected, every Model in this Unit must have its bolter exchanged for the same item:
  • Two bolt pistols
    Free
  • Flamer
    +5 Points per Model
  • Execution blade
    +10 Points per Model


Sentinel Guard Sodality
UNIT COMPOSITION: 6 SENTINEL GUARDS
240 PointsPts
  • May include up to 6 additional Sentinel Guards at +40 Points per Model.
  • One Sentinel Guard in this Unit may be replaced with 1 Sentinel Vexillarius for +30 Points.

Sentinel Guard Sodalities are principally deployed to protect emissaries on hazardous ground and hold defensive positions against the most grievous onslaught, outfitted with energy field-reinforced ‘praesidium’ shields – a precursor to the Legiones Astartes’ later storm shields – that are capable of resisting the heaviest weapons fire. In spite of this protective role, the physical prowess of each Custodian and the peerless wargear with which they are outfitted also affords the Sentinel Guard the mobility to perform far more aggressive functions in open battle, where their resilience makes them formidable linebreakers.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Sentinel Guard (⌀40mm) 10 10 8 8
Sentinel Guard (⌀40mm) 8 5 5 5 5 2 5 3 10 10 8 8 2+ 5+
Sentinel Vexillarius (⌀40mm) 10 10 8 8
Sentinel Vexillarius (⌀40mm) 8 5 5 5 5 2 5 3 10 10 8 8 2+ 6+
WARGEAR
  • Sentinel warblade
  • Misericordia
  • Praesidium shield (Sentinel Guard only)
  • Magisterium vexilla (Sentinel Vexillarius only)
TRAITS
  • Loyalist
  • Legio Custodes
  • Shield (Sentinel Guard only)
  • The Sodality
SPECIAL RULES
  • Bulky (2)
  • Eternal Warrior (1)
  • Lightning Blows
  • Vanguard (2)
TYPE
  • Infantry

Support


Adamus Assassin
UNIT COMPOSITION: 1 ADAMUS ASSASSIN
125 PointsPts

Perhaps the oldest formal order of assassins operating with Imperial sanction, the Adamus Clade has its roots in the forbidden blademaster traditions of the Panpacific Terran region. The Clade’s history is much shrouded by the losses of the Dark Age of Technology, though scholars have posited that the Clade’s very name is drawn from an ancient theologic provenance, meaning ‘the first blades’. To practise the ways of Clade Adamus is to study the enemy, to learn their martial language and to reflect it against them, countering their strengths to reveal weaknesses. When these weaknesses are uncovered, the killing blow is struck.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Adamus Assassin (⌀32mm) 10 10 7 7
Adamus Assassin (⌀32mm) 8 5 5 4 4 3 5 4 10 10 7 7 4+ 4+
WARGEAR
  • Needlespine Blaster
  • Nemesii Blade
  • Nemesii grenades
TRAITS
  • Loyalist
  • Divisio Assassinorum
  • Talons of the Emperor
SPECIAL RULES
  • Death’s Artisan
  • Heedless
  • Infiltrate (9)
  • Move Through Cover
  • Shrouded (5+)
TYPE
  • Infantry (Champion, Light)
WARGEAR

Needlespine Blaster

The needlespine blaster combines a rapid fire bolt pistol component with a deadly needler that makes use of an enhanced synthetic venom. The preserve of Clade Adamus operatives, the needlespine blaster fires an intensified pulse-beam of las energy, through which darts of an exotic metallic alloy are projected at incredible speeds. In the trained hands of an Adamus Assassin, this weapon can make a mockery of even the thickest armour but to the uninitiated, its bulk and complexity make it all but unusable.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Needlespine Blaster
Needlespine Blaster
- Bolt pistol (Primary)
- Bolt pistol (Primary)
12
1
4
5
1
Pistol, Combi
Assault, Bolt
- Needlespine launcher (Secondary)
- Needlespine launcher (Secondary)
12
3
6
4
1
Precision (2+), Breaching (5+), Phage (T), Limited (1), Combi
Assault, Needle

Nemesii Blade

Forged by the indentured tech-wrights of Clade Adamus, each nemesii blade is alleged to be patterned after an Ancient Terran artefact, held in stasis within the core vaults of Temple Adamus itself. Despite having no obvious force-projectors or augmentations, these weapons are possessed with an unnaturally sharp edge, able to cut through flesh and armour with ease.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Nemesii Blade
Nemesii Blade
I
A
S
2
1
Critical Hit (5+), Shred (5+)
-

Nemesii grenades

When thrown, nemesii grenades scatter a cluster of sub-munitons over a small area, impeding any foes which might attempt to intervene as the Adamus Assassin closes with their target.

Any Charge declared against a Unit which contains any Models with nemesii grenades and which is not Locked in Combat is always a Disordered Charge, and if a Charge Move is made for such a Charge, all Models in the Charging Unit count as moving through Dangerous Terrain.

SPECIAL RULES

Death’s Artisan

The so-called ’mirror-form’ employed by the Assassins of Clade Adamus requires intensive practice and the study of a specific foe’s mannerisms, body language and fighting style. It has been used to deadly effect against countless master duellists, their moment of death preceded by utter horror as their own movements are reflected back at them with uncanny precision.

This Gambit allows an Adamus Assassin to Hit on a fixed Target Number in a Challenge and fight in a Strike Step in which it loses its last wound.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player must select the following Gambit - any Special Rule or Gambit that would stop the Controlling Player from selecting this Gambit is ignored and has no effect:

Mirror-form: If this Gambit is selected, Hit Tests made for this Model in the following Strike Step are always successful on a roll of 4+, regardless of the opposing Model’s Weapon Skill Characteristic. Additionally, if the Controlling Player does not have Challenge Advantage in the following Strike Step and this Model’s Wounds Characteristic is reduced to 0 or less, the Controlling Player may still make attacks for this Model in that Strike Step before it is Removed as a Casualty.


Callidus Assassin
UNIT COMPOSITION: 1 CALLIDUS ASSASSIN
125 PointsPts

The Callidus Assassin is an architect of anarchy, who uses a compound known as polymorphine in conjunction with subdermal implants to change their appearance, shape and size to confuse and misdirect their enemies. Taking the forms of bodyguards, commanders and close confidants of their foe, a Callidus Assassin gives contradictory orders to cause disarray among enemy lines. Only when confusion has reached its height among an enemy force does a Callidus Assassin strike directly against their target, revealing their true nature and arsenal of archaeotech weapons for the briefest of moments before making their kill.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Callidus Assassin (⌀32mm) 10 10 7 7
Callidus Assassin (⌀32mm) 8 5 5 4 4 3 5 4 10 10 7 7 4+ 4+
WARGEAR
  • Neural shredder
  • Poison blades
  • Phase sword
TRAITS
  • Loyalist
  • Divisio Assassinorum
  • Talons of the Emperor
SPECIAL RULES
  • Polymorphine
  • Reign of Confusion
  • Heedless
  • Infiltrate (6)
  • Move Through Cover
  • Shrouded (5+)
TYPE
  • Infantry (Champion, Light)
WARGEAR

Neural Shredder

An exotic and extremely rare piece of equipment bequeathed to the Clade Callidus by the wardens of the Adeptus Astra Telepathica, a neural shredder fires a psionic pulse which is capable of crippling the synapses of its victims’ brains, leaving them little more than mindless husks.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Neural Shredder
Neural Shredder
Template
1
3
3
1
Template, Pinning (3)
Assault

Poison Blades

The needle-like poison blades that a Callidus keeps about their person enable the operative to make their kill even when appearing defenceless. Each Callidus trains in the art of driving these blades through weak spots in armour, scaly hide or the eye sockets of protective helms.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Poison Blades
Poison Blades
12
3
2
5
1
Precision (3+), Poisoned (3+), Breaching (4+), Limited (1)
Assault

SPECIAL RULES

Polymorphine

The mutable appearance of a Callidus Assassin can make it incredibly difficult for an enemy to rapidly determine whether they are friend or foe.

A Model with this Special Rule cannot be targeted by Shooting Attacks or Charges unless it has already attacked in the Battle or an enemy Unit has passed a specific Intelligence Check.

A Unit composed entirely of Models with this Special Rule may not be selected as the Target Unit of a Shooting Attack or a Charge.

When an enemy Unit finishes a Move within 3" of a Model with this Special Rule, that Unit’s Controlling Player can make an Intelligence Check for that Unit. If that Check is passed, this Special Rule has no effect for that Model for the rest of the Battle. In addition, if a Model with this Special Rule makes a Shooting Attack or ends a Charge Move in Base Contact with an enemy Model, this Special Rule has no effect for that Model for the rest of the Battle.

Reign of Confusion

A Callidus Assassin can spend weeks or even months masquerading as a member of an enemy force, subtly spreading lies and misinformation to undermine their foe’s battle-readiness and hamper any strategic planning.

The first Unit Charged by a Model with this Special Rule in a Battle becomes Stunned.

The first time in a Battle each Model with this Special Rule has a Charge declared for it, as long as that Model is still under the effects of the Polymorphine Special Rule, the Target Unit of that Charge immediately gains the Stunned Tactical Status.

Bypass (X)

Though incredibly rare, some weapons use means esoteric or metaphysical to permeate defensive energy barriers and power fields, affording them almost inescapable lethality.

Attacks made with the Bypass (X) Special Rule can sometimes ignore all Saves and Damage Mitigation Rolls.

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


Culexus Assassin
UNIT COMPOSITION: 1 CULEXUS ASSASSIN
140 PointsPts

In addition to being extraordinarily resilient and physically capable, each Assassin of the Culexus Clade is an extremis-grade ‘Pariah’, manifesting as a dark void of nothingness in the Immaterium, a vacuum so powerful that it drains the essence of other beings and, in a sense, consumes their very souls. Using arcane devices developed behind a veil of secrecy by the combined efforts of the Divisio Assassinorum and the Mechanicum’s Biologis Genetors, the abilities of these Pariahs can be manipulated and their potency contained or attenuated at will, rendering them into a formidable weapon.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Culexus Assassin (⌀32mm) 10 10 10 7
Culexus Assassin (⌀32mm) 8 5 5 4 4 3 5 4 10 10 10 7 4+ 4+
WARGEAR
  • Animus speculum
  • Psyk-out bombs
TRAITS
  • Loyalist
  • Divisio Assassinorum
  • Talons of the Emperor
SPECIAL RULES
  • Etherium
  • Anathema
  • Ex Oblivio
  • Fear (1)
  • Hatred (Psyker)
  • Heedless
  • Infiltrate (9)
  • Move Through Cover
  • Shrouded (5+)
TYPE
  • Infantry (Champion, Light)
WARGEAR

Animus speculum

The animus speculum takes the form of an enclosed helmet integrating storage coils that can absorb and discharge focused blasts of negative warp energy at the wearer’s will. These powerful devices have a dual purpose, primarily to dampen the vile aura of the Culexus en route to their target, but once deployed in combat, its polarity can be reversed in order to magnify the anathematic horror of its wearer to lethal levels.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Animus speculum
Animus speculum
Template
1
5
4
1
Template, Breaching (5+), Panic (1), Psy-Shock
Assault

Psyk-out Bombs

Produced under secret conditions within the temples of the Great Astronomican on Terra, the material that comprises the payload of these weapons is saturated with psychically charged particulates. On detonation, this substance blankets the immediate area, refracting psychic energy and distorting a psyker’s abilities with potentially lethal results.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Psyk-out Bombs
Psyk-out Bombs
I
3
5
3
2
Aflame (2), Rending (6+), Precision (6+), Breaching (6+), Limited (3)
-

SPECIAL RULES

Etherium

The Etherium is an intricate, composite nodal matrix built into the Culexus’ synskin bodyglove which shifts the wearer’s body out of phase with realspace, making them appear ethereal and all but invisible to unenhanced eyes.

When a Model with this Special Rule is allocated an Unsaved Wound as part of a Shooting Attack, the Damage of that Unsaved Wound is reduced by 1 to a minimum of 1.


Eversor Assassin
UNIT COMPOSITION: 1 EVERSOR ASSASSIN
125 PointsPts

Eversor Assassins are a weapon released in extremis, beyond the point at which collateral damage or the return of the Assassin themself are considerations. When an Eversor is deemed ready to undertake a mission, they are frozen in stasis at the height of an artificially induced fury before being inserted remotely into a killzone by means of orbital drop. When the Assassin emerges from stasis lock, their undiminished wrath is released to murderous effect, further fuelled by rage-inducing stim injectors. Indeed, when such a consummate killer is unleashed, their target’s death is all but assured, and only ruin is to be found in their wake.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Eversor Assassin (⌀32mm) 10 10 7 7
Eversor Assassin (⌀32mm) 8 6 5 4 4 3 5 4 10 10 7 7 4+ 4+
WARGEAR
  • Executioner pistol
  • Neuro-gauntlet
  • Power sword
TRAITS
  • Loyalist
  • Divisio Assassinorum
  • Talons of the Emperor
SPECIAL RULES
  • Frenzon Rage
  • Reaping Blow (3)
  • Eternal Warrior (1)
  • Explodes (2+)
  • Heedless
  • Infiltrate (9)
  • Move Through Cover
  • Shrouded (5+)
TYPE
  • Infantry (Champion, Light)
WARGEAR

Executioner pistol

These combination needle and bolt weapons were developed by the Clade Eversor to allow their nigh-psychotic Assassins to cripple their quarry with a hail of explosive bolts and toxin-enriched needle shards, leaving them vulnerable to the onslaught of the Assassins’ blades.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Executioner pistol
Executioner pistol
- Bolt pistol (Primary)
- Bolt pistol (Primary)
12
1
4
5
1
Pistol, Combi
Assault, Bolt
- Needle pistol (Secondary)
- Needle pistol (Secondary)
12
2
2
-
1
Poisoned (3+), Pistol, Pinning (1), Combi
Assault, Needle

Neuro-gauntlet

Eversor Assassins are equipped with a neuro-gauntlet, an exo-skeletal claw forged from fine, but incredibly robust, molecularly sharp blades that exude a potent mixture of deadly toxins. Despite the appearance of these weapons, Clade Eversor Assassins rarely rely on the finesse offered by them and opt instead for brutal evisceration of their enemies.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Neuro-gauntlet
Neuro-gauntlet
+1
+1
S
3
2
Rending (4+), Poisoned (4+)
Assault, Bolt

Power sword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power

SPECIAL RULES

Frenzon Rage

A potent mixture of refined combat stimulants laced with dangerously volatile chemicals, frenzon could fairly be considered a lethal poison. This cocktail is continuously pumped through an Eversor Assassin’s veins, instilling a state of murderous frenzy.

This Gambit increases the Eversor Assassin’s Attacks Characteristic and the result of a Focus Roll made for it in a Challenge at the cost of suffering an automatic wound.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player must select the following Gambit - any Special Rule or Gambit that would stop the Controlling Player from selecting this Gambit is ignored and has no effect:

Biological Overload: If this Gambit is selected, the Controlling Player gains a +3 modifier to the Focus Roll in the following Focus Step, and this Model modifies its Attacks Characteristic by +3 for the duration of the following Strike Step. However, for each unmodified Hit Test result of a 1 rolled in the following Strike Step for this Model’s Attacks, the Model suffers a wound, with an AP of 2 and a Damage of 1, allocated at the end of the Strike Step.


Sagittarum Guard Sodality
UNIT COMPOSITION: 6 SAGITTARUM GUARDS
240 PointsPts
May include up to 6 additional Sagittarum Guards at +40 Points per Model.

