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“T he Emperor claimed there were no gods.

Yet when the galaxy descended into madness


and bloodshed, I heard their laughter echoing across the void. Their mirth was for a golden
age consigned to dust. Gone was hope and unity, displaced by avarice and treachery.

No longer can I weep for the dead and dying, for my tears are long spent. No longer can I scream
at the horrors laid bare before me, for my mind is numbed by torment and pain. I can only
echo the laughter of our tormentors, for I see the future laid out before me. Even in victory we
are doomed. Mankind will succumb to paranoia, be overcome by ambition and greed. One day,
be it tomorrow or in a distant millennia, we will fall silent.

And only the laughter will remain.”

Final testimony of Susarna Trill,


Soul Meister of the Astropathic Choir of the Fourteen Halls,
given shortly before her execution for grand sedition
Rulebook
Epic Battles in the age of Darkness
Warhammer: The Horus Heresy – Legions Imperialis Rulebook © Copyright Games Workshop Limited 2023.
Warhammer: The Horus Heresy – Legions Imperialis, Citadel, Forge World, Games Workshop, GW, The Horus Heresy
Eye logo, Warhammer, the ‘winged-hammer’ Warhammer logo, and all associated logos, illustrations, images, names,
creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or ©
Games Workshop Limited, variably registered around the world. All Rights Reserved.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form
or by any means electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.

This is a work of fiction. All the characters and events portrayed in this book are fictional,
and any resemblance to real people or incidents is purely coincidental.

British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library.
Pictures used for illustrative purposes only.

ISBN: 978-1-83779-128-6 Product Code:

Games Workshop website: www.warhammer.com

Forge World website: www.forgeworld.co.uk


Contents
Age of Darkness .....................................................8
The Echoes of History..............................................................8 The Horus Heresy...................................................................16
The Great Crusade..................................................................11 Timeline of the Horus Heresy ..............................................18

Legions Imperialis Rules ...................................28


The Rules................................................................................. 28 Terrain .....................................................................................66
Core Principles ....................................................................... 32 Structures.......................................................................... 71
Playing the Game ...................................................................46 Titans ........................................................................................75
Orders Phase...........................................................................46 Weapon Traits ........................................................................ 77
Initiative Phase.......................................................................48 Special Rules ...........................................................................86
Movement Phase....................................................................49 Fighting a Battle .....................................................................98
Combat Phase..........................................................................54 Missions................................................................................. 104
Firing.................................................................................. 56 Secondary Objectives ...........................................................118
Combat..............................................................................60 Battlefield Showcase.............................................................122
Morale................................................................................ 63 Mustering an Army...............................................................126
End Phase ............................................................................... 64 Formations and Detachments ............................................128

The Legiones Astartes .....................................130


Formations.............................................................................138 Bastion Detachments ...........................................................148
HQ Detachments..................................................................141 Battle Tank Detachments....................................................149
Transport Detachments.......................................................141 Heavy Armour Detachments ...............................................151
Core Detachments................................................................142 Air Support Detachments....................................................152
Support Detachments ..........................................................144 Legiones Astartes Special Rules..........................................154

The Solar Auxilia ..............................................172


Formations.............................................................................180 Vanguard Detachments .......................................................188
HQ Detachments..................................................................182 Battle Tank Detachments....................................................189
Core Detachments................................................................184 Heavy Armour Detachments ..............................................191
Support Detachments ..........................................................186 Air Support Detachments....................................................192
Bastion Detachments ...........................................................187 Transport Detachments.......................................................197

Strategic Assets.................................................198
Formations............................................................................205 Titan Detachments...............................................................212
Knight Detachments ...........................................................206

Hobby Section......................................................220
Legions Imperialis Armies ..................................................220 Miniatures Showcase ..........................................................226

Reference Sheets..................................................235
Detachment Reference ........................................................235 Weapon Profiles ...................................................................236
THE ECHOES OF HISTORY

B efore the tragedy that was the Horus Heresy can be


understood, one must first learn what came before,
of the tenebrous millennia of strife that brought humanity
The once-glorious empire fell into bloody ruin,
its beautiful servants corrupted and turned against
all humanity. Horrors were perpetrated to control
to the brink of extinction. Such a time occurred thousands meagre resources all but depleted from the earlier
of years before the Emperor walked amongst his subjects age of prosperity, and greed and hubris saw fearsome,
and imposed his vision upon the stars. ancient weapons unleashed that risked the complete
annihilation of Mankind. These were the bitter fruits of
The Dark Age of Technology humanity’s labour; a Dark Age of Technology that reigned
During an age long passed, referred to within records for millennia.
as the Dark Age of Technology, Mankind ruled an
empire that stretched across the galaxy, raised up by The Age of Strife
the miracles of technology. At their zenith the children What followed is known to history as the Age of Strife,
of Terra reshaped countless planets in the vision of a period that saw the collapse of Mankind’s golden age
Old Earth, carving new homes for themselves. What into internecine warfare. The children of Terra were
legends still remain tell of a galaxy of plenty, filled with subjected to nightmares and predation, their planets
opportunity, culture, technological progress and wonder, isolated by the sudden onset of searing warp storms that
where few were found wanting and all could make their ravaged the galaxy and made interstellar travel all but
dreams manifest. impossible, plunging human worlds, bereft of central
authority and denied their previous web of supply and
It was through the application and control of the sciences support, into anarchy and bloodshed. Scattered enclaves
that such an age was achieved yet, in time, the promised of civilisation were torn apart, local factions and emergent
wisdom of technology proved a poisoned well of power empires fought for control amidst the shattered realm,
for humanity. It is said that Mankind made itself as while others, cut off from aid, succumbed to the horrors
unto gods, able to harness the power of the stars and of planet-wide famine, the predations of xeno-empires or,
fashion servants from clay and iron, infusing them worst of all, the perils of the Warp.
with counterfeit life to slave away as the foundation of
humanity’s empire. In time, Mankind strayed too far in its As humanity fragmented, hundreds of xenos races
unchecked quest for knowledge, elevating itself not to the and enemies hitherto unknown seized their chance
divine but rather casting itself down for its reckless excess for revenge against humanity for its past conquests
and insatiable ambitions. or to plunder unprotected worlds and enslave their
populations. On worlds with large concentrations of

The Echoes of History


emergent psykers, entities from beyond breached the The wars on Terra were not ended until, finally, all of its
barrier between the Immaterium and corporeal reality, surviving techno-barbarian warlords and fractured city-
swallowing entire worlds and systems in their incursions. states pledged fealty to the Emperor and, for the first time
The true extent of destruction and loss will never be in millennia, Terra was unified. With it came a rebirth
known. Countless forgotten empires and planets were of civilisation and complex governance, the Emperor
emptied of human life, and Mankind stood on the brink founding a planet-wide civil administration to reorder and
of total extinction as endless night gathered around them. rebuild his world, constructing houses of erudition. As the
conquest of Old Earth drew to a close, the cosmic scales
Even Ancient Terra was not spared, for shorn of its subject of the galaxy changed as a massive shockwave blasted
worlds it could not sustain its vast population. Protracted through the Immaterium, clearing the warp storms
internecine wars depleted Old Earth’s terrible arsenals that had plunged the galaxy into turmoil for millennia.
of radiological weapons, killing untold billions, laying It seemed to some like providence, fuelling the belief of
waste to its infrastructure and boiling off the last of its those that considered the Emperor to be himself divine,
oceans. In the aftermath, the planet became a nightmarish no matter his denials of such divinity. Regardless, the way
battleground, little more than a blasted desert littered to the galaxy was open and the Emperor set his sights
with ruins, its people fragmenting into countless warring upon the stars, first upon the Sol System and then
factions fighting over the scarce water and untainted land beyond, envisioning a humanity brought under his aegis,
that remained. sheltered by knowledge and reason.

The Coming of the Emperor


The Age of Strife appeared to herald the beginning of The Emperor’s Sons
humanity’s slow and bitter descent into destruction. No one man, even one such as the Emperor, can
Many succumbed to despair, believing nothing could save rule alone and thus the Emperor formed his War
Mankind and free it from its fate. Yet, from out of this Council, comprised of his most able generals and
seemingly endless cycle of violence and ruination a leader high-ranking administrators. To lead his armies
emerged, a warlord more powerful than any who had across the stars the Emperor created the Primarchs,
come before. This was the man who would become the his own gene-forged sons, more akin to demi-gods
Emperor, and his power lay in his unparalleled mastery than to mortal men. For reasons unknown, the
of science and his might as a warrior. Possessed with a Primarchs were scattered across the galaxy in their
singular vision, the Emperor led his hosts across infancy before the beginning of the Great Crusade,
Old Earth, conquering great swathes of Mankind’s leaving behind their genetic legacy with which the
ancestral home. By the might of his armies, he cast down Emperor forged the twenty Space Marine Legions,
insane cyber-augmented prophets and slew vivisector- each one containing ‘gene-seed’ encoding drawn
warlords, laying waste to all who refused to join his from a different Primarch.
nascent empire.
As the power of Terra reached out across the
The Emperor’s goal was not one of mere conquest but galaxy, the Emperor was reunited with his scattered
rather the restoration of humanity to its past ascendence children, with each one given command over
and the remoulding of it to his vision. Even as he the Legion forged from their genes. To the Space
established his rulership of Terra, gathering around Him a Marines, a Primarch was more than a simple
collection of learned souls, he experimented with genetics commander; he was their gene-father, the first and
to reshape Mankind into a more stable form, as it had greatest of their line, and each Space Marine held
been before generations of viral and alchemical warfare a nigh-unshakeable bond with their Primarch.
had wracked the planet and its gene pool. It was during The gene-seed of a Primarch often manifested
these years that the first of the Emperor’s genetically- in subtle ways, not least by influencing the
augmented warriors were created, the Thunder Warriors, psychological character of each warrior from the
who served as the iron fists with which the Emperor Legion and aligning them with the Primarch even
secured dominion over Old Earth. In turn, the knowledge before their sire was found. The Primarchs were a
gained in the creation of his Thunder Warriors led to monument to the Emperor’s scientific knowledge,
more sophisticated creations: the Legio Custodes, his greatest achievements and, in time, the undoing
chosen bodyguards of the Emperor; the Primarchs, his of both Him and his dreams.
own gene-sons; and a new breed of warriors that would
later become known as the Legiones Astartes or Space
Marine Legions.
The Conquest of Sol
The Sol System was the first region of space to be conquered by the Emperor and his newly rearmed Space Marine
Legions. Xenos enclaves were purged from the moons of Saturn and Jupiter, and their wretched enslaved human
inhabitants repatriated to Terra. The once-human creations of the Neptunian Deeps were exterminated without
mercy, and the baleful false-world of Sedna at Sol’s edge-light was boiled away to vapour under the guns of newly
forged war fleets. With new heartlands for humanity secure, the next step was to conquer the stars beyond.
THE GREAT CRUSADE

W here Terra had once been a realm of unending war,


it had, by the Emperor’s hand, become a place of
unceasing activity, production and planning. The Emperor
any Mechanicum enclaves elsewhere in the galaxy. After a
brief but bloody period of internal strife, the Emperor
secured an alliance with the Mechanicum that granted
then turned his gaze upon the stars, and thus began the them a level of independence since unequalled in
Great Crusade, a mission to bring the light of prosperity the Imperium.
and order to the unimaginably isolated worlds of
humanity overcome by darkness and horrors. Such a task Access to the manufactoria of Mars enabled the Emperor
was a mammoth operation conducted on an inconceivable to vastly increase the power and scope of his Legions,
scale involving billions of troops, tens of thousands of void providing them with improved wargear and supply,
ships and it necessitated the singular will and mind of the while the Tech-Priests of Mars lent their arts to the
Emperor to comprehend and execute such a task. construction of battleships that could transport the
Legions across the galaxy. With the children of Mars came
The Red Planet its armies: rank upon rank of augmented Taghmata forces,
The Emperor’s first obstacle lay on Mars, for the Red the armoured wonders of the Knight Households and the
Planet fell under the auspices of the Mechanicum, mighty, city-crushing war machines known as Titans.
a strange and mysterious caste of Tech-Priests As the strength of the Imperium grew and conquered
centred around the worship of their ‘Machine God’, the remaining resistance within the Sol System,
or the Omnissiah as the strictures of the Machine the Great Crusade turned its ambitions upon the
Cult often referred to them as. To the Priesthood of remainder of the galaxy.
Mars, technology and science were matters of sacred
mystery and arcane religion, not only of reason and
experimentation but of vital ritual and ceremony. As news
of the Emperor’s achievements filtered back to the Red
Planet, some Tech-Priests began to equate Him with their
own Omnissiah, quoting ancient prophecies as proof of
their belief.

Seeking to exploit such beliefs and avoid a costly military


campaign, the Emperor sought to negotiate an alliance
with the Mechanicum Parliament, ruling body of Mars. In
return for supplying materiel for his armies and aiding the
construction of mighty war fleets for his crusade across
the stars, the Emperor promised to protect the Tech-
Priests and respect the sovereignty of the Red Planet and
The Great Crusade
Galactic Conquest
To achieve this, the nascent Imperium divided its forces As each Primarch was found, the Emperor set them to
into Expeditionary fleets – semi-autonomous battle his cause, granting each a Legion to command and the
groups assigned to light the darkness of the void and make means to bolster its ranks from worthy genetic stock,
war in the Emperor’s name. The fleets were composed of be they drawn from the world upon which the Primarch
a bewildering array of void ships great and small, from was raised or another suitable planet. As the Great
battleships of immense size and ferocity to countless Crusade and its Expeditionary fleets moved further from
lesser escorts, drop ships and scout vessels. The path Terra, a handful of strategically vital worlds – such as
of each was dictated first by the Emperor and his War staging posts and fortress systems – were established,
Council and second by the will of its commander, rapidly becoming lynchpins of its effort, as direct central
who was entrusted to seek out the enslaved, purge the command and coordination became ever more difficult.
xenos and bring to heel any surviving human enclaves Furthermore, the logistical task of supplying the Great
through any means they deemed necessary. Crusade was only made possible with the rediscovery
of lost Forge Worlds, Mars laying claim to each newly
The expanding Space Marine Legions were the spearhead rediscovered Mechanicum enclave to extend its reach
of the Expeditionary fleets, the killing edge of the and power.
Imperium against which the might of a foe was broken.
However, the strength of each Legion was finite and split At the end of nearly two centuries of war, the Great
across multiple fleets. Moreover, the scale of the task that Crusade stood near completion and the power of the
lay before the Great Crusade was far greater than even Imperium was at its zenith. The Primarchs were all united
the mighty Legiones Astartes could surmount single- with their Legions, uncounted worlds had been restored
handedly, and so with them marched the Imperial Army: to the fold and the alien had been smashed and driven
hundreds then thousands of regiments of unaugmented to the galactic fringes or contained within dead voids
troops, drawn first from Terra and then conquered worlds, to be slowly annihilated at the Emperor’s pleasure.
who served in a support capacity and as a garrisoning There appeared to be none remaining that could threaten
force. Where the Legions were not available, the elite the fruition of the Emperor’s grand design.
expeditionary arm of the Imperial Army – the Solar
Auxilia – stood in their stead. With the Mechanicum
came war machines of all shapes and sizes alongside the
militant army of the Machine Cult and its Forge Worlds,
foremost amongst them their legions of battle-automata
of the Legio Cybernetica and the mighty Legios Titanica,
ruiners of worlds and destroyers of civilisations.

At its heart, the Great Crusade was an endeavour intended


to free humanity from the aliens and warp creatures that
pushed it to the edge of extinction. World after world was
reconquered and made part of the Imperium, in an act
known as achieving ‘Compliance’, with the Imperial Truth
– the rational, secular belief system of the Imperium –
installed in place of superstitious beliefs and religions.
Where possible such integration was achieved through
diplomacy by the corps of orators and diplomats known
as ‘Iterators’, with promises of a better future and wider
connection with a galactic human society – when such
efforts proved futile, force of arms was brought to bear.
No mercy was offered to the tyrant and the enslaver,
nor the xenos, and Mankind’s enemies were routed in
decades of blood-drenched conflicts.
The Warmaster
After numerous glorious victories, the Emperor The newly appointed Warmaster took to his role with
determined it time to personally withdraw from the great relish, promising to serve his brothers and all
Great Crusade and return to Terra to set in motion citizens of the Imperium unto death. Victory after victory
the next stage of his great plan. To commemorate the was achieved under his name and new glories were
achievements of the Great Crusade and his sons, written amongst the stars. Yet disquiet rested within the
a triumph was held at Ullanor, the final resting heart of the Warmaster, perhaps fuelled by doubt about
place of the last great xenos empire to threaten the the Emperor’s solitude on Terra and insecurity over his
Segmentum Solar. own ability to achieve his father’s dream.

It was there, amidst a grand parade displaying the awe- As time passed, Horus used his power to influence the
inspiring might of the Imperium, that the Emperor stockpiling of munitions, showing preferential treatment
bestowed the title of Warmaster upon the Primarch to commanders who favoured him while dispatching
Horus Lupercal, ceding control of all of the Imperium’s those he could not rely on, including those amongst his
military forces to him in the Emperor’s stead. The other own brothers he held as rivals, to the far corners of the
Primarchs were instructed to follow Horus and obey him, galaxy. Whether such matters were merely coincidence,
an order that caused great unease for some. With this acts of favour bestowed upon his most loyal of supporters,
final instruction, the Emperor departed for Terra and the or the ploys of one who had always plotted ascendancy
hidden dungeons beneath his great palace to begin a new in the darkest corners of his mind may never be known.
work under a veil of total secrecy, trusting in his sons to Regardless, Horus’ appointment gave him the resources
prosecute the Great Crusade to its end. and oversight necessary to orchestrate the greatest act of
betrayal Mankind has hitherto witnessed.
THE HORUS HERESY

I n the fifth year of the 31 st Millennium, Horus Lupercal


cast aside his oaths and plunged the Imperium of
Mankind into a war from which it would never truly
Those of his brothers who held true to their oaths would
come to face him at Isstvan V, thanks to warnings carried
by the Eisenstein’s escape from the massacre at Isstvan III,
recover. The exact catalyst for Horus’ betrayal of the only to find that Horus had laid well his plans of treason.
Emperor is unknown; rumours carried by those who Fully half of the Emperor’s Primarchs and Space Marine
escaped the Warmaster’s purges speak of a change in his Legions were already secretly sworn to Horus’ side and
demeanour following a near fatal wound sustained on the they turned their guns upon their kin with grim abandon,
moon of Davin. Other, more learned, scholars suggest that leaving the pride of the Imperium broken upon the black
the influence of the Word Bearers played its own part, for sands of that once-insignificant world. Worse yet,
the once-devout XVIIth Legion had since revealed itself as Ferrus Manus, Primarch of the Iron Hands, was slain
steeped in the dark powers the Warmaster turned to in his and his head made a trophy for the traitor Warmaster.
rebellion. Regardless, it is clear that Horus’ actions were
not born of sudden whim nor forced upon him by the In a single act, Horus had shattered the Legions that had
intervention of outside forces. To lay siege to the galaxy all but conquered the galaxy, cleaving apart the heart of
and an empire two centuries in the making required the Imperium and turning its militant arms against one
supreme planning, a task that would challenge even the another. Yet the Warmaster would not rest until Terra
greatest of strategic minds. His grand rebellion saw the was his and the Emperor lay broken at his feet – nothing
Legiones Astartes split in half and turned against one short of the Throneworld of the Imperium was his goal.
another, with dozens of Forge Worlds and innumerable Horus had intended for his betrayal to remain secret until
warriors in the Imperial Militia flocking to his side. his forces were poised to fall upon Terra, yet revelations
To achieve such a feat of treachery in secret and on such of his plans forced him to cut a bloody swathe through
a scale no doubt required long years of planning. the galaxy. In his way stood Rogal Dorn, Primarch of the
Imperial Fists, and the few remaining steadfast armies
No matter how long Horus had plotted his war, it began of the Imperium, the other loyal Primarchs scattered
in earnest in the Isstvan System. Under the pretence of to the far corners of the galaxy by the machinations of
re-establishing control of rebellious elements within the the Warmaster before his true loyalties were revealed.
once-Compliant region, the Warmaster gathered those Those loyal to the Emperor were wholly unprepared
of his brothers whose loyalties he had secured. for the scale of treachery now revealed as the Warmaster
There, Horus Lupercal raised the banner of rebellion, and his forces marched upon Terra.
setting the warriors of the Legiones Astartes against one
another in an effort to purge his own Legion, and those of
his brothers who had pledged support to him, of any who
still held a glimmer of support for the Emperor.
The Horus Heresy
The Age of Darkness
A narrow channel of worlds straddled the main route creatures that lay waiting in that ethereal realm. By means
from the far galactic north and Isstvan to Terra: of a great rite performed at Calth, utilising the ritual death
the fortresses of Paramar, Beta-Garmon and Lorin Alpha of its star and countless bloody sacrifices made on the
among them. This axis was the focus of Rogal Dorn’s altar of war, the Traitors tore down the fragile barriers
efforts to keep Horus at bay as he sought to reinforce the between reality and the Empyrean. In doing so,
Throneworld and re-establish communication with the they unleashed a warp storm reminiscent of those that
scattered Loyalist forces across the galaxy. For long years had isolated Mankind during the Age of Strife, scattering
the Loyalists would hold the line, slowing Horus and his and fragmenting conduits of safe passage in the shadowed
armies at the cost of millions of lives for each day the dimension, with only the Warmaster’s allies possessing
war continued unabated, endless rivers of blood spilt in the means to navigate it.
a series of bitter sieges and desperate battles. Yet even
as they fought, rebellion spread and took root in worlds Thus began a new age, one marked not by noble deeds and
across the wider Imperium; no longer was it merely self-sacrifice, but by bloodshed and treachery, a traitorous
a coup aimed at claiming the throne, but a sprawling son seeking to establish a new order by burning down the
morass of old grudges, feuds and bloodshed. old. Across the galaxy untold numbers of planets were
consumed by the fires of war, and the Imperium was
To exacerbate matters, the Warmaster had made pacts engulfed by the greatest conflict since its inception.
with powers beyond the veil, powers that the Emperor The dreams of the Great Crusade lay forgotten,
had long sought to deny existed, burying the legends and replaced by greed and treachery, the fate
fears of Old Night beneath the weight of the Imperial of all humanity balancing upon a knife edge.
Truth. Such efforts could not last. Horus and his allies let
loose the Warp upon the Imperium, strengthening the
TIMELINE OF THE HORUS HERESY
Night Falls on the Golden Age of Humanity and the Imperium Faces Its Darkest Hour

Contained here is a curated selection of the most notable events that occurred during the Age of Darkness.
The Horus Heresy encompassed much of the known galaxy and was fraught with miscommunications, half-truths
and treachery. As such, no record can contain all that occurred during this time; thousands of less notable events
are doomed to be forgotten, for none who fought in such terrible wars survived to tell their tales.

004-014.M31 : War in the Webway


While attempting to warn the Emperor of the impending treachery of the
Warmaster, the Primarch Magnus unwittingly lays ruin to the Emperor’s
work within the Webway beneath the Imperial Palace. The resulting
destruction enables denizens of the Warp to break into the ancient system
and threaten Terra itself. Imperial forces, consisting of Legio Custodes
and Sisters of Silence supported by contingents drawn from the Titan
Legions, Mechanicum and Imperial Army forces stationed upon the planet,
fight to retain a beachhead within the Webway, igniting an extended
conflict against the seemingly endless tide of horrors that spill forth from
the ætheral realm, all unbeknownst to the galaxy at large.

004.M31

004.M31 : The Destruction of Prospero


A Censure Host led by Constantin Valdor, Chief Custodian of the Emperor’s
bodyguard, and the Primarch Leman Russ moves on Prospero, home world
of the Primarch Magnus the Red. Thanks to the machinations of Horus
Lupercal, the Censure Host strays from its original mission of capturing
Magnus and returning him to Terra, engaging instead in a campaign of
wholesale destruction. Though the Primarch of the Thousand Sons proves
reluctant to fight back against Imperial forces, the planet is nevertheless
engulfed in warfare as his Legion, along with the Imperial Army regiments
of Prosperine Spireguard, the Zhao-Arkhad Mechanicum and maniples
of Legio Xestobiax garrisoned on the planet, resist the Censure Host’s
aggression. In time, the planet is laid to ruin, its cities levelled by orbital
bombardments and the Primarch Magnus the Red defeated in combat
by Leman Russ. In the final moments of the conflict, Magnus unleashes
his sorcery, spiriting away himself and the few survivors of his Legion
on Prospero to an unknown location. Magnus and his escaped sons do
not re-emerge until the final years of the Horus Heresy, though smaller
bands of Thousand Sons, deemed Traitors by the colours they wore,
were reported across the galaxy.

Timeline of the Horus Heresy


005.M31 : The Death of Isstvan III
Horus reveals the terrible scale of his treacherous ambition at
Isstvan when he and his brothers purge those amongst the Sons
of Horus, Emperor’s Children, World Eaters and Death Guard
Legions that cannot be relied upon to turn against the Emperor.
In an attempt to exterminate all dissenting elements in a single
blow, the Warmaster unleashes the dreaded ‘Life-eater’ virus from
orbit, intent upon scouring all life from the surface of Isstvan III.

His plans falter when many Loyalist Space Marines find shelter
within Isstvan III’s grand palaces and underground bunkers; when
knowledge of survivors reaches the Traitors, the Primarch Angron
of the World Eaters descends to the surface to finish the task face to
face, dragging the Traitors into an extended conflict. The survivors
of Isstvan III, led by Saul Tarvitz of the Emperor’s Children, are
organised to fight to the last in a bloody struggle against their own
brothers and faithless Primarchs. Against the Traitor forces of
four Astartes Legions, the Titans of the Legio Mortis and millions
of Solar Auxilia drawn from Cthonia, home world of the Sons of
Horus, Tarvitz’s forces hold far longer than anticipated, buying
time for Loyalist Death Guard Space Marines aboard the frigate
Eisenstein to escape.

005.M31

005-014.M31 Martian Civil War


Kelbor-Hal, the Fabricator General of Mars, aligns himself with Horus
and declares Mars’ secession from the Imperium, rejecting the Emperor
as Omnissiah. Kelbor-Hal and his allies strike against the forge-fanes of
rival magi across Mars, attempting to eradicate those still loyal to Terra
within the Martian Mechanicum. As Titan Legions and Taghmata forces
wage war upon the Red Planet, Rogal Dorn dispatches Imperial Fists
elements to extract valuable personnel and resources from Mars to ensure
the continued ability of the Imperium to fight back against the Traitors’
rebellion.

Until the final days of the Horus Heresy, the Red Planet is riven by warfare
with neither side able to claim absolute victory. God-engines of the Legio
Titanicus duel across the red dunes of Mars while the Dark Mechanicum
perfect their depraved craft, fieldingever more esoteric war machines as the
conflict progresses. At the same time, Imperial Fists’ reconnaissance forces
fight to disrupt the Traitors’ dark industry and prevent the stockpiling of
materiel for the Warmaster and his followers.
006.M31 : The Dropsite Massacre
In response to the Warmaster’s treachery at Isstvan III, Rogal Dorn, Praetorian of Terra, orders the grand Retribution
Fleet, comprised of the greater strength of eight Legions supported by Mechanicum elements and a maniple of
Legio Atarus god-engines, to assemble in order to bring Horus to justice. Three of these Legions – the Iron Hands,
Salamanders and Raven Guard, along with their Primarchs – are the first to deploy from orbit, finding the Emperor’s
Children fortifying Isstvan V’s Urgall region. Provoked by his brother Fulgrim, Ferrus Manus does not wait for
reinforcements before launching a preemptive assault with his Iron Hands Legion. His brothers Vulkan and Corax,
Primarchs of the Salamanders and Raven Guard respectively, along with their own forces, follow him into the
crucible of the Urgall Depression.

After hours of gruelling combat, the second wave of the Retribution Fleet lands on Isstvan V, comprising four more
Legions: the Iron Warriors, Night Lords, Word Bearers and Alpha Legion. Unbeknownst to the embattled Loyalists
seeking reinforcement and reprieve, these erstwhile allies are also sworn to the Traitors’ cause. Suddenly surrounded
by the amassed forces of the Traitor Legions, hundreds of thousands of Loyalist Space Marines are cut down in an
act of merciless fratricide which resounds through the ages. Ferrus Manus himself is slain by Fulgrim as the tide
turns, Vulkan is presumed dead upon the black sands, and Corax and his surviving warriors are forced to flee and
conceal themselves on the planet.

Many Loyalist Legionaries escape to their ships, while those that cannot escape go to ground on Isstvan V, reverting
to guerrilla tactics in a bid to endure the subsequent months of relentless pursuit by the Traitors. In space,
most of the Salamanders’ and Raven Guard’s fleet is destroyed or captured, though some hardy Iron Hands vessels are
able to retrieve survivors and escape. These motley forces of disparate provenances become known as the Shattered
Legions, and continue to harry the advancing Traitors for the duration of the Age of Darkness.

006.M31

006-011.M31 The Paramar Successions


The Paramar Nexus is a vital space lane which links many of the safe warp passages used during the Great Crusade.
At its heart lies Paramar V, a significant provender world of the Mechanicum, identified by the Warmaster as a critical
pressure point on his route to Terra. The first battle for Paramar occurs in the immediate aftermath of the Isstvan
massacres, when the Alpha Legion, supported by a demi-Legio of Legio Fureans Titans, attempts to capture the Forge
World swiftly through guile, subterfuge, and the rapid decapitation of its Mechanicum leadership. However, through
misfortunate chance, a Grand Company of the Iron Warriors Legion loyal to Terra arrives in-system for re-supply –
throwing the Alpha Legion’s plans into disarray and forcing them into a pitched battle against the Iron Warriors and
Legio Gryphonicus maniples stationed upon the planet. Only after a bloody and costly battle do the Traitors claim
dominion over Paramar.

This is only the first of a series of battles fought during and after the Horus Heresy for control of the strategically
vital nexus. After the first battle for Paramar, the Alpha Legion all but abandons the world, allowing the Imperial
Fists to make a series of rapid strikes to retake it. The Imperial Host is later rebuffed by fresh Traitor forces,
and Paramar V changes hands several times over the following years as the White Scars Legion and numerous cohorts
of the Solar Auxilia become involved in the ongoing hostilities.

During the second major battle of Paramar, in the final days of the Age of Darkness, the Sons of Horus and Word
Bearers Legions garrison the Forge World in significant force. In a last-ditch attempt to break the Traitors’ hold over
the Nexus, the Blood Angels, White Scars and a large contingent of Titan Legions conduct a series of diversionary
attacks hoping to draw forces away from Paramar V before returning to make a decisive strike. The Traitors see
through this ploy, however, and prepare a huge counter-attack force. Though the Loyalists inflict heavy damage,
rendering Paramar V a hollow prize, the vast majority of their forces are surrounded and destroyed without mercy. It
is not until the Scouring that the Traitors are finally ousted from Paramar V.
007.M31 : The Betrayal at Calth
The Ultramarines Legion is called to muster on the planet of Calth,
the ‘Jewel of Ultramar’, alongside the Word Bearers Legion, ordered to do
so by Horus before his treachery was revealed. As the two forces gather
in orbit, a captured void ship, the Campanile, suicidally accelerates to
strike Calth’s orbital docks at near-light speed in an act of treachery on a
horrific scale. On the mustering grounds, the aghast Ultramarines are fired
upon and butchered by the Word Bearers and their cultist allies, even as
destroyed starships fall from the sky. Compounding matters, a corrupting
‘scrap code’ is insinuated into Calth’s datasphere making it impossible for
the Ultramarines to coordinate a resistance, and it is even briefly thought
that their Primarch, Roboute Guilliman, is lost.

Recovering from the initial shock of betrayal, the Ultramarines mount


a brave, if doomed resistance against the Traitors. While they fight to
preserve Calth, the Word Bearers set in motion plans which lead to the
death of the system’s star, bathing the planet in deadly radiation and
forcing the fighting underground. The sacrifice of Calth is an act of terrible
ritual significance, calling forth the galaxy-wide turmoil in the Warp that
becomes known as the Ruinstorm.

007.M31

007-008.M31 : The Shadow Crusade


Motivated by cruelty, malice and a long-standing vendetta against
the Ultramarines, the Primarchs Angron of the World Eaters and Lorgar
of the Word Bearers lead their Legions in a crusade of extermination
across the realm of Ultramar. Aided by numerous Solar Auxilia
regiments, fanatical Imperial Army contingents devoted to the worship
of warp entities and the Titans of Legio Audax, Legio Infernus and Legio
Mordaxis, the combined Traitor fleet burns every world they encounter.
Their crusade is aimed at crippling the Ultramarines Legion by devastating
their vital recruiting worlds, Forge Worlds and sources of provender.
Still reeling from the betrayal at Calth, the Ultramarines are too scattered
to respond effectively to the onslaught until Roboute Guilliman confronts
his brothers at Nuceria, halting the butchery. During the encounter,
dark powers possess Angron and he succumbs to his own unbridled rage,
transforming into a daemonic avatar of war and carnage.
008.M31 : The Death of Canopus
008.M31 : The Sundering of Mezoa Second only to Baal in its size and strength,
All but alone amid the wastelands of the northern the planet of Canopus is a vital asset to the Blood
borders of the Imperium, the Forge World of Mezoa Angels Legion, hosting a garrison of two full
stood against Horus’ hosts. It had repulsed the companies, several thousand more auxiliaries and
agents of the Traitor Regulus, stymied the armies a production capacity equivalent to that of a lesser
of Mortarion and now faced the massed ranks of Forge World. The latter trait sees it come under
the Iron Warriors and Alpha Legion. Thousands of assault by Traitor forces near the outbreak of the
power-armoured warriors and tanks were landed on Horus Heresy. Fragmentary records tell of an
the thin crust of Mezoa, battling the defenders amid invasion force led by the Sons of Horus, supported
the lava flares and dense ash storms that tormented by billions of conscripted militia from conquered
that isolated world. Hundreds of lives would be spent worlds that undertook depraved religious rituals
to press the attack into the teeth of the Loyalist before each battle. The last word received from the
defences. Iron Warriors tanks duelled with hosts of system by Loyalist forces was in 008.M31, a distorted
automata and dreadnoughts amid the ruins of the signal speaking of desperation and defiance, and a
outer forge-fanes, while Alpha Legion tank-hunters sea of enemies beyond count. Those Loyalist forces
stalked Loyalist armour on the blistering plains of to reach the system in the wake of Terra’s defence
ash and lava. In the end, the very planet itself was report only ruin and ash, with no sign of survivors;
turned against the Traitors, chunks of its molten many assume that the sons of Sanguinius chose to
crust hurled into orbit to force back their ships and destroy their facilities rather than allow them to fall
break the siege. into the hands of the Traitors.

008.M31 009.M31

009.M31 : The Doom of Molech


The Traitor host marching on Terra reaches the Knight World of Molech, the scene of a significant victory during
the Great Crusade and heavily garrisoned since for reasons known originally only to the Emperor himself and later
discovered by the Warmaster. The Traitors commit an enormous invasion force, including the bulk of the Sons
of Horus and Death Guard Legions, as well as four Titan Legions, with which they make war against a garrison
consisting of elements of the Blood Angels and Ultramarines Legions, three Titan Legions, several Knight Houses of
varying strength and hundreds of thousands of Imperial Army soldiers.

After a protracted conflict much of Molech lies in ruins and, at a critical moment during the carnage, the ostensibly
Loyalist House Devine reveals its true allegiance to the Warmaster, felling the Imperator Titan Paragon of Terra and
turning the tide against the Loyalists. Soon after, the Warmaster departs Molech after seizing the Emperor’s secrets,
leaving the world in the hands of the Death Guard and supporting Traitor Solar Auxilia. With resistance shattered
and sporadic, House Devine move to gain absolute control over the planet, with scattered warfare between the
scions of Devine and other, smaller Households continuing for much of the war.
009-013 .M31 : The Siege of Inwit
The planet of Inwit, home world of the Primarch Rogal Dorn and his
VIIth Legion, is subjected to numerous raids intended to force the Primarch
to commit his forces away from Horus’ main advance on Terra. Loyalist
reinforcements, in the form of Imperial Fists contingents supported by the
789th ‘Ice Bears’ Solar Auxilia Cohort and 79th Auxilia Armoured Cohort,
are dispatched to retain control of the planet. Ever-increasing raids by
the Traitors sees further Loyalist forces drawn into the conflict, including
elements of Legio Ignatum and House Taranis, culminating in the arrival
of a vast Traitor fleet that blockades and lays siege to the planet. Imperial
records indicate the presence of companies drawn from the World Eaters,
Iron Warriors and Thousand Sons Legions, alongside significant numbers
of Cthonian Headhunter cohorts. Several months of warfare follow before
the arrival of a joint force of Salamanders, Mechanicum and Imperial
Army drive the Traitors to withdraw. The relief force remains in defence
of Inwit until the Scouring, while Rogal Dorn diverts his Imperial Fists
to Terra in preparation for the gathering assault of the Warmaster upon
the Throneworld.

009.M31 onwards: Carnage of Morox


Isolated by warp storms, the sector of Morox descends into all-out warfare
as Loyalist and Traitor-aligned Imperial Army forces clash across two
dozen worlds. Deprived of communication with the larger galaxy, the
people of the Morox Sector are unable to track the progress of the Horus
Heresy, instead fighting their own brutal conflict for control of the sector
capital, the planet of Morox Excellus. The resulting conflict rages for
decades and later records note the extreme violence and massive levels of
atrocities conducted during the conflict. Both sides undergo technological
regression, with numerous factions forming and collapsing during the
conflict. In time, the war for the Morox Sector devolves into one of religious
significance, with the Loyalist-aligned 7985th Solar Auxilia Armoured
Cohort laying the foundation for the development of a new religion. This
new faith appears to worship a figurehead melding together the veneration
of the few remaining working machines with a deity whose mythological
history mimics the rise of the Emperor. Conversely, the Traitor forces rally
behind depraved cults that, through means unknown, gain the knowledge
to summon warp entities. By the end of the conflict, at least three billion
battlefield deaths are recorded, with entire planets transformed into dead
worlds littered with bodies, the survivors of both sides warring using the
few scraps of technology that remain operational.
010-012.M31 : Battle of Tallarn
The defenders of Tallarn, a staging planet of the Imperial Army during the Great
Crusade, are subjected to a deadly viral barrage unleashed by Perturabo, Primarch
of the Iron Warriors Legion. Though most of the denizens of Tallarn are killed
within minutes, many defenders survive thanks to a planet-wide network of
subterranean shelters and deep storage facilities. When the survivors emerge,
they find the surface of their once-verdant world transformed into a wasteland
mired with a fog of deadly toxins and coated in the thick sludge of decomposition.

Under cover of this miasma, the Iron Warriors and their Alpha Legion allies mount
a full-scale invasion. The Loyalist defenders of Tallarn fight hard to broadcast a
distress call and promise vengeance against the Traitors. In answer, dozens of
Loyalist fleets adrift in the Segmentum Tempestus including elements of the Dark
Angels, Imperial Fists, Iron Hands and White Scars Legions, as well as Imperial
Army and Solar Auxilia regiments, Titan Legions, Knight Houses and even Rogue
Traders Militant are drawn into the rapidly-escalating maelstrom of the war in
orbit, on the surface and within the underground bunkers of Tallarn.

The very air of Tallarn becomes poison, and so both forces utilise sealed battle
tanks and other engines of war. The ensuing Battle of Tallarn is considered to be
the largest armoured engagement in the known history of Mankind, and while it
is declared a victory by the Loyalists, tens of millions of warriors and war machines
on both sides are left scattered across the lifeless, deadly surface of the planet.

010.M31

010-013 .M31 : Beta-Garmon Campaign


Located at the centre of the network of stable space lanes which include the vital systems of Paramar and Lorin
Alpha, the Beta-Garmon system becomes the pivotal point upon which the course of Horus’ entire campaign hinges.
Captured early in the Age of Darkness by elements of the all-but destroyed Salamanders Legion at the Battle of
Nyrcon, Beta-Garmon is a relentlessly contested region which the Traitors cannot afford to abandon if they wish to
approach Terra en-masse and still retain the ability to supply their armies with the ill-gotten gains of the Warmaster’s
Dark Empire.

For reasons barely understood by the Loyalist defenders, the Ruinstorm that occludes the Warp begins to abate
across vast swathes of the galaxy, allowing Rogal Dorn, through the potent astropathic relay at Beta-Garmon,
to contact and recall formerly lost or stranded forces from across the war-torn reaches of the northern Imperium to
the fortress world of Beta-Garmon. This Grand Imperial Muster at Beta-Garmon rapidly escalates into the largest
gathering of Loyalist might since the early years of the war, a concentration of force so impressive that the Traitors
have no choice but to respond in kind.

The resulting clash of arms is monumental in scale. Billions of the Imperium’s soldiers perish in an event that
becomes known as the ‘Great Slaughter’ as companies of Space Marines, hundreds of Solar Auxilia and Imperial
Army regiments, dozens of Taghmata armies and Titan Legions are committed to the region. Much of the
proud lineage of the Collegia Titanica is extinguished in one brief, brutal campaign known as the ‘Titandeath’,
when thousands of god-engines are committed to the field of battle against one another. In addition, the largest
fleet engagement of the Horus Heresy is fought across the region, this ‘Sea of Fire’ lighting the conflicts raging on
the ground in constant, false daylight and creating a seething false nebula of burning void ships. By the end of the
Beta-Garmon campaign, both sides are so thoroughly bled that their only remaining option for ultimate victory is to
force a final, decisive confrontation: the Siege of Terra. Although Horus’ elite Legions push on when the tide of war
swings in their favour, the Great Slaughter continues in their wake.
010-014.M31 : The Cataclysm of Iron
The Belt of Iron, a region of space spanning the Segmentum
Tempestus and Pacificus, is noted for its superabundant
concentration of Forge Worlds. After the secession of Mars
from the Imperium, these Forge Worlds enter a crisis of
faith over the matter of the Emperor’s legitimacy as their
Omnissiah. Matters within the region come to a head in
010.M31 when all-out war erupts following numerous
skirmishes between the Loyalist Forge World of Graia and
the Traitor Forge World of Valia-Maximal, and the outbreak
of conflict between Atar-Median and Kalibrax.

Dozens of Forge Worlds are riven by war or destroyed


outright by Taghmata armies, and legions of Titans and
Knights are thrown against one another in protracted
warfare. Innumerable other Imperial systems are drawn
into the conflict between the Mechanicum enclaves, either
as proxy war zones, strategic locations or as unfortunate
bystanders. At the height of the conflict, the Dark Angels
Legion intervenes, firing world-ending warheads upon a
number of Forge Worlds involved in the Cataclysm. Such
callous acts do little to halt the tide of war, with conflict
raging for years after the final battles of the Horus Heresy.

011.M31

011-014.M31 : 011.M31 :
The Malagant Conflict The Destruction of Davin
Following a series of successful campaigns by Intent upon defending Terra against the approaching
Traitor forces, elements of the Death Guard Legion Traitor forces, the combined principal strength of
garrisoned upon their home world of Barbarus the Ultramarines, Dark Angels and Blood Angels
spearhead an assault upon the hive world of fleets depart Ultramar in an attempt to navigate the
Malagant. Despite initial confidence that the Solar Ruinstorm and reach the Throneworld. After many
Auxilia garrison force located upon Malagant would setbacks, the Loyalists turn their attention to Davin,
easily fold in the face of an assault by Legiones the moon upon which Horus’ corruption began.
Astartes forces, the Death Guard soon became In the face of fierce disagreement from his brothers,
bogged down in a guerilla war led by cells of Raven Sanguinius leads the Loyalist forces to make
Guard Space Marines. Though numbering less than landfall where they find themselves set upon by an
1,000, the XIXth Legion stalls the Traitor assault, endless tide of warp entities and Davinite cultists,
marshalling local forces in a hit-and-run war the while in orbit, the Loyalist fleet is ambushed by
Death Guard were completely unprepared for. an eclectic mix of possessed void ships consisting
The conflict continues until 014.M31, when Loyalist of those Imperial vessels lost to the Ruinstorm.
reinforcements, arriving following the relief of Inwit, The creatures of the Warp are only dispersed
force the Death Guard to retreat. when Davin itself is destroyed by a concentrated
bombardment of cyclonic torpedoes.
012.M31 : Defence of Ryza
The Forge World of Ryza, centre of an expansive
Forge Empire and home to the Legio Crucius,
comes under siege by the Dark Mechanicum.
A swift orbital conflict sees the Traitors capture
Ryza Secundus, the main orbital station of the
012.M31 : Forge World, and descend on the planet proper.
Concordance of the High Lords Though principally a war between Titan Legions,
An agreement is brokered within the Imperial Court with Loyalist elements of Legios Crucius, Honorum
on Terra, facilitating the formal establishment of the and Oberon duelling the Traitor Titans of Legios
Imperial Adeptus Mechanicus, separate and distinct Magna, Vulturum and Mortis, numerous Knight
from the Mechanicum of Mars, with Fabricator Houses and a significant Taghmata presence are
General Zagreus Kane appointed as a High Lord. recorded. Following a series of bold counter-attacks
Final judgement is enacted upon the captive by Loyalist forces, the Traitors are driven from Ryza.
followers of Kelbor-Hal, who are executed in their Though a significant portion of the Forge World’s
thousands. Immediately after, the union of Loyalist manufacturing capacity remains intact, Ryza is
Titan Orders, under the umbrella of the Adeptus no longer viewed as a potential successor to Mars
Titanicus, is formed by the Grand Masters of several following the latter’s declaration of independence
major loyal Titan Legions, although the future of from the Imperium, with many lesser Forge Worlds
other loyal former Mechanicum divisions such as the severing ties with Ryza and seeking other allies to
Legio Cybernetica and Taghmata remains unclear. shield them through the unfolding war.

012.M31 013.M31

013 .M31 : The Empire of Divine Valour


Following the conclusion of the Beta-Garmon campaign, the Warmaster and his allies spread across the Segmentum
Solar as they lay siege to systems of strategic value. A joint Traitor fleet of Iron Warriors and Night Lords moves on
the Argarops system, home to three recruitment worlds for the ‘Iron Lances’ Solar Auxilia regiments, famed for its
highly skilled siege engineers. In a stroke of misfortune, unpredicted solar flares wreak havoc on the systems of the
Traitor void ships, leaving the fleet easy prey for the guns of Argarops’ defensive stations.

Lord Marshall Caztor Di’Ren, commander of Argarops’ defences and ardent follower of the Lectitio Divinitatus,
a religious movement that proclaims the Emperor’s divinity, publicly heralds the Traitors’ destruction as a miracle
enacted by the Emperor’s own hand. With the system already under martial law, Di’Ren attempts to turn Argarops
into a centre of worship for the Emperor from which crusades against the heinous Traitors can be launched. This act
sparks civil war within the system, with Iron Lances regiments either remaining true to the Imperial Truth or siding
with the Lord Marshall. Further strife is spread by the few survivors of the Traitors’ invasion force; numbering less
than 200 Legionaries, the Iron Warriors seize control of a large industrial complex on the system’s capital planet and
establish an impenetrable fortress around it, while an unknown number of Night Lords kill teams assassinate newly-
risen religious leaders and rebel commanders alike. The war for Argarops rages on until the Scouring, ensuring
the Iron Lances play no further part in the Horus Heresy as loyal subjects of the Emperor murder one another in
the millions.
013 -014.M31 : The Fall of Tenzebar
The infamous regiments of ‘Cthonian Headhunters’, including newly raised cohorts of gene-tampered warriors
and hordes of crazed devotees to warp powers, are unleashed upon the Segmentum Solar. The fortress world of
Tenzebar, a border planet on a minor warp route between the Segmentum Solar and Ultima Segmentum, is the first
to fall, its population culled by hundreds of thousands of Traitor soldiers. Following this victory, the Headhunter
regiments fragment, falling upon nearby systems in an effort to spread terror and confusion. Over the course of
several months, Terra receives numerous distress calls telling of bands of raiding Solar Auxilia that devastate the
local infrastructure before returning to Tenzebar; local militia prove thoroughly unequipped to defend against
such assaults.

The intensity of these raids decreases as the Warmaster gathers his forces for the final assault on Terra,
leaving behind scattered bands of unstable warriors to sate their bloodlust on defenceless populations. In the early
years of 014.M31, the raids suddenly halt without warning, the Loyalists’ worlds given an unexpected reprieve.
When a small relief force of White Scars investigates the planet of Tenzebar, they find the world’s fortifications
devoid of life, the walls scarred by ætheric energies and guarded solely by piles of ash and desiccated corpses.
Fragmented pict-captures from Tenzebar’s surveillance network show warriors bearing the heraldry of the 209th
Expeditionary Fleet cleansing the planet; notably, the fleet in question, spearheaded by a joint force of Dark Angels
and Thousand Sons, was reported lost three decades prior to the Horus Heresy. Such developments are quickly
repressed and victory attributed to the White Scars, a fact no doubt linked to the fleet’s association with a Legion
now declared Traitor and reported clashes between patrolling Loyalist fleets and the 209th.

014.M31

014.M31 : Siege of Terra


The amassed Traitor fleet, commanded by Warmaster Horus, breaks through
the Sol System’s defences, which had been meticulously laid by the Primarch
Rogal Dorn, smashing Battlefleet Solar with overwhelming numbers and takes
Luna to at last reach the orbit of the Throneworld.

On the Thirteenth of Secundus 014.M31, the bombardment of Terra begins…


THE RULES

T his section of the rulebook presents all of the


core rules needed to play a game of Warhammer:
The Horus Heresy – Legions Imperialis. It is
Commanders of Old and Princeps of New
If you’re a veteran of Games Workshop’s games,
recommended to give it a couple of read-throughs you may remember a few other games that bear
before playing your first games, and to keep the some of the mechanics included in Legions
rulebook handy in case you need clarification. Imperialis – for example, Epic: Space Marine.
Indeed, the rules contained within are inspired by
Warhammer: The Horus Heresy – Legions Imperialis is a these earlier games. Every effort has been made
strategic tabletop wargame in which two or more players to retain the feeling of the original games while
command grand armies during the tempestuous era of the updating them with new mechanics and renewing
Horus Heresy. Each player is a general, taking control of them for a new era. For some readers, this rulebook
Detachments of finely detailed Citadel and Forge World will feel like an age come again.
miniatures ranging from infantry to the mighty god-
engines of the Collegia Titanica. It also pays to note that Warhammer: The Horus
Heresy – Legions Imperialis is just one of many
Its battles and campaigns take place in the same setting games that take place within the Horus Heresy.
as some of Games Workshop’s other ranges, most notably The most obvious comparison is Warhammer:
Warhammer: The Horus Heresy and Adeptus Titanicus: The Horus Heresy, with Legions Imperialis
The Horus Heresy. Each offers a different experience representing conflict on a grander scale. There is
within the expansive setting of the Horus Heresy, also Adeptus Titanicus: The Horus Heresy and
with Legions Imperialis reflecting the brutal majesty Aeronautica Imperialis, both of which use some of
of the largest battles fought during the conflict. the same models as Legions Imperialis. Each
Engagements such as the Great Slaughter of Beta- represents a different scale of war, offering unique
Garmon, the Dropsite Massacre of Isstvan V, and the Siege challenges, experiences and ways to play.
of Terra itself are ideal backdrops for games of Legions
Imperialis, allowing players to field expansive armies and
fight epic battles, all in the space of a few short hours.

This rulebook is only the beginning of your journey in


Legions Imperialis. Future supplements will take a look at
infamous events in the Age of Darkness, offer new ways to
play your games, new Detachments and armies to deploy
to the battlefield, and different theatres of war.
Legions Imperialis Rules
Imperial Fists, Ist Armoured Assault Cadre
Formed to support the renowned Imperial Fists Ist Assault Cadre, led by Lord Seneschal and Captain Fafnir Rann,
the 1st Armoured Assault Cadre was built upon a large number of Sicaran and Predator squadrons, supported by heavier
Kratos pattern tanks. Much like their commanders, they were renowned for their choleric and bellicose attitude which
many viewed as unbefitting of the VIIth Legion. By maintaining a steady and unfaltering advance whilst laying down a
constant barrage of suppressing fire, the Ist Armoured allowed the Legion’s heavy infantry transports to deliver elite assault
troops directly into enemy lines before they had an opportunity to consolidate defences or launch flanking sorties.
Such forthright and unsubtle tactics earned the Ist Armoured Assault Cadre a roster of glorious victories but came at
the expense of massive numbers of armoured vehicles, which often suffered the bulk of enemy firepower.
PLAYING LEGIONS IMPERIALIS
Shown here is an example of a game of Legions Imperialis in full swing, as Loyalist and Traitor forces clash over a ruined
city, giving you an idea of how a game is set up.

1 The Battlefield 3 Models


Any flat area can become a suitable battlefield with the Models are the core of Legions Imperialis, representing
addition of some terrain. Typically, a game of Legions the armies that fought during the Horus Heresy. Each
Imperialis is fought on a 5'x4' battlefield, however smaller player will need a set of miniatures to represent their
games can be fought on smaller tables. armies on the battlefield. The addition of more models
increases the size and scope of the battles, with the
2 Terrain average Legions Imperialis game seeing 2,500-3,000
Games of Legions Imperialis are improved by the points per player – see page 126 for more details.
inclusion of terrain, such as the modular Manufactorum
Imperialis, and Civitas Imperialis buildings and ruins sets.
A variety of rules are included within the Terrain section
of this book (see page 66) that allow players to use a wide
variety of different terrain pieces on the battlefield.

7.

8. 4.

6.
5.

L egions Imperialis takes place during the Horus Heresy, where the
Imperium of Mankind was plunged into civil war by the actions
of Horus Lupercal, favoured son of the Emperor. Games of Legions
Imperialis are epic confrontations, fought between vast armies
ranging from the line troops of the Legiones Astartes to the towering
god-engines of the Collegia Titanica. Each player will assemble their
own armies of detailed Citadel miniatures and take to the battlefield
for glory and for victory.
4 Dice 7 Blast and Flame Templates
Legions Imperialis uses dice, primarily D6, to resolve most These templates represent massive explosions,
aspects of the game – see page 33 for more details. energy blasts and gouts of flame, and are used with
weapons that have certain Traits – see page 77 for
5 Rulebook more details.
The book in your hands. Within, you’ll find all the rules
you need to play a game of Legions Imperialis, including 8 Range Ruler
the core rules (see page 32) , Missions (see page 104) and At various points, players will be called upon to measure
Army Lists and datasheets (see page 126). distances, such as when moving a model or measuring
the range of a weapon. A Range Ruler is a handy tool for
6 Reference Sheets doing that, though players can use any measuring tool
A reference sheet which allows players to easily look up they wish, such as a tape measure.
the most commonly used rules and tables for Legions
Imperialis mid-game.

1.

3.

2.
CORE PRINCIPLES

T his section of the rulebook presents all of the


core rules needed to play a game of Warhammer:
The Horus Heresy – Legions Imperialis, from moving
In the end, the only rule that truly matters is that all
players should have a fun and enjoyable time.

your armies to bringing fire and fury down upon your Before going further, it is worth establishing some core
opponent’s forces. principles and conventions in regards to commonly used
terms, dice and the game of Legions Imperialis in general.
Whilst these rules cover most situations, certain events Note, the following pages introduce many terms that
may arise on the tabletop that cause players some are explained later in greater detail – where relevant,
confusion. This is the ‘what happens if?’ question, when a they will include page references. If you are not yet
set of unforeseen circumstances occur. No rules set can familiar with Legions Imperialis, you may need to do
cover all eventualities and if players come to an impasse, a little flicking back and forth through this rulebook
and the rulebook does not provide a clear solution, to get the full picture.
then the enjoyment of the game must come first.
One way to resolve this is for players to roll a D6,
with a 1-3 representing one decision and a 4-6
the other, and let the game continue.

Core Principles
Dice and Dice Rolls Modifying Rolls
D6: Legions Imperialis uses regular six-sided dice for Sometimes it will be necessary to add to or subtract from
nearly every roll in the game. For ease, they are referred to a D6 roll – for example, a rule might say to roll D6+1.
throughout the rules as a ‘D6’. If the game requires a single
dice to be rolled, the rules will say ‘roll a D6’, while ‘roll In this case, a D6 would be rolled and 1 would be added to
two D6’ means roll two single dice at the same time and the result. Similarly, a rule might instruct a player to halve
count the results separately. Alternatively, the game might or divide a roll. In this case, any fractions are rounded up,
require more than one dice to be rolled and the results unless instructed otherwise. A dice can never be modified
added together – in this instance, the rules will say ‘roll to 0 or lower, regardless of the modifier.
2D6’, meaning roll two D6 and add the results together.
If multiple modifiers apply at the same time, resolve any
D3: Sometimes, the rules call for a D3 to be rolled – in divisions and multiplications first, then any addition or
this instance, an actual three-sided dice is not necessary. subtraction. For example, if one rule says to double the
Instead, roll a D6 and halve the result, rounding up to the result of a D6 roll, and another rule (which also applies)
nearest whole number (i.e., a 1 or 2 counts as a 1, a 3 or 4 says to add 1 to the result, the D6 would be rolled, the
counts as a 2, and a 5 or 6 counts as a 3). result would be doubled and 1 would be added to the total.

Scatter Dice: A Scatter dice is a six-sided dice that is If a rule ever changes a result to a certain number,
used to determine random directions. Four of the faces this overrides any modifiers unless otherwise stated.
show arrows while the remaining two show ‘Hit’ symbols, For example, if one rule said that the dice result counts as
each of which features a small arrow. a 6, and then another (also applicable) rule said to halve
the result of the roll, the result would be 6 and not 3.
Scattering: The term ‘Scatter’ is used to refer to when
an object has the potential to deviate from its current
position. When a rule states to Scatter an object or model,
roll the Scatter dice and the number of dice specified in
the rule – usually this is D6 or 2D6. The object or model
moves a number of inches equal to the result of the roll in
the direction shown on the Scatter dice. If a Hit symbol is
rolled, the object does not move. If instructed to Scatter
even if the Hit symbol is rolled, the direction of Scatter
can be determined by the small arrow.

LIR33.1: Scattering a template.


Natural Rolls Rolling Off
The term ‘natural roll’ refers to the result of a dice roll The term ‘roll off ’ is used when players are required to roll
before modifiers are applied. For example, if a rule calls for off dice against one another to determine the outcome of
two D6 to be rolled and apply a +1 modifier, and a 1 and a 5 an event – the most common occurrence of this is during
are rolled, the result would be a 2 and a 6, but the natural the Initiative phase when players roll off to see who
roll would still be a 1 and a 5. has Initiative. To roll off, each player rolls a D6 and the
highest result wins. If the result is a tie, both players roll
Unless instructed otherwise, when making a check on again until one player wins, unless instructed otherwise.
a single D6 any natural roll of a 1 is always a failure,
and a natural roll of a 6 is always a success, regardless Take-backs and Changing One’s Mind
of modifiers. It is only in rare circumstances that this It is not uncommon for players to second guess
does not apply. For example, when making Save rolls, themselves occasionally by saying that they are about to
the natural roll does not matter, only the end result, do something before immediately changing their mind.
meaning a model with a Save characteristic of 1+ will As a general rule, players should be tolerant of this
always succeed its Save rolls, unless the characteristic in their opponents as they will likely do it themselves.
is modified. However, once dice are rolled for any reason, players must
abide by their decision; they can no longer go back and
Re-rolls change anything that came before the dice were rolled.
Some rules allow a player to re-roll a dice, while others
might force players to re-roll a dice. In such instances,
a re-roll is done by simply picking up the dice and rolling
it again – the second result stands even if the first was
preferable. A dice cannot be re-rolled more than once.

When re-rolling a roll that contains multiple dice


(for example, a 2D6 roll or a three D6 roll), the player
must re-roll all the dice unless it is specifically mentioned
that only some of the dice can be re-rolled.
Target Numbers
Sometimes, when making a dice roll, the rules will For example, a Detachment has a Morale characteristic of
require you to roll a specific number followed by a ‘+’. 4+. If a rule gives a +1 modifier to its Morale while making
This indicates that the roll is a ‘target number roll’. a Morale check, the Detachment’s Morale characteristic
When making a target number roll, if the result of the dice becomes a 3+ for that check. Conversely, if a -2 modifier was
roll is equal to or greater than the number, it is a success. applied to the Detachment’s Morale, the 4+ would become a
Otherwise, the roll is a failure. The lower the number 6+ instead.
needed, the easier it is to succeed on a target number roll.
If a rule states a target value is ‘improved’ then this is
For example, if you are required to roll a 4+ on a single D6, always a positive modifier.
a 4, 5 or 6 would be a success, but a roll of 1, 2 or 3 would
not be. A target number can never be improved past 1+; if the end
result after multiple modifiers is 0 or below, the target
Sometimes, modifiers will be applied to a target number; number remains 1+. Unless instructed otherwise, a natural
for example, the Armour Penetration (AP) characteristic of roll of a 1 is still a failure even if the target number is 1+,
a weapon applies modifiers to a model’s Armour Save (Sv) and a natural roll of a 6 is still a success even if the target
characteristic, while certain special rules affect the Morale number is a 7+ or higher.
characteristic of a Detachment. In such instances,
a positive modifier improves the target number
(i.e., lowers the number) value while a negative
modifier worsens it (i.e., increases the number).
Tokens Armies, Detachments,
In Legions Imperialis, Detachments act according to Models and Figures
the ‘Order’ issued to them at the start of each round During a game of Legions Imperialis, players will take
(see page 46). Orders are issued through the use of control of a variety of models, representing the different
‘Order tokens’. There are five kinds of Order tokens elements of their Army. All of the models under a player’s
used in Legions Imperialis: control are collectively referred to as their ‘Army’.

Models are the foundation of every Legions Imperialis


Advance First Fire Army. The term ‘model’ refers to a single miniature or
base of figures. The vast majority of Legions Imperialis
models are mounted on bases. Given the scale of the
battles that Legions Imperialis represents, a base may
Charge March include multiple ‘figures’ (i.e., each individual Legionary
or Solar Auxilia soldier), such as five Space Marines on
a single base. As such, the term model is used to refer
to a single base, regardless of how many figures are on
Fall Back that base. When models do not have bases, such as most
Vehicles, the term model refers to each individual figure
(e.g., each Leman Russ Tank).
Order tokens are placed during the Order phase of each
round. Once a player has chosen a Detachment’s Order, If the rules ever use the term ‘model’, this always means a
they place an Order token face-down on the Detachment’s single base or miniature.
Order token slot on the army roster. Alternatively, Order
tokens may be placed face-down next to the Detachment. On the battlefield, models move and fight in
Some Detachments have restrictions as to what Order ‘Detachments’. A Detachment contains one or
they can be issued. Where this is the case, it will be noted more models that move, fight and stick together
in the Detachment’s special rules on its datasheet. on the battlefield. A single Warlord Battle Titan,
four Malcador Tanks or six Legionary models
would all be Detachments in their own right.

Command Squad Contemptor Legion Predator Thunderbolt Fighter


Dreadnought
Base Size and Figure Count
In almost all circumstances, save for those that do a base includes fewer figures than normal then leeway
not need bases, a Legions Imperialis miniature will be should be given to an opponent when determining
supplied with a base of the appropriate size within the line of sight.
box. The rules are designed with these base sizes in
mind and it is presumed that players will use them. Due to the unique nature of Flyers, their base size is
less stringent than other models, though it is advised
If, for whatever reason, a model is fielded on a base that Flyers should be mounted on 40mm bases or on
size other than the one provided with it (for example, a standard Aeronautica Imperialis hex base. If a player
due to a conversion), then it still counts as being on wishes to use a different base size, they should check
its standard-sized base for the purposes of the rules. with their opponent before the game to make sure
In such instances, the controlling player must have they are happy with it.
the model’s standard base size ready for use during
gameplay for a point of reference.

The rules account for different numbers of figures on


a base, which can change in numbering depending
on the figures themselves. In general, the number
of figures on a base should match those shown on
Games Workshop official products and should be
distributed evenly across the base; the rules have been
written with this in mind. If, for whatever reason,

Warhound Titan Warmaster Titan


Mustering an Army
Friendly and Enemy A Legions Imperialis Army is made up of a number
Rules terms often make reference to ‘friendly of Detachments grouped together into ‘Formations’,
models/Detachments’ and ‘enemy models/ with each Detachment operating independently
Detachments’. Friendly models/Detachments are on the battlefield. If a rule refers to a Detachment,
defined as any models/Detachments controlled then all models in the relevant Detachment are affected.
by yourself or a player on the same team as you. Similarly, if a rule refers to a Formation, all models in
Enemy models/Detachments are any models/ Detachments within that Formation are affected by it.
Detachments controlled by your opponent(s)
(i.e., the people you are playing against). Players muster an Army by using an Army List of their
choice, up to an agreed points limit. Each Army List has its
If a rule states it affects models/Detachments own available Formations and Detachments from which
with no qualifier if they are friendly or enemy, a player can build their Army. A Detachment has a points
then it affects both friendly and enemy cost associated with it and may have additional upgrades
models/Detachments. which they can take, often for an increased points cost.

A player’s Army points value (i.e., the total points cost


of all its Detachments) can be equal to or less than the
agreed points limit, but can never exceed it.

For more information on mustering an Army,


see page 126.
Measuring Distances
In Legions Imperialis, distances are measured in inches (") Within and Wholly Within
using a tape measure or range ruler. Players can measure The terms ‘within’ and ‘wholly within’ are
distances whenever they wish during the course of sometimes used for rules that require players to
a battle. measure distances. If a rule affects models or objects
‘within’ a certain distance, then it applies so long
as any part of a model’s base or part of the object is
within the specified distance. If the rule refers to a
Detachment, then it applies so long as any part of a
single model’s base from that Detachment, or part
of a single model from that Detachment, is within
the specified distance.

If a rule affects a model or object ‘wholly within’


a certain distance, then all of that model’s base, or
LIR39.1: Measuring the Distance from one model to another. all of the model if it does not have a base, must be
within the specified distance for the rule to apply.
Distances between models, as well as between models and Similarly, if a rule affects a Detachment ‘wholly
other battlefield features (such as terrain or objectives), within’ a certain distance, then every part of every
are measured from the closest point of one base to the model’s base within that Detachment, or every part
closest point of the other. If a model or object does not of every model within that Detachment if they
have a base, measure to or from the closest point of do not have bases, must be within the specified
that model or object overall. Insignificant elements on distance for the rule to apply.
a model, such as protruding weapon barrels, banners or
armour spikes, are ignored when measuring distances. The same principles are used for rules that refer to
Formations; a single model or Detachment from a
Formation must be within range when a rule uses
within, while all models in a Formation must be
within range if the rule uses wholly within.

LIR39.2: Measuring the distance from a Vehicle's hull.


Line of Sight
Whether a model can see another model is often
determined by the presence of terrain and other models.

Terrain can take many forms but, broadly speaking, a piece


of terrain is presumed to be a realistic scale representation
of actual structures, ruins or other terrain features.
Therefore, if a model can see part of another model,
such as one of its figures or one of a Vehicle’s tracks,
ignoring any insignificant elements such as protruding
weapons or bases, then it has line of sight to it unless a
specific rule prevents this from happening – for example,
an area of Obstructing terrain (see page 68) blocks line of
sight through it, so even if you personally can see a model, LIR40.1: The Iron Hands Legionaries can fire at some but not
the model you control cannot. all of these potential targets. They can clearly see the Death
Guard Command Detachment (A), while the Death Guard
If it is unclear if a model can see another model, Legionaries (B) are partially hidden beyond an Obstacle
then players can check by getting a ‘model’s eye view’. but still visible; both are valid targets. Only the barrel of the
To do this, position yourself so you are level with the Leman Russ (C) can be seen and so it is not a valid target and
model and see what they can see. If the other model is not cannot be chosen.
completely obscured by terrain or another Detachment,
then the first model has line of sight to it.

When determining line of sight, ignore models that


are from the same Detachment – it is presumed
they manoeuvre out of the way to allow a clear shot.
Other models, however, can block line of sight;
for example, if you can’t see an enemy Infantry model
behind an enemy, or friendly, Baneblade model,
then you cannot target it.
Base to Base Contact
In Legions Imperialis, most models have bases.
When a model’s base is touching another model’s base,
that is referred to as ‘base to base contact’, or simply as
‘base contact’. In cases where a model has no base,
base to base contact refers to a part of the model touching
the base of another model or, where neither model has
a base, part of a model touching part of another model.

As with measuring distances and determining line of LIR41.1: Examples of base to base contact (top) and base to
sight, protruding elements – such as weapons that base contact where one miniature has no base (bottom).
extend outside of the model’s main body, or large banners
– are ignored when checking if a model is in base contact
with another model. However, these elements do not
block a model from getting into base contact – only other
models can do that. If a model can reach another model,
and the only thing preventing the two models from
touching is a protruding weapon or other insignificant
element, the models are classed as being in base contact.
Arcs
Most weapons can be fired in any direction, and for The Front Arc encompasses the front of the model and
the majority of Detachments it does not matter which the Rear Arc encompasses the rear of the model. For most
direction the firing model is facing. However, for some models, the front of the model is clear, however there may
types of models such as Vehicles, Knights and Titans, be some ambiguous cases. In such instances, agree with
the direction they are facing is important both to your opponent before the game starts as to what is the
determine which Detachments they can target when front of such models.
making an attack and to determine if an attack against
them is striking a more vulnerable area. Certain weapons can only target models within the Front
or Rear Arc of the attacking model – where this is the case
To facilitate this, every model in Legions Imperialis has it will be listed in the weapon’s Traits as Arc (Front) or Arc
two 180° ‘Arcs’ – a ‘Front Arc’ and a ‘Rear Arc’ – that are (Rear). If neither Trait is listed, the weapon can target any
determined by an imaginary line cutting through the eligible model within either Arc. An enemy model outside
centre of the model’s base, or the centre of the model if it of the specified Arc of the firing model cannot be chosen
does not have a base. as a target, and counts as being out of line of sight for
that weapon.

For some models, such as Vehicles, the direction an


attack is coming from can have pronounced effects –
if this is the case, it will be described in its rules.
Where facing is relevant, the centre of a Detachment’s
Front Arc determines the direction a model is facing.

The Battlefield
All games are played on a ‘battlefield’. The exact size and
nature of the battlefield is up to the players, however
the standard game of Legions Imperialis uses a 5'x4'
battlefield. The battlefield represents the boundaries of
the battle the players are fighting – models cannot move
off the battlefield except in special circumstances.

LIR42.1: Front arcs of a Leman Russ (left) and a Warhound


Titan (right).
Blood Angels, 85 th Armoured Assault Company, Crimson Monarchs
The 85 th Armoured Assault Company of the Blood Angels Legion was dedicated to the rapid onslaught of massed war
engines to overrun and annihilate foes in the open field. It was famed for its Land Raider line-breaker squadrons that
carried the Legion’s infantry into the heart of enemy formations while Predator squadrons and super-heavy vehicles,
such as Fellblades and Falchions, were tasked with providing overwhelming support fire and the destruction of enemy
armour. The frequent deployment of these armoured behemoths on the field of battle earned the 85 th Company
its moniker, the ‘Crimson Monarchs’.
Datasheets
On the battlefield, each model is represented by a characteristics profile, which details their capabilities in battle.
A model’s profile can be found in their respective ‘datasheet’. The Army Lists section of this book (see page 126) presents
a number of datasheets for Detachments which you can field on the battlefield; future supplements will add to this.
A datasheet shows the characteristics of each model within the Detachment alongside any special rules that affect them
and upgrade options available to the Detachment. The datasheet for a Legion Assault Detachment is shown below as
an example:

Legion Assault Detachment 30 Points

Infantry (1) Detachment Size: 4

Name Movement Sv CAF Morale W


Assault Marines 7" 5+ +3 3+ 1

Weapons
• Legion bolt pistols

Weapon Range Dice To Hit AP Traits


Legion bolt pistols 6" 1 5+ 0 Light

Upgrades
A Legion Assault Detachment can purchase one of the following upgrades:
• Increase the Detachment size by 2 ..............................................................+12 points
• Increase the Detachment size by 4 ..............................................................+24 points

Special Rules
Jump Packs

Detachment Name Detachment Size


The name of the Detachment. If a rule refers to a The base number of individual models that make up
Detachment by name, the rule applies to all models the Detachment.
within that Detachment, even if the Detachment includes
different models, such as a Contemptor Dreadnought and Name
a Leviathan Siege Dreadnought. The name of each model in the Detachment;
upgrades may add models with different names.
Points Cost
The base points cost of a Detachment – all models within Movement
the Detachment size are included in the points cost of The distance, in inches, that the model can move
the Detachment. See Mustering an Army on page 126 for (see page 49 for more details).
more details.
Armour Save (Sv)
Detachment Type How protected a model is from incoming enemy fire.
A ‘Detachment type’ is a keyword that is used to reflect The Armour Save characteristic is a target number and
how certain rules affect the Detachment, such as how can be used when a model makes a Save roll. Armour Save
the Detachment interacts with terrain (see page 66 for is a type of Save characteristic; a Detachment can gain
more on terrain). Detachment types are accompanied by a additional Save characteristics through special rules
number in brackets – this is the Scale (see page 45) of each (see page 57 for more details).
model within that Detachment.
Close Assault Factor (CAF) Traits
How skilled a model is in close combat – see Combat on Some weapons have Traits, which are special rules that
page 60 for more details. apply to those weapons. The rules for each Trait will be
listed either on page 77 or in the respective supplement.
Morale
A measure of a model’s resolve. Morale is a target number Upgrades
and is used when making Morale checks – see page 63 for Some Detachments have optional upgrades which
more details. they can purchase. Each upgrade will have a points
cost associated with it, which increases the total points
Wounds cost of the Detachment by the specified amount.
When a model fails a Save roll after taking a Hit, it suffers If an upgrade states ‘all models in the Detachment can…’
a Wound (see Firing on page 56) and it reduces its Wounds then all models of the particular name specified,
characteristic by 1. If it is ever reduced to 0, the model is or all models if no particular model is specified, in
destroyed and removed from the battlefield. the Detachment are affected by the upgrade.
Otherwise, models are upgraded individually.
Weapons
The weapons each model in the Detachment has are If an upgrade increases the Detachment size, then the
listed here. Some models have a choice of weapons, added models are the same as the Detachment’s base
which is chosen by the controlling player when models unless specified. Added models have the
assembling an Army. Models within a Detachment can be weapons listed on the datasheet, with the controlling
armed differently from one another, allowing players to player choosing any weapon options as normal.
mix and match weapons within a Detachment, unless it Some Detachment size upgrades add different models.
is stated that ‘All models in the Detachment must have the Where these models have different characteristics, special
same weapons’. Some Detachments will have the option rules and/or weapon options the datasheet will include
of replacing weapons with other weapons, usually an additional profile to cover this. All upgraded models
at an additional points cost – for more information, use the stated profile, which can lead to Detachments
see Mustering an Army on page 126. containing models with different characteristics.
Though they have different characteristics, all models
Weapon Name still function as part of the same Detachment.
The name of the weapon.
Special Rules
Range Some models are affected by additional rules that
The maximum range, in inches, that the weapon can fire. represent their extraordinary abilities. The exact effects of
Sometimes this will be given as two values – where that a special rule can be found in the Special Rules section of
is the case, the target must be at least a number of inches this book (see page 86) or in the relevant supplement.
away from the firing model equal to the lowest range
shown and no more than the highest range shown. Model Scale
A Legions Imperialis Army includes models of all shapes
Dice Value and sizes. To represent this, each Detachment type has
The number of D6 rolled when firing the weapon. a ‘Scale’ associated with it, which applies to all models
in the Detachment. In some instances, a model’s Scale
To Hit will determine how it can act upon the battlefield;
How accurate and likely to damage the target the weapon for example, if two opposing Detachments with the
is. The To Hit value is a target number and is used when same Scale are in base contact, neither can move until
making Hit rolls. one of them withdraws or is destroyed. However, if a
Detachment of Infantry is in base to base contact with a
Armour Penetration (AP) Titan, the latter can easily ignore the swarming masses
How effective the weapon is at punching through armour. beneath it.
This is almost always either 0 or a negative modifier.
When a firing model scores a Hit with a weapon, the AP A model’s Scale can be found on its datasheet, in brackets
value of that weapon is applied to the target’s Armour next to its Detachment type.
Save characteristic when making Save rolls against
that Hit.
PLAYING THE GAME

1. Orders Phase
A game of Legions Imperialis is split into several
rounds, usually four to six. A round is split into
several phases, with each phase progressing through a The Orders phase is broken down into two stages:
number of stages. Each phase is completed before moving 1 Assign Orders
onto the next. Once all of the phases are completed, 2 Reveal Orders
the round ends and a new round begins. Each round
consists of five phases, which are always completed in the
following sequence: Assign Orders
The Assign Orders stage is when both players plan out
Round Summary their round, determining what actions can be undertaken
1 Orders phase by the Army they control. This is accomplished by issuing
2 Initiative phase an Order to each Detachment in the Army. Both players
3 Movement phase must issue one Order to each Detachment in their Army
4 Combat phase by placing tokens at the same time and in any order,
5 End phase face-down and hidden from their opponent, as follows.

An Order is issued by selecting a Detachment, then


Timing selecting an Order available to that Detachment and
Some effects take place at the start of a round or placing a token representing that Order face-down on
at the start of a phase. These effects are resolved either the Detachment’s Order token slot on the Army
before anything else happens in that round or roster or next to the Detachment on the battlefield.
phase respectively. Similarly, effects that take place This process is repeated for every Detachment in
at the end of a round or phase are resolved after the Army, unless another rule dictates that a given
everything else has happened in that round or Detachment may not be issued an Order, or the
phase. If there is more than one of these effects
taking place at the same time, the player with
Initiative chooses the order in which they take
place; if effects take place before Initiative has been
determined within a round then the winner of a
roll-off decides.

Playing the Game Orders Phase


Detachment already has an Order carried over from
a previous round (such as the Fall Back Order). Tracking Activations with Orders
This includes Detachments that are not on the battlefield Players should use Order tokens to track which
but have not been destroyed, such as those Embarked of their Detachments have been activated over
within a Transport (see page 96) or held in Reserve the course of a particular phase, and which
(see page 102). If a Detachment is no longer taking part in Detachments can no longer be activated that round
the battle, (for example, due to being destroyed or having (e.g., after a Detachment issued with First Fire
left the table due to a Mission’s special rule), then it Orders has fired during the First Fire stage).
cannot be issued an Order.
If a Detachment completes its activation and cannot
Once all players have issued an Order to each eligible activate again this round – such as a Detachment
Detachment, and all tokens have been placed face-down issued with the First Fire Order firing in the First
on either the battlefield or the controlling player’s Army Fire stage – the token must be removed from the
roster, the Assign Orders stage ends. battlefield to show this. That Detachment is no
longer considered to be issued with the given Order.
Reveal Orders
Once the Assign Orders stage has been completed, If a Detachment completes its activation during a
and all Detachments eligible to be issued an Order have a given phase and can still activate later in the game
face-down Order token placed, the Reveal Orders stage is – such as a Detachment issued with an Advance
resolved. In this stage all Orders in play, whether on the Order moving in the Movement phase, and thus still
battlefield or on an Army roster, are flipped face-up and able to be activated in the Advance Fire stage later in
revealed to all players. This may be done in any order, the round – the controlling player can flip the token
but the stage is not ended until all Order tokens have been face-down to show the Detachment has activated.
flipped face-up and revealed. The Detachment is still considered to be issued with
the given Order. At the end of the phase, flip all
Once all Order tokens have been revealed, the Orders tokens face-up again.
phase ends.
Orders Fall Back Orders
The following Orders can be issued to Detachments Certain situations, such as failing a Morale test,
during play. Note that the Fall Back Order may only be may require a Detachment to be issued with
issued when a special rule instructs a player to do so and a Fall Back Order or to have its existing Order replaced
may not be voluntarily assigned during the Orders phase. with a Fall Back Order. When a Fall Back Order is issued
to a Detachment, the controlling player must remove
First Fire Orders any other Order it is issued with. However, unless stated
A Detachment issued with the First Fire Order otherwise, a Detachment cannot voluntarily be issued
may fire during the First Fire stage of the with a Fall Back Order by a player.
Combat phase but cannot move during the Movement phase.
A Detachment with a Fall Back Order cannot be
Advance Orders activated in any phase other than the End phase. As such,
Each model within a Detachment issued with a Detachment with a Fall Back Order cannot move in
the Advance Order may move up to a number the Movement phase and cannot fire in any phase. In the
of inches equal to its Movement characteristic during End phase, a Detachment with a Fall Back Order must be
the Movement phase and may fire in the Advancing Fire activated and ‘flees’, as described on page 65.
stage of the Combat phase. The Advance Order is the only
Order which can be issued to a Detachment that is not In the Order phase, a Detachment with a Fall Back Order
in Detachment Coherency (see page 50), and one of two cannot be issued a new order, nor remove the Fall Back
Orders which can be issued to a Detachment that is Broken Order unless a rule specifically says to.
(see Morale, page 63). A model cannot move within 1" of an
enemy model, unless instructed otherwise (see Engagement A Detachment with a Morale value of ‘-’ cannot be issued
Zones on page 51). with a Fall Back Order for any reason, and instead retains
its original Order.
March Orders
Each model within a Detachment issued with For more information on how Detachments that are
the March Order may move up to a number of issued with the Fall Back Order act, see page 64.
inches equal to twice its Movement characteristic. If the
Detachment is made up entirely of Infantry models that 2. Initiative Phase
are not Embarked upon a Transport when the Detachment Once all Orders have been issued, players roll off to
is activated, it may move up to three times its Movement determine which player has Initiative this round.
Characteristic during the Movement phase. Models in a The player who wins the roll-off chooses who has
Detachment issued a March Order may not fire during the Initiative for the round. If, during the first round,
First Fire or Advancing Fire stages of the Combat phase. the result is a tie, players re-roll until one player wins.
In subsequent rounds, if the result is a tie, the player
Charge Orders who did not have Initiative during the previous round
Models within a Detachment issued with has Initiative.
a Charge Order may move up to a number
of inches equal to its Movement characteristic, or the
Detachment may Charge. If a Detachment Charges,
models within the Detachment may move up to a number
of inches equal to twice its Movement characteristic so long
as at least one model within the Detachment ends in base-
to-base contact with an enemy model.

A Detachment issued with the Charge Order may not


fire during the First Fire or Advancing Fire stages of the
Combat phase. A Detachment that is Engaged, or Engaged
& Pinned at the start of the Orders phase, cannot be issued
with a Charge Order.

Models in a Detachment issued with a Charge Order add


1 to any Fight roll they make while issued with that Order,
so long as they have moved at least 1" during the preceding
Movement phase. Charge is one of two Orders that can be
issued
Initiative
to aPhase
Detachment that is Broken.
3. Movement Phase Movement
The Movement phase is where players move their During the Movement phase, certain Orders allow
Detachments around the battlefield. During this phase, a Detachment to move in different ways. Sometimes
players take it in turns activating Detachments and a Detachment may even be moved involuntarily as
moving them. Once all Detachments have been activated, a result of an enemy attack or an in-game effect.
the phase ends. This section details how Detachments are moved around
the battlefield.
Activating Detachments
During the Movement phase, players take it in turns, When a Detachment is activated in the Movement phase,
starting with the player with Initiative, to choose and models within that Detachment can:
activate one of their Detachments that has been issued
an Advance Order, Charge Order or March Order. • Move up to a number of inches equal to their
Detachments with a First Fire Order cannot be activated Movement characteristic if issued with an
during this phase unless it is to Overwatch (see page 52). Advance Order.
If one player has activated all Detachments they control • May Charge or move a number of inches equal to their
with an Advance Order, Charge Order or March Order Movement characteristic if issued with a Charge Order.
and the other player still has Detachments eligible to be • Move twice their Movement characteristic if issued
activated in this stage, the other player activates each with the March Order or, if the Detachment is made up
of their remaining eligible Detachments in an order of entirely of Infantry models that are not Embarked on
their choosing. a Transport when the Detachment is activated, up to
three times its Movement characteristic.
When a Detachment is activated, the controlling player
may move the Detachment in a manner specified by its Most Detachment types can move in any direction and
Order. For example, models in a Detachment issued with finish their move facing in a direction of the controlling
an Advance Order may move up to a number of inches player’s choice. However, some Detachment types have
equal to the model’s Movement characteristic. some restrictions on their movement – the most common
example is Titans, which have a number of unique rules
Once a Detachment has finished its activation, play passes covered on page 75.
to the opposing player, who then activates one of their
eligible Detachments. A Movement characteristic of ‘-’ means models in the
Detachment cannot move, and the characteristic cannot
All Detachments with an Advance Order, March Order be modified in any way.
or Charge Order must be activated during this phase,
though they can be activated and do nothing – this
includes any eligible Detachment that is not on the No Orders in the Movement Phase
battlefield but is still in play, such as Detachments At times, a player may forget to issue an Order to
with the Flyer special rule or Detachments in Reserve a Detachment. In such instances, the Detachment
(see page 102). is still activated. When a Detachment without an
Order is activated in the Movement phase, it is
Activating Detachments in Reserve immediately issued with an Advance Order and
Detachments that are in Reserve cannot be activated until all acts accordingly.
friendly Detachments that are on the battlefield have been
activated; this applies in all phases, not just the Movement
phase. The exception to this rule is if the Detachment is
arriving on the battlefield from Reserve this round
(e.g., Flyers moving onto the battlefield, Detachments
Deep Striking, etc.), in which case the Detachment can be
activated before other friendly Detachments and can
arrive as normal; it must arrive on the battlefield during
its activation.

Movement Phase
Coherency
Detachment Coherency The next time the Detachment moves, it must re-establish
If a Detachment has two or more models within it then Coherency; if it cannot do so, any model that is not within
those models must remain in Detachment Coherency 2" of at least one other model from the same Detachment
whilst on the battlefield. When a Detachment is set up is destroyed and removed from the battlefield. If a
on the battlefield, all models within the Detachment Detachment has not yet established Detachment
must be deployed within 2" of one other model from that Coherency after models are destroyed in this way,
Detachment. During the battle, all models must remain the largest group of models from that Detachment
within 2" of at least one other model from the same (i.e., the most models in Coherency with one another)
Detachment that is on the battlefield – this is known as are left on the battlefield, while any remaining groups
‘Detachment Coherency’. If a Detachment cannot finish a are destroyed. If two or more groups are of equal size,
move without breaking Detachment Coherency, then the randomly determine which group is not destroyed.
move cannot be made.

LIR50.1: A Detachment in Coherency. LIR50.2: A Detachment with broken Coherency.

At all times, a Detachment’s models must form a single


contiguous group; they cannot form several groups where
two models are within 2" of one another but not within 2"
of another model within the Detachment.

Sometimes, a Detachment’s Coherency is broken for


reasons beyond the controlling player’s control, such as
the destruction of models by enemy fire. Detachments
that have involuntarily broken Coherency cannot be
voluntarily issued any Order other than the Advance
Order, though they retain any Order already issued
that round.
Moving Through Models Engagement Zone
A model can move through any friendly model, so long As stated previously, models cannot enter the Engagement
as it does not end its movement with its base (or model) Zone of an enemy model of equal or higher Scale than
overlapping another base or model. A model cannot their own, and cannot end their movement within any
move within 1" of an enemy model of equal or higher enemy model’s Engagement Zone regardless of that
Scale than its own unless instructed otherwise. A model model’s Scale. An exception to this rule is when a model
can move within 1" of an enemy model and through an is issued with a Charge Order. In this case, a model may
enemy model of lower Scale so long as it does not end its move within 1" of one or more enemy models provided
movement within 1" of an enemy model. This 1" zone is that it ends its movement in base to base contact with one
known as the ‘Engagement Zone’. or more of those enemy models.

A Detachment which has one or more models in base to


base contact with one or more enemy models is said to be
‘Engaged’ with the Detachment of those enemy models.
If a Detachment is Engaged with an enemy Detachment
of a Scale equal to or higher than its own, then the
Detachment is said to be ‘Engaged & Pinned’ instead.
Both Engaged Detachments and Engaged & Pinned
Detachments are issued an Order during the Orders phase
as normal.

The terms ‘Engaged’ and ‘Engaged & Pinned’ refer to two


different yet similar states that can apply to Detachments
during a game of Legions Imperialis. When a rule refers
to ‘Engaged Detachments’, it refers to Detachments that
are Engaged and Detachments that are Engaged & Pinned.
LIR51.1: (Top) A Solar Auxilia Lasrifle model cannot A rule that refers to Detachments that are not Engaged &
move through enemy Space Marine models due to their Pinned but are Engaged will reference Detachments that
Engagement Zones. (Bottom) A Warhound Titan however can are ‘Engaged but not Pinned’.
move through enemy Space Marine models, as it is of higher
Scale — 5 vs 1 respectively. Engaged and Engaged & Pinned Detachments
Models in an Engaged & Pinned Detachment cannot
voluntarily move unless otherwise instructed,
nor can an Engaged & Pinned Detachment
fire during the Combat phase.

A Detachment that is Engaged but not Pinned can move


as normal during the Movement phase, fire as normal
during the Combat phase and can voluntarily leave
base to base contact with enemy models. If an Engaged
Detachment moves out of base to base contact, it is
no longer Engaged and follows all the normal rules for
moving – unless issued with a Charge Order, a previously
Engaged Detachment must end its move outside of an
enemy model’s Engagement Zone.

An Engaged but not Pinned model issued with a Charge


Order cannot move out of base to base contact with an
enemy Detachment and then move back in to gain the
+1 bonus during the Combat phase – it can, however,
move to become Engaged with a different enemy
Detachment, as long as all models in the Detachment
with the Charge Order leave the Engagement Zone of all
models in the Detachment it was originally Engaged with.
Multiple Engaged Detachments Pile-in
There will be instances where a Detachment is Engaged An Engaged & Pinned Detachment that is activated in
with two or more enemy Detachments. In such instances, the Movement phase while issued with a Charge Order,
a Detachment is deemed Engaged & Pinned if any of the March Order or Advance Order may make a Pile-in move.
Detachments it is Engaged with are of a Scale equal to or Only models that are not in base to base contact with an
greater than its own. enemy model can make a Pile-in move.

When making a Pile-in move, models move as dictated


by their Order, however, they must end their movement
closer to a model from an enemy Detachment they are
Engaged with than when they started. Where possible,
they must also end their move in base contact with an
enemy model from a Detachment they are Engaged with
(they can do this even if issued with an Advance Order or
March Order) and cannot move into base contact with a
model from any other enemy Detachment(s).

LIR52.1: A Legio Astorum Warhound Titan issued with a Where possible, a model making a Pile-in move must
Charge Order Engages a Legion Tactical Detachment. first move into base to base contact with an enemy model
As the Titan is a larger Scale than the Tactical Marines that is not in base to base contact with a friendly model;
(1 vs. 5 respectively), the Titan is Engaged but not Pinned. if none are available, it can move into contact with any
other enemy model that meets the previous criteria.

Overwatch
A Detachment that has been issued with an Advance
Order or First Fire Order may call Overwatch in the
Movement phase during an enemy Detachment’s
activation. This can happen at any point during the enemy
Detachment’s activation, including during a Detachment’s
movement or when a Detachment is activated but the
controlling player chooses not to move the models in
the Detachment.

To call Overwatch, the following conditions must be met:

LIR52.2: A Warhound Titan charges into the combat in • The Detachment calling Overwatch must be issued
LIR52.1. As the two Titans are the same Scale (5), both Titans with an Advance Order or First Fire Order.
are now Engaged and Pinned. If, during the subsequent • The activating Detachment must be an eligible target
Combat phase, the charging Titan is destroyed, then the Legio for the firing Detachment – see Firing on page 56 for
Astorum Titan is no longer Pinned and so can fire as normal more details.
even if it remains Engaged. • No other Detachment has called Overwatch during the
same enemy Detachment’s activation.
When a Detachment calls Overwatch, the normal Designer’s Note: Overwatch and Timing
sequence of the phase is paused. The Overwatching When models move, they aren’t really picked up
Detachment may immediately fire, targeting only from one point on the battlefield and placed at
the Detachment which is completing its activation, another. Furthermore, time is abstract in a tabletop
following the normal rules for firing (with the enemy game – everything is happening simultaneously
Detachment that has been activated being the chosen and a Detachment moves as one, not one model at
target). Any Hit rolls made as part of an Overwatch a time.
subtract 2 from the result of the roll, in addition to any
other modifiers – as noted in Firing, a natural roll of a 6 There will be times when Overwatch (see page 52)
always scores a Hit, no matter the modifiers. is called against an enemy Detachment that
starts its activation out of line of sight of the
Once the Overwatch has been resolved, the controlling Overwatching Detachment and/or would end it out
player removes the firing Detachment’s Order token – it is of sight of the Overwatching Detachment. In such
no longer issued with that Order and cannot be activated cases, it is presumed the Overwatching Detachment
later during the round, even if only some of the models in catches its target in the midst of movement. When
the Detachment fired during the Overwatch. The enemy firing, determine how many enemy models from the
Detachment then finishes its activation. target Detachment would cross into line of sight of
the Overwatching models during the Detachment’s
movement. All of these are eligible targets if other
requirements are met and can be fired upon and
allocated Hits as normal.

The Overwatching Detachment can choose the


‘time’ it fires – for example, if the target leaves an
area of terrain, crosses Open terrain and enters
a new area of terrain (all of which are visible and
within range of the Overwatching Detachment),
that Detachment can choose to fire at its target
when it is in Open terrain, avoiding negative
modifiers due to terrain.

Some weapons have effects which reduce the


LIR53.1: The moving Solar Auxilia pass through the line characteristics, such as Movement, of the target
of sight of the Contemptor Dreadnought. As such, Detachment – where this is the case, these
the Dreadnought can call Overwatch. reductions come into effect at the end of the
target Detachment’s activation, not after resolving
an Overwatch.
4. Combat Phase 2. Engagement Stage
It is during this phase that Detachments issued with In the Engagement stage, Detachments that are Engaged
a First Fire Order or an Advance Order may fire upon fight against one another in close quarters combat.
enemy Detachments, while Engaged Detachments fight in Only models that are in base to base contact with
close combat. an enemy model fight in the Engagement stage –
the remainder of the Detachment is Engaged but out
The Combat phase is broken down of position to aid in the unfolding close quarters fight.
into three stages:
1 First Fire stage At the start of the Engagement stage, players should
2 Engagement stage identify each ‘Combat’. In most instances, a Combat is
3 Advancing Fire stage when two opposing Detachments are Engaged with one
another (i.e., at least one model from each Detachment is
in base to base contact with the other).
The Order a Detachment is issued with determines which
stage it can be activated in. Players run through the stages Other examples of Combat can occur – usually when
in order. Once one stage has been completed, the phase a Detachment is Engaged with more than one enemy
moves on to the next stage. Detachment. In a case where one Detachment is Engaged
with two or more enemy Detachments, all of those
. First Fire Stage Detachments are said to be in the same Combat.
In the First Fire stage, players take it in turns, starting
with the player with Initiative, to activate one of their The most complex cases of Combat involve having
Detachments that is issued with a First Fire Order. multiple Detachments within the same Combat where
If one player has activated all Detachments they control not all Detachments are Engaged with every enemy
issued with a First Fire Order and the other player still Detachment within the Combat.
has Detachments eligible to be activated in this stage,
the other player activates each of their remaining To determine which Detachments are within the same
eligible Detachments in an order of their choosing. Combat, pick a Detachment and determine what enemy
All Detachments issued with a First Fire Order must be Detachments it is in base contact with. Then, determine
activated in this stage, even if they do nothing. However, any additional Detachments those enemy Detachments
a Detachment that was issued a First Fire Order that has are in base contact with. Repeat this sequence, jumping
since had them removed (due to calling Overwatch or from Engaged Detachment to Engaged Detachment,
failing a Morale test) may not be activated in this stage. until no more Detachments can be picked – all these
Detachments are in one Combat.
When a Detachment is activated during the First Fire
stage, it may fire – see Firing on page 56 for more details The following diagrams highlight examples of Combat.
– or do nothing. Once the Detachment’s activation is
complete, remove the Detachment’s Order token; if the B
Detachment has not fired, either due to not wishing to
fire or having no eligible target, the Order is still removed
and the Detachment can do nothing else this round unless
instructed otherwise.

Detachments that are Engaged & Pinned at the start of


the First Fire stage cannot be activated and simply discard
their First Fire Order at the end of the stage. A

LIR54.1: A Legion Tactical Detachment (A) and a Solar


Auxilia Lasrifle Tercio Detachment (B) are Engaged with one
another and are said to be in a Combat.
Combat Phase
B Combat vs. Engaged
It is important to remember that Detachments
within the same Combat are not necessarily
Engaged with one another. For example, a
Detachment (A) is Engaged with an enemy
Detachment (B) if at least one model from A is in
base to base contact with at least one model from
B. If a friendly Detachment (C) is also in base to
base contact with B, and thus is Engaged with
A
C it, and also in base to base contact with another
enemy Detachment (D) then A and D are in the
LIR55.1: A Contemptor Dreadnought Detachment (C) same Combat, but are not Engaged. This can come
has engaged the Lasrifle Tercio (B) from LIR54.1. All three into play with rules that make reference to enemy
Detachments are said to be in a Combat. Detachments a Detachment/model is Engaged
with; these would not necessarily affect all enemy
Detachments in the same Combat.
B
It may help to visualise a Combat as a chain – if
you can pick a single Detachment and trace a path
to another Detachment along a series of Engaged
Detachments, then they are all in the same Combat.
A

3. Advancing Fire Stage


C In the Advancing Fire stage, players take it in turns,
starting with the player with Initiative, to activate one of
their eligible Detachments issued with an Advance Order
D
and fire with it.

A Detachment can be activated and may fire during the


LIR55.2: A more complex example. The Legion Tactical Advancing Fire stage if it is not Engaged & Pinned and is
Detachment (A) is Engaged with a Lasrifle Tercio (B) and issued with an Advance Order and is on the battlefield.
an Auxilia Aethon Heavy Sentinel Patrol Detachment (D). Detachments in Reserve are not activated during the
The Lasrifle Tercio is also Engaged with the Dreadnought Advancing Fire stage, unless instructed otherwise.
Detachment (C). As such, all four Detachments are within the
same Combat, even though the Dreadnoughts and Sentinels When one player has activated all eligible Detachments,
are not Engaged with one another. the other player activates each of their remaining
Detachments in an order of their choosing.
Once all Combats have been determined, each Combat All Detachments issued with an Advance Order
is resolved in turn, in an order determined by the player or First Fire Order must be activated in this stage,
with Initiative – see Combat on page 60 for more details. though they can be activated and do nothing.
Any Detachments issued with a Charge Order must
remove their Order token at the end of the Engagement When a Detachment is activated it may fire – see Firing on
stage, regardless of whether they participated in a combat page 56 for more details – or do nothing.
or not. If a Detachment that began the Engagement
stage Engaged has no models in base to base contact with Once a Detachment has finished its activation,
enemy models, it is no longer Engaged. the controlling player removes its Order token.
Firing
Firing
At various points during the game, Detachments will fire For example, if a Warhound Titan (Scale 5) is Engaged with a
upon enemy Detachments. When called upon to fire, Legion Tactical Detachment (Scale 1) and an Auxilia Super-
this sequence is followed: heavy Tank Squadron (Scale 3), then enemy models firing
upon it would not suffer a -1 to their Hit rolls. However, if it
Firing Sequence was Engaged with both these Detachments and a Cerastus
1 Choose Targets Knight Lancer (Scale 4), then enemy models firing at the
2 Make Hit rolls Titan would suffer a -1 modifier.
3 Resolve Hits
2. Make Hit Rolls
Once all targets have been chosen, the controlling player
. Choose Targets of the firing Detachment chooses one of these targets
Before any dice are rolled, a Detachment’s controlling and resolves any attacks against it, making Hit rolls for
player must declare which models within the Detachment each model firing upon that target. To make a Hit roll,
are firing, what weapons they are firing with and roll a number of D6 equal to the Dice value of the weapon
nominate a target for each model and/or weapon within that is firing. After applying any modifiers to the roll,
the Detachment that is firing. To do this, they choose a compare the result of each dice to the To Hit value of the
single enemy Detachment as the target – all models from firing weapon.
a Detachment must fire at the same target, unless a special
rule allows them to do otherwise. On occasion, a weapon If the result is less than the To Hit value of the weapon,
will have two or more profiles associated with it. If this it is a miss and that dice is discarded. If the result is equal
is the case, the controlling player must choose which to or greater than the To Hit value of the weapon, a Hit
of the profiles the model is using each time it fires that is scored. These Hits are gathered together to form the
weapon. Some models may have more than one weapon Hit pool.
on their profile; such models can fire all of their weapons
when firing or only some of them if the controlling As noted previously, a natural roll of a 6 is always a
player wishes. Unless instructed otherwise, a given model Hit and a natural roll of a 1 is always a miss, regardless
must fire all of its weapons that it chose to fire at the of modifiers.
same target.
Some special rules will state that a target Detachment
A model can only target an enemy Detachment which has suffers a number of Hits. In these cases, no Hit rolls are
at least one model within line of sight of the firing model. made. Instead, the Detachment in question simply suffers
Then, measure the distance between the firing model and a number of automatic Hits equal to the number stated by
the closest visible model in the enemy Detachment – the rule.
if the distance is greater than the range of all weapons,
as shown on the Detachment’s datasheet, then that model
cannot fire at the target. If a model has multiple weapons
and some are in range and others are not, only those
weapons that are in range can fire. If some models within
a Detachment cannot fire at a target but others can,
the Detachment can still fire – simply resolve the firing
only for the models and weapons that are eligible to fire
at the target.

A model cannot target an enemy Detachment that is


Engaged & Pinned but can target an enemy Detachment
that is Engaged but not Pinned. A model targeting a
Detachment that is Engaged but not Pinned suffers a -1
modifier to all its Hit rolls made against that Detachment
unless the target Detachment’s Scale is two or more
higher than every Detachment it is Engaged with.
Obstructions Apply any modifiers to the Dice roll or the target’s
In general, if part of a model is visible to a firing Save characteristic (e.g., due to the AP of the weapon).
model then it can be targeted without penalty. For example, if a target model has an Armour Save of
The exception to this is when firing at a Knight or 3+ and is hit by a weapon with an AP of -2, the target’s
Titan. When a model chooses a Knight or Titan as Armour Save is worsened to 5+ against that weapon.
its target, the controlling player should determine The AP of a weapon can be modified by a special rule or
how much of the target is visible. If at least 25% weapon Trait. The AP value is always modified before
of the target model is obscured, then the firing applying it to the target’s Armour Save characteristic,
model suffers a -1 modifier to its Hit rolls. If the which is relevant for some weapon Traits such as Light AT
target model is at least 50% obscured, it suffers a -2 (see page 82). After applying any modifiers, compare the
modifier to all its Hit rolls instead. If the firing model Dice roll against the chosen Save characteristic.
can only see insignificant elements on a model, such
as protruding weapon barrels or banners, then the If the result is equal to or greater than the target’s Save
target counts as being wholly obscured. If a Knight characteristic, no damage is done and the Hit is discarded.
or Titan is wholly obscured then it cannot be chosen If the result of the roll is lower than the model’s Save
as a target. If some of the target Detachment’s characteristic, that model suffers a Wound and reduces its
models would have different modifiers, such as Wounds characteristic by 1. When a model is reduced to 0
some models being 50% obscured and others 25%, Wounds, it is destroyed and removed from the battlefield.
then the controlling player of the firing Detachment
can choose which modifier applies to the Hit rolls. As stated previously, when making a Save roll a natural
However, if they choose a lesser modifier (e.g., the 1 is not an automatic failure and a natural 6 is not an
-1 from being 25% obscured), any resulting Hits can automatic success – a model can have a 1+ Armour
only be allocated to models affected by that modifier Save characteristic after modifiers (in which case it will
or a lesser one (e.g., 25% obscured models and non- automatically pass its Save roll) or be unable to pass a
obscured models). Save roll on a single D6 due to the AP of the firing weapon
(in which case it will automatically fail its Save roll).

3. Resolve Hits All Hit rolls must be made and resolved against a chosen
If one or more Hits are scored against a target, the player target before moving onto the next target.
controlling the target must now make Save rolls for it.
Multiple Save Characteristics
To do this, each Hit must be allocated. To allocate Hits, All models have an Armour Save characteristic shown on
the player controlling the target Detachment chooses a their datasheet. However, various special rules can confer
model from the target Detachment and allocates a single additional Save characteristics, such as the Invulnerable
Hit from the Hit pool to it. Hits are allocated and resolved Save (X) special rule or a Cover Save granted by an area of
one Hit at a time. terrain (see page 67). These additional Save characteristics
can be used in place of the Armour Save characteristic of
A model can only be allocated a Hit if it is an eligible the model when making a Save roll.
target for the firing model – in most instances, this means
the model must be in range and line of sight of the firing Unless instructed otherwise, a model can only make a
model. If a model in the Detachment has already suffered single Save roll against each Hit, regardless of how many
a Wound, it must be allocated Hits first if it is an eligible Save characteristics it has available to it. However, the
target. If no eligible targets remain (i.e., because they have controlling player may choose which Save characteristic
been destroyed already), the remaining Hits are discarded. a model uses to make a Save roll for each Hit scored –
usually, this will be the best Save available to them.
The controlling player then makes a Save roll for that
model by rolling a D6. Save rolls are made using a For example, a Legion Tactical Detachment is Garrisoned within
Save characteristic. Typically, this is made against the a Civilian Structure. After being fired upon, the Detachment’s
Armour Save characteristic of a model, though some models need to make three Save rolls due to Hits caused by a
special rules grant additional types of Save characteristics; weapon with an AP of -1. The Armour Save characteristic of the
the controlling player must choose which Save models in the Detachment after being modified by the AP would
characteristic they wish to use. An Armour Save of ‘-’ be 6+, while the Cover Save characteristic of the Structure, which
means models in the Detachment have no Armour Save is not modified by the weapon’s AP value, would give a 4+ Save.
and therefore it can’t be improved or worsened in any way. As such, the controlling player chooses to use the Cover Save
when making Save rolls.
Multiple Wounds
In Legions Imperialis, most models only have 1 Wound
but some, such as Titans or Knights, have more. You can
keep track of a model’s Wounds by placing a counter next
to it for each Wound it has suffered or with a dice showing
the number of Wounds it has suffered. In all cases, it
should be clear to both players how many Wounds a
model has suffered and ideally a different colour dice
should be used to prevent accidentally picking it up.

Rear Armour
It is common for armoured war machines to have weaker
armour in the rear than the front. To represent this,
the direction from which a target model is being
fired upon can be important when it comes to making
Save rolls. As such, the following rule applies to Vehicles,
Super-heavy Vehicles, Knights and Titans:

When a Hit is allocated against a Vehicle, Super-heavy


Vehicle, Knight or Titan, determine which of the target’s
Arcs the firing model is within. If the firing model is
within the target’s Rear Arc, the AP of the firing weapon
is improved by 1 (for example, an AP of -1 would become LIR58.1: Two Leman Russ Vanquishers target a Predator.
AP -2) for that Hit. This takes effect after other rules, The Leman Russ in the Predator’s Rear Arc improves the AP
such as the Light AT trait, modify the AP (e.g., the AP of of its weapons by 1; any Hits caused by its Vanquisher battle
a Light AT weapon would be reduced to 0 then improved cannon will have an AP of -3.
to -1 if within the target’s Rear Arc) – see page 77 for more
information on Traits.

Any Hits scored by a firing model in a target’s Rear Arc


that are allocated to a Void Shield (see page 97) do not
improve their AP by 1. In other words, a weapon with an
AP of 0 or worse would still be automatically discarded
when allocated to a Void Shield, even if the firing model
was in the target’s Rear Arc.
Fast Dice Rolling
When a Detachment is firing, the controlling player Similarly, the process of making Save rolls can be sped
rolls dice for each model’s weapons that are firing on up as well. If all models within the target Detachment
a target. In most cases, more than one model from a are identical, then the controlling player may roll all
Detachment will be firing on the same Detachment Save rolls together without having to allocate Hits to
and, more often than not, with the same weapon(s). individual models. Any models destroyed due to failed
To keep the game flowing, players are encouraged to Save rolls must be chosen from those models that are
roll all the Hit rolls against the same target together. within range and line of sight of at least one model
firing at the target Detachment.
Where multiple models are firing the same weapon,
this can be done by simply totalling the Dice value of When there are models with different Save
all models firing a weapon and rolling a number of characteristics or models with different Wound
D6 equal to that value. If more than one weapon is characteristics, Hits should still be allocated more
being fired at the same target, the controlling player stringently, to ensure the correct Save rolls are made.
can roll for each weapon separately or roll Hit rolls
for all weapons firing at the same target at the same
time. If the latter is chosen, which dice are rolled for
which weapon must be made clear – for example, by
using differently coloured dice for different weapons.
Combat 1. Pair Off Fights
Combat represents close-ranged fighting and At the beginning of each Combat, models are paired off
encompasses hand-to-hand fighting, grenades and against one another into ‘Fights’.
other short-ranged weaponry and equipment that can
aid in such fights, such as the crushing treads of a tank. Any model that is in base to base contact with one or
A model’s proficiency in combat is represented by its more enemy models can be paired – models from a
CAF characteristic, which can be found on its datasheet. Detachment that is in a Combat but are not in base to
base contact with an enemy model are ignored.
Combats are fought during the Engagement stage of the
Combat phase. This sequence is followed when resolving
a Combat: D

Combat Sequence
1 Pair off Fights A
2 Resolve Fights
3 Determine Combat result
4 Withdraw

B
C

LIR60.1: A Legion Tactical Detachment (highlighted in red)


is Engaged with a Solar Auxilia Tercio (highlighted in green).
Models A and D are paired off against one another as they
are only in base-to-base contact with one another. Tactical
Legionary C is in base-to-base contact with two enemy
miniatures – it is paired with Solar Auxilia C to form a single
one-on-one combat. The two Space Marines B are paired off
with Solar Auxilia B – this is two Fights that will be resolved
one after another.

Combat
2. Resolve Fights
Models that are in base to base contact with a single The player with Initiative chooses a model within the
enemy model are automatically paired off against one Combat and resolves any Fights that model is involved in.
another into a Fight. If two or more models are in contact The chosen model must resolve all Fights in turn before
with the same enemy model, and if those models are not another model is chosen. In the case of a model being
in contact with any other enemy models, that enemy involved in multiple Fights, the player with Initiative
model must fight each model in turn. In other words, chooses the order the Fights are resolved in.
that enemy model must take part in a Fight with each
model in contact with it. The respective controlling players make a Fight roll for
each model involved in the Fight, rolling 2D6 and adding
In some cases, it may be possible to pair a model off with its CAF to the result, along with any other relevant
more than one enemy model; models are always paired modifiers. For example, models within a Detachment
off into one-to-one Fights where possible. If all enemy issued with Charge Orders that moved at least 1",
models a model could be paired off with are already paired including during a Pile-in move, during this round’s
off, the player with Initiative chooses which Fight it is Movement phase add 1 to the result of the Fight roll.
paired off into. The player with Initiative also chooses
which models are paired off when several models are all in After both players have rolled, compare the results;
base contact with several enemy models. the model with the highest roll wins the Fight, while
the losing model suffers a Wound. If the result of the
For the sake of clarity, all models must be paired off Fight rolls are the same, the Fight is a tie, neither model
before any Fights are resolved. If both players agree, suffers a Wound, and they remain in base to base contact.
models can be separated slightly to show which models Unless instructed otherwise, no Save rolls of any kind can
are in which Fights. be made against Wounds suffered during a Fight.

For each Fight a model participates in beyond the first


Designer’s Note: What is a Fight? each round, the opposing player rolls an additional D6
A Fight is a clash between two models. During for their model’s Fight roll. This is cumulative, i.e., during
Combat, models are paired off against enemy models, a model’s second Fight of a round the opposing player
with some instances resulting in a model being would roll 3D6, for its third Fight the opposing player
paired off against two or more enemy models. Players would roll 4D6 and so on. A model can only ever roll a
make Fight rolls for each pair of models – each roll is maximum of 6D6 during a Fight roll, regardless of the
a separate Fight. This means most models will have origin of extra dice.
one Fight during Combat, while an outnumbered
model might be involved in several Fights. Each Once all of a model’s Fights have been resolved, the player
Fight is resolved separately, as follows. with Initiative chooses another model and repeats the
process, until all Fights in the Combat have been resolved.
3. Determine Combat Result 4. Withdraw
Once all Fights within a Combat have been resolved, players When a Detachment Withdraws, it makes a Withdrawal
need to determine which side won the Combat. To do so, move. To make a Withdrawal move, the controlling
determine which side won the most Fights – the side that player rolls a D6 for the Withdrawing Detachment – each
won the most Fights is the winner of the Combat. If one model then moves a number of inches equal to the D6
side has no models left in the Combat, then it automatically roll plus their Movement characteristic. A Withdrawal
loses the Combat, even if it won the most Fights. move follows the normal rules for movement with the
following exceptions:
All Detachments on the losing side that are involved in the
Combat must make a Morale check (see page 64). If the • A model making a Withdrawal move must move
check is passed, nothing happens. If the check is failed, directly towards the controlling player’s battlefield edge,
the Detachment Withdraws. A Detachment that is part of taking the shortest possible route to do so. If a model
a Formation that is Broken must roll two D6 and choose making a Withdrawal move moves into base contact
the lower result when making a Morale check in this way. with its battlefield edge, it stops moving.
If a Detachment has a Morale characteristic of ‘-’, then it • A model making a Withdrawal move can move through
does not make a Morale check and does not Withdraw. other models and Engagement Zones, and must move
even if it is Engaged & Pinned.
If both sides won the same amount of Fights, the Combat • If, during a Withdrawal move, a model moves through
is a draw. If the fight was a draw, neither side makes an enemy Detachment, other than a Detachment
Morale checks. Any Detachments which have one or more it began the move Engaged with or was part of the
models in base to base contact with enemy models remain Combat they are Withdrawing from, it must make a
Engaged – otherwise a Detachment is not Engaged once Save roll, using a Save characteristic of its choice – if
the Combat ends. the roll fails, the model suffers a Wound. If the Scale
of the Withdrawing model is at least 3 larger than the
Detachment it passed through (e.g., a Scale 4 model
moving through a Detachment with a Scale of 1),
the Save roll is automatically passed. A model makes
a check for each enemy Detachment it moves through.
A natural 6 is an automatic success even if the model
has no Save characteristics other than ‘-’, and a natural 1
is always a failure.
• While Withdrawing, if a model would end its
movement overlapping a friendly model, move it the
shortest distance possible so it is not overlapping. If a
model would end its movement overlapping an enemy
model, the Withdrawing model is destroyed.

Models within a Detachment must maintain Coherency


where possible. When moving as part of a Withdrawal
move, a model cannot move off the battlefield.
If, for whatever reason, a model from a Withdrawing
Detachment cannot leave the Engagement Zone of
models from the Detachment they were Engaged with,
then that model is destroyed.

A model that makes a Withdrawal move cannot fire in the


same round they make a Withdrawal move.
Morale
Morale consists of two linked sets of rules: those for If the same Formation also included a Detachment
the Broken state, which indicates a Formation’s ability containing three Knight Paladins, each of which has 3
to maintain combat operations in the face of heavy Wounds, then the Formation would have 28 non-Knight
casualties, and those for Morale checks, which track an models and 3 Knight models. As such, the Formation would
individual Detachment’s fighting spirit. have 28 models plus 9 for the total starting Wounds of the
three Knights, for a total of 37 – the Break Point of that
Broken Formation would be 19.
A Formation may become ‘Broken’ due to casualties
taken during a round. After resolving Firing against a As such, if, during the course of the battle, 16 models from the
Detachment, and at the end of the Engagement stage of Detachment had been destroyed, one of which was a Knight
the Combat phase in which a Detachment has fought Paladin, and one of the other Knight Paladins has suffered
a Combat, the controlling player should check if the a Wound, the Formation would be Broken (15 non-Knight
Detachment’s Formation has equalled or exceeded its models, plus the 3 Wounds of the destroyed Knight Paladin
Break Point. and the 1 Wound suffered by the surviving Knight Paladins).

A Formation’s Break Point is equal to half the total When the total number of models destroyed and/or
number of the models within the Formation at the start of Wounds lost from a Formation equals or exceeds the
the battle – unless otherwise noted, this includes models Break Point, the Formation, and all Detachments within
that were on the battlefield and off the battlefield, due it, are said to be Broken. A Detachment that is part of a
to being in Reserve or for another reason. Break Points Formation that is Broken may only be issued an Advance
are rounded up. Titan and Knight models add their total Order or Charge Order in any following Orders phases
starting Wounds characteristic, rather than the number of – this does not affect any Order that it had been issued
models, to the total model count of a Formation instead, before the Formation was Broken, only those issued in
and the current number of Wounds lost counts towards later rounds. Furthermore, any Detachment in a Broken
the Formation’s Break Point. Formation that is required to make a Morale check
reduces the result of any dice roll made for that Morale
For example, a Formation with 28 models has a Break Point check by 1.
of 14, while a Formation with 27 models will also have a
Break Point of 14 (rounded up from 13.5). If, for whatever reason, models are added back into a
Detachment, or a Titan or Knight regains Wounds,
the Formation is still Broken, even if it takes it above
its original Break Point.

Morale
Morale Checks
If, when fired at by an enemy Detachment, a Detachment Withdrawing and Break Points
suffers Casualties equal to one half or more (rounding up) Whether a Detachment is Broken or not is
of the number of models composing that Detachment important when it is called upon to Withdraw from
when it was targeted, the controlling player must make a Combat – it decides the number of D6 that are
a ‘Morale check’ for that Detachment once the enemy rolled when it makes its Morale check. Players must
Detachment has fully resolved the attack or, in the case only check to see if any given Formation has become
of casualties caused by an Overwatch, once the target Broken at the end of the Engagement stage, not after
Detachment has finished its activation. A Morale check any individual Combat has been resolved. As such,
is only caused in this manner as the result of an enemy even if a Formation is pushed over its Break Point
Detachment attacking during the First Fire or Advancing due to casualties lost in a Combat, it does not count
Fire stages of the Combat phase, or due to the result of as Broken until the end of the stage.
Overwatch. The Engagement stage and casualties inflicted
due to Fights cause Morale checks using the rules found in
the Engagement stage section (see page 54). 5. End Phase
The End phase takes place, as the name suggests, at the
For example, a Detachment currently composed of 8 models end of each round. During the End phase, Detachments
must make a Morale check if an enemy Detachment fires at it issued with a Fall Back Order retreat, retreating
and causes 4 or more models to be removed as destroyed. Detachments can Rally and certain rules come into effect.

To make a Morale check, the player rolls a D6 for the


Detachment and compares it against the highest Morale The End phase is broken down into
characteristic within that Detachment. Some rules may the following stages:
modify a Morale check, such as the Detachment being 1 Fall Back stage
part of a Formation that is Broken – this will modify the 2 Resolve End Phase Effects stage
dice roll. 3 Remove Flyers stage
4 Calculate Victory Points stage
If the result of the roll is less than the Morale characteristic,
the check is failed. When a Morale check is failed,
the Detachment’s Order is removed and replaced with 1. Fall Back Stage
a Fall Back Order. Otherwise, the check is passed and Any Detachment currently issued with a Fall Back Order
nothing happens. A Morale of ‘-’ means the Detachment flees as described below. Then, the controlling player
automatically passes any Morale checks it makes, and the makes a Morale check for every Detachment that is
characteristic cannot be modified in any way. issued with a Fall Back Order. If the check is passed,
the Detachment has rallied – remove the Fall Back Order
No Detachment may make more than one Morale check from the Detachment. If the check is failed, the Fall Back
in any single phase. If a Detachment that has already Order remains and cannot be replaced with another
made a Morale check and succeeded is required to make Order in the next round’s Orders phase.
another in the same phase, then those subsequent Morale
checks are considered to be automatically passed and no The player with Initiative resolves their fleeing
dice are rolled. If a Detachment that has already failed Detachments first, in an order of their choosing,
a Morale check in the current phase is required to make followed by the opposing player.
another Morale check in the same phase, then that Morale
check is considered to have been automatically failed and
no further effect occurs. A Detachment that began a phase
with a Fall Back Order does not make Morale checks due
to casualties inflicted, regardless of the number of models
removed as casualties.

End Phase
Fleeing
When a Detachment flees, models within it immediately Moving Through a Detachment
move a number of inches equal to twice its Movement The rules for Withdrawing and fleeing make
characteristic. A fleeing Detachment follows the normal reference to models moving through enemy
rules for movement with the following exceptions: Detachments. A model is classed as having moved
through an enemy Detachment if it passes through
• A fleeing model’s move must move directly towards the the Engagement Zone of one or more models from
controlling player’s battlefield edge, taking the shortest that Detachment (i.e., within 1" of an enemy model).
possible route to do so.
• A fleeing model can move through other models and
Engagement Zones and must move even if Engaged 2. Resolve End Phase Effects Stage
& Pinned. During this stage, any remaining Order tokens, other than
• While fleeing, if a model moves through an enemy the Fall Back Order, issued to Detachments are removed.
Detachment, it must make a Save roll, using a Save Then, any rule which is resolved in the End phase is
characteristic of its choice – if the roll fails, the resolved. The player with Initiative resolves any effects
model suffers a Wound. A model makes a check for first, followed by the opposing player.
each Detachment it moves through. A natural 6 is
an automatic success even if the model has no Save 3. Remove Flyers Stage
characteristics other than ‘-’, and a natural 1 is always In the Remove Flyers stage, players remove their Flyers
a failure. from the battlefield, as described in the Flyer special rule
• While fleeing, if a model would end its movement (see page 89).
overlapping a friendly model, move it the shortest
distance possible so it is not overlapping. If a model 4. Calculate Victory Points Stage
would end its movement overlapping an enemy model, If playing a Mission that involves Victory Points and/or
the fleeing model is destroyed. Objective markers, determine which player is in control
of which Objective marker and award any Victory Points
Models within a Detachment must maintain Coherency (see page 103 for more details).
where possible when fleeing. If, while fleeing, a model
moves into base contact with the controlling player’s Once all stages of the End phase have been resolved,
battlefield edge, the model and its Detachment are the round ends and either the next round begins or,
destroyed and are removed from the battlefield. if the Mission dictates, the battle ends.
TERRAIN

T here were many different types of battlefields


fought over during the Horus Heresy, from desolate
wastelands to dense, war-torn cities, and everything in
This section covers different types of terrain and how
they affect Detachments on the battlefield. It looks at the
most common categories of terrain, such as Difficult or
between. In Legions Imperialis, the features of these Impassable terrain, as well as terrain sub-types of those
battlefields are represented by terrain. categories, which are subject to additional rules.

On the battlefield, terrain is defined in terms of ‘areas’. Any area of the battlefield not defined as a specific area
These are sections of the battlefield that are affected by of terrain is referred to as ‘Open terrain’. This includes
certain rules. These areas will be represented by some not just wide open plains, but also hills and other natural
form of miniature and/or modelled scenery, such as the features that offer little impediment. Open terrain
Citadel Civitas Imperialis buildings. The type of terrain confers no advantage or disadvantage to models within
an area represents should be easily identifiable by both it, however, it can still block line of sight – for example,
players – an area of forest should contain trees, an area of a hill might hide models behind it, but a model that is
river should look like a river, etc. visible on top of the hill gains no particular advantages
or disadvantages.
Terrain can take many forms. In some instances, such as
when using buildings, the extent of the terrain is obvious.
However, in others, such as a forest or swamp, the edge of Cover Saves
the terrain might be less clear. As such, at the start of the Many areas of terrain grant models within them
battle, before deployment, players should decide between a Cover Save. These are Save characteristics that
themselves which areas of the battlefield are areas of are not modified by AP, i.e., a model with a Cover
terrain, what type of terrain it is and its exact boundaries. Save of 6+ will always have a value of 6+ available
to it, unless a rule specifically ignores Cover
The area a piece of terrain occupies is determined by Saves. Cover Saves can be used when making Save
specific boundaries that players define before the game rolls. Remember, a model can choose which Save
begins – for example, the base the trees are on might characteristic they use for a Save roll but can only
represent the area of the battlefield covered by that forest, ever make a single Save roll per Hit.
even if that base is not entirely covered by trees. Any
model within this area is affected by the terrain’s rules,
regardless of whether, for example, a model is walking
over a flat section of that area or a rocky section.

Terrain
Types of Terrain
All areas of terrain have a type which determines the Designer’s Note: Areas of Terrain
special rules that apply to it and any models that are Given the scale of Legions Imperialis, the exact
within the area of terrain. Each type broadly defines appearance of a piece of terrain might not
what an area of terrain does. The most common types necessarily equate to what it is representing; in
of terrain, as well as their effects, are described in this other words, an area of terrain might represent a
section. Additional types of terrain may be explored in forest but contain only a handful of model trees, so
future supplements. models can be placed within it, whereas its real-life
equivalent would contain hundreds or thousands
Difficult Terrain of them.
Cracked wastelands, rubble-strewn city streets and
feculent bogs are all examples of landscapes that are Some terrain types have specific effects on line of
difficult to cross. sight, as detailed in the section that follows. If the
area of terrain has no specific rules related to line of
Difficult terrain slows down most Detachments moving sight then it only blocks it if a piece of the terrain
through it – for every 1" a model, other than an Infantry (such as a large rock or network of pipes) hides a
or Walker model, moves through an area of terrain model. This may seem abstract but it allows for
designated as Difficult terrain, they count as having easy resolution of how terrain affects models on the
moved 2". Infantry and Walker models move through an battlefield. The key thing to remember is all pieces
area of Difficult terrain without penalty. of terrain occupy an area, regardless of their physical
appearance over that defined area.
When a Detachment chooses an enemy Detachment
with at least one model wholly within an area of Difficult
terrain as a target, they suffer a -1 to all Hit rolls made
against that enemy Detachment, unless the enemy
Detachment is a Titan. If some of the Detachment’s
models are in the area of Difficult terrain and some are
not, then the firing Detachment can choose to ignore this
-1 modifier. However, if they do so, any resulting Hits can
only be allocated to models not wholly within the area
of terrain.

Models wholly within an area of Difficult terrain gain a


Cover Save of 6+.

LIR67.1: A selection of areas of terrain – the boundaries of each are marked in blue.
Obstructing Terrain Dangerous Terrain
Obstructing terrain includes a variety of different terrain Toxic sludge, lava flows, minefields and xenos-infested
areas, including stretches of ruins, craters and areas warrens are all examples of terrain that can prove deadly
of woodland. Regardless of features, each represents to any attempting to cross it.
a portion of the battlefield that provides cover to
Detachments within the area. An area of terrain designated as Dangerous terrain
can damage Detachments moving through it during
An area of Obstructing terrain follows all the rules for the Movement phase. If at least one model from a
Difficult terrain with the following exceptions: Detachment moves through an area of terrain designated
as Dangerous terrain, then the Detachment suffers
Models wholly within an area of Obstructing terrain damage. At the end of the Detachment’s activation,
gain a 5+ Cover Save instead of the usual 6+. In addition, it suffers a Hit for each full 1" it moved through the area
the -1 to Hit rolls made when firing at a Detachment of Dangerous terrain – use the model that has moved
within Obstructing terrain applies to all Detachment the greatest distance through the terrain to calculate the
types, including Titans. total number of Hits scored. These Hits originate in a
model’s Front Arc and have an AP of 0. Only models that
Models cannot draw line of sight through an area have moved through the area of terrain can be allocated
of Obstructing terrain. All models within an area any Hits scored; if these Hits cause more Wounds than
of Obstructing terrain more than 1" from the area’s models that have moved through the area of Dangerous
boundaries are hidden from view. Models that are hidden terrain, the excess Wounds are discarded.
in this way are considered out of line of sight to models
outside of the area of Obstructing terrain. As such, When a Detachment chooses an enemy Detachment with
they cannot be chosen as a target by enemy Detachments at least one model wholly within an area of Dangerous
if line of sight is required when firing, nor can they target terrain as a target, the firing Detachment suffers a -1
models outside of the area of terrain. to all Hit rolls made against that enemy Detachment,
unless that enemy Detachment is a Titan. If some of the
Models within the same area of Obstructing terrain can target Detachment’s models are in the area of Dangerous
draw line of sight to each other as normal. If firing on a terrain and some are not, then the firing Detachment can
Detachment in the same area of Obstructing terrain, then choose to ignore this -1 modifier. However, if they do so,
the firing models suffer the usual -1 penalties to Hit rolls any resulting Hits can only be allocated to models not
due to firing at a model in Difficult terrain and the target wholly within the area of terrain.
can use the 5+ Cover Save.
Dangerous terrain does not grant Cover Saves.
Models with the Flyer special rule can draw line of sight to
any model within an area of Obstructing terrain, even if
they are hidden. However, the penalties to Hit for models
being in an area of Obstructing terrain still apply.
Obstacles Impassable Terrain
Low walls, tank traps and promethium pipelines are all Gigantic alien trees, towering rock formations and valley
examples of obstacles, which should be no more than walls are just some examples of Impassable terrain –
2" in height and 2" in width. The area of battlefield the areas that are all but impossible to traverse in the midst
Obstacle occupies is defined solely by the miniature it is of battle.
represented by.
As the name suggests, models cannot move through an
Any model can move over an Obstacle, but a model that area of terrain designated as Impassable terrain unless
does so counts as having moved a number of extra inches instructed otherwise (such as models with the Flyer
equal to the height of the Obstacle. A model cannot end special rule). If a model is forced to move into an area of
its move on top of an Obstacle unless it has a Scale of 5 or terrain designated as Impassable terrain, it stops at the
higher. A model firing at a target with a Detachment Scale terrain’s edge and can go no further. Unless instructed
of 3 or lower in base to base contact with an Obstacle otherwise, a model’s base cannot overlap any part of
suffers a -1 to all Hit rolls if part of the target model is Impassable terrain.
obscured from the firing model by the Obstacle
(e.g., the legs of one or more figures on the base,
part of a tank’s hull, etc.). Combining Terrain Areas
Terrain pieces can be combined to create an area of
A model issued with a Charge Order may Engage enemy terrain with different properties at different places
models within 1" of the other side of an Obstacle, without on the terrain – a Structure within a jungle for
moving over the Obstacle. To do so, they must move into example, or a river of lava running through an area
base contact with the Obstacle in question and have line of Difficult terrain. Where this is the case, each area
of sight to the model they wish to Engage – any enemy should be clearly defined before the battle begins,
model that is on the other side of the Obstacle and within so all players know where one area of terrain begins
1" of the Obstacle is now Engaged, or Engaged & Pinned, and the other ends. A model is only affected by the
with the charging model, as if they were in base to base rules of the terrain it is in.
contact. Models fighting an enemy model on the other
side of an Obstacle do not gain the +1 to their Fight rolls For example, an area of River cuts through a wood
for being issued with a Charge Order. (Obstructing terrain). While models are moving through
the wood, they are affected by the rules for Obstructing
Reinforced Obstacles terrain; they gain the appropriate Cover Save, their
Certain Obstacles, such as tank traps, can be classified as Movement is slowed, depending on the Detachment
Reinforced Obstacles – players should agree before a game type, and enemy models firing at them suffer the
starts as to which Obstacles are Reinforced and which relevant penalties to hit.
aren’t. A Vehicle or Super-heavy Vehicle cannot move over
an Obstacle designated as a Reinforced Obstacle. When a Structure is placed in an area of
Obstructing terrain, players may agree that the
Structure is larger than the terrain. If they do, the
Obstructing terrain does not block line of sight
to Detachments Garrisoned within the Structure,
nor does it block line of sight for Detachments
outside the Obstructing terrain that wish to target
the Structure.
River Cliffs
Rivers are traditionally areas of water that stretch across The boundaries of an area of Cliff terrain are referred
the battlefield, though the wide variety of galactic to as the Cliff Face. The Cliff Face is Impassable to all
battlefields might mean they contain flowing rivers of Detachments except Infantry, effectively meaning most
acid, alien bio-fluid or warp-tainted blood. Detachments cannot move through an area of terrain
designated as a Cliff.
Rivers should start at a point on a battlefield edge and end
at a different point on a battlefield edge or another water Infantry can scale the Cliff Face, moving over it in the
feature (such as a lake). The width of a River can vary, same way a model moves over an Obstacle, with a height
however it should be no wider than 6" at any point. equal to the height of the terrain piece – a Cliff Face must
be at least 2" in height. If an Infantry model has enough
A River counts as Dangerous terrain to Infantry, Cavalry movement remaining to scale the Cliff Face, it is placed
and Walkers, Impassable terrain to Vehicles and Super- over the area of terrain’s boundaries. A model must scale
heavy Vehicles and Open terrain to Knights and Titans. the Cliff Face in a single turn, and cannot end it ‘halfway
up’ a Cliff Face. Models with the Jump Packs or Skimmer
Areas along the River can be designated as Fords or be special rules (see pages 93 and 95, respectively) can move
crossed by Bridges. A Detachment other than Knights over the Cliff Face but must have enough movement to do
and Titans crossing a River at a Ford treats the River as so (e.g., if the Cliff Face is 4" tall, a model with the Jump
Difficult terrain instead, while it remains Open terrain for Packs or Skimmer special rule must have 4" of movement
Knights and Titans. remaining to move over the boundary, instead of ignoring
it like other Obstacles).
Bridges are areas of Open terrain that allow Detachments
to cross a River. A Bridge can be targeted as if it were a Models in an area of Cliff can move as if in Open terrain,
Structure with an Armour Save characteristic of 5+ and and can spend any movement they have remaining after
3 Wounds. If a Bridge is destroyed, any model on it must scaling the Cliff Face. To move out of the area of terrain,
pass a Save roll using its Armour Save characteristic or be models must scale the Cliff Face again, moving over the
destroyed. A model not destroyed is moved the shortest boundary and being placed touching the outside of it.
possible route to a spot outside of the River’s area. As models that are already in an area of Cliff are treated
as if in Open terrain, any model can be deployed in the
area of terrain, even if it could not normally cross its
boundaries. Additionally, a model can be placed over
the boundary through other means (e.g., due to a model
arriving on the battlefield due to the Deep Strike special
rule or Disembarking from a Transport with the Flyer
special rule), and act normally. However, the Cliff Face
remains Impassable if the model cannot normally cross it,
meaning the model cannot cross the Cliff Face boundary
unless through other means.

Iron Warriors Stor-Bezashk


In a Legion renowned for the power of its ordnance
and its consummate skills in siege warfare, the Stor-
Bezashk stood above all others. A specialised formation
within the IVth Legion, the Stor-Bezashk were tasked
with the maintenance, construction and use of the
deadly siege weapons and singular relics of destruction
in the Legion’s armoury, including engines of war
unseen outside of the ranks of the Mechanicum’s Ordo
Reductor. The Stor-Bezashk served both as a specialised
siege breaking force in its own right and, broken into its
component parts, as specialised reinforcements for the
Iron Warriors’ Grand Battalions in the field.
Structures
Towering city spires, fortified bunkers and promethium processing plants are all examples of Structures.

Each individual Structure is its own area of terrain. Unless instructed otherwise, a Structure blocks line of sight and is
classed as Impassable terrain to all models except Infantry. Infantry Detachments can Garrison Structures – see page 72
for more details.

Impassable Terrain Structure

Obstacle

Structure Structure Structure

LIR71.1: A series of areas of Terrain constructed using Civitas terrain sets, detailing examples of Structures or non-Structures.

Structures are subject to additional special rules depending on their type. A Structure’s type is determined before
the start of each game alongside all other pieces of terrain. Each Structure is assigned a type from the table below,
based upon its size and ‘function’:

Garrison Structure
Structure Type Armour Save (Sv) Number (GN) Wounds Bonus Cover Save
Civitas Imperialis 5+ 1 2 -2 to Hit rolls 4+
+2 CAF
Militas Imperialis 3+ 2 3 -2 to Hit rolls 4+
+3 CAF
Imperialis Grandus 4+ 3 3 -2 to Hit rolls 4+
+2 CAF
Fortification 2+ 1 2 -2 to Hit rolls 3+
+3 CAF

As shown in the table, each Structure type has a set of characteristics associated with it:

• The Armour Save (Sv) characteristic represents how structurally sound a Structure is and how likely it is to resist
incoming fire.
• The Garrison Number (GN) describes the maximum number of Detachments which can Garrison a Structure of that
type. The number of models within a Detachment does not matter, only the number of Detachments Garrisoned in
a Structure.
• The Wounds characteristic represents how much damage a Structure can take before it collapses.
• The Structure Bonus characteristic is a set of modifiers that applies to models and Detachments that are Garrisoned
inside the building. Models firing upon a Detachment Garrisoned within a Structure suffer a penalty to their Hit rolls
as shown in the table. In addition, models Garrisoned within a Structure gain a bonus to their CAF characteristic equal
to the value shown in the table.
• All models Garrisoned within a Structure gain a Cover Save characteristic equal to the value shown in the Cover
Save column.
Structures
Structures in the Movement Phase Engaging Garrisoned Structures
An area of terrain designated as a Structure counts as Models Garrisoned within Structures have no
Impassable terrain to all Detachments except Infantry. Engagement Zone. However, models cannot move
Most Structures allow Infantry to Garrison within them. through a Structure Garrisoned by enemy models,
nor can they end their movement in base contact with
Garrisoning Structures the Structure unless they are an Infantry model issued
Infantry models can move through a Structure as if it with a Charge Order, a Titan or a model that has a weapon
were Open terrain, or a Detachment of Infantry can with the Wrecker trait (see page 85). Models in base to
choose to Garrison the Structure. Unless a model’s base contact with a Structure count as Engaged with all
Detachment intends to Garrison a Structure, it cannot enemy Detachments Garrisoned within the Structure.
end its movement overlapping the Structure’s area. Unless instructed otherwise, other Detachment types
Infantry Detachments can be deployed Garrisoned within do not count as Engaged with Garrisoned Detachments
a Structure, so long as the Structure is completely within and thus both can fire as normal in a subsequent phase,
the player’s deployment zone. including at one another if eligible to do so.

To Garrison a Structure, a Detachment must end its


activation with at least half (rounding up) of the total Structure Types
number of models within the Detachment in base On the battlefield, the term ‘Structure’ covers all
contact with the building during the Movement phase. manner of constructions, from armoured bunkers
The controlling player then declares that the Detachment to towering city spires and everything in between.
is Garrisoning the Structure, so long as an enemy To facilitate the myriad possible designs, Structures
Detachment is not currently Garrisoned within it. are organised into broad categories that cover
If possible, place a model from the Detachment on top of nearly anything a player can conceive of and build.
the Structure to indicate it is Garrisoned or use a token These categories also help speed up gameplay,
or similar marker if a model cannot be placed on top of with Structures being easily identifiable and their
the Structure. Any models that cannot be placed on top characteristics determined at a glance.
of the Structure are placed to the side of the battlefield
(but do not count as destroyed). Once a Detachment Civitas Imperialis represents buildings commonly
has Garrisoned a Structure, it cannot move any further seen in Imperial cities across the galaxy and is aptly
that phase. represented by the terrain range of the same name.
Militas Imperialis represents military structures,
Each Structure has a maximum number of Detachments such as command centres or structures converted
that can Garrison within it at any one time, determined into temporary bastions. Imperialis Grandus
by the Structure’s Garrison Number (GN). Other friendly represent landmarks, such as sprawling monuments
models can still move through a Structure even if the to the Imperial Truth or governmental buildings.
maximum possible number of Detachments have Lastly, Fortifications represent structures such as
Garrisoned it – these models simply cannot end their Bunkers and other dedicated defensive points.
movement overlapping the Structure’s area.
If players wish, they can add further depth to
A model that is Garrisoned within a Structure can move as Structures. This can be done by tying a Structure’s
normal in subsequent phases and treats the entire area of Garrison Number to its size – the larger a building,
the Structure as its base. When moving out of a Structure, the greater its GN. The size of Structure should be
Garrisoned models choose a point on the Structure and determined by the area of the battlefield it occupies.
measure from there. If one model from a Detachment A good rule of thumb for a civilian Structure is if it
moves out of a Structure, then the entire Detachment is at least 2"x2" in size then it has a GN of 1, if it is at
must do so as well, and it is no longer Garrisoning least 4"x4" in size it has a GN of 2, and if it is at least
the Structure. 6"x6" in size, it has a GN of 3. Similar rules can be
applied to other Structure types.
Structures in the Combat Phase Collapsing Structures
Structures can be targeted and fired upon as if they were When a Structure collapses, it is removed from the
a Detachment, although not all weapons can damage battlefield and replaced with an area of Difficult terrain
Structures. In addition, models Garrisoned within a that occupies roughly the same area as the Structure.
Structure have additional rules that apply to them when If any models were Garrisoned within the Structure,
Firing or being fired upon. each model Garrisoned within the Structure automatically
suffers a Hit and makes a Save roll as normal – this hit has
Targeting Structures an AP of -1. Any model that fails this Save roll is destroyed,
Models can nominate Structures as a target when Firing regardless of the number of Wounds it has.
as if it were a Detachment, so long as it meets all other
requirements for an eligible target. A Structure does not Any model that survives is then placed by the controlling
need to have a Detachment Garrisoned within it to be player within the new area of Difficult terrain or as close
chosen as a target. as possible to it if no space remains.

When a Structure is chosen as a target, make Hit rolls as Structures and Firing
normal, adding 1 to the result of all Hit rolls made. Models Garrisoned within a Structure may fire at enemy
Detachments as normal. When firing, models Garrisoned
A Structure can only be damaged by certain weapons within a Structure treat the entire area of the Structure
– any Hit caused against a Structure is automatically as their base, and can draw line of sight from any point of
discarded before Save rolls are made, unless the weapon the Structure.
has a Trait that explicitly states it can damage Structures
(for example, Heavy Barrage or Demolisher). Similarly, enemy models may fire upon Detachments
Garrisoned within a Structure, as long as they can see part
The opposing player then makes a Save roll for each Hit of the Structure and are within range of that part. If more
that is scored. Save rolls for Structures are made using than one Detachment is Garrisoned within a Structure,
2D6. After applying any modifiers, including the weapon’s then the firing player must nominate which Detachment
AP characteristic, compare the result against the Armour or Detachments are the target. Any Hit rolls made against
Save characteristic of the Structure. Detachments Garrisoned within a Structure suffer
negative modifiers to their Hit rolls, depending on the
If the result is equal to or greater than the Structure’s Structure Type – see the Structure Bonus column on the
Armour Save characteristic, no damage is done and the Structure table on page 71.
Hit is discarded. If the result of the roll is less than the
Structure’s Armour Save characteristic, the Structure
suffers a Wound. If a Structure drops to 0 Wounds,
it collapses.
Structures and Fights
If one or more Detachments are Engaged with one or Models that are Garrisoning a Structure gain bonuses
more enemy Detachments that are Garrisoned within a to their CAF characteristic depending on the type of
Structure, then those Detachments are in a Combat. Structure they are Garrisoned within. The bonus they gain
is shown in the Structure Bonus column of the Structure
Fights involving Garrisoned models are resolved as table on page 71.
normal, with models paired off as described in the
Combat section (see page 54). Any model in base contact Detachments Garrisoned within a Structure only have
with a Structure counts as being in base contact with all to make a Morale check and Withdraw if they lose the
models within the Structure for the purposes of pairing Combat and at least one enemy model is in base contact
off Fights, and thus are paired off accordingly. with the Structure; if the Garrisoned Detachments lost
the Combat but no enemy model is in base contact with
As normal, the player with Initiative determines which the Structure, then no Morale checks are made and the
models are paired off with one another. Models must first Garrisoned Detachments do not Withdraw. Otherwise,
be paired off into one-on-one Fights. If all of a player’s they Withdraw as normal.
models have been paired off into one-on-one Fights and
the other player still has models not paired off, then the If all Detachments Garrisoning a Structure are destroyed
player with Initiative pairs off these models into two-on- during a Combat or Withdraw after the Combat is
one Fights, then three-on-one Fights and so on, until all resolved, any enemy Infantry Detachment that was
models have been paired off. Engaged with them may immediately Garrison the
Structure. For a Detachment to Garrison the Structure,
In other words, models can only be paired off against it must have at least one model in base contact with it.
multiple enemy models if one player has excess models,
at which point the number of models that can be paired
off against each enemy model increases by 1. Targeting Structures
For the purposes of choosing a target for a firing
model, rules that refer to models and Detachments
also apply to the Structure. For example, if a
weapon targets all Detachments within 4" of the
firing model and can also damage Structures,
then all Structures within 4" are included as part of
the attack. Where exceptions are made, such as in
the case of splitting the dice of a Titan’s weapon
(see page 76), it will be noted.
TITANS

T he Titan Detachment type represents the towering


god-engines of the Mechanicum and other war
machines or esoteric beasts of similar size. To reflect their
unique nature, the following section covers additional
rules that apply to Titans during the course of a game.
Some of the rules reference the way a Titan interacts with
various types of terrain – see page 66 for more details
on terrain.

Titans in the Movement Phase


Moving Titans
When moving, Titans must move in a straight line.
Any such model must move within its Front Arc and
cannot change its facing, even if it moves at a diagonal.

At any point during its movement, a Titan may make up


to 1 turn per phase, unless otherwise stated.
LIR75.1: Example of a Titan turning during a move
When a Titan turns, it may turn up to a maximum of
90o. A Titan turns by pivoting on the spot around its
central point.

Titans can move in their Rear Arc if they wish to but,


if they do so, they move slower. For every 1" a Titan moves
in its Rear Arc, it counts as having moved 2". The Titan’s
facing does not change. If it is unclear which Arc a Titan
is moving in (for example, if the Titan is sidestepping),
then it is assumed they are moving in their Rear Arc LIR75.2: When moving in its Rear Arc, the Titan's move is
and thus move slower. measured from the back of its base

Titans
Titans and Obstacles Titans in the Combat Phase
Titans do not reduce their movement when moving over Titans function much the same as other Detachments
an Obstacle. In addition, if a Titan ends its movement on during the Combat phase, with two notable exceptions:
top of an Obstacle, the Obstacle is destroyed and removed split fire and obstructions (see page 56 for Obstructions).
from the battlefield.
Split Fire
Engaging Structures Titan weapons are colossal, capable of unleashing vast
Titan models can end their move in base contact with torrents of fire over wide swathes of the battlefield.
a Structure, even if not issued with a Charge Order, To represent this, when a Titan’s controlling player
and even if it is Garrisoned by one or more enemy is choosing targets for the Titan they may always
Detachments. A Titan in base contact with a Structure choose different targets for each of its weapons, and
counts as Engaged (but not Engaged & Pinned) with that may also split the Dice value of the weapon across
Structure – if there are Detachments inside the Structure different Detachments. In other words, it may choose a
it is not Engaged with them. Similarly, the Detachments different enemy Detachment as a target for each of its
within are not Engaged with the Titan. weapons and/or may split the Dice of a weapon across
multiple targets.
Structures and Engaged Titans
While Titans cannot effectively fight Infantry garrisoned When splitting Dice from the same weapon across
within a Structure, they can attempt to destroy the different target Detachments, the controlling player
Structure itself. must pick a primary target and assign at least one Dice
to that target – the primary target cannot be a Structure.
Once per round, when a Titan is activated in either the Any additional Dice can only be assigned to Detachments
First Fire or Advancing Fire stage of the Combat phase, within 4" of the primary target – these Detachments are
it may attempt to destroy a single Structure it is Engaged referred to as secondary targets.
with, using the Titan itself as a wrecking ball. When it
does so, the Titan may also use each Wrecker weapon it For example, a Warhound Titan has two plasma blastguns,
has to target the same Structure or a different Structure each of which has a Dice value of 3. The controlling player
it is also Engaged with. The controlling player must state wishes to target a solitary Leman Russ battle tank,
which Structure they are attempting to destroy with the a squadron of three Leman Russ battle tanks and a wounded
Titan and which they are attempting to destroy with their enemy Warhound Titan. They declare that they are assigning
Wrecker weapon(s), applying the relevant AP modifiers to one Dice from each plasma blastgun to the solitary Leman
that Structure only. Russ as the primary, one Dice each to the Warhound and
one Dice each to the Detachment of three Leman Russ
When a Titan attempts to destroy a Structure, the as secondary targets, both of which are within 4" of the
opposing player makes a Save roll for the building, primary target.
applying any relevant modifiers. When attempting to
destroy a Structure with the Titan itself (but not its All Dice must be assigned before any Hit rolls are made.
Wrecker weapons), an AP of D6-1 (to a minimum of 1) Once all Dice have been assigned, the Titan resolves its
is applied to the Save roll. If the result of the roll is shooting against its targets as normal, taking the number
less than the Structure’s Armour Save characteristic, of Dice assigned to each Detachment as the Dice value of
the Structure suffers D3 Wounds, plus an additional 1 the firing weapon for that attack.
Wound if the starting Wound characteristic of the Titan
was 5 or more, or an additional 2 Wounds if the starting Destroying a Titan
Wound characteristic of the Titan was 7 or more. The death of a Titan is a deadly spectacle. When a Titan
is destroyed, but before it is removed from the battlefield,
Attempting to destroy a Structure with a Wrecker it explodes. Roll a D6 for each model within 3" of the
weapon follows the rules described in the Wrecker trait Titan if the Titan had fewer than 6 starting Wounds,
(see page 85) instead. or within 5" of the Titan if the Titan had 6 or more
starting Wounds. On a 4+, that model’s Detachment
A Titan that attempts to destroy a Structure may still suffers a Hit with an AP value of -1, or -2 if the Titan had a
fire its weapons as normal. It can attempt to destroy a starting Wounds characteristic of 6 or more. Only models
Structure before or after firing its weapons. within the specified distance of the Titan may be removed
as casualties.

Once this had been resolved, remove the Titan from the
battlefield as normal.
WEAPON TRAITS

M any weapons have one or more Traits – these are


additional special rules that apply to that weapon,
giving it bonuses and/or penalties in specific situations.
Designer’s Note: Weapon Traits and AP
Some weapon Traits, such as Anti-tank (AT) or
Traits influence how the weapon acts on the battlefield. Light AT, modify the AP of the weapon based on the
The exact Traits a weapon has can be found on the model being targeted. For example, a lascannon has
relevant datasheet. Weapons with a specific Trait can an AP of -1 which becomes an AP of 0 when it targets
be referred to in one of two ways: ‘Weapons with the Infantry models.
[Trait name] trait’ and ‘[Trait name] weapons’.
This is to reflect the destructive potential of a
Accurate: When firing a weapon with the Accurate trait, weapon against different types of Detachments
the controlling player may re-roll any failed Hit rolls. rather than commenting on the weapon’s power.
For example, a single lascannon can easily destroy
Arc (Front/Rear): A weapon with the Arc (Front/Rear) a single Rhino but would have difficulty eradicating a
trait may only target Detachments that are within the group of five Space Marines in one burst;
specified Arc, shown in brackets, of the firing model. the modification of the AP is done to reflect this.
It also reflects a commander’s need to field different
Armourbane: Any successful Save rolls made for a weapons for different foes – there is no one single
Vehicle, Super-heavy Vehicle, Knight or Titan model using tool that solves all of your problems.
its Armour Save characteristic against a Hit scored by a
weapon with the Armourbane trait must be re-rolled. Unless instructed otherwise, the change of AP to 0 is
done after all modifications to the AP characteristic,
Anti-tank: Hits scored by a weapon with the Anti-tank so even if a rule improves the AP (e.g., from -1 to
trait against an Infantry or Cavalry model treat their AP -2), it would still then be set to 0. Where there are
as 0, regardless of the weapon’s base AP value. exceptions to this, such as when firing at a Vehicle
while in its Rear Arc, these will be noted in the
Assault: When firing a weapon with the Assault trait, relevant rule.
a model doubles its Dice value if it is within a number
of inches equal to half the weapon’s Range of at least
one model from the target Detachment.

Weapon Traits
Barrage: When firing a weapon with the Barrage trait, a Blast (3"/5"): Before making Hit rolls when firing with a
model may target Detachments that it does not have line weapon with the Blast trait, the controlling player places
of sight to, so long as the target Detachment is in range the 3" or 5" Blast template (determined by the number
and meets all other criteria for a valid target. Models firing shown in brackets) so that its central hole is over a point
against targets they cannot draw line of sight to suffer a -1 on the battlefield that is visible and within range of the
penalty to all Hit rolls. firing model. Then, Scatter the template – a 3" template
moves D3+1", while a 5" template moves D6+1".
Hits caused by a Barrage weapon fired in this way can be If a Hit is rolled, leave the template where it is.
allocated to any model in the target Detachment that is
within range of the firing model. If some models from a Once the template is Scattered, make Hit rolls for each
Detachment are visible and some are not, the controlling Detachment that has one or more models under the
player can choose to only target the visible models – if Blast template; the number of Hit rolls made for each
they do so, they do not suffer a -1 penalty but any Hits Detachment is equal to the number of models fully under
scored cannot be allocated to models outside of the firing the template multiplied by the Dice value of the weapon.
model’s line of sight. In addition, roll a D6 for each model partially covered by
the template – on a 4+, the model is counted as under
If a Barrage weapon targets a Detachment that is the template for the purpose of calculating Hit rolls
Garrisoned within a Structure then all Detachments and allocating Hits, while on a 1-3 the model is ignored
Garrisoned within it are targeted. Make Hit rolls for such purposes. Hits scored by a weapon with the
against each Detachment Garrisoned within the Blast trait can only be allocated to models underneath
Structure, equal to half the Dice value of the weapon the template.
(rounded up) – this reduction in Dice happens
even if only one Detachment is Garrisoned within. If a weapon has the Blast (3"/5") trait and the Skyfire trait,
the template only hits models with the Flyer special rule,
Barrage weapons cannot be fired as part of an Overwatch. while if it does not have the Skyfire trait then Flyers are
ignored and cannot be hit. If a Structure is under the
Beam: When firing with a weapon with the Beam trait, template, then it counts as being under the template
the controlling player draws an imaginary straight line regardless of how much of it is covered. If one or more
1mm wide from the weapon, or the firing model if the Detachments are in the Structure, and the central hole
weapon is not physically represented, up to its maximum of the template is completely over the Structure, treat
range; if the weapon has an Arc, the end of the line must each model in those Detachments as partially under
be within the specified Arc of the firing model. Make Hit the template (and thus roll a D6 for each one). If the
rolls for each Detachment (friend or foe) that has at least hole is not completely over the Structure, then models
one model under that line equal to the Dice value of the Garrisoned within the Structure are ignored.
weapon – models with the Flyer special rule are ignored
and not hit. Any model from each Detachment you make If a Detachment is firing other weapons, then the Blast
Hit rolls for that is within range of the firing model and template must be placed so that at least one model from
within the correct Arc (if applicable) can be allocated a Detachment chosen as a target by the other weapons is
scored Hits. under the template. If a Detachment contains multiple
models with weapons with the Blast trait, then place
If the line would pass over an area of Impassable terrain a single template first and scatter it; any additional
or a Structure then the line ‘stops’ as soon as it hits them – templates must be placed so the central hole is within 2"
any Detachment further out does not suffer Hits, of the first Blast template.
though Detachments Garrisoned in the Structure do.
Weapons with the Blast (3"/5") trait cannot be fired as part
Beam weapons cannot be fired as part of an Overwatch. of an Overwatch.
As a weapon with the Beam trait does not choose a
dedicated target, the Detachment may pick any eligible
target to fire on, including a target that is not hit by
the Beam.
Bombing Run: Weapons with the Bombing Run trait do
not fire as normal. Instead, at any point during a model’s Bypassing Void Shields and Saves
move it may pause its movement to attack with any Some rules, such as the Burrowing weapon trait,
weapons it has that have the Bombing Run trait, following refer to Hits bypassing Void Shields. If a rule states
the normal firing sequence. A model firing a weapon with this it means that any Hits scored by that weapon
the Bombing Run trait can only target a Detachment or against a model with active Void Shields are
Structure within 3" of it. Each of a model’s Bombing Run allocated to the model as if it had a Void Shield level
weapons can only be fired once per round. Models with of 0. The Void Shields themselves are not hit and
the Flyer special rule cannot be chosen as targets by a thus their level is not reduced, but neither do they
weapon with the Bombing Run trait. prevent damage to the target.

When firing a weapon with the Bombing Run trait, Other rules might state they bypass one or more
Hits are resolved as normal and can only be allocated kinds of Saves, such as Invulnerable Saves or Ion
against models within 3" of the firing model. If a Bombing Shields. If this is the case then the mentioned Save
Run weapon targets a Detachment that is Garrisoned characteristics cannot be used when making Save
within a Structure, or targets the Structure itself, then rolls against Hits scored by that weapon.
both the Structure and all Detachments within it are
targeted. Make Hit rolls against the Structure equal For example, if a weapon Trait states ‘any Hits scored
to the Dice value of the weapon and make Hit rolls bypass Cover Saves’ then a Cover Save characteristic
for each Detachment Garrisoned within the Structure cannot be used against Hits scored by that weapon.
equal to half the Dice value of the weapon (rounded up).
Resolve firing against the Structure first. If a Structure Any Save characteristic not mentioned can be used
is destroyed in this way, firing is resolved against any as normal.
surviving Detachments after it collapses.

Once the model has resolved firing its weapons with the Burrowing: Hits scored by a weapon with the Burrowing
Bombing Run trait, it continues moving. A model with trait always count as if the firing Detachment is in
multiple weapons with the Bombing Run trait may pause the target’s Rear Arc, i.e., the Trait increases the AP
its movement as many times as it wishes to in order to of the weapon by 1 when targeting a Vehicle, Super-
fire a weapon with this Trait that it has yet to fire with, heavy Vehicle, etc. In addition, any Hits scored bypass
so long as it declares all weapons that are firing each Void Shields.
time it does so before rolling the dice. A weapon with the
Bombing Run trait cannot be fired in the Combat phase Bypass: Hits scored by a weapon with the Bypass trait
– if not fired in the Movement phase, it cannot be fired bypass Void Shields.
that round.
Co-axial: Some weapons are directly attached to another
A weapon with the Bombing Run trait can weapon and will be listed on the Detachment’s datasheet
damage Structures. as Co-axial. Weapons with this Trait can only target the
same Detachment as the weapon it is Co-axial to, even if
Bunker Buster: Hits scored against a Structure by a a special rule allows a model to fire different weapons at
weapon with the Bunker Buster trait count their AP as different targets.
double its normal value, e.g., an AP of -3 would become -6.
For example, a Baneblade’s weapons include a Baneblade
Weapons with the Bunker Buster trait can cannon with co-axial autocannon, and the latter has the
damage Structures. Co-axial trait. As such, the co-axial autocannon can only
target the same Detachment as the Baneblade cannon.
Collapsing Singularity: After choosing a target with a Firestorm: When firing a weapon with the Firestorm
weapon with this Trait, but before firing, the controlling trait, place the Flame template (denoted as T in the
player must roll a D6. On a 1, the firing model suffers a weapon profile’s range) so the narrow end is touching the
Wound with no Save rolls of any kind allowed and, if it weapon, or the firing model if the weapon is not physically
has not been destroyed, then fires as normal. On a 6, until represented. Make Hit rolls for each Detachment that has
the end of the firing sequence, Hits scored by the weapon one or more models that are under the Flame template
bypass Ion Shields, Invulnerable Saves and Void Shields. equal to the number of models from that Detachment
that are at least 50% under the Flame template. Roll a
Deflagrate: Each unsaved Wound caused by a weapon D6 for each model that is less than 50% covered by the
with the Deflagrate trait generates an additional Hit template – on a 4+, the model is counted for the purpose
against the same Detachment. A To Hit roll is made for of calculating Hit rolls and allocating Hits. On a 1-3,
each additional Hit generated; resolve these Hits after the model is ignored for such purposes. If a weapon has
removing any destroyed models. the Firestorm trait and the Skyfire trait, the template only
hits models with the Flyer special rule, while if it does not
These additional Hits can only be allocated to models have the Skyfire trait then Flyers are ignored and cannot
within the target Detachment that are within range and be hit.
line of sight of at least one firing model. Any Wounds
caused by these additional Hits cannot generate more Hits scored by a weapon with the Firestorm trait can only
Hits themselves. be allocated to models underneath the template. A model
firing a weapon with the Firestorm trait suffers no penalty
Demolisher: A weapon with the Demolisher trait can to its Hit rolls for targeting a Detachment within an area
damage Structures. of terrain. In addition, Hits scored bypass Cover Saves.

Engine Killer (X): When a Super-heavy Vehicle, Knight Firestorm weapons cannot be fired as part of an
or Titan suffers a Wound caused by a weapon with the Overwatch. As a weapon with the Firestorm trait does not
Engine Killer (X) trait, they suffer a number of additional choose a dedicated target, the Detachment may pick any
Wounds equal to the number shown in brackets. eligible target to fire on with other weapons, including a
No Save rolls of any kind can be made against these target that is not hit by the Firestorm weapon.
additional Wounds. Note, only the model that suffered
the first Wound suffers the additional Wounds; if this
Wound causes the model to be destroyed, the additional
Wounds cannot be assigned to another model within
the Detachment.

If a weapon has the Engine Killer (X) trait and the Rend
trait, enemy Super-heavy Vehicles, Knights and Titans
suffer a number of additional Wounds equal to the
number shown in brackets if they lose a Fight against
the model that has that weapon.
Graviton Pulse: When firing a weapon with the Graviton Heavy Barrage: Weapons with the Heavy Barrage trait
Pulse trait, the To Hit value of the weapon is equal to the follow all the rules for Barrage weapons. In addition,
Armour Save characteristic of the target Detachment. weapons with the Heavy Barrage trait can damage
If the Detachment has models with different Armour Structures. If targeting a Structure with one or more
Save characteristics, then use the characteristic shared by Detachments Garrisoned inside it, the controlling player
the majority of the models; if there is an equal number makes Hit rolls against the Structure equal to the Dice
of models with different characteristics, use the worse value of the weapon and makes Hit rolls against each
value. A model with an Armour Save characteristic of ‘-’ Detachment Garrisoned within the Structure equal to half
can only be Hit on a natural roll of a 6. The weapon’s AP is the Dice value of the weapon (rounded up). Resolve firing
applied when Hits are scored, not when making Hit rolls against the Structure first. If a Structure is destroyed in
(meaning the base characteristic is used for Hit rolls). this way, firing is resolved against surviving Detachments
after it collapses.
If a weapon with the Graviton Pulse trait also has a Trait
that allows it to damage Structures then it hits Structures Heavy Beam: Weapons with the Heavy Beam trait follow
on a 3+, regardless of its Save characteristic and ignores all the rules for Beam weapons, with the exception that
any modifiers to the Hit rolls. Make a Save roll for each the line is not stopped by Structures, and Detachments
Hit scored against a Structure by a weapon with the behind the Structure can be hit by the weapon. The line of
Graviton Pulse trait; for each Save roll that is passed, a Heavy Beam is still stopped by Impassable terrain.
the Structure suffers D3+1 Wounds. The Structure suffers
no Wounds if the Save roll is failed. Weapons with the Heavy Beam trait can damage
Structures – any Structure the line passes over suffers
Graviton Pulse weapons cannot be fired as part of an Hits as if it were another Detachment, in addition to any
Overwatch. Furthermore, this Trait has no effect when Detachments within the Structure.
firing at a model with the Flyer special rule unless the
weapon also has the Skyfire trait – if it does not, Hits are Ignores Cover: When firing a weapon with the Ignores
scored only on a natural roll of a 6 as normal. Cover trait, a model suffers no penalties to its Hit rolls
for targeting a Detachment within an area of terrain.
In addition, Hits scored bypass Cover Saves.
Impale: If a weapon with the Impale trait scores a Hit Neutron-flux: Any Hits scored by a weapon with the
against a Detachment of Scale 3 or more, the firing player Neutron-flux trait against a model with the Cybernetica
nominates which model in the Detachment the Hit is Cortex special rule count as having the Armourbane and
allocated to, following all other normal rules for allocating Shred traits.
Hits. Hits scored by a weapon with the Impale trait bypass
Void Shields. Point Defence: A weapon with the Point Defence trait
represents a weapon system tailored towards defensive
In addition, instead of making a Save roll, both players fire, be that heavy bolter sponsons on a Vehicle or the
instead roll a D6 and add the Scale of their model to the Ardex weapons of some Titans.
result. A model with 3 or more Wounds remaining adds an
additional 1 to the result, a model with 5 or more Wounds Models with at least one weapon with the Point Defence
remaining adds 2 to the result instead. trait may choose to fire on its Detachment’s target or a
Secondary Target; a Secondary Target is an eligible target
If the result of the firing player’s roll is higher than the (i.e., within range and line of sight of the firing model)
target player’s, the target model suffers a number of different from the first chosen target. All Point Defence
Wounds equal to the difference in results. No Save rolls weapons in a Detachment must fire at the same target,
of any kind can be made against these Wounds. unless another rule overrides this.

Light: Hits scored by a weapon with the Light trait A Detachment which contains one or more models with
against a Vehicle, Super-heavy Vehicle, Knight or Titan weapons with the Point Defence trait may fire those
model are automatically discarded, before any Save rolls weapons during the Movement phase, if issued with
are made. In other words, a weapon with this Trait cannot an Advance or March Order, or the Combat phase.
damage models from the listed Detachment types. During the Movement phase, a Detachment may fire its
Point Defence weapons immediately after it is activated
In addition, Hits scored by a weapon with this Trait or at the end of its activation; all Point Defence weapons
cannot be allocated to Void Shields, regardless of the must fire at the same target unless otherwise specified;
weapon’s AP, and thus are automatically discarded if fired at the start of its activation, the firing is resolved
if a target has active Void Shields (see page 97 for and then the Detachment completes its activation
more details). as normal. A Detachment can only fire its Point Defence
weapons once per round – if it fires one or more of its
Light AT: Hits scored by a weapon with the Light AT trait Point Defence weapons in the Movement phase, it cannot
against a Vehicle, Super-heavy Vehicle, Knight or Titan fire any Point Defence weapons in the Combat phase.
model treat their AP as 0, regardless of the weapon’s base
AP value. This can prevent Hits from a weapon with the If fired during the Combat phase, a weapon with the Point
Light AT trait from being allocated to Void Shields. Defence trait is fired like any other weapon. Models with
Point Defence weapons may fire them at a different target
Limited (X): Some weapons can only carry a limited from the Detachment’s main target.
amount of ammunition into battle or are difficult to
resupply on the move. A weapon with the Limited trait Point Defence weapons can be fired as part of an
can only be fired a number of times equal to the number Overwatch attack. When fired as part of an Overwatch
shown in brackets; each time the weapon is fired, attack, Point Defence weapons ignore the -2 penalty
decrease that number by 1. When the number reaches 0, to Hit rolls and instead fire as normal (i.e., use the
the weapon cannot be fired again for the remainder of To Hit value of the weapon then apply any positive
the battle. or negative modifiers).
Power Capacitor: When a model issued with the First Quake: If one or more Hits are scored against a
Fire Order fires a weapon with the Power Capacitor trait, Detachment by a weapon with the Quake trait,
double the Dice value of that weapon. halve the Movement characteristic of all models within
that Detachment. In addition, subtract 1 from the result
Precise: Hits scored by a weapon with the Precise trait are of any Hit rolls the Detachment makes; both effects last
allocated by the firing player, not the player who controls until the end of the round. This Trait is ignored if all
the target Detachment. All other rules for allocating Hits Hits scored by a weapon with this Trait are allocated to a
still apply (i.e., the firing model must be able to see a target’s Void Shields.
model allocated a Hit, wounded models are allocated
Hits first, etc.). Rapid Fire: When making Hit rolls for a weapon with
the Rapid Fire trait, any natural rolls of a 6 score 2 Hits
Psi: Hits scored by a weapon with the Psi trait bypass instead of 1.
Invulnerable Saves, Cover Saves, Ion Shields and Void
Shields. Each model may only fire with a single weapon
with the Psi trait per round. Psi weapons cannot be fired
as part of an Overwatch.
Reach: If Engaged with a Detachment, a model with a Shieldbane: Hits caused by a weapon with the Shieldbane
weapon with the Reach trait can choose to Fight other trait can be allocated to Void Shields, even if they normally
models within 2" of it that are not already paired off could not be (e.g., because the weapon’s AP is 0 or worse).
against another model, have not fought this round and
are in the same Combat. The controlling player decides Shock Pulse: Any Vehicle, Super-heavy Vehicle, Knight or
which model(s) it fights and can do this one at a time after Titan that suffers one or more Hits from a weapon with
resolving a Fight. the Shock Pulse trait reduces its Movement by half for the
remainder of the round and can fire with a maximum of
If both players have models with weapons with the Reach one weapon this round; if the target has already fired this
trait, the player with Initiative resolves any additional round, then it cannot fire again.
Fights first.
In addition, each Hit scored by a weapon with Shock
Rend: For each weapon with the Rend trait that a Pulse that is allocated to a Void Shield decreases the Void
model has, that model rolls an additional D6 when Shield level by 2 instead of 1.
making Fight rolls. Regardless of the number of Rend
weapons a model has, it still cannot roll more than Shred: Any successful Save rolls made by an Infantry,
the maximum 6D6 when making a Fight roll. Walker or Cavalry model using its Armour Save
characteristic against a Hit scored by a weapon with the
Ripple Fire: A model firing a weapon with the Ripple Fire Shred trait must be re-rolled.
trait can re-roll Hit rolls of 1 for that weapon if it is issued
with a First Fire Order. Siege Weapon: A weapon with the Siege Weapon trait
doubles its range when firing if the model with that
Saturation Fire: When a model fires with a weapon weapon has not moved yet this round (voluntarily
with the Saturation Fire trait, it targets every visible or involuntarily).
Detachment (friend or foe) that is within range of the
firing model.

Each Detachment is fired upon by the weapon – roll to


Hit for each Detachment separately; if the Dice value of
the weapon is random (e.g., D3+3), roll once and use that
value for all targeted Detachments.

If a weapon with the Saturation Fire trait also has the


Arc (X) trait, then only resolve attacks against
Detachments in the specified Arc.
Skyfire: A weapon with the Skyfire trait can target Wrecker (X): A model with a weapon with the Wrecker
Flyers as normal instead of requiring a natural 6 to trait may attempt to destroy a Structure when activated
hit. In addition, when a model fires a weapon with in the First Fire stage or Advancing Fire stage. Choose a
the Skyfire trait as part of an Overwatch, subtract 1 Structure the model is in base contact with – the opposing
from the result of the Hit rolls rather than 2. player makes a Save roll for that Structure, taking into
account the AP characteristic of the weapon. If the Save
Models with at least one weapon with the Skyfire roll is failed, the Structure suffers a number of Wounds
trait may choose to fire on its Detachment’s target or equal to the value shown in brackets.
a Secondary Target; a Secondary Target is an eligible
target (i.e., within range and line of sight of the If a model has more than one Wrecker (X) weapon,
firing model) different from the first chosen target. then it may attempt to destroy a number of Structures
The Secondary Target must be a model with the Flyer equal to the number of Wrecker weapons it has.
special rule. All firing Skyfire weapons must target Alternatively, a model may attempt to destroy a single
the same Flyer Detachment, unless another rule Structure with all its Wrecker weapons, in which case
overrides this. the combined total of the weapons’ AP is taken into
account when making a Save roll for the Structure and
Tracking: A model firing a weapon with the Tracking the Structure suffers a number of Wounds equal to the
trait at a Flyer can re-roll failed Hit rolls. combined total of the Wrecker values for all weapons
the model is using against that Structure.
Warp: When making an attack with a weapon
with the Warp trait, roll a number of Dice equal to
the number of models in the target Detachment
which are visible to the firing model and within
range; Titans cannot split these dice across multiple
Detachments. If targeting a Knight or Titan,
then the Dice roll is equal to the number of
remaining Wounds the target Detachment has.
Roll To Hit as normal.

In addition, Hits scored by a weapon with the Warp


trait bypass the following: Armour Saves, Cover
Saves, Invulnerable Saves, Ion Shields, Void Shields.
SPECIAL RULES

S pecial rules represent certain skills, abilities and the


natural aptitude of Detachments within the Horus
Heresy, with each one giving a Detachment advantages
Armoured: Hits scored by a weapon with the Light trait
against a model with the Armoured special rule count
their AP as 0. In addition, a model with the Armoured
and/or disadvantages on the battlefield. The special rules special rule may re-roll failed Save rolls made against Hits
that apply to each Detachment can be found on the scored by a weapon with the Light trait.
relevant datasheet – if a Detachment consists of models
with different special rules, those rules apply only to the Attached Deployment: Models with the Attached
respective models, unless instructed otherwise. Deployment special rule are not deployed as normal nor
do they act independently on the battlefield. Instead,
Agile: A Titan with the Agile special rule can turn up to 2 when deploying a Detachment during deployment,
times during its movement, instead of the usual 1. a player may assign one or more models with this special
rule to that Detachment, so long as the two are the same
Detachment type. For the remainder of the battle,
the model counts as a part of the Detachment it is
attached to and cannot leave it for any reason.

If, for whatever reason, a model with the Attached


Deployment special rule cannot be assigned to a
friendly Detachment during deployment (e.g., due to
no Detachment of the same type in the same Formation)
then it cannot be deployed and counts as destroyed.

Special Rules
Auger Array: When a model fires a weapon with the Blessed Auto-simulacra: During the Resolve End Phase
Barrage or Heavy Barrage trait against a target outside Effects stage of the End phase, roll a D6 for each Wound
of its line of sight, it does not suffer a -1 penalty to its a model with the Blessed Auto-simulacra special rule has
Hit rolls if a friendly model with this special rule can see lost. On a 5+, the model regains a Wound.
at least half of the models from the target Detachment.
Bulky: Models with the Bulky special rule cannot Embark
Automated Sentry: Detachments with this special rule on a Transport unless the specific Transport type allows it
are ignored for the purposes of calculating a Formation’s (see the Transport (X) rule on page 96 for more details).
Break Point. In addition, models with the Bulky special rule count as
two models for the purposes of determining how many
Automated Sentry Detachments are not issued with an models a Transport can carry.
Order. Instead, when a Detachment with the Automated
Sentry special rule is activated during the Movement Commander: Detachments with the Commander special
phase it may fire. If there are no viable targets, then it is rule are the commanders of your Army.
activated and may fire in the Advancing Fire phase of
the Combat phase instead. When deploying a Formation that includes any models
with this special rule during deployment, a player must
When firing with a model with the Automated Sentry assign all models with this special rule to a Detachment
special rule, the controlling player does not choose in that Formation, so long as the two are of the same
targets in the normal manner. Instead, it fires any Detachment type. For the remainder of the battle,
weapons with the Anti-tank trait at the closest eligible the model counts as a part of the Detachment it is
enemy Detachment containing Walkers, Vehicles, attached to and cannot leave it for any reason.
Super-heavy Vehicles, Knights or Titans and any weapon
with the Light trait at the closest eligible enemy Infantry A Detachment can only ever have one model with the
or Cavalry Detachment. If a weapon has the Skyfire trait, Commander special rule attached to it at any given time.
the controlling player may choose to target the nearest
Detachment with the Flyer special rule instead. If, for whatever reason, a model with the Commander
An Automated Sentry model fires any other weapons special rule cannot be assigned to a friendly Detachment
at the closest eligible enemy Detachment. during deployment (e.g., due to there being no
Detachment of the same type in the same Formation)
Automated Sentry Detachments can fire when Engaged then it acts as its own Detachment on the battlefield.
& Pinned. When selecting targets, they ignore any
Detachment which is Engaged & Pinned, including any Compact: Models with the Compact special rule may
Detachment they are Engaged & Pinned with. Embark upon Transports as if they were an Infantry
model with the Bulky special rule (i.e., they count as
Battlesmith: If a friendly Walker, Vehicle or Super-heavy two models when determining how many models can
Vehicle, or a model with the Automata or Automated be Embarked).
Sentry special rule, within 3" of a model with this rule
suffers a Wound due to a special rule or one that is
inflicted by a weapon with an AP of -2 or worse, roll a
D6. On a 5+, that Wound is ignored and has no effect.
Battlesmith cannot be used against Wounds suffered in
a Fight.
Deep Strike: During deployment, if all models within a Drop Pod: Drop Pods are transports designed to deliver
Detachment have the Deep Strike special rule, then the troops from orbit directly into the heart of the enemy
Detachment can be placed in Reserve instead of being line. A model with the Drop Pod special rule can and must
deployed as normal (see page 102). Detachments with Deep Strike, as described in the Deep Strike special rule.
the Deep Strike special rule in Reserve can only be issued Models with the Drop Pod special rule can Deep Strike
the Advance Order or March Order. from the first round of the battle onwards, instead of
the second.
When a Detachment with the Deep Strike special rule
that is in Reserve is activated in any Movement phase Once deployed on the battlefield, models with the Drop
other than the first, the controlling player may choose Pod special rule do not need to maintain Detachment
to leave it in Reserve or Deep Strike the Detachment. Coherency with other models in the Detachment, nor do
When a Detachment Deep Strikes, the controlling player models within the same Detachment need to maintain
places a single model from that Detachment anywhere Coherency with Drop Pod models. In addition,
on the battlefield at least 2" from an enemy model. Drop Pod models are ignored for the purposes of
They then Scatter that model D6". If the model scatters calculating a Formation’s Break Point.
into an area of Impassable terrain or a Structure then that
model, and the model’s Detachment, is destroyed. If it For example, a Formation with 24 models and 6 Drop Pod
scatters within 1" of an enemy model, it must be moved models would have a Break Point of 12, not 15.
the shortest possible distance so it is no longer within 1"
of an enemy model. Many Detachments with the Drop Pod special rule also
have the Transport (X) special rule. If another Detachment
Once scattered, any remaining models within the same is loaded into the Transport Detachment during
Detachment are placed on the battlefield within 2" of the deployment, that Detachment is kept in Reserve alongside
already placed model. A model cannot be placed in an area the Transport. When the Transport Detachment is set
of Impassable terrain or overlapping a Structure, nor can up via Deep Strike, the transported Detachment then
it be placed within 1" of any enemy model. Any model immediately Disembarks (see the Transport (X) special
that cannot be placed in this manner is destroyed. rule for information on Disembarking) and can then be
Once a Detachment has Deep Striked, it may complete activated as normal later in the phase.
its activation as normal (i.e., it may move during the
Movement phase and/or fire during the Combat phase, etc.). Explorator Adaptation: Models with the Explorator
Adaptation special rule gain a 6+ Invulnerable Save against
Some Detachments have both the Deep Strike and Hits scored by a weapon with the Barrage or Blast trait.
Transport (X) special rule. If another Detachment is
loaded into the Transport model during deployment, Feel No Pain: If a model with this special rule suffers
that Detachment is kept in Reserve alongside the a Wound from a weapon with the Light trait, roll a D6
Transport model. When the Transport model is set up after any save rolls are made. On a 5+, the Wound is
via Deep Strike, the Embarked model then immediately ignored and has no effect; this triggers before rules such
Disembarks (see the Transport (X) special rule for as Deflagrate, meaning extra Hits would not be generated.
information on Disembarking) and can then be Feel No Pain cannot be used against Wounds caused
activated as normal later in the phase. in Fights.

Dread Aura (X): Detachments within a number of inches


equal to the value shown in brackets of one or more
models with the Dread Aura special rule subtract 1
from the result of any Morale check they make.
Models with this special rule are unaffected by
another model with Dread Aura. Dread Aura
affects friendly and enemy Detachments.
Flyer: Models with the Flyer special rule operate for targeting obscured models, though they do suffer
differently to other Detachments on the battlefield and penalties for firing upon Detachments within an area of
are subject to the unique set of rules described below. terrain as normal.

Unless instructed otherwise, Flyers are not deployed on In the Remove Flyers stage of the End phase, all Flyers on
the battlefield at the start of the battle and are instead the battlefield are removed and placed back in Reserve –
placed in Reserve. Unless instructed otherwise, a model they do not count as being destroyed and may return to
with the Flyer special rule that is in Reserve can only the battlefield in the following round. Any Wounds a Flyer
be issued with an Advance Order or a March Order. has suffered remain; for example, if it leaves the battlefield
Any weapons with the Point Defence trait that the having suffered 2 Wounds, when it next returns it still has
Flyer has count as having the Skyfire trait when firing suffered 2 Wounds.
upon an enemy model with the Flyer special rule.
Due to the altitude a Flyer operates at, Flyers are ignored
When activated during the Movement phase, the for the purposes of calculating who controls an Objective.
controlling player places the Flyer so the rear of its Flyers do not have an Engagement Zone, cannot be
base is touching a point on the controlling player’s Engaged and/or Pinned and do not block line of sight.
board edge or touching any board edge at a point within As Flyers do not have an Engagement Zone, other models,
8" of the controlling player’s board edge. The Flyer then friendly or enemy, can move through a Flyer’s base and
moves and can only move in a straight line. A Flyer can finish their move in base contact with it – while a model
make a single turn of up to 90° during its movement. can end its move overlapping a Flyer’s base, it is best to
Flyers can move over any model or area of terrain avoid this where possible.
during their movement. A Flyer can end its movement
overlapping Impassable terrain. Unless otherwise instructed, any model firing at a model
with the Flyer special rule can only Hit on a natural roll of
Flyers fire as normal during the Combat phase. Due to a 6, regardless of modifiers. If a weapon uses a template,
their altitude, a Flyer is considered to have line of sight to such as the Flame template or the Blast template, a model
all models on the battlefield, unless instructed otherwise. with the Flyer special rule is ignored when calculating
Similarly, all Detachments are considered to have line of Hits unless the weapon also has the Skyfire trait.
sight to a Flyer. A Flyer suffers no penalties to Hit rolls
Forward Deployment: After both players have deployed During the Resolve End Phase Effects of the End phase,
their armies, but before the first round of the battle, if all a model with the Hover and Skimmer special rules can
models in a Detachment have the Forward Deployment choose to take off. If it does so, it replaces the Skimmer
special rule, the Detachment may make a special special rule with the Flyer special rule. This happens
move. The controlling player can move each Forward before Flyers are removed from the battlefield and as such,
Deployment Detachment on the battlefield up to a the model will be removed as normal. The player with
number of inches equal to its Movement characteristic, Initiative determines which of their Detachments will
ignoring Difficult terrain and Dangerous terrain rules. Hover first.
This move can take the Detachment outside of its
deployment zone and a Detachment can Garrison a If a Detachment with the Hover special rule contains
Structure if they are able to. more than one model, then all models within the
Detachment must choose to Hover or take off at
If both players have Forward Deployment Detachments, the same time.
then the winner of a roll-off chooses who moves their
Detachments first. Detachments with the Flyer and Hover special rules can
be deployed on the battlefield in ‘Hover Mode’. If they
Furious Charge: Models with the Furious Charge special are, they lose the Flyer special rule and gain the Skimmer
rule issued with a Charge Order add 2 to any Fight roll special rule, as if they had chosen to Hover at the end of
they make instead of 1 when issued with that Order, a round. They can take off later in the battle as normal.
so long as they have moved at least 1" during the
preceding Movement phase. Implacable: A Detachment which contains one or
more models with the Implacable special rule does not
Hover: Some models with the Flyer special rule also have take Morale checks when they lose a Combat. Instead,
the Hover special rule. A model with the Hover special the controlling player may choose if the Detachment
rule is not automatically removed from the battlefield Withdraws or not. An Engaged Implacable Detachment
during the End phase. Instead, the controlling player may that does not Withdraw remains Engaged; if no models
choose to ‘Hover’ the Flyer. in the Detachment are in base to base contact with an
enemy model, the Detachment does not move and is no
A model that Hovers exchanges the Flyer special rule with longer Engaged.
the Skimmer special rule. If within 1" of an enemy model,
or overlapping another model’s base, move it the shortest
possible distance to prevent this. If the model is within
an area of Impassable terrain, it is destroyed. For the
remainder of the battle, the model is no longer a Flyer and
instead functions as a Skimmer, following all the rules for
Skimmers as follows.
Independent: Models with the Independent special Models with the Independent and Deep Strike special
rule function with a greater degree of autonomy. rules may start the game in Reserve even if the larger
All models with this special rule and the same name Detachment is deployed on the battlefield – all models in
within a Detachment form an ‘Independent Unit’. an Independent Unit must be deployed in Reserve if one
A Detachment can have multiple Independent Units is. When the Independent Unit arrives via Deep Strike,
within it, with each Independent Unit consisting of it must be deployed within 6" of one or more models
models of the same name. The remaining models from the larger Detachment (i.e., within Detachment
(i.e., those without the Independent special rule) Coherency). The Independent Unit does not Scatter, but
are referred to as the ‘Detachment Core’. must follow all other rules related to Deep Striking. If all
other models from the Detachment have been destroyed
All models within an Independent Unit must maintain a before the Independent Unit has Deep Striked, then it is
2" Detachment Coherency with other models in the same placed as if it were a normal Deep Striking Detachment
Independent Unit and a Detachment Coherency of 6"
with the Detachment Core – at least one model from each For example: An Auxilia Lasrifle Tercio consists of 8 Auxilia
Independent Unit must remain within 6" of one or more Auxiliaries models, 2 Auxilia Veletarii models and 2 Auxilia
models from the Detachment Core. Ogryn Charonites models. As such it is a Detachment of 12
models with 2 Independent Units – one consisting of 2 Auxilia
If the controlling player wishes, each Independent Veletarii models and one consisting of 2 Auxilia Ogryn
Unit may be issued its own Order during the Order Charonites models.
phase – this can be a different Order from the rest of its
Detachment. In addition, models within the Independent During the Orders phase, the Detachment can be issued
Unit may choose a different target than the rest of between one and three Orders – one for the Auxilia Auxiliaries
their Detachment when firing – all models within an models and one each for the Independent Units. The 2 Auxilia
Independent Unit must fire at the same target unless Veletarii Section models must stay within 2" of each other,
specified otherwise. as must the 2 Auxilia Ogryn Charonites models, and must
stay within 6" of at least one other model from the
Though it has its own Order, the Independent Unit is Detachment to maintain Coherency.
still part of the larger Detachment, and thus activates and
reveals its Order at the same time, is issued with a Fall During the third round, the Detachment is issued an
Back Order if the Detachment is, etc. If the Detachment Advance Order, while the Auxilia Veletarii Independent Unit
calls an Overwatch, an Independent Unit only discards is issued a Charge Order – this allows the latter to Engage
its Advance Order or First Fire Order if one of its models an approaching Detachment, becoming Engaged & Pinned.
fired during the Overwatch, not if other models from the As no other models from the Detachment are Engaged,
Detachment did so. the remaining models may still move and fire as per their
Advance Order.
A Detachment that contains one or more Independent
Units is only considered to be Engaged if a model without If, during the same round, the Detachment’s Formation
the Independent special rule is Engaged. If one or more becomes Broken and the Detachment fails its Morale check,
models with the Independent special rule are Engaged, both the Detachment and the Independent Unit lose their
then all models within that Independent Unit are also Order and gain the Fall Back Order. The Independent Unit
Engaged, however the larger Detachment can still act as may still fight in the Combat phase but then flees with its
normal, providing they maintain Detachment Coherency. Detachment during the End phase.
In other words, an Independent Unit and its Detachment
count as two separate Detachments for the purposes of
determining Combats and determining which models
are Engaged.
Infiltrate: Detachments with the Infiltrate special rule Invulnerable Save (X): A model with the Invulnerable
are not deployed as normal. Instead, after all players have Save (X) special rule gains an additional Save characteristic
finished deploying, players take it in turns, starting with equal to the number shown in brackets, referred to as an
the player who has control of the battlefield, to deploy Invulnerable Save. Invulnerable Saves are not modified by
an Infiltrating Detachment anywhere on the battlefield a weapon’s AP characteristic.
outside of the opposing player’s deployment zone.
Infiltrating models must be deployed at least 4" away Ion Shield (X): A model with the Ion Shield special
from a previously deployed enemy model; if it cannot be rule gains an additional Save characteristic equal to the
deployed in this way, then it is deployed as normal within number shown in brackets, referred to as an Ion Shield.
the controlling player’s deployment zone. This Save characteristic can only be used against Hits
scored when the firing model is within the Front arc of
Inspire (X): Friendly Detachments within a number the model with this special rule.
of inches equal to the value shown in brackets of
a Detachment with this special rule may use this Ion Shields are not modified by a weapon’s AP
Detachment’s Morale value in place of their own when characteristic as normal. Instead, if the AP of the weapon
making Morale checks. is -1 or worse, the Ion Shield Save characteristic is not
modified. If the AP of the weapon that scored the Hit
Interceptor: After a model with the Interceptor rule is -2 or -3, reduce the Ion Shield Save characteristic by
has finished moving, it may immediately fire a single 1 (to a minimum of 6+). If the AP of the weapon that
weapon of the controlling player’s choice that does not scored the Hit is -4 or better, reduce the Ion Shield Save
have the Point Defence trait. A model firing in this way characteristic by 2 (to a minimum of 6+).
may only target Flyer models and suffers a -2 to all Hit
rolls made when doing so. An Interceptor model that fires Ionic Flare Shield: Models with the Ionic Flare Shield
in this way may still fire as normal during the Combat special rule improve the Save characteristic of their
phase, including with the weapon it fired as part of the Ion Shields and/or Invulnerable Save by 1 against Hits
Interceptor special rule, but may not also fire as part of scored by a weapon with the Barrage or Blast trait, to a
an Overwatch. maximum of 2+ (e.g., an Ion Shield (4+) would become
an Ion Shield (3+)).

Jink (X): Models with the Jink special rule gain an


additional Save characteristic equal to the number shown
in brackets, referred to as a Jink Save. Jink Saves are not
modified by a weapon’s AP characteristic, and cannot
be taken if the target model has been issued a First
Fire Order.
Jump Packs: Models with the Jump Packs special rule Line: Models with the Line special rule count their
can move over all other models and areas of terrain, Tactical Strength as two greater than it already is
suffering no movement penalties for doing so, such as (e.g., an Infantry model with the Line special rule
due to Difficult terrain or moving over an Obstacle. will have a Tactical Strength of 7 instead of 5). This is
Models with the Jump Packs special rule cannot end cumulative with other modifiers to Tactical Strength
their movement overlapping other models, nor can (see page 103 for more detail).
they end their movement within an enemy model’s
Engagement Zone unless they are issued with a Loyalist: A Detachment with this special rule may only be
Charge Order. They can move over Impassable terrain included within an Army that has the Loyalist Allegiance.
but cannot end their movement overlapping it –
any model that ends their movement overlapping Macro-extinction Targeting Protocols: When a
an area of Impassable terrain is destroyed. model with the Macro-extinction Targeting Protocols
special rule is firing at a Super-heavy, Knight or Titan
Infantry models with the Jump Packs special rule can only Detachment, it may re-roll all failed Hit rolls. In addition,
end their movement on top of a Structure if they intend when making Fight rolls for a model with this special
to Garrison it – if the Detachment does not Garrison the rule, the controlling player may re-roll one D6 of the
Structure, then any models overlapping with the Structure controlling player’s choice in Fights against a Super-heavy,
are destroyed. Knight or Titan model.

A model with the Jump Packs special rule adds 1 to the Master Tactician: A Detachment that contains one or
result of all Fight rolls it makes against models Garrisoned more models with this special rule may issue commands
within a Structure while issued with a Charge Order, when it is activated. Any different friendly Detachment
in addition to any other modifiers. that has yet to be activated this round, and is within 6"
of an activated model with this special rule, may discard
Models with the Jump Packs special rule count as having their Order token and replace it with a different Order
the Bulky special rule for the purposes of Embarking they are eligible to be issued. A Detachment issued with
on Transports. In addition, they can Disembark from a a Fall Back Order cannot discard its Order via this rule,
Transport with the Flyer special rule even if it does not however a Broken Detachment can, and thus can be
have the Hover special rule, and a Transport with the issued an Order other than Advance or Charge.
Hover special rule does not have to Hover for them to
do so (see Embarking and Disembarking on page 97 for
more details).
Medicae: Infantry models gain the Feel No Pain special Outflank: Instead of being deployed on the battlefield as
rule while within 4" of a friendly model with the Medicae normal, if all models in a Detachment have the Outflank
special rule. special rule, the Detachment may be placed in Reserve.
While in Reserve, Detachments with the Outflank
Necrotechica: During the Resolve End Phase Effects stage special rule can only be issued the Advance Order or
of the End phase, roll a D6 for each Wound a model with March Order.
the Necrotechica special rule has lost. On a 5+, the model
regains a Wound. When a Detachment with the Outflank special rule that is
in Reserve is activated in any Movement phase other than
Nimble: Models with the Nimble special rule suffer no the first, the controlling player may choose to leave it in
penalties to their Movement when moving through areas Reserve or Flank the enemy. When a Detachment Flanks
of Difficult terrain. the enemy, the controlling player places the models in
that Detachment in base contact with any battlefield edge,
Orbital Assault: When a model with both the Orbital although no model can be deployed within 8" of the
Assault and Drop Pod special rule is deployed on the enemy’s battlefield edge. Once deployed in this way,
battlefield via Deep Strike, it may immediately fire with the Detachment may complete its activation as normal
all its weapons, following the rules for Firing on page 56. (i.e., it may move during the Movement phase and/or fire
If the model in question also has the Transport (X) during the Combat phase, etc.).
special rule, it fires before any models Disembark.
Phosphex: Models Engaged with an enemy Detachment Skimmer: Models with the Skimmer special rule
with the Phosphex special rule gain no positive modifiers can move over all other models and areas of terrain,
to their CAF characteristic for being Garrisoned within suffering no movement penalties for doing so, such as
a Structure. due to Difficult terrain or moving over an Obstacle.
Models with the Skimmer special rule cannot end their
Shield Generator (X): Any model, friend or foe, including movement overlapping other models, nor can they end
the model with this special rule, within 6" of a model their movement within an enemy model’s Engagement
with the Shield Generator (X) special rule, gains an Zone unless they are Engaged with it. They can move
Invulnerable Save equal to the number shown in brackets. over Impassable terrain but cannot end their movement
This Save can only be made against Hits scored by models overlapping it – any model that ends its movement
more than 6" from the Shield Generator model, i.e., if the overlapping an area of Impassable terrain is destroyed.
firing model and the target are both benefitting from a
Save given by the same model with this special rule then During the First Fire stage of the Combat phase,
the target cannot use that Save. a Detachment with the Skimmer special rule that is
issued with a First Fire Order may make a ‘Pop-up attack’.
Scout: Models with the Scout special rule improve any To make a Pop-up attack, the controlling player declares
Cover Save they have by 1, to a maximum of 2+. that the Detachment is doing so when it is activated.
The Detachment then fires as normal. However,
when making a Pop-up attack, Skimmer models trace
their line of sight from a position 10" directly above the
current position of the model; to determine line of sight,
hold the model up in the air and take a model’s eye view.

When a Skimmer Detachment makes a Pop-up attack,


they remain at their elevated position until the end of the
First Fire stage, meaning enemy models can draw line of
sight to the Skimmer models as if they were 10" above
their starting positions on the battlefield. At the end of the
First Fire stage, the Skimmer models descend and line of
sight must be drawn to and from them as normal.
Steadfast: A model with the Steadfast special rule For example, if a Legion Tactical Detachment has six models
counts its Tactical Strength as one higher than normal but only four are Embarked upon Legion Rhinos (for example,
(e.g., an Infantry model with the Steadfast special because one of the Tactical Detachment’s Rhinos was
rule would have a Tactical Strength of 6). This rule is destroyed), then any model from the Tactical Detachment
cumulative with other special rules (i.e., an Iron Warriors must maintain Coherency with the Rhinos and vice versa.
Legion Terminator model would have a Tactical Strength
of 8 in certain circumstances thanks to the ‘The Bitter If a Transport is destroyed while transporting
End’ Legion special rule (see page 156)). Detachments, make a Save roll for each model within it,
using a Save characteristic of 4+, or the model’s own Save
Tracking Array: While a model with the Tracking Array characteristic if it is better. This Save roll is not modified
special rule is issued with a First Fire Order, all of its by the AP of the weapon that destroyed the Transport.
weapons gain the Skyfire special rule if they do not already If the Save is failed, that model suffers a Wound. The
have it. models are then placed on the battlefield within 2" of
the destroyed Transport’s location – if a model cannot
Transport (X): Models with the Transport (X) special rule be placed (due to enemy models’ Engagement Zones,
can carry Detachments into battle – these models are Impassable terrain or not enough space, etc.), that model
referred to as Transports. Each model with this special is destroyed. The models cannot be placed in Combat.
rule may transport a maximum number of Infantry
models equal to the value shown in brackets. When a There are several special kinds of Transport as follows:
model is within a Transport, place it to the side of the
battlefield. Assault Transport (X): Models with the Assault Transport
(X) special rule follow all the rules for Transports
Models may start the battle deployed within a Transport. described previously, with the exception they may
When deploying a Detachment which contains one transport Infantry models with the Bulky special rule. In
or more models with the Transport (X) special rule, addition, Detachments Embarked within them may be
the controlling player may declare that it is transporting issued an Advance Order, March Order or Charge Order.
models – they state which models are Embarked on the
Transport and place those models to one side. All models Large Transport (X): Models with the Large Transport (X)
Embarked within a Transport must be declared when it special rule follow all the rules for Transports described
is deployed and all models within the same Detachment above, with the exception that they may transport
must be deployed in Transports if one model is, and all the Walkers, Infantry and models with the Bulky special rule.
chosen Transports must be part of the same Detachment. Each Walker model counts as two models for the purposes
of determining how many models can Embark upon a
When being issued an Order during the Order phase, Transport. In addition, Infantry models with the Bulky
a Detachment with the Transport (X) special rule is issued special rule take up one space within a Large Transport,
an Order as normal. A Detachment that has one or more not two.
models within a Transport is issued an Order separately
but can only be issued certain Orders depending on Large Assault Transport (X): Models with the Large
the type of Transport – unless otherwise instructed, Assault Transport (X) special rule follow all the rules for
that Detachment can only be issued an Advance Order Large Transports, with the exception that Detachments
or March Order. Embarked within them may be issued an Advance Order,
March Order or Charge Order.
If part of a Detachment is Embarked upon a Transport
and another part of it is not (e.g., due to the latter part’s
Transport being destroyed), then the non-Embarked
models must maintain Coherency with the Transports.
Traitor: A Detachment with this special rule may only be
included within an Army that has the Traitor Allegiance. Embarking and Disembarking
Models can begin the game deployed within a
Unique: A maximum of one of each type of Detachment Transport. They can also Embark upon a Transport
with this rule can be included within an Army. during the course of the game. To Embark upon a
friendly Transport, a model must end its activation in
Void Shields (X): Void Shields are energy shields that the Movement phase in base to base contact with it
absorb incoming fire and prevent damage to those – the model is then removed from the battlefield and
equipped with them. A model with the Void Shields (X) placed to one side.
special rule has a starting Void Shield level equal to the
number shown in brackets. Models with a Void Shield During a Transport’s activation in the Movement
level of 1 or more are said to have active Void Shields. phase, models Embarked upon the Transport may
Disembark – this can be done at any point during
When one or more Hits are scored against a model the Transport’s activation; all models from the
with active Void Shields, Hits are first allocated to the same Detachment must Disembark if they can.
Void Shields. Each time a Hit is allocated to a model’s A Disembarking model is placed within 1" of the
Void Shields, reduce its Void Shield level by 1 then discard Transport it was Embarked within – if a model
the Hit. Once the Void Shield level reaches 0, the Void cannot be placed in this manner then it remains
Shields collapse and are no longer active. Any remaining Embarked. A Disembarking model cannot be placed
Hits are allocated to the model and resolved as normal. within the Engagement Zone of an enemy model.

Hits can only be allocated to Void Shields if they were If a model that Disembarked has yet to activate
scored by a weapon with a modified AP of -1 or better; this phase, it can be activated as normal later on.
Hits scored by weapons with an AP of 0 or worse If a model that has Disembarked has already been
(after modifiers) against a model with active Void activated then it is placed as described above.
Shields are automatically discarded and do not In either case, the Transport’s Detachment
reduce the model’s Void Shield level. can then finish its activation.

During the End phase, in the Resolve End Phase Embarking and Disembarking from a Transport with
Effects stage, a model with the Void Shields (X) special the Flyer special rule works slightly differently. If a
rule may attempt to reignite any collapsed Void Shields. Transport with the Flyer special rule has the Hover
The controlling player rolls a number of D6 equal to special rule, then when a Detachment Disembarks
the difference between a model’s current Void Shield from it the Transport immediately loses the Flyer
level and its starting Void Shield level. For each 4+ rolled, special rule and gains the Skimmer special rule;
increase that model’s Void Shield level by 1. if the Transport is part of a Detachment, then all
models in the Detachment do this, even if no model
Disembarks from them. Similarly, a model cannot
Embark upon a model with the Flyer special rule
– the Flyer model must be hovering for a model to
Embark upon it.

Some special rules (such as Jump Packs) allow a


model to ignore the need to Hover. If the Flyer
does not have the Hover special rule then models
cannot Disembark from it unless a rule (such as
the Jump Packs special rule) explicitly says they can.
If a Transport with the Flyer special rule is destroyed,
models within it are also destroyed, without making
Save rolls, unless those models can normally
Disembark from a Flyer without it Hovering.
FIGHTING A BATTLE

The Mission
E ach game of Legions Imperialis represents a
battle fought during the galaxy-shattering war
known as the Horus Heresy. The expansive history of
Every battle that is fought has objectives, whether that
is as simple as destroying your opponent’s Army to
that era serves as a perfect background for your hobby, more complex goals, such as capturing key locations or
from assembling and painting a grand force to recreating retrieving and escaping with vital information.
some of the most infamous conflicts fought during the
Warmaster’s rebellion. These objectives are determined by a Mission. A Mission
describes how and where on the table players set up their
This section of the book focuses on setting up and fighting armies and how victory can be achieved. If relevant, it will
a battle. There are various types of battles you can play, also include any special rules which apply to the battle
some more codified than others. Here, we’ll look at the and any restrictions on Army building. For more detail on
basics which apply to all games of Legions Imperialis and Missions, see page 104.
take an in-depth look at Matched Play, which is a style of
play intended to present a level playing field for all players.
Open Play and Narrative Play, two alternative styles of
play, will also be touched upon.

Regardless of the style of game being played, all Legions


Imperialis battles have two constants: a Mission and
a battlefield.

Fighting a Battle
The Battlefield BattlefieldTerrain
The battlefield is where a game of Warhammer: There are few battles that take place over wide-open,
The Horus Heresy – Legions Imperialis takes place. featureless plains. Although games of Legions
It represents one of the countless planets and locales on Imperialis can take place on battlefields without terrain,
which the catastrophic civil war was fought. Battlefields the addition of even just a few pieces makes for a much
can range from apocalyptic visions of destruction, more interesting game. As part of the preparation for the
such as ruined cities or broken industrial complexes, battle, players will need to set up their battlefield terrain –
to open wastelands wracked by radiation storms or this is always done before any Detachments are deployed
verdant fields that will soon be scarred by the ravages on the battlefield and before players determine who
of war. The planets of the galaxy are staggeringly diverse, deploys where.
meaning battles can be fought on any kind of battlefield
you can imagine. There are a variety of ways that terrain can be deployed on
the battlefield:
In rules terms, the surface on which a game of
Warhammer: The Horus Heresy – Legions Imperialis • Players can divide the table into quarters and deploy
takes place is referred to as the ‘battlefield’, with each of its D3+1 areas of terrain in each quarter, with players
edges referred to as a ‘battlefield edge’. Each deployment taking turns deploying a piece of terrain, starting with
map will also highlight a battlefield edge, or part of one the winner of a roll-off. For Structures, it is suggested
or more battlefield edges, for each deployment zone – that several individual Structures count as one area
this is the battlefield edge of the player who deploys in of terrain for the purposes of deploying terrain.
that deployment zone. In general, the rules and Missions • Players can collaborate, placing various areas of
of Legions Imperialis are written with a 5'x4' battlefield in terrain from those available to them to create an
mind; some Missions might stipulate another battlefield interesting battlefield.
size to use. • One player can set up the entire battlefield in a manner
of their choosing. Then, when it comes to rolling to
Of course, players can use whatever sized battlefield they see who has control of the battlefield (see page 101),
have available to them, be it smaller ones such as a kitchen the player who did not set up the terrain automatically
table or a far larger one in a local gaming club upon which gains control of it.
they can play massive battles. If players wish to play
on a non-standard table size, then any measurements Regardless of the method used, terrain should encourage
for factors such as deployment or objectives should be tactical decisions and movement amongst armies.
adjusted to reflect this. The addition of a cluster of Structures along with a few
areas of Obstructing terrain and/or other line of sight
blocking terrain will greatly influence the flow of battle,
restricting avenues of movement and providing tactical
advantages and disadvantages to Detachments.
The hobby section of this book (see page 122) includes
a few examples of Legions Imperialis battlefields to
inspire you.
Matched Play
Matched Play is intended for games where both armies Open Play and Narrative Play
are built to an equal points total, perfect for those wishing Although Matched Play is the most commonly used
to introduce a competitive element to their games or form of play in Legions Imperialis, it is by no means
for playing against opponents you do not regularly play the only one. Two alternative examples are known as
against. As such, Matched Play is perfect for pick-up Open Play and Narrative Play.
games in your local gaming store as well as for use in
tournaments and leagues. In Open Play, players simply pick what models
they want to use, place them on the battlefield and
A battle fought using the Matched Play rules is generally have a good time playing against their opponent.
fought between two sides, most commonly with one In general, Open Play doesn’t concern itself with
player per side. Each player builds their Army to a points the points values of armies, and the Mission is
value agreed upon by the two players. whatever players decide between themselves.
In other words, the only restriction in Open Play
The most common points value of an Army in Legions is your own imagination.
Imperialis is 3,000 points, and the rules have been written
with this in mind. However, the rules are designed so Narrative Play focuses on the story, taking
points values can be scaled up or down, meaning players inspiration from the rich background of the Horus
are free to determine the points value between them. Heresy. In the majority of cases for Narrative Play
The higher the points value of the armies, the longer players will choose a Narrative Mission, which will
a game will take. Battlefield size may also have to be list the point values for armies, deployment rules and
adjusted; for games of 2,500 points or fewer, a 4'x4' table victory conditions. These Missions will often place
is recommended, while a larger table might be required restrictions and guidelines on how players build
for higher points totals, such as a 6'x4' table for games of their armies to better reflect the story the Mission
more than 3,500 points. is portraying. It is similar in many ways to Matched
Play, but the key difference is that the tale is placed
If one side includes more players than the other, then the at the battle’s heart – not every Narrative Mission
total points value of both sides should be equal, meaning will be fair, and sometimes one side or another will
the side with more players will have fewer points to spend be outnumbered and/or outgunned. The Mission
on each individual player’s armies. objectives will be tailored towards this, creating a
thrilling game where players forge tales that will
Once a points value has been determined, each player echo across the years. Players can, of course, design
musters their Army as described on page 126. their own Narrative Missions, using the official
examples as guidance.

Regardless of what method of play you use,


the purpose of Warhammer: The Horus Heresy
– Legions Imperialis is for everyone to enjoy
themselves – if that is happening, then you’re on the
right path.
Selecting a Mission Objective Markers
Once all players have assembled their armies, they will In Legions Imperialis, places of vital importance are
need to decide upon a Mission. Each Mission determines represented by Objective markers. Objective markers
the deployment zones of both armies, the Primary can take many different forms, from simple coloured
Objective for both players and, if necessary, how Objective tokens or bases to custom terrain pieces built to match a
markers are deployed on the battlefield. player’s Army.

To determine a Mission, one player rolls a D6 to Unless otherwise stated, an Objective marker in Legions
determine which column from the Mission table that Imperialis should be represented by a token or base
follows is in use. Then the opposing player rolls a D6 32mm in diameter. A model can end its move in base
to determine which Mission from that column is being contact with an Objective marker and can move through
played, comparing the result against the table rows. it without issue but cannot end its move overlapping one.
Regardless of their appearance, Objective markers do not
Alternatively, players can simply choose a Mission from block line of sight.
the table, so long as all players agree.
When deploying Objective markers, the centre of the base
First D6 Result is used when measuring – if an Objective marker needs
Second D6 Result 1-3 4-6 to be placed 18" from a battlefield edge, the centre of the
1 Confrontation Flanking Action base must be 18" away. During a battle, any measurement
2 Seize and Hold Retrieval to an Objective marker is measured from the edge of the
3 No Man’s Land Forward Push marker. Objective markers cannot be deployed within
4 Hold Ground Conquest an area of Impassable terrain, nor can they be deployed
5 Stronghold Assault All Out War overlapping a Structure.
6 Devastation Point Assault
When deployed some Objective markers will be
Descriptions of each Mission, along with deployment deployed outside of either player’s deployment zone.
maps, can be found on page 104. Objective markers outside either player’s deployment zone
are referred to as neutral objectives. Neutral objectives
The Battlefield often give different Victory Points when captured,
Deployment Map depending on the Mission being played.
Once a Mission has been determined, the battlefield
is set up; terrain is deployed as described on page 99.
The Missions presented in this book assume a battlefield Raven Guard 734th Detachment,
size of 5'x4', and all deployment maps are written with Death’s Deliverance
this in mind. However, players are free to agree amongst Informally titled ‘Death’s Deliverance’, the 734 th were
themselves the battlefield size, adjusting deployment assigned to accompany the fleet of Lion El’Jonson
zones and Objective marker placement as needed. during his campaign of destruction against Traitor-held
worlds following the waning of the Ruinstorm. With
Players must then determine who has ‘control of the Corax unwilling to divert the bulk of his forces from
battlefield’. To do this, both players roll off once terrain his guerilla campaign behind Traitor lines, the 734 th
has been set up, with the winner of the roll-off choosing Detachment consisted of an uncharacteristic amount of
which player has control of the battlefield. The player heavy armour, bombardment tanks and Dreadnoughts,
with control of the battlefield chooses a deployment supported by relatively few troops. At Barbarus, the
zone, with the other deployment zone going to the 734 th Detachment reaped a hefty toll of Traitors during
opposing player. several pivotal battles on the planet’s surface, providing
close fire support to the advance of both the Lion and
Once deployment zones have been chosen, players Russ as they spearheaded assaults on key locations.
deploy any Objective markers, as detailed in the Mission’s
deployment map.
Determine Secondary Objective Reserves
Once the battlefield has been set up, both players Some special rules state that a Detachment can be
determine a Secondary Objective for themselves (or one deployed in Reserve. This means the Detachment in
Secondary Objective per side for more than two players). question does not start on the battlefield and instead
Each player has a separate Secondary Objective that can is placed to one side – the Detachment is referred to as
be different from their opponent’s. being in Reserve. To do this, the controlling player simply
states that a Detachment that can be deployed in Reserve
To determine a Secondary Objective, both players roll two is doing so, which is done whenever that Detachment
D6 on the table below, re-rolling a dice if duplicates are would normally be deployed upon the battlefield.
rolled – they do this until they have two unique numbers.
They then compare the results against the Secondary Detachments in Reserve can arrive on the battlefield
Objectives table to determine which objectives are during the course of the game. How they arrive depends
available to them. on the special rule that placed them in Reserve;
Detachments with the Flyer or Drop Pod special rule can
Once this is done, both players secretly choose one arrive in the first round, while Detachments with the
of the two Secondary Objectives available to them – Deep Strike special rule can arrive in the second round
the other is discarded. Once both players have chosen onwards. In general, the rule in question will state how
their Secondary Objective, they reveal their own to their and where the Detachment can arrive from. If it does
opponent simultaneously. not, then the Detachment can move onto the battlefield
from the second round onwards – place the Detachment’s
Result Secondary Objective models in base contact with the battlefield edge, after
1 Carnage which the Detachment can complete its activation as
2 Vital Intel normal (i.e., move if its Order allows, etc.).
3 Control the Battlefield
4 Breakthrough Detachments in Reserve do not count as destroyed and
5 Plant the Standard are counted for the purposes of determining a Formation’s
6 Defiant Break Point (i.e., the total number of models in the
Formation during Army creation is used, not the total that
Deployment were deployed on the battlefield). If a Formation becomes
After the battlefield has been set up and all objectives have Broken while one or more Detachments within it are in
been determined, the armies are deployed. Players take Reserve then those Detachments do not have to take a
it in turns, starting with the player who has control of Morale check but are classified as Broken when they arrive
the battlefield, to deploy all Detachments within a single on the battlefield.
Formation – if a player runs out of Formations to deploy
and the other has not fully deployed, then they deploy all Detachments in Reserve must be issued an Order as
of their remaining Formations. Once both players have normal and activate when their Detachment does.
deployed their armies, the battle begins. When activated, Detachments in Reserve can do nothing
and thus stay in Reserve, or arrive on the battlefield if
their rules allow. As previously stated, Detachments that
are in Reserve must be activated after all Detachments
on the battlefield, unless it is arriving on the battlefield.

Unless instructed otherwise, if a Detachment in Reserve


has not arrived on the battlefield by the end of the fourth
round, it counts as destroyed, can no longer arrive and
can take no further part in the battle. The sole exception
to this are models with the Flyer special rule – as Flyers
move into and out of Reserves during the course of the
battle, they are not destroyed as described previously.
Any Detachments Embarked upon a Flyer Transport,
however, must have arrived on the battlefield by
the end of the fourth round.
Battle Begins Capturing Objective Markers
When the battle begins, any effects or special rules During the course of the battle, both armies can capture
which happen at the start of the battle take place. Objective markers scattered across the battlefield.
If a player has more than one effect which takes place
at this time, they can choose the order in which these During the Calculate Victory Points stage of the End
effects happen. If both players have effects that take place phase players determine if any Objective markers have
at the start of the battle, the player with control of the been captured. To capture an Objective marker, a player
battlefield resolves their effects first. must have at least one model within 3" of the marker.
If the opposing player has no models within 3" of the
The first round then begins. same marker, the player captures the Objective and is
said to be in control of it. Once a player has gained control
Game Length of an Objective marker, they remain in control of it until
Unless instructed otherwise, Legions Imperialis Matched the opposing player captures it – they do not need to leave
Play Missions last five rounds. models within 3" of the marker.

Determine Victor If both players have models within 3" of an Objective


Once the battle ends, both players determine the total marker then players should calculate the total Tactical
number of Victory Points (VPs) they have earned over the Strength of their models within 3" of an Objective.
battle. The player with the most VPs is victorious. If both Each model’s Tactical Strength is determined by its type,
players have the same number of VPs, the battle is a draw. as shown in the table below:

Scoring Victory Points Type Tactical Strength


In Legions Imperialis, VPs are earned both during the Infantry 5
battle and at the end. Most Missions require the capturing Cavalry and Walkers 3
of Objective markers (as follows), with a player scoring VPs Vehicles and Super-heavy vehicles 2
at the end of each round for each Objective marker they Knights 1
control. In some missions, different Objective markers Titans 0
are worth different numbers of VPs, meaning some are
more lucrative than others. The best generals know when If one player has at least double the Tactical Strength
to mount an offensive and when to defend their captured within 3" of a marker compared to their opponent, that
assets; master both and victory will be yours. player captures the Objective or retains control of it if
they had previously captured it.
In addition to VPs earned through capturing and holding
Objective markers, each player’s Secondary Objective Otherwise, the Objective is referred to as a Contested
offers additional ways for them to score VPs at the end of Objective and its status does not change – if it was
the battle. uncaptured it remains uncaptured, or if it was controlled
by a player, it remains under their control.

Contested vs. Uncontested Objectives Models with the Flyer special rule cannot capture or
Many Missions will reference Uncontested contest Objectives and are ignored when determining
Objectives when awarding Victory Points. If an who controls an Objective.
Objective marker is Contested then it does not
award Victory Points in such circumstances.
Note, an Objective is not Contested if the
controlling player has at least double the Tactical
Strength within 3" of it as their opponent and thus
it would count as an Uncontested Objective and
score VPs. As such it is important to determine if
an Objective is Contested or not when both players
have models within 3" of it.
MISSIONS

T he following pages list the Matched Play Missions.


Each Mission comprises a deployment map and the
conditions for winning a battle.
edge is the long table edge which is touching the
player’s deployment zone – where this is not the case,
the battlefield edge of each player will be highlighted
in a corresponding colour. Any Objective markers that
After terrain has been set up, the player who wins control need to be deployed are represented by black dots.
of the battlefield chooses a deployment zone. Deployment
zones are indicated on each Mission’s deployment map, Some Missions will have additional rules for deployment
represented by different colours for each zone. In the or special rules that are active during the battle. These will
majority of Missions presented here, a player’s battlefield be listed in the Mission’s description.

Missions
CONFRONTATION
“Peace is built on conquest.”

Attributed to Roboute Guilliman, Primarch of the 13th Legion

Scoring
At the end of each round, you score:

• 3 VPs for each Uncontested


Objective marker in your
deployment zone that you control.
• 7 VPs for each Uncontested
Objective marker in your
opponent’s deployment zone that
you control.
SEIZE AND HOLD
“In war, you cannot be content with simply holding the ground you have conquered.
Always you must be pushing forwards, to root out the foe where they hide and squash any notion of resistance.”

Lord Marshall Zivo Marjerl, 514 th Garridenal Rifles

Scoring
At the end of each round, you score:

• 2 VPs for each Uncontested


Objective marker in your
deployment zone that you control.
• 5 VPs for each Uncontested neutral
Objective marker you control.
• 7 VPs for each Uncontested
Objective marker in your
opponent’s deployment zone that
you control.
NO MAN’S LAND
“Behind each victorious army lies fields of discarded corpses.”

Fleet-wide communiqué issued during the Rangdan Xenocides, author unknown

Scoring
At the end of each round, you score:

• 3 VPs if you control a single


Uncontested Objective marker.
• 7 VPs if you control two
Uncontested Objective markers.
• 11 VPs if you control three
Uncontested Objective markers.
HOLD GROUND
“Shatter their armies. Seize their cities. Then build anew atop the broken remnants of their undeserving lives.”

Attributed to Perturabo, Primarch of the IVth Legion

Scoring
At the end of each round, you score:

• 2 VPs if you control the Objective


marker in your deployment zone
and it is Uncontested.
• 5 VPs if you control the Objective
marker in your opponent’s
deployment zone and it
is Uncontested.
• 9 VPs if you control the Objective
marker in the centre of the
battlefield and it is Uncontested.
STRONGHOLD ASSAULT
“A fortress circumvented ceases to be an obstacle. A fortress destroyed ceases to be a threat. Do not forget the difference.”

Attributed to Leman Russ, Primarch of the VIth Legion

Scoring
At the end of each round, you score:

• 4 VPs for each Uncontested neutral


Objective marker you control.
• 9 VPs if you control the Objective
marker in your opponent’s
deployment zone and it
is Uncontested.

At the end of the battle, you score:

• 7 VPs if you control the Objective


marker in your deployment zone
and it is Uncontested.
DEVASTATION
“Let the galaxy burn.”

Attributed to Horus Lupercal, Warmaster and Primarch of the XVIth Legion

Scoring
At the end of each round, you score:

• 5 VPs for each Uncontested


Objective marker in your
deployment zone that you control.
• 3 VPs for each Uncontested neutral
Objective marker you control.

Special Rule:
Tactics of Devastation
At the end of each round, if a player
controls an Objective marker in their
opponent’s deployment zone, they
destroy it. If they do so, remove the
Objective marker from the battlefield
– it no longer plays any part in the
battle. In addition, the player that
destroyed it immediately gains
10 VPs.
FLANKING ACTION
“Warfare is not clean. Strike from every angle. Bleed them with a thousand cuts.
Do what must be done to achieve victory – honour and dignity are for the weak.”

Attributed to a Princeps of Legio Audax during the Lorin Alpha Massacres

Scoring
At the end of each round, you score:

• 2 VPs if you control the Objective


marker in your deployment zone
and it is Uncontested.
• 4 VPs for each Uncontested
neutral Objective marker you
control; if you control two or more
Uncontested neutral Objective
markers, you gain 6 VPs for each
one you control instead.
• 8 VPs if you control the Objective
marker in your opponent’s
deployment zone and it
is Uncontested.
RETRIEVAL
“If I am guilty of anything, it is the pursuit of knowledge.”

Attributed to Magnus the Red, Primarch of the XVth Legion

Scoring
At the end of each round, you score:

• 5 VPs for each Uncontested


Objective marker you control.

Special Rule: Protect the Intel


At the end of each round, after
Victory Points have been scored,
if a player controls one or more
Uncontested Objective markers,
they can move them – if both players
control Uncontested Objective
markers, the player with the Initiative
moves their markers first.

Each Objective marker can move


a maximum of 5" in any direction.
The Objective marker cannot move
through enemy models, cannot end
its movement overlapping its base
with any other model, a Structure
or an area of Impassable terrain, and
cannot move off the battlefield.
FORWARD PUSH
“Guns up, eyes front, kick ’em in the teeth.”

Regimental Motto of the 71st Yarrdile Rifles, Solar Auxilia

Scoring
The further an Objective marker is
from a player’s battlefield edge, the
greater the number of VPs it is worth
to that player.

At the end of each round, you score:

• 3 VPs for each Uncontested


Objective marker that you
control that is 18" away from your
battlefield edge.
• 5 VPs for each Uncontested
Objective marker that you control
that is 30" away from your
battlefield edge.
• 9 VPs for each Uncontested
Objective marker that you control
that is 42" away from your
battlefield edge.
CONQUEST
“No world shall be beyond my rule; no enemy shall be beyond my wrath.”

The Emperor of Mankind, speaking atop Mount Vengeance

Scoring
At the end of each round, you score:

• 4 VPs for each Uncontested


Objective marker you control.
• An additional 5 VPs if you control
at least three Uncontested
Objective markers; if one of those
markers is within your opponent’s
deployment zone, you score an
additional 9 VPs instead.
ALL OUT WAR
“Make war and move on, and again, and again, until nothing breathes which stands against us.
All else is sophistry and pretty lies.”

Attributed to Ferrus Manus, Primarch of the Xth Legion

Objective Makers
Once both players have chosen
their deployment zones, they take
it in turns, starting with the player
with control of the battlefield, to
deploy an Objective marker until
both players have deployed three
Objective markers.

Players can deploy Objective markers


anywhere in their deployment
zone more than 8" from any
battlefield edge and more than
10" from a previously deployed
Objective marker.

Deployment
During the deployment step, all
models must be deployed at least 8"
away from any previously deployed
enemy models. Detachments with
the Infiltrate special rule can be
deployed in the opposing player’s
deployment zone but must still be
placed at least 4" from enemy models.

Scoring
At the end of each round, you score:

• 3 VPs for each Uncontested


Objective marker in your
deployment zone that you control.
• 7 VPs for each Uncontested
Objective marker in your
opponent’s deployment zone that
you control.
POINT ASSAULT
“Every worthy thing is difficult.”

Attributed to Jaghatai Khan, Primarch of the Vth Legion

Deployment
During the deployment step, all
models must be deployed at least 3"
away from any previously deployed
enemy models.

Scoring
At the end of each round, you score:

• 2 VPs if you control the Objective


marker in your deployment zone
and it is Uncontested.
• 7 VPs if you control the Objective
marker in your opponent’s
deployment zone and it
is Uncontested.
• 4 VPs each for any Uncontested
neutral Objective marker you
control; the Objective marker
in the centre of the battlefield is
counted as a neutral Objective.
If you control two or more
Uncontested neutral Objective
markers, and one of these is the
Objective in the centre of the
battlefield, you gain an additional
4 VPs.
SECONDARY OBJECTIVES

Carnage
I n addition to the possible ways to score Victory Points
described in each Mission, each player has a Secondary
Objective. Secondary Objectives are chosen as described
At the end of the battle, calculate the total points value
of enemy Detachments that have been destroyed;
on page 102. Detachments that have lost half or more of their
starting models count as half their total points value
Each of the Secondary Objectives are described over (rounding down to the nearest whole number).
the following pages. If a Secondary Objective requires
the placement of an Objective marker, then the marker The player with this Secondary Objective scores VPs
must be clearly indicated as different from the Mission depending on the percentage of enemy Detachments that
Objective markers. Any time a Secondary Objective have been destroyed relative to the total starting points
marker is placed, either while setting up the battlefield or value of the enemy Army, as follows:
during the course of a game, it cannot be placed within
an area of Impassable Terrain, overlapping a Structure or • If at least 35% of the total starting points value of the
overlapping the base of any model. If the marker must be enemy Army has been destroyed, you score 5 VPs.
placed but does not meet these rules, move the marker • If at least 65% of the total starting points value of the
the shortest possible distance to allow it to be placed. enemy Army has been destroyed, you score
10 VPs instead.
Objective markers placed as part of a Secondary Objective • If at least 80% of the total starting points value of the
do not score VPs due to the Mission rules – they are enemy Army has been destroyed, you score
used solely for the Secondary Objective. However, 15 VPs instead.
players should still determine who is in control of
each marker during the End phase of each round.

Secondary Objectives
Vital Intel
At the start of the first round, before any Order tokens are Objectives and Tournaments
placed, the opponent of the player with this Secondary Missions and Secondary Objectives add an extra
Objective deploys an Objective marker anywhere as tactical layer to Legions Imperialis, requiring players
close as possible to the centre of the battlefield. This is to push towards completing their own objectives
the vital intel that must be retrieved. The marker cannot while countering their opponent, who often has a
be deployed within an area of Impassable terrain or different goal in mind.
overlapping a Structure.
If running a tournament, an event organiser may
If a Detachment controlled by the player with this wish to choose which Mission is in play for each
Secondary Objective ends its activation in the Movement game, ensuring all players are playing the same
phase within 1" of the Objective marker and more than 1" Mission. They can do the same for Secondary
from any enemy models, it may pick up the Intel – remove Objectives as well, either through letting players
the marker from the battlefield. Models with the Flyer choose from one of two pre-selected Secondary
special rule, or the Skimmer and Hover special rules, Objectives or by assigning a single Secondary
cannot pick up the Intel, though a model carrying it Objective for all players.
can subsequently Embark upon a Transport with these
special rules. An alternative option for Secondary Objectives,
which allows players more choice, is to create
If the Detachment carrying the marker is destroyed, an objective pool. An objective pool is a set of
the opposing player places the Objective marker back on Secondary Objectives that all players can draw from
the battlefield in the centre of where one model in the during their games, selecting one when they would
Detachment’s base was. If the Detachment carrying the normally roll for their Secondary Objective. Once
Intel was destroyed due to an Overwatch, the opposing a Secondary Objective has been chosen, it cannot
player places the Intel marker within 3" of the destroyed be picked again for the remainder of the event.
model’s starting position (i.e., before it began moving). This means players must carefully choose which
If the Detachment carrying the Intel was destroyed Secondary Objective to play when but ensures all
while within an area of Impassable terrain or Structure, players are using the same Secondary Objectives
the opposing player places the marker in base contact over the course of the event.
with the boundary of the Impassable terrain/Structure,
so it is outside of either.
If a model carrying the Intel marker is Embarked upon a
During the Calculating Victory Points stage of the End Transport with the Flyer special rule and that Transport
phase of any round, a Detachment carrying the marker, leaves the battlefield, it also counts as having recovered
or a Transport the Detachment is Embarked upon, the Intel; both the Detachment carrying the Intel marker
that is within 1" of their battlefield edge can recover the and the Transport play no further part in the battle
Intel – remove that Detachment from the battlefield. (i.e., are put to one side).
This can only be done if the Detachment is in Coherency.
The removed Detachment, and any Transports it was Scoring
Embarked upon, does not count as destroyed but plays At the end of the battle, the player with this Secondary
no further part in the battle. If a model carrying the Objective scores 15 VPs if the Intel has been recovered,
Intel leaves the battlefield for any other reason 10 VPs if the Intel has not been recovered but is being
(e.g., due to fleeing), place the Intel marker touching carried by a friendly Detachment or 5 VPs if the Intel
the battlefield edge at the point where the Detachment marker is on the battlefield and no enemy models are
left the battlefield. within 8" of the Objective marker.
Control the Battlefield Breakthrough
At the end of the battle, divide the battlefield into equal At the start of the first round, before any Order tokens are
quarters and calculate the total Tactical Strength (see page placed, the player with this Secondary Objective secretly
103) of each player’s models wholly within each quarter. notes down up to five friendly Detachments that are
The player with the greatest total Tactical Strength in either deployed on the battlefield or Embarked within
each quarter is said to be in control of it – if the total a Transport to be carrying some supplies. Models with
Tactical Strength is the same, no player controls it. the Flyer special rule cannot be chosen, nor can models
Embarked upon a Transport with the Flyer special rule.
Scoring
At the end of the battle, the player with this Secondary During the Calculating Victory Points stage of the End
Objective scores 5 VPs if they control at least one phase of any round, a Detachment carrying supplies
battlefield quarter, 10 VPs if they control at least two that is within 1" of the enemy battlefield edge can break
battlefield quarters and 15 VPs if they control three or through the enemy line – remove that Detachment
more battlefield quarters. from the battlefield. The removed Detachment does not
count as destroyed but plays no further part in the battle.
A Transport that has a Detachment carrying supplies
Embarked within it may leave the battlefield in this way
with the Detachment inside – both the Transport and any
Embarked Detachment play no further part in the battle if
this happens.

Models Embarked within a Flyer cannot leave the


battlefield in this way.

Scoring
At the end of the battle, the player with this Secondary
Objective scores 5 VPs if one friendly Detachment
carrying supplies broke through the enemy line, 10 VPs
if two friendly Detachments carrying supplies broke
through the enemy line and 15 VPs if three or more
friendly Detachments carrying supplies broke through the
enemy line.
Plant the Standard Defiant
At the start of the first round, before any Order tokens At the end of the battle, calculate the total Tactical
are placed, the player with this Secondary Objective Strength (see page 103) of each player’s models wholly
nominates one of their models, whether on the battlefield within the deployment zone of the player with this
or in Reserve, to be carrying a standard. Titans and models Secondary Objective.
with the Flyer, Hover and/or Transport special rule cannot
be chosen to carry the standard, nor can they pick it up The player with the greatest total Tactical Strength in the
in battle. deployment zone is said to be in control of it – if the total
strength is the same, no player controls it.
At the end of its activation in any Movement phase,
the model carrying the standard may plant it – place an Scoring
Objective marker in base contact with the model from the At the end of the battle, the player with this Secondary
Detachment. The marker must be placed so it is wholly Objective scores 15 VPs if no enemy models are within
within 12" of your opponent’s battlefield edge (or 18" if their deployment zone and no enemy Detachments
playing the Forward Push Mission) or the standard cannot are within 12" of their battlefield edge (18" if playing
be planted. the Forward Push mission), 10 VPs if the total Tactical
Strength of friendly models in their deployment zone
Once the standard has been planted, it functions like a is double that of the total Tactical Strength of enemy
normal Secondary Objective marker. models, or 5 VPs if the total Tactical Strength of friendly
models within their deployment zone is greater than
If the model carrying the standard is destroyed, place a the total Tactical Strength of enemy models within the
marker on the battlefield, where the centre of the base of player’s deployment zone.
the model was. A friendly model that ends its activation
in the Movement phase within 1" of the marker can pick
up the standard – remove the marker from the battlefield.
Once a standard has been deliberately planted, it cannot
be picked up again.

Scoring
At the end of the battle, the player with this Secondary
Objective scores 5 VPs if the standard is being carried by a
friendly Detachment but has not been planted, 10 VPs if
the standard has been planted but is contested or 15 VPs if
the standard has been planted, is uncontested and under
your control.

If the standard is under the opposing player’s control or


is not being carried and has not been planted, you score
no VPs.
BATTLEFIELD SHOWCASE

Industrial City
Mankind has built many cities across the galaxy. Some are Industrial city battlefields use the full range of Citadel
ancient bastions of civilisation, dating back to the Dark buildings in epic scale, combining the Civitas Imperialis,
Age of Technology, while others have sprung up in the Civitas Imperialis Spire and Manufactorum Imperialis
wake of the Great Crusade and lack the grandeur of those to create a vast cityscape. Buildings provide strongholds
ancient cities. All would feel the brutal grasp of the Horus for Detachments of Infantry to garrison and block line
Heresy, some broken for the crime of harbouring armies of sight and movement, while roads offer clear routes
loyal to the Emperor or pledging allegiance to Horus, for Vehicle Detachments at the risk of leaving them
and others simply collateral damage in the vast conflict vulnerable. The modular nature of the Legions Imperialis
that had enveloped the galaxy. terrain allows infinite possibilities, ranging from the
sparse outer edges of a city to the dense city centre.

Battlefield Showcase
Roads provide clear access routes for vehicles, such as this Infantry and Walkers can manoeuvre through the narrow
Leman Russ Squadron, enabling them to reach the front alleys of manufactoria terrain, sheltering from enemy fire
line faster. until the moment is right.
BATTLEFIELD SHOWCASE

Ruined City
When battles rage across a city, it is rare for the The easiest way to construct a ruined city is with
infrastructure to remain intact; artillery barrages, the Civitas Imperialis Ruins, which can be used on
airstrikes and the relentless march of god-engines their own to create areas of Obstructing terrain or
reduce entire districts to rubble and smoking craters. combined with the Civitas Imperialis building to create
Left behind is a ruined landscape where every building is partially ruined Structures that Infantry can garrison.
a potential deathtrap and enemies can be lurking around Careful manoeuvring is required on such battlefields,
every corner. Infantry fortify themselves within the husk as Detachments dart between the crumbling buildings
of buildings, constructing barricades from the rubble to and establish crossfires for approaching enemies.
shelter behind the cover while debris-strewn roads slow
down the advance of armour. Battles amongst ruined
cities are rarely long-ranged affairs, favouring mobile
Detachments with deadly close-quarter weapons.
Reinforced Obstacles prevent Vehicles from moving down Large ruined Structures provide garrison points for
certain roads, creating chokepoints where both sides meet in Infantry Detachments blocking line of sight and dividing
armoured clashes. the battlefield, forcing armies to split up and push along
multiple routes.
MUSTERING AN ARMY

I n Legions Imperialis, players take command of epic


armies consisting of a wide array of Detachments
ranging from massed ranks of infantry supported by
When playing a Matched or Narrative Play game, both
players use a points limit to determine the size of the
game that is to be played. The ‘standard’ points limit for
armoured tank columns to battlegroups of Titans drawn games of Legions Imperialis is 3,000 points – this is a
from the Collegia Titanica. guideline, however, and players can agree upon whatever
points limit they wish.
When playing a game of Legions Imperialis, each player
controls an Army. Each Army is made up of a number of Mustering an Army
Formations, each of which is a group of Detachments Once a points limit for a game has been agreed upon,
that works together on the battlefield. This system of players can begin mustering their armies. To do so,
Formations and their component Detachments allow a both players follow the Army Selection Steps
player to select a flexible force, capable of countering the detailed below, completing each in turn.
strategies of their opponent and taking on a variety of
Missions and battlefield challenges.
Army Selection Steps
The process of selecting an Army differs depending on the 1. Declare Allegiance
type of game being played. An Open Play game (see page 2. Choose Primary Army List
100) does not impose any restrictions on which models 3. Assemble Compulsory Formations
may be included in an Army, and players are free to select 4. Complete the Army
whichever models they choose before beginning the
battle. In Matched Play and Narrative Play (see page 100),
players must use a specific method of selecting armies for The sum total of points values of all Detachments in an
play, with a number of restrictions imposed upon which Army can never be greater than the agreed upon points
models may be selected in order to ensure a balanced limit. A player can have fewer total points than the
game that reflects the armies of the Horus Heresy. points limit, however there is no benefit for doing so,
thus players are encouraged to get as close to the limit as
they can.

Mustering an Army
1. Declare Allegiance
The first step to assembling an Army is for the player to Formations represent the main building blocks of an Army;
declare its Allegiance. Players can declare its Allegiance as each Army must include a minimum of 1 Formation from
either Loyalist or Traitor. its Primary Army List for each full 1,500 points of the
agreed points limit for each Army (i.e., an Army assembled
An Army that has the Loyalist Allegiance may not to a 3,000 points limit must include at least 2 Formations,
include any Formations or Detachments that contain a 4,500 point Army must include at least 3 Formations etc,.).
models with the Traitor special rule and an Army with
the Traitor special rule may not include any Formations Each Army List includes a number of Formations that
or Detachments that contain models with the Loyalist are available to a player; future supplements may add
special rule. In all cases a Formation or Detachment additional Formations for various Army Lists.
will indicate if it has a set Allegiance – any Formation or
Detachment that does not list a specific Allegiance may be Formation Organisation Charts
included in any Army, regardless of Allegiance. Each Formation is represented by a Formation
Organisation chart – which Detachments a Formation
Future supplements may explore additional Allegiances – can, or must, include are detailed there. Each Formation
such supplements will detail in full any rules for Organisation chart has a number of slots, split between
such Allegiances. Compulsory slots and Optional slots.

2. Choose Primary Army List Compulsory slots are slots that must be filled with
Once a player has declared the Army’s Allegiance, they the appropriate Detachment for that Formation to be
must choose an Army List from which to select the fielded. Optional slots are slots the player can fill with the
majority of their force. This is referred to as the Army’s appropriate Detachments but they do not have to.
Primary Army List and represents the main faction upon
which a player’s Army is based, such as the Legiones Each slot represents either a specific Detachment, such
Astartes or Solar Auxilia. The Army is referred to as a as a Legion Tactical Detachment, or a Detachment Role,
[Army List name] Army (e.g., Legiones Astartes Army). such as ‘Core Detachments’. Where a specific Detachment
This rulebook includes basic Army Lists for the Legiones is listed, the slot must be filled with that Detachment.
Astartes and Solar Auxilia – future supplements will In the case of a Detachment Role, any Detachment from
expand upon these lists as well as introduce new ones. that Role can fill the slot; each datasheet has an icon
which represents the relevant Detachment’s Role, which
A player must spend at least 70% of the points available informs which Detachments can be taken in which slots
from the agreed Points Limit on Formations and (see page 128 for more details on Detachment Roles).
Detachments from their Primary Army List. A Formation’s slots can only be filled by Detachments
drawn from the same Army List as the Formation unless
Most Army Lists have a number of special rules that apply instructed otherwise.
to all Formations and Detachments selected from that
Army List. Unless instructed otherwise, these rules do not Some slots may offer choices, such as ‘Choose one
apply to any Allied Contingents (see page 129) which are Detachment from the following:’, listing either multiple
selected from another Army List, such formations instead specific Detachments or Detachment Roles. Where this is
use any special rules that are a part of the Army List from the case, the slot may be filled with any Detachment from
which they were selected. the list or from the listed Detachment Roles. Additionally,
some Formation Organisation charts might allow
3. Assemble Compulsory Formations multiple slots to be filled with a choice of Detachments
Once an Allegiance has been declared and a Primary Army or Detachment Roles, such as ‘Choose a maximum of
List chosen, players can begin to select the models that three Detachments from the following:’. Where this is the
will compose their armies. These armies are formed of case, the slots may be filled with any combination of
two distinct components: Formations and Detachments. the listed Detachments or Detachment Roles, up to the
maximum allowed.
Formations are the primary tool by which armies are
assembled and organised. Formations are strategic
groupings of Detachments that determine the
composition of an Army and affect Detachment Morale
(see the Morale and Break Point rules on page 64).
In general, larger Formations have a higher Break Point
and are more advantageous on the battlefield.
Formations & Detachments
Detachments are tactical groupings of models, forming the primary fighting units on the battlefield. All models
in a Detachment must maintain Coherency and are activated at the same time, moving and attacking as a
distinct group.

All Armies will include a number of Detachment Roles, shown in the list that follows. A Detachment’s Role will be
denoted by the appropriate symbol in the Detachment’s entry. Each Role represents a distinct type of asset available
to an Army. Future supplements will add new Detachments to expand each Role, allowing you to field a variety of
Detachments in various Roles.

HQ Detachments: These are the leaders and Heavy Armour Detachments: The hammer
generals of any army. Often few in number and that breaks open the toughest of foes,
with limited strategic weaponry, they rely on Heavy Armour represents many of the largest
keen tactical acumen and special abilities to affect the war machines within an army. Though often slow,
flow of battle. they more than make up for it with weapons that
can shatter battlelines in a single volley.
Core Detachments: These warriors are the
mainstay forces of an army, most often the Artillery Detachments: Covering both
foot soldiers that must weather the harshest stationary and mobile long-ranged weaponry,
fighting on the battlefield. Holding key objectives in Artillery Detachments are designed to soften
the face of the enemy is the task that falls most often up the enemy from a distance, relentlessly bombarding
to these units. the enemy position in preparation of the main assault.

Support Detachments: Composed of Air Support Detachments: Air elements, both


specialised units intended to support the core those stationed at local airfields and those on
of an army, Support Detachments take a variety orbital ships, provide rapid close support to
of forms. Regardless of composition, they serve to armies. Their role is to clear the skies of enemy aircraft
eliminate key threats in the ranks of the enemy army. and unleash destruction upon enemy ground troops.

Bastion Detachments: Bastion Detachments Transport Detachments: These special


include static weapon platforms, gun Detachments are composed of transport
emplacements and units typically utilised in vehicles, and are attached to other
garrison forces. Designed to lock down portions of a Detachments to provide fast moving transport for
battlefield with heavy firepower, they are often difficult slower infantry units. Unless instructed otherwise,
to deploy in a timely manner. Transport Detachments have a maximum Detachment
size of 8 unless chosen as Dedicated Transports.
Vanguard Detachments: Vanguard
Detachments represent the forward elements Knight Detachments: Most commonly
of an army, who strike fast and without mercy. represented by the Knight armours of the
Some are trained to range ahead of a marching army Questoris Familia, Knight Detachments are
and secure key positions, while others form the tip of technological marvels that can turn the tide of a battle.
the spear, plunging directly into the enemy line to open
the way for those that follow. Titan Detachments: The god-engines of
the Mechanicum frequently took to the field
Light Armour Detachments: Designed alongside the armies of both the Emperor
as support elements for ground forces, and the Warmaster; as the war progressed, darker
Light Armour is often fast and manoeuvrable. aberrations similar in power were also seen.
Their role is often to counter unexpected threats and Capable of sundering whole armies on their own,
provide heavy firepower in timely fashion Titan Detachments represent the most powerful
forces that can be mustered.
Battle Tank Detachments: The mainstay
armoured elements of a force. Extensively field
tested, Battle Tanks are capable of responding
to a myriad of threats and plunging into the thickest
of fighting.
Formations and Detachments
Dedicated Transport Detachments each Rhino can carry two models, the Legion Tactical
Formation Organisation charts may include Transport Detachment must purchase 5 Rhinos; no more, no less.
sections, which will list any Transport options available
for Detachments within the Formation. Transports A Detachment can only purchase a Dedicated
purchased for a Detachment are referred to as Dedicated Transport if it is eligible to Embark upon
Transports. All Dedicated Transports purchased for a that Transport.
Detachment form a single Detachment but do not take
up a Detachment slot within a Formation and so are not For example, if a Formation allows Legion Rhinos to
counted against the minimum or maximum number of be purchased as Dedicated Transports for Infantry
Detachments within one. Detachments in a Formation, a Legion Terminator
Detachment cannot purchase a Rhino as, due to the Bulky
If a Detachment with Dedicated Transports is special rule, it cannot Embark upon a Rhino.
joined by another Detachment (such as one with the
Command special rule) that has its own Dedicated Dedicated Transports can only carry models from the
Transport, the latter Dedicated Transport joins the Detachment they were purchased as an upgrade for.
Dedicated Transport Detachment – this can result in Dedicated Transports are ignored for the purposes of
Detachments with different models (e.g., three Legion calculating Break Point.
Rhinos and one Spartan Assault Vehicle). Detachments
that have a Dedicated Transport with the Flyer special For example, a Formation with 26 models from HQ, Core
rule cannot join Dedicated Transports without the or Support Detachments plus 10 models from Transport
Flyer special rule. Detachments would have a Break Point of 13, not 18.

A Detachment must purchase the minimum number of Models with the Transport (X) special rule (or variation
Dedicated Transports needed to carry all models within of) that fill a Transport Detachment slot are not
the Detachment; it cannot purchase fewer, nor can it Dedicated Transports; they function as a normal
purchase more than necessary. Detachment, and count towards the Break Point
of the Formation. Any eligible Detachment with
For example, a Legion Tactical Detachment with a the Formation can Embark upon these Transports;
Detachment Size of 10 is upgraded with Legion Rhinos as models from outside the Formation or within an Allied
Dedicated Transports. As a Rhino is Transport (2), meaning Contingent cannot.

4. Complete the Army


An Army must include the minimum number of Each Allied Contingent in an Army can be drawn from
Formations drawn from the Primary Army List, a different list if the player wishes. The total points cost
after which additional Formations can be added; of all Detachments within Allied Contingents in an
the total points value of the Army cannot be greater Army cannot be greater than 30% of the points limit of
than the agreed upon points limit. In addition, the Army. An Allied Contingent functions like any other
once all Compulsory Formations have been added, Formation on the battlefield.
Allied Contingents may be included in the Army.
For example, Owen is building a Legiones Astartes Army with a
Allied Contingents 3,000 points limit. As such, he must include a minimum of two
Allied Contingents represent forces from the Army List Formations drawn from his Primary Army List – he chooses a
available to other armies, such as battlegroups of Legiones Legion Demi-Company and a Legion Garrison Force.
Astartes warriors lending their strength to a Solar
Auxilia force. With the minimum Compulsory Formations filled, Owen can
now include additional Formations drawn from the Legiones
For each Formation drawn from the Primary Army List, Astartes or Allied Contingents. Having assembled two
an Army can include a single Allied Contingent by Formations from his Primary Army List, Owen can include a
choosing a Formation from a different Army List or maximum of two Allied Contingents. As such, he assembles an
the Strategic Assets list on page 198. This Formation is Auxilia Sub-Cohort Formation from the Solar Auxilia Army
assembled in the normal way using Detachments from List and a Legio Support from the Strategic Asset Army List.
that Army List or the Strategic Assets list – Detachments If Owen has points remaining, he cannot include additional
from the Primary Army List cannot fill slots in an Allied Contingents until he adds another Formation from the
Allied Contingent. Legiones Astartes Army List.
THE LEGIONES ASTARTES
“They are my bulwark against
the Terror. They are the
Defenders of Humanity.
They are my Space Marines
T he Legiones Astartes are the work of the Emperor’s extended labours in
genetic manipulation. When he first set out to conquer Terra, he unleashed
his ‘Thunder Warriors’, gen-hanced soldiers named for the thunderbolt and
and they shall know no fear.” raptor’s head heraldry of their master. They were unprecedented in their physical
strength and endurance yet deeply flawed, inevitably leading to both mental and
The Emperor of Mankind biological degradation.

To rectify such flaws, the Emperor sought a more permanent and stable force of
enhanced warriors. As he waged war to unify Terra beneath his rule, the Emperor
gathered around Him an order of savants and gene-wrights to forge a new army
suited to his purpose. This labour went on for decades and was conducted in
absolute secrecy. Eventually, the Legiones Astartes project created an army of
toughened warriors, strong of arm and iron in will, that were unflinchingly loyal
to Him. The process was quickly refined and systematised, and the numbers
of these new enhanced warriors grew swiftly, leading them to be organised into
twenty distinct regiments that in turn grew into the twenty Space Marine Legions.
Only eighteen would survive to grow into vast forces – as to the fate of those that
did not, this record does not speak.

When the Emperor’s ambitions turned to the stars, it was the Legiones Astartes
that formed the principal fighting force of his armies. As the Great Crusade reached
out across the galaxy, each Space Marine Legion was reunited with its Primarch,
with each one given command over the Legion which shared their genetic heritage.
In time, the Legions underwent great changes, both logistically and psychologically,
as each Primarch shaped those under their command to their will. Loyalty to
the Primarch was near-absolute thanks to the bond a Legion shared with their
primogenitor; whether such a bond was due to a notion of paternal loyalty,
a brotherhood of arms forged over countless battles, or the genetic legacy held
within each Space Marine, is impossible to determine. Regardless of the source,
the intense loyalty a Legion held for its Primarch no doubt contributed to nine of
the Legions turning against the Emperor and waging war upon the Imperium.

The Legions
A Space Marine Legion is a frontline force of shock infantry consisting of tens
of thousands of super-warriors armed and equipped with the finest wargear the
Imperium can supply. Each member of the Legiones Astartes carries the martial
worth of many times their number in terms of regular troops, for each is a killing
machine bred for war – tireless, faster, and more disciplined and clear-sighted than
any mortal warrior. A Legion assembled in its full might can conquer worlds in days,
and wields the power to doom entire civilisations and species to extinction.

The early Legions owed much of their organisation to the ancient and proven Terran
patterns of strategy combined with the Emperor’s own tactical genius. Over the two
centuries of the Great Crusade, the structure and personality of each Legion evolved
in innumerable ways, influenced by the worlds they recruited from, the customs
and hierarchies that naturally developed within their ranks, and the tenets of their
Primarch. By the outbreak of the Horus Heresy, each Legion had its own distinct
character and divergent order of battle. These unique divisions would birth rivalries
and, over time, lead to feuds which would erupt with the advent of the Horus Heresy.

The Legiones Astartes


Legion Command Legion Assets
Primarch • Planetary Domains
• Capital Class War Ships
Praetorate or Ancients of the Legion (Senior Staff Officer Cadre)
• Secondary Escort Squadrons
• Legion Armourium
• Legion Apothecarion
Consular Representatives† • Legion Librarus (where present)
[†Senior representatives of the Armourium, Astropathic Chamber, Navigators-Plenipotentiary, • Auxiliary Forces (Non-Space Marine)
Librarus (when present), Apothecarion, Masters of the Fleet, Castrum of Ordnance, • Legion Support Corps (Victuallers,
Castellans of Domain, et al] Commissary, Serfs, Indentures,
Servitors, etc).
Vexillarius (Legion Standard Bearers, Subalterns and Equerries)

Honour Guard (Praetorian Bodyguard Formations—number and structure varied by Legion)

Chapter Chapter Chapter Chapter Chapter Chapter


I II III IV V VI

Originally each Chapter was comprised roughly of a thousand


line Legionaries, but as the Legions grew this itself began to
Battalion* Battalion
vary substantially by Legion, and also through the vicissitudes
I II
of war and the availability of replacement recruits.

BATTALIONCOMMAND(EXAMPLE)
(Battalions were alternatively designated as Cohorts, Regiments, Battle Groups, etc)

Lieutenant Commander
(Alternatively designated as Commander, First Captain, Shadow Captain, Marshal, Legate, etc)

Battalion Consuls (Senior Specialists and Advisors)

Battalion Vexillarius (Standard Bearers, Subalterns and Equerries)

Battalion Command Bodyguard

Battalion Assets Company Company Company


• Strike Cruisers I II III
• Navigators Ordinary
• Drop Pods and Rams
• Light Gunship Squadrons
*Nominally Battalions numbered five companies each of a hundred Legionaries
• Super-heavy Detachments
• Skimmer Strike Detachments – Battalion I was composed of Veterans and other elite units, II, III and IV
• Support Artillery Detachments were line companies and the Vth Company comprised entirely of specialist troops
• Techmarine Covenants such as dedicated assault, outrider or destroyer units. However in practice many
• Apothecarion Sections larger Legions regularly exceeded this, maintaining battalions with seven or
• Dreadnought Talons ten companies each folded under a particular command, while individual
• Reconnaissance Sections companies also varied in strength.

Company, battalion and even Chapter-level strike forces can be created by


assigning higher-level assets to subordinate line units in order to create forces
designed to undertake a myriad of specific battlefield tasks. As a result, the
standardised administrative organisation shown here would rarely serve as
a tactical battlefield formation, and in practice individual forces would be
temporarily combined in numerous different configurations.
Strategic Disposition
of a Space Marine Legion
Notional Organisation Late Great Crusade Era

Chapter Chapter Chapter Chapter Chapter Chapter


VII VIII IX X XI XII(etc)

CHAPTERCOMMAND(EXAMPLE)
(Chapters were alternatively designated as Great Companies, Harrows, Millennials, etc)
Chapter Assets
Lord Commander • Chapter Flagship Battle Barge/
(Alternatively Chapter Master, Khan, Warsmith, Magister, etc) Capital Ship
• Planetary Assault Craft and
Chapter Consuls (Senior Specialists and Advisors to the Lord Commander) Drop Ships
• Escort Squadrons
Chapter Vexillarius (Chapter Standard Bearers, Subalterns and Equerries) • Gunship Squadrons
• Chapter Armourium
Chapter Command Bodyguard • Legion Armoured Divisions

Battalion Battalion
I II
Nominally each Battalion was composed of five hundred line Legionaries each,
as well as various specialists and support staff.

Company Company Company Company


IV V VI VII (etc)*

COMPANYCOMMAND(EXAMPLE)
(Companies were alternatively designated as Maniples, Bands, Brotherhoods, etc) Company Assets
• Heavy Support Squads
Company Captain (alternatively Centurion, Prime, Wolf Lord, Blooded, etc) (5-10 Space Marine
Legionaries)
Company Standard Bearer • Assigned Veteran or Specialist
Squads (Various)
Company Command Bodyguard Squad • Gunships
• Rhino Armoured Transports
• Tank Detachments
1st Demi-Company 2nd Demi-Company 3rd Demi-Company
• Support Weapons Batteries
1st Lieutenant 2nd Lieutenant 3rd Lieutenant • Dreadnoughts
(Lieutenants were the most junior officers of the Legion. They also differed in designations such as • Techmarines
Dominar, Decurion, Pack Leader or Chieftain, and in some Legions the numerical positioning of the officer • Apothecaries
within the Company indicated seniority or ceremonial role and had further titles in rank).

Tactical Squad Tactical Squad Tactical Squad


(10-20 Space Marine Legionaries)
Reinforced companies may field additional
Tactical Squad Tactical Squad Tactical Squad Demi-Companies. By the later period of
(10-20 Space Marine Legionaries) the civil war these would often be rapidly
constituted ‘Inductii’ reinforcement units.
Support Squad Support Squad Support Squad
(5-10 Space Marine Legionaries)
LEGIONES ASTARTES DEMI-COMPANY
Death Guard
One example of a Demi-Company constituted in later Great Crusade-era approved mechanised infantry configuration.

Legion Command Squad

Commanded by a junior Centurion-level ‘line officer’ holding the standardised Legiones Astartes rank of 1st or 2 nd
Lieutenant. Accompanied by bodyguard of veteran Legionaries who also serve as
aides-de-camp and who undertake various support roles outside of combat.

Legion Tactical Legion Tactical Legion Tactical


Squad Squad Support Squad

Legion Fire Raptor Gunships

Close air support provided by gunships assigned from company or battalion-level air assets.

Legion Predator Tanks

Detached from company-level armoured support echelon.

Legion Rhino Transports

Transports drawn from company transport squadron and assigned to individual units as required.
LEGIONES ASTARTES GARRISON FORCE
Death Guard
One example of a Demi-Company constituted in later Great Crusade era approved main line / bastion defence configuration.

Legion Command Squad

Commanded by a junior Centurion-level ‘line officer’ holding the standardised Legiones Astartes rank of 1st or
2 nd Lieutenant. Accompanied by bodyguard of veteran Legionaries who also serve as aides-de-camp and who
undertake various support roles outside of combat.

Legion Tactical Legion Terminator Legion Deredeo


Squad Detachment Dreadnoughts

Legion Rapier Battery Detachment

Rapiers provide heavy fire support in static defence, but can be rapidly relocated to respond to enemy attack vectors.

Legion Xiphon Interceptors

Sector-assigned combat air patrol assets undertake patrol and interdiction duties in defence of static ground forces
as required.

Legion Kratos Tanks

Heavy tanks detached from company or battalion armoured support echelons provide dynamic defence and rapid
counter-attack capability to otherwise static formations.
Legiones Astartes Army List
The following section presents the Legiones Astartes If Legiones Astartes Formations are included in a non-
Army List, reflecting the Space Marine Legions during the Legiones Astartes Army through Allied Contingents,
final years of the Great Crusade and through the Horus then they too must choose a Legion and gain the special
Heresy. Within you’ll find all the rules needed to build a rules associated with it. All Legiones Astartes Allied
Legiones Astartes Army. Contingents within an Army must be drawn from the
same Legion.
Legiones Astartes Special Rules
When building a Legiones Astartes Army, the following For example, Tom selects the Legiones Astartes Army List
special rules apply. Some rules will mention Legiones as his Primary Army List, and chooses the Thousand Sons
Astartes Formations, Detachment and/or models – this Legion for two of his Formations. As such, all Detachments
refers to any Formation, Detachment or model drawn within those Formations are referred to as Thousand Sons
from the Legiones Astartes list, and not other Formations, Formations, Detachments and models. If a third Formation
Detachments and models that are part of the same is added and Tom decides they will be Dark Angels, then all
Army only. Detachments within the Formation are referred to as Dark
Angels Detachments.
The Space Marine Legions: Before the Great Crusade,
the Emperor created twenty Primarchs in his vaults beneath Certain Formations presented in future supplements may
Ancient Terra and, from their genetic line, the twenty Space be exclusively available to certain Legions, and thus can
Marine Legions. By the onset of the Horus Heresy, eighteen only include models with that Legion special rule. Similarly,
Legions remained, with half betraying their oaths to the some Detachments might only be available to certain
Imperium and joining forces with the Warmaster. Legions, and thus can only be included in Formations of
that Legion. Where this is the case it will always be clearly
When a player musters an Army using a Legiones Astartes stated as part of the Detachment’s datasheet.
Army List as the Primary Army List, that player must select
a Legion for each Legiones Astartes Formation within it. A player can declare their Formations are drawn from
The Formation is referred to as a [Legion Name] Formation any Legion, regardless of the Army’s Allegiance – though
and all Detachments and models within it are referred to certain Legions sided with the Emperor or the Warmaster,
as [Legion Name] Detachments or models. Detachment it was not unknown for disparate elements to go against
and models within that Formation may gain special rules the will of their Primarch and choose a different path
associated with the chosen Legion (see page 154). during the Horus Heresy. The only restrictions are units
that are specifically Loyalist or Traitor (see the Loyalist
No Formation, Detachment or model can benefit from and Traitors special rules in the Special Rules section).
more than one set of Legion rules. Different Formations
within the same Legiones Astartes Army may be from
different Legions.
Legiones Astartes Formations

Legion Demi-Company
Demi-Companies were the heart of every Legion, formed of several contingents of Tactical Legionaries working
in concert with support units. Tactically flexible, Demi-Companies were trained to fight alongside other Legion
assets, such as aerial support or armoured units, to ensure battle readiness in the face of myriad threats.

COMPULSORY DETACHMENTS OPTIONAL DETACHMENTS

One of the following:


Dedicated Transports: Any Legiones Astartes
Detachment within the Formation that contains only
Infantry models may be upgraded with Legion Rhinos
as Dedicated Transports.

Heart of the Legion: Compulsory Core Detachment


slots in this Formation must be filled with Legion One of the following:
Tactical Detachments. All non-Infantry models within
this Formation increase their Tactical Strength by 1
when contesting an Objective marker that an Infantry
model within this Formation is also contesting.

Formations
Legion Garrison Force
Elements of the Legiones Astartes were tasked with garrisoning planets on the Imperium’s frontier or securing
strongholds in an active theatre of war. Rapier Batteries, Legionaries with heavy weapons and Legion aerial
assets were common support elements amongst such forces, reinforcing the formation’s ability to throw
back assailants.

COMPULSORY DETACHMENTS OPTIONAL DETACHMENTS

One of the following:


Legion Armoured Company
Armoured Companies were dedicated sub-sections of armoured units deployed to oppose enemy armour
formations and to destroy fortified positions. Each Legion could call upon an array of war machines,
including numerous Predator variants and the Sicaran battle tank.

COMPULSORY DETACHMENTS OPTIONAL DETACHMENTS

Battle Tank Battle Tank Heavy Armour Light Heavy Armour


Armour

Battle Tank Battle Tank

One of the following:


Air Heavy Armour
Support

Legion Aerial Assault


A Legion’s aerial units were designed to support its methods of war and included numerous patterns of gunships
which provided overwhelming firepower and the capacity for rapid troop deployment.

COMPULSORY DETACHMENTS OPTIONAL DETACHMENTS

HQ Support Support Core Air


Support

Core Vanguard Support Core Air


Support

Dedicated Transports: Any Legiones Astartes Detachment within a Legion Aerial Assault Formation can be
upgraded with Legion Storm Eagles or Legion Thunderhawks as Dedicated Transports, at a cost of +100 points
per Storm Eagle and +150 points per Legion Thunderhawk.

Aerial Assault: All Detachments within the Formation that do not have the Flyer special rule must begin the
game Embarked upon a Transport with the Flyer special rule.
HQ DETACHMENTS
Legion Command 25 Points HQ
DETACHMENTS
Infantry (1) Detachment Size: 1 Space Marine commanders
are the mightiest warriors
Name Movement Sv CAF Morale W and battle-leaders of the
Command Squad 5" 4+ +4 2+ 1 Space Marine Legions,
second only to the god-like
Weapons Primarchs in martial skill
• Legion combi-bolters and generalship. Within
their ranks can be found
Weapon Range Dice To Hit AP Traits chapter masters and lord
Legion combi-bolters 8" 1 5+ 0 Accurate, Assault, commanders, first captains,
Light khan and tribunes, as the
traditions of the Legion
Special Rules dictate, as well as Centurions
Commander, Inspire (8"), Invulnerable Save (6+), Master Tactician, Medicae and specialised commanders
providing operational depth
and strategic flexibility.
HQ Detachments It is common for Space
Marine commanders to be
accompanied in battle by a
TRANSPORT squad of highly disciplined
and worthy warriors that
DETACHMENTS serve both as a bodyguard
and are entrusted to carry
Legion Rhino Detachment 1 Points per Rhino one of the Legion’s standards.

Vehicle (2) Detachment Size: Variable


Name Movement Sv CAF Morale W TRANSPORT
Rhino 9" 4+ +0 3+ 1 DETACHMENTS
The Rhino is the most widely
Weapons used armoured personnel
• Pintle Mounted twin-linked bolter carrier in the Imperium.
Based upon ancient STC
Weapon Range Dice To Hit AP Traits technology the fundamental
Pintle Mounted design is robust, reliable and
twin-linked bolter 8" 1 5+ 0 Arc (Front), Assault, easy to maintain, and its
Light, Point Defence adaptive power plant can
Pintle Mounted multi-melta 6" 1 5+ -3 Anti-tank, Arc (Front) run off a wide variety of fuels.
Pintle Mounted Within the Space Marine
havoc launcher 15" 1 4+ 0 Arc (Front), Light AT, Legions, the Deimos pattern
Point Defence was the most widespread,
serving as the basic armoured
Upgrades transport available to the
A Rhino may exchange its Pintle Mounted twin-linked bolter for one of Legiones Astartes and the
the following: foundation from which
• Pintle Mounted havoc launcher .................................................+2 points per model a number of other war
• Pintle Mounted multi-melta......................................................+4 points per model machines were produced.

Special Rules
Transport (2)

Transport Detachments
CORE DETACHMENTS
CORE Legion Tactical Detachment 35 Points
DETACHMENTS
Tactical detachments are Infantry (1) Detachment Size: 4
the mainstay of the Space
Marine Legions and the force Name Movement Sv CAF Morale W
by which the Great Crusade Tactical Legionaries 5" 5+ +2 3+ 1
had reconquered much of
the galaxy. Each is a highly Weapons
flexible unit able to attack • Legion bolters
or defend, assault heavily
fortified positions, take and Weapon Range Dice To Hit AP Traits
hold strategic objectives or Legion bolters 8" 1 5+ 0 Assault, Light
simply slaughter an enemy Plasma guns 10" 1 4+ -1 Light AT
comprehensively in almost Missile launchers 20" 2 4+ 0 Ignores Cover, Light
any terrain or situation. 20" 1 4+ -1 Anti-tank
On the battlefield, Tactical
detachments were frequently Upgrades
augmented by both mobile A Legion Tactical Detachment can purchase up to four upgrades chosen from
fire support units that the list below. It may purchase the same upgrade multiple times. Each upgrade
replaced the utilitarian increases the Detachment size by 2, adding the respective models:
bolter with more specialised • Tactical Legionaries .......................................................................................+12 points
weapons and more heavily • Plasma Tactical Support Legionaries ........................................................+15 points*
armed units carrying Space • Missile Launcher Heavy Support Legionaries.........................................+15 points†
Marine-portable firepower • Legion Terminators ......................................................................................+15 points‡
sufficient to bring down • Assault Marines..............................................................................................+12 points‡
hordes of enemy troops
or smash apart armoured *Models added via this upgrade are Tactical Legionaries that exchange Legion bolters
vehicles. Thousands of such for plasma guns.

warriors existed within Models added via this upgrade are Tactical Legionaries that exchange Legion bolters
every Legion, capable of for missile launchers.

fighting within the harshest Models added via this upgrade use the respective profiles on the following page.
environments against the
deadliest of foes.

Core Detachments
Detachment Upgrades
DETACHMENT
Legion Terminators Infantry (1) UPGRADES
Tactical units were frequently
Name Movement Sv CAF Morale W supported by more specialised
Legion Terminators 5" 4+ +4 3+ 1 Legion infantry, such as
Terminators or Assault
Weapons Marines. The former
• Legion combi-bolters possessed heavily armoured
suits capable of weathering
Weapon Range Dice To Hit AP Traits almost any form of attack,
Legion combi-bolters 8" 1 5+ 0 Accurate, making them the ideal
Assault, Light spearpoint for assaults upon
heavily fortified positions
Special Rules or in heavy close-quarter
Bulky, Deep Strike, Implacable, Invulnerable Save (6+), Steadfast fighting. Conversely, Assault
Marines provided a rapid
attack force and hit-and-run
tactics, harrying the foe while
Assault Marines Infantry (1) Tactical units deployed into
advantageous firing positions.
Name Movement Sv CAF Morale W Equipped with jump packs
Assault Marines 7" 5+ +3 3+ 1 that allowed Legionaries to
move with great speed across
Weapons the battlefield, Assault units
• Legion bolt pistols were capable of bypassing
intervening terrain and
Weapon Range Dice To Hit AP Traits defences to fall upon the
Legion bolt pistols 6" 1 5+ 0 Light enemy from above.

Special Rules
Independent, Jump Packs
SUPPORT DETACHMENTS
SUPPORT Legion Plasma Gun Support Detachment 35 Points
DETACHMENTS
Legion support units were Infantry (1) Detachment Size: 4
tailored towards specific
threats, equipped with a Name Movement Sv CAF Morale W
wide array of mobile fire Support Legionaries 5" 5+ +2 3+ 1
support weapons or heavy
weaponry to provide Space Weapons
Marine infantry with the • Plasma guns
tools necessary to combat
any threat. The deployment Weapon Range Dice To Hit AP Traits
of plasma guns as close Plasma guns 10" 1 4+ -1 Light AT
support weapons became
increasingly common during Upgrades
the Horus Heresy, the weapon A Legion Plasma Gun Support Detachment can purchase one of the
favoured for its effectiveness following upgrades:
against enemy Legionaries. • Increase the Detachment size by 2..............................................................+15 points
The advance of Tactical • Increase the Detachment size by 4.............................................................+30 points
detachments was often
covered by missile launcher-
bearing support units
carrying both anti-personnel
and anti-tank missiles who Legion Missile Launcher Support Detachment 40 Points
were adaptable to a wide
array of threats. Infantry (1) Detachment Size: 4

Name Movement Sv CAF Morale W


Support Legionaries 5" 5+ +1 3+ 1

Weapons
• Missile launchers

Weapon Range Dice To Hit AP Traits


Missile launchers 20" 2 4+ 0 Ignores Cover, Light
20" 1 4+ -1 Anti-tank

Upgrades
A Legion Missile Launcher Support Detachment can purchase one of the
following upgrades:
• Increase the Detachment size by 2..............................................................+15 points
• Increase the Detachment size by 4.............................................................+30 points

Support Detachments
SUPPORT DETACHMENTS
Legion Assault Detachment 30 Points SUPPORT
DETACHMENTS
Infantry (1) Detachment Size: 4 Assault Marines were often
fielded in large numbers
Name Movement Sv CAF Morale W when rapid ground assaults
Assault Marines 7" 5+ +3 3+ 1 were required in terrain-
heavy environments. The
Weapons mobility offered by the jump
• Legion bolt pistols pack allowed Legionaries to
bypass enemy defences and
Weapon Range Dice To Hit AP Traits descend into the midst of
Legion bolt pistols 6" 1 5+ 0 Light the foe, engaging them in
bloody melee. Legions such
Upgrades as the Raven Guard and
A Legion Assault Detachment can purchase one of the following upgrades: Night Lords fielded Assault
• Increase the Detachment size by 2.............................................................+12 points units extensively, relying on
• Increase the Detachment size by 4.............................................................+24 points rapid strike forces to destroy
the enemy before they could
Special Rules respond.
Jump Packs

Legion Terminator Detachment 50 Points Each Space Marine clad in


Terminator armour was
Infantry (1) Detachment Size: 4 a veteran of many battles
equipped with the finest
Name Movement Sv CAF Morale W personal armour available to
Legion Terminators 5" 4+ +4 3+ 1 the Legions. Though different
patterns of Terminator
Weapons suits existed, all provided
• Legion combi-bolters extensive protection and
were capable of withstanding
Weapon Range Dice To Hit AP Traits almost any form of attack.
Legion combi-bolters 8" 1 5+ 0 Accurate, Assault, When deployed en-masse,
Light Terminators were a nigh-
unstoppable avalanche of
Upgrades hardened ceramite that
A Legion Terminator Detachment can purchase one of the following upgrades: would deliver a hammer
• Increase the Detachment size by 2..............................................................+15 points blow to crush the foe with
• Increase the Detachment size by 4............................................................ +30 points ruthless power.

Special Rules
Bulky, Deep Strike, Implacable, Invulnerable Save (6+), Steadfast
SUPPORT DETACHMENTS
SUPPORT Legion Rapier Battery Detachment 40 Points
DETACHMENTS
Rapier carriers are semi- Infantry (1) Detachment Size: 2
automated tracked weapon
carriers with on-board Name Movement Sv CAF Morale W
targeting systems and power Legion Rapier 4" 5+ +1 3+ 1
generators. Designed to
mount support weapons too Weapons
cumbersome for even a Space • Laser destroyer array or quad launcher
Marine to carry into battle,
the relatively small size and Weapon Range Dice To Hit AP Traits
mobility of the Rapier makes Laser destroyer array 15" 2 4+ -2 Anti-tank
it a perfect support weapon in Quad launcher 6"-30" 2 4+ -1 Barrage, Light
both a defensive and offensive 16" 1 4+ -1 Demolisher, Light AT
capacity where armoured
vehicles and large artillery Upgrades
could not be deployed. A Legion Rapier Battery Detachment can purchase one of the following upgrades:
• Increase the Detachment size by 2.............................................................+30 points
• Increase the Detachment size by 4............................................................+60 points
• Increase the Detachment size by 6............................................................+90 points

Special Rules
Bulky

Developed in the highest Leviathan Siege Dreadnought Detachment 75 Points


secrecy on Terra, the
Leviathan is an alternative Walker (1) Detachment Size: 4
development of the highly
successful Contemptor Name Movement Sv CAF Morale W
Dreadnought. The creation Leviathan Dreadnought 5" 4+ +5 3+ 1
of a Leviathan was labour
intensive, equal perhaps Weapons
even to an Imperial Knight, • Leviathan storm cannon or cyclonic melta lance
but the results justified • Twin-linked volkite caliver
such expenditure, for each • Leviathan siege claw
Leviathan was a savagely
powerful siege and hunter- Weapon Range Dice To Hit AP Traits
killer unit. Leviathan storm cannon 10" 2 5+ -1 Light AT, Rapid Fire
Cyclonic melta lance 6" 1 4+ -3 Anti-tank,
Demolisher
Twin-linked volkite caliver 12" 1 4+ 0 Accurate, Deflagrate,
Light
Leviathan siege claw - - - -4 Rend, Wrecker (2)

Upgrades
A Leviathan Siege Dreadnought Detachment can purchase one of the
following upgrades:
• Increase the Detachment size by 2 ............................................................+35 points
• Increase the Detachment size by 4 ........................................................... +70 points

Special Rules
Armoured, Invulnerable Save (5+)
SUPPORT DETACHMENTS
Legion Dreadnought Talon 70 Points SUPPORT
DETACHMENTS
Walker (1) Detachment Size: 4 Regarded by many as the
most advanced and powerful
Name Movement Sv CAF Morale W pattern of Dreadnought
Contemptor Dreadnought 5" 4+ +5 3+ 1 in the arsenal of the Great
Crusade, the Contemptor is a
Weapons relatively recent design that
• Kheres assault cannon or twin-linked lascannon melds together traditional
• In-built twin-linked bolter Dreadnought technology
with systems drawn from
Weapon Range Dice To Hit AP Traits the ancient and guarded
Kheres assault cannon 10" 1 5+ -1 Light AT, Rapid Fire lore of the Legio Cybernetica
Twin-linked lascannon 22" 1 4+ -1 Accurate, Anti-tank of the Mechanicum. Each
In-built twin-linked bolter 8" 1 5+ 0 Assault, Light, Dreadnought is a highly
Point Defence mobile weapon platform
that provides close-ranged
Upgrades support to infantry advances
A Legion Dreadnought Talon can purchase up to three upgrades chosen from capable of sundering enemy
the list below. It may purchase the same upgrade multiple times. Each upgrade infantry, defensive positions
increases the Detachment size by 2, adding the respective models: and armoured vehicles.
• Contemptor Dreadnoughts.........................................................................+30 points On occasion, Contemptor
• Leviathan Siege Dreadnoughts..................................................................+35 points* talons were known to include
Leviathan Dreadnoughts,
*Models added via this upgrade use the respective profiles below. the two patterns temporarily
bound together to obliterate
Special Rules the foe.
Armoured, Invulnerable Save (6+)

Detachment Upgrades

Leviathan Siege Dreadnought Walker (1)

Name Movement Sv CAF Morale W


Leviathan Dreadnought 5" 4+ +5 3+ 1

Weapons
• Leviathan storm cannon or cyclonic melta lance
• Twin-linked volkite caliver
• Leviathan siege claw

Weapon Range Dice To Hit AP Traits


Leviathan storm cannon 10" 2 5+ -1 Light AT,
Rapid Fire
Cyclonic melta lance 6" 1 4+ -3 Anti-tank,
Demolisher
Twin-linked volkite caliver 12" 1 4+ 0 Accurate,
Deflagrate, Light
Leviathan siege claw - - - -4 Rend,
Wrecker (2)

Special Rules
Armoured, Invulnerable Save (5+)
BASTION DETACHMENTS
BASTION Legion Tarantula Battery 36 Points
DETACHMENTS
The most common design of Infantry (1) Detachment Size: 4
automated weapon platforms
and sentry gun batteries Name Movement Sv CAF Morale W
utilised by the Imperium’s Legion Tarantula - 5+ -3 - 1
diverse armed forces was
the Tarantula, employed Weapons
primarily for the mundane • Tarantula lascannon battery or Hyperios air-defence missile launcher
duties of point defence
and security. The Space Weapon Range Dice To Hit AP Traits
Marine Legions make use Tarantula lascannon battery 22" 2 5+ -1 Anti-tank
of Tarantulas in a forward Hyperios air-defence
deployment role and see them missile launcher 25" 1 4+ -1 Skyfire, Tracking
as entirely disposable assets,
often utilising them in the Upgrades
thick of battle to defend a A Legion Tarantula Battery can purchase one of the following upgrades:
forward position, draw out • Increase the Detachment size by 2..............................................................+15 points
enemy forces for attack or • Increase the Detachment size by 4.............................................................+30 points
even to guard a withdrawal
or pin an enemy force during Special Rules
a feint. Automated Sentry

The Deredeo pattern Legion Deredeo Dreadnought Detachment 85 Points


Dreadnought shares many
core components and Walker (1) Detachment Size: 4
systems with the Contemptor
Dreadnought but is designed Name Movement Sv CAF Morale W
not as an assault class but Deredeo Dreadnought 5" 4+ +2 3+ 1
rather a heavy weapons
platform intended to combine Weapons
superior firepower with the • Hellfire plasma cannonade or Anvilus autocannon battery
flexibility and durability of a • Aiolos missile launcher
Dreadnought chassis. • Sarcophagus Mounted weapons

Weapon Range Dice To Hit AP Traits


Sarcophagus Mounted
weapons 8" 1 6+ 0 Light, Point Defence
Aiolos missile launcher 25" 1 4+ -2 Anti-tank, Skyfire
Hellfire plasma cannonade 14" 2 4+ -2 Light AT
Anvilus autocannon battery 16" 2 5+ -1 Accurate, Light AT

Upgrades
A Legion Deredeo Dreadnought Detachment can purchase one of the
following upgrades:
• Increase the Detachment size by 2............................................................+40 points
• Increase the Detachment size by 4.............................................................+80 points

Special Rules
Bastion Detachments Armoured, Invulnerable Save (5+), Tracking Array
BATTLE TANK DETACHMENTS
Legion Predator Squadron 115 Points BATTLE TANK
DETACHMENTS
Vehicle (2) Detachment Size: 3 The Predator is perhaps the
most ubiquitous and well
Name Movement Sv CAF Morale W known variant of the basic
Legion Predator 9" 3+ +2 3+ 1 Rhino chassis, equipped
with superior firepower
Weapons and armour protection in
• Predator cannon or Predator lascannon exchange for sacrificing
• Sponson Mounted heavy bolters or Sponson Mounted lascannon the Rhino’s transport
bay. The strength of the
Weapon Range Dice To Hit AP Traits Predator lies in its versatility,
Predator cannon 18" 2 5+ -1 Light AT combining a good balance
Sponson Mounted of speed, firepower and
heavy bolters 12" 2 5+ 0 Arc (Front), Light, protection along with a
Point Defence wide array of possible turret
Predator lascannon 22" 1 4+ -1 Accurate, Anti-tank weapons available.
Sponson Mounted lascannon 22" 1 4+ -1 Anti-tank, Arc (Front)

Upgrades
A Legion Predator Detachment can purchase any of the following upgrades. It may
purchase the same upgrade multiple times, to a maximum Detachment size of 9:
• Increase the Detachment size by 1 .............................................................+35 points
• Increase the Detachment size by 3 .............................................................+95 points
• Increase the Detachment size by 6...........................................................+185 points

Battle Tank Detachments


BATTLE TANK
BATTLE TANK DETACHMENTS
DETACHMENTS
Designed in concert between Legion Sicaran Squadron 105 Points
the Primarchs Ferrus Manus
and Roboute Guilliman, Vehicle (2) Detachment Size: 2
the Sicaran battle tank is
one of the most advanced Name Movement Sv CAF Morale W
armoured units in the arsenal Legion Sicaran 10" 3+ +2 3+ 1
of the Great Crusade. Each
Sicaran was a mobile fire Weapons
unit designed to operate at • Hull Mounted heavy bolter
the fore of a Legion advance, • Twin-linked accelerator autocannon or Omega plasma array
most commonly armed with • Sponson Mounted heavy bolters or Sponson Mounted lascannon
a rapid fire Herakles pattern
accelerator autocannon. Weapon Range Dice To Hit AP Traits
Retrofitting allowed the use Hull Mounted heavy bolter 12" 2 5+ 0 Arc (Front), Light,
of an Omega plasma array, Point Defence
which sacrificed precision Twin-linked
in favour of overwhelming accelerator autocannon 16" 3 5+ -1 Tracking
force to reduce enemy armour Omega plasma array 12" 1 4+ -2 Accurate
to wrecks. Sponson Mounted
heavy bolters 12" 2 5+ 0 Arc (Front), Light,
Point Defence
Sponson Mounted
lascannon 22" 1 4+ -1 Anti-tank, Arc (Front)

Upgrades
A Legion Sicaran Squadron can purchase any of the following upgrades. It may
purchase the same upgrade multiple times, to a maximum Detachment size of 6:
• Increase the Detachment size by 1 ............................................................+40 points
• Increase the Detachment size by 2.............................................................+70 points
• Increase the Detachment size by 4...........................................................+140 points
HEAVY ARMOUR
DETACHMENTS HEAVY ARMOUR
DETACHMENTS
Legion Kratos Squadron 150 Points The Kratos is based on an
Ancient Terran pattern,
Vehicle (2) Detachment Size: 2 originally used in large
numbers during the
Name Movement Sv CAF Morale W Unification of Old Earth.
Legion Kratos 8" 2+ +3 3+ 2 After the Emperor’s treaty
was signed with the Lords
Weapons of Mars, the Kratos was
• Kratos battlecannon with co-axial autocannon or melta blastgun with redesigned to serve as the
co-axial autocannon spearhead of the Great
• Two Hull Mounted heavy bolters or two Kratos lascannon or two Crusade, a line-breaker and
Kratos autocannon foe hammer. Though slower
• Sponson Mounted heavy bolters or Sponson Mounted lascannon than many later Legion
armoured units, the Kratos is
Weapon Range Dice To Hit AP Traits all but impervious to enemy
Kratos battlecannon 20" 2 4+ -1 weapons fire and is capable
10" 1 4+ -4 Anti-tank, of fielding a deadly array
Armourbane of anti-armour and anti-
Co-axial autocannon 16" 2 5+ -1 Co-axial, Light AT fortification weaponry.
Melta blastgun 8" 1 4+ -4 Anti-tank,
Armourbane,
Bunker Buster
Hull Mounted
heavy bolters 12" 2 5+ 0 Arc (Front), Light,
Point Defence
Sponson Mounted
heavy bolters 12" 2 5+ 0 Arc (Front), Light,
Point Defence
Sponson Mounted
lascannon 22" 1 4+ -1 Anti-tank, Arc (Front)
Kratos autocannon 16" 2 5+ -1 Accurate, Arc (Front),
Light AT
Kratos lascannon 22" 1 4+ -1 Accurate, Arc (Front),
Anti-tank

Upgrades
A Legion Kratos Squadron can purchase any of the following upgrades. It may
purchase the same upgrade multiple times, to a maximum Detachment size of 6:
• Increase the Detachment size by 1 ............................................................+60 points
• Increase the Detachment size by 2...........................................................+110 points
• Increase the Detachment size by 4..........................................................+200 points

Heavy Armour Detachments


AIR SUPPORT DETACHMENTS
AIR SUPPORT Legion Xiphon Interceptor Squadron 95 Points
DETACHMENTS
The Xiphon is a void/ Vehicle (2) Detachment Size: 1
atmospheric combat craft
with an ancient lineage, with Name Movement Sv CAF Morale W
many unique variations on Xiphon Interceptor 30" 3+ +0 - 1
the base design encountered
on lost human colonies Weapons
across the galaxy. Potent and • Xiphon lascannon array • Xiphon rotary missile launcher
heavily armed, the Xiphon
had largely fallen out of Weapon Range Dice To Hit AP Traits
frontline service by the end Xiphon lascannon array 22" 2 4+ -1 Arc (Front), Accurate,
of the Great Crusade; tens of Anti-tank, Skyfire
thousands of retired aircraft Xiphon rotary
were swiftly pressed into missile launcher 24" 2 4+ -1 Arc (Front), Skyfire,
service once more with the Tracking
outbreak of the Horus Heresy.
Upgrades
A Legion Xiphon Interceptor Squadron can purchase one of the following upgrades:
• Increase the Detachment size by 1 ..............................................................+85 points
• Increase the Detachment size by 2...........................................................+160 points
• Increase the Detachment size by 3 ............................................................+215 points

Special Rules
Flyer, Interceptor, Jink (5+)

The Storm Eagle Assault Legion Storm Eagle Squadron 100 Points
Gunship is a dedicated
tactical strike unit primarily Vehicle (2) Detachment Size: 1
used in the orbital assault
deployment of Legion Name Movement Sv CAF Morale W
infantry forces and low- Storm Eagle 25" 3+ +0 - 1
level ground attack. Rugged
and durable, the power of Weapons
the Storm Eagle lay in its • Storm Eagle heavy bolter • Wing Mounted lascannon
versatility, serving capably • Vengeance launcher • Tempest rockets
as a long range transport,
orbital shuttle, scout and an Weapon Range Dice To Hit AP Traits
interceptor in addition to its Storm Eagle heavy bolter 12" 3 5+ 0 Arc (Front), Light,
primary roles. Point Defence,
Skyfire
Vengeance launcher 25" 2 4+ -1 Arc (Front), Light AT
Tempest rockets 35" 1 2+ -2 Arc (Front), Skyfire
Wing Mounted lascannon 22" 2 4+ -1 Anti-tank,
Arc (Front), Skyfire

Upgrades
A Legion Storm Eagle Squadron can purchase one of the following upgrades:
• Increase the Detachment size by 1 ...........................................................+100 points
• Increase the Detachment size by 2...........................................................+190 points

Special Rules
Air Support Detachments Assault Transport (5), Flyer, Hover, Jink (5+)
Legion Fire Raptor Squadron 100 Points

Vehicle (2) Detachment Size: 1 AIR SUPPORT


DETACHMENTS
Name Movement Sv CAF Morale W A variant of the Storm Eagle,
Fire Raptor 25" 3+ +0 - 1 the Fire Raptor gunship
was created with the aim
Weapons of providing overwhelming
• Avenger bolt cannon • Tempest rockets aerial firepower to Legiones
• Quad heavy bolter batteries, lascannon batteries or Gravis autocannon batteries Astartes assault forces. These
relentless craft can reduce any
Weapon Range Dice To Hit AP Traits target to ruin in a devastating
Avenger bolt cannon 16" 5 5+ -1 Arc (Front), Light AT, rain of bolt shells and high
Rapid Fire, Skyfire explosive rockets, and are in
Tempest rockets 35" 1 2+ -2 Arc (Front), Skyfire use amongst virtually every
Quad heavy bolter batteries 12" 4 5+ 0 Light, Point Defence, one of the Legions.
Skyfire
Gravis autocannon batteries 16" 3 5+ -1 Light AT, Skyfire
Lascannon batteries 22" 2 4+ -1 Anti-tank, Skyfire

Upgrades
A Legion Fire Raptor Squadron can purchase one of the following upgrades:
• Increase the Detachment size by 1 ...........................................................+100 points
• Increase the Detachment size by 2...........................................................+190 points

Special Rules
Flyer, Hover, Jink (5+)

Legion Thunderhawk Gunship 150 Points The Thunderhawk Gunship


was a development of the
Vehicle (2) Detachment Size: 1 later Great Crusade, intended
to bridge the gap in size and
Name Movement Sv CAF Morale W capacity between smaller
Thunderhawk Gunship 25" 2+ +0 - 2 designs such as the Storm
Eagle and the larger and
Weapons more costly Stormbird and
• Turbo-laser destructor • Thunderhawk lascannon Argo drop ships. Capable of
• Thunderhawk heavy bolters • Hellstrike missiles operating in atmosphere and
void space, the Thunderhawk
Weapon Range Dice To Hit AP Traits proved a successful addition
Turbo-laser destructor 40" 2 4+ -3 Accurate, Arc (Front) to the Legion’s fleet and
Thunderhawk heavy bolters 12" 3 5+ 0 Arc (Front), Light, production was ramped up
Point Defence, Skyfire during the Horus Heresy.
Thunderhawk lascannon 22" 2 4+ -1 Anti-tank,
Arc (Front), Skyfire
Hellstrike missiles 30" 2 4+ -1 Arc (Front),
Armourbane

Upgrades
A Legion Thunderhawk Gunship can purchase one of the following upgrades:
• Increase the Detachment size by 1 ...........................................................+150 points
• Increase the Detachment size by 2..........................................................+280 points

Special Rules
Flyer, Hover, Jink (5+), Large Assault Transport (8)
LEGIONES ASTARTES SPECIAL RULES

The Ist Legion – Dark Angels


Primogenitor: Lion El’Jonson Observed Strategic Tendencies: None;
within the Legion there was at least one Host
Cognomen: (Prior) The Angels of Death, or Order dedicated to each discipline of war
(archaic) The Uncrowned Princes
Allegiance: Fidelitas Constantus
Noteworthy Domains: Caliban, Gramarye,
Terran Enclaves

Stark and uncompromising, the Dark Angels were Legion Special Rules
the first of the Emperor’s Legions and the truest to The following special rules apply to all Dark Angels
the mould from which the Legiones Astartes had models in a Legiones Astartes Army.
been struck. They were killers of the purest and
most refined kind, for whom there could be no other Formations of the Hexagrammaton: At the start
destiny but a lifetime of war and death in the name of the battle, before any Detachment is deployed,
of the Imperium and Mankind. The Ist Legion’s determine which Dark Angels Formations contain a
greatest battles are to be found in no catalogue of total of three or more different Detachment types –
Compliance or roll of honour, for they fought against Dedicated Transports are ignored for the purposes of
foes so monstrous it was deemed necessary that their this calculation.
existence be erased from history. Such was the nature
of the Dark Angels, to stand as both prosecutors of Any Formation that meets these requirements
the Great Crusade and the Imperium’s most potent gains one of the following benefits, chosen by the
bulwark against the unknown terrors that lurked controlling player from the list below:
between the stars.
• All Detachments within the Formation that contain
only Dark Angels Infantry models gain the Phosphex
and Implacable special rules.
• All Detachments within the Formation that contain
only Cavalry models gain the Outflank special rule.
• All Detachments within the Formation that contain
only Vehicle models gain the Nimble special rule.

If a Formation has a Dedicated Transport, the model


types gain the relevant special rules but the Transports
do not.

For example: A Dark Angels Formation contains two


Legion Tactical Detachments, a Legion Dreadnought
Detachment and a Legion Predator Detachment.
Therefore it meets the requirements of the Formations of
the Hexagrammaton special rule and chooses one of the
special rules to apply. If the Formation had two Legion
Tactical Detachments and two Legion Dreadnought
Detachments, it would not meet the requirements, even if
the Tactical Detachments had Dedicated Transports.

st
Legiones AstartesISpecial
LegionRules
battle plate is black with heraldic elements and motifs rendered in white or red.
Each member of this secretive Legion bears the mark of one of the six Wings of the Hexagrammaton.
The IIIrd Legion – Emperor’s Children
Primogenitor: Fulgrim Observed Strategic Tendencies: Combined Arms
Warfare, the use of Complex Manoeuvre and Discursive
Cognomen: (Prior) None Tactical Planning, Asymmetrical Assault

Noteworthy Domains: Chemos (Primary), Allegiance: Traitoris Perdita


Terra (Tertiary rights)

The Legionaries of the Emperor’s Children have Legion Special Rules


always strived to be exemplars above all others in The following special rules apply to all Emperor’s
the arts of war, becoming paragons of martial virtue Children models within a Legiones Astartes Army.
and excellence that scorned those who did not meet
their standards. This led them to develop into a fluid, Exemplars of War: Once per battle, an Army that
lightning-quick force whose battles were preordained includes at least one Formation consisting entirely of
victories brought about by a combination of acute Emperor’s Children models (ignoring models within
strategic planning and flawless execution. From this an Allied Contingent) may choose to win Initiative
vaunted height, the IIIrd Legion would descend into instead of rolling. They must declare they are doing
treachery and become the most vile of creatures, this before rolling. If both players have this rule, the
enslaved to pride and consumed by desires that no player who did not have Initiative last round chooses
natural power could fulfil. if they use the rule first – if they do so, no other player
can use it this round.

If an Army includes at least one Allied Contingent


comprised entirely of Emperor’s Children Detachments
then once per battle the controlling player may re-roll
the dice roll for Initiative instead. They can only do this
if at least one Emperor’s Children Detachment is on the
battlefield or in Reserve; if all have been destroyed or
left the battlefield due to other special rules, this rule has
no effect.

The IIIrd Legion wears the tyrion purple of the rulers of Ancient Terran Roma, with secondary elements including
white enamel panels, platinum inlay and black.
The IVth Legion – Iron Warriors
Primogenitor: Perturabo bastion-holds established on at least seventy planets
plus unknown numbers of secondary outposts and
Cognomen: None officially recognised. A suppressed, watch stations
informal designation for the Legion is the ‘Corpse
Grinders’, one categorised as an infraction of duty and Observed Strategic Tendencies: Siege and Trench
‘corrosive to Crusade morale’ Warfare, Coordinated Mass-theatre Warfare, Armoured
Assault, Planetary Decimation, Attrition, Retribution
Noteworthy Domains: The satrapy of the Mereatar and Counter-insurgency Campaigns
Cluster, Olympia Majoris system (primary home
world: Destroyed). Primus-grade garrisons, keeps and Allegiance: Traitoris Perdita

The IVth Legion was the cold-hearted battering Legion Special Rules
ram of the Great Crusade, used to tear down every The following special rules apply to all Iron Warriors
fortress said to be impregnable that dared to stand models in a Legiones Astartes Army.
against the Emperor’s will. The Iron Warriors saw war
only in terms of cold logic, ensuring the arithmetic The Bitter End: When determining which player
and calculus of bodies and machines sent onto the controls a neutral Objective marker, Iron Warriors
battlefield was forever in their favour. Defeat was Infantry and Walker models count their Tactical
anathema to the Legion and victory worth any price Strength as 1 higher than normal. In addition,
paid in blood. The IVth Legion was ever dutiful and when determining who controls an Objective
reliable but never lauded. Time and time again marker in a deployment zone, Iron Warriors
its efforts and victories were overshadowed, Infantry and Walker models count their Tactical
becoming a shining blade blunted in the mud of Strength as 2 higher than normal if within their own
hundreds of worlds. Over time, the warriors of deployment zone.
the IVth Legion became embittered and distrusting,
leading resentment to fester in their hearts, opening a For example, an Iron Warriors Legion Tactical
path to treachery. Detachment model would contribute 7 to the total
Tactical Strength instead of 5 while in its own deployment
zone, for the purposes of determining which player
controls an objective within that deployment zone (but
not for other reasons unless stated).

The IVth Legion bears livery appropriate to its grim personality and to its moniker – dull iron, with black inset elements
and banding of dark bronze or gold; the use of yellow hazard markings were common.
The Vth Legion – White Scars
Primogenitor: Jaghatai Khan Observed Strategic Tendencies: Shock Assault Strikes,
Highly Mobile Hit-and-run Campaigns, and Extended
Cognomen: (Prior) Various (e.g., The Pioneers, Unsupported Operations within Hostile Domains
Star Hunters, Blood Debt, Vanguard, Grey Ghosts)
Allegiance: Fidelitas Scindo
Noteworthy Domains: Chogoris/Mundus Planus
(Primary), Terra (tertiary rights), the Kolarne Cluster
(multiple tributary domains)

The warriors of the Vth Legion were the pathfinders Legion Special Rules
of the Great Crusade, ever forging a path through The following special rules apply to all White Scars
uncharted territory far beyond the expanding models in a Legiones Astartes Army.
Imperium. Organising into small, mobile units,
the White Scars served as a vanguard across the stars, Born in the Saddle: All White Scars models with
sowing confusion and death amongst their foes. the Jink (X) special rule improve their Jink Save
They were the swift blade that probed for weakness (the number shown in brackets) by 1 (i.e., a model with
before a sudden and deadly strike. Theirs was the Jink (6+) would become Jink (5+), etc.), to a maximum
lightning that struck from clear skies and withdrew of 3+.
without a trace, leaving only ashes behind.
The White Scars were often overlooked and
considered the outcasts of the Legiones Astartes,
operating as they did far from the Imperium’s Core
and being so culturally distinct from the Terran norm.
Though alternatively disdained or unremembered by
most, it would be the Vth Legion that would balance
the scales of destiny itself, defending Terra in the final
days of the Horus Heresy.

The Vth Legion wears battle plate of ivory white, often adding a chevron patterning in red.
Banding is either gold, bronze or occasionally enamelled red.
The VIth Legion – Space Wolves
Primogenitor: Leman Russ Observed Strategic Tendencies: Shock Assaults,
Search and Destroy, Pursuit Operations, Punitive and
Cognomen: (Prior) None officially recorded. Various Excoriation Campaign.
informal and idiomatic cognomens inconsistently used
such as Vlka Fenryka, The Sky Warriors, Allegiance: Fidelitas Sine Recursu
The Emperor’s Executioners

Noteworthy Domains: Fenris (Enforced Dominion),


Lucan (Tertiary rights)

The VIth Legion always remained apart from its fellows, Legion Special Rules
its origins shrouded and its reputation fearsome. The following special rules apply to all Space Wolves
Unexpected violence was its calling card, the Legion’s models in a Legiones Astartes Army.
campaigns unsubtle but brutally swift. Like its
namesake, the wolves of Old Earth, the VIth Legion’s Preternatural Sense: Enemy Detachments with the
assaults resembled calculated exercises in ferocity Infiltrate special rule cannot be deployed within 16" of
aimed to tear and rend until the foe lay in ruins or was a Space Wolves model. In addition, an enemy model
driven to its death. The Legion’s warriors were hunters with the Outflank special rule may not be placed on
unleashed at the Emperor’s command as a bloody- the battlefield within 8" of any Space Wolves model
handed tool of punishment; the Space Wolves were when arriving from Reserve, unless it is arriving from
not builders or philosophers but simple predators, its own battlefield edge.
and woe betide any who fell into their jaws.

The colours of the VIth Legion were a brooding dark grey,


often complemented with banding and other details dark gold and bronze.
The VIIth Legion – Imperial Fists
Primogenitor: Rogal Dorn Observed Strategic Tendencies: Ship-borne Assaults
and Boarding Actions, Defensive and Fortification
Cognomen: (Prior) None. Informally: The Stonemen, Operations in Extremis, Stronghold Assaults,
The Iceborn, Sentinels of the Void, The Defenders of the Conquest and Forced Compliance of Void-
Terra, His Protectors faring Civilisations

Noteworthy Domains: Terra, Inwit and the Allegiance: Fidelitas Totalis


Solar Domains

The Imperial Fists were driven foremost by the ideals Legion Special Rules
of unity. They stood as a pillar of stability upon The following special rules apply to all Imperial Fists
which the foundations of the Imperium were built. models in a Legiones Astartes Army.
They were ever true, unswerving from the toll
demanded by war and bearing the weight of loyalty Disciplined Fire: If an Imperial Fists Infantry
without breaking. To the VIIth Legion, no sacrifice Detachment is issued with the First Fire Order, any
in the line of duty was too grave and they refused to weapons models within the Detachment have that are
flinch in the fulfilment of their oaths. Theirs was a listed below gain the Accurate trait until the end of
Legion of stoic crusaders, architect war-masons and that round:
voidsmen without equal, masterful in attack and
defence. As the Imperium expanded ever outwards, • Legion bolters
the Imperial Fists were always found at the leading • Legion combi-bolters
edge, constructing mighty fortresses at the sites of • Legion bolt pistols
their victories to act as both garrisons and beacons • Missile launchers
of Unification. In light of their achievements, • Plasma cannon
the Emperor chose the Legion to fortify the Imperial • Lascannon
Palace on Terra and the VIIth Legion stood upon its • Autocannon
walls when the treasonous Warmaster and his forces • Heavy bolters
descended upon the Throneworld.

The Imperial Fists wear yellow, banded with black and occasional details in red or white. Alternative schemes include
the inverted heraldry, with battle plate of black, with yellow helms and pauldrons, worn by the 1st Company elite.
The VIIIth Legion – Night Lords

Primogenitor: Konrad Curze (the Night Haunter) Observed Strategic Tendencies: Punitive Actions,
Decimation, Enforced Pacification, Terror Assaults,
Cognomen: (Prior) None recognised. Psychological Warfare
Informally: The Night’s Children, The Terror
Allegiance: Traitoris Perdita
Noteworthy Domains: Nostramo
(destroyed), Tsagualsa

The VIIIth Legion was a force that shaped cruelty and Legion Special Rules
fear into a weapon. It was known foremost for its The following special rules apply to all Night Lords
disproportionate and merciless application of violence models in a Legiones Astartes Army.
– its first blow an atrocity of such wanton brutality
that it often forced entire populations to surrender in Seeds of Dissent: If a Night Lords model destroys
an effort to avoid such a fate. Any who still refused to an enemy model with the Commander or the Solar
capitulate were subjected to an extended campaign Auxilia HQ (X) special rule, each enemy Detachment
of terror and murder that the Night Lords possessed within 4" of the destroyed model suffers a number
a singular talent for. The VIIIth Legion was a tool of of Hits equal to three times the starting Wounds
necessity, a terrifying force of monsters created to drag characteristic of the destroyed model (e.g., a model
a barbaric age into the light. However, such warriors with a starting Wounds characteristic of 1 would
would not long stay leashed to the Imperium. By the generate 3 Hits).
end of the Great Crusade, the Night Lords had become
an undisciplined mob that saw cruelty as its goal, not When making Save rolls against these Hits, models
a means to an end. As was fitting for a Legion of such count their Save characteristic as equal to their Morale
ill-repute, it did not go meekly to meet its fate. Instead, characteristic and cannot use any additional saves,
amid the turmoil and destruction of the Horus Heresy, such as an Invulnerable Save, Cover Save, etc., nor can
the Legion would turn against the Imperium and itself, these Hits be allocated to Void Shields. Models that are
beginning an orgy of violence intended to sever itself part of a Detachment that is Broken subtract 2 from
from a singular curse – its own Primarch. the result of these Save rolls.

Knights, Titans and models with a Morale


characteristic of ‘-’ are unaffected by this rule.

The sons of the Night Haunter are known for a heraldry of the dark blue of midnight.
Secondary elements are picked out in black or red, and armour banding is gold or bronze.
The IXth Legion – Blood Angels
Primogenitor: Sanguinius Noteworthy Domains: Baal, Terran Enclaves,
Canopus IV, Saiph
Cognomen: (Prior) The Revenant Legion, The Eaters
of the Dead (informal), the Charnel Feast; after Observed Strategic Tendencies: Orbital Drop
Sanguinius assumed his place as sire of the Legion, Operations, Shock Assault Campaigns and Macro-scale
these once commonplace names became considered an Decapitation Strikes
insult to the pride of the IXth Legion
Allegiance: Fidelitas Constantus

The beatific warriors of the IXth Legion were the sons Legion Special Rules
of transformation and duality, once the very worst of The following special rules apply to all Blood Angels
Mankind, remade bright and true. Its Legionaries were models in a Legiones Astartes Army.
rage incarnate, unconstrained and wrathful, yet they
were paladins of the highest nobility. By fate’s will they Encarmine Fury: All models within a Blood Angels
were accursed, yet by their Primarch’s hand they were Detachment that win a Combat may move up to 3"
blessed. In war, the Blood Angels were the incarnation after all Withdrawal moves have been completed,
of the Emperor’s wrath upon those who rejected so long as the Detachment is not Engaged. Models
the offer of unity, their coming nothing less than can move into base contact with enemy models
apocalyptic judgement delivered from on high. during this move. They may not Embark or Garrison
They inspired their allies and forced their foes to kneel, a Structure as part of this move.
cowering before the Legion’s wrath and splendour.
An air of sophistication and artistry surrounded the If a Detachment Engages an enemy Detachment in
IXth Legion, one that concealed an internal fury that this way that is in a Combat but has yet to Fight, the
only its Primarch could truly hold at bay. Blood Angels Detachment may Fight again this round.
Otherwise, do not resolve the Combat. A Detachment
can only move via the Encarmine Fury rule once per
round and cannot move if it is still Engaged after the
Combat is won.

The Blood Angels make war resplendent in vermillion red, with banding and other details in shining gold.
Individual segments, as well as cloth details are often black.
The Xth Legion – Iron Hands
Primogenitor: Ferrus Manus (also known as Observed Strategic Tendencies: Armoured and High-
‘The Gorgon’) intensity Warfare, Line-breaker Attacks, Planetary
Pacifications and Suppression Campaigns, Anti-
Cognomen: (Prior) None officially recognised. materiel Operations
Informally, the ‘Iron Tenth’
Allegiance: Fidelitas Constantus
Noteworthy Domains: The Medusa System (Primary),
sixteen other systems held in tributary fiefdom at the
closure of the Great Crusade

The Xth Legion were renowned for their pride, their Legion Special Rules
cold-hearted ferocity and their utter remorselessness The following special rules apply to all Iron Hands
in battle. These traits made the Iron Hands ideal models in a Legiones Astartes Army.
warriors to serve as a hammer that shattered countless
foes in the Emperor’s quest to liberate Mankind from Inviolate Armour: Iron Hands models with the Feel
the darkness of Old Night. Their Primarch was Ferrus No Pain special rule benefit from its effects when they
Manus, a bellicose and uncompromising warlord and a suffer a Wound from a weapon with the Light or Light
peerless weapon-smith from whom the Xth Legion took AT trait, instead of just the Light trait. In addition, any
its name. For the Iron Hands, the Horus Heresy was Hits scored against an Iron Hands Vehicle or Super-
to be their darkest hour, for the Legion was undone by heavy Vehicle issued with a First Fire Order worsen
hubris and the machinations of the Traitors. Upon the their AP by 1, to a minimum of 0, e.g., a weapon with
fields of Isstvan V, the Legion was broken and pushed an AP of -2 would become -1.
to the edge of extinction, its Primarch brutally slain
by the hand of one he had called his dearest brother. The First Fire Order must still be in effect
Yet the shattered remnants of the Xth Legion did not (i.e., it cannot have Overwatched or fired yet this
relent, the cold fury of its bitter vengeance making its round) for this rule to take effect. This does not affect
mark across the stars. the AP if Hits are allocated to Void Shields.

The Iron Hands are ill-disposed towards superfluous adornment, favouring varying tones of black and iron
with polished chrome accents and minimal ornamental details save clan markings.
The XIIth Legion – World Eaters
Primogenitor: Angron the Conqueror Observed Strategic Tendencies: Shock Assault,
Exterminatus Operations, Close-quarters Actions
Cognomen: (Prior) The War Hounds
Allegiance: Traitoris Perdita
Noteworthy Domains: Bodt (Muster World), Sarum
(Temporary Fortress Station), recruitment rights
to several feral worlds in the Segmentum Solar and
Ultima Segmentum

The XIIth Legion were aggression made manifest Legion Special Rules
long before Horus’ rebellion. Of all the Space Marine The following special rules apply to all World Eaters
Legions of the Great Crusade, none were so savage and models in a Legiones Astartes Army.
violent. They were the hounds of war that brought
death, more akin to beasts, madmen and butchers Incarnate Violence: Whenever they make a Fight Roll,
than the mould of the Legiones Astartes. Tales of their all World Eaters Infantry, Cavalry and Walker models
predations and massacres were numberless and their can re-roll a single D6 when making Fight rolls.
reputation well-earned. In their early days, the XIIth
Legion were an unrelentingly macabre but disciplined
fighting force which could adapt to meet any foe.
Under their Primarch, the World Eaters were stripped
of what little restraint they still held, becoming
weapons of war without nuance or wisdom.
Their coming meant only brutal extermination by
chainaxe and bolt shells, and worlds were drowned
one by one in the blood of their inhabitants.

At the onset of the galactic civil war the World Eaters were clad in livery of white, with secondary elements in blue.
As the war ground onwards, the blue was replaced by the red of clotted blood.
The XIIIth Legion – Ultramarines
Primogenitor: Roboute Guilliman and muster by decree of the Emperor. Primary Legion
headquarters centred on the world of Macragge
Cognomen: (Prior) No single recognised cognomen,
however several XIIIth Legion sub-divisions held widely Observed Strategic Tendencies: Mass Assault,
acknowledged de facto cognomen shortly before Targeted Decimation, Planetary Interdiction,
reuniting with the Legion’s primogenitor (ref. the Liberation and Limited Theatre Compliance Campaigns
Aurorans, the Nemesis, the Desert Lions, etc.)
Allegiance: Fidelitas Constantus
Noteworthy Domains: The Realm of Ultramar,
a semi-autonomous administrative region of the
Ultima Segmentum, accorded full rights of governance

The Ultramarines stood as one of the most powerful Legion Special Rules
military forces in the Imperium. By the end of the The following special rules apply to all Ultramarines
Great Crusade, the XIIIth Legion could call upon an models in a Legiones Astartes Army.
active fighting strength estimated in the region of
a quarter of a million Legiones Astartes, a sector- Interlocking Tactics: An Ultramarines model may
spanning domain over which it held overlordship and re-roll any Hit rolls of a 1 when firing upon an enemy
an unparalleled supply and training infrastructure that Detachment that has already had one or more Hits
allowed it to withstand losses that would have crippled scored against it this round by an Ultramarines model
other Legions. It would be the Legion’s very strength from the same Formation as the firing model.
and power that made it a prime target for the Traitors’
conspiracy, leading to a campaign of destruction that
brought widespread ruin to the Five Hundred Worlds
of Ultramar.

The Ultramarines wear battle plate of azurite blue, with gold banding and other insignia rendered in white or black.
The XIVth Legion – Death Guard
Primogenitor: Mortarion the Reaper Observed Strategic Tendencies: Heavy Infantry
Assault, Attritional Warfare, Hazard/Death Zone
Cognomen: (Prior) The Dusk Raiders Warfare, Xenos Eradication and Purgation Operations

Noteworthy Domains: Barbarus Allegiance: Traitoris Perdita

The warriors of the XIVth Legion were the implacable Legion Special Rules
heroes of Unification. They were stalwart fighters who The following special rules apply to all Death Guard
made endurance under fire the noblest of pursuits, models in a Legiones Astartes Army.
ever overcoming the most nightmarish foes in the
most inhospitable of war zones. Their ordinal became Sons of Barbarus: Death Guard Detachments do not
synonymous with resilience, unshakable courage and suffer Hits for moving through Dangerous terrain.
the determination to achieve victory by any means.
Few Legions had beginnings as glorious as the Death In addition, at the start of the battle, before any
Guard, nor ends as tragic. From heights of splendour, Detachments are deployed, a player may pick up to
the Legion and its warriors would become the very two areas of terrain if their Army contains at least
thing they once fought tirelessly against – inhuman, one Death Guard Formation. For the remainder
soulless monsters, little more than nightmares of the battle, these areas count as Dangerous terrain,
made manifest. in addition to any other rules that apply.

Two Structures can be selected in place of a single area


of terrain. Each time a model Garrisons or leaves a
Structure designated as Dangerous terrain, it counts as
having moved 1" through it.

The Death Guard wear a livery of off -white, with secondary elements in green and banding of dull gold or bronze.
Superficial surface wear and weathering was left unattended until a campaign’s resolution.
The XVth Legion – Thousand Sons
Primogenitor: Magnus the Red Observed Strategic Tendencies: Psychic Warfare,
Precision Assaults, Misdirection, Lore Culling,
Cognomen: (Prior) None Macro-coordination Multi-theatre Campaigns

Noteworthy Domains: Prospero Allegiance: Traitoris Perdita

The Thousand Sons were a Space Marine Legion Legion Special Rules
bound up with occult lore, mysticism and the The following special rules apply to all Thousand Sons
otherworldly powers of the psyker. It was these models in a Legiones Astartes Army.
esoteric arts of war that made it one of the most
formidable Legions, but also one of the most Kine Shields: Thousand Sons models with the
distrusted, and ultimately saw it become subject to the Commander special rule gain the Shield Generator
Emperor’s judgement. When it was decreed that the (6+) special rule.
Legiones Astartes would cease the practice of ‘sorcery’,
Magnus the Red, Primarch of the Thousand Sons,
and the XVth Legion continued their studies in secret.
In doing so, they set in motion a change of events
that would bring ruin to the Emperor’s secret labours
upon Terra and cast the Legion into infamy, its world
destroyed and its warriors forever marred by their own
pride and insatiable quest for knowledge.

The primary colour of the Thousand Sons livery is a distinctive red,


with secondary elements picked out in black, white or gold.
The XVIth Legion – Sons of Horus
Primogenitor: Horus Lupercal Observed Strategic Tendencies: Shock Assault,
Harrowing Actions and Strategic Decapitation Strikes
Cognomen: (Prior) The Luna Wolves
Allegiance: Traitoris Maximus
Noteworthy Domains: Cthonia, Serenax, resource
tithe rights on 37 other primary worlds

The XVIth Legion was born on Terra, rose to greatness Legion Special Rules
as the Luna Wolves and descended into the abyss of The following special rules apply to all Sons of Horus
treachery and infamy as the Sons of Horus. For much models in a Legiones Astartes Army.
of the early Great Crusade, the XVIth Legion fought
at the Emperor’s side and their Primarch stood as Death Dealers: When a Sons of Horus model issued
favoured son. The Legion’s warriors were stalwart and with an Advance Order is firing at a target within 6" of
indefatigable, their actions serving to exemplify all that it, it may re-roll Hit rolls of a 1 when firing a weapon
it was to be a warrior of the Legiones Astartes. Yet in with the Light or Light AT trait while the Order is
time this mien became corrupted. When the Emperor in effect.
returned to Terra and Horus Lupercal was bequeathed
the title of Warmaster, the fate of the Legion was all
but sealed. In time, the Sons of Horus would stand
alongside their Primarch in declaring war upon the
Imperium and its Emperor, setting alight the galaxy
with their ambition and shattering the dreams of
Unification and peace amongst the stars.

Upon the elevation of the Warmaster, the XVIth Legion assumed the metallic green of a sea in storm as its colours.
Among the Warmaster’s own Legion black came to signify the warrior elite, while red marked captains and commanders.
The XVIIth Legion – Word Bearers
Primogenitor: Lorgar the Urizen, also known as Observed Strategic Tendencies: Mass Assault,
Lorgar Aurelian Policing Actions, Gnoetic Purgation, Suppression of
Ideological Revolt
Cognomen: (Prior) The Imperial Heralds,
Iconoclasts (informal) Allegiance: Traitoris Maximus

Noteworthy Domains: Colchis, Melkeji, Ipisia,


Golkoron, garrison oversight and tithing rights on fifty-
three other worlds

There is little doubt that the Word Bearers stand Legion Special Rules
amongst the highest circle of treachery. Once, The following special rules apply to all Word Bearers
the XVIIth Legion were the most devoted and rigorous models in a Legiones Astartes Army.
of the Emperor’s armies yet this did not stop them
falling and dragging their brother Legions with True Believers: Detachments within a Word Bearers
them. From the Legion’s founding, its devotion to Formation never count as Broken for the purposes
the Imperium and the Great Crusade was beyond of being issued an Order, i.e., they can be issued any
question, for they were the bearers of the ideals of Order they normally could instead of just the Advance
the Imperium and its vision for humanity. Yet it was Order or March Order. In addition, all Word Bearers
the methods of devotion that were questioned, Detachments ignore the effects of the Dread Aura (X)
for they were anathema to the tenets of the Imperial special rule.
Truth, leading the Emperor to chastise the Word
Bearers and its Primarch Lorgar. In doing so,
he ignited the Legion’s quest for a new source of
devotion, leading them to dark powers that lurked
beyond the veil. In the final decades of the Great
Crusade the faith of the Word Bearers was unbroken,
but it no longer lay with the Emperor and, through
poisoned words and sinister machinations,
Lorgar and the XVIIth Legion steered Horus
to his fall and the beginning of the Horus Heresy.

As the Age of Darkness progressed, the traditional grey of the Word Bearers was replaced by the deep red shown here,
with secondary elements of black and banding of gold.
The XVIIIth Legion – Salamanders
Primogenitor: Vulkan Observed Strategic Tendencies: High-
intensity or Asymmetric Warfare, Zone Mortalis
Cognomen: (Prior) None officially recognised (see ref: Engagements, Planetary Interdiction, Liberation and
The Manticore Cataclysm – informal designation Defensive Operations
‘The Fearless’ used by Imperial Army units)
Allegiance: Fidelitas Totalis
Noteworthy Domains: The Nocturne System
(Nocturne Primary, Moon of Prometheus Legion-
Fortress), Caldera (Protectorate), Battle Station Geryon
Deep (Ateraxis System)

The XVIIIth has long been a Legion of hardy survivors, Legion Special Rules
known from its earliest days for achieving victory The following special rules apply to all Salamanders
against impossible odds. Key to the Legion’s victories models in a Legiones Astartes Army.
was its unrelenting standards of valour and service,
standards which saw the XVIIIth Legion pay heavily Strength of Will: When making a Morale check, a
in blood for their distinguished honours. These traits Detachment that contains only Salamanders models
were codified and actively promoted through the rolls two D6 and chooses which result they prefer.
Legion following the rediscovery of the Primarch In addition, all Salamanders Detachments in the Army
Vulkan, who established the Promethean Cult, a body gain the Implacable special rule.
of doctrine he desired his Legion follow. Core to the
Cult’s tenets was the conviction that the Legiones
Astartes had been created to liberate and protect
Mankind, with each Space Marine a savage weapon
given physical and spiritual form to fulfil such a
purpose. The unwavering loyalty and honour of the
Salamanders saw it suffer greatly during the opening
blows of the Horus Heresy, with much of its strength
destroyed upon the basalt sands of Isstvan V. Yet even
driven to the edge of extinction, its warriors refused to
relent, arising from the ashes of war to take the battle
to the Traitors once more.

The Salamanders wear heraldry of chromium-oxide green, with elements of flame-orange and black; prominent black hull
plates on vehicles indicate assignment to a Salamanders command unit. Banding is bronze or gold and often highly sculptural.
The XIXth Legion – Raven Guard
Primogenitor: Corvus Corax, the Raven Lord Observed Strategic Tendencies: Rapid Deployment
Operations, Strategic Interdiction Operations
Cognomen: (Prior) None officially recognised (early
Great Crusade era, informally: Pale Nomads, Dust Clad) Allegiance: Fidelitas Constantus

Noteworthy Domains: Deliverance (formerly Lycaeus)/


Kiavahr and associated system realm. Former Terran
central Asiatic Dustfields tithe rights renounced
998.M30

The XIXth Legion were named for an Ancient Terran Legion Special Rules
herald of fate and messenger of death, for it is such a The following special rules apply to all Raven Guard
spirit that the Raven Guard exemplify. Throughout models in a Legiones Astartes Army.
the glories of the Unification and the Great Crusade,
the Raven Guard were ever ready to overthrow the By Wing and Talon: All Detachments that contain
tyrant and the oppressor, and to liberate the scattered only Raven Guard Infantry models gain the Infiltrate
realms of Mankind in the name of justice. From its special rule – if the Formation has Dedicated
earliest days, the warriors of the Legion were known Transports, it does not gain this rule. All Detachments
as cunning and patient hunters, adept at biding that contain only Raven Guard Cavalry or Walker
their time until the moment to strike was at hand. models, or Raven Guard Infantry models with
As masters of reconnaissance and infiltration, Dedicated Transports, gain the Forward Deployment
their doctrines exemplified speed, stealth and precision special rule.
above all else. Such skills proved invaluable following
the Dropsite Massacre on Isstvan V, with the scattered
remnants of the Legion striking from the shadows to
bleed the Traitors with a thousand cuts.

The Raven Guard value stealth above all, and so go to war clad in the umbral black of night,
with minimal markings in white, grey or sometimes gloss black, while banding was dulled steel or bronze.
The XXth Legion – Alpha Legion
Primogenitor: Alpharius Omegon Observed Strategic Tendencies: Surprise
Assault, Sabotage, Infiltration, Insurgency and
Cognomen: (Prior) 747 informal cognomen are listed, Counter-insurgency Warfare, Multi-vector Attack,
including: The Harrowing, The Ghost Legion, The Interplanetary Pursuit, Decimation Campaigns and
Unbroken Chain, The Strife Wrought, The Hydra, The Deep-range Raiding Operations
Azure Serpent, The Amaranth Coil and simply ‘Legion’
Allegiance: Traitoris Perdita
Noteworthy Domains: Unknown/Unconfirmed

Any study of the XXth Legion is fraught with difficulty, Legion Special Rules
for it is a Legion wreathed in falsehood, supposition The following special rules apply to all Alpha Legion
and paradox. Much is told about the Alpha Legion yet models in a Legiones Astartes Army.
little is known, truths and facts proving mutable in the
face of a Legion that relies upon deception to complete Mutable Tactics: For each Formation in an Army
its work. During the Great Crusade, the Alpha Legion made up entirely of Alpha Legion Detachments
were a highly independent weapon that neither the (ignoring Allied Contingents) the controlling player
Emperor, nor later the Warmaster, could fully control. may select up to 3 Alpha Legion Detachments in the
The XXth is a force dedicated to the arts of guile, Army to be affected by Mutable Tactics. For each Allied
subterfuge, infiltration and counter-intelligence, Contingent in an Army made up entirely of Alpha
intended to sow dismay and dismantle a foe’s resolve Legion Detachments, the controlling player may select
and defences piecemeal before landing the final killing up to 1 Alpha Legion Detachment to be affected by
blow. Like all of its motives, the reasoning behind the Mutable Tactics. Detachments with the Flyer special
Legion’s decision to side with the Warmaster during rule cannot be chosen.
the Horus Heresy is unknown; reports of Alpha Legion
strike forces hindering both Loyalist and Traitor A Detachment chosen to be affected by Mutable
forces, sometimes in the same war zone, are rife during Tactics gains a special rule dependent on the
the Horus Heresy, prompting speculation that perhaps Detachment Type. If a selected Detachment is made
they fought for neither the Emperor or Horus, but for up of Infantry, Cavalry, Walker or Vehicle models, all
their own shrouded reasons. models within it gain either the Infiltrate, Outflank or
Forward Deployment special rule – this is chosen by
the controlling player and different Detachments can
choose different rules. If the selected Detachment is of
another type, it gains the Forward Deployment rule.

The primary livery of the Alpha Legion was metallic or iridescent blue-green,
with secondary elements of black and banding of gold or silver.
THE SOLAR AUXILIA
“Let my epitaph be this;
I was born nameless and
abandoned in the gutter of a
sunless pit, but I have died a
A s formidable as the Legiones Astartes were, their numbers remained far
too small to conquer and protect an entire galaxy. In answer, the Emperor
established an order known as the Excertus Imperialis, a title that encompassed
conqueror of worlds.” the billions of second line and support troops, functionaries, labourers, void crew,
logisticians and the myriad of other personnel necessary to make the Great Crusade
Reputed last words of a reality. The Solar Auxilia was but one highly specialised division assembled under
Lord Militant Erais Slaithe, this title.
Commander,
th
74 Expeditionary Fleet, Where the Legiones Astartes were intended to serve as standard bearers of the Great
The Fall of Golgothea Terax, Crusade, the Solar Auxilia were to be the finest fighting force of the Imperial Army.
0322884.M30 Elite, disciplined and well-equipped, it was conceived as a large body of frontline
soldiers serving both in support of the Legiones Astartes and in independent
operations. Amongst the commanders of the Great Crusade, the Solar Auxilia were
considered second only to the Legiones Astartes for military effectiveness in battle.

By the second century of the Great Crusade, Solar Auxilia forces formed an estimated
one-fifth of the overall Imperialis Auxilia’s void-faring first-line armies. By the time
of the Horus Heresy, around two-thirds of this force was stationed permanently
within the Imperium’s boundaries and split between taskforce and garrison
commands, while the remaining strength operated within various Expeditionary
fleets, Rogue Trader detachments and as deep-range pathfinders. The immense size
of the Imperium meant it became exceedingly common for the military strength of
Expeditionary fleets to not feature any substantial Legiones Astartes presence, with a
core of Solar Auxilia assigned to lead the fleet’s war efforts.

Throughout the Great Crusade, immense efforts were placed on separating newly
raised Solar Auxilia cohorts from their origin star in order to reduce any potential
for later rebellion. Thus, the onset of the Horus Heresy saw many cohorts hold
loyalty solely to their commanders and the Imperium, with the former a far more
tangible reality than the latter. Many cohorts simply followed the whims of their
Lord Marshall, fleet commander or planetary governor, with those that held direct
links to the Traitor Primarchs, such as the numerous Cthonian Headhunters cohorts,
eagerly supporting the Warmaster in his treachery.

In some rarer cases, a Solar Auxilia regiment incited rebellion within systems it
stood watch over, undertaking a military coup that enforced martial law and placed
the regiment as de facto power within the region. While the pivotal moments of
the conflict would be decided in a war between demi-gods and their sons, countless
human lives would rest on the actions of the Solar Auxilia. It remains impossible
to accurately tally the number of petty kingdoms and short-lived empires that rose
during the Horus Heresy, often brought into being by Solar Auxilia cohorts loyal to
the Emperor, the Warmaster or simply themselves. Regardless, its position as the
foremost fighting force outside of the Legiones Astartes ensured the Solar Auxilia left
a lasting mark on the galaxy, both during the Great Crusade and the blood-drenched
conflict that followed.

The Solar Auxilia


The Origins and Principles of the Solar Auxilia
As its name suggests, the origins of the Solar Auxilia lie in the Sol System. Indeed, the first ten cohorts of the Solar
Auxilia, known collectively as the ‘Saturnyne Rams’ were formed from the reorganised and expanded Void Hoplites
of the Saturnyne Order, militarised tech-enclaves that served as a principal power within the Sol System before the
coming of the Legiones Astartes. The tactical principles and military doctrines of the Solar Auxilia were derived
from the knowledge of the Saturnyne Order and the distilled lessons of thousands of years of warfare upon Old
Earth. As military demands increased, further cohorts of Solar Auxilia were recruited, first from Terra and Luna
and then from the worlds brought to Compliance.

Over time, the doctrines of the Solar Auxilia changed, organically adapting to the demands of the Great Crusade.
In a manner similar to the Space Marine Legions, the exact tactics and composition of different Solar Auxilia
cohorts varied depending on the culture from which it was derived and the necessities placed upon it by their
principal theatres of war. Nevertheless, the most overriding principle of all cohorts lay in the notion of ‘aggressive
defence’ – the seizure of key defensive locations followed by the fortification and protracted defence of said points.
Other common doctrines were ‘lightning assault’, consisting of massed forces assaulting divided portions of an
enemy line, and the deployment of armoured companies to obliterate a foe with overwhelming firepower.

Regardless of its organisation, composition and specialisation, the most vital assets for a Solar Auxilia regiment was
its discipline and the sophistication of its armaments. Over the course of the Great Crusade, the Solar Auxilia as
a whole earned a reputation for its ability to ‘hold the line’ even when fighting alone against a far more numerous
foe of unknown capacity on unfamiliar terrain. Each regiment was a valuable asset to the Expeditionary fleet or
garrison it was stationed with, their manpower and armaments contributing to some of the greatest victories of
the Great Crusade and most infamous battles of the Horus Heresy.
Forces of the Great Crusade:
Excertus Imperialis
Strategic Disposition: Macro-command Level – Expeditionary Fleet/Dedicated Battlegroup
Primary: Lord Militant/Lord Solar (I)
Secondary tier by deployment type
Lord Marshal

[Expansion/Battlegroup Command] [Garrison/Defence Command] [Primary Fleet Command]


Lord Castellan Lord Admiral

Individual assets of a Lord Militant of any kind will vary


widely, but will commonly include personal flagship (Capital Strategic Operational Command
class), various escort vessels, retainer cohorts, life guard elite, Centralised resource of strategic operations and general staff for the
specialised irregular regiments, full general staff and analytical Expeditionary fleet/Battlegroup, as distinct from private retainer
cadres, indentured servants and hirelings, bursary and iterator counterparts operating as part of the Lord Militant’s personal retinue.
trains, emissaries from various potentates and divisions of the
Imperium’s body politic, etc. Tribunes General and Subordinate Staff Officers, Officio Locum
Strategos, Senior Representatives of the Armourium, Artillerists,
Munitoria, Officio Medicae, Lectato and Discipline Corps.

Subordinate Officeof the Admiralty


& Fleet of the Armada Imperialis Mechanicum Assigned Detachment
Includes all detached vessels, stations, crews and assets of the Comprising the independent command structure
Armada Imperialis under the purview of the Lord Militant, of permanently or semi-permanently detached
including its commensurate parallel Naval strategic chain Mechanicum forces, and their sub-factions.
of command (Admiral Primaris and subordinate). Also, any
attached high ranking members of the Astra Telepathica and [Primary] Magos Militant, Enginseer Covenant
Navis Nobilite. Excertus, Emissaries Mechanicum

[Secondary] Allied Taghmata, Ordo Reductor,


Legio Cybernetica, Legio Titanicus

Extra-Incorporate Assigned Forces Cohort and Regimental Command


Varied and diverse operatives, agencies Structure [Simplified Overview]
and irregular forces operating under The bulk of the Excertus Imperialis armed Additional Notation
(I)
the authority of the Lord Militant, but forces are made up of independently operating A Lord Militant ranks as one of the
outside of the usual chain of command, regiments, Militia Legions Minoris and Cohort highest authorities in the Imperium, equal
are notionally located in this division structured ‘sub-armies’. Each of these varies to the Imperial Commanders of major
of authority. by their internal structure, size, muster and worlds, and highest officers of the Imperial
strategic use (and thereby their equipment and Court, in effect, subordinate only to the will
• Agents of the Imperial Court, Agents training) as well as their world/system of raising of the Emperor, his personal representatives
of the Assassinorum, Plenipotentiary and/or origin. These are broadly classified and and, by extension, the Primarchs.
(II)
Representatives of the Council of ranked in order of military power and seniority Primary level Cohorts and regiments
Terra, {prohibited} by the Principia Militaris as follows: are the most powerful forces within the
• Assigned detachments of the Excertus, comprising elite formation such
Legiones Astartes, Households of the Cohorts and Regiments Primus (II) as the Solar Auxilia, Pioneer Regiments,
Knights Questoris Armoured Cohorts and Regiments
• Rogue Traders Minoris, Chartist Cohorts and Regiments Secundus (III) of Renown.
(III)
Captains, Reflugators, Ordnancers Secondary level Cohorts and regiments
Assay & Provender, Justicars Arbites Militia Legions Minoris (IV) represent a second tier of ability and
and their respective staffs and cadres force, including many indentured forces
• Deputations of the Orders of Iterators, Provender & Labour Auxiliaries from Compliant worlds, lightly equipped
Remembrancers and Savants Logos ‘regular’ forces intended for non-critical
• Warden Charonate, {prohibited}, Penitentiary and Punishment Cohorts Compliance garrisons, as well as frontline
{prohibited} and Legions Minoris auxiliaries considered to be liable in
some way, such as feral worlders and
Depending on their size and deployment, abhuman regiments.
(IV)
battlegroups and Expeditionary fleets may Militia Legions Minoris are forces
order between a dozen and over a hundred such raised in extremis from subordinate local
independent formations, potentially therefore populations, and are often poorly equipped
numbering in the tens of millions of men and and poorly trained, often for the purpose of
women under arms. planetary defence emergencies, etc.
Strategic Disposition
of a Solar Auxilia Cohort
Notional Organisation Late Great Crusade Era
Exemplar Unit – 278th Cohort ‘Arkadian’ Muster, Solar Pattern

278th Arkadian Cohort

Cohort Level Assigned Strategic Assets Cohort Strategic Hierarchy


• Warships of the Line (Light and Heavy Comprising the overall independent strategic
Cruiser, Frigate, Bastion and Corvette and battlefield command and control
classes) functions of the Cohort, as well as its general
• Warp-capable Troop Transport governance and logistical directorate.
Vessels
• Boarding Craft (Shark pattern – most Cohort Supreme Command Cohort Vexillarius
common) Cohort Marshal/Marshal Solar (Core of veterans and retainers entrusted
• Planetary Landers and Combat Drop Legate Marshal/Tribune Ordinate with the relics and standards of the Cohort;
Vessels, Orbital Lighters Standard Bearers, Signifiers, Subalterns,
and Shuttle Craft Cohort Operations Command Bodyguards and Equerries).
• Light Interface Gunships and Strike Tribunes (Dictatus, Strategos or Logos)
Fighter Wings High Commanders
• Void Interceptors Legate Commanders Officersof the Fleet
• Super-heavy Tank Detachments (Cohort general staff officer and functionary Officers and parallel command structure
• Support Artillery and Ordnance Corps cadre, also attached advisors and of any vessels of the Armada Imperialis
• Medicae Corps representatives of other arms of the Excertus given under the Permanent authority of the
• Assigned Mechanicum Enginseer Imperialis/Armada Imperialis, etc.). Cohort’s Marshal. Commonly of no higher
Covenants independent rank than Captain of the second
rating (Captain-Commander) operating at
equivalent rank to a Cohort Tribune.

Sub-Cohort Tactical Command


Sub-Commander
Lieutenant/Strategos
Sub-Lieutenant/Proclaimator
Ensign/Declurion/Vexillarii (Sub-Cohort)

Nominal Strength
278th Solar Auxilia Cohort Tercio Structure of Cohort’s Rank and File
Lasrifle Sections (70,000) The bulk of the Cohort is divided up into Tercio pattern
Veletaris Sections (3,000) troop formations as its essential building blocks of tactical
Specialist Weapon Sections use and logistical support.
(7,000)
Crew, Ancillary, Pioneer, Tercio Class: Optimate
Labour and Support (22,000) Veletaris Squads and other elite formations
Staff and Command Cadre Veteran Infantry Units
(1,200) Dedicated Transportation Crew Sub-Cohorts are often ‘brigaded’
Fleet Officer Cadre into multiples when a larger
and Voidsman (10,000) Tercio Class: Militaris force is required to attain a
Other (5,000) Line Infantry Sections (Lasrifle, I-III) specific objective. This temporary
Dedicated Transportation Crew formation will be commanded
Pioneer Sections by the most senior-ranked legate
present in the brigade.
Tercio Class: Ancillary
Special Weapons Sections
Assigned Light Field Support Weapons
(Rapier, Tarantula, etc)
Dedicated Transportation Crew
Ogryn Charonite Units and other irregular forces
attached to general structure
SOLAR AUXILIA SUB-COHORT
One example of a Sub-Cohort constituted in later Great Crusade era approved combined arms configuration.
In these proportions the Lasrifle Sections would most likely be serving in support of the Leman Russ battle tanks
rather than the other way around.

Legate Commander

Commanded by a junior legate-level field officer holding one of many possible titles. Accompanied by a companion
bodyguard of veteran Auxiliaries, some of whom may perform specialist duties such as vox and augury operators or hold
the honour of bearing the Sub-Cohort’s vexilla in battle.
Lasrifle Lasrifle Charonite Ogryn
Sections Sections Section

Detached from Sub-Cohort Ancillary


Support Tercio.

Leman Russ Battle Tanks

Reinforced/amalgamated strength. Detached from Armoured Sub-Cohort to meet specific tactical objectives.

Auxilia Aethon Auxilia Thunderbolt


Heavy Sentinel Patrol Squadron

Legate commanders are able to call on Cohort-level air


Detached from Sub-Cohort Ancillary Support Tercio. support assets to perform specific localised support missions.

Auxilia Arvus Lighter

Detached from Cohort-level Light Interface Transport echelon to provide additional battlefield mobility
for rapid redeployment, reinforcement and resupply tasks.
SOLAR AUXILIA ARMOURED COMPANY
One example of a Sub-Cohort level formation constituted in later Great Crusade era approved
Armoured Company configuration.

Baneblade Super-heavy Tanks

Leman Russ Battle Tanks

Malcador Tanks

There are many possible configurations for an Armoured Company; in this example the Baneblade super-heavy
tanks would be commanded by the company’s commanding field officer and their second in command.

Thunderbolt Fighters

Cohort-level air support assets on call for immediate support taskings.


Solar Auxilia Army List
The following section presents the Army List for the Solar Chain of Command: Detachments with the Chain
Auxilia, reflecting the foundation upon which the various of Command special rule can only be issued an
Solar Auxilia cohorts were based. Within you’ll find all the Advance Order unless instructed otherwise. If an
rules needed to build a Solar Auxilia Army. Independent Unit (see page 91) contains only models
without this rule, then that Independent Unit can be
A Solar Auxilia force can include a maximum of 1 Legate issued another Order, even if the larger Detachment
Commander per full 1,500 points of the points limit can only be issued with the Advance Order.
(e.g., a 2,000 point Army can include a single Legate
Commander, a 3,000 point Army can include 2 Legate Solar Auxilia HQ (X): If a Detachment with the
Commanders, etc.). Chain of Command special rule has at least one
model wholly within the Command Range of a
Close Formation Fighting: The Solar Auxilia train to fight model with the Solar Auxilia HQ (X) special rule,
shoulder to shoulder, each warrior supporting those next it can be issued with any Order it would be eligible
to them to present an unyielding wall. A Solar Auxilia to be issued (i.e., First Fire Order, Charge Order,
Infantry model increases its CAF by 1 while in base to base March Order or Advance Order), instead of just
contact with one or more friendly Solar Auxilia Infantry an Advance Order. A model’s ‘Command Range’ is
models. If a Detachment is Garrisoned within a Structure, a number of inches equal to the value in brackets
it is presumed to be in base contact with at least one other noted as part of this special rule. This special
model from that Detachment. rule does not allow a Broken Detachment to be
issued an Order other than the Advance Order or
Solar Auxilia Command Structure: Many Solar Auxilia Charge Order.
Detachments have the Chain of Command special rule,
which limits the Orders they can be issued with unless
they are in range of a Detachment with the Solar Auxilia
HQ (X) special rule. These rules can be found in the
Special Rules section to the right.

Tank Commander: Certain Formations and/or


Detachments allow a model to be upgraded to a Tank
Commander – where applicable, this will be stated in
the relevant description. A model upgraded to a Tank
Commander gains the Solar Auxilia HQ (6") special rule
and increases its Morale characteristic by 1, to a maximum
of 2+.

Where possible, a model upgraded to a Tank Commander


should be clearly visible – this can be done through having
an officer in the cupola, a small banner, an alternative
paint scheme or similar identifiable method.
Solar Auxilia Formations

Solar Auxilia Sub-Cohort


A Cohort’s strength was commonly divided into ‘Sub-Cohorts’, each one assigned its own command structure
and support elements to allow it to operate independently across a theatre of war. The core of each Sub-
Cohorts were the Infantry Tercios, with armoured elements, aerial squadrons and other ancillary units
temporarily assigned.

Disciplined Ranks: Compulsory Core Detachment slots within this Formation must be filled with Auxilia Lasrifle
Tercio Detachments.

COMPULSORY DETACHMENTS OPTIONAL DETACHMENTS

1349th Solax Auxilia Cohort,


Magnathan Thunder Lords
The 1349 th Cohort, primarily operated as a mechanised
company, relying on a combination of mobile infantry,
armoured batteries and tank destroyer squadrons to
overcome the foe. During the pacification of the Mourne One of the following:
Uprising, the Cohort earnt the title of ‘Thunder Lords’
through their success in massed armoured warfare
against dissident formations on Aramek IV. Despite their
enemies’ vast numbers, the 1349 th reported a casualty
ratio of one hull per ten enemy slain, and the complete
eradication of their enemy in just three orbital cycles.
During the Horus Heresy, the 1349 th Cohort returned to One of the following:
Aramek IV to engage the Night Lords; this conflict saw
considerably greater losses, though the Traitors were
ultimately repulsed.

Formations
Solar Auxilia Armoured Company
Armoured Companies were the hammer of Solar Auxilia Cohorts, each one consisting of dedicated tank
squadrons commanded by a seasoned veteran. When assembled in number, the massed ranks of Solar Auxilia
armour were capable of grinding all resistance beneath their treads.

COMPULSORY DETACHMENTS OPTIONAL DETACHMENTS

One of the following:

Tank Commander: One Vehicle model from a


Compulsory Detachment must be upgraded to a Tank
Commander for +10 points (see page 178).

Solar Auxilia Pioneer Company


Formed around a core of Veletaris veterans, and reinforced with heavier weapons, reconnaissance units and
a small number of armour units, Pioneer Sub-Cohorts were designed to secure and hold forward positions,
preparing the ground for the advance of the remainder of the Cohort’s strength.

COMPULSORY DETACHMENTS OPTIONAL DETACHMENTS

One of the following:


Forward Positions: Compulsory Core Detachment
slots in this Formation must be filled with
Auxilia Veletaris Storm Sections. All Solar Auxilia
Detachments within a Solar Auxilia Pioneer
Company that consist entirely of Infantry models
gain the Infiltrate special rule. All other Solar Auxilia
Detachments within the Solar Auxilia Pioneer
Company gain the Forward Deployment special rule.
HQ DETACHMENTS
HQ Legate Commander Detachment 16 Points
DETACHMENTS
Legate Marshals are Infantry (1) Detachment Size: 1
tough and experienced
fighters, masters of tactics Name Movement Sv CAF Morale W
and strategy and, most Auxilia Commander 5" 6+ +3 2+ 1
importantly, inspirational
leaders upon whose orders the Weapons
Solar Auxilia would march • Archaeotech pistols
into hell itself. During the • Volkite chargers
Horus Heresy, they were often
the singular force binding a Weapons Range Dice To Hit AP Traits
Solar Auxilia Cohort together, Archaeotech pistols 6" 1 5+ -1 Accurate, Light
guiding the actions and Volkite chargers 8" 1 5+ 0 Deflagrate, Light
allegiance of their warriors
across the war-torn galaxy. Special Rules
Commander, Inspire (8"), Invulnerable Save (6+), Master Tactician,
Solar Auxilia HQ (10")

Solar Auxilia Tactical Auxilia Tactical Command Detachment 10 Points


Command Sections are
specialists in battlefield Infantry (1) Detachment Size: 1
command and control. They
facilitate the flow of orders, Name Movement Sv CAF Morale W
direct the Tercio’s actions Tactical Command 5" 6+ +1 3+ 1
and co-ordinate artillery
and orbital operations. The Weapons
section includes several • Auxilia lasrifles
Companion specialists
including the Proclaimator, Weapon Range Dice To Hit AP Traits
a junior communications Auxilia lasrifles 10" 1 5+ 0 Light
officer, and the Vexilarius, a
warrior who has earned the Special Rules
honour, by virtue of their skill Commander, Inspire (8"), Solar Auxilia HQ (6")
or feats of bravery, of bearing
the unit’s standard.

HQ Detachments
CORE DETACHMENTS
CORE Auxilia Lasrifle Tercio 30 Points
DETACHMENTS
Solar Auxiliaries are recruited Infantry (1) Detachment Size: 4
from all over the Imperium,
from void-born asteroid Name Movement Sv CAF Morale W
miners and the children of Auxiliaries 5" 6+ +0 4+ 1
noble families to underhive
scum and the incarcerated, Weapons
and such cultures are the • Auxilia lasrifles
fuel of the Imperium’s
growth. Those pressed into Weapon Range Dice To Hit AP Traits
the Emperor’s service that Auxilia lasrifles 10" 1 5+ 0 Light
display the right combination Flamers 6" 1 4+ 0 Ignores Cover, Light
of aggression, discipline and
skill-at-arms are earmarked Upgrades
for the Solar Auxilia An Auxilia Lasrifle Tercio can purchase up to six upgrades chosen from the list
cohorts, affording them an below. It may purchase the same upgrade multiple times. Each upgrade increases
undreamed-of escape from the Detachment size by 2, adding the respective models:
an unfulfilling past into a life • Auxiliaries .......................................................................................................+12 points
of service across the myriad • Auxiliaries with Flamers .............................................................................+12 points*
battlefields of the war- • Veletarii......................................................................................................+12 points†
torn galaxy. • Ogryn Charonites.........................................................................................+15 points†

The Solar Auxilia is defined *Models added via this upgrade are Auxiliaries that exchange Auxilia lasrifles
by the rigid discipline and for flamers.

well-equipped nature of its Models added via these upgrade use the respective profiles on the following page.
soldiers, representing the
forefront of the Imperial Special Rules
Army and, in lieu of a force Chain of Command, Line
of Legiones Astartes, the
finest warriors within a given
Expeditionary fleet. The
rank and file Solar Auxilia
infantry were often deployed
in Infantry Tercios, flexible
sub-groups formed around
a core of Auxiliaries armed
with lasguns and as capable
fighting in ‘Zone Mortalis’
environments as they were
launching massed assaults
across the galaxy’s most
hostile battlefield.

Core Detachments
Detachment Upgrades
DETACHMENT
Veletarii Infantry (1) UPGRADES
The Tercio’s strength lies in
Name Movement Sv CAF Morale W its adaptability, working
Veletarii 5" 6+ +1 4+ 1 in concert with more
specialised infantry elements
Weapons to overcome battlefield
• Auxilia laspistols threats. Ogryn Charonites
• Power axes and Veletarii are common
attachés to Infantry Tercios
Weapon Range Dice To Hit AP Traits when position assaults are
Auxilia laspistols 6" 1 5+ 0 Light called for, operating as shock
Power axes - - - - Rend troops alongside the massed
ranks of the Solar Auxilia
Special Rules to break open enemy lines.
Independent, Line Once a foothold on an enemy
position is secured, Rifle and
Flamer Sections would scour
the zone for survivors, rooting
Charonite Ogryns Infantry (1) them out and ensuring they
no longer posed a threat.
Name Movement Sv CAF Morale W
Charonite Ogryns 5" 6+ +3 4+ 1

Weapons
• Charonite claws

Weapon Range Dice To Hit AP Traits


Charonite claws - - - - Rend

Special Rules
Furious Charge, Independent
SUPPORT DETACHMENTS
SUPPORT Auxilia Ogryn Charonite Section 50 Points
DETACHMENTS
Charonites are biochemically Infantry (1) Detachment Size: 4
and cybernetically altered
Ogryn abhumans, mutilated Name Movement Sv CAF Morale W
in mind and body and left Charonite Ogryns 5" 6+ +3 4+ 1
entirely creatures of brute
obedience and drug-induced Weapons
frenzy. The technology • Charonite claws
used in their creation is
considered proscribed by the Weapon Range Dice To Hit AP Traits
Mechanicum, but, thanks Charonite claws - - - - Rend
to their strong connection
to the Saturnyne enclaves of Upgrades
Terra and the celestial keeps An Auxilia Ogryn Charonite Section can purchase one of the following upgrades:
of Pavonis, the Solar Auxilia • Increase the Detachment size by 2..............................................................+15 points
retained a dispensation • Increase the Detachment size by 4.............................................................+30 points
for the creation and use
of Charonites in limited Special Rules
numbers. As the Horus Heresy Furious Charge
raged, many Solar Auxilia
commands turned to the
creation of Charonites to
strengthen their forces to
match against the power of Auxilia Veletaris Storm Section 40 Points
Traitor Legiones Astartes and
Dark Mechanicum forces, Infantry (1) Detachment Size: 4
although the difficulty of their
creation ensured they did not Name Movement Sv CAF Morale W
become widespread. Veletarii 5" 6+ +1 4+ 1

Weapons
• Auxilia laspistols
The Veletarii are the most • Power axes
skilled and dedicated warriors
in the Solar Auxilia, often Weapon Range Dice To Hit AP Traits
serving as their commander’s Auxilia laspistols 6" 1 5+ 0 Light
household guard, under Power axes - - - - Rend
their direct command. The
Veletaris are deployed as Upgrades
shock troops and as a line A Veletaris Storm Section can purchase one of the following upgrades:
reserve, able to shatter the • Increase the Detachment size by 2.............................................................+10 points
enemy lines or bolster a • Increase the Detachment size by 4.............................................................+20 points
wavering defence.
Special Rules
Steadfast

Support Detachments
BASTION DETACHMENTS
Auxilia Rapier Battery 50 Points BASTION
DETACHMENTS
Infantry (1) Detachment Size: 3 The Solar Auxilia makes
extensive use of the Rapier
Name Movement Sv CAF Morale W weapons carrier, its rugged
Auxilia Rapier 4" 6+ +0 4+ 1 track assembly able to
transport support weaponry
Weapons too heavy for an auxiliary
• Laser destroyer array, quad launcher or mole mortar to carry, employing a
number of different weapon
Weapon Range Dice To Hit AP Traits systems including the laser
Laser destroyer array 15" 2 4+ -2 Anti-tank destroyer and the ‘Thudd
Quad launcher 6"-30" 2 4+ -1 Barrage, Light Gun’ multi-launcher. Utilised
16" 1 4+ -1 Demolisher, Light AT in both attack and defence,
Mole mortar 20" 1 4+ -1 Burrowing Rapier batteries supplied
overwhelming firepower to
Upgrades Infantry sections, providing
An Auxilia Rapier Battery can purchase one of the following upgrades: the tools to combat any foe.
• Increase the Detachment size by 3 ............................................................+40 points
• Increase the Detachment size by 6.............................................................+70 points

Special Rules
Bulky, Chain of Command

Auxilia Tarantula Battery 36 Points The Solar Auxilia use the


Tarantula automated
Infantry (1) Detachment Size: 4 weapons platform to guard
exposed flanks and rear
Name Movement Sv CAF Morale W line positions where it is
Auxilia Tarantula - 5+ -3 - 1 judged less likely that an
enemy will attack. They
Weapons are sometimes pressed into
• Tarantula lascannon battery or Hyperios air-defence missile launcher service in the front line
itself when manpower is
Weapon Range Dice To Hit AP Traits stretched dangerously thin.
Tarantula lascannon battery 22" 2 5+ -1 Anti-tank The histories of some of the
Hyperios air-defence oldest cohorts contain tales,
missile launcher 25" 1 4+ -1 Skyfire, Tracking no doubt elaborated over
the decades, of Tarantula
Upgrades weapons batteries granted
An Auxilia Tarantula Battery can purchase one of the following upgrades: honorary induction into a
• Increase the Detachment size by 2..............................................................+15 points regiment following a close
• Increase the Detachment size by 4.............................................................+25 points fought battle where their
presence contributed greatly
Special Rules to the tally of enemy dead.
Automated Sentry

Bastion Detachments
VANGUARD
VANGUARD DETACHMENTS
DETACHMENTS
The Sentinel Walker is a Auxilia Aethon Heavy Sentinel Patrol 35 Points
ubiquitous pattern of bipedal
walker piloted by a single Walker (1) Detachment Size: 2
individual, employed across
the Imperium by both civilian Name Movement Sv CAF Morale W
and military operations. Aethon Heavy Sentinel 7" 4+ +0 4+ 1
Within the Solar Auxilia,
the Aethon Heavy Sentinel Weapons
was the main fire support • Multi-laser
unit available for vanguard • Sentinel missile launcher
units, mounting formidable
weaponry for its size, and Weapon Range Dice To Hit AP Traits
also saw use as a heavy Multi-laser 14" 2 5+ 0 Light AT
reconnaissance unit in hostile Sentinel missile launcher 20" 2 4+ 0 Light, Ignore Cover
environments unsuitable 20" 1 4+ -1 Anti-tank
for lighter Sentinels, such as
the Hermes. Aethon Heavy Upgrades
Sentinels are formed into An Auxilia Aethon Heavy Sentinel Patrol can purchase one of the
patrols of up to eight walkers, following upgrades:
each piloted by a veteran of a • Increase the Detachment size by 2.............................................................+25 points
pioneer company, that range • Increase the Detachment size by 4.............................................................+45 points
ahead of a cohort’s main • Increase the Detachment size by 6.............................................................+65 points
strength, to locate enemy
positions, assess terrain and Special Rules
thwart potential ambushes. Forward Deployment

To facilitate their role each


Aethon Heavy Sentinel can
carry an array of anti-
infantry and anti-armour
weaponry, with patrols
capable of obliterating
the majority of enemy
reconnaissance units
they might encounter.
Limited power supply
and ammunition storage
hampered the deployment
of Aethon Heavy Sentinels
on the front line and patrols
were most commonly used as
flanking elements in concert
with the main advance.

Vanguard Detachments
BATTLE TANK
DETACHMENTS BATTLE TANK
DETACHMENTS
Leman Russ Strike Squadron 175 Points The Leman Russ battle tank
is a reliable and proven
Vehicle (2) Detachment Size: 4 armoured vehicle named after
the Primarch of the Legiones
Name Movement Sv CAF Morale W Astartes Space Wolves in
Leman Russ Tank 8" 2+ +2 4+ 1 honour of his savage ferocity
in war. Numerous sub-
Weapons patterns, including the anti-
• Leman Russ battlecannon or Vanquisher battlecannon armour Vanquisher, mount
• Hull Mounted heavy bolter or Hull Mounted lascannon a wide array of weapons and
in the service of the Auxilia
Weapon Range Dice To Hit AP Traits are often enhanced to the
Leman Russ battlecannon 25" 1 4+ -1 ‘Solar’ pattern, fitted with
Vanquisher battlecannon 32" 1 4+ -2 Anti-tank, supplementary survival and
Armourbane exploration systems. Leman
Hull Mounted heavy bolter 12" 2 5+ 0 Arc (Front), Light, Russ tanks in Auxilia strike
Point Defence squadrons are fitted with
Hull Mounted lascannon 22" 1 4+ -1 Anti-tank, Arc (Front) extended fuel reserves and
their engines enhanced with
Upgrades forced induction chargers.
A Leman Russ Strike Squadron can purchase one of the following upgrades: These combine to increase
• Increase the Detachment size by 2.............................................................+85 points the tanks’ operational range
• Increase the Detachment size by 4...........................................................+160 points substantially, allowing
• Increase the Detachment size by 6..........................................................+220 points them to make wide flanking
advances in order to engage
Special Rules an enemy at the moment the
Chain of Command, Explorator Adaptation infantry sections launch their
own attack.

Battle Tank Detachments


BATTLE TANK
BATTLE TANK DETACHMENTS
DETACHMENTS
A truly ancient design dating Malcador Tank Squadron 165 Points
back to the wars of the Age
of Strife on Old Earth, the Vehicle (2) Detachment Size: 2
Imperial production model
of this heavy tank pattern Name Movement Sv CAF Morale W
was given the name of Malcador Tank 9" 3+ +2 4+ 2
Malcador the Sigillite, right
hand of the Emperor, during Weapons
the early days of the Great • Hull Mounted heavy bolter or Hull Mounted lascannon or
Crusade when thousands of Hull Mounted autocannon or Hull Mounted demolisher cannon
these war machines rolled • Malcador battlecannon or Malcador Vanquisher battlecannon or
off the production lines of Malcador lascannon turret
the Forge Worlds of Mars • Malcador heavy bolter sponsons or Malcador lascannon sponsons or
and Voss. Although not as Malcador autocannon sponsons
heavily armed as goliaths
such as the Baneblade or the Weapon Range Dice To Hit AP Traits
Stormhammer, the Malcador Malcador battlecannon 25" 1 4+ -1 Arc (Front)
nevertheless possesses a Malcador
number of advantages to its Vanquisher battlecannon 32" 1 4+ -2 Anti-tank,
design, the principal of which Arc (Front),
is its battle speed, which is Armourbane
truly formidable for a tank Malcador lascannon turret 22" 2 4+ -1 Anti-tank, Arc (Front)
of its size thanks to a highly Malcador
sophisticated, if somewhat heavy bolter sponsons 12" 2 5+ 0 Light, Point Defence
temperamental, drive system. Malcador
By the time of the Horus lascannon sponsons 22" 1 4+ -1 Anti-tank
Heresy, many Malcador Malcador
Heavy Tanks had been autocannon sponsons 16" 2 5+ -1 Light AT
relegated to strategic reserves Hull Mounted heavy bolter 12" 2 5+ 0 Arc (Front), Light,
and second line Imperial Point Defence
Army units, replaced by larger Hull Mounted lascannon 22" 1 4+ -1 Anti-tank, Arc (Front)
numbers of smaller, more Hull Mounted autocannon 16" 2 5+ -1 Arc (Front), Light AT
tactically flexible tanks such Hull Mounted
as the Leman Russ and its demolisher cannon 12" 1 4+ -3 Arc (Front),
many variants. The demands Demolisher,
of the galaxy-wide civil war Ignores Cover
soon brought them back into
the fray however, while their Upgrades
availability saw them used A Malcador Tank Squadron can purchase any of the following upgrades. It may
as test-beds for a variety of purchase the same upgrade multiple times, to a maximum Detachment size of 6:
new variants designed to plug • Increase the Detachment size by 1 .............................................................+70 points
gaps in supply and resource. • Increase the Detachment size by 2...........................................................+130 points
• Increase the Detachment size by 4..........................................................+240 points

Special Rules
Chain of Command, Explorator Adaptation
HEAVY ARMOUR
DETACHMENTS HEAVY ARMOUR
DETACHMENTS
Auxilia Super-heavy Tank Squadron 100 Points Constructed using an ancient
STC dating back to the
Super-heavy Vehicle (3) Detachment Size: 1 Dark Age of Technology,
the Baneblade is a super-
Name Movement Sv CAF Morale W heavy tank outfitted with
Auxilia Super-heavy 7" 2+ +4 4+ 2 a bewildering array of
weapons, even for a vehicle
Weapons of its prodigious size. Each
• Hull Mounted Demolisher cannon Baneblade serves as a mobile
• Hull Mounted heavy bolter turret bastion and numerous tales
• Baneblade cannon with Co-axial autocannon or Hellhammer cannon with relate of their deployment
Co-axial autocannon being the crucial factor
• Baneblade heavy bolter sponsons or Baneblade heavy flamer sponsons or in victory, a symbol of
Baneblade autocannon sponsons terror to its foes and one of
• Lascannon sponson turrets emboldening to those who
marched alongside it. The
Weapon Range Dice To Hit AP Traits Baneblade hull was used as
Baneblade cannon 25" 1 4+ -3 the basis for a number of
Hellhammer cannon 14" 1 4+ -3 Demolisher, more specialised variants
Ignores Cover including the Hellhammer,
Co-axial autocannon 16" 2 5+ -1 Co-axial, Light AT exchanging the standard
Hull Mounted Baneblade battlecannon
Demolisher cannon 12" 1 4+ -3 Arc (Front), Ignores with a Hellhammer
Cover, Demolisher cannon that sacrifices
Hull Mounted range for increased armour
heavy bolter turret 12" 2 5+ 0 Arc (Front), Light, penetration and fortification
Point Defence destruction qualities.
Lascannon sponson turrets 22" 2 4+ -1 Anti-tank
Baneblade
heavy bolter sponsons 12" 4 5+ 0 Light, Point Defence
Baneblade
autocannon sponsons 16" 2 5+ -1 Light AT,
Point Defence
Baneblade
heavy flamer sponsons 6" 2 4+ 0 Light, Ignores Cover,
Point Defence

Upgrades
An Auxilia Super-heavy Tank Squadron can purchase any of the following upgrades.
It may purchase the same upgrade multiple times, to a maximum Detachment size
of 6:
• Increase the Detachment size by 1 ............................................................+90 points
• Increase the Detachment size by 3 ...........................................................+255 points
• Increase the Detachment size by 5 ..........................................................+390 points

Special Rules
Chain of Command, Explorator Adaptation

Heavy Armour Detachments


AIR SUPPORT
AIR SUPPORT DETACHMENTS
DETACHMENTS
A heavy fighter combining Auxilia Thunderbolt Squadron 80 Points
devastating strike potential
with a high degree of speed Vehicle (2) Detachment Size: 1
and manoeuvrability, the
Thunderbolt forms the bulk Name Movement Sv CAF Morale W
of the Imperialis Armada’s Thunderbolt Fighter 25" 4+ +0 - 1
intra-atmosphere fighter
aircraft. The Thunderbolt’s Weapons
versatile array of armaments • Quad autocannon
enables it to tackle all • Thunderbolt twin-linked lascannon
manner of missions, making • Hellstrike missiles or Skystrike missiles or wing bombs
it ideal for dominating
the skies of alien worlds Weapon Range Dice To Hit AP Traits
as the Solar Auxilia land, Quad autocannon 16" 4 5+ -1 Arc (Front), Light AT,
and supporting them in Skyfire
battle as they advance. Thunderbolt
The Thunderbolt can fulfil twin-linked lascannon 22" 2 4+ -1 Anti-tank,
a range of missions, from Arc (Front), Skyfire
hunting tanks and ground Avenger bolt cannon 16" 5 5+ -1 Arc (Front), Light AT,
strikes, yet its main role is Skyfire, Rapid Fire
that of an air-superiority Hellstrike missiles 30" 2 4+ -1 Arc (Front),
fighter, engaging enemy Armourbane
craft in dogfights or hunting Skystrike missiles 30" 2 4+ -1 Anti-tank,
down the foe’s bombers. Its Arc (Front), Skyfire,
most famous characteristic, Tracking
however, is sheer resilience Wing bombs - 2 4+ -2 Arc (Rear),
and it is not unusual for a Bombing Run
Thunderbolt to land riddled
with damage that would have Upgrades
downed a lesser craft. Any Thunderbolt Fighter can exchange its quad autocannon for an Avenger bolt
cannon for +3 points per model.

An Auxilia Thunderbolt Squadron can purchase one of the following upgrades:


• Increase the Detachment size by 1 .............................................................+80 points
• Increase the Detachment size by 2...........................................................+150 points
• Increase the Detachment size by 3 ...........................................................+210 points

Special Rules
Flyer, Interceptor, Jink (5+)

Air Support Detachments


AIR SUPPORT
DETACHMENTS AIR SUPPORT
DETACHMENTS
Auxilia Avenger Strike Fighter Squadron 85 Points The Avenger Strike Fighter is
a superlative ground attack
Vehicle (2) Detachment Size: 1 aircraft designed to operate
alongside Solar Auxilia
Name Movement Sv CAF Morale W cohorts during planetary
Avenger Strike Fighter 28" 4+ +0 - 1 invasions. Named for its
primary armament, the
Weapons Avenger bolt cannon, the
• Avenger bolt cannon Avenger excels at performing
• Heavy stubber tail gun strafing runs on enemy
• Avenger lascannon or Avenger autocannon armoured formations,
• Hellstrike missiles or Skystrike missiles or wing bombs raking the vulnerable weaker
sides of their armours with
Weapon Range Dice To Hit AP Traits mass-reactive bolt shells.
Avenger bolt cannon 16" 5 5+ -1 Arc (Front), Light AT, The Avenger can also be
Rapid Fire, Skyfire employed in the secondary
Avenger autocannon 16" 4 5+ -1 Arc (Front), Light AT, role of interceptor, providing
Skyfire close air support for ground
Avenger lascannon 22" 2 4+ -1 Anti-tank, Arc (Front), troops against enemy
Skyfire bomber squadrons.
Heavy stubber tail gun 14" 2 6+ 0 Arc (Rear), Light AT,
Point Defence,
Skyfire
Hellstrike missiles 30" 2 4+ -1 Arc (Front),
Armourbane
Skystrike missiles 30" 2 4+ -1 Anti-tank,
Arc (Front), Skyfire,
Tracking
Wing bombs - 2 4+ -2 Arc (Rear),
Bombing Run

Upgrades
An Auxilia Avenger Strike Fighter Squadron can purchase one of the
following upgrades:
• Increase the Detachment size by 1 .............................................................+85 points
• Increase the Detachment size by 2...........................................................+160 points
• Increase the Detachment size by 3 ..........................................................+220 points

Special Rules
Flyer, Interceptor, Jink (5+)
AIR SUPPORT
AIR SUPPORT DETACHMENTS
DETACHMENTS
A relatively recent addition Auxilia Lightning Fighter Squadron 85 Points
to the armouries of the
Great Crusade, the Primaris- Vehicle (2) Detachment Size: 1
Lightning Strike Fighter is a
high speed suborbital fighter Name Movement Sv CAF Morale W
craft designed for rapid Lightning Fighter 30" 4+ +0 - 1
interception, interdiction and
surgical-strike roles. Created Weapons
by Archmagos-Arbiter • Lightning twin lascannon or Lightning twin multi-laser
Sykosk Thule, master of the • Any two of the following: Hellstrike missiles, Skystrike missiles or phosphex
sovereign Forge World of bomb clusters*
*
Voss, the Primaris-Lightning A model can take multiples of the same option.
represented a new paradigm
in aero-warcraft, being Weapon Range Dice To Hit AP Traits
built around a powerful Lightning twin lascannon 22" 2 4+ -1 Anti-tank,
forced-plasma ramjet drive Arc (Front), Skyfire
and optimised for the most Lightning twin multi-laser 14" 4 5+ 0 Arc (Front), Light AT,
sophisticated munitions and Skyfire
avionics systems available. Hellstrike missiles 30" 2 4+ -1 Arc (Front),
While exceeding all similar Armourbane
patterns in service of its Skystrike missiles 30" 2 4+ -1 Anti-tank,
size for speed and payload Arc (Front), Skyfire,
capacity, it was extremely Tracking
costly to produce, proved Phosphex bomb clusters - 2 4+ -1 Arc (Rear),
difficult to maintain and Bombing Run,
difficult to handle by all but Light AT,
the most experienced pilots Ignores Cover
– flaws Sykosk attributed
purely to the failure of weak Upgrades
flesh. These factors, however, An Auxilia Lightning Fighter Squadron can purchase one of the following
saw the pattern’s issue limited upgrades:
to elite close support units, • Increase the Detachment size by 1 .............................................................+85 points
while a ‘degraded’ – if easier • Increase the Detachment size by 2...........................................................+160 points
to operate and maintain • Increase the Detachment size by 3 ..........................................................+220 points
– version of the Lightning
was rumoured to be under Special Rules
consideration just prior to the Flyer, Interceptor, Jink (5+)
outbreak of the Horus Heresy,
although this reduced pattern
played no part in the conflict.
AIR SUPPORT
DETACHMENTS AIR SUPPORT
DETACHMENTS
Auxilia Marauder Bomber Squadron 85 Points Sturdily built and possessed
of an extensive capacity of
Vehicle (2) Detachment Size: 1 munitions, the Marauder
Bomber is the archetypal
Name Movement Sv CAF Morale W heavy bomber of the Divisio
Marauder Bomber 24" 3+ +0 - 1 Aeronautica. One of its
greatest strengths is its
Weapons capacious fuel tanks which
• Nose Mounted lascannon substantially expands
• Marauder heavy bolter turrets the operational reach of
• Marauder bomb bay Marauder squadrons,
• Any two of following: Hellstrike missiles, Skystrike missiles or wing bombs* allowing them to range far
*
A model can take multiples of the same option. afield with minimal resupply.
The Marauder bomber is
Weapon Range Dice To Hit AP Traits most frequently deployed to
Nose Mounted lascannon 22" 2 4+ -1 Anti-tank, demolish strategic targets or
Arc (Front), Skyfire to soften fortified positions
Marauder in preparation for a ground
heavy bolter turrets 12" 3 6+ 0 Arc (Rear), Light AT, assault.
Point Defence,
Skyfire
Marauder bomb bay - 3 4+ -2 Arc (Rear),
Bombing Run
Hellstrike missiles 30" 2 4+ -1 Arc (Front),
Armourbane
Skystrike missiles 30" 2 4+ -1 Anti-tank,
Arc (Front), Skyfire,
Tracking
Wing bombs - 2 4+ -2 Arc (Rear),
Bombing Run

Upgrades
Any model in the Detachment can be upgraded to one of the following Marauder
variants, using the respective profile shown on pages 196-197:
• Marauder Pathfinder:..............................................................................................Free
• Marauder Colossus: .................................................................................................Free
• Marauder Destroyer: .....................................................................................+10 points

An Auxilia Marauder Squadron can purchase one of the following upgrades:


• Increase the Detachment size by 1 .............................................................+85 points
• Increase the Detachment size by 2...........................................................+160 points
• Increase the Detachment size by 3 ..........................................................+220 points

Special Rules
Flyer, Jink (5+)
Detachment Upgrades
DETACHMENT
UPGRADES Auxilia Marauder Pathfinder Vehicle (2)
The Marauder frame is
highly adaptable, leading to Name Movement Sv CAF Morale W
the development of many Marauder Pathfinder 22" 3+ +0 - 1
variants that fulfil operation
niches. The most common Weapons
variation is the Marauder • Nose Mounted heavy bolter
Destroyer, a ground attack • Rear Mounted heavy bolter
aircraft which sacrifices • Any two of the following: Hellstrike missiles, Skystrike missiles and
a portion of its bomb bay wing bombs*
*
capacity in exchange for A model can take multiples of the same option. See page 195 for these options.
heavier firepower – six
nose-mounted autocannons. Weapon Range Dice To Hit AP Traits
Marauder Destroyers Nose Mounted heavy bolter 12" 3 6+ 0 Arc (Front),
squadrons are primarily used Light AT, Point
to strafe enemy positions Defence, Skyfire
during an assault, shattering Rear Mounted heavy bolter 12" 3 6+ 0 Arc (Rear),
key targets in the enemy line Light AT, Point
or halting enemy flanking Defence, Skyfire
assaults. Other variants
include the Marauder Special Rules
Pathfinder, a long-ranged Auger Array, Flyer, Jink (5+)
scouting variant equipped
with advanced augurs and
tracking systems, and the
Marauder Colossus, designed Auxilia Marauder Colossus Vehicle (2)
to destroy high-value targets
such as enemy titans or Name Movement Sv CAF Morale W
subterranean facilities Marauder Colossus 22" 3+ +0 - 1
through the employment
of a guided, high- Weapons
explosive munition. • Nose Mounted heavy bolter
• Rear Mounted heavy bolter
• Colossus bomb
• Any two of the following: Hellstrike missiles, Skystrike missiles and
wing bombs*
*
A model can take multiples of the same option. See page 195 for these options.

Weapon Range Dice To Hit AP Traits


Nose Mounted heavy bolter 12" 3 6+ 0 Arc (Front),
Light AT, Point
Defence, Skyfire
Rear Mounted heavy bolter 12" 3 6+ 0 Arc (Rear),
Light AT, Point
Defence, Skyfire
Colossus bomb - 6 3+ -4 Arc (Rear),
Bombing Run,
Bunker Buster,
Limited (1)

Special Rules
Flyer, Jink (5+)
Detachment Upgrades
TRANSPORT
Auxilia Marauder Destroyer Vehicle (2) DETACHMENTS
The Arvus is a light utility
Name Movement Sv CAF Morale W shuttle used by the Imperialis
Marauder Destroyer 24" 3+ +0 - 1 Armada for transferring
supplies or small groups of
Weapons personnel from ship-to-ship
• Nose Mounted autocannon array or ship-to-planet. It is a
• Marauder heavy bolter turrets solid and reliable workhorse
• Marauder assault cannon shuttle, squat and durable
• Destroyer bomb bay with powerful engines for
• Any two of the following: Hellstrike missiles, Skystrike missiles and carrying heavy loads. The
wing bombs* utility model of the Arvus is
*
A model can take multiples of the same option. See page 195 for these options. unarmed as it is not a combat
vehicle and is not expected
Weapon Range Dice To Hit AP Traits to engage the enemy. The
Nose Mounted Solar Auxilia makes extensive
autocannon array 16" 6 5+ -1 Arc (Front), use of a variant of the
Light AT, Skyfire Arvus and of several similar
Marauder orbital shuttles, using them
heavy bolter turrets 12" 3 6+ 0 Arc (Rear), to insert infantry sections
Light AT, Point and command units into
Defence, Skyfire a war zone with pinpoint
Marauder assault cannon 12" 3 5+ -1 Arc (Rear), accuracy. Because its carrying
Light AT, Rapid capacity is limited to twelve
Fire, Skyfire passengers, larger units
Destroyer bomb bay - 2 4+ -2 Arc (Rear), such as full strength Lasrifle
Bombing Run Sections tend to deploy to a
world’s surface in drop ships
Special Rules able to carry entire Tercios
Flyer, Jink (5+) or even companies, leaving
the faster and comparatively
more manoeuvrable Arvus
to fulfil the role of inserting
TRANSPORT smaller units with specific
battlefield tasks to perform.
DETACHMENTS
Auxilia Arvus Lighter 12 Points Per Model

Vehicle (2) Detachment Size: Variable

Name Movement Sv CAF Morale W


Arvus Lighter 25" 4+ +0 - 1

Weapons
None

Special Rules
Flyer, Hover, Jink (6+), Transport (2)

Transport Detachments
STRATEGIC ASSETS
“None can look upon us
without fear, for we are
gods, and the galaxy will
bow before us.”
W hen the Emperor embarked on the Great Crusade, he began the daunting task
of uniting the vast diaspora of humanity. Among these rediscovered children
of Terra were the Knight Worlds, wondrous feudal kingdoms which had endured
the Age of Strife, their populaces elevating the Scions and their Knights to the rank
Princeps Vitus, of nobility and swearing their fealty to them. These planets, often isolated frontier
Legio Mortis realms or domains allied with nearby Forge Worlds, were notable for the number of
ancient Knight armours they maintained. Each an esoteric artefact of a bygone age,
the Knight armour was akin to the god-engines of the Collegia Titanica in many of
its technologies, with each Knight piloted by a single brave individual instilled with a
code of honour and chivalry known as a Knight Scion.

Knight-class walkers were true relics of an age of human history lost now to allegory
and myth. These unique machines and the mind-impulse systems that control them
predate the arts and arcana of the Mechanicum by a considerable measure, and to
the priests of the Omnissiah they are things of sacred mystery and beauty.

Many of the methods of their construction are beyond the realms of all but the most
learned Magos to fully understand, but the presence of priceless STC manufacturing
units devoted to their construction on ancient colony worlds of the Knight
Households, known collectively as the Questoris Familia, makes the replication and
maintenance of these powerful machines possible. Serving both as militant worlds
and as archives of technology lost to all others, Knight Worlds are thus afforded a
measure of political and military independence in return for sharing both strength of
arms and knowledge.

Using Strategic Assets


Strategic Assets represent elements of the Imperium’s armies that don’t fit neatly into
a single Army List or were widespread across the Expeditionary fleets of the Great
Crusade. Included in these ranks are the god-engines of the Collegia Titanica and the
Knight Banners of the Questoris Familia.

Strategic Assets are not a full Army List and therefore cannot be chosen as the
Primary List of an Army. Instead, it encompasses a number of Formations that can be
used as Allied Contingents within an Army.

Unless instructed otherwise, any Army can take a Strategic Asset Formation, though
some Detachments may have restrictions as to which Army they can be included in,
such as armies with a particular Allegiance.

Strategic Assets
LEGIO ASTORUM
WARLORD BATTLE TITAN

Dauntless Wrath
During the defence of Tallarn, the Legio Gryphonicus called upon their brothers in the Legio Astorum
to aid them. While the majority of the Warp Runners Titans were engaged elsewhere, they were able
to send several maniples to counter the combined might of the Legio Krytos and their Iron Warriors
allies. Dauntless Wrath was one of the Legio Astorum Warlord Titans to see action on Tallarn and survive
the scouring of that world. Later in the Horus Heresy, veterans of Tallarn would often recall what they
had endured during the fighting on that dead planet, and cite it among the greatest crimes wrought by
the Warmaster.
KNIGHT BANNER ‘ZHOLON-KUTHOS’
Legio Ulicon Support Element
House Malinax
Scouring of Arten’s World

Thonal Zhul

Kzilus Lokazluk

A Banner-marshal of House Malinax, Zholon-Kuthos commanded numerous actions in the name of the
Warmaster’s cause, despite the Forge World to which Malinax was bonded – Xana – being wont to chart
an autonomous course. In support of the Traitor Legio Ulicon during the Scouring of Arten’s World,
Zholon-Kuthos and his underlings slew three times their own number of Knights of House Vornherr,
grievous losses for a Household already driven to the precipice of extinction due to the events of Calth.
LEGIO FUREANS

Cyra Jal

Maeraka Hazn Dakh Cynal


Leyaka Varr

Leyaka Rakis

The introduction of Reaver class Battle Titans did not occur within Legio Fureans until its participation
during the Great Crusade, with the Forge World of Incaladion incapable of producing them
independently before the Imperium’s arrival. The princeps of the Leyaka Rakis and Leyaka Varr were
amongst the first to assume command of such god-engines, pioneering a range of unique manoeuvres
that made novel use of the class’ characteristics. These tactics were of particular use against Loyalist
elements on Paramar V, with the two princeps and their crews accounting for three confirmed Battle
Titan kills between them.
House Col’Khak Cerastus Knight Atrapos House Vextrix Questoris Knight Styrix
Omnissiah’s Will Fractured Angel

House Sidus Questoris Knight Magaera House Morbidia Cerastus Knight Atrapos
Ursanghou Ire of Mars
Strategic Asset Formations

Legion Support COMPULSORY DETACHMENTS


The god-engines of the Collegia Titanica were
terrifying weapons of war, each one capable of
obliterating hordes of lesser enemies. Though it was
not unheard of for a Titan Legion to be fielded in large
numbers, it was more common for a small number of
god-engines to be attached to other Imperial forces,
lending their considerable might for the duration of a
campaign.

Knight Household Lance COMPULSORY DETACHMENTS


Knight Scions would frequently march to battle in
Lances, consisting of a group of Knight armours of
the same class commanded by a Scion of middling
rank. These units would act as support elements for
Titan maniples or other Imperial elements, utilising
the skill of their Scions and the wondrous artifice of
each Knight to ensure victory.

Paragon of Duty: Each Knight Scion is a master of battle, trained in the tactics of their Household. As such,
each Knight model within this Formation that has the Independent special rule always forms its own Independent
Unit, even if there are several models within a Detachment that have the same name.

For example:
A Questoris Knight Banner consists of a Knight Errant, 2 Knight Paladin and 1 Questoris Knight Armiger Talon. As such
the Detachment is formed of three Independent Units: a Knight Errant, a Knight Paladin and a Knight Paladin.

In some cases, this will mean the entire Detachment is formed of Independent Units – they still count as
a single Detachment, and so must maintain a Coherency of 6" with at least one other model in the Detachment,
but otherwise can be issued an Order separately, have some models Engaged and not others, etc.

Formations
KNIGHT DETACHMENTS
Questoris Knight Banner 180 Points

Knight (4) Detachment Size: 1

Name Movement Sv CAF Morale W


Questoris Knight 8" 3+ +8 2+ 3

Weapons
Each Questoris Knight has one of the following weapon loadouts:
• Knight Errant: Thermal cannon, heavy stubber and a Reaper chainsword*
• Knight Paladin: Rapid-fire battlecannon, heavy stubber and a Reaper chainsword*
• Knight Warden: Questoris-avenger gatling cannon, meltagun and a Reaper chainsword*
• Knight Gallant: Thunderstrike gauntlet, meltagun and a Reaper chainsword*
• Knight Crusader: Heavy stubber and either a Questoris-avenger gatling cannon and thermal cannon,
or a rapid-fire battlecannon and thermal cannon*

For +15 points, a Questoris Knight may have one of the following weapon loadouts instead:
• Knight Styrix†
• Knight Magaera †

*
A Questoris Knight with this loadout may also be equipped with rocket pods for +5 points.

Knight Styrix/Knight Magaera use the corresponding profiles on page 207.

Weapon Range Dice To Hit AP Traits


Thermal cannon 12" 2 4+ -3 Anti-tank, Arc (Front), Demolisher
6" 1 3+ -4 Anti-tank, Arc (Front), Demolisher, Engine Killer (1)
Rapid-fire battlecannon 28" 2 4+ -2 Arc (Front), Rapid Fire
Questoris-avenger
gatling cannon 16" 5 5+ -2 Arc (Front), Light AT, Rapid Fire
Heavy stubber 14" 1 5+ 0 Arc (Front), Light, Point Defence
Meltagun 6" 1 4+ -3 Anti-tank, Arc (Front)
Reaper chainsword - - - - Rend
Thunderstrike gauntlet - - - -2 Rend, Wrecker (1)
Rocket pods 16" 2 4+ -1 Arc (Front), Barrage

Upgrades
Questoris Knights can exchange their Reaper chainsword for a thunderstrike gauntlet for +2 points per model.

A Questoris Knight Banner can purchase one of the following upgrades:


• Increase the Detachment size by 1 ..........................................................................................................................+180 points
• Increase the Detachment size by 2..........................................................................................................................+340 points

In addition, a Questoris Knight Banner may purchase one of the following upgrades:
• Questoris Knight Armiger Talon ...........................................................................................................................+180 points‡
• Mechanicum Knight Moirax Talon ......................................................................................................................+200 points‡


Each upgrade increases the Detachment size by 3. Models added via these upgrades use the corresponding profiles on
page 211.

Special Rules
Independent, Ion Shields (4+), Nimble

Knight Detachments
Detachment Upgrades
DETACHMENT
Knight Styrix Knight (4) UPGRADES
The Knight Questoris was
Name Movement Sv CAF Morale W the most common suit
Knight Styrix 8" 3+ +8 2+ 3 of Knight Armour extant
in the Imperium at the
Weapons outbreak of the Horus Heresy,
• Volkite chieorovile serving as the mainstay of
• Hekaton siege claw Household forces. Such was
• Graviton gun its popularity amongst the
noble scions of the Questoris
Weapon Range Dice To Hit AP Traits Households that it was
Volkite chieorovile 12" 3 4+ -2 Arc (Front), reconfigured in a myriad
Deflagrate, ways with weapon options
Light AT, and hull augments, and
Shieldbane given names such as Paladin,
Hekaton siege claw - - - -5 Rend, Errant, Warden, Gallant
Wrecker (3) and Crusader in the fashion
Graviton gun 6" 1 - -1 Arc (Front), of their traditions, lineage
Graviton Pulse and fighting styles. Questoris
Knights are frequently fielded
Special Rules in Lances, consisting of two
Blessed Auto-simulacra, Independent, Ionic Flare Shield, Ion Shields (4+), or more Scions operating in
Nimble concert.

Knight Magaera Knight (4) Rarer Questoris variants


include the Knight Magaera
Name Movement Sv CAF Morale W and Knight Styrix, armours
Knight Magaera 8" 3+ +8 2+ 3 rarely seen in great numbers
outside of Mechanicum-
Weapons oathed Households. Both
• Lightning cannon the Magaera and Styrix are
• Hekaton siege claw marvels of technological
• Phased plasma-fusil sophistication, designed to
mercilessly eradicate any
Weapon Range Dice To Hit AP Traits who oppose the Omnissiah’s
Lightning cannon 22" 2 5+ -2 Arc (Front), will. Both patterns are
Blast (3") invested with dedicated repair
Hekaton siege claw - - - -5 Rend, autosimulacra and ionic
Wrecker (3) flare shields, enhancing the
Phased plasma-fusil 10" 1 4+ -2 Arc (Front), survivability of the armour
Light AT and making them deadly
frontline war machines
Special Rules when assaults upon fortified
Blessed Auto-simulacra, Independent, Ionic Flare Shield, Ion Shields (4+), positions are warranted.
Nimble
KNIGHT DETACHMENTS
KNIGHT Cerastus Knight Banner 215 Points
DETACHMENTS
The Cerastus type Knights Knight (4) Detachment Size: 1
appear to have been designed
not as protectors but as Name Movement Sv CAF Morale W
bloody-handed conquerors Cerastus Knight 9" 3+ +11 2+ 3
and tools of destruction, a
legacy of the violence that Weapons
marked the beginning of Each Cerastus Knight has one of the following weapon loadouts:
the Age of Strife. Like the • Knight Acheron: Acheron pattern flame cannon, Reaper chainfist and in-built
Questoris type, numerous twin-linked heavy bolters.
variations of the Cerastus • Knight Castigator: Castigator pattern bolt cannon and a Tempest warblade.
have been recorded, with the • Knight Lancer: Shock lance and an ion gauntlet shield*.
most common variants being
the Knight Lancer, the Knight For +20 points, a Cerastus Knight may have one of the following loadouts instead:
Castigator and the Knight • Cerastus Knight Atrapos†
Acheron.
*
A Knight Lancer exchanges the Ion Shield (4+) special rule for Ion Shield (3+).

The Lancer is held in Cerastus Knight Atrapos use the corresponding profiles on page 209.
high esteem by the more
impetuous of a Household’s Weapon Range Dice To Hit AP Traits
scions, its potent ion gauntlet Acheron pattern
and shock lance perfectly flame cannon 8" 3 4+ -2 Arc (Front), Ignores
suited to battling the foe face Cover, Light AT
to face, where only a perfectly In-built twin-linked
timed thrust of the lance heavy bolters 12" 2 5+ 0 Arc (Front), Light,
stands between a scion and Point Defence
death. The Knight Castigator Reaper chainfist - - - - Rend
is a Household’s answer to Castigator pattern
hordes of lesser foes. Armed bolt cannon 14" 4 5+ -2 Arc (Front), Light AT,
with the fearsome Castigator Rapid Fire,
pattern bolt cannon, the Shieldbane
Cerastus Knight is capable Tempest warblade - - - - Rend
of obliterating infantry Shock lance - - - - Reach, Rend
formations in a thunderous Ion gauntlet shield 6" 2 5+ -2 Arc (Front)
rain of mass reactive
explosions and whirling Upgrades
power blades, or carving A Cerastus Knight Banner can purchase one of the following upgrades:
apart light vehicles with ease. • Increase the Detachment size by 1 ..........................................................+200 points
The Cerastus Knight Acheron • Increase the Detachment size by 2..........................................................+390 points
is a fearsome sight on the
battlefield, a reaper of lives In addition, a Cerastus Knight Banner may purchase one of the
carefully designed not only following upgrades:
to destroy, but also to inspire • Questoris Knight Armiger Talon ............................................................+180 points‡
terror both in appearance • Mechanicum Knight Moirax Talon .......................................................+200 points‡
and the manner in which it

undertakes its grim task. Each upgrade increases the Detachment size by 3. Models added via these upgrades
use the corresponding profiles on page 211.

Special Rules
Furious Charge, Independent, Ion Shields (4+), Nimble
Detachment Upgrades
DETACHMENT
Cerastus Knight Atrapos Knight (4) UPGRADES
A Cerastus pattern of ancient
Name Movement Sv CAF Morale W provenance and staggering
Cerastus Knight 9" 3+ +11 2+ 3 potency, it is a rare honour
for a Household to count
Weapons a Knight Atrapos among
• Graviton singularity cannon its ranks and each one is a
• Atrapos lascutter relic treated with singular
reverence, employed only in
Weapon Range Dice To Hit AP Traits the direst of circumstances.
Graviton singularity cannon 16" 2 3+ -3 Arc (Front), During the cataclysmic
Armourbane, wars of the Horus Heresy,
Collapsing it was not uncommon for
Singularity Questoris Atrapos suits to
Atrapos lascutter 6" 1 2+ -4 Arc (Front), be employed against enemy
Engine Killer (1), Knights or as executioners
Rend, for wayward scions who had
Wrecker (3) strayed from the allegiance
of their House, the cold
Special Rules hunger for destruction within
Furious Charge, Independent, Ion Shield (3+), the machine spirit of the
Macro-extinction Targeting Protocols, Nimble Knight Atrapos sated only
with the ruination of such
great adversaries.
KNIGHT DETACHMENTS
KNIGHT Acastus Knight Banner 250 Points
DETACHMENTS
One of the most heavily Knight (4) Detachment Size: 1
armed and armoured of all
Knight chassis in service, Name Movement Sv CAF Morale W
few Households were able Acastus Knight 6" 2+ +7 2+ 3
to muster Acastus armours,
even at the height of the Weapons
Great Crusade. They are • Two Twin magna lascannon
therefore seen as symbols • Acastus lascannon or Acastus autocannon
of favour by the lords of the • Ironstorm missile pod or Helios defence missiles
Omnissiah’s cult and even the
greatest Knight Households Any Acastus Knight may exchange all of its weapons for the following,
cannot claim more than for +20 points:
a handful. The Knight • Two conversion beam cannon
Porphyrion variant is a • Volkite culverin
towering behemoth possessed • Karacnos mortar battery
of size and power which
rivals that of a Scout class Weapon Range Dice To Hit AP Traits
Titan, capable of sundering Twin magna lascannon 25" 2 4+ -3 Accurate, Anti-tank,
armoured formations, Arc (Front)
enemy fortifications and Ironstorm missile pod 25" 3 4+ -1 Arc (Front), Light AT
rival Knight armours with Helios defence missiles 25" 2 4+ -2 Anti-tank,
contemptuous ease. The Arc (Front), Skyfire,
Asterius variant is even more Tracking
scarce than the Porphyrions Acastus lascannon 22" 1 4+ -1 Anti-tank, Arc (Front)
of the same pattern. Each is Conversion beam cannon 6" 1 4+ -2 Arc (Front)
armed with heavy conversion 6"-18" 1 3+ -3 Arc (Front),
beam cannons able to reduce Demolisher
the mightiest edifices to 18"-35" 2 3+ -4 Arc (Front),
ash and even threaten the Demolisher
colossal engines of the Titan Volkite culverin 14" 2 4+ 0 Arc (Front),
Legions. The secondary Deflagrate, Light
weapon systems of the Karacnos mortar battery 30" 2 4+ -1 Arc (Front), Barrage,
Knight Asterius are deadly in Ignores Cover
their own right, the massive Acastus autocannon 16" 3 5+ -1 Arc (Front),
carapace mounted Karacnos Light AT
mortar battery capable of
annihilating entire phalanxes Upgrades
of troop formations or An Acastus Knight Banner can increase its Detachment size by 1 for +250 points.
saturating ramparts with
high-impact explosives while In addition, an Acastus Knight Banner may purchase one of the
the two torso mounted volkite following upgrades:
culverins demolish targets • Questoris Knight Armiger Talon ............................................................+180 points*
of priority. • Mechanicum Knight Moirax Talon .......................................................+200 points*

*
Each upgrade increases the Detachment size by 3. Models added via these upgrades use
the corresponding profiles on page 211.

Special Rules
Blessed Auto-simulacra, Independent, Ion Shields (4+)
Detachment Upgrades
DETACHMENT
Questoris Knight Armiger Talon Knight (4) UPGRADES
The Armiger Knight is a
Name Movement Sv CAF Morale W lighter, more agile cousin to
Knight Armiger 8" 3+ +6 2+ 2 the Questoris Knight that
often fought alongside its
Weapons larger confederates during
• Thermal spear and Reaper chain-cleaver or Armiger autocannon the Great Crusade, picking
off threats which came from
Weapon Range Dice To Hit AP Traits enemies beneath the notice
Thermal spear 8" 1 3+ -3 Arc (Front), of the larger Knights. The
Demolisher, most common variants of the
Engine Killer (1) Armiger are the Warglaive,
Reaper chain-cleaver - - - - Rend armed with thermal lance
Armiger autocannon 16" 2 5+ -1 Arc (Front), and Reaper chainblades,
Light AT and Helverin, bearing a pair
of Phaeton autocannon
Special Rules designed to lay down
Ion Shields (5+), Nimble blistering hails of heavy fire.

Mechanicum Knight Moirax Talon Knight (4) The Knight Moirax was a
variant of the Armiger chassis
Name Movement Sv CAF Morale W considered by many to be
Knight Moirax 8" 3+ +6 2+ 2 an unseemly tool, a blunt
and dirty weapon capable
Weapons of mounting the most lethal
• Armiger lightning locks or a volkite veuglaire and a Gyges siege claw weaponry available to its
class of Scout Knights,
Weapon Range Dice To Hit AP Traits designed to completely
Armiger lightning locks 12" 2 5+ -2 Arc (Front) eradicate the enemy and salt
Volkite veuglaire 14" 2 4+ -1 Arc (Front), the earth of their worlds.
Deflagrate, Few Knight Households
Light AT not indentured to the
Gyges siege claw - - - -4 Rend, Mechanicum made use of
Wrecker (2) these armours, and those that
did ensured only the weakest
Special Rules noble lines were expended
Ionic Flare Shield, Ion Shields (5+), Nimble in the radioactive prison of
a Moirax.
TITAN DETACHMENTS
Warhound Hunting Pack 330 Points

Titan (5) Detachment Size: 1

Name Movement Sv CAF Morale W


Warhound Titan 7" 2+ +10 - 4

Weapons
Warhound Titans have two weapons chosen from the list below – it may choose two of the same weapon:

• Inferno gun • Ursus claw


• Vulcan mega-bolter • Natrix shock lance
• Turbo-laser destructor • Incisor pattern melta lance
• Plasma blastgun • Volkite eradicator
• Graviton eradicator • Warhound shudder missiles
• Conversion beam dissolutor • Warhound swarmer missiles

Weapon Range Dice To Hit AP Traits


Vulcan mega-bolter 22" 10 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
Turbo-laser destructor 40" 2 4+ -3 Accurate, Arc (Front)
Plasma blastgun 20" 2 3+ -3 Arc (Front)
Inferno gun T - 4+ -2 Arc (Front), Firestorm, Light AT, Shieldbane
Incisor pattern melta lance 14" 1 4+ -3 Accurate, Anti-tank, Arc (Front), Demolisher
6" 1 3+ -4 Accurate, Anti-tank, Arc (Front), Demolisher,
Engine Killer (2)
Volkite eradicator 16" 3 4+ -2 Arc (Front), Beam, Deflagrate, Light AT, Shieldbane
Warhound shudder missiles 35" 2 4+ -1 Arc (Front), Barrage, Quake
Warhound swarmer missiles 35" 8 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
Ursus claw 6" 1 4+ SP Impale
Natrix shock lance 6" 1 2+ -1 Bypass, Shock Pulse
Graviton eradicator 30" 2 - -2 Arc (Front), Demolisher, Graviton Pulse
Conversion beam dissolutor 6" 2 4+ -2 Arc (Front)
6"-18" 2 3+ -3 Arc (Front), Demolisher
18"-35" 2 2+ -4 Arc (Front), Demolisher

Upgrades
A Warhound Hunting Pack can purchase one of the following upgrades:
• Increase the Detachment size by 1 ..........................................................................................................................+330 points
• Increase the Detachment size by 2.........................................................................................................................+640 points

Special Rules
Agile, Void Shields (2)

Titan Detachments
TITAN DETACHMENTS
Dire Wolf Heavy Scout Titan 385 Points TITAN
DETACHMENTS
Titan (5) Detachment Size: 1 Warhounds are the smallest
class of ‘true’ Titan, classified
Name Movement Sv CAF Morale W within the De Bellis Titanicus
Dire Wolf Titan 7" 2+ +10 - 4 as ‘Scout Titans’ in reference
to their common operational
Weapons role as vanguards to larger
• Ardex mega-bolters Titan battle groups, or
• Neutron laser or a volcano cannon or conversion beam dissipator support elements to lesser
ground forces. The sheer scale
Weapon Range Dice To Hit AP Traits and power of a Warhound’s
Neutron laser 38" 1 4+ -3 Arc (Front), weapon is enough to turn
Shock Pulse the tide of most battles in
Volcano cannon 70" 1 3+ -4 Arc (Front), their allies’ favour. When
Engine Killer (2) opposed with enemy god-
Ardex mega-bolters 12" 9 5+ -1 Light AT, engines however, Warhounds
Point Defence, must rely on their speed,
Rapid Fire, Shieldbane manoeuvrability and pack
Conversion beam dissipator 6" 2 4+ -2 Arc (Front), Accurate tactics to bring down their
6"-18" 3 3+ -3 Arc (Front), Accurate, larger counterparts.
Demolisher
18"-35" 3 3+ -4 Arc (Front), Accurate, The Dire Wolf Heavy Scout
Demolisher Titan is the better armoured
cousin of the Warhound,
Special Rules bearing thicker armour
Agile, Infiltrate, Void Shields (2) plating, a more powerful
reactor and armed with
weapons of greater potency.
Designated as a Titan-class
hunter within the De Bellis
Titanicus, the Dire Wolf
functions as an ambusher in
Legio battlegroups, hunkering
down in forward positions to
ambush and obliterate key
targets with precise shots of
its main weapon; the neutron
laser and volcano cannon
are the most common
such armaments.
TITAN DETACHMENTS
Reaver Battle Titan 415 Points

Titan (5) Detachment Size: 1

Name Movement Sv CAF Morale W


Reaver Battle Titan 6" 2+ +12 - 5

Weapons
Reaver Titans have two weapons chosen from the list below – it may choose two of the same weapon:
• Reaver laser blaster • Reaver melta cannon
• Reaver gatling blaster • Reaver power fist
• Reaver volcano cannon • Reaver chainfist

Reaver Titans also have one weapon chosen from the list below:
• Reaver apocalypse missile launcher • Reaver volkite eradicator
• Reaver Vulcan mega-bolter • Reaver graviton eradicator
• Reaver Titan warp missile • Reaver conversion beam dissolutor
• Reaver turbo-laser destructor

Weapon Range Dice To Hit AP Traits


Reaver laser blaster 40" 3 4+ -3 Arc (Front)
Reaver gatling blaster 35" 4 4+ -2 Arc (Front)
Reaver volcano cannon 60" 1 2+ -4 Arc (Front), Engine Killer (3)
Reaver melta cannon 14" 2 4+ -3 Anti-tank, Arc (Front), Demolisher
8" 2 3+ -4 Anti-tank, Arc (Front), Demolisher, Engine Killer (4)
Reaver power fist - - - -4 Engine Killer (1), Rend, Wrecker (4)
Reaver chainfist - - - -4 Engine Killer (2), Rend, Wrecker (3)
Reaver volkite eradicator 16" 3 4+ -2 Beam, Deflagrate, Light AT, Shieldbane
Reaver Apocalypse
missile launcher 8"-100" 5 4+ -1 Heavy Barrage
Reaver Vulcan mega-bolter 22" 9 5+ -1 Light AT, Rapid Fire, Shieldbane
Reaver turbo-laser destructor 40" 2 4+ -3 Accurate
Reaver Titan warp missile 8"-75" SP 2+ -3 Arc (Front), Engine Killer (3), Limited (1), Warp
Reaver graviton eradicator 30" 2 - -2 Demolisher, Graviton Pulse
Reaver conversion beam
dissolutor 6" 2 4+ -2
6"-18" 2 3+ -3 Demolisher
18"-35" 2 3+ -4 Demolisher

Special Rules
Void Shields (4)
TITAN DETACHMENTS
Warbringer Nemesis Titan 525 Points

Titan (5) Detachment Size: 1

Name Movement Sv CAF Morale W


Warbringer Nemesis Titan 5" 2+ +12 - 5

Weapons
• Anvillus pattern defence batteries
• Ardex-defensor mauler bolt cannon turrets
• Mori quake cannon or Belicosa volcano cannon

In addition, a Warbringer Nemesis Titan has two weapons chosen from the list below – it may choose two of the
same weapon:

• Reaver laser blaster


• Reaver gatling blaster
• Reaver volcano cannon
• Reaver melta cannon

Weapon Range Dice To Hit AP Traits


Reaver laser blaster 40" 3 4+ -3 Arc (Front)
Reaver gatling blaster 35" 4 4+ -2 Arc (Front)
Reaver volcano cannon 60" 1 2+ -4 Arc (Front), Engine Killer (3)
Reaver melta cannon 14" 2 4+ -3 Anti-tank, Arc (Front), Demolisher
8" 2 3+ -4 Anti-tank, Arc (Front), Demolisher, Engine Killer (4)
Mori quake cannon 80" 1 3+ -2 Arc (Front), Blast (5"), Quake
Belicosa volcano cannon 70" 1 2+ -5 Arc (Front), Engine Killer (4)
Ardex-defensor
mauler bolt cannon turrets 8" 5 5+ -2 Light AT, Point Defence
Anvillus pattern
defence batteries 20" 5 5+ -1 Point Defence, Skyfire

Special Rules
Void Shields (6)
TITAN DETACHMENTS
Warlord Battle Titan 600 Points

Titan (5) Detachment Size: 1

Name Movement Sv CAF Morale W


Warlord Battle Titan 5" 2+ +14 - 6

Weapons
• Ardex-defensor mauler bolt cannon turrets • Ardex-defensor lascannon turrets

In addition, Warlord Battle Titans have two weapons chosen from the list below – it may choose two of the
same weapon:

• Belicosa volcano cannon • Arioch power claw


• Sunfury plasma annihilator • Volkite destructor
• Macro-gatling blaster • Warlord graviton ruinator
• Mori quake cannon • Conversion beam extripator

Warlord Battle Titans also have one weapon chosen from the list below:
• Apocalypse missile launchers • Vulcan mega-bolter array
• Paired gatling blasters • Paired laser blasters
• Paired turbo-laser destructors

Weapon Range Dice To Hit AP Traits


Belicosa volcano cannon 70" 1 2+ -5 Arc (Front), Engine Killer (4)
Sunfury plasma annihilator 25" 3 3+ -3 Arc (Front)
Macro-gatling blaster 35" 5 3+ -2 Arc (Front), Rapid Fire
Mori quake cannon 80" 1 3+ -2 Arc (Front), Blast (5"), Quake
Arioch power claw 18" 8 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
- - - -4 Engine Killer (1), Rend, Wrecker (5)
Volkite destructor 16" 4 4+ -2 Arc (Front), Beam, Deflagrate, Light AT, Shieldbane
Apocalypse
missile launchers 8"-100" 10 4+ -1 Arc (Front), Heavy Barrage
Paired gatling blasters 35" 8 4+ -2 Arc (Front)
Paired turbo-laser destructors 40" 4 4+ -3 Accurate, Arc (Front)
Vulcan mega-bolter array 22" 20 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
Paired laser blasters 40" 6 4+ -3 Arc (Front)
Ardex-defensor
mauler bolt cannon turrets 8" 5 5+ -2 Light AT, Point Defence
Ardex-defensor
lascannon turrets 16" 2 5+ -1 Anti-tank, Arc (Rear), Point Defence
Warlord graviton ruinator 30" 3 - -3 Arc (Front), Demolisher, Graviton Pulse
Conversion beam extripator 6" 2 3+ -2 Arc (Front)
6"-18" 3 3+ -3 Arc (Front), Demolisher
18"-35" 3 2+ -4 Arc (Front), Demolisