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Loyalist Legiones Astartes Faction Rulebook for Horus Heresy Age of Darkness 2nd Edition

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Published by gang.hexagrammaton, 2023-08-12 00:25:20

Liber Astartes

Loyalist Legiones Astartes Faction Rulebook for Horus Heresy Age of Darkness 2nd Edition

Rite of War: Underworld Assault The Legiones Astartes were masters of unconventional and dangerous assaults, and massed attack by subterranean assault drills was a strategy that few other forces could prosecute. Most such assaults called for a small diversionary force on the surface to hold the enemy in place while the main body approached the field from below, emerging amid the enemy’s lines to cause havoc and bypass any fortifications or obstacles that might have slowed a conventional attack. Effects • All units in this Detachment eligible to take a Legion Rhino Transport as a Dedicated Transport may instead select a Legion Termite Assault Drill as a Dedicated Transport. • Legion Termite Assault Drills may be selected as Fast Attack choices and Heavy Support choices in a Detachment with this Rite of War. • All units in a Detachment using this Rite of War that begin play on the battlefield and not in Reserve, gain the Stubborn special rule until the end of the turn in which any units assigned to a Subterranean Assault (see page 101) are deployed onto the battlefield. Limitations • All Infantry units that do not have a version of the Bulky (X) special rule in a Detachment using this Rite of War must begin the battle Embarked on a Legion Termite Assault Drill. • A Detachment using this Rite of War may not select any Fortification choices. • Any models selected as part of a Detachment using this Rite of War that are not Legion Termite Assault Drills, or Embarked on a Legion Termite Assault Drill, may not be placed into Reserve and cannot take part in any alternative deployments (such as Deep Strike Assaults or Flanking Assaults). Rite of War: Pride of the Legion Each Space Marine Legion had its elite, a core of veterans with experience of countless wars on worlds unnumbered. In battle these veterans, armed and armoured with the finest wargear the Legion possessed, could be deployed together like a clenched fist, focusing and maximising their killing power to destroy the most terrible enemies the Great Crusade faced. Effects • Legion Veteran Squads, Legion Terminator Cataphractii Squads and Legion Terminator Tartaros Squads may be selected as Troops choices in a Detachment using this Rite of War. • Any Legion Terminator Cataphractii Squads, Legion Terminator Tartaros Squads and Legion Veteran Squads taken as Compulsory Troops choices in a Detachment using this Rite of War gain the Line Sub-type. • Any unit composed entirely of models with either Cataphractii Terminator armour, Tartaros Terminator armour or any other pattern of Terminator armour and that is normally selected as an Elites choice may be included in a Detachment using this Rite of War as a Troops choice. Limitations • An army whose Primary Detachment is using this Rite of War may not select an Allied Detachment. • A Detachment using this Rite of War may only select a single Heavy Support choice and a single Fast Attack choice. • An Allied Detachment may not use this Rite of War. • An army using this Rite of War may not select any Fortification choices. • An army using this Rite of War may not include more non-Infantry units than it does Infantry units.


Subterranean Assault A subterranean assault is a full scale attack conducted by units that have approached the target site by means of subsurface transport, emerging from below into the teeth of the enemy force, shattering its formation and sowing chaos amongst its ranks. Such attacks are most often initiated in order to counter enemy macro-fortifications or to navigate otherwise impassable terrain, but some commanders favour them for the sheer surprise they engender. Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model with the Transport Sub-type that has the Subterranean Assault special rule itself. When rolling for Reserves, roll a single dice for all of the units assigned to the Subterranean Assault rather than rolling separately for each unit. If the roll is successful then all of the Subterranean Assault units must enter play in that turn and follow this procedure: Performing a Subterranean Assault Once a Reserves roll for the units assigned to the Subterranean Assault has succeeded and the units are to be brought into play, the controlling player selects a single unit to deploy first. That player must place a single model with the Subterranean Assault special rule that is either a Dedicated Transport or a unit of its own (this model may have a unit Embarked within) anywhere on the battlefield that is at least 1" from any enemy model, battlefield edge or piece of Impassable Terrain and then scatter that model (see the Scatter rules on page 152 of the Horus Heresy: Age of Darkness rulebook). If the model’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18" then the model may be repositioned anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ the Subterranean Assault is Disordered, and the opposing player may deploy each remaining unit in the Subterranean Assault anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each other unit anywhere within 12" of the first, though no model may be within 1" of an enemy model or within Impassable Terrain. Any models Embarked on a model with the Transport Sub-type must remain Embarked and may not Disembark as part of a Subterranean Assault (but may Disembark normally during the following Movement phase). Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction (see page 309 of the Horus Heresy: Age of Darkness rulebook) targeting any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Subterranean Assault. Once all unitsfrom the Subterranean Assault have been deployed and any Interceptor Reactions have been resolved,the turn proceeds as normal. Unitsthat have been deployed as part of a Subterranean Assault may Move, Run or Shoot as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle specialrule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault may not declare orresolve a Charge on the same turn asthey are deployed.


Rite of War: Armoured Spearhead A common assault formation, the armoured spearhead was designed to deliver the Legion’s main strength into combat while shielding it from the predations of hostile shot and shell. Effects • All units in a Detachment using this Rite of War eligible to take a Legion Rhino Transport as a Dedicated Transport may instead select a Legion Land Raider Proteus Carrier as a Dedicated Transport if they number ten models or less. • Legion Predator Squadrons in a Detachment using this Rite of War may be selected as Troops choices. • Legion Sicaran Squadrons in a Detachment using this Rite of War may be selected as Elites choices. • In a Detachment using this Rite of War, a single Legion Sicaran Squadron or Legion Predator Squadron, composed of only a single model, must be selected as a HQ choice. This model gains the Master of the Legion special rule and must be selected as the army’s Warlord and must use the Master of Armour Warlord Trait (as follows). In this case, the model must be selected as the Warlord despite having the Vehicle Unit Type, and regardless of any other rules that would require another model to be selected as the Warlord (note this means that some units and Characters cannot be selected as part of this army, such as Primarchs). Warlord Trait: Master of Armour A Warlord with this Warlord Trait gains the Master of the Legion special rule and a 5+ Invulnerable Save and increases its BS by +1, but may not select a Command Squad or any other unit that uses a variant of the Retinue special rule. Limitations • All units in a Detachment using this Rite of War with the Infantry Type must begin the battle Embarked upon a model with the Transport Sub-type; any Infantry models in a Detachment using this Rite of War, both those deployed on the battlefield and in Reserves, that are not Embarked upon a model with the Transport Subtype at the beginning of the controlling player’s first turn must be removed as casualties. • A Detachment using this Rite of War may not select any Fortification choices. • A Detachment using this Rite of War may not include any models with a Movement Characteristic of 0 or ‘-’. • This Rite of War may only be selected for an army’s Primary Detachment. Rite of War: Brethren of Iron As the relentless wars of the Horus Heresy ground ever on, few of the Legions were spared suffering losses on an apocalyptic scale. Most found some means of bolstering their ranks, some conventional, others arcane and proscribed. One fairly common method of temporarily filling depleted ranks was to induct allied Cybernetica maniples directly into line units, and some fought with such implacable ferocity that they were granted Legion heraldry and afforded a permanent place in the ranks. Few of these ‘iron brethren’ survived long, however, for they were often used as expendable assault waves attacking ahead of the more valuable and hard to replace Legionaries. Effects • Castellax Battle-automata Maniples* may be taken as non-Compulsory Troops choices, Vorax Battleautomata Maniples* may be taken as non-Compulsory Fast Attack choices and Domitar Battle-automata Maniples* may be taken as non-Compulsory Elites choices in a Detachment using this Rite of War. In addition, a single Thanatar Siege-automata Maniple* of no more than one model may be taken as a non- Compulsory Heavy Support choice in a Detachment using this Rite of War. • Any Legion Techmarine in a Detachment using this Rite of War may be upgraded to have a cortex controller at +20 points. * Note that rules for these units are found in the Liber Mechanicum book. Limitations • A Detachment using this Rite of War may not have more units that include one or more models with the Automata Unit Type than the total number of units it includes that do not include any models with the Automata Unit Type. • At least one model with a cortex controller must be included in the Detachment for every three models with the Automata Unit Type in the Detachment. • No models or units in the Detachment may be given the Paragon of Metal special rule (see Liber Mechanicum). • A model with the Forge Lord Legiones Consularis upgrade must be taken as the Compulsory HQ choice for an army using this Rite of War (but need not be chosen as the army Warlord). Note that this will preclude certain other characters from being included in the Detachment, and means in most cases that both a Legion Praetor and a Legion Forge Lord must be taken.


Effects • In a Detachment using this Rite of War, Legion Contemptor Dreadnought Talons may be taken as Troops choices. • Legion Contemptor Dreadnought Talons taken as Compulsory Troops in the Detachment gain the Line Sub-type. • A single Legion Contemptor Dreadnought Talon in the Detachment, composed of only one Dreadnought, must be selected as the Detachment’s Compulsory HQ choice. A Legion Contemptor Dreadnought Talon selected in this manner must take the Venerable Ancient upgrade for +30 points. Limitations • All Compulsory Troops choices in a Detachment using this Rite of War must be Legion Contemptor Dreadnought Talons. • No model with the Legiones Consularis special rule in a Detachment using this Rite of War may select a Consul choice other than Legion Forge Lord, Legion Primus Medicae or Legion Mortificator. • A Detachment using this Rite of War may only include a single Fast Attack choice and a single Heavy Support choice that does not consist entirely of models with the Dreadnought Unit Type. • A Detachment using this Rite of War may not select any Fortification choices. • A Detachment using this Rite of War may not select a Lords of War Detachment. • This Rite of War may only be selected for an army’s Primary Detachment. • An army whose Primary Detachment is using this Rite of War may not roll to Seize the Initiative. Venerable Ancient .............+30 Points A Contemptor Dreadnought with this upgrade gains the Character Sub-type, the Master of the Legion and Eternal Warrior special rules and an iron halo (increasing its Invulnerable Save to 4+, but not replacing all the effects of the atomantic deflector), but may not select a Command Squad or any other unit using a variant of the Retinue special rule. In addition, it must be selected as the Warlord of an army that includes it. Rite of War: Fury of the Ancients Even at the height of the Horus Heresy, it was considered wise to keep those Legionaries interred within the iron form of a mighty Dreadnought in stasis-slumber as much as possible, or else risk the total collapse of their sanity. At times however, circumstance dictated every available Dreadnought be awakened and committed to battle, even at the risk of their minds being sluggish until fully roused by the clamour of war.


“Superiority of force is key and the key to superiority is above all, structure. With structure comes order, with order the ability to carry out purpose, and only through clear purpose can victory be perceived.” The Principia Bellicosa, Ch. XXXIV, Vs. I-IV LEGIONES CONSULARIS A mong the Space Marine Legions, the humble Legion Centurions served as both officers of the line and specialists in every conceivable doctrine of war. Those that specialised in the many esoteric arts of combat and war were known as Consuls, and the masters of the Legion called upon them when the Legions needed their specialised skills to overcome the numberless enemies of Mankind. With the outbreak of the Horus Heresy, these artisans of the craft of death would face their grandest trial, turning their hard-won skills against their own brothers. All Legion Centurions, Legion Cataphractii Centurions and Legion Tartaros Centurions have the Legiones Consularis special rule – this allows them to select a single Consul upgrade. However, no Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may take more than one such upgrade, and some upgrades may not be available to all types of Centurion. If certain upgrades are available to only certain Centurions, it will be noted in their description along with any other benefits or restrictions. Each Consul upgrade must be paid for at a cost in points, indicated as part of the army list entry for the model to be upgraded – note that the cost for a given Consul upgrade may vary depending on the model to be upgraded. In addition, each Consul upgrade grants the model a number of additional special rules or items of additional Wargear. They may also modify the model’s Unit Type, Unit Sub-type or Characteristics. In all cases, the Consul type’s description will indicate all changes, benefits and restrictions. Terminology: Centurions & Consuls A Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion that selects any Consul upgrade is thereafter referred to as a Legion Consul. If a rule or requirement specifically calls for a Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion then that requirement may only be fulfilled by the specific model called for, that has not also selected a Consul upgrade. If a rule or requirement calls for a Legion Consul then that requirement may only be fulfilled by a model that has selected an appropriate Consul upgrade. Both Legion Centurions and Legion Consuls of any kind are HQ choices and may be chosen as Warlords unless a Consul’s specific rules state otherwise.


“My colours are those of my Legion, my sigil that of my sire. These orders I bear are those of my master and they are to be obeyed without question. Your blood is his blood, and he shall shed it as he will.” Centurion Jagrafar Hunn, Legiones Astartes White Scars The following list comprises all Consul types that are not specific to a single Legion. These options may be selected by any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion (with any restrictions noted in their individual descriptions). There also exist other Consul types that are limited to models with a specific variant of the Legiones Astartes (X) special rule: these will be presented in the appropriate place elsewhere, but follow the same rules and restrictions detailed here. UNALIGNED SPACE MARINE CONSUL TYPES Legion Librarian For many years the Legions maintained cadres of battle-psykers in their ranks, warriors who fused these esoteric powers with a Space Marine’s superhuman physical power. But there were many within the Imperium’s hierarchy who were troubled by such dangerous and unstable potential, and after dark events in the Great Crusade’s later period, such adepts were forbidden from the use of their arts and arcane lore. Special Rules A Legion Librarian gains the Psyker Sub-type and may select a single Core Psychic Discipline from the following list, or from any Legion-specific Disciplines available (as long as the Legion Librarian has the appropriate variant of the Legiones Astartes (X) special rule): Biomancy, Divination, Pyromancy, Telekinesis, Telepathy, Thaumaturgy. Wargear A Legion Librarian may replace a power weapon, bolt pistol or combi-bolter with a force weapon at no additional points cost. In addition, a Legion Librarian may select a psychic hood for +15 points. Legion Master of Signals A vital link between those desperately fighting and support elements of the Legion in battle, the Master of Signals is a strategic and communications specialist capable of interpreting and directing the flow of battle around them, and calling in support strikes from distant batteries and orbiting vessels. Special Rules The Legion Master of Signals gains the Strategic Comms special rule: Strategic Comms: Once per turn, when any friendly unit is called upon to take a Morale check or Pinning test, that Check may be made using the Leadership Characteristic of the model with this special rule or any other model in the same unit as the model with this special rule. In addition, as long as a model with this special rule is on the battlefield (but not in Reserves) then all Reserves rolls made by the controlling player may be re-rolled. Wargear A Legion Master of Signals gains a cognis-signum, vox disruptor array, augury scanner and nuncio-vox at no additional points cost. A Legion Master of Signals may not select a combi-weapon of any type, boarding shield, bolter, power fist, thunder hammer, lightning claws, Legion Spatha combat bike or Legion Scimitar jetbike.


“That which we foolishly call truth is only a small island in a vast sea of the unknown. For Man to truly flourish, he must be willing to abandon the ever shrinking island of such petty ‘truth’ and surrender himself to the reality of that which is beyond.” Outlawed writings, confiscated, Defunct Atriates Warrior Lodge, [censored] Legion Legion Esoterist The Legion Esoterists were a late occurrence among many of the armies embroiled in the Horus Heresy, as members of the Librarius returned to their studies with or without the blessing of their Primarchs, and delved into the forbidden lore that saw common use on the battlefields of that dark age. Special Rules A Legion Esoterist gains the Psyker Sub-type and the Anathemata Discipline (see below). In addition, an army with the Traitor Allegiance that includes one or more Esoterists may select up to three non-Compulsory Troops or Elites choices from the Ruinstorm Daemon Army List, the maximum number of units that may be selected from the Ruinstorm Daemon list is always three regardless of the number of Esoterists in the army – these choices are paid for in points and occupy slots on the Force Organisation chart as normal, but must begin the battle in Reserve and may only enter play by means of the Breach the Veil Psychic Power (see page 107) – no Reserves rolls are made for these units. Wargear A Legion Esoterist may exchange a power weapon, bolt pistol or combi-bolter for a force weapon at no additional points cost, and may exchange a bolt pistol for an archaeotech pistol for +10 points. A Legion Esoterist may also take a psychic hood for +20 points. Psychic Discipline: Anathemata A Psyker with this Discipline and the Traitor Allegiance gains the Breach the Veil Psychic Power and the Void Darts and Aetheric Lightning Psychic Weapons. A Psyker with this Discipline and the Loyalist Allegiance gains the Seal the Veil Psychic Power and the Void Darts and Aetheric Lightning Psychic Weapons (see page 322 of the Horus Heresy: Age of Darkness rulebook for the rules for Aetheric Lightning). Seal the Veil (Psychic Power) Some Esoterists study the Warp with the sole intent of discovering the weakness of those creatures that dwell within. They master the sealing of aetheric energy and investigate any method of repelling the foul entities that spill from that realm, no matter how strange or ritualistic such arcane tricks might be. Though those battle- psykers that have received real training may scoff at their dubious rites, few can deny their effectiveness in battle. Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single enemy unit composed entirely of models with the Daemon Unit Type or Corrupted Unit Sub-type that is within line of sight and has at least one model within 18" of the Psyker. All models in the target unit must reduce their Strength and Toughness by 1 (to a minimum of Toughness or Strength 1) until the end of the target unit’s controlling player’s next turn – the controlling player of the Psyker using this Power may then choose to make a Psychic check for the Psyker. If the Check is passed the target unit also suffers Perils of the Warp, and if the Check is failed then both the target unit and the Psyker using this Psychic Power suffer Perils of the Warp.


Breach the Veil (Psychic Power) Esoterists are dedicated to the study of the Warp and its denizens, seeing them as tools for the prosecution of war, unburdened by loyalty or purpose. If they can chain them to the cause of their master, then they will gladly sacrifice their sanity in the pursuit of victory. Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a point within 12" and at least 3" away from any enemy model or Impassable Terrain – place a Blast (3") Marker to represent the Warp Rift until this power is resolved. The controlling player may then choose to make a Psychic check forthe Esoterist. If the Check isfailed or not taken then the chosen point isscattered as perthe normalrulesfor Scatter. If itscatters onto Impassable Terrain, within 3" of an enemy model, or off of the edge of the battlefield then the Esoteristsuffers Perils of the Warp, and the chosen point is moved the minimum distance required in a direction of the controlling player’s choice to place it clear of all Impassable Terrain, on the battlefield, and at least 3" away from any enemy model. If the Check is passed then the Warp Rift does notscatter. Once the final location of the chosen point is determined, the Esoterist’s controlling player may choose to deploy up to one of the Ruinstorm Daemon units in Reserves onto the battlefield (that player may choose to place no units if they wish). That unit moves onto the battlefield from any point along the edge of the Blast marker placed to represent the Warp Rift as if it was entering play from Reserves, treating the Warp Rift marker as though it was the controlling player’s battlefield edge. Once all models in the unit have moved onto the battlefield, the Warp Rift marker is removed from play. The Daemon unit brought into play by use of this power may be targeted by the Interceptor Reaction and may act as normal in the Shooting phase in which it arrives and may declare a Charge in the Assault phase of the turn in which it enters play. Note that to use this power, a player will need access to the Ruinstorm Daemon Army List. Void Darts (Psychic Weapon) By tearing a series of tiny apertures into reality itself, the Esoterist can unleash the fury of hel itself upon the foe, channelling the power of the Warp for his own purposes. Range Str AP Type Void darts 18" 5 4 Assault 12, Sanctic, Deflagrate, Psychic Focus Sanctic: A weapon with thisspecialrule always Wounds models with the Daemon Unit Type on a 2+ and any successful Invulnerable Saves made by models with the Daemon Unit Type against any Wounds it inflicts must be re-rolled. Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.


“Martial vigour and ferocity are virtues, to be sure. But do not throw your force blindly into battle and say that this is vigour. It is not. Before committing your forces, examine the situation. Review your own strength, and that of your enemy. Remember your own objectives, and try to anticipate those of your opponent. He who fights without understanding the battle places himself at the disadvantage.” The Principia Belicosa, Ch. CXIV, Vs. IX-XII Legion Champion Chosen from the best blades of the Legion, a Champion bears the honour of their chapter or company in battle, and is armed and armoured in the finest panoply of war. Their sworn task is to seek out the foe’s mightiest warriors, and slay them as an object lesson in the Imperium’s superiority. Special Rules A Legion Champion must increase his Weapon Skill Characteristic to 6. In addition, a Legion Champion gains the Never Back Down special rule: Never Back Down: If possible, a unit that includes a model with this special rule must issue a Challenge when Engaged in combat, and if an enemy player issues a Challenge to a unit including one or more models with this special rule then a model with this special rule must accept. In addition, during any Assault phase where this model begins the Fight sub-phase Engaged in a Challenge, or enters into a Challenge with an enemy model, this model and all friendly models in the same combat gain the Fearless special rule until the end of that Assault phase. Wargear A Legion Champion gains a paragon blade for no additional points cost. Legion Delegatus A Legion Delegatus is a mid-ranking Legion officer, such as a centurion, tasked with a specific mission by a Legion’s High Command and formally deputised to act in all matters with the full weight of their commander’s authority. As such, they can mobilise the Legion’s resources to the full, deploy its assets and, if performing a mission of vital strategic worth, assemble a strike force of chosen warriors. Special Rules A Legion Delegatus gains the Master of the Legion special rule, but may be included in armies of less than 1,000 points. A Legion Delegatus may not be included in a Detachment that also includes a Legion Praetor, Legion Cataphractii Praetor, Legion Tartaros Praetor or a model with the Primarch Unit Type. A Legion Delegatus also gains the Rally the Legion special rule: Rally the Legion: Once per battle, at the start of any of the controlling player’s turns, this rule may be activated. Once activated, take a Leadership test for this model: if passed then all friendly units that are Pinned or Falling Back and have at least one model that can draw line of sight to the model with this special rule immediately rally, and are no longer Pinned or Falling Back and may act normally this turn.


“As our bodies are armoured with ceramite, so are our minds protected by our loyalty. As our bolters are charged with death for the Emperor’s enemies, so are our thoughts charged with his wisdom.” From the Lexicon Mortalis Legiones Astartes, Edict of Chaplaincy, Primary Iteration Legion Chaplain The Chaplain Order, established towards the end of the Great Crusade, was intended to create a cadre of fearsome veteran warriors who would enforce a cohesion of doctrine and belief in the scattered and increasingly idiosyncratic Legions, far from Terra. Theirs was a mortuary symbol of sacrifice graven in the form of an ornate staff, mace or axe: the Crozius Arcanum, which served as both a badge of office and a deadly weapon. Special Rules A Legion Chaplain, and all models in a unit he joins, gains the Stubborn and Hatred (Everything) special rules. In addition, the Legion Chaplain increases his Leadership Characteristic to 10. Wargear A Legion Chaplain with a power weapon may grant that weapon the Master-crafted special rule for no additional points cost, representing the Crozius Arcanum that is the symbol of the Chaplain’s authority. Legion Vigilator Highly skilled as watchers and hunters among their brethren, Vigilators are the eyes of their Legion on the ground, their wisdom paramount in scouting out the foe’s disposition and strength, and determining the best place to strike. Theirs also are the arts of sabotage and assassination, and while some Legions are more inclined to such subtleties than others, all see their military value. Special Rules A Legion Vigilator gains the Marked for Death and Master Sniper special rules, and the controlling player may choose to grant the Legion Vigilator either the Scout or Infiltrate special rule. Master Sniper: When making Shooting Attacks with any weapon that has the Sniper special rule, a model with this special rule adds the Rending (2+) and Shell Shock (1) special rules to the attack. If the weapon used already has the Rending (X) and Shell Shock (X) special rules, they do not stack with those provided by this special rule: use the highest of the two variants for the attack. Wargear A Legion Vigilator gains a Master-crafted Nemesis bolter and melta bombs at no additional points cost. A Legion Vigilator may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.


“Look upon these mighty champions, once basking in the glory of their great conquests, now laid low by their own bloodline’s folly. Their fine weapons and proud standards are broken and scattered, their proud panoply lies marred by the hand of their perfidious kin, their life’s blood reddens the cold ground of a million worlds. Gaze all ye upon the mighty works of Terra’s tyrant and despair.” Attr. to the so-called Declarations of the Vagabond King Legion Pathfinder Within the ranks of the Legions at the time of the outbreak of the Horus Heresy there were few remaining Scout cohorts, with most companies equipped with the scout armour long since reassigned to Recon detachments. Those few that remain are often veterans of over a century of war in the most hostile terrain known to humanity, and the last Pathfinders are the unchallenged experts on combat within such dangerous ground. Special Rules A Legion Pathfinder gains the Scout, Infiltrate, Move Through Cover and Pathfinder special rules, increases his Movement Characteristic to 8 and gains the Skirmish Sub-type. Wargear A Legion Pathfinder must exchange his artificer armour for scout armour for no additional points cost, and gains a Master-crafted Astartes shotgun for free. A Legion Pathfinder may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack. Legion Herald As the wars of the Horus Heresy spread to consume the galaxy, billions fought and died under the banners of warlords they had never seen or heard first-hand, and even among those such as the Legiones Astartes, near-religious fervour became common for those artefacts touched by Primarch, Warmaster or Regent, and given to a chosen emissary as a sign of authority and favour. Special Rules A Legion Herald gains the Fearless and Fear (1) special rules. Wargear A Legion Herald must exchange their bolt pistol, bolter or combi-bolter for a Legion standard at no additional points cost.


“Without wisdom, skill cannot be focussed. Without skill, strength cannot be brought to bear. Without strength, wisdom may not be applied.” The Teachings of the Promethean Cult Legion Forge Lord Masters of the machine and foundry, Forge Lords are the most experienced and skilful of the Legion’s Techmarines. These warrior-smiths are skilled battle-leaders as much as they are artisans of war, and are often appointed to the command of Legion detachments comprised largely of tanks and armoured vehicles or battle-automata, as well as serving as stewards to a Legion’s Dreadnoughts. Special Rules A Legion Forge Lord gains the Battlesmith (4+), Master of Automata and Legiones Thallaxes special rules. Legiones Thallaxes: An army that includes one or more model with this special rule may take up to three Thallax Cohorts* as non-Compulsory Elites choices in the same Detachment as the model with this special rule– these units may not select a Dedicated Transport of any kind. Any models in a Thallax Cohort which are included in an army due to this special rule gain the same Legiones Astartes (X) special rule as the Legion Forge Lord it shares a Detachment with, but may not select any Legion specific Wargear or other options. *Note that rules for these units are found in the Liber Mechanicum book. Wargear A Legion Forge Lord gains a machinator array at no additional points cost, and may select a cortex controller for +15 points and/or a cyber-familiar for +15 points. Legion Primus Medicae High officers of the Legion Apothecarion, the primus medicae of a Legion hold the onerous duties of both ensuring the battle-readiness and physical wellbeing of their battle-brothers. This is an authority which none but a Primarch or his chosen deputy can overrule, and such warriors are dedicated to preserving the gene-seed of the Legion from loss or contamination at any cost, even that of their lives. Special Rules A Legion Primus Medicae gains the Sacred Trust special rule: Sacred Trust: Any models with the Infantry or Cavalry Unit Type in the same unit as a model with this special rule may re-roll any failed It Will Not Die rolls made. This effect immediately ends if the model with the Sacred Trust special rule is removed as a casualty or otherwise leaves the unit. Wargear A Legion Primus Medicae gains a narthecium for no additional points cost. A Legion Primus Medicae may not select two lightning claws, or a boarding shield.


“Tell them ruin has come to their world, Death, despair and red war... Tell them their hopes and pride have come to nothing, Tell them their empty whispers fall upon deaf ears – their gods are dead, human reason has killed them, Tell them the Angels of Death have come, Tell them nothing can save them now.” The Primarch Perturabo Legion Siege Breaker The wreckers of cities, the bringers-down of fortress walls and the shatterers of strongholds, Siege Breakers are officers of the Legion whose speciality is precisely applied destruction against strategic targets. Placed often in command of armoured spearhead assaults and frontline artillery units, they prefer to closely observe their work, rather than sit back behind the lines, and so are deadly efficient in adapting their force’s attack patterns from moment to moment. Special Rules A Legion Siege Breaker gains the Sunder and Art of Destruction special rule: Art of Destruction: At the start of each Shooting phase, the controlling player may nominate one friendly unit with at least one model within 6" of a model with this special rule. That unit gains the benefits of the Sunder special rule for the duration of that Shooting phase. Wargear A Legion Siege Breaker gains a nuncio-vox and three phosphex bombs for no additional cost. In addition, any Legion Rapier Carriers with quad launchers in the same Detachment may be upgraded to have phosphex canister shot for +20 points per model, and any Legion Arquitor Squadrons with Morbus bombards in the same Detachment may be upgraded with phosphex shells for +20 points per model. Legion Armistos Few individuals are capable of the unending operation of maintaining, categorising, requisitioning and dispensing the vast arsenals of an entire Space Marine Legion. Beyond this, many such officers of the Legions work to improve the weaponry at their disposal, running simulations and field tests of augmented weaponry. The skills required of an Armistos are much sought after by the Legion’s Master of Arsenal, particularly in those Legionaries of level temperament who are not apt to charge into the fray but are capable of supporting and supplying their battle brothers without desire for aggrandisement. Special Rules A Legion Armistos gains the Heavy Sub-type. Wargear A Legion Armistos may not select a Legion Warhawk jump pack, Legion Spatha combat bike or Legion Scimitar jetbike. A Legion Armistos gains an augury scanner and cognis-signum for no additional points cost and may select one of the following upgrades: - Master-crafted heavy bolter ..............................................................................+5 points - Master-crafted volkite culverin......................................................................+10 points - Master-crafted lascannon................................................................................+15 points - Master-crafted plasma cannon .......................................................................+15 points - Master-crafted multi-melta............................................................................+10 points - Master-crafted autocannon...............................................................................+5 points - Twin-linked heavy flamer..................................................................................+5 points - Master-crafted missile launcher (with frag, krak and flak missiles).........+10 points


“Those who claim to walk in the light have no right to do so until they have mastered the darkness within themselves.” The Gates of Oblivion Legion Moritat Said by some to be no less than death incarnate, and by others to be dishonourable murderers with no place in the Imperium’s order of battle, moritats are lone killers operating outside the Legion’s usual command structures at the behest, or at least sufferance of its high commanders. Regarded usually as dangerously unstable outcasts —perhaps created by some seldom-exposed flaw of gene-seed or indoctrination— they are also savage and proficient warriors, however, having become one with the act of killing, honing their superhuman reflexes to gun down the foe at close quarters to a preternatural degree. Special Rules A Legion Moritat gains the Scout, Counter-attack, Bitter Duty and the Chain Fire special rules. In addition, a Legion Moritat may never be selected as the army’s Warlord. Chain Fire: When using a model with this special rule to make a Shooting Attack using only Pistol type weapons, the controlling player may declare a Chain Fire attack instead of making the model’s normal Shooting Attacks during their own player turn. While making a Chain Fire attack, a model with this special rule may make up to six attacks in the same Shooting phase. Each of these attacks must be made using either one or two Pistol type weapons, and all attacks must target the same enemy unit. In each attack all weapons used must make their full number of attacks (for example, a model making a Chain Fire attack with two Pistol 2 weapons would make 4 To Hit rolls for each attack, for a total of 24 To Hit rolls over the full 6 attacks). The following additional restrictions apply to Chain Fire attacks: • To Hit rolls for Chain Fire attacks may never be re-rolled, and weapons which do not roll To Hit may not make Chain Fire attacks (including any weapons with the Template or Blast special rules). • When making a Chain Fire attack for weapons with the Gets Hot or Armourbane (Melta) special rules, roll each Hit individually; if a 1 is rolled, stop rolling To Hit for that weapon immediately. No further To Hit rolls may be made with that weapon for the remainder of the Phase. • After making a Chain Fire attack, a model with this special rule and any unit he has joined may not declare a Charge in the following Assault phase. • When making a Chain Fire attack a model with more than two appropriate weapons must select and use the same one or two weapons for all 6 attacks made as part of the Chain Fire attack (unless the Gets Hot or Armourbane (Melta) rules noted above force the controlling player to stop using one of the weapons, in which case another appropriate weapon may be used if available). • A Chain Fire attack may never be made as part of any Reaction. Wargear A Legion Moritat gains rad grenades and a second bolt pistol for no additional points cost, and may exchange a bolt pistol for a disintegrator pistol for +20 points per weapon. A Legion Moritat may not select a Legion Spatha combat bike or a Legion Scimitar jetbike.


“Truth is decided upon by those with Power. Those who can accumulate enough Power can enforce their own Truth upon a recalcitrant galaxy.” Slaban Strontos, Rogue Trader Militant Legion Mortificator A specialised subset of Techmarines, mortificators are ultimately responsible for the Legion’s honoured dead, the furious Ancients entombed within cyborganic sarcophagi slumbering in the Legion’s sepulchres, and show a near-fanatical devotion to their charges, in some cases going so far as to contravene the tenets of the Martian Cult adopted by the Legion’s Forge Lords. A mortificator’s primary duties include the protection during slumber and rousing during war of the Legion’s complement of Dreadnoughts, and when necessary, extends to the controlling of those Dreadnoughts too long asleep or too choleric to be considered wholly sane. Special Rules A Legion Mortificator gains the Keeper of the Dead, Ancient Devotion and Battlesmith (6+) special rules. Keeper of the Dead: A Detachment that includes a model with this special rule may take an additional Legion Contemptor Dreadnought Talon composed of a single model as part of the same Force Organisation choice as the model with this special rule. The model with this special rule must join the Dreadnought unit that has been selected at the beginning of the battle during deployment and may not voluntarily leave that unit during play – this is an exception to the Dreadnought Unit Type which would normally stop such models from joining a unit including a model with the Dreadnought Unit Type. Ancient Devotion: While a model with this special rule is part of a unit, all Dreadnought models in that unit gain the It Will Not Die (5+) special rule. Wargear A Legion Mortificator gains a servo-arm and corposant stave at no additional points cost. In addition, a Legion Mortificator may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.


“By these colours and by this sigil are these beasts of steel inducted into our ranks. Though they are neither mortal men nor Legiones Astartes, they harbour within them the animus belicosa—the spirit of war that drives us all. They are honoured to bear our heraldry, and we are honoured that they fight at our side. Until such time as they fall in battle, they are one with the Legion, our brethren and our blood.” Extract from the Rite of Commission Legion Praevian A Legion consul praevian is the keeper of the Legion’s bound automata, thosesoulless machines sworn to the Legion’s service and inducted into their ranks as honourary Legionaries after decades of service, a practicethat increased as the Horus Heresy inflicted an ever-greater death toll on many Legions’ ranks. Initiated into the rites of the Mechanicum’s Cybernetica Tech-arcana, these officers overseethe maintenance and programming of their charges, and ensurethat loyalty to the Legion and its traditions are enshrined in their core logic. On the field of battle, they march at the forefront of the inducted maniples, guiding them in the correct prosecution of war and acting as examples of truesons of the Legion. Often chosen from amongst the ranks of those veterans whoseinjuries have required extensive augmetic rebuild and left them ill-suited for other, more specialised, roles, these warriors are often solitary individuals, given to brooding and keeping to the company of their iron brothers. It is rare in most Legions for these warriors to advance higher up the chain of command, and some Legions use the rank as a dumping ground for those deemed unfit for other duties, while others, most notably the Iron Hands and Salamanders, consider it an honour to serve with such unique avatars of the Machine Cult’s craft. Special Rules A Legion Praevian gains the Master of Automata and Legiones Cybernetica special rules. Legiones Cybernetica: An army that includes a model with this special rule may take a single Castellax Battle-automata Maniple* or a single Vorax Battle-automata Maniple* as part of the same Force Organisation choice as the model with this special rule. Any models in a Castellax Battle-automata Maniple or Vorax Battleautomata Maniple included in an army due to this special rule gain the same Legiones Astartes (X) special as the Legion Praevian they share a Force Organisation choice with, but may not select any Legion specific Wargear or other options. * Note that rules for these units are found in the Liber Mechanicum book. Wargear A Legion Praevian gains a cortex controller at no additional points cost and may select a cyber-familiar for +15 points. In addition, a Legion Praevian may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.


Apothecarion Detachment The apothecarion of the Space Marine Legions stands outside the organisation of chapter and company, with small detachments of its warriors assigned to an army as necessity demands. Only on the longest campaigns would an apothecary find themselves going to war amongst the same warriors time and time again. An Apothecarion Detachment is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in an Apothecarion Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Apothecaries that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Apothecary, and any Legion Apothecaries that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Apothecary. No Apothecary may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes an Apothecary as normal during either deployment or any following turn). No more than one Apothecary may be assigned to any given unit. Once assigned to a unit, the Legion Apothecary is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Apothecary is removed as well. In battles using Victory points, no Victory points are ever scored for removing an Legion Apothecary as a casualty. When assigned to a unit, a Legion Apothecary gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned. Area Denial Drop An area denial drop is a co-ordinated attempt to close off an area of the battlefield to the enemy by seeding it with automated weapons systems and hunter seeker units. Before the start of the first turn, when placing units into Reserve, a player must assign all models with this special rule in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player’s first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below: Performing an Area Denial Drop When deploying the Area Denial Drop, the controlling player selects one of the available units to deploy first. Place a single model from that unit anywhere on the battlefield that is at least 6" from any enemy model, battlefield edge or piece of Impassable Terrain and is outside of all Deployment Zones. Do not scatter the model. If possible, the model must be placed in a position that will allow any other models in the same unit to deploy (as follows), and may only be placed in a position that denies the remainder of the squad a place within unit coherency if no other position is available. Once the model’s final position has been decided, the remainder of the unit may be deployed anywhere that is within unit coherency and more than 6" from any enemy model or piece of Impassable Terrain. Any models that cannot be placed are removed as casualties. Once this first unit has been deployed, roll a D6. On the roll of a ‘1’, the Area Denial Drop is Disordered and the opposing player may deploy each remaining unit in the Area Denial Drop anywhere within 12" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a ‘2’ or higher, the controlling player deploys each remaining unit anywhere within 12" of the first without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. LEGIONES ASTARTES SPECIAL RULES T his army list includes a number of new special rules to represent the vast panoply of the Space Marine Legions at the height of their terrible power and everlasting glory. These special rules are presented here for easy reference and operate under the rules established for special rules in the Horus Heresy: Age of Darkness rulebook.


Once all units are deployed, any enemy units within line of sight and range may choose to make the Interceptor Reaction (see page 309 of the Horus Heresy: Age of Darkness rulebook) targeting any one of the units deployed as part of the Area Denial Drop. Any units that are chosen to make the Interceptor Reaction do not expend any of the controlling player’s Reaction Allotment, but do count as having made a Reaction (and thus cannot React again before the next Phase begins). Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of an Area Denial Drop. Once all units from the Area Denial Drop have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of an Area Denial Drop may not Move or Run in the Movement phase of the turn in which they are deployed, but may Shoot and declare Charges as normal (if the models deployed as part of the Area Denial Drop are allowed to make Charges). Auxiliary Vehicle Bay The largest of transports are so vast that they can carry smaller vehicles into battle. Such huge engines of war are rarely deployed, save to the most dangerous of conflicts where an army must bring the maximum possible force to bear upon the foe or must traverse the most dangerous of terrain. Models with the Vehicle Unit Type may Embark on a model with this special rule, Embarking and Disembarking as per the normal rules for Embarking/ Disembarking. A model with this special rule may carry one model with the Vehicle Unit Type whose starting Hull Points Characteristic is 4 or less. A model with the Vehicle Unit Type Embarking or Disembarking from a model with this special rule may do so from any point on the model’s base, or its hull if it has no base. Bitter Duty Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage. A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule). Breaching (X) Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power. When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type. For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model. Brutal (X) Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant. When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value. Containment Breach Some of the more powerful reactors in use by the vehicles of the Imperium are so potent as to cause terrible damage to those nearby should they be breached by enemy fire. Yet, the engines of war they feed are so vital that such risks are considered worthwhile. If a model with this special rule suffers an Explodes result on the Vehicle Damage table then when determining the radius of the explosion roll D6+3 instead of D6.


Crushing Weight While the impact of any war machine can cripple an ordinary warrior, some vehicles are so massive that they can crush infantry like ants. Such engines of destruction can even cripple lesser vehicles, serving as battering rams of unequalled effectiveness when called upon. When the controlling player resolves a Ram Attack using a model with this special rule, targeting an enemy model that has the Vehicle Unit Type, then any Hits inflicted are always resolved at Strength 12 (see the rules for Weapon Strengths above 10 on page 128). When resolving a Ram Attack against a unit that is not made up entirely of models with the Vehicle Unit Type, 6+D6 Str 10 Hits are inflicted instead. Deathstorm Some weapons make no attempt to target individual warriors, but instead saturate the target zone with such a torrent of gunfire that few can escape their wrath. Such weapons are capable of causing high casualty numbers in a short space of time, but require vast stores of ammunition to maintain their attack. When making a Shooting Attack, select up to four enemy units within range and line of sight of the attacking unit and make a Shooting Attack using the weapon’s profile against each unit instead of following the normal procedure (any individual enemy unit may only be selected as a target once, and if there are less than four enemy units within line of sight and range then each viable target may be attacked). Each unit targeted is attacked with the full number of attacks listed as part of the weapon’s profile, for example, a weapon with the Heavy 6 type and the Deathstorm special rule would select up to four enemy units within range and line of sight and roll six dice To Hit against each unit. Detonation A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat. A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules. Dreadnought Talon The towering Dreadnoughts of the Legiones Astartes were often organised into informal warbands, waiting only for the start of battle to advance and bring death to the foe. When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be placed within unit coherency, but afterwards operate independently and are not treated as a unit. Dreadnought Transport Some transports are specially designed to allow the massive frames of Dreadnoughts to be transported into battle; from drop pods intended purely for the delivery of these armoured behemoths from orbit, to more versatile transports that can either ferry warriors or Dreadnoughts into the fires of war. A model with this special rule may transport a single model with the Dreadnought Unit Type with no more than 8 Wounds instead of any other models. A Dreadnought model may not Embark upon a model with this special rule if any other models are already Embarked on it, and while a Dreadnought model is Embarked on a model with this special rule then no other models may Embark. Feedback Some weapons emit projectiles or energy beams of such terrible potency that, if fired, they can have terrible consequences for those that dare unleash their power. Whether due to energy surges in coherent energy beams, or failure in the arming systems of shells or warheads, a failure to properly arm the weapon and fully penetrate the enemy’s armour can cause lethal feedback. If a weapon with this special rule fails its Armour Penetration roll against a target with an Armour Value, or fails a To Wound roll against any other model (note that successful Armour Saves or Damage Mitigation rolls do not count for this), roll a D6. If the result is a 1, the attacking model loses 1 Hull Point or Wound.


Fury of the Legion The tactical Legionaries that form the core of every Space Marine Legion drill endlessly with the boltgun that is their hallmark. As a result, these warriors are capable of unleashing a torrent of gunfire that can halt any foe in its tracks. If a model with this special rule has not moved or Run during the Movement phase of its controlling player’s turn then that model may add one to the number of shots fired when making a Shooting Attack with a bolter (this does not include combi-bolters, bolt pistols or other bolt weapons). Graviton Collapse These weapons emit an unstable stream of gravitons that causes a catastrophic implosion at the target point. Such is the power of these weapons that even the strongest of targets is dragged in and torn apart by the forces unleashed, the sheer mass of their armour serving only to increase the power of the detonation. Instead of rolling To Wound normally with a weapon with this special rule, the controlling player of any model Hit by it must roll equal to or under that model’s Strength Characteristic on 2D6 or it suffers a Wound (Armour Saves and Damage Mitigation rolls may be taken as normal – except Shrouded rolls which may not be used). Against targets with an Armour Value, the attacking player rolls 4D6 for Armour Penetration instead. Harbingers of the Legion Running ahead of the heavy infantry that was the closed fist of the Space Marine Legions, these warriors harry and pursue the enemy. They strike at the foe’s most vulnerable points, depriving them of shelter and succour and leaving them at the mercy of the warriors that follow in their wake. A unit that includes any models with this special rule may not join or be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit that includes any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring unit or a Denial unit regardless of any other special rules or Mission rules in use – however, a model with this special rule may re-roll all failed Shrouded Damage Mitigation rolls. Heart of the Legion Though often overshadowed in the annals of history by other more prestigious warriors, it is the courage and tenacity of the humble tactical Legionary that carried the Legions to victory after victory. It would be by the blood of these warriors that the course of the Horus Heresy would be decided, and by their sacrifice that the fate of the Imperium determined. When a unit that includes at least one model with this special rule has at least half of its models within 6" of an Objective then all models in the unit gain the Feel No Pain (6+) and Stubborn special rules. If any model in the unit already has a variant of the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least half of its models within 6" of an Objective (for example, a model that already had Feel No Pain (5+) could choose to increase this to Feel No Pain (4+) while it fulfils the conditions of this special rule). Heat Blast Serving primarily to slow the descent of orbital strike craft, the thrusters of some such vehicles can also be used to scorch and burn enemy infantry. The most desperate or sadistic crews assigned to such craft often made use of this capability to reap a toll of the enemy, even after releasing their passengers into the heart of battle. When a model with this special rule is deployed onto the battlefield using the Deep Strike special rule, and once all models arriving from Deep Strike in the same Phase have been placed in their final positions, but before any models Embarked on the model with this special rule have Disembarked, any models within 3+D3" (friendly or enemy) suffer a Str 6 AP 5 Hit (models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as an attack from a Flame weapon). In addition, when moving in Hover mode,the controlling player may choose to inflict D6 Str 6 AP 5 Hits on any unit that a model with thisspecialrule moves over. Any Wounds caused are allocated by the controller of the target unit, any models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as an attack from a Flame weapon. Once the model has finished moving,the controlling player mustroll a D6 for each unitit hasinflicted Hits upon using thisspecialrule – any results of a ‘1’ inflict a Hull Point of damage on the model with thisspecialrule.


Heavy Beam Emitting a devastating beam of coherent energy, these weapons can engulf multiple targets in a single blast. Sweeping across the battlefield in a continuous beam of ravening destruction, the destructive power of such a burst can only be halted by the sturdiest of obstructions or most mighty of war machines. When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model. • All models (friend and enemy) caught in the beam area (excepting the firing model) suffer a Hit with the listed profile of the weapon, except models with the Flyer Sub-type which cannot be affected or targeted. • Units with any models in the beam area receive a number of Hits equal to the number of their models caught in the path of the beam; casualties are removed from affected units using the normal rules for removing casualties. • If a Terrain piece, Building, model with the Vehicle Unit Type or any model with 6 or more Wounds is in the beam area, the attack is blocked and its line of effect will go no further than that model. The blocking model will, however, suffer 1+D3 separate Hits, rather than just 1. • If a model with the Vehicle Unit Type and the Transport Sub-type suffers a Penetrating Hit from a weapon with this special rule, each unit Embarked on it suffers D6 Str 4 AP - Hits with the Deflagrate special rule, in addition to any other effects. Any Wounds caused are allocated by the controller of the target unit. Impact-reactive Doors Many assault vehicles have doors designed to release via explosive bolts, allowing their passengers to disembark as swiftly as possible. When a model with this special rule is deployed, any doors on the model must be opened to their full extent. All models Embarked within a model with this special rule must then Disembark immediately and no models can thereafter Embark within that model for the remainder of the battle. Any model that has Disembarked from a model with this special rule may not have a Charge declared for it in the same turn. The physical doors attached to a model with this special rule are not treated as part of the model once opened and cannot be targeted by Shooting Attacks and do not impede Movement in any way. Inertial Guidance System Orbital strike vehicles often mount sophisticated sensors to aid them in avoiding obstacles as they streak towards the battlefield. Those assigned to orbital assaults must rely on these systems to see them to the surface, for, given the sheer speed of their descent, no human pilot could hope to bring them safely down. When deployed as the first model placed during a Deep Strike Assault, or other deployment that requires a model with this special rule to scatter, the distance the model scatters is reduced by half and if it scatters into Impassable Terrain or off of the battlefield then it is moved the minimum distance required to avoid such obstacles. In addition, if all units included in a Deep Strike Assault have the Inertial Guidance System special rule or are models Embarked on a model with that special rule then any rolls made to determine if the Deep Strike Assault is Disordered may be re-rolled. Inexorable Whether due to intense training, indomitable armour or blind madness, some warriors will keep advancing no matter the firepower directed at them. A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning test – except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable. Infantry Transport The most common transport vehicles are those dedicated to carrying the infantry that form the core of Mankind’s armies. Such bulk transports lack the specialised equipment to accommodate more unique warriors. No model with any version of the Bulky (X) special rule may Embark on a model that has this special rule.


Legion Artillerists Skilled beyond the arts of mortal warriors in the employment of artillery to its most deadly effect, these artists of shot and shell know best how to place each strike from their guns. A Legion Rapier Battery must have one Legion Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Legion Rapier Battery contains fewer Legion Gunners than Rapier Carriers then only a number of Rapier Carriers equal to the number of Legion Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Legion Gunners in the unit as there are Rapier Carriers then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled, and all Legion Gunners in the unit gain a bonus of +1 to their Leadership Characteristic (this bonus is lost immediately once the number of Legion Gunners is reduced to less than the number of Rapier Carriers in the unit). Legiones Consularis Among the many officers of the Legiones Astartes, there are those with unique talents and hard-won skills that are honoured with the title and rank of consul. These warriors lead the Legion into battle and conduct the most arduous of missions, called upon by their lords when the specialised knowledge they guard is required in the struggle for victory and demise of the foe. Any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may select a single Consul upgrade; no model may take more than one such upgrade (note that some upgrades are not available to Legion Cataphractii Centurions or Legion Tartaros Centurions, or Legion Centurions that have selected certain upgrades). Limited Ammunition Some weapons, either due to a restricted capacity to store shells, a terrifying rate of fire or a complex loading mechanism, are prone to running out of ammunition in the heat of battle. Once drained of their reserves, these weapons become little more than burdens to their wielders, impotent until the battle is concluded and specialised equipment can be used to replenish their stores. After all Shooting Attacks for a weapon with this special rule have been fully resolved, roll a D6, adding +1 if the weapon has fired before in the same battle. If the total of this roll is 6 or more then the weapon may no longer be used to make Shooting Attacks in this battle. If this weapon is unable to make further Shooting Attacks then it may not be targeted by a Weapon Destroyed result on the Vehicle Damage table, and for the purposes of such a result is treated as though it had already been destroyed. Loyalist Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other. A model with this special rule may only be included in an army that has the Loyalist Allegiance. Marked for Death Trained to identify and slaughter specific targets, certain cadres of warriors make an art of stalking and assassination. These warriors are singular in their focus, and, when unleashed upon the foe, are a decree of certain death. At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rule, a single enemy unit may be chosen by a player that controls any models with this special rule – this unit is considered ‘marked for death’. When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has ‘marked for death’, all failed To Wound rolls of ‘1’ may be re-rolled. Master of Automata Some warriors are trained to operate alongside the towering automata of the Mechanicum, well accustomed to the limitations of those war machines and how to best fight at their side. A model with this special rule may join a unit that includes one or more models with the Automata Unit Type. While part of a unit that includes one or more models with the Automata Unit Type, a model with this special rule may not make Reactions and gains the Fearless special rule. If the Automata models in the unit are subject to the Programmed Behaviour provision then those rules are not used as long as a model with this special rule is part of the unit.


Master of the Legion The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The gene- craft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree. The Master of the Legion special rule grants the following benefits: • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Appendix: Legiones Astartes Rites of War section, found on page 96. • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc. • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule. Neutron-flux Designed specifically to degrade the complex neural circuitry and cogitators of the Mechanicum’s automata, these weapons are considered an affront to their Order. The exotic radiation emitted by such devices is the bane of the otherwise indefatigable steel warriors of the Mechanicum, leaving them as motionless, lifeless husks. A weapon with this special rule gains the Instant Death special rule when targeting models with the Automata Unit Type. Orbital Assault Vehicle Drop pods and other dedicated orbital assault vehicles are intended for one purpose only – to deliver warriors and equipment from orbiting spacecraft to battlefields on a planet’s surface. Once deployed they play littlefurther part in the battle, serving only to support the onslaught of their passengers. A model with this special rule must be deployed onto the battlefield as part of a Deep Strike Assault, or other deployment that requires the Deep Strike special rule. It may never be deployed as normal, regardless of any other rule or mission, and if forced to do so it is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation). Furthermore, a model with this special rule may never move – and if forced to do so is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation). Plasma Burn Certain plasma weapons are designed not just to break the target with the sheer power of its initial strike, but also to burn and short-circuit the internal workingsexposed. The super- heated matteremitted by plasma cannons serves ideally for this purpose, continuing to sear and burn long after impact. If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invunerable Saves or Damage Mitigation rolls allowed. Reach (X) Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react. A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together. For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.


Reactor Blast Certain powerful reactors, when destroyed, erupt in a devastating blast capable of destroying other engines of war. When the controlling player resolves an Explodes result on the Vehicle Damage table for a model with this special rule, the Strength of any Hits inflicted is increased to 10. Reaping Blow (X) Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect. If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1). Repair Some vehicles arerobustenough or simpleenough in their construction that the crew can conduct minor repairsin the field. In any of the controlling player’s Shooting phases, instead of making any Shooting Attacks with a model with this special rule, the controlling player may instead roll a D6. On the roll of a ‘4’ or more, a damage result of Immobilised that has been inflicted on this model may be removed but no Hull Points are returned. Retinue Many of the most famous and powerful commanderswent to war with a dedicated cadre of bodyguards and adjutants. These guardians served both to protect their master in the heat of battle, preserving his life against all threats, and as a vital reserve of skilledwarriorsto pressthe attack at the most crucial moment. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader. Rocket Barrage Some weapons require a stable firing platform in order to deliver their payload with maximum destructive force. When forced to fire without the proper preparations their effect is greatly reduced, but when firing from prepared positions they can unleash such a devastating torrent of fire that few enemies can survive their wrath. If a model that has a weapon with this special rule does not move in the Movement phase of a given turn, that weapon may be given the Rending (4+) and Pinning special rules until the start of the controlling player’s next turn. Spite of the Legion The warriors of the Space Marine Legions knew full well that to leave any foe alive was to compromise the Great Crusade, to endanger the long march of humanity across the galaxy. So in war, they deployed warriors specifically to harry those that attempted to flee or that haunted the edges of the battlefield. If a Charge is declared for a unit that includes at least one model with this special rule, targeting an enemy unit that is Pinned, Falling Back or includes no models with the Character Sub-type or the Chosen Warriors special rule, then all models in the Charging unit gain a bonus of +1 Attacks for the duration of the Assault phase in which the Charge is declared. Sudden Strike (X) Some warriors areskilled in theswift and deadly arts of guerilla warfare,relying on ambush and surpriseto taketheir opponents unaware. These warriors are deadly on the attack, but must press this advantageto overcome more heavily equipped foes. In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative. A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).


Talons of the Legion Employed to cover the advance of the infantry companies below, those who pilot the aircraft of the Space Marine Legions are masters of the interception and destruction of enemy aircraft and airborne xenos beasts. A unit or model with this special rule may be placed into Combat Air Patrol at the start of the battle, before any models are deployed onto the battlefield. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction. Techmarine Covenant With most Legions boasting only a small cadre of Techmarines, those that are available are a vital resource for any Legion task force. These warriors are assigned only as is necessary, placed in the units and formations that can best benefit from their unique skills. A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit. Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned. Advanced Reaction: Combat Air Patrol Advanced Reactions are available to specific players as noted in their description. Unlike Core Reactions they are activated in unique and specific circumstances, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description. Combat Air Patrol – This Advanced Reaction may be made whenever any enemy model that has the Vehicle Unit Type and the Flyer Sub-type enters the battlefield from Reserves. The Reactive player may nominate any one model that has been assigned to Combat Air Patrol. Once the enemy model with the Vehicle Unit Type and Flyer Sub-type that triggered this Reaction has finished any and all Movement as it is brought into play, the chosen model assigned to Combat Air Patrol is brought into play from any point on the edge of the battlefield, moving into play as if it had entered play from Reserves. Once the Combat Air Patrol model has finished its Movement it may immediately make a Shooting Attack targeting the enemy model that triggered this Reaction – as long as it has finished its Movement with line of sight to that model. Only models with the Vehicle Unit Type and Flyer Sub-type may make the Combat Air Patrol Reaction.


Transport Bay Some of thelargest transport vehicles arespecially designed to carry both infantry and engines of war into battle, allowing versatile battle groups to be deployed to the battlefield at once. Theserare war machines are often restricted to the mostelite of an army, and used to tacklethe most perilous of missions. A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic. Torsion Crusher Driven by technology little understood, even by the initiates of the Mechanicum, these weapons are the bane of the complex war machines of the Horus Heresy. Once such weapons have cut through the target’s armour, their exotic energies and sheer destructive power wreak havoc on the delicate internal machinery of the target. When a target with an Armour Value is struck by a weapon with this special rule, the amount of Hull Point damage caused by the weapon is doubled. Traitor In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation. A model with this special rule may only be included in an army that has the Traitor Allegiance.


Void Shields (X) Some vehicles are equipped with almost impenetrable shields of energy, relics from ancient times known as void shields. A model with this special rule has a number of void shields, as listed on its profile. Shooting Attacks which Hit a model with this special rule instead target this model’s void shields while at least one remains active. Void shields have an Armour Value of 12. A successful Glancing Hit, Penetrating Hit or any successful Hit from a Destroyer weapon which targets a void shield causes it to collapse, reducing the number ‘X’ by -1. When the number of void shields is reduced to 0, this special rule has no further effect and subsequent Shooting Attacks target the model instead. Void shields have no effect on close combat attacks, and may not be affected by close combat attacks. Volatile Plasma Containment Even at the height of the Imperium’s power, plasma weapons were poorly understood and often dangerous to put into use. The most destructive of these weapons required large and volatile tanks of super-heated gas, which would often detonate should a vehicle carrying them suffer catastrophic damage, scattering plasma on any nearby. If a model with this special rule loses its last Hull Point due to the Gets Hot special rule then it also suffers the effects of the Explodes result on the Vehicle Damage table. When a model with this special rule suffers an Explodes result (as shown on the Vehicle Damage table), the Strength of any Hits it causes is increased to 10.


ARMOURY of THE LEGIONES ASTARTES T he Legiones Astartes made use of a number of weapons and items of Wargear that were unique to those legendary formations. This section presents the rules for these weapons and artefacts of the Horus Heresy. Weapon Strengths Above 10 On certain extremely powerful weapons, the Strength value of the weapon can be higher than 10. These weapons roll for armour penetration against models with the Vehicle Unit Type and Buildings as normal – adding their full Strength value to the roll of a D6. When rolling to Wound a model with a Toughness value, the weapon is treated as though it had a Strength value of 10 on the To Wound table. However, when determining if such a weapon inflicts Instant Death use its full Strength value. Ranged Weapons Auto Weapons An auto weapon is an ancient form of firearm that propels a solid slug by means of a chemical explosion, both ancient ‘bullets’ of lead or other base metals and more advanced armour-piercing sabot rounds. Among the ranks of the Legiones Astartes there are few examples of the older autoguns that once formed the main armament of the Emperor’s armies, but a number of larger autocannon remain in use due to the reliability of such simple weapons. Such weapons are most often used as anti-armour weapons, delivering volleys of large armour piercing shells to defeat armour that is proof against the mass reactive fire of the more advanced bolter weaponry. This category of weaponry also plays host to more advanced weapons, such as the first generations of assault cannon and magnetic charge accelerator cannon. All weapons listed here are counted as ‘Auto’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Astartes shotgun 12" 4 - Assault 2, Concussive (1) Rotor cannon 30" 3 - Assault 4, Pinning, Shell Shock (1) Autocannon 48" 7 4 Heavy 2, Rending (6+) Reaper autocannon 36" 7 4 Heavy 2, Rending (6+), Twin-linked Kheres assault cannon 24" 6 4 Heavy 6, Rending (6+) Gravis autocannon 48" 7 4 Heavy 3, Rending (6+), Twin-linked Gravis autocannon battery 48" 7 4 Heavy 4, Rending (6+), Twin-linked Predator cannon 48" 8 4 Heavy 4, Rending (6+) Punisher rotary cannon 36" 6 4 Heavy 18, Pinning, Shell Shock (1) Accelerator autocannon 48" 7 4 Heavy 8, Rending (6+), Exoshock (6+) Fellblade accelerator cannon - HE shell 100" 8 3 Ordnance 1, Massive Blast (7") - AE shell 100" 10 2 Ordnance 1, Armourbane (Ranged), Exoshock (4+), Blast (3") Skyreaper battery 48" 7 4 Heavy 5, Skyfire, Twin-linked Anvilus autocannon battery 48" 7 4 Heavy 4, Rending (5+), Sunder, Twin-linked Anvilus snub autocannon 24" 7 4 Heavy 2, Sunder, Rending (5+), Twin-linked Leviathan storm cannon 24" 7 4 Heavy 6, Rending (5+), Sunder Kratos battlecannon - HE shells 36" 8 4 Heavy 1, Large Blast (5"), Pinning - AP shells 36" 8 2 Heavy 2, Sunder - Flashburn shells 24" 10 1 Heavy 1, Armourbane (Ranged), Gets Hot


Artillery Cannon Often operating on the same principles as bolt or auto weaponry, these weapons are considered of a separate kind simply due to the excessive calibre and often prodigious size of the weapons themselves – used as they were to lay bare the fortresses of those that stood against the Emperor. Intended to engage targets at extreme ranges and to subdue enemies whose armour or innate toughness made them proof against lesser weapons, these cannon rely on either huge explosive payloads or advanced armour piercing technologies to achieve a destructive capacity that few other weapons can match. Weapon Range Str AP Type Demolisher cannon 24" 12 3 Ordnance 1, Blast (3"), Sunder, Rending (6+), Brutal (3) Morbus bombard 36" 10 4 Ordnance 1, Barrage, Large Blast (5"), Pinning, Rending (6+) Quad launcher - Frag 12"-60" 5 5 Heavy 1, Barrage, Large Blast (5"), Shred - Shatter 36" 8 4 Heavy 4, Sunder - Incendiary 12"-60" 4 5 Heavy 1, Barrage, Large Blast (5"), Ignores Cover, Pinning, Shred - Splinter 12"-36" 2 4 Heavy 1, Barrage, Large Blast (5"), Rending (6+), Pinning, Shell Shock (1) Dreadhammer siege cannon 24" 12 3 Ordnance 1, Large Blast (5"), Rending (4+), Sunder, Brutal (4) Thunderhawk cannon 72" 8 4 Destroyer 1, Massive Blast (7"), Rending (6+) Archaeotech Pistol Despite the renaissance of human power in the galaxy that the Great Crusade has created, there remains much of Mankind’s ancient might and arts that are lost to myth and legend, save for a few relics that have survived the stifling darkness of Old Night. One of the more common types of these relics found are sidearms of surpassing firepower and elegance. Be they bespoke slug throwers utilising micro-atomic munitions or searing kill-rays that draw power from a planet’s ambient magnetosphere, such priceless artefacts of war find their way into the hands of the Emperor’s chosen agents and the masters of the Space Marine Legions. The archaeotech pistol, like several classes of weaponry available to Space Marine leaders, is intended to represent a wide variety of weapons and to give players a Profile that can be used for converted or unusual handguns whose power exceeds that of more common weaponry. Weapon Range Str AP Type Archaeotech pistol 12" 6 4 Pistol 1, Rending (3+), Master-crafted


Bolt Weapons A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes. All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Bolt pistol 12" 4 5 Pistol 1 Bolter 24" 4 5 Rapid Fire Combi-bolter 24" 4 5 Rapid Fire, Twin-linked Kraken bolter 30" 4 4 Rapid Fire - Tempest rounds 18" 3 6 Assault 3, Ignores Cover - Scorpius rounds 24" 5 4 Assault 1, Breaching (4+) Nemesis bolter 72" 5 5 Heavy 1, Rending (5+), Sniper, Pinning Heavy bolter 36" 5 4 Heavy 4 Gravis bolt cannon 48" 5 4 Heavy 6, Twin-linked Gravis heavy bolter battery 48" 5 4 Heavy 8, Twin-linked Avenger bolt cannon 36" 6 3 Heavy 7 Combi-weapons An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth. Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule. • Any Legiones Astartes profile that allows a model to select a magna combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: meltagun, plasma gun or disintegrator*. • Any Legiones Astartes profile that allows a model to select a minor combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: flamer, volkite charger or grenade launcher. Note that the combi-bolter, though similarly named, does not use these rules and is fired as a normal ranged weapon and has no primary or secondary components. Weapon Range Str AP Type Bolter (Primary) 24" 4 5 Rapid Fire Flamer (Secondary) Template 4 5 Assault 1 Meltagun (Secondary) 12" 8 1 Assault 1, Armourbane (Melta), One Shot Plasma gun (Secondary) 24" 7 4 Rapid Fire, Breaching (4+), Gets Hot, One Shot Volkite charger (Secondary) 15" 5 5 Assault 2, Deflagrate Grenade launcher (Secondary) - Frag 24" 3 6 Assault 1, Blast (3"), Pinning - Krak 24" 5 4 Assault 1 Disintegrator* (Secondary) 24" 5 2 Rapid Fire, Instant Death, Gets Hot, One Shot *Only models with the Independent Character special rule, or a Legion Seeker Sergeant included as part of a Legion Seeker Squad may select a combi-disintegrator.


Conversion Beam Weapons These esoteric energy weapons fire a beam that induces a subatomic implosion in their target, with the beam itself gathering power over distance up to a terminal point of beam instability. Conversion beam weapons are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power. As a result, they are primarily used for dedicated siege warfare or starship breaching assaults by specialised operators such as Techmarines and Mechanicum Destructors. More rarely, larger conversion beam weapons are mounted on a vehicle chassis with advanced control mechanisms and an abundance of reactor power such as the Contemptor pattern Dreadnought. All weapons listed here are counted as ‘Conversion Beam’ weapons for those rules that affect such weapons. An attack made with a conversion beam weapon has a number of different profiles, the use of which depends upon how far the chosen target is from the attacking model up to the weapon’s maximum range. When attacking with one of these weapons measure the distance to the target, place the weapon’s Blast template and scatter as normal for a blast weapon. Once the final location of the template has been determined, measure to the centre of the Blast marker and consult the weapon’s chart to determine the effect. Weapon Range Str AP Type Conversion beam cannon Up to 18" 7 - Heavy 1, Blast (3"), Blind More than 18"-42" 9 4 Heavy 1, Blast (3"), Blind More than 42"-72" 12 1 Heavy 1, Blast (3"), Blind Heavy conversion beam cannon Up to 18" 7 - Heavy 1, Large Blast (5"), Blind More than 18"-42" 9 4 Heavy 1, Large Blast (5"), Blind More than 42"-72" 12 1 Heavy 1, Large Blast (5"), Blind Disintegrator Weapons These brutal Terran weapons disrupt the molecular bonding of the target, literally tearing it apart whether it be flesh or ceramite. Common during the dark years of Old Night, these weapons were valued as much for the psychological impact of their use as for the efficacy of their actinic bolts. All weapons listed here are counted as ‘Disintegrator’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Disintegrator pistol 12" 5 2 Pistol 1, Instant Death, Gets Hot Disintegrator 24" 5 2 Rapid Fire, Instant Death, Gets Hot Graviton Weapons Little understood even by the Tech-priests of Mars, the term ‘graviton gun’ refers to a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment. The power of the graviton gun’s highest settings is sufficient to rupture organs and crack bones even inside armour, but its primary use is to impede the enemy and damage machinery without the risks of secondary explosions. All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Graviton gun 18" † 4 Heavy 1, Blast (3"), Concussive (1), †Graviton Pulse, Haywire Graviton cannon 36" † 4 Heavy 1, Large Blast (5"), Concussive (1), †Graviton Pulse, Haywire Graviton-charge cannon 24" † 4 Ordnance 1, Massive Blast (7"), Barrage, Concussive (1), †Graviton Pulse, Haywire Grav-flux bombard 18" † 4 Heavy 1, Large Blast (5"), †Graviton Collapse, Torsion Crusher, Ignores Cover, Concussive (1)


Las Weapons In the Imperium, the term ‘las’ is applied to a wide variety of weapons, from crude particle weapons such as the ubiquitous lascannon, to more complex and deadly weapons such as the neutron laser beam cannon. The defining features that link these disparate weapons are their nature as energy weapons, rather than projectile weapons, and their reliance on rechargeable power packs or portable generators instead of conventional magazines. This ability to draw and project vast quantities of power has often made such weapons ideal anti-tank weapons among the ranks of the Legiones Astartes. All weapons listed here are counted as ‘Las’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Lascannon 48" 9 2 Heavy 1, Sunder Gravis lascannon 48" 9 2 Heavy 2, Sunder Lascannon array 48" 9 2 Heavy 2, Twin-linked, Sunder Arachnus heavy lascannon battery 48" 10 2 Heavy 2, Sunder, Exoshock (5+), Twin-linked Laser destroyer 36" 9 1 Ordnance 2, Twin-linked, Exoshock (6+) Magna laser destroyer 36" 9 1 Ordnance 3, Twin-linked, Exoshock (6+) Neutron beam laser 36" 10 1 Ordnance 2, Concussive (3), Shock Pulse, Gets Hot Neutron blaster 24" 10 1 Heavy 1, Concussive (3), Shock Pulse, Sunder, Gets Hot Neutron laser battery 72" 10 1 Ordnance 4, Concussive (3), Feedback, Shock Pulse, Gets Hot Volcano cannon 120" 14 1 Destroyer 1, Large Blast (5"), Ignores Cover Neutron-wave cannon 120" 10 1 Destroyer 1, Large Blast (5"), Shock Pulse, Ignores Cover Turbo-laser destructor 96" 12 2 Destroyer 1, Large Blast (5"), Ignores Cover Flame Weapons Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles. All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Hand flamer Template 3 - Pistol 1 Flamer Template 4 5 Assault 1 Toxiferran flamer Template 4 5 Assault 1, Poisoned (3+), Rending (6+) Heavy flamer Template 5 4 Assault 1 Flamestorm cannon Template 6 4 Heavy 1, Torrent (18")


Melta Weapons Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in common use among the armies of Old Earth, Mars and Jupiter long before the Emperor unified Sol. However, it has been in use within the Legiones Astartes since their inception and every Legion bears examples of this venerable and fearsome weapon. All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Meltagun 12" 8 1 Assault 1, Armourbane (Melta) Multi-melta 24" 8 1 Heavy 1, Armourbane (Melta), Twin-linked Gravis melta cannon 24" 8 1 Heavy 2, Armourbane (Melta), Twin-linked Magna-melta cannon 36" 8 1 Heavy 3, Armourbane (Melta), Twin-linked Cyclonic melta lance 18" 8 1 Heavy 4, Armourbane (Melta) Siege melta array 12" 8 1 Heavy 5, Armourbane (Melta), Twin-linked Melta cutters 6" 8 1 Heavy 3, Armourbane (Melta) Melta blast-gun 36" 8 1 Heavy 4, Armourbane (Melta) Missile Weapons From advanced guided missiles to crude explosive rockets, the Legiones Astartes make use of a variety of rocket-propelled munitions. Most common is the humble missile launcher, a man portable weapon used to supplement the firepower of the Legion cohorts, but a number of vehicle mounted launchers serve as both artillery and anti-aircraft weapons. Though such weapons are crude by comparison to many of the wonders bestowed upon the Legions by the magi of Mars, they still serve as vital tools for the prosecution of the Great Crusade. All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Missile launcher - Frag 48" 4 6 Heavy 1, Blast (3"), Pinning - Krak 48" 8 3 Heavy 1 - Flak 48" 7 3 Heavy 1, Skyfire Vengeance launcher 48" 5 4 Heavy 2, Large Blast (5") Havoc launcher 48" 5 5 Heavy 1, Blast (3"), Twin-linked Hunter-killer missile 48" 8 3 Heavy 1, One Shot Hellstrike missile 72" 9 2 Heavy 1, Sunder, One Shot Deathstorm missile launcher 18" 6 4 Heavy 9, Pinning, Deathstorm, Limited Ammunition Rotary missile launcher 60" 8 2 Heavy 3, Exoshock (6+), Ignores Cover, Twin-linked Sabre missile 36" 7 4 Heavy 1, Rending (6+), One Shot Tempest rocket 60" 7 4 Heavy 1, Sunder, One Shot Aiolos missile launcher 60" 6 3 Heavy 3, Pinning, Guided Fire Boreas air defence missile 48" 8 2 Heavy 1, Skyfire, Guided Fire, One Shot Spicula rocket system 72" 7 4 Ordnance 1, Massive Blast (7"), Rending (6+), Limited Ammunition Arcus missile launcher - Arcus warheads 36" 8 2 Heavy 5, Twin-linked - Skyspear warheads 48" 7 2 Heavy 5, Skyfire, Twin-linked - Pyrax warheads 36" 5 4 Heavy 1, Large Blast (5"), Ignores Cover, Pinning - Neutron-flux warheads 36" 7 4 Heavy 4, Twin-linked, Neutron-flux, Breaching (5+) Cyclone missile launcher - Frag 48" 4 6 Heavy 1, Large Blast (5"), Pinning - Krak 48" 8 3 Heavy 2, Twin-linked - Flak 48" 7 3 Heavy 2, Skyfire, Twin-linked Scorpius missile launcher 48" 8 4 Heavy 1, Barrage, Large Blast (5"), Rocket Barrage Macro-bomb cluster - 8 4 Bomb 1, Apocalyptic Barrage (6), One Shot


Plasma Weapons Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value. All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Plasma pistol 12" 7 4 Pistol 1, Breaching (4+), Gets Hot Plasma gun 24" 7 4 Rapid Fire, Breaching (4+), Gets Hot Plasma cannon 36" 7 4 Heavy 1, Blast (3"), Breaching (4+), Gets Hot Gravis plasma cannon 36" 7 4 Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot Plasma blaster 18" 7 4 Assault 2, Breaching (4+), Gets Hot Executioner plasma destroyer 60" 7 4 Heavy 1, Large Blast (5"), Rending (4+) Hellfire plasma cannonade - (Sustained fire) 36" 7 4 Heavy 6, Breaching (4+) - (Maximal fire) 36" 8 4 Heavy 1, Rending (4+), Gets Hot, Large Blast (5") Omega plasma array - (Sustained fire) 36" 7 4 Heavy 8, Breaching (4+), Twin-linked - (Maximal fire) 36" 9 4 Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked Volkite Weapons ‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Horus Heresy, and been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict. All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Volkite serpenta 10" 5 5 Pistol 2, Deflagrate Volkite charger 15" 5 5 Assault 2, Deflagrate Volkite caliver 30" 6 5 Heavy 3, Deflagrate Volkite culverin 45" 6 5 Heavy 5, Deflagrate Volkite dual-culverin 45" 6 5 Heavy 6, Deflagrate, Twin-linked Volkite falconet 45" 7 5 Heavy 8, Deflagrate, Twin-linked, Pinning Volkite saker 25" 6 5 Heavy 6, Deflagrate Volkite macro-saker 45" 6 5 Heavy 8, Deflagrate Volkite carronade 45" 8 3 Heavy 1, Heavy Beam, Deflagrate Volkite cardanelle 45" 7 5 Heavy 12, Deflagrate, Pinning


Phosphex Weapons Phosphex is a rare corrosive toxic and incendiary compound utterly inimical to life, deployed both in the form of large canister bombs and heavy shells. It expands on contact with air into a seething, liquid mist which burns with an eerie white-green flame which is attracted to movement. This gelid flame ignites metal and eats relentlessly into living tissue, and cannot be extinguished short of exposure to vacuum. As effective as this horrific weapon is, its use is not widespread as it has a tainting effect beyond even rad weapons on the areas in which it is employed, and so it remains within the arsenals of the Space Marine Legions as a weapon of dire resort. All weapons listed here are counted as ‘Phosphex’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Phosphex bomb 6" 5 2 Assault 1, One Use, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death Phosphex discharger 18" 5 2 Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death Phosphex shell (Arquitor Morbus Bombard) 24" 5 2 Ordnance 1, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death Phosphex canister shot (Rapier) 12"-24" 4 3 Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death Rad Weapons Special-issue weapons commonly only employed against the most dangerous of xenoforms, rad grenades and warheads detonate with a short, intense burst of radiation and shower the immediate area with highly contaminated fallout. As well as direct damage, these can be used to bombard an area, and have the effect of debilitating rather than slaying outright, rendering a target vulnerable to further injury. All weapons listed here are counted as ‘Rad’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Rad missile (missile launcher) 48" 4 3 Heavy 1, Blast (3"), Fleshbane, Rad-phage Exotic and Miscellaneous Weapons The Legiones Astartes also employ a number of other weapons that do not fall into any specific category. Weapon Range Str AP Type Lascutter (Ranged) 8" 10 1 Assault 1, Armourbane (Ranged)


Close Combat Weapons Basic Combat Weapons As stated in the Horus Heresy: Age of Darkness rulebook, all models are considered to have some form of basic close combat weapon – be it a knife, entrenchment tool or simply bared fists and stubborn determination. In the Legiones Astartes this is most often the ubiquitous combat blade, a single edged, pattern welded blade forged of several nonterrestrial alloys. Regardless of the nature of this weapon, all basic close combat weapons share the same profile, repeated here for ease of reference: Weapon Range Str AP Type Basic close combat weapon - User - Melee Chain Weapons These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy grips and a series of razor-edged blades mounted along the edge of the weapon and set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays of fountaining gore it created as its effectiveness in battle. All weapons listed here are counted as ‘Chain’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Chainsword - User - Melee, Shred Heavy chainsword - +2 - Melee, Shred, Two-handed Chainaxe - +1 - Melee, Shred Chainfist - x2 2 Melee, Armourbane (Melee), Unwieldy Gravis chainfist - 10 2 Melee, Armourbane (Melee), Murderous Strike (5+) Chain bayonet - +1 - Melee, Two-handed, Shred Charnabal Weapons With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them. As well as the nobles of the Terran Court, certain Space Marine Legion officers favour the Charnabal weapons over more ‘clumsy’ power weapons as they see them as being more responsive to true martial skill, while others think them effete and decadent weapons. All weapons listed here are counted as ‘Charnabal’ weapons for those rules that affect such weapons. A model that is eligible to select a Charnabal weapon may take any of the weapons included in this Profile. Weapon Range Str AP Type Charnabal sabre - User - Melee, Breaching (5+), Duellist’s Edge (1) Charnabal tabar - +2 - Melee, Breaching (6+), Duellist’s Edge (1) Charnabal glaive - +1 - Melee, Breaching (5+), Duellist’s Edge (2), Two-handed


Force Weapons Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors. All weapons listed here are counted as ‘Force’ weapons for those rules that affect such weapons. A model that is eligible to select a force weapon may take any of the weapons included in this Profile. Weapon Range Str AP Type Force sword - User 3 Melee, Rending (6+), Force Force axe - +1 2 Melee, Unwieldy, Force Force maul - +2 3 Melee, Force Force staff - +1 3 Melee, Reach (1), Force Power Weapons These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes. All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile. Weapon Range Str AP Type Power sword - User 3 Melee, Rending (6+) Power axe - +1 2 Melee, Unwieldy Power maul - +2 3 Melee Power lance - +1 3 Melee, Reach (1) Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon. When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat. Weapon Range Str AP Type Power fist - x2 2 Melee, Unwieldy, Specialist Weapon Gravis power fist - 9 2 Melee, Brutal (3) Thunder hammer - x2 2 Melee, Unwieldy, Brutal (2), Specialist Weapon Lightning claw - User 3 Melee, Shred, Rending (6+), Specialist Weapon


Paragon Blades Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age of Technology, Paragon blades are few in number and may take many forms. The most common Paragon blades are two-handed power weapons of extraordinary balance and durability, although even more rarely unique chain weapons wrought from the teeth of terrifying xenos-beasts and certain night-black sickle swords found on remote death worlds on the edges of the Halo Stars have been known to hold similar phenomenal killing power. Regardless of their form, Paragon blades are valued beyond price by the Imperium’s warriors. Weapon Range Str AP Type Paragon blade - +1 2 Melee, Murderous Strike (6+), Specialist Weapon Servo Weapons Complex arrays of industrial claws and manipulators, as well as more exotic and disturbing tools, these weapons are often spliced or directly connected to the wielder and double as mechanical aids. Most often found on those members of the Legiones Astartes assigned to the armoury and the position of Techmarine, they supplement that warrior’s already potent ability in combat. A model with a servo-arm may make a single additional attack in the Assault phase as well as any they would normally be eligible to make, while a model with a machinator array makes two additional attacks in the Assault phase. These attacks are made using the weapon profiles shown below. Additionally, a machinator array incorporates a flamer and a meltagun. A model with the Battlesmith special rule may add +2 to their Repair roll result if they also have a machinator array. Weapon Range Str AP Type Servo-arm - 8 2 Melee, Unwieldy Machinator array - +1 2 Melee, Unwieldy, Shred, Armourbane (Melee) Exotic and Miscellaneous Weapons The Legiones Astartes also employ a number of other weapons that do not fall into any specific category. Weapon Range Str AP Type Lascutter - 7 1 Melee, Unwieldy, Cumbersome Melta bomb - 8 1 Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death Leviathan siege claw - 10 2 Melee, Brutal (3) Leviathan siege drill - 12 2 Melee, Armourbane (Melee) Corposant stave - +1 4 Melee, Two-handed, Haywire Bayonet - +1 - Melee, Two-handed


Bolt Pistol ‘Tigrus’ pattern bolt pistol Flamer ‘Phaestos MkII’ pattern flamer Heavy flamer Terran ‘Proteus’ pattern heavy flamer Thunder Hammer Sol ‘Charonite’ pattern thunder hammer Multi-melta Terran ‘Proteus’ pattern multi-melta Volkite Caliver Mars ‘Omega’ pattern volkite caliver Heavy Bolter Voss ‘Incarnadine’ pattern heavy bolter Meltagun ‘Primus MkII’ pattern meltagun Plasma Gun Ryza ‘Thunderbolt’ pattern plasma gun Chain Sword ‘Thunder Edge’ pattern chain sword Power Sword ‘Meridius’ pattern power sword Volkite Charger Mars ‘Omega’ pattern volkite charger Missile Launcher Sol ‘Militaris’ pattern missile launcher Lightning Claw Kalibrax ‘Harrow’ pattern lightning claw Power Fist Terran ‘Proteus’ pattern power fist Plasma Pistol Ryza ‘Sunspite’ pattern plasma pistol Bolter ‘Phobos’ pattern boltgun Combi-bolter ‘Tigrus’ pattern combi-bolter


LEGIONES ASTARTES WARGEAR Augury Scanner This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity. A unit that includes at least one model with an augury scanner gains all of the following benefits: • Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an augury scanner. • A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect. • When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner may make the Interceptor Advanced Reaction (see the Horus Heresy: Age of Darkness rulebook, page 309) without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase. Cognis-signum The cognis-signum is an advanced array of sensory devices, cogitator-assisted communications and telemetry arrays. Installed into a purpose-modified suit of power armour, these enable the wearer to co-ordinate battlefield data with blinding speed. A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum. Artificer Armour Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might. Artificer armour confers a 2+ Armour Save. Atomantic Deflector Powered by the vast glut of energy from its atomantic heart, many of the more advanced Legiones Astartes war machines entered the field of battle veiled in a protective shroud of energy that could deflect or disperse las bolts and kinetic munitions. Yet, such was the power channelled through this little-understood device that, in death, these engines of war would erupt in fiery ruin, a danger to both friend and foe. A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.


Combat Shields & Boarding Shields A combat shield is a wrist mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage, while boarding shields are larger, bulkier versions of the same. Combat shields confer a 6+ Invulnerable Save, boarding shields confer a 5+ Invulnerable Save, but a model with a boarding shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule. Invulnerable Saves granted by a combat shield or boarding shield do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use. Command Vox Relay Certain designated command vehicles mount powerful omni-vox relays, which occupy much of their internal compartments. These arrays allow those leaders fortunate enough to have access to such rare assets to carefully judge the flow of battle and maintain close watch over their troops, urging them onwards to victory. While any model with the Character Sub-type is Embarked upon a model with this special rule, friendly units with the same version of the Legiones Astartes special rule that are within 18" or that include a model with a nuncio-vox may use the Embarked model’s Leadership Characteristic for Morale checks and Pinning tests. If more than one model with the Character Sub-type is Embarked upon a model with this special rule then the controlling player chooses which model’s Leadership Characteristic is used. Cortex Controller This control and signalling device uses data-djinn to command Battle-automata fitted with Cybernetica cortex systems, allowing the wielder to witness the battlefield through the automata’s own senses as well as monitor their status and exact precise control over their actions. Only the most highly experienced and specifically augmented adepts of the Mechanicum and the Forge Lords of the Legiones Astartes can hope to fathom the use of these fractious devices and successfully interpret the storm of data streaming from their un-living minions. Any unit that includes one or more models with the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type while within 12" of a friendly model with a cortex controller. Cyber-familiar Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semi- autonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These minion- drones are an extension of their master’s will and provide them with a host of additional senses and capabilities. A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests. Dozer Blade Ranging from simple slabs of steel crudely attached to a vehicle’s hull, to the artfully fitted and specially designed blades borne by the Legiones Astartes, dozer blades for the clearance of mines and other obstacles are a common feature of many armoured vehicles. A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.


Explorator Augury Web A complex web of augurs, scanners and atmospheric probes allow certain Space Marine vehicles to gather a wide variety of valuable battlefield information. At the start of each of the controlling player’s turns, that player may choose to activate the explorator augury web in either Disruption or Relay mode, the effects of which last until the beginning of the controlling player’s next turn: • Disruption Mode: Any Reserves rolls made by an enemy player to bring units into play from Reserve are modified by -1 while this mode is active. This modifier does not stack with any other negative modifiers to Reserves rolls – use the highest single modifier instead. However, once the final negative modifier to a Reserves roll is determined, it can be reduced by any positive modifiers applied to the roll (for example if a Reserves roll was affected by both a -1 and +1 modifier then they would cancel each other and no modifier would be applied). • Relay Mode: Any Reserves rolls made by the controlling player to bring units into play from Reserves may be rerolled while this mode is active. Flare Shield Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator rumoured by some to be a product of Dark Age technology from a source best left forgotten. A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type. Geo-locator Beacon These powerful vox-linked transmitters and geo-locator beacons allow the user to guide distant troops to the battlefield with pin-point accuracy. Once deployed to a battle zone, a praetor or centurion can be linked immediately to their reinforcements and assured of their imminent arrival. As long as a model with this special rule is deployed on the battlefield, the controlling player may choose to re-roll all failed Reserves roll they make. Grenade Harness An auxiliary weapon system fitted to Terminator armour, the grenade harness unleashes a barrage of fragmentation bombs at the foe as the Terminator charges. A unit that includes at least one model with a grenade harness makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain. Grenades Small hand-held explosives have been a feature of warfare for millennia, with a near-infinite variety in use by both human and xenos armies. Even within the Imperium there are innumerable patterns and designs, all intended to perform similar tasks. The Divisio Militaris orders such devices into broad categories to ease the burden of supply and distribution. Representing a huge variety of handheld explosive devices used for an equally vast number of battlefield roles, grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules. Breacher Charge A more sophisticated variant of the krak grenade, utilising cleverly designed shaped charges or simply larger payloads, to breach the fortified walls of bunkers. The controlling player may choose to have a model with a breacher charge that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification model, inflict one automatic Str 10, AP 2 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using breacher charges may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).


Frag Grenades This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position. A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain. Krak Grenades This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles. The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal). Rad Grenades These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions. During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight Subphase that follows the successful Charge. Note: This does affect Instant Death thresholds. Shroud Bombs This class of grenade is one of the most eclectic, ranging from high-tech sensor disruptors, to chaff dispensers and even simple smoke bombs, yet all with the same simple purpose: to hide the users from the enemy. Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with shroud bombs is considered to be 6" further than the actual range between the two units – enemy models with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, a unit that includes at least one model with shroud bombs is always treated as though it was out of line of sight when scattering any attacks. Helical Targeting Array The helical targeting array is a complex system of augurs and tracking baffles. It is designed to enable a war machine’s weapons to strike true, even against the most evasive targets, and to penetrate even the most esoteric of shrouds. The controlling player of a model with a helical targeting array may activate it at the start of any of their own turns, or, if the controlling player is not taking the first turn of the battle, at the start of the battle, before the beginning of the opposing player’s first turn. Once the helical targeting array is activated, the model is affected by the following conditions until the beginning of the controlling player’s next turn: • The model may not move, Run or declare or make any Reactions other than the Interceptor or Overwatch Reaction. • The controlling player may choose to use the Skyfire special rule when making any Shooting Attacks with the model. • No model may make a Damage Mitigation roll provided by the Shrouded special rule against an attack made by a model with a helical targeting array while it is active. • When the model makes a Shooting Attack as part of the Interceptor Reaction, the Reaction does not cost the controlling player a point from their Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase. • When a model with the Vehicle Unit Type and a helical targeting array makes a Shooting Attack as part of the Interceptor Reaction, that model may fire all of its weapons, not just Defensive Weapons, as part of the Shooting Attack.


Legion Javelin Land Speeder Larger than other speeders employed by the Legiones Astartes, the Javelin serves as a mobile fire-support platform. Mounting weaponry equal to a light tank, but far faster and more agile than such vehicles, these potent engines of war poses a dire threat to enemy armour. A Legion Javelin Land Speeder has one heavy bolter and one cyclone missile launcher (with frag and krak missiles). Legion Proteus Land Speeder Intended for long-range reconnaissance and strike missions, the Proteus Land Speeder trades some of the jetbike’s legendary agility for a more robust frame and the ability to carry heavier armaments. These deadly strike vehicles are often deployed ahead of the Legion’s advance, both to locate the foe and to destroy their supplies and munitions. A Legion Proteus Land Speeder has one heavy bolter. Legion Scimitar Jetbike Rare and deadly machines, whose compact and extremely powerful grav-repellor motors are limited in production to only a handful of sources in the galaxy-spanning Imperium, Space Marine Scimitar jetbikes are a glorious sight in battle, and often the last one an enemy sees. A Legion Scimitar jetbike has one heavy bolter. In addition, a model with a Legion Scimitar jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn. A model with the Infantry Unit Type that selects a Legion Scimitar jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 16 and gains the Firing Protocols (2), Hammer of Wrath (1) and Deep Strike special rules. Legion Spatha Combat Bike To some greater or lesser extent, each Space Marine Legion deploys bike squadrons as battlefield scouts and pursuit troops. Some of these bikes are based on venerable patterns predating the Dark Age of Technology, such as the Iron Shadow, while others, such as the Wyvern, were developed on the far flung worlds of humanity in response to local conditions. The most common pattern in use by the Legiones Astartes is the Spatha, a more heavily armoured version of the Wyvern, intended for light combat and harassment of the foe. A Legion Spatha combat bike has one twin-linked bolter. In addition, a model with a Legion Spatha combat bike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn. A model with the Infantry Unit Type that selects a Legion Spatha combat bike as an upgrade must change its Unit Type to Cavalry, keeping any Unit Sub-types it previously had, and may choose to gain the Skirmish Unit Sub-type. In addition the model must change its Movement Characteristic to 14 and gains the Firing Protocols (2) and Hammer of Wrath (1) special rules. Legion Standard Each Space Marine Legion maintains the ancient military tradition of the battle standard being a rallying point and spur to glory. These icons vary greatly from Legion to Legion depending on their particular martial culture. Be they a tattered flag that has weathered the shot and shell of a hundred battlefields, a burning steel standard, or a trophy rack bedecked with the heads of slain xenos, it is in the shadow of such banners and icons that battles are won or lost. All of the controlling player’s units with the Legiones Astartes (X) special rule within 6" of a friendly model with a Legion standard are considered to have a Leadership Characteristic of 10 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Legion standard gain the Line Sub-type as long as they remain part of that unit – this benefit is lost immediately if the model with the Legion standard is removed as a casualty.


Legion Vexilla The humble vexilla displaysthe heraldry of a particularsquad, proclaiming not only its designation in the Legion but also its proud legacy in the annals of the Great Crusade. A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds score used to determine if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with a Legion vexilla may, before any dice are rolled to determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced to move off the edge of the battlefield will instead stop moving, with any model that would have moved off of the battlefield ending its Fall Back move prematurely when it reaches 1" from the edge of the battlefield. Legion Warhawk Jump Pack The Warhawk is the standard pattern of jump pack unit employed by the Space Marine Legions. Its ability to function in almost any atmosphere and its robust systems have proven better than many of the more advanced devices in use by the Mechanicum and xenos forces. At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit. A model with a Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running. Any model with a Legion Warhawk jump pack also gains the Bulky (2), Hammer of Wrath (1) and Deep Strike special rules – if it already has the Bulky (2) special rule, it gains the Bulky (3) special rule instead. During a Reaction made in any Phase, a player may not choose to activate a model’s Legion Warhawk jump pack to gain any bonus to its Movement Characteristic. Any models with a Legion Warhawk jump pack deployed as part of a Deep Strike Assault are considered to have activated their jump packs in the turn that they enter play. Melta Cutters Specially designed emitters that use concentrated bursts of exotic radiation and microwaves to superheat a target at extremely close range. When a model with melta cutters makes a Ram Attack targeting a model with the Vehicle Unit Type or a Building, it adds an additional modifier of +2 to the Strength of the attack, to a maximum of Strength 10. Narthecium A complex dispenser of medical unguents and serums intended to keep even the most horrifically injured Space Marines combat-capable. These often take the form of small pistols or servo-arm mounted pressure-syringes. All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gain the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule. Nuncio-vox A nuncio-vox is a beacon and communications array that allows constant co-ordination with other elements of an army – be they in a neighbouring region or in orbit high overhead. This allows precision reinforcements to be deployed nearby and strikes to be targeted with deadly accuracy. While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.


Power Armour Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific subpatterns in service. Power armour provides a 3+ Armour Save. Psychic Hood These arcane devices allow a trained battle-psyker to detect the concentrations of warp energy that indicate enemy psykers and focus their own power to thwart their rituals. Any enemy model within 18" and line of sight of a model with a psychic hood must reduce its Leadership by -2 when making Psychic checks. This modifier is not cumulative and no model may suffer from penalties from more than one psychic hood. Ramjet Diffraction Grid Using similar technology to the flare shield, this system channels the plasma heat and radiated waste of a vehicle’s powerful engines into a scattering super-heated plasma field, leaving a fiery, comet-like trail in the vehicle’s wake. A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type. Refractor Fields & Iron Halos These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank. A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save. Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use. Scout Armour Forged of the same composite plating as the more common power armour, but with reduced coverage and density in order to facilitate freedom of movement and speed of reaction, scout armour is a relatively recent innovation among the Legiones Astartes, intended to outfit highly skilled teams of infiltrators and fast strike troops. Scout armour provides a 4+ Armour Save. Searchlights Mounted illum-beacons or simple electric torches, many vehicles mount some kind of portable light to aid in target identification and destruction in darkness and poor weather. A model with searchlights ignores the 24" limit to line of sight imposed by the Night Fighting rules when making Shooting Attacks, however enemy units also ignore that same restriction when making Shooting Attacks that target a model with searchlights. In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit in the same Shooting phase, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules. Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.


Smoke Launchers Many armoured fighting vehicles bear simple grenade systems rigged to distribute smoke upon being triggered, granting the vehicle a brief and passing cover that can prove crucial in the worst of situations. Such devices are of most use in slow moving engagements, as a vehicle at maximum speed will quickly disperse or outrun its own smoke shield. The controlling player may choose to triggersmoke launchers once a model with them has completed its movementin the Movement phase, and may only choose to triggerthem if the model has moved no fasterthan Combat Speed thatturn. Once triggered,the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s nextturn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition,they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table. Suspensor Web These rare and highly sophisticated devices attach to portable heavy weapons systems partially negating their weight (if not their bulk), allowing them to be wielded in the manner of an assault weapon, although at a reduced effective range. A heavy weapon with a suspensor web may be treated as having the type Assault rather than Heavy when used to attack as part of any Shooting Attack at targets at up to half the weapon’s usual maximum range. Example: A heavy bolter with a suspensor web, which is usually a Range36" Heavy 4 weapon, can instead be used as if it were a Range18" Assault 4 weapon if the controlling player wishes. Terminator Armour Terminator armour features a powerful support exoskeleton and internal energy supply, but pays for its unparalleled protection with bulk. Legion Tartaros Terminator Armour This was an advanced pattern of Terminator armour developed late on during the Great Crusadein parallel with the Maximus pattern power armour, and was considered a technological masterwork.Tartaros armouris morestreamlined and power efficientthan its predecessors, making it more agile and providing short bursts ofextra speed when needed, but was also more difficult and resourceintensiveto manufacture. Regardless of this, it had become one of the most widely-circulated patterns issued in the decades beforethe outbreak of the Horus Heresy. Legion Tartaros Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable Save. Legion Cataphractii Terminator Armour One of the first issued Tactical Dreadnought Armour patterns, the Cataphractii suits were even more heavily protected than their contemporaries, with slab-like ceramite pauldrons housing additional shield generators. This design has the unfortunate side effect of overstraining the armour’s exoskeleton and slowing the wearer dangerously, however. This difference led to the pattern’s declining use with some Legions at the outbreak of the Horus Heresy. Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii Terminator armour may not make Sweeping Advances. A Note on Unique and Variant Terminator Armour: If a unit is described as having a particular additional variant of Terminator armour, such as the Gorgon Terminators of the Iron Hands, or as wearing a personalised and unique suit, such as the armour worn by the Primarch Horus, the rules for this armour will be provided in the unit’s description and should not be inferred from elsewhere. Vox Disruptor Array Rare and valuable comms disruptor units, these are calibrated to flood vox channelswith static signals and engineered vox-phages that can overload and subvertenemy communication networks. Whilesuch signals cannot stop short rangetight beam vox units, they can cripplelong range communications and make coordination with newly arrived units all but impossible. While there is at least one model on the battlefield with a vox disruptor array, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.


Loyalist Legiones Astartes O f the eighteen Space Marine Legions, only half would remain loyal to their oaths and stand in the defence of the Emperor and his golden Imperium. These brave and true sons of the Imperium would be known as the Loyalists and recorded in the annals of history as heroes without equal. In the darkest age of the Imperium, these warriors would stand firm against a tide of betrayal and hate and do battle with their own brothers, those that had foresworn their oaths and turned upon the Emperor. By the courage and might of these warriors would the fate of the Imperium, and that of Mankind itself, be decided.


LOYALIST LEGIONES ASTARTES This section presents additional rules, Wargear and Army List Profiles that may only be used by a specific Loyalist Legion. As such, these rules, Wargear items and units may only be used in a Detachment that has the appropriate variant of the Legiones Astartes (X) special rule (for example, the options presented in the Ultramarines section may only be used in a Detachment with the Legiones Astartes (Ultramarines) special rule). Loyal to the Throne The Primarchs of each of the Legions presented here chose to remain loyal to the Emperor, and though some smaller commands in these Legions did fight on the opposing side, the vast majority joined their Primarch in resisting the onslaught of the traitor Warmaster Horus. History would come to refer to these Legions as the ‘Loyalist Legions’ due to the staunch devotion of their warriors. As such, it is generally expected that Detachments of these Factions will have the Loyalist Allegiance, and many of the options and units presented in this section will require that Allegiance for their use. However, despite the title of this volume, these rules can be used with an army that has the Traitor Allegiance, whether representing a rare detachment of Traitor warriors from these Legions or an alternative history of the Horus Heresy posited by the gamers involved. In all cases, the rules themselves will clearly indicate where they may only be used by a specific Allegiance. The Legiones Astartes Special Rule Any Detachment made up of models with the specific variant of the Legiones Astartes (X) special rule is considered to be of the Faction denoted by that variant of the Legiones Astartes special rule. Additionally, any models with a specific variant of the Legiones Astartes (X) special rule gain all of the rules noted in the appropriate Legion section. For example, a Detachment made up of units with the Legiones Astartes (Blood Angels) special rule has the Blood Angels Faction and is considered a Blood Angels Detachment. Likewise, all models with the Legiones Astartes (Blood Angels) special rule gain all of the additional rules and options noted in the Blood Angels section. The Legion Rule Each Legion section presents several additional clauses which are considered part of the Legiones Astartes special rule for that Legion. In general, these rules will offer a single unique benefit indicative of the nature of that Legion, as well as the option to select from several new options that represent the panoply of war that the Legion was known to use. Legion Reactions Each Legion will also gain the use of a single Advanced Reaction that may be used once per battle, showcasing the skills and tactics that won that Legion renown during the Great Crusade and the Horus Heresy. Each of these individual Advanced Reactions will detail how and when it may be used, and may only be used by a unit with the appropriate variant of the Legiones Astartes (X) special rule. New Wargear, Options, Consuls and Warlord Traits Each Legion gains access to a number of new options. Some of these options will present additional Wargear; some will also offer new Warlord Traits or Consul types unique to that Legion. In all cases, the rules presented will dictate which units or models may select these options and what costs they must pay to do so. New Units, Characters and Primarchs Each Legion will gain access to a number of new units that may only be included in a Detachment of the appropriate Faction. Chief among these new units will be the Primarch of the Legion, but also included are a number of heroic characters and elite units that exemplify the Legion and its methods of war. Some of these units may require that the army be of a specific Allegiance in addition to the correct Legiones Astartes Faction in order for them to be included; in all cases, this will be clearly indicated in the unit’s Army List Profile. Future Campaign books, Army Lists supplements or other publications may present new options, Wargear or units that are limited to one of these Legions. In such cases, those rules will clearly indicate that they are considered part of the rules for a given Legion.


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