Though less common within the ranks of the Legio Custodes than their peers, those warriors who comprise the Sagittarum Guard nevertheless fulfil a vital role within the Legio’s order of battle, for their art of war – unlike much of the Custodian Guard – is focussed on the slaying of the foe at range and upon the devastating application of firepower. When the Emperor walked the battlefields of the Great Crusade, their task was to precisely excise the greatest threats among the enemy assault, annihilating it in the actinic fire of weapons whose like had been unseen in such numbers since the dreaded Dark Age of Technology.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Sagittarum Guard (⌀40mm) 10 10 8 8
Sagittarum Guard (⌀40mm) 8 5 5 5 5 2 5 2 10 10 8 8 2+ 6+
WARGEAR
  • Adrastus bolt caliver
  • Misericordia
TRAITS
  • Loyalist
  • Legio Custodes
  • The Sodality
SPECIAL RULES
  • Bulky (2)
  • Eternal Warrior (1)
  • Vanguard (2)
TYPE
  • Infantry
OPTIONS
  • One Sagittarum Guard in this Unit may have its Adrastus bolt caliver exchanged for one magisterium vexilla for Free.
WARGEAR

Adrastus bolt caliver

A hybrid of Imperial pattern bolt weapon designs and Dark Age of Technology ‘Adrathic’ disintegration beam weapons prohibited from general Great Crusade issue, the Adrastus bolt caliver is a potent shoulder arm serving as a portable heavy weapon for the Legio Custodes. This combination weapon is able to unleash a fusillade of explosive rounds at long range with the potency of the heavy bolters carried by the Legiones Astartes, or at shorter ranges fire a disintegration beam able to rip a target apart at a molecular level, causing its victims to cease to exist in a howling flare of energy.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Adrastus bolt caliver
Adrastus bolt caliver
- Bolt volley (Primary)
- Bolt volley (Primary)
36
2
6
4
2
Heavy (FP), Combi
Bolt
- Adrathic beam (Secondary)
- Adrathic beam (Secondary)
24
1
6
2
2
Rending (6+), Limited (1), Combi
Disintegrator


Vanus Infocyte Assassin
UNIT COMPOSITION: 1 VANUS INFOCYTE ASSASSIN
105 PointsPts

Assassins like no others, the Vanus are superlative warriors but are foremost manipulators, thieves and hoarders of information. The mind of a Vanus Infocyte is trained and further augmented to sift vast quantities of data; hacking into vox, wire and noospheric networks and utilising a number of scrying devices and drones to gather ever-more knowledge, forming an intricate profile of their target’s life. The Clade Vanus Assassin then viciously exploits this information to manipulate others into making an assassination, through bribery, coercion and override control, whilst the Vanus Infocyte themself is safely ensconced at a distance.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Vanus Infocyte Assassin (⌀32mm) 10 10 8 10
Vanus Infocyte Assassin (⌀32mm) 7 5 5 4 4 3 5 3 10 10 8 10 4+ 4+
WARGEAR
  • Two laspistols
  • Sympatic dataspikes
TRAITS
  • Loyalist
  • Divisio Assassinorum
  • Talons of the Emperor
  • Disruptor
SPECIAL RULES
  • Autonomic Servo-limbs
  • Infocyte
  • Heedless
  • Infiltrate (9)
  • Move Through Cover
  • Shrouded (5+)
TYPE
  • Infantry (Light)
WARGEAR

Sympatic dataspikes

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Sympatic dataspikes
Sympatic dataspikes
+1
+2
S
3
1
Rending (6+), Precision (6+), Shock (Stunned)
-

Laspistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Laspistol
Laspistol
12
1
3
-
1
Pistol
Assault, Las

SPECIAL RULES

Autonomic Servo-limbs

The mechadendrite-like appendages and captive servo-skulls incorporated into the harness of the Clade Vanus Infocyte are used to assist in data harvesting and infiltration, but under combat conditions the appendages can be shed at will and remotely operated for a short time, distracting the Assassin’s assailants and allowing them to slip away.

A Model with this Special Rule which is in a Combat may always have the Disengage aftermath option selected for it in the Aftermath Step of the Resolution Sub-Phase of the Assault Phase, regardless of which Player has won that Combat.

Infocyte

The multi-spectral augury scanners carried by Clade Vanus Infocytes allow them to pry into an array of data networks, from vox-matrices to the noosphere of the Mechanicum.

The Controlling Player of any Models with this Special Rule can spend Reaction Points to make the Auspectre and Signum Shunt Advanced Reactions.


Venenum Assassin
UNIT COMPOSITION: 1 VENENUM ASSASSIN
125 PointsPts

Each Assassin of Clade Venenum is a rigorously trained and genetically enhanced shadow warrior, specialised in the study of alchemical and biological sciences. The Clade Venenum’s Assassins are selected from the finest alchemists and tox-artisans of their order, each a master of creating and improvising delicate, exotic poisons, cocktails of toxins, and recombinant virals which act to inflict death without leaving a metabolic trace, and in the case of some of the most deadly, leaving little more of their target than a steaming puddle of disassembled molecular matter.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Venenum Assassin (⌀32mm) 10 10 7 7
Venenum Assassin (⌀32mm) 8 5 5 4 4 3 5 4 10 10 7 7 4+ 4+
WARGEAR
  • Toxin ejector
  • Poison globes
  • Hookfang
TRAITS
  • Loyalist
  • Divisio Assassinorum
  • Talons of the Emperor
SPECIAL RULES
  • Unnatural Conditioning
  • Heedless
  • Infiltrate (9)
  • Move Through Cover
  • Shrouded (5+)
TYPE
  • Infantry (Champion, Light)
WARGEAR

Toxin ejector

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Toxin ejector
Toxin ejector
Template
1
5
4
1
Template, Breaching (5+), Poisoned (3+), Armourbane
Assault

Poison globes

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Poison globes
Poison globes
8
1
1
3
2
Blast (3"), Poisoned (3+), Panic (1), Limited (1)
Assault

Hookfang

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Hookfang
Hookfang
+1
A
S
3
1
Rending (6+), Precision (2+), The Venum
-

SPECIAL RULES

Unnatural Conditioning

To counteract the constant exposure to harmful chem and rad-phages or other deadly poisons, Clade Venenum Assassins must undergo extensive surgeries and genetic manipulation to purify their bodies and build a resistance to even the most harmful agents.

The Phage (X) and Poisoned (X) Special Rules have no effect on a Model with this Special Rule.

The effects of any variant of the Phage (X) and/or Poisoned (X) Special Rules are ignored when targeting a Unit that contains a Model with this Special Rule.

The Venum

Synthesised from a dizzying array of incredibly potent poisons uncovered throughout the passage of the Great Crusade, the ’Venum’ used in the hookfangs of Clade Venenum is unrivalled in its ability to gradually overcome the resistance of almost any foe. The Grandmaster of the Clade Venenum keeps records in her private archive of all those who have managed to shrug off the toxin during her reign; a list with only three names upon it, one of them her own.

A Model wounded by a Weapon with this Special Rule must pass a Toughness Test at the end of each subsequent Turn or suffer an additional wound.

Any Model that suffers one or more Unsaved Wounds as a result of an attack made with a Weapon with this Special Rule must make a Toughness Test in each of the Controlling Player’s subsequent Morale Sub-Phases for the remainder of the Battle. For each failed Test, that Model immediately suffers a single automatic wound with a Damage of 1 against which no Saves or Damage Mitigation Rolls can be made. Models whose Wound Characteristic is reduced to 0 as a result of this Special Rule while Embarked on another Model or while in Reserves still count as being Removed as Casualties for all purposes.


Vindicare Assassin
UNIT COMPOSITION: 1 VINDICARE ASSASSIN
150 PointsPts

The Assassins of Clade Vindicare are the subject of myth and legend, for it is said that once one of these unseen killers sights their quarry, death is inescapable, delivered via a single shot of unerring precision. Trained over decades to elevate their craft to a deadly artform, they utilise a combination of physical positioning, topological mapping and intricate study of their mark to deliver a swift kill from afar before vanishing and leaving only death in their wake. Of all the marksmen and sharpshooters that watch over the battlefields of the galaxy, none can claim to be the equal of a Vindicare Assassin.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Vindicare Assassin (⌀32mm) 10 10 7 7
Vindicare Assassin (⌀32mm) 8 5 7 4 4 3 5 2 10 10 7 7 4+ 4+
WARGEAR
  • Exitus rifle
  • Exitus pistol
  • Assassin’s blade
TRAITS
  • Loyalist
  • Divisio Assassinorum
  • Talons of the Emperor
SPECIAL RULES
  • Deadshot
  • Heedless
  • Infiltrate (9)
  • Move Through Cover
  • Shrouded (5+)
TYPE
  • Infantry (Light)
WARGEAR

Assassin’s blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Assassin’s blade
Assassin’s blade
I
A
S
3
1
Breaching (6+)
Power

Exitus Armaments

Issued as a paired set of an Exitus rifle and an Exitus pistol to every Vindicare Assassin, no two weapons are quite alike for they are artificed to the specific anatomical requirements and individual preferences of each operative. Responsibility for the creation of these fell instruments remains a closely guarded secret of the Divisio Assassinorum, although it is said that the quality of the elemental materials used exceeds even the most stringent standards of the Martian adepts and the precision of the mechanisms within defies the understanding of any beyond the Imperial Household.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Exitus rifle
Exitus rifle
100
1
7
-
2
Ordnance (AP), Precision (2+), Pinning (1)
-

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Exitus pistol
Exitus pistol
12
3
6
3
1
Pistol, Precision (4+)
Assault

SPECIAL RULES

Deadshot

During the Great Crusade, Assassins of the Vindicare Clade were tasked with the execution of monstrous xenos hegemons, inviolate cybernetic overlords and undying psychic warlords, against whom even a flawlessly placed single shot proved insufficient. As such, Vindicare Assassins are outfitted with a range of specialist munitions and provided with a comprehensive dossier on any given target’s anatomy and panoply, which – combined with the Assassin’s unparalleled marksmanship – allows them to fell even the most resilient of foes with a sequence of precision shots.

Models with this Special Rule ignore Shrouded (X) Damage Mitigation Rolls and never have to make Snap Shots if they remain Stationary, and gain one optional additional Special Rule when making a Shooting Attack.

When a Shooting Attack is made for a Model with this Special Rule in the Controlling Player’s Shooting Phase, if that Model remained Stationary during the Controlling Player’s previous Movement Phase, that Shooting Attack never has to be made as Snap Shots and Shrouded (X) Damage Mitigation Rolls may never be made against wounds inflicted as part of that Shooting Attack.

Additionally, when a Shooting Attack is made for a Model with this Special Rule, at the start of Step 3 of the Shooting Attack procedure, the Attacking Player can select one of the following Special Rules to apply to all Weapons that Model has for the duration of that Shooting Attack:
  • Murderous (5+)
  • Shred (5+)
  • Shock (Pinned, Suppressed)

Murderous (X)

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

Wounds inflicted by a Weapon with this Special Rule can ignore the Eternal Warrior (X) Special Rule.

When any Wound Test is made for an attack with the Murderous (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Murderous (X) Special Rule, then if a wound is inflicted by that Wound Test, that wound’s Damage may not be modified by any instance of the Eternal Warrior (X) Special Rule.

War Engine


Contemptor-Achillus Dreadnought
UNIT COMPOSITION: 1 CONTEMPTOR-ACHILLUS DREADNOUGHT
250 PointsPts

There is little short of utter destructive force able to fell a Custodian, and few injuries they cannot fully recover from given time. However, in those isolated cases where a Custodian has sustained irrevocable harm with their mind intact, interment within the cold and unyielding body of a Dreadnought is assured, for no Custodian would countenance an end to their service short of death. The Legio Custodes’ few Dreadnoughts are singularly advanced, with the most common being the Contemptor-Achillus, a general battle unit that weds phenomenal strength and speed with the interred Custodes’ own unmatched martial skill.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Contemptor-Achillus (⌀60mm) 12 10 9 5
Contemptor-Achillus (⌀60mm) 8 5 5 8 7 6 4 5 12 10 9 5 2+ 5+
WARGEAR
  • Achillus dreadspear
  • Two infernus incinerators
  • Smoke Launchers
TRAITS
  • Loyalist
  • Legio Custodes
  • Smokescreen
SPECIAL RULES
  • Bulky (6)
  • Eternal Warrior (1)
  • Explodes (6+)
  • Implacable Advance
  • Lightning Blows
  • Vanguard (2)
TYPE
  • Walker
OPTIONS
  • Each of this Model’s infernus incinerators may be exchanged for one of the following:
  • Lastrum storm bolter
    Free
  • Adrathic combi-destructor
    +5 Points each


Contemptor-Galatus Dreadnought
UNIT COMPOSITION: 1 CONTEMPTOR-GALATUS DREADNOUGHT
225 PointsPts

A sub-variant of the Contemptor-Achillus, the Contemptor-Galatus is designed to provide a mobile anchor point for the Legio Custodes in the field. The immense power blade with which the Contemptor-Galatus is armed allows it to swiftly and efficiently reap a murderous toll on any massed infantry assault, or indeed hack through armoured vehicles and monstrous xenos with equal ease. It is the defensive power of its hulking shield, however, that is the Contemptor-Galatus’ most singular feature, as with it the already durable Contemptor chassis becomes nigh on impregnable, even against the heaviest firepower.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Contemptor-Galatus (⌀60mm) 12 10 9 5
Contemptor-Galatus (⌀60mm) 8 5 5 8 7 6 4 5 12 10 9 5 2+ 4+
WARGEAR
  • Galatus warblade
  • Gravis Praesidium Shield
  • Smoke Launchers
TRAITS
  • Loyalist
  • Legio Custodes
  • Shield
  • Smokescreen
SPECIAL RULES
  • Bulky (6)
  • Eternal Warrior (1)
  • Explodes (6+)
  • Implacable Advance
  • Lightning Blows
  • Vanguard (2)
TYPE
  • Walker
WARGEAR

Gravis Praesidium Shield

Combining both a series of energy fields and a formidable barrier of reinforced plasteel and ceramite, the gravis praesidium shield presents a near impenetrable bulwark 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 Model with a gravis praesidium shield gains a 4+ Invulnerable Save and the Shield Trait.


Telemon Heavy Dreadnought
UNIT COMPOSITION: 1 TELEMON HEAVY DREADNOUGHT
360 PointsPts

The Telemon is thought to be the rarest among the Legio Custodes’ arsenal of masterwork Dreadnought patterns, each intended to stand sentinel over its charges no matter the force brought against it. The cost in labour and resources to create even one of these superlative engines of war is immense, and each bears at least one plate worked by the Emperor’s own hand. Despite this, the sheer power of an unleashed Telemon class Dreadnought far outweighs the trials of its construction, for few can stand against its array of esoteric, hand-crafted weapons or the ferocious warrior skill of the Custodian veteran interred within.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Telemon Heavy Dreadnought (⌀100mm) 12 10 9 3
Telemon Heavy Dreadnought (⌀100mm) 7 5 5 9 8 8 3 3 12 10 9 3 2+ 4+
WARGEAR
  • Spiculus missile launcher
  • Smoke launchers
TRAITS
  • Loyalist
  • Legio Custodes
  • Smokescreen
SPECIAL RULES
  • Bulky (8)
  • Eternal Warrior (1)
  • Explodes (5+)
  • Implacable Advance
  • Vanguard (2)
TYPE
  • Walker (Heavy)
OPTIONS
This Model must have one of the following options selected for it:
  • Two options from the following list:
  • Telemon caestus and one twin neutronium cascade projector
    +5 Points each
  • Arachnus storm cannon
    +20 Points each
  • Adrathic desolator
    +15 Points each
  • Iliastus accelerator culverin
    +15 Points each
  • Paired Telemon caestus and two twin neutronium cascade projectors
    +15 Points

Transport


Kharon Pattern Acquisitor
UNIT COMPOSITION: 1 KHARON ACQUISITOR
120 PointsPts

One of several unique and highly specialised vehicles utilised by the Silent Sisterhood, the Kharon pattern Acquisitor is a specialised design intended for the execution of the great psyker cull of the burgeoning Imperium. Incorporating numerous systems to approach its targets silently and with utmost stealth, it is also deliberately fashioned to be an object of mystery and terror when its presence is unveiled, cowing potential resistance through fear as much as the threat of force. When that force is required, however, the Kharon is fully capable of releasing a hail of murderous weapons fire to annihilate any opposition.

Armour Transport Capacity
M BS Front Side Rear HP
Kharon Acquisitor (⌀170 x 109mm)
Kharon Acquisitor (⌀170 x 109mm) 12 4 13 12 11 5 12
WARGEAR
  • Hull (Front) Mounted hellion heavy cannon array
  • Two Centreline Mounted Vratine heavy missiles
TRAITS
  • Loyalist
  • Anathema Psykana
  • Talons of the Emperor
SPECIAL RULES
  • Assault Vehicle
  • Fear (1)
  • Light Transport
  • Outflank
  • Shrouded (5+)
TYPE
ACCESS POINTS
  • This Model has one Access Point on the Front Facing.

Heavy Transport


Coronus Grav-carrier
UNIT COMPOSITION: 1 CORONUS GRAV-CARRIER
180 PointsPts

The Legio Custodes employ a range of heavily protected grav-craft, granting their forces a degree of speed and agility unmatched by the grinding armour of the Imperium’s other hosts, and which allows them to deploy, redeploy and evade without risk of being pinned down by enemy troops or hazardous terrain. The Coronus grav-carrier is perhaps the most widespread example of this, being both the primary transport for the Sodalities of the Legio and the template upon which several later Enyalas-pattern grav-craft would be based, furnishing the Legio Custodes with an arsenal of exclusive and highly advanced armoured vehicles.

Armour Transport Capacity
M BS Front Side Rear HP
Coronus Grav-carrier (⌀170 x 109mm)
Coronus Grav-carrier (⌀170 x 109mm) 12 5 13 13 11 8 14
WARGEAR
  • Turret Mounted twin Arachnus blaze cannon
  • Hull (Front) Mounted twin lastrum bolt cannon
TRAITS
  • Loyalist
  • Legio Custodes
SPECIAL RULES
  • Assault Vehicle
  • Auto-repair (3+)
  • Deep Strike
  • Explodes (6+)
TYPE
OPTIONS
  • This Model may have its Hull (Front) Mounted twin lastrum bolt cannon exchanged for one Hull (Front) Mounted twin neutronium cascade projector for +15 Points.
ACCESS POINTS
  • This Model has one Access Point on the Rear Facing.

Recon


Venatari Sodality
UNIT COMPOSITION: 3 VENATARI
165 PointsPts
May include up to 3 additional Venatari at +55 Points per Model.

Vaunted as a high honour among their Legio, the role of Custodian Venatari is reserved for those who have proven themselves both with success in the Blood Games – an exercise designed to test the Emperor’s personal defences – and through aptitude with the sophisticated flight systems and archaeotech weaponry which are the hallmark of the Venatari. Their domain resides both among the rooftops and spires of the Imperial Palace and in the skies above any Custodian assault, overseeing and assessing potential threats below before swooping into a killing dive – be it from their eyries on Terra or a dropship’s assault bay.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Venatari (⌀40mm) 10 10 8 8
Venatari (⌀40mm) 14 5 5 5 5 2 5 3 10 10 8 8 3+ 6+
WARGEAR
  • Kinetic destroyer
  • Tarsus buckler
  • Misericordia
TRAITS
  • Loyalist
  • Legio Custodes
  • The Sodality
SPECIAL RULES
  • Bulky (3)
  • Deep Strike
  • Eternal Warrior (1)
  • Firestorm
  • Outflank
  • Vanguard (3)
TYPE
  • Infantry (Antigrav, Light)
OPTIONS
  • Any Model in this Unit may have its kinetic destroyer and tarsus buckler exchanged for one verutum lance for Free.
  • Every Model in this Unit may have neutronium cascade mines selected for it for +10 Points per Model.
WARGEAR

Tarsus buckler

These small shields do not offer much protection on their own, but the complex energy fields housed within serve to diffract and weaken radiation and kinetic energy 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.

The Ranged Strength of attacks made as part of a Volley Attack or Overwatch Reaction are modified by -1 when resolving Wound Tests against a Unit that includes one or more Models with a tarsus buckler.

Fast Attack


Gyrfalcon Jetbike Sodality
UNIT COMPOSITION: 2 GYRFALCON AGAMATUS
140 PointsPts
May include up to 8 additional Gyrfalcon Agamatus at +70 Points per Model.

One of several customised jetbike designs used by the Legio Custodes, the heavy duty, plasma motor-boosted Gyrfalcon pattern is favoured by Agamatus Sodalities due to the design’s increased power, which can support both a heavily armoured Custodian pilot and one among a slew of potent on-board armaments. So equipped, Agamatus Sodalities operate as rapid response and suppression units, screening the main Custodian force from potential encirclement, reacting quickly to blunt enemy attacks and mercilessly hunting down any foe which flees before the might of the Legio Custodes, ensuring the enemy’s utter extermination.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Gyrfalcon Agamatus (⌀75 x 42mm) 10 10 8 8
Gyrfalcon Agamatus (⌀75 x 42mm) 16 5 5 5 5 3 5 2 10 10 8 8 3+ 6+
WARGEAR
  • Lastrum bolt cannon
  • Solarite power lance
  • Misericordia
TRAITS
  • Loyalist
  • Legio Custodes
SPECIAL RULES
  • Bulky (5)
  • Deep Strike
  • Eternal Warrior (1)
  • Implacable Advance
  • Outflank
  • Vanguard (3)
TYPE
  • Cavalry (Antigrav)
OPTIONS
  • Any Model in this Unit may have its lastrum bolt cannon exchanged for one of the following:
  • Adrathic devastator
    +10 Points per Model
  • Twin corvae las-pulser
    +10 Points per Model


Pallas Grav-attack
UNIT COMPOSITION: 1 PALLAS GRAV-ATTACK
105 PointsPts

A high manoeuvrability hunter-killer, the Pallas pattern grav-attack affords the Legio Custodes with a rapid strike capacity greater than any ground asset. Based upon advanced repulsor-lift technology pioneered by the Coronus, the Pallas’ battlefield role is centred around its superior agility, enabling it to inflict devastating hit-and-run assaults on the enemy and hunt down fleeing targets. Thanks to the unparalleled technology and craft afforded to the Legio Custodes’ arsenal, the Pallas also boasts a remarkable durability and weight of fire for its size, factors only amplified by the martial skill of its Custodian pilot.

Armour Transport Capacity
M BS Front Side Rear HP
Pallas Grav-attack (⌀105 x 70mm)
Pallas Grav-attack (⌀105 x 70mm) 16 5 12 11 11 4 -
WARGEAR
  • Centreline Mounted twin Iliastus accelerator fusil
TRAITS
  • Loyalist
  • Legio Custodes
SPECIAL RULES
  • Auto-repair (3+)
  • Deep Strike
  • Explodes (6+)
TYPE
OPTIONS
  • This Model may have its Centreline Mounted twin Iliastus accelerator fusil exchanged for one Centreline Mounted twin Arachnus blaze cannon for +25 Points.
Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the Assault Phase, with a higher value making it both easier for the Model to make attacks and more difficult for opponents to do so (see Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’s capacity for receiving Damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of the interactions between Models and Units (such as moving, Shooting and making Assaults). All of the material in the Principles of Combat, Rules of Battle and Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules modify how a Rule works, but do not present new basic game instructions, and in this book are mostly found in the Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for Allegiance and Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the Loyalist or Traitor Trait, and most Models will gain one or more Traits based on the Army List from which they were selected.

For example, a Legionary selected from the Imperial Fists Faction and selected as part of a Loyalist Army would have the Loyalist and Imperial Fists Traits. On their own these Traits have no effect on the Model’s Characteristics, Points cost or other features, but Rules that target Imperial Fists or Loyalist Models will apply their effects to the Model.

In addition to Models, Weapons can also have Traits. These are usually different to those possessed by Models, but are used for the same purposes. Weapons will commonly have Traits that define the type of Weapon it is or a specific type of usage. For example, a bolt pistol has the following Traits: Assault, Bolt. These identify which ‘family’ of Weapons it belongs to for any Rules that might only affect ‘Bolt’ Weapons and notes that it can be used for attacks where only ‘Assault’ Weapons may be used.

While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
Suppressive (X)

A hail of enemy gunfire serves to keep any warrior’s head down, and some weapons are designed specifically to suppress the foe. Only the most steadfast of troops will continue the advance when all they can hear is the whistle and crack of gunshots and the screams of the fallen.

Weapons and other attacks that have the Suppressive (X) Special Rule have a chance of inflicting the Suppressed Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed all Models in the Unit gain the Suppressed Status, and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.
Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a modifier to a Model’s Strength Characteristic to determine the Strength used to make Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
Critical Hit (X)

Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.

Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.

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

A Critical Hit automatically inflicts a wound without any Dice being rolled, counting as the roll of a ‘6’ for any variable Special Rules that might be triggered by a Wound Test, and increases the Damage Characteristic of the Hit by +1.
Duellist’s Edge (X)

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

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

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

Some warriors are trained or equipped to make the most of the force of a charge. When they slam into enemy ranks, it is with the force of a thunderbolt.

On a successful Charge, a Model with the Impact (X) Special Rule temporarily increases a Characteristic by 1.

If a Unit that includes any Models with the Impact (X) Special Rule or any Models that have any Weapons with the Impact (X) Special Rule, and that Unit makes a successful Charge, then this Special Rule is triggered. Once triggered, until the end of that Assault Phase, when making Melee Attacks for Models in that Unit, each Model or Weapon that is selected for one of those Models, that has a variant of this Special Rule gains a modifier of +1 to any Characteristics that is the value of X.

The Apollonian Spear

Believed to be crafted by the hand of the Emperor himself and once wielded by his own hand in battle as far back as the Unification Wars in which he rose to power on Terra, the Apollonian Spear was given to Valdor upon his accession to the mantle of Chief Custodian, and it has served no other since. Like the signature armament of the Custodian Guard, it incorporates both a power blade and an in-built bolt weapon, though in both cases these are of a potency far exceeding those that even the Emperor’s elite carry into battle.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Apollonian Spear (Ranged)
The Apollonian Spear (Ranged)
18
2
5
2
2
Suppressive (1)
Assault, Bolt

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Apollonian Spear (Melee)
The Apollonian Spear (Melee)
I
A
+2
2
2
Critical Hit (5+), Duellist’s Edge (2), Impact (AM)
Power
Precision (X)

On the battlefields of the Horus Heresy, precision proves far more valuable than wanton carnage, allowing attacks to be placed on the most valuable targets and not the chaff of the enemy army. Whether through well-honed skill or artfully crafted weapons, warriors capable of such feats are highly sought after in any host.

Attacks made with the Precision (X) Special Rule are allocated by the Attacking Player, not the Defender.

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

These Precision Hits must form a separate Fire Group or Strike Group. Wound Tests are made as normal for Precision Hits and cause Precision wounds. In Step 8 of the Shooting Attack process or Step 7 of the Initiative Step sequence, when selecting a Target Model for a Fire Group or Strike Group that is made up of Precision wounds, the Target Model is not selected using the normal Rules. Instead the attacking Player chooses which Model in the Target Unit will be the Target Model, and may select any Model that is a part of that Unit.

Note that Models Engaged in a Challenge cannot use this Special Rule to allocate Hits to any Model other than the enemy Model that is Engaged in the same Challenge and that any attacks which are made as Snap Shots, or for Weapons or attacks that have either the Blast (X), Barrage (X), Template or Reaping Blow (X) Special Rules, may never trigger the Precision (X) Special Rule no matter what the result of the Hit Test is.
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.

Misericordia

For long centuries of unbridled internecine carnage on Ancient Terra during the Age of Strife, the ’Blade of Mercy’ or ’Misericordia’ came to represent the complete power of life and death, for the bearing of such a blade - usually in the form of a long dagger or short sword made to perpetrate a single killing thrust - marked one with the dread authority of the executioner-judge. Beyond the power it represented, the Misericordia might also be used in practice to carry out a ’clean’ sentence of death on a transgressor, or to offer terminal surcease to a warrior grievously wounded in battle at their master’s discretion, in either case living up to its name as an agent of mercy as well as death. When the Emperor attained dominion over Terra and ended the bloody cycle of the warlords’ reign, his agents and judges, and only they, came to carry the Misericordia as his mastery eclipsed all others, and it is a tradition the Legio Custodes still uphold.

A Unit containing any Models with a Misericordia may select a unique aftermath option in which it makes a single attack against an enemy Unit from the same Combat.

A Unit which contains any Models with a Misericordia may have the Blade of Mercy aftermath option selected for it in Step 4 of the Resolution Sub-Phase of the Assault Phase for any Combat in which that Unit has won or drawn the Combat.

The Blade of Mercy - The Controlling Player selects a single Model in this Unit which has a Misericordia to resolve Steps 4-10 of the Resolving an Initiative Step sequence with, targeting one enemy Unit from the selected Combat which has had the Fall Back aftermath option selected for it. Attacks made as part of this aftermath option are resolved using the following profile:
IMAMSMAPDSpecial RulesTraits
I1S3*Precision (2+), Breaching (5+)Power


* This Melee Weapon’s Damage Characteristic is equal to the number of Models with a Misericordia in the Unit for which this aftermath option has been selected.
Deep Strike

Deep strike deployments are usually conducted en-masse and at a distance from the enemy, lest the attacking force be destroyed in detail as it lands.

The Deep Strike Special Rule allows a Unit to enter play anywhere on the Battlefield.

A Unit that includes only Models with the Deep Strike Special Rule that enters play from Reserves may make a Deep Strike instead of deploying as described in the Reserves Rules. No more than one Unit may attempt a Deep Strike in a given Player Turn. The Unit attempting a Deep Strike may have another Unit without the Deep Strike Special Rule Embarked upon it if the Deep Striking Unit includes Models with the Transport Sub-Type (note that some Missions may allow more Units to attempt a Deep Strike in the same Player Turn. This will be specifically noted in the Mission Special Rules section of that Mission). Note that in Missions where the Reserves Mission Special Rule is not in use, the Deep Strike Special Rule has no effect. Furthermore, Units may not make use of the Deep Strike Special Rule during the first Battle Turn, even if they enter play from Reserves.

To perform a Deep Strike, the Active Player must declare an Eligible Unit that has entered play from Reserves in the Reserves Sub-Phase as the Deep Striking Unit. The Active Player must then select one Model from that Unit and place it anywhere on the Battlefield. This Model must be placed at least 1" away from any enemy Model, Battlefield Edge or piece of Impassable Terrain. Once this first Model has been placed, the remaining Models in the Unit must be placed within Unit Coherency with at least one other Model in the same Unit and within 6" of the first Model placed. No Models may be placed within 1" of an enemy Model, any Battlefield Edge or a piece of Impassable Terrain. Any Models that cannot be placed using these Rules must be Removed as a Casualty immediately. This deployment must take place during the Reserves Sub-Phase, and a Unit that deploys as a Deep Strike may not move in the Move Sub-Phase of the same Player Turn or have a Charge declared for it in the Charge Sub-Phase of the same Player Turn, but may make Shooting Attacks as normal. A Unit that is Embarked on a Model that is deployed as part of a Deep Strike may Disembark during the Move Sub-Phase of the same Player Turn, but may not make any move other than the move made to Disembark and may not have a Charge declared for it in the Charge Sub-Phase of the same Player Turn.

Enemy Units may declare Intercept Reactions against a Unit deployed as part of a Deep Strike, but not Reposition Reactions.

The Legio Custodes Trait is used in the following Legio Custodes datasheets:

Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
Characteristic Checks
The most common type of Check is the Characteristic Check, often separately named for the Characteristic to be checked (e.g., Leadership Check, Intelligence Check, Cool Check or Willpower Check).

When a Characteristic Check is made for an individual Model, then the Target Number for the Check is always equal to the value of the Characteristic of the same name possessed by the Model. For example, the Target Number of a Willpower Check made for a Model with Willpower 7 would be 7.

When a Characteristic Check is made for a Unit rather than an individual Model, the Target Number for the Check is equal to the value of the Characteristic of the same name possessed by the Model with the lowest Characteristic of the same name in the Unit. For example, the Target Number of a Leadership Check made for a Unit that includes Models with Leadership Characteristics of 6, 8 and 10 would be 6 - the lowest of the available Characteristic values. Note that if the Unit includes a Model with the Sergeant or Command Sub-Types then that Model’s Characteristic may always be used instead of any other Model’s.

In most cases if a Check is passed then there is no further effect, while failure will often result in the Model for which the Check is made being affected by the Rule which called for the Check. Unlike Tests, Checks must be rolled one at a time and should not be rolled in batches in order to avoid confusion over which Dice refer to which Check.
Characteristics and Modifiers
Characteristics can be modified by various Rules and Special Rules, temporarily altering the Base Value of that Characteristic, with the modified value referred to as its Current Value. If no modifiers have been applied to a given Characteristic then its Current Value is the same as its Base Value. The most common modifiers will add or subtract a fixed number from the Characteristics Base Value for a set duration, though some modifiers may multiply or divide the Base Value.

If a Rule calls for a modifier to be applied to a Characteristic that has already been modified, then that modifier is applied to the Current Value, not the Base Value. Modifiers that add or subtract a fixed value to the Characteristic do so to the Current Value and modifiers that multiply or divide the Characteristic multiply or divide the Current Value. Where multiple modifiers are applied to a Characteristic at the same time, any modifiers that multiply the Characteristic and/or modifiers that divide the Characteristic are applied first, then any modifiers that add to or subtract from the Characteristic are applied last.

Designer’s Note
Where any Rules call for multiple modifiers of different kinds to be applied to a value, they are always applied in the following order: multiplication then division, then addition and finally subtraction.

Some modifiers may simply ‘set’ the Current Value of a Characteristic to a specific value instead of modifying the Current Value or Base Value. Such modifiers override all other modifiers and are always applied last, replacing the modified Current Value with the set value.

For example, a Model’s Strength Characteristic has a Base Value of 4 on its Unit Profile.
  • If this Characteristic has a modifier of ‘+1’ applied to it, its Current Value would become 5.
  • If it had modifiers of both ‘+3’ and ‘-1’ applied to it then its Current Value would be 6.
  • If it had a modifier of ‘x2’ applied to it then its Current Value would be 8.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it then its Current Value would be 9.
  • If a modifier set its value to ‘2’, then its Current Value would be 2.
  • If it had a modifier of ‘x2’ and ‘+1’ applied to it and another modifier also set its value to ‘2’, then its Current Value would be 2.

Arae-Shrike

Rendered as living representations of the aquila, araeshrikes conceal an array of ancient mechanisms within the cyber-corpus of a Terran preybird of antiquity. Considered blasphemous in principle and arcane in function by the Mechanicum, these devices facilitate both precise telemetry for the legio Custodes’ teleporter crucibles and counterintelligence purposes by means of malifica-djinn and hostile blight-code. Together, these allow the Custodians to conduct rapid, pinpoint teleport assaults while impeding their foe’s efforts at counter-attack and reinforcement, leaving utter disarray in their wake.

A Model with an arae-shrike gains the Deep Strike Special Rule and confers it to any Unit it joins, and can apply a penalty to Enemy Reserves Tests.

A Model with an arae-shrike gains the Deep Strike Special Rule, and if it joins a Unit entirely composed of Models with the Legio Custodes Trait in Reserves, all Models in that Unit also gain the Deep Strike Special Rule.

In addition, in the Effects Sub-Phase of the End Phase of their Player Turn, the Controlling Player of a Model with an arae-shrike which is on the Battlefield can make an Intelligence Check for that Model. If that Check is successful, then the Opposing Player must apply a -1 modifier to the result of the first Reserves Test they make in the Reserves Sub-Phase of the subsequent Player Turn. Any Reserves Test may only be modified by a single arae-shrike in this manner.

The Legio Custodes Trait is used in the following Legio Custodes datasheets:

The Golden Exemplar Trait is used in the following Legio Custodes datasheets:

Warlord
High Command
• Tribune

The The Sodality Trait is used in the following Legio Custodes datasheets:

Warlord
High Command
• Tribune
Command
Elites
Troops
Support
Recon
Paragon

Mightiest of all the Emperor’s creations and the greatest warriors and generals of their age, the Primarchs of the Space Marine Legions epitomise the dark ages of the Horus Heresy. These colossi of war were powerful beyond the capabilities of any mortal warrior or steel-forged automata - for their only equal was another of their own kind.

The following Rules apply to all Models with the Paragon Type:
  • Any Hits inflicted by a Model with the Paragon Type, as part of either Shooting Attacks or in close combat, are allocated by the attacking Model’s Controlling Player and not the Controlling Player of the Target Unit.
  • Models with the Paragon Type may join and leave a Unit that includes Models with the Infantry Type, and Models with the Infantry Type may join and leave a Unit that includes one or more Models with the Paragon Type.
  • Models with the Paragon Type may Embark and Disembark upon Models with the Transport Sub-Type.
  • A Model with the Paragon Type may Issue and Accept Challenges.
  • The Controlling Player of a Unit that includes one or more Models with the Paragon Type may use the Characteristics of one of those Models to resolve any Characteristic Checks made for that Unit.
  • In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Paragon Type counts as a number of Models equal to that Model’s Base Wounds Value.
Unique

Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.

The following Rules apply to all Models with the Unique Sub-Type:
  • An Army may not include more than a single instance of a given Model with this Sub-Type. For example, if Model A and Model B both have the Unique Sub-Type then a single Army could include one of Model A and one of Model B, but no more than one of either Model.
  • A Model with the Unique Sub-Type or a Unit composed entirely of Models with the Unique Sub-Type may not have any options other than those included on its Army List Profile selected for them.
Bulky (X)

Transport vehicles are designed to balance armour and capacity, attempting to mount the most protection without compromising how many warriors they can carry. Yet, some warriors are plated in such imposing armour or even spawned in such an aberrant nature that they occupy far more space than any regular fighter. Such warriors are mighty in both power and stature, but prove more difficult to ferry into battle.

Models with the Bulky (X) Special Rule take up more space on Transport Models.

A Model with the Bulky (X) Special Rule does not use up 1 Point of Transport Capacity when it Embarks on a Model with the Transport Sub-Type. Instead it uses up a number of points of Transport Capacity equal to the value of X attached to the variant of the Bulky (X) possessed by that Model.
Eternal Warrior (X)

Some warriors are either so preternaturally tough, so bitterly intransigent or so favoured by fortune that they can survive almost any attack. Devastating close combat strikes and huge explosions all fail to bring down this warrior in a single hit and only repeated attacks can end their rampage.

A Model with this Special Rule takes less Damage from attacks.

When a Model with the Eternal Warrior (X) Special Rule is allocated an Unsaved Wound, the Damage of the Unsaved Wound is reduced by the value of X attached to the specific variant of the Eternal Warrior (X) Special Rule. The effects of this Special Rule cannot reduce the Damage of an Unsaved Wound to less than 1, regardless of the value of X.
Hatred (X)

Hatred can be a force as potent as any munition, driving troops to fight harder and more ferociously. The Horus Heresy would stoke old hatreds and spawn many new ones, granting canny commanders ample opportunity to set troops against their chosen foes.

The Hatred (X) Special Rule grants bonuses against enemies of a specific Faction, Type or Trait.

When Locked in Combat, or Engaged in a Challenge, with any enemy Models that have the Type or Trait that is the value of X, then all Models with this variant of the Hatred (X) Special Rule gain a bonus of +1 to all Wound Tests made in that Combat.
Master of the Golden Legion

Constantin Valdor carries with him the inviolate authority of Terra itself, and should he see fit to deploy them in battle, the Legio Custodes at his command are a terrifying force of destruction more powerful even than the Legiones Astartes.

If a Model with this Special Rule is part of an Army, then the Fear (1) Special Rule is granted to all Models with the Legio Custodes Trait (excluding Models with the Vehicle Type) in the same Army until the end of the first Battle Turn.

Furthermore, if a Model with this Special Rule is part of an Army, then once per Turn, when the Controlling Player makes a Reserves Test for a Unit which only contains Models with the Legio Custodes Trait and the Deep Strike Special Rule, before the Reserves Test is made, that Player can choose to modify that roll by + 1. If this modifier is applied, that Unit must be deployed using the Deep Strike Special Rule.
Vanguard (X)

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

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

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

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

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

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

When any Model from a Unit is within 12" of an enemy Model with the Fear (X) Special Rule, all Models in that Unit must reduce their Leadership, Willpower, Cool and Intelligence Characteristics by the value of X. This negative modifier is removed as soon as no Models in a given Unit are within 12" of any Model with the Fear (X) Special Rule. If a Unit would be affected by multiple instances of the Fear (X) Special Rule, the value of X is not stacked and instead the single highest value is used as a negative modifier.
Battle Turn
A Battle Turn is defined as all Players having resolved a single Player Turn as the Active Player (thus there are usually two Player Turns in each Battle Turn). In general a Battle is measured in Battle Turns to allow all Players to have the same number of Player Turns as the Active Player and so an equal chance to interact with the Mission, accumulate Victory Points and win. In general, Player Turns within a Battle Turn will always follow the same order - in that one Player will always take the role of the Active Player first in each Battle Turn.

The Sword of Oblivion

Fashioned in the manner of a highly ornate Execution blade, the Sword of Oblivion is in fact the pattern from which all others of its kind were said to have been made, and stands as the symbol of the High Commander of the Silent Sisterhood. The sword’s true mystery lies in the substance of the blade itself, for it can cut almost anything without evidence of any kind of power field or disruption generator, its origins an enigma to all save perhaps the Emperor.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
The Sword of Oblivion
The Sword of Oblivion
I
A
+2
2
2
Critical Hit (6+), Duellist’s Edge (2)
-
Pistol

Compact and deadly, pistols are ideal weapons in close quarters. They lack the sheer range of larger weapons, but can be brought to bear with impressive speed and are no less deadly than their larger counterparts.

A Model may attack with two Weapons that have the Pistol Special Rule.

During Step 3 of any Shooting Attack, a Player may choose to have a Model under their control make attacks with two Weapons rather than one if both Weapons have the Pistol Special Rule.
Breaching (X)

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

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

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

A Breaching Wound is always treated as having an AP Characteristic of 2 regardless of the Characteristics of the Weapon used to make the attack.

Archaeotech pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Archaeotech pistol
Archaeotech pistol
12
1
6
4
2
Pistol, Breaching (3+)
Assault

The Anathema Psykana Trait is used in the following Legio Custodes datasheets:

High Command
Command
Troops
Transport

The Talons of the Emperor Trait is used in the following Legio Custodes datasheets:

High Command
Command
Troops
Support
Transport

The Investigatus-Militant Trait is used in the following Legio Custodes datasheets:

High Command
Command
Infantry

Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.

Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.
Command

Representing the elite of any army, commanders oversee the disposition of their troops, set strategy for the coming battle and often stand at the forefront of the conflict. The actions of such heroes can change the tide of battle in an instant.

The following Rules apply to all Models with the Command Sub-Type:
Light

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

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

The most potent psychic nulls are actively lethal to psykers 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 witch.

Models with this Special Rule automatically inflict Perils of the Warp on any Unit containing Models with the Psyker Trait or Malefic Sub-Type at the end of Combat.

If, during Step 1 of the Resolution Sub-Phase of the Combat Phase (after any Models which made attacks as part of a Challenge have been returned to Combat), a Combat includes one or more Models with this Special Rule, then all Units (friendly or enemy) in that Combat which contain at least one Model with the Psyker Trait or the Malefic Sub-Type immediately suffer the Warp Rupture result on the Perils of the Warp Table. Any Models Removed as Casualties as a result of wounds inflicted by this are considered to have been removed in the Fight Sub-Phase for the purpose of scoring Combat Resolution Points.

Additionally, a Model with this Special Rule is considered to have the Psyker Trait for the purposes of nominating a Model as the Focus of the Nullify Advanced Reaction, as long as at least one Model from the Target Unit is within 12" of the Model with this Special Rule.
Trait: Psyker
Many of the Rules for psychic abilities will only be usable by a ‘Psyker’. A Psyker is any Model that has the Psyker Trait on their profile. As with all Traits, the Psyker Trait grants no Rules to a Model in and of itself, nor does it grant any Psychic Weapons, Powers or Reactions, it simply allows a Model to make use of Rules that require a Psyker in order to function, or as a trigger for Rules that target Psykers. For a Model to gain one or more Psychic Weapons, Powers or Reactions, they must either be listed on their profile or selected as options during Army Selection.
Malefic

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

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

One of the most potent psychic nulls in the Imperium, Jenetia Krole is capable of harnessing and focusing the emptiness within her, inflicting a moment of crippling weakness and terror upon an opponent.

This Gambit allows the Controlling Player to apply a modifier to their Focus Roll equal to the difference between Krole’s and the enemy Model’s Willpower Characteristics.

While a Model with this Special Rule is in a Challenge, its Controlling Player can select the following Gambit:

Abyssal Strike: When this Gambit is selected, the Controlling Player gains a positive modifier to their Focus Roll equal to Jenetia Krole’s Base Willpower Characteristic minus the current Willpower Characteristic of the opposing Model in the Challenge.
Aflame (X)

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

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

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

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

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

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

Eternity spear

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Eternity spear (Melee)
Eternity spear (Melee)
I
A
+1
2
1
Aflame (2), Critical Hit (6+), Impact (AM), Shred (5+)
-

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Eternity spear (Ranged)
Eternity spear (Ranged)
18
2
4
3
1
Shred (5+)
Assault, Bolt
Eternity spear

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Eternity spear (Ranged)
Eternity spear (Ranged)
18
2
4
3
1
Shred (5+)
Assault, Bolt

Eternity blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Eternity blade
Eternity blade
+1
A
+1
2
1
Aflame (2), Critical Hit (6+), Shred (4+), Duellist’s Edge (1)
-
Invulnerable Tests
Invulnerable Saves are listed as a Characteristic on each Model’s Profile, and can also be applied by Special Rules or Wargear.

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

No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.
Shieldwall!

Many warriors go to battle carrying large protective shields, commonly issued when the fighting is expected to be conducted at close ranges, such as Zone Mortalis or breach storming engagements. With sufficient training, these warriors can form a moving bulwark, layering and overlapping such shields to provide protection against all but the most determined attacks.

This Reaction allows the Reactive Player to gain a bonus to the Toughness Characteristic of Models in a Unit targeted by a Shooting Attack or Volley Attack if the majority of those Models have the Shield Trait.

Trigger: The Reactive Player may declare a Shieldwall! Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player, or at the start of Step 4 of a Charge declared by the Active Player.

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

Target: For a Shieldwall! Reaction, the Reacting Unit is always the Unit that was the target of the Shooting Attack or Charge that triggered the Reaction. This Unit must include a majority of Models with the ‘Shield’ Trait at the point when the Reaction is declared.

Process
  1. The Active Player continues to resolve this Shooting Attack as normal.
  2. All Models in the Unit for which this Advanced Reaction is declared have their Toughness Characteristic modified by +1 for the duration of the Phase in which this Reaction was declared.

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 model with a praesidium shield gains a 5+ Invulnerable Save and the Shield Trait.

Paragon blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paragon blade
Paragon blade
I
A
+1
2
1
Critical Hit (6+)
-
Rending (X)

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

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

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

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

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

Adrasite Spear

A rare counterpart to the guardian spear, Adrasite spears mount not bolters but compact Adrathic disintegration beamers, specialised sub-weapons issued against the deadliest of expected foes.

This Weapon has both a Ranged and Melee Profile.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Adrasite spear (Ranged)
Adrasite spear (Ranged)
12
1
5
2
2
Rending (6+)
Assault, Disintegrator

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Adrasite spear (Melee)
Adrasite spear (Melee)
I
A
+1
2
1
Impact (AM)
Power
Lightning Blows

The speed and precision with which the Legio Custodes fight is terrifying to behold, and each is capable of harnessing the momentum of a charge to land a series of lightning blows that tear apart their foe’s weaknesses.

On a successful Charge, a Model with the Lightning Blows Special Rule temporarily gains the Critical Hit (6+) Special Rule on its Melee Weapons.

If a Unit that includes any Models with the Lightning Blows Special Rule makes a successful Charge, then until the end of that Assault Phase, all Models with the Lightning Blows Special Rule in that Unit gain the Critical Hit (6+) Special Rule on any Melee Weapons they have.
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).
Adrasite spear

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Adrasite spear
Adrasite spear
- (Shooting)
- (Shooting)
12"
5
3
Assault 1, Instant Death, Armourbane (Ranged), Gets Hot
-
- (Melee)
- (Melee)
-
+1
2
Melee, Two-handed, Reaping Blow (1)
-

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.
Melta (X)

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

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

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

Pyrithite Spear

Originating with the wars of Unification, when the nascent Legio Custodes had yet to obtain their expansive arsenal of dedicated support vehicles, Pyrithite spears are one of several sub-variants of the guardian spear, featuring a melta weapon as its ranged component to provide specialised anti-armour firepower.

This Weapon has both a Ranged and Melee Profile.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Pyrithite spear (Ranged)
Pyrithite spear (Ranged)
6
1
8
2
2
Melta (3)
Assault, Melta

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Pyrithite spear (Melee)
Pyrithite spear (Melee)
I
A
+1
2
1
Impact (AM)
Power
Line of Sight
Some Rules will ask Players to determine Line of Sight between two Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.

To determine Line of Sight, use a tape measure or other device to determine if an unbroken straight line can be drawn between the first Model and its target. If a piece of Terrain, Model with the Vehicle Type or other obstruction breaks the line between those two Models then there is no Line of Sight, if the line is unobstructed then both Models have Line of Sight to each other.

In the example pictured above, a Salamander is in close proximity to two Iron Warriors. The topmost Iron Warrior and the Salamander have Line of Sight to each other, as no terrain or other obstruction breaks the line between the two Models. However, no Line of Sight exists between the lower Iron Warrior and the Salamander, as the building breaks the line between the two Models.

Area Terrain only obstructs Line of Sight if the line passes through more than 3" of an Area of Terrain - except for Heavy Area Terrain, which always obstructs Line of Sight, and Light Area Terrain, which never blocks Line of Sight. Models that do not have the Vehicle Type do not obstruct Line of Sight regardless of their size. Models that are Embarked on another Model, in Reserves or otherwise not on the Battlefield never have Line of Sight to any other Model. Note that if a Model has Line of Sight to another Model, then that Model must have Line of Sight to the first Model, and that a Model is always considered to have Line of Sight to itself and is always considered to be in range of itself while it is on the Battlefield.

When determining if a Model has Line of Sight to a Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
Line (X)

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

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

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

Furthermore, the value of X is added to the Tactical Strength of a Model that has that Special Rule to determine its ability to Control Objectives (see Core Mission Primary Objectives).
Comptroller (X)

The armies of the Mechanicum are made of a host of terrors, from hulking automata to gruesome fusions of man and machine. Yet, while these war engines are capable of immense destruction, it is the tech-priests and magi of the Taghmata that direct them, and without these frail human components the Taghmata has little strategic unity or focus.

If a Model with this Special Rule is part of a Unit then it can score more Victory Points for holding an Objective.

The number of Victory Points scored when a Unit that includes a Model with this Special Rule controls an Objective is increased by the value of X attached to this variant of the Special Rule. This Special Rule has no effect and no bonus Victory Points are scored if any of the following are true:
  • The Unit controlling the Objective includes any Models with a different Faction to that of the Model with this Special Rule.
  • The majority of Models in the Unit controlling the Objective have the Command, Specialist or Champion Sub-Types.
If Models with multiple variants of this Special Rule are part of the same Unit, then the values of X do not stack and only the highest value is used.

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 humanity. Known as the Magisterium, their mere presence on the battlefield is enough to wrack those who face his wrath with fear and dread, for where the Legio Custodes walk, there can be no hope of victory.

Units within 8" of a Model with a magisterium vexilla must pass a Leadership Check when scoring an Objective or only a single Victory Point is scored.

In the Victory Sub-Phase of any End Phase, when a Unit with at least one Model within Line of Sight and 8" of an enemy Model with a magisterium vexilla would score Victory Points for Controlling or Contesting an Objective, it must first make a Leadership Check. If this Check is failed, that Unit may only score 1 Victory Point for Controlling or Contesting the Objective in that Victory Sub-Phase, regardless of other Special Rules like Line (X) or Comptroller (X). If the Check is successful, there is no further effect.

Bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter
Bolter
24
2
4
5
1
-
Bolt
Sergeant

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

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

Bolt pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
1
Pistol
Assault, Bolt
Template

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

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

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

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

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

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

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

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

Some weapons are so terrifyingly potent that their use instils abject fear in even the most strong-willed warriors. In the face of such wanton power the target can only flee or prepare for death, for few would live to tell of the true horrors of the Age of Darkness once they were unleashed on the battlefield.

Weapons and other attacks that have the Panic (X) Special Rule have a chance of inflicting the Routed Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Leadership Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Routed Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Leadership Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule. If the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Flamer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Flamer
Flamer
Template
1
4
5
1
Template, Panic (1)
Flame

Execution blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Execution blade
Execution blade
I
A
+1
3
1
Rending (6+), Breaching (6+)
Power
Sentinel warblade

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Sentinel warblade (Ranged)
Sentinel warblade (Ranged)
8
3
4
4
1
Shred (6+)
Assault, Bolt

The Shield Trait is used in the following Legio Custodes datasheets:

Troops
War Engine
Combi

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

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

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

Vile toxins, exotic radiation and all-consuming chemical agents all sap the abilities of warriors in the field even as they kill them. Most terrible are the effects of phosphex, choking the life and strength from those it touches, or the fleshcorroding properties of the dreaded life-eater virus.

Unsaved Wounds with the Phage (X) Special Rule reduce a Characteristic by 1.

If an attack made for a Weapon or Model with this Special Rule inflicts one or more Unsaved Wounds on a Target Unit, then once the Shooting Attack or Initiative Step in which the Unsaved Wound was inflicted has been completely resolved, all remaining Models in the Unit that was the target of the attack must reduce the Characteristic that is the value of X for that variant of the Phage (X) Special Rule by 1 for the remainder of the Battle. Models in a Unit may have any number of different Characteristics reduced by 1 by the Phage (X) Special Rule, but no individual Characteristic may be reduced by more than 1 by the Phage (X) Special Rule no matter how many Unsaved Wounds with any variant of that Special Rule are allocated to Models in that Unit.
Limited (X)

Some weapons carry only a severely limited stock of munitions. Often intended as weapons of last resort, used at the correct point they can turn the tide of battle.

A Weapon with the Limited (X) Special Rule can only be used to attack a limited number of times per Battle.

A Weapon with the Limited (X) Special Rule may only be used to make attacks as part of a Shooting Attack or Combat a number of times equal to the value of X attached to the specific variant of the Special Rule. Each time it is used to make attacks, the Firepower Characteristic or Attacks Modifier Characteristic of the Weapon is not modified by this Special Rule, only the number of times it may be selected in a given Battle.

Needlespine Blaster

The needlespine blaster combines a rapid fire bolt pistol component with a deadly needler that makes use of an enhanced synthetic venom. The preserve of Clade Adamus operatives, the needlespine blaster fires an intensified pulse-beam of las energy, through which darts of an exotic metallic alloy are projected at incredible speeds. In the trained hands of an Adamus Assassin, this weapon can make a mockery of even the thickest armour but to the uninitiated, its bulk and complexity make it all but unusable.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Needlespine Blaster
Needlespine Blaster
- Bolt pistol (Primary)
- Bolt pistol (Primary)
12
1
4
5
1
Pistol, Combi
Assault, Bolt
- Needlespine launcher (Secondary)
- Needlespine launcher (Secondary)
12
3
6
4
1
Precision (2+), Breaching (5+), Phage (T), Limited (1), Combi
Assault, Needle

Nemesii Blade

Forged by the indentured tech-wrights of Clade Adamus, each nemesii blade is alleged to be patterned after an Ancient Terran artefact, held in stasis within the core vaults of Temple Adamus itself. Despite having no obvious force-projectors or augmentations, these weapons are possessed with an unnaturally sharp edge, able to cut through flesh and armour with ease.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Nemesii Blade
Nemesii Blade
I
A
S
2
1
Critical Hit (5+), Shred (5+)
-
CHARGE – A ‘Charge’ is a special type of multi-stage move made during the Assault Sequence. Unlike a normal move, Models moved as part of any Step of a Charge may end the move in Base Contact with an enemy Model.
LOCKED IN COMBAT – If the Assault Sequence ends and at least one Target Unit has neither been forced to Fall Back or been entirely Removed as Casualties, then the Units involved remain in place with at least one Model from each Unit in Base-to-Base Contact with an enemy Model. These Units are ‘Locked in Combat’ and may not be selected or moved in the Movement Phase or selected to make Shooting Attacks in the Shooting Phase. They may be selected during the Fight and Challenge Sub-Phases of the Assault Phase by the Active Player, but may not make a Charge or otherwise be selected in the Charge Sub-Phase.
Dangerous Terrain
Dangerous Terrain can inflict wounds on Models.

Dangerous Terrain follows all the Rules for Difficult Terrain and, in addition, any Model that enters, leaves or moves through an Area of Dangerous Terrain must make a Dangerous Terrain Test. This Test must be made immediately when a Model moves into an Area of Dangerous Terrain or begins a move while within an Area of Dangerous Terrain.

Nemesii grenades

When thrown, nemesii grenades scatter a cluster of sub-munitons over a small area, impeding any foes which might attempt to intervene as the Adamus Assassin closes with their target.

Any Charge declared against a Unit which contains any Models with nemesii grenades and which is not Locked in Combat is always a Disordered Charge, and if a Charge Move is made for such a Charge, all Models in the Charging Unit count as moving through Dangerous Terrain.

The Divisio Assassinorum Trait is used in the following Legio Custodes datasheets:

Support
Champion

At the front of any charge and the heart of any defensive line are an army’s champions. These warriors stand ever ready to accept the challenge of their foes and inspire their allies.

The following Rules apply to all Models with the Champion Sub-Type:
  • A Model with the Champion Sub-Type may Issue and Accept Challenges.
Death’s Artisan

The so-called ’mirror-form’ employed by the Assassins of Clade Adamus requires intensive practice and the study of a specific foe’s mannerisms, body language and fighting style. It has been used to deadly effect against countless master duellists, their moment of death preceded by utter horror as their own movements are reflected back at them with uncanny precision.

This Gambit allows an Adamus Assassin to Hit on a fixed Target Number in a Challenge and fight in a Strike Step in which it loses its last wound.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player must select the following Gambit - any Special Rule or Gambit that would stop the Controlling Player from selecting this Gambit is ignored and has no effect:

Mirror-form: If this Gambit is selected, Hit Tests made for this Model in the following Strike Step are always successful on a roll of 4+, regardless of the opposing Model’s Weapon Skill Characteristic. Additionally, if the Controlling Player does not have Challenge Advantage in the following Strike Step and this Model’s Wounds Characteristic is reduced to 0 or less, the Controlling Player may still make attacks for this Model in that Strike Step before it is Removed as a Casualty.
Heedless

Among the tumult of battle, some warriors take no stock in tactical considerations and focus solely upon the murderous arts demanded of them.

A Unit that includes any Models with this Special Rule cannot claim Objectives.

A Unit that includes any Models with this Special Rule cannot Control or Contest any Objective Marker - this overrides any other Rule or Special Rule that may apply to the Unit regardless of the source of the Rule or effect.
Infiltrate (X)

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

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

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

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

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

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

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

Billowing clouds of smoke or fields of electromagnetic interference can hide warriors from the foe’s sight. That which cannot be struck, cannot be harmed and needs not the protection of heavy and encumbering armour.

Shrouded (X) is a Damage Mitigation Test that may be taken in addition to a Saving Throw.

A Model with the Shrouded (X) Special Rule gains a Shrouded Damage Mitigation Test that may be used in Step 9 of the Shooting Attack process to discard Wounds allocated to the Model. A Damage Mitigation Test may be made after and in addition to a Saving Throw. The Target Number for a Shrouded Damage Mitigation Test is the value of X attached to the specific variant of the Special Rule. A Shrouded Damage Mitigation Test may not be made against wounds inflicted by a Melee Weapon.
ENGAGED
A Model is Engaged if either:
  • That Model is in Base Contact with an enemy Model in the same Combat.
  • That Model is no more than 2" from another Model in the same Unit which is in Base Contact with an enemy Model.
Removed as a Casualty
A Model Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other Model or Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an Emergency Disembarkation.

A number of Rules, including Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
Pinning (X)

The crack of the sniper’s rifle or the burst of heavy artillery, both signal a sudden and indiscriminate death and send infantry scurrying for cover. Such weapons are meant as much to pin the foe in place as to kill them, breaking up advancing ranks of troops and shattering defensive formations.

Weapons and other attacks that have the Pinning (X) Special Rule have a chance of inflicting the Pinned Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit, regardless of whether any Damage is inflicted, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Pinned Status, if the Check is passed then there is no further effect. The value of X attached to this Special Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.

Neural Shredder

An exotic and extremely rare piece of equipment bequeathed to the Clade Callidus by the wardens of the Adeptus Astra Telepathica, a neural shredder fires a psionic pulse which is capable of crippling the synapses of its victims’ brains, leaving them little more than mindless husks.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Neural Shredder
Neural Shredder
Template
1
3
3
1
Template, Pinning (3)
Assault
Poisoned (X)

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

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

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

Poison Blades

The needle-like poison blades that a Callidus keeps about their person enable the operative to make their kill even when appearing defenceless. Each Callidus trains in the art of driving these blades through weak spots in armour, scaly hide or the eye sockets of protective helms.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Poison Blades
Poison Blades
12
3
2
5
1
Precision (3+), Poisoned (3+), Breaching (4+), Limited (1)
Assault
Bypass (X)

Though incredibly rare, some weapons use means esoteric or metaphysical to permeate defensive energy barriers and power fields, affording them almost inescapable lethality.

Attacks made with the Bypass (X) Special Rule can sometimes ignore all Saves and Damage Mitigation Rolls.

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

Phase sword

Thought to have its origins in an ancient xenos technology, a phase sword’s provenance and exact method of function are a closely guarded secret. The blade of the weapon appears to phase in and out of reality through an ill-understood form of molecular realignment, bypassing all matter and energy, be it kinetic, potential or metaphysical.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Phase sword
Phase sword
+2
A
S
2
1
Precision (5+), Rending (6+), Bypass (6+)
Assault
Polymorphine

The mutable appearance of a Callidus Assassin can make it incredibly difficult for an enemy to rapidly determine whether they are friend or foe.

A Model with this Special Rule cannot be targeted by Shooting Attacks or Charges unless it has already attacked in the Battle or an enemy Unit has passed a specific Intelligence Check.

A Unit composed entirely of Models with this Special Rule may not be selected as the Target Unit of a Shooting Attack or a Charge.

When an enemy Unit finishes a Move within 3" of a Model with this Special Rule, that Unit’s Controlling Player can make an Intelligence Check for that Unit. If that Check is passed, this Special Rule has no effect for that Model for the rest of the Battle. In addition, if a Model with this Special Rule makes a Shooting Attack or ends a Charge Move in Base Contact with an enemy Model, this Special Rule has no effect for that Model for the rest of the Battle.
Reign of Confusion

A Callidus Assassin can spend weeks or even months masquerading as a member of an enemy force, subtly spreading lies and misinformation to undermine their foe’s battle-readiness and hamper any strategic planning.

The first Unit Charged by a Model with this Special Rule in a Battle becomes Stunned.

The first time in a Battle each Model with this Special Rule has a Charge declared for it, as long as that Model is still under the effects of the Polymorphine Special Rule, the Target Unit of that Charge immediately gains the Stunned Tactical Status.
Shooting Attacks
A Shooting Attack is the process by which a Unit makes a coordinated series of attacks targeting an enemy Unit.

In order to make a Shooting Attack for a Unit that has been selected during the Attack Sub-Phase, as part of a Reaction or for any other Rule or Sub-Phase that requires a Shooting Attack to be made, the following procedure must be followed:
  1. Select Target Unit.
  2. Check Target.
  3. Declare Weapons.
  4. Set Fire Groups.
  5. Select Fire Group To Resolve.
  6. Make Hit Tests.
  7. Make Wound Tests.
  8. Select Target Model.
  9. Make Saving Throws & Damage Mitigation Tests.
  10. Select Next Fire Group.
  11. Remove Casualties.
As part of the Rules for conducting a Shooting Attack, the term ‘Attacking Unit’ will be used to refer to the Unit whose Models will be making attacks as part of that Shooting Attack, while the term ‘Attacking Player’ will be used to identify the Player that controls the Attacking Unit. The term ‘Target Unit’ will be used to refer to the Unit that is selected as the Target Unit for the Shooting Attack.
Stunned
The Stunned Status reflects a Unit rendered insensible or stopped in its tracks by the sheer force of an impact, explosion or other battlefield event.

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

The following Rules apply to any Unit that includes one or more Models that have the Stunned Status:
Damage Mitigation Tests
Damage Mitigations Tests are similar to Saving Throws, and follow all the same Rules for making them - except that a Model may have one Saving Throw and one Damage Mitigation Test made for each wound inflicted on it. Damage Mitigation Tests are only ever granted to a Model by Special Rules and do not appear as a Characteristic, the Special Rule that grants a Model a Damage Mitigation Test will indicate the Target Number for that Test and will state under what circumstances it may be taken.
Wound Tests
Once a Unit has one or more Hits inflicted on it, whether a Rule has dictated their application or they have been inflicted as part of a Shooting Attack or Combat, a Wound Test must be made to resolve those Hits. The Rules presented here cover only the process of making Wound Tests and resolving their effects; See rules regarding inflicting Hits as part of a Shooting Attack or Combat.

A Wound Test must be made for each Hit inflicted on a Unit, but Wound Tests for Hits with different Strengths, AP values or Special Rules must be rolled separately so that all Players know which Hit is being resolved by a given Wound Test. The order in which differing Wound Tests are made is decided by the Player making the attacks (see the Rules for Shooting Attacks and the Fight Sub-Phase).

To make a Wound Test, roll a number of Dice equal to the number of Hits with the same Strength, AP, Damage and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, using the Wound Table shown here to compare the Hit’s Strength and the Model’s Toughness to determine a Target Number for the Test.


As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a wound on the Target Unit. Wounds with different Strength, AP or Damage values should be resolved separately in order to streamline the Wound Test process.
Armour Tests
Armour Saves are listed as a Characteristic on each Model’s Profile.

Once a Model has one or more wounds, the Controlling Player may make an Armour Test for that Model if possible. An Armour Test that is successful will cause the wound for which it is made to be discarded. A Model may not have an Armour Test made for it if:
  • The Model has an Armour Save Characteristic of ‘-’.
  • The AP value of the wound for which the Armour Test is being made is equal to or lower than the Model’s Armour Save Characteristic.
  • A Special Rule or other effect attached to the wound specifies that it ignores Armour Tests or that no Armour Test may be made.
  • An Armour Test may not be made to discard a Penetrating Hit.

One Armour Test may be made for each wound inflicted on a Model, but Armour Tests for wounds with different Strengths, AP, Damage values or Special Rules must be rolled separately so that all Players know which wound is being affected by a given Armour Test. To make an Armour Test, roll a number of Dice equal to the number of wounds with the same Strength, AP and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, with the Model’s Armour Save Characteristic as the Target Number. As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded. A success causes the wound for which the Test was made to be discarded with no further effect, while a failure means the wound remains and must be converted into Damage. A Player may choose not to make an Armour Test even if one is available, usually with the intent of taking a superior Cover or Invulnerable Saving Throw.
Area Terrain
Area Terrain grants Cover Saves.

A zone of closely packed Terrain is considered Area Terrain. Any Area Terrain on the Battlefield must have a clearly delineated zone which it covers, as agreed by all Players. As with Terrain Pieces, some Area Terrain may have a Base, but these are ignored for the purposes of measuring distances or adjudicating the placement of Models - other Models may be placed on top of an Area Terrain Base, and never count as being in Base Contact with Area Terrain. When placing a zone of Area Terrain, the Players must define a boundary for that zone of Area Terrain. This can be the Base, if the zone has one, or any other clear boundary point that shows where the Area Terrain begins and ends.

Any Model that is within the boundary of a zone of Area Terrain is eligible for a Cover Save and all zones of Area Terrain are also considered Difficult Terrain. The Cover Save provided by a given zone of Area Terrain is determined by its class, either Light Area Terrain, Medium Area Terrain or Heavy Area Terrain, as noted below:
  • Light Area Terrain provides a 6+ Cover Saves to all Models within its boundaries.
  • Medium Area Terrain provides a 5+ Cover Save to all Models within its boundaries.
  • Heavy Area Terrain provides a 4+ Cover Save to all Models within its boundaries.

Medium Area Terrain blocks Line of Sight if that Line of Sight passes through more than 3" of an Area of Terrain. Heavy Area Terrain always blocks Line of Sight, Models within Heavy Area Terrain cannot ever draw Line of Sight to any other Models and Models outside of Heavy Area Terrain cannot draw Line of Sight to Models within Heavy Area Terrain. Line of Sight can never be drawn through Heavy Area Terrain, regardless of the distance covered by the Terrain. Light Area Terrain does not block Line of Sight.

Some Areas of Terrain may include multiple levels, such as ruins with more than one floor upon which Models can be placed. These follow all of the usual Rules for Terrain levels, and the floors are all considered as being within the same Area of Terrain - with the exception that Weapons with the Blast (X) and Barrage Special Rules are only required to attack the uppermost floor if the Target Model or point on the Battlefield is on one of the numbered floors or on the Battlefield surface directly under the first Terrain level. This is intended to stop attacks targeting Models distant from any levels within an Area of Terrain being unfairly protected from attack by Weapons with the Barrage Special Rule.
Cover Tests
Cover Saves are granted by Terrain and Special Rules and are not listed as a Characteristic on a Model’s Profile.

If a Model cannot have an Armour Save made for it, or the Controlling Player chooses not to make an Armour Test, but has access to a Cover Save then that Saving Throw may be made instead of an Armour Test or an Invulnerable Test. A Cover Test is resolved in exactly the same manner as an Armour Test. Cover Tests are normally provided by certain types of Battlefield Terrain, but may also be granted by certain Special Rules. Note that Cover Tests are not affected by the AP value of a wound, however a Model may not have a Cover Test made for it if:
  • A Special Rule or other effect attached to the wound specifies that it ignores Cover Saves or that no Cover Test may be made.
  • The attack is being made as part of a Combat during the Fight Sub-Phase, or a Challenge in the Challenge Sub-Phase.
  • A Cover Test may be taken to discard a Penetrating Hit, if one is available to the Model.
Saving Throws
Saving Throws are a sub-type of Characteristic not used by all Types. Unlike most other types of Characteristics, Saving Throws represented by a lower value are better than Saving Throws represented by a higher value. All Saving Throws are recorded as a single number followed by a ‘+’ sign.
  • Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
  • Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
  • Cover Save (COV) – A Cover Save is used to negate wounds that would normally ignore or bypass an Armour Test. Few Models will have a Cover Save Characteristic, but other Rules may grant them one temporarily - such as Area Terrain. When a Model’s Cover Save is at its minimum value of ‘-’, that Model may not make Cover Tests.
Psy-Shock

Some weapons are created to distort and fracture aetheric space, their detonations causing panic attacks and confusion in the unattuned - 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 containing any Models with the Psyker Trait or Malefic Sub-Type which suffers a wound from a Weapon with this Special Rule also suffers Perils of the Warp.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more wounds on a Target Unit which contains any Models with the Psyker Trait or Malefic Sub-Type, regardless of whether any Damage is inflicted, that Target Unit suffers the Warp Rupture result on the Perils of the Warp Table at the end of Step 9 of that Shooting Attack.

Animus speculum

The animus speculum takes the form of an enclosed helmet integrating storage coils that can absorb and discharge focused blasts of negative warp energy at the wearer’s will. These powerful devices have a dual purpose, primarily to dampen the vile aura of the Culexus en route to their target, but once deployed in combat, its polarity can be reversed in order to magnify the anathematic horror of its wearer to lethal levels.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Animus speculum
Animus speculum
Template
1
5
4
1
Template, Breaching (5+), Panic (1), Psy-Shock
Assault

Psyk-out Bombs

Produced under secret conditions within the temples of the Great Astronomican on Terra, the material that comprises the payload of these weapons is saturated with psychically charged particulates. On detonation, this substance blankets the immediate area, refracting psychic energy and distorting a psyker’s abilities with potentially lethal results.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Psyk-out Bombs
Psyk-out Bombs
I
3
5
3
2
Aflame (2), Rending (6+), Precision (6+), Breaching (6+), Limited (3)
-
Etherium

The Etherium is an intricate, composite nodal matrix built into the Culexus’ synskin bodyglove which shifts the wearer’s body out of phase with realspace, making them appear ethereal and all but invisible to unenhanced eyes.

When a Model with this Special Rule is allocated an Unsaved Wound as part of a Shooting Attack, the Damage of that Unsaved Wound is reduced by 1 to a minimum of 1.
Anathema

Psychic nulls such as the Sisters of Silence are almost impossible to affect with empyreal powers. Their minds are not simply absent or inert to a psyker’s mental perception, but howling abysses of darkness that not only negate psychic force directed at them but also actively interfere with the flow of the Warp around them.

Models with this Special Rule ignore the effects of Psychic Abilities and Psychic Weapons and can only be wounded by a Weapon with the Psychic or Immaterial Trait on a 5+.

A Unit which includes any Models with this Special Rule may never be selected as the target of a Psychic Blessing or Psychic Curse, and Models with this Special Rule ignore all Damage inflicted by Psychic Weapons, Psychic Powers, Psychic Reactions or Perils of the Warp. If such a Model is selected as the Target Model of any attack or wound inflicted by a Psychic Weapon, Psychic Power, Psychic Reaction, or Perils of the Warp then all Damage caused has no effect and no Wound Tests, Armour Saves or Damage Mitigation Tests are made.

Additionally, Wound Tests made for Weapons with the Psychic or Immaterial Trait that target any Unit that includes only Models with this Special Rule that have an unmodified result of 1, 2, 3 or 4 are never successful, regardless of the Strength Characteristic of a Hit or any Special Rules that set the Target Number for Wound Tests. This Special Rule has no effect on Armour Penetration Tests.

Executioner pistol

These combination needle and bolt weapons were developed by the Clade Eversor to allow their nigh-psychotic Assassins to cripple their quarry with a hail of explosive bolts and toxin-enriched needle shards, leaving them vulnerable to the onslaught of the Assassins’ blades.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Executioner pistol
Executioner pistol
- Bolt pistol (Primary)
- Bolt pistol (Primary)
12
1
4
5
1
Pistol, Combi
Assault, Bolt
- Needle pistol (Secondary)
- Needle pistol (Secondary)
12
2
2
-
1
Poisoned (3+), Pistol, Pinning (1), Combi
Assault, Needle

Neuro-gauntlet

Eversor Assassins are equipped with a neuro-gauntlet, an exo-skeletal claw forged from fine, but incredibly robust, molecularly sharp blades that exude a potent mixture of deadly toxins. Despite the appearance of these weapons, Clade Eversor Assassins rarely rely on the finesse offered by them and opt instead for brutal evisceration of their enemies.

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Neuro-gauntlet
Neuro-gauntlet
+1
+1
S
3
2
Rending (4+), Poisoned (4+)
Assault, Bolt

Power sword

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Power sword
Power sword
I
A
S
3
1
Breaching (6+)
Power
Frenzon Rage

A potent mixture of refined combat stimulants laced with dangerously volatile chemicals, frenzon could fairly be considered a lethal poison. This cocktail is continuously pumped through an Eversor Assassin’s veins, instilling a state of murderous frenzy.

This Gambit increases the Eversor Assassin’s Attacks Characteristic and the result of a Focus Roll made for it in a Challenge at the cost of suffering an automatic wound.

While a Model with this Special Rule is engaged in a Challenge, its Controlling Player must select the following Gambit - any Special Rule or Gambit that would stop the Controlling Player from selecting this Gambit is ignored and has no effect:

Biological Overload: If this Gambit is selected, the Controlling Player gains a +3 modifier to the Focus Roll in the following Focus Step, and this Model modifies its Attacks Characteristic by +3 for the duration of the following Strike Step. However, for each unmodified Hit Test result of a 1 rolled in the following Strike Step for this Model’s Attacks, the Model suffers a wound, with an AP of 2 and a Damage of 1, allocated at the end of the Strike Step.
Reaping Blow (X)

Whether by skill or the merits of a weapon’s design, some warriors are capable of sweeping strikes that scythe through the ranks of the foe.

If a Model with this Special Rule is outnumbered, it gains extra attacks.

If a Model is outnumbered in Combat and either has this Special Rule or is made to attack with a Weapon that has this Special Rule, then that Model gains a bonus to its Attacks Characteristic equal to the value of X attached to the variant of this Special Rule it has access to. To be considered outnumbered, the total number of Friendly Models Locked in the same Combat must be less than the total number of Enemy Models Locked in the same Combat - Models with the Bulky (X) Special Rule count as a number of Models equal to the value of X in the variant of the Bulky (X) Special Rule that Model has. This Special Rule has no effect during the Challenge Sub-Phase, and no Model that is Engaged in a Challenge may gain additional Attacks due to this Special Rule.
Explodes (X)

Volatile fuel, overpowered reactors or dangerous munitions can cause some war engines to explode when destroyed. Such explosions can prove devastating to friend and foe alike.

A Model with this Special Rule can explode and cause Hits to nearby Models and Units.

Before a Model with the Explodes (X) Special Rule is Removed as a Casualty, the Controlling Player must roll a Dice. If the result of that roll equals or exceeds the value of X attached to this variant of the Explodes (X) Special Rule, the Model explodes. Every Unit with one or more Models within 6" of an exploding Model suffers a number of Hits equal to the Base Wounds Characteristic or Base Hull Points Characteristic of the exploding Model. Each such Hit has a Strength of 8, an AP of ‘-’ and a Damage of 1. Once all Hits caused by this Special Rule have been resolved, the Model with the Explodes (X) Special Rule is Removed as a Casualty as normal.
Heavy (X)

Some weapons are so heavy that, while they can be fired on the move, are more powerful when properly braced and made ready before shooting. Warriors on the battlefield must use their judgement to decide when speed is required and when the full firepower of their arsenal must be unleashed.

Weapons with the Heavy (X) Special Rule gain +1 to a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Heavy (X) Special Rule, a modifier of +1 is added to a Characteristic if the Model with that Weapon is part of a Unit that remained Stationary in the Controlling Player’s previous Movement Phase. If the Characteristic listed is AP, then instead it improves the AP by one Step (see the Rules for modifying Saves and AP). The value of X in the specific variant of the Heavy (X) Special Rule determines which Characteristic gains the +1 modifier.

Adrastus bolt caliver

A hybrid of Imperial pattern bolt weapon designs and Dark Age of Technology ‘Adrathic’ disintegration beam weapons prohibited from general Great Crusade issue, the Adrastus bolt caliver is a potent shoulder arm serving as a portable heavy weapon for the Legio Custodes. This combination weapon is able to unleash a fusillade of explosive rounds at long range with the potency of the heavy bolters carried by the Legiones Astartes, or at shorter ranges fire a disintegration beam able to rip a target apart at a molecular level, causing its victims to cease to exist in a howling flare of energy.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Adrastus bolt caliver
Adrastus bolt caliver
- Bolt volley (Primary)
- Bolt volley (Primary)
36
2
6
4
2
Heavy (FP), Combi
Bolt
- Adrathic beam (Secondary)
- Adrathic beam (Secondary)
24
1
6
2
2
Rending (6+), Limited (1), Combi
Disintegrator

Laspistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Laspistol
Laspistol
12
1
3
-
1
Pistol
Assault, Las
Shock (X)

Blasts of exotic radiation, malignant scrap-code or other targeted attacks can render the systems of complex war engines vulnerable without penetrating their armour. While such weapons are less likely to leave their target as a broken ruin, the deleterious effects of their attacks can render even the most powerful war machines impotent.

Weapons with the Shock (X) Special Rule have a chance of inflicting Statuses on Vehicles even if it does not penetrate their armour.

When making a Hit Test for a Weapon with this Special Rule against a Target Unit that includes any Models with the Vehicle Type or Walker Type, the result of the Hit Test before any modifiers are applied must be checked. If any Hit Test for a Weapon with the Shock (X) Special Rule results in a ‘5’ or ‘6’ before any modifiers are applied, then all Models with the Vehicle Type or Walker Type in the Target Unit gain a Status at the end of Step 11 of the Shooting Attack process or Step 10 of the Initiative Step process. The Status gained is indicated by the value of X attached to that variant of the Shock (X) Special Rule. If the Model already has the stated Status or the attack would apply the Status multiple times there is no additional effect and this Special Rule never causes a Model to lose Wounds or Hull Points. Hits inflicted by a Weapon with this Special Rule must still have Wound Tests or Armour Penetration Tests made for them, and are not discarded if they trigger this Special Rule.

Sympatic dataspikes

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Sympatic dataspikes
Sympatic dataspikes
+1
+2
S
3
1
Rending (6+), Precision (6+), Shock (Stunned)
-
Autonomic Servo-limbs

The mechadendrite-like appendages and captive servo-skulls incorporated into the harness of the Clade Vanus Infocyte are used to assist in data harvesting and infiltration, but under combat conditions the appendages can be shed at will and remotely operated for a short time, distracting the Assassin’s assailants and allowing them to slip away.

A Model with this Special Rule which is in a Combat may always have the Disengage aftermath option selected for it in the Aftermath Step of the Resolution Sub-Phase of the Assault Phase, regardless of which Player has won that Combat.
Infocyte

The multi-spectral augury scanners carried by Clade Vanus Infocytes allow them to pry into an array of data networks, from vox-matrices to the noosphere of the Mechanicum.

The Controlling Player of any Models with this Special Rule can spend Reaction Points to make the Auspectre and Signum Shunt Advanced Reactions.
COMBAT – A Combat is a reference to two or more Units conducting an ongoing struggle, where at least one Model from each Unit is in Base-to-Base Contact. Outside of the Assault Phase, a Combat is considered one entity and no other Unit may move through it or end a move within 1" of any Model in the Combat. No Unit in a Combat may be the target of any Shooting Attack.
Disengage – A Unit that Disengages must make an immediate Disengage Move. To make a Disengage Move, the Controlling Player of the Unit must move each Model in the Unit a distance equal to the Model’s Movement Characteristic. This move can be made in any direction, as long as each Model moving is moving away from any enemy Models that are part of the Combat the Model is Disengaging from. If the Model cannot move without moving closer to such an enemy Model then a Disengage Move may not be made for the Unit that Model belongs to and the Unit must instead Hold (see above). Each Model moved must end its move in Unit Coherency with at least one other Model from the same Unit and may not end the move in Base Contact with any enemy Model. If, for any reason, a Unit ends a Disengage Move with any Models in that Unit out of Unit Coherency or in Base Contact with an enemy Model, then all Models in the Unit gain the Routed Status.

Models making a Disengage move can freely move through all enemy Models that are Locked in the same Combat. This is an exception to the normal Rules for moving that state a Model cannot move through any area within 1" of an enemy Model or any Model Locked in Combat. If any Models making a Disengage Move from a Combat would end their move less than 2" from an enemy Model still Locked in that Combat, extend the Disengage move by the minimum amount needed for that Model to end its Move more than 2" from any enemy Model. Models making a Disengage Move have the distance they Move reduced as normal by Terrain and must take Dangerous Terrain Tests as normal.
Auspectre

Thanks to their advanced mental training and heightened cognisance, Clade Vanus Infocytes are able to process a bewildering amount of battlefield data in real time, detecting the arrival and location of enemy troops. Equipped with this knowledge, they can then temporarily override the hardwired systems of transports to take control of navigation and guidance functions, redirecting the flow of battle at will.

This Advanced Reaction allows the Reactive Player to disrupt the placement of an enemy Flyer when it arrives from Aerial Reserves.

Trigger: Once per Battle, the Reactive Player may declare an Auspectre Advanced Reaction in the Reserves Sub-Phase of the Movement Phase, when the Active Player makes a successful Reserves Test for a Unit that is in Aerial Reserves.

Cost: The Auspectre Advanced Reaction has no cost.

Target: For an Auspectre Reaction, the Target Unit is always the Unit in Aerial Reserves for which the successful Reserves Test was made which triggered this Reaction. The Reacting Unit is always a Unit with the Disruptor Trait that is under the control of the Reactive Player.

Process
  1. The Active Player must assign a Combat Assignment to the Target Unit.
  2. Before the Active Player places the Target Unit on the Battlefield, the Reactive Player must make an Intelligence Check for the Reacting Unit.
  3. If the Intelligence Check is passed, the Reactive Player may place the Target Unit at any valid point along a Battlefield Edge according to its Combat Assignment, instead of the Active Player. If the Intelligence Check is failed, the Reaction has no effect.
  4. During the following Movement Phase, the Active Player may immediately Pivot the Target Unit before moving it normally, as per the Combat Assignment given to it.
Signum Shunt

The multi-spectral augury scanners carried by Clade Vanus Infocytes allow them to pry into most known signalling and vox networks, including the noosphere, the ætheric communication channel between members of the Mechanicum used to command and control their legions of automata. Infocytes insert malicious and damaging packets of data in a process known as shunting, which allows them to manipulate the content of transmissions to further their own endeavours.

This Advanced Reaction allows the Reactive Player to attempt to Suppress or Pin a Unit that arrives from Reserves.

Trigger: Once per Battle, the Reactive Player may declare a Signum Shunt Advanced Reaction in the Reserves Sub-Phase of the Movement Phase, when the Active Player deploys a Unit from Reserves.

Cost: The Signum Shunt Advanced Reaction has no cost.

Target: The Unit entering play from Reserves is always the Target Unit of this Reaction. The Reacting Unit is always a Unit with the Disruptor Trait that is under the control of the Reactive Player, which is also within 12" and Line of Sight to the Target Unit.

Process
The Controlling Player must make an Intelligence Check for the Reacting Unit. If this Check is passed, the Target Unit gains the Suppressed or Pinned Tactical Status (decided by the Reactive Player). If this Check is failed, this Reaction has no effect.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.

This rulebook presents a number of Advanced Reactions that may be made by a Player of any Faction or Allegiance. Future publications may present additional Advanced Reactions that may only be used by Players of a specific Faction or Allegiance, or that cover more niche situations.

The following Advanced Reactions are presented in this section:
Armourbane

Heavy beams and armour-piercing cannon rarely inflict superficial damage, but always blast and break the hull of their target. Such weapons are superior tank killers, their sheer power prized over lesser weapons when the objective is to apply maximum damage without concern for finesse.

A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits.

When making Armour Penetration Tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.

Toxin ejector

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Toxin ejector
Toxin ejector
Template
1
5
4
1
Template, Breaching (5+), Poisoned (3+), Armourbane
Assault
Blast (X)

Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.

Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.

When making attacks with a Weapon that has the Blast (X) Special Rule, before any Hit Tests are made, a Blast Marker must first be placed to determine how many Hits may be inflicted by the attack. The Player making the attack must place the Blast Marker indicated in brackets as part of the Special Rule so that the hole in the middle is entirely over the Base of any one Model in the Target Unit. Once the Blast Marker has been placed, the Player making the attack must make a Hit Test for the attack, and each Model from the Target Unit that is fully or partially under the Blast Marker will suffer 1 Hit if the Hit Test is successful.

Hits on Other Units
If any Models from Units other than the Target Unit are fully or partially covered by the Blast Marker, then a new Fire Group must be created for those Hits and set to one side. Continue resolving the Shooting Attack on the original Target Unit, and once that Shooting Attack has been completely resolved begin a new Shooting Attack to resolve those additional Fire Groups generated for Units other than the original Target Unit.

If the Hit Test is unsuccessful then no Hits are inflicted and the Player making the attack must make a Scatter Roll for the Blast Marker. Once a Scatter Roll has been made for the Blast Marker and it has been moved, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker.

Hits can be scored on both friendly and enemy Units by attacks using the Blast (X) Special Rule. Hits inflicted by Weapons with the Blast (X) Special Rule are allocated in the same manner as other Hits, regardless of which actual Models were under the Blast Marker and the Blast Marker may not be used to inflict Hits on specific Models.

If a Fire Group includes multiple attacks made with the Blast (X) Special Rule, do not place multiple Blast Markers. A single Blast Marker is placed using the Rules detailed above, and a Hit Test is made for each attack in that Fire Group. For each successful Hit Test, one Hit is inflicted for each Model from the target Unit that is fully or partially under the Blast Marker. If any Hit Tests are unsuccessful then, after any Hits made by successful Hit Tests are counted, a single Scatter Roll is made for the Blast Marker, regardless of the total number of unsuccessful Hit Tests. For each Hit Test that was unsuccessful, one Hit is inflicted on a Unit for each Model from that Unit that is wholly or partially covered by the Blast Marker after the Scatter Roll has been resolved.

Poison globes

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Poison globes
Poison globes
8
1
1
3
2
Blast (3"), Poisoned (3+), Panic (1), Limited (1)
Assault
The Venum

Synthesised from a dizzying array of incredibly potent poisons uncovered throughout the passage of the Great Crusade, the ’Venum’ used in the hookfangs of Clade Venenum is unrivalled in its ability to gradually overcome the resistance of almost any foe. The Grandmaster of the Clade Venenum keeps records in her private archive of all those who have managed to shrug off the toxin during her reign; a list with only three names upon it, one of them her own.

A Model wounded by a Weapon with this Special Rule must pass a Toughness Test at the end of each subsequent Turn or suffer an additional wound.

Any Model that suffers one or more Unsaved Wounds as a result of an attack made with a Weapon with this Special Rule must make a Toughness Test in each of the Controlling Player’s subsequent Morale Sub-Phases for the remainder of the Battle. For each failed Test, that Model immediately suffers a single automatic wound with a Damage of 1 against which no Saves or Damage Mitigation Rolls can be made. Models whose Wound Characteristic is reduced to 0 as a result of this Special Rule while Embarked on another Model or while in Reserves still count as being Removed as Casualties for all purposes.

Hookfang

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Hookfang
Hookfang
+1
A
S
3
1
Rending (6+), Precision (2+), The Venum
-
Unnatural Conditioning

To counteract the constant exposure to harmful chem and rad-phages or other deadly poisons, Clade Venenum Assassins must undergo extensive surgeries and genetic manipulation to purify their bodies and build a resistance to even the most harmful agents.

The Phage (X) and Poisoned (X) Special Rules have no effect on a Model with this Special Rule.

The effects of any variant of the Phage (X) and/or Poisoned (X) Special Rules are ignored when targeting a Unit that contains a Model with this Special Rule.
Tests
A Test is rolling a single Dice with a set Target Number.

In order to make a Test, the rolling Player rolls one or more Dice as directed by the situation and Rules in play and compares the result of each individual Dice to a fixed Target Number. Each Dice whose result is equal to or higher than the Target Number has passed the Test and is considered to have succeeded at the Test, while each Dice whose result is lower than the Target Number is considered to have failed the Test.

The Target Number for most Tests is usually determined by the Weapon Skill, Ballistic Skill or Strength Characteristics of a Model for which a Dice is rolled, the exact Target Number and the method by which it is determined will be explained by the Rule which calls for the Test. Likewise, a ‘success’ will have different meanings depending on the Rule which called for the Test - though in most cases will result in Hits or wounds on enemy Models as part of an attack (an attack is a specific type of Test used to determine if ranged strikes or close combat blows connect with or harm their targets, see the Shooting and Combat sections). Often, if a Player succeeds at a Test then they will need to make one or more additional Tests to resolve the Rule or attack - most often resolved as a Hit Test, a Wound Test or a Saving Throw (Saving Throws are a type of Test described here), all of which are types of Test defined later in these Rules.
Embarking
Embarking covers the Rules for moving Units ‘into’ transports.

When selected during the Move Sub-Phase of the Movement Phase, the Controlling Player may have a Unit Embark on a friendly Model that has the Transport Sub-Type. The Model upon which the Unit is attempting to Embark must have a Transport Capacity high enough for all Models in the Unit to Embark - if the Transport Capacity is not high enough then any attempt to Embark is automatically unsuccessful.

To Embark upon a Model with the Transport Sub-Type, a Unit must end or begin the Move Sub-Phase with all Models in the Unit within 2" of any point on a Facing on that Model that has an Access Point.
Reserves
Various Rules will allow or require Players to place Units in Reserves. Reserves is an area outside of the bounds of the Battlefield - Models that are in Reserves may not be selected or attacked during any Player’s Turn, but do not count as having been Removed as Casualties. Models that are in Reserves should be kept near the Battlefield, but separate from any Models Removed as Casualties and must be made known to all other Players in the game.

While Units are in Reserves, the Controlling Player may freely declare that Units in Reserves have Embarked upon another friendly Unit that is in Reserves if the Unit would normally be capable of doing so. Likewise, Models in Reserves that are capable of joining or leaving Units may join or leave a friendly Unit that is also in Reserves freely by means of the Controlling Player declaring it is so.

Entering Battle From Reserves
In the Reserves Sub-Phase of the Active Player’s Movement Phase, each Unit that the Active Player has in Reserves must take a Reserves Test. See Rules for taking Reserves Test and moving Models into play from Reserves.

Entering Reserves from the Battlefield
A Unit may only enter Reserves from the Battlefield if a Special Rule allows it to do so. Where this is the case, the Special Rule in question will detail how this is accomplished. The only Core Rules that allow Models to enter Reserves from the Battlefield are those for Models with the Flyer Sub-Type.

In general Models may not move ‘off of the Battlefield’, and moving to the Battlefield Edge does not allow a Unit to enter Reserves.
Destroyed & Removed as Casualties
Throughout these Rules the terms ‘Destroyed’ and ‘Removed as Casualties’ have been used to refer to Models and Units that have been taken out of play by enemy action - usually as the result of a Shooting Attack or Combat. Units that are ‘Destroyed’ or entirely ‘Removed as Casualties’ are often used as a means for the Opposing Player to score Victory Points and thus win a Battle. The two terms can be used interchangeably, but most often the term ‘Removed as Casualties’ is used to refer to the removal of an entire Unit that was composed of multiple Models, while ‘Destroyed’ is more commonly used to refer to the removal of a single Model or a Unit that was composed of a single large Model, such as a tank.
Ordnance (X)

Huge artillery cannon and vast laser weapons are commonly employed as the primary armament of the greatest war machines of the Imperium. These weapons are devastating when properly braced and prepared for firing - more than capable of destroying smaller war engines in a single blast.

Weapons with the Ordnance (X) Special Rule double the value of a Characteristic when Stationary.

When making a Shooting Attack with a Weapon that has the Ordnance (X) Special Rule, a modifier of x2 is applied to a Characteristic if the Model with that Weapon is part of a Unit that remained stationary in the Controlling Player’s previous Movement Phase (if that Characteristic is AP, then the AP is instead changed to AP 2). The value of X in the specific variant of the Ordnance (X) Special Rule determines which Characteristic gains the x2 modifier.

Exitus rifle

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Exitus rifle
Exitus rifle
100
1
7
-
2
Ordnance (AP), Precision (2+), Pinning (1)
-

Exitus pistol

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Exitus pistol
Exitus pistol
12
3
6
3
1
Pistol, Precision (4+)
Assault

Assassin’s blade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Assassin’s blade
Assassin’s blade
I
A
S
3
1
Breaching (6+)
Power
Deadshot

During the Great Crusade, Assassins of the Vindicare Clade were tasked with the execution of monstrous xenos hegemons, inviolate cybernetic overlords and undying psychic warlords, against whom even a flawlessly placed single shot proved insufficient. As such, Vindicare Assassins are outfitted with a range of specialist munitions and provided with a comprehensive dossier on any given target’s anatomy and panoply, which – combined with the Assassin’s unparalleled marksmanship – allows them to fell even the most resilient of foes with a sequence of precision shots.

Models with this Special Rule ignore Shrouded (X) Damage Mitigation Rolls and never have to make Snap Shots if they remain Stationary, and gain one optional additional Special Rule when making a Shooting Attack.

When a Shooting Attack is made for a Model with this Special Rule in the Controlling Player’s Shooting Phase, if that Model remained Stationary during the Controlling Player’s previous Movement Phase, that Shooting Attack never has to be made as Snap Shots and Shrouded (X) Damage Mitigation Rolls may never be made against wounds inflicted as part of that Shooting Attack.

Additionally, when a Shooting Attack is made for a Model with this Special Rule, at the start of Step 3 of the Shooting Attack procedure, the Attacking Player can select one of the following Special Rules to apply to all Weapons that Model has for the duration of that Shooting Attack:
Ranged Hit Tests
Ranged Hit Tests include all Hit Tests made outside of Combat or at a distance further than Base-to-Base Contact. Ranged Hit Tests are normally part of a Shooting Attack which details how to select targets. The Rules in this section are focussed only on the process of rolling Hit Tests.

When making a Ranged Hit Test for any Model, roll a number of Dice equal to the Firepower Characteristic of any one Weapon that the Model has (or when instructed roll all of the Dice for attacks made using the same Ballistic Skill and for identical Weapons - a grouping known as a Fire Group - see the Rules for the Shooting Phase for more details). These Dice are rolled as a Test, using the Ranged Hit Test Table and the attacking Model’s Ballistic Skill to determine the Target number for the Test.

RANGED HIT TEST TABLE
The following table is used to determine the Target Number for Ranged Hit Tests:

BS10+987654321
Target NumberAC3+C4+C5+C6+2+3+4+5+6+
*Snap Shots2+3+3+4+4+5+5+6+6+F
BS10+9876
Target NumberAC3+C4+C5+C6+
*Snap Shots2+3+3+4+4+
BS54321
Target Number2+3+4+5+6+
*Snap Shots5+5+6+6+F
*Some Rules may require Ranged Hit: Tests to be made as Snap Shots, such Hit Tests use this row to determine their Target Number.

Where a number is shown, that is the Target Number of the Ranged Hit Test. For other entries, use the following Rules to resolve the Hit Test:

F (Fail) – If the table shows an ‘F’ then no Dice are rolled and the Test automatically fails to Hit, applying any effects a miss would normally apply to the attacking Model. For Weapons with the Rending (X) Special Rule, a result of F does not trigger the Rending (X) Special Rule.
A (Automatic) – if the table shows an ‘A’ then no Dice are rolled and the Test automatically succeeds as if the Dice’s natural result had been a ‘6’, applying all effects that such a result would normally apply. In addition, such an attack also applies all of the effects of a Critical Hit (see the Critical Hit (X) Special Rule).
CX+ (Critical Hit) – If the table shows a ‘CX+’, then the Target Number of the Ranged Hit Test is 2+, but if the roll results in a value equal to or greater than the value of ‘X’ then the Hit gains the effects of the Critical Hit (X) Special Rule.

As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a Hit on the Target Unit.
Moved vs Stationary
In order to have moved, one or more Models in a Unit must end the Movement Phase in a different position than that which they started the Phase. A Model cannot be ‘moved’ in such a fashion that it ends its ‘move’ in the same position as it began the move. In cases where the distance a Model has been moved is important to a Rule, only the distance between that Model’s position at the start of the Movement Phase and its position at the end of the Movement Phase is counted. When determining this distance, if the direct line between a Model’s starting position and current position passes through an Area of Impassable Terrain or other obstacle through which a Model cannot move, then count the distance of the Model’s path of movement around the obstacle rather than the direct line between its start and end positions. If, when a Player has the option of moving a Unit, they choose not to move any of the Models in that Unit, and no Models in the Unit otherwise change position on the Battlefield, other than to pivot in place, then that Unit is considered to be Stationary.
Murderous (X)

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

Wounds inflicted by a Weapon with this Special Rule can ignore the Eternal Warrior (X) Special Rule.

When any Wound Test is made for an attack with the Murderous (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Murderous (X) Special Rule, then if a wound is inflicted by that Wound Test, that wound’s Damage may not be modified by any instance of the Eternal Warrior (X) Special Rule.
Pinned
The Pinned Status reflects a Unit that has been forced to take cover in the face of overwhelming firepower or the sudden crack of a sniper’s rifle.

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

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

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

The following Rules apply to any Unit that includes one or more Models that have the Suppressed Status:
Armour-breaker (X)

Some weapons are designed to crack armour and deal massive damage to internal components of armoured fighting vehicles. Few tanks can withstand the firepower of such weapons for long.

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

When any Armour Penetration Test is made for an attack or Model with the Armour-breaker (X) Special Rule, and it results in a Penetrating Hit - roll a Dice. If the result of that Dice roll is equal to or greater than the value of X attached to this variant of the Armour-breaker (X) Special Rule, then the Damage Characteristic of that Penetrating Hit is increased by 1. Note that the Armour-breaker (X) Special Rule may only be triggered by an Armour Penetration Test and has no effect when making a Wound Test.

Achillus dreadspear

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Achillus dreadspear (Melee)
Achillus dreadspear (Melee)
I
A
+3
2
3
Armourbane, Impact (AM)
Power

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Achillus dreadspear (Ranged)
Achillus dreadspear (Ranged)
18
1
10
3
2
Armourbane, Armour-breaker (4+)
Las

Infernus incinerator

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Infernus incinerator
Infernus incinerator
Template
1
6
4
1
Template, Panic (1)
Flame

The Smokescreen (see Smokescreen Advanced Reaction) Trait is used in the following Legio Custodes datasheets:

War Engine
Smokescreen

Many troops and even vehicles are fitted with an array of deployable defensive measures, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke grenade launchers. Despite their variety, all have the same simple purpose: to hide the users from the enemy.

This Reaction allows the Reactive Player to gain Shrouded Damage Mitigation Rolls for a Model with the Smokescreen Trait.

Trigger: The Reactive Player may declare a Smokescreen Advanced Reaction in the Shooting Phase, at the start of Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player.

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

Target: For a Smokescreen Advanced Reaction, the Reacting Unit is always the Unit that was the Target of the Shooting Attack that triggered the Advanced Reaction. This Unit must include a majority of Models with the Smokescreen Trait at the point where the Advanced Reaction is declared.

Process

Smoke Launchers

Many armoured vehicles utilise countermeasure devices for protection and concealment. Whether these launch simple projectiles that surround the vehicle’s hull with concealing smoke or employ more complex payloads capable of disrupting enemy targeting devices with infra-red strobes or disruptive radiation signatures, all find use during the Age of Darkness.

A Model with smoke launchers has the Smokescreen Trait.

The Smokescreen (see Smokescreen Advanced Reaction) Trait is used in the following Legio Custodes datasheets:

War Engine
Walker

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

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

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

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

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

Lastrum storm bolter

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lastrum storm bolter
Lastrum storm bolter
24
4
5
4
1
Shred (5+)
Bolt

Adrathic combi-destructor

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Adrathic combi-destructor
Adrathic combi-destructor
12
2
5
2
2
Rending (6+)
Disintegrator

Galatus warblade

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Galatus warblade (Melee)
Galatus warblade (Melee)
I
A
S
2
2
Aflame (2), Reaping Blow (3)
Power

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Galatus warblade (Ranged)
Galatus warblade (Ranged)
Template
1
6
4
2
Template, Panic (2)
Flame

Gravis Praesidium Shield

Combining both a series of energy fields and a formidable barrier of reinforced plasteel and ceramite, the gravis praesidium shield presents a near impenetrable bulwark 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 Model with a gravis praesidium shield gains a 4+ Invulnerable Save and the Shield Trait.

Spiculus missile launcher

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Spiculus missile launcher
Spiculus missile launcher
36
6
5
4
1
Breaching (6+), Suppressive (2)
Missile
Heavy

Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.

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

Telemon caestus

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Telemon caestus
Telemon caestus
I
A
+3
2
3
Critical Hit (6+), Shock (Pinned), Armourbane
Power
Annihilation Cascade (X)

When fired, neutronium cascade weapons emit a combination of baleful energy and exotic radiation of such intensity and instability that any target left standing risks continued molecular collapse.

Penetrating Hits inflicted by attacks with the Annihilation Cascade (X) Special Rule can cause additional Hits.

At the end of Step 9 of the Shooting Attack process or Step 8 of the Resolving an Initiative Step process for any Fire Group or Strike Group that includes Weapons with the Annihilation Cascade (X) Special Rule and which inflicted any Penetrating Hits, create a new Fire Group or Strike Group (respectively). This new Fire Group or Strike Group must then be selected in Step 10 of the Shooting Attack process or Step 9 of the Resolving an Initiative Step process (respectively) and resolved. This new Fire Group or Strike Group includes a number of Hits equal to the number of Hull Points the Target Model lost due to the Fire Group or Strike Group that triggered its creation. These Hits all have a Strength equal to the value of X attached to the variant of the Annihilation Cascade (X) Special Rule possessed by Weapons in the preceding Fire Group or Strike Group, an AP of '.', a Damage of 1 and no Special Rules.

Twin neutronium cascade projector

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin neutronium cascade projector
Twin neutronium cascade projector
Template
1
7
3
2
Template, Breaching (6+), Annihilation Cascade (10), Phage (T)
Assault

Arachnus storm cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Arachnus storm cannon
Arachnus storm cannon
- Concentrated fire
- Concentrated fire
30
2
9
2
3
Heavy (FP), Armourbane
Las
- Burst fire
- Burst fire
24
4
6
3
2
Heavy (FP)
Las

Adrathic desolator

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Adrathic desolator
Adrathic desolator
24
2
7
2
4
Rending (4+)
Disintegrator
Rapid Tracking

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

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

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

Iliastus accelerator culverin

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Iliastus accelerator culverin
Iliastus accelerator culverin
36
4
9
3
2
Breaching (5+), Rapid Tracking
Auto

Paired Telemon caestus

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Paired Telemon caestus
Paired Telemon caestus
I
+1
+3
2
4
Critical Hit (6+), Shock (Pinned), Armourbane
Power
Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some Units may specify Side as an arc - this means both Left and Right arcs.

For example, a Land Raider Carrier has a Hull (Front) Mounted twin heavy bolter - this Weapon may only attack targets in the Front Firing Arc.

Hellion heavy cannon array

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hellion heavy cannon array
Hellion heavy cannon array
24
6
7
4
1
Suppressive (1)
Auto
Centreline Mounted – Centreline Mounted Weapons may only attack targets in the Centreline Firing Arc.

Vratine heavy missiles

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Vratine heavy missiles
Vratine heavy missiles
48
1
4
5
1
Blast (3"), Panic (1), Psy-Shock, Limited (1)
Missile
Antigrav

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

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

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

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

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

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

A Unit that is Disembarked from another Model that has the Assault Vehicle Special Rule may have a Charge declared for it in the Charge Sub-Phase of the same Player Turn without being forced to make a Disordered Charge.
Light Transport

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

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

Models that have any variant of the Bulky (X) Special Rule may not Embark on a Model that has this Special Rule.
Outflank

Whether by stealth or sheer speed, some warriors approach the battlefield from unexpected directions. Such an attack can derail even the most well-laid plans and upend the strategies of any general, turning the tide of battle.

A Unit of Models with the Outflank Special Rule can enter play from outside of Deployment Zones.

A Unit made up entirely of Models with this Special Rule that enters play from Reserves may do so from any point on the Battlefield Edge. The Unit may not enter play from any point that is within the Opposing Player’s Deployment Zone or within 7" of any enemy Model.

Note that a Unit Embarked on a Model with the Outflank Special Rule does not need to have the Outflank Special Rule in order for the Model it is Embarked upon to benefit from it. A Model that enters the Battlefield from a point outside of the Controlling Player’s Deployment Zone by means of this Special Rule, and any Units Embarked on such a Model, may not have a Charge declared for them in the Player Turn on which they enter play.
Access Points
Each Model with the Transport Sub-Type will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. All Access Points are defined as being within a specific Facing, corresponding to one of the four Armour Facings that most Models with the Vehicle Type have - for example, a Rhino has one Rear Access Point, and Access Points on both Side Facings. An Access Point must be physically represented on the noted Armour Facing, and when Models are Embarking or Disembarking using that Access Point they count all points on that Armour Facing as an Access Point. Where a Model has two Side Access Points, this indicates one Access Point on each Side Facing. If a Model has an Access Point on only one Side Facing, then this will be noted as Side (Left) Access Point or Side (Right) Access Point to indicate which Facing the Access Point is present on.

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

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

The entire process of Embarkation is resolved during the activation of the Embarking Unit during the Move SubPhase, and as such does not interfere with the activation and movement of the Model the Unit Embarks on. A Model may have Units Embark on it after it has been activated and moved, and also may be activated (if it has not already been activated) and then moved during the Move Sub-Phase after another Unit has Embarked on it.
Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.

Twin Arachnus blaze cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Arachnus blaze cannon
Twin Arachnus blaze cannon
- Concentrated fire
- Concentrated fire
48
2
9
2
2
Heavy (D), Armourbane
Las
- Burst fire
- Burst fire
36
5
6
3
1
Heavy (FP)
Las

Twin Lastrum bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Lastrum bolt cannon
Twin Lastrum bolt cannon
36
6
6
4
2
-
Bolt
Auto-repair (X)

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

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

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

Kinetic destroyer

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Kinetic destroyer
Kinetic destroyer
12
3
7
4
1
Breaching (5+)
Assault
Assault Phase: Overwatch
This Reaction allows the Reactive Player to make more powerful Volley Attacks.

Trigger: The Reactive Player may declare an Overwatch Reaction during Step 4 of the Charge process of any Charge declared by the Active Player.

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

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

Process
  1. Once an Overwatch Reaction has been declared, and once the Active Player has resolved any Volley Attacks they choose to make, the Reactive Player may choose to have the Reacting Unit make a Shooting Attack instead of a Volley Attack.
  2. This Shooting Attack must target the Target Unit and is made at full Ballistic Skill, not as Snap Shots, and may be made using any Ranged Weapon. No Cover Tests or Shrouded Damage Mitigation Tests may be taken against wounds inflicted as part of an Overwatch Reaction.
  3. Once the Shooting Attack made as part of this Reaction has been fully resolved, the Players must move to Step 5 of the Charge Process as normal. However, if, once this Shooting Attack has been fully resolved, all Models in the Target Unit or Reacting Unit have been Removed as Casualties then the Charge process is ended immediately and the Active Player may select another Unit to resolve a Charge for.

Tarsus buckler

These small shields do not offer much protection on their own, but the complex energy fields housed within serve to diffract and weaken radiation and kinetic energy 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.

The Ranged Strength of attacks made as part of a Volley Attack or Overwatch Reaction are modified by -1 when resolving Wound Tests against a Unit that includes one or more Models with a tarsus buckler.
Firestorm

Many units within the Legion conduct warfare at pointblank distances, blasting their foes with a deluge of short ranged firepower.

A Model with this Special Rule does not have to make Volley Attacks as Snap Shots.

When a Model with this Special Rule makes Volley Attacks, it is not required to fire Snap Shots. In addition, after making Volley Attacks in Step 4 of the Charge Procedure, a Unit containing any Models with this Special Rule is not required to make a Charge Roll in Step 5. If the Controlling Player chooses not to make a Charge Roll in Step 5 of the Charge Procedure then the Charge Procedure ends immediately.
Stun (X)

Some weapons are designed not only to kill and maim, but also to shock and disorient the foe. Such weapons may rely on blinding flares, bursts of enervating energy or even subtle poisons to slow and disable the enemy, but their effects are the same. Debilitated and vulnerable, warriors struck by such weapons become easy prey.

Weapons and other attacks that have the Stun (X) Special Rule have a chance of inflicting the Stunned Status on the Target Unit.

If a Shooting Attack made for a Weapon or Model with this Special Rule inflicts one or more Hits on a Target Unit, that Target Unit must make a Cool Check in the Morale Sub-Phase of the same Player Turn. If this Check is failed then all Models in the Unit gain the Stunned Status and if the Check is passed then there is no further effect. The value of X attached to this Rule is applied as a negative modifier to the Cool Characteristic of Models in the Target Unit when making Checks caused by an Attack with this Special Rule, if the attack includes multiple Weapons with different versions of this Special Rule the modifiers do not stack - use only the greatest modifier.
Verutum lance

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Verutum lance (Ranged)
Verutum lance (Ranged)
8
1
5
4
1
Stun (1)
Assault

Detonation

Designed to be carefully attached to a target and blast precise holes in the thickest armour, these cumbersome devices are ill-suited to open war. However, when a vulnerable target can be isolated in battle, there are no better tools for piercing its protection.

Weapons with this Special Rule can only attack Vehicles and immobile Models.

A Weapon or attack with this Special Rule may only be selected during Step 2 of any Combat in the Fight Sub-Phase if the Unit making attacks is only Locked in Combat with enemy Units composed of Models with the Vehicle Type and Models with a Movement Characteristic of ‘0’ or ‘-’. If a Unit is Locked in Combat with any enemy Units that include any Models that do not have the Vehicle Type or a Movement Characteristic of ‘0’ or ‘-’ then no Model may use a Weapon or other attack that has this Special Rule.

A Weapon or other attack with this Special Rule may also be used to make attacks targeting a Model with the Building Type or a Terrain Piece that has a Toughness or Armour Characteristic.

Neutronium cascade mine

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Neutronium cascade mine
Neutronium cascade mine
-3
1
9
3
3
Armourbane, Annihilation Cascade (9), Detonation
Power

Lastrum bolt cannon

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lastrum bolt cannon
Lastrum bolt cannon
36
3
6
4
2
-
Bolt

Solarite power lance

Melee Weapon
Melee Weapon
IM
AM
SM
AP
D
Special Rules
Traits
Solarite power lance
Solarite power lance
- Charging strike
- Charging strike
+4
0
+5
2
3
Impact (AM), Critical Hit (6+), Armourbane
Power
- Defensive strike
- Defensive strike
-1
A
S
2
1
Critical Hit (6+)
Power
Cavalry

Cavalry use their fast speed to strike deep into enemy territory and escape before their opponent is able to react. This type includes units mounted on bikes, jetbikes, land speeders and even traditional cavalry mounted on riding beasts.

The following Rules apply to all Models with the Cavalry Type:
  • When making a Fall Back Move for a Model with the Cavalry Type, that Model moves a distance equal to the Initiative Characteristic of the Model plus the total of two Dice rolled and added together.
  • Models with the Cavalry Type may not make use of any Cover Save granted by Terrain Features or Areas of Terrain.
Twin Iliastus accelerator fusil

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Twin Iliastus accelerator fusil
Twin Iliastus accelerator fusil
24
4
7
3
2
Breaching (6+), Rapid Tracking
Auto

Rapid

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

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

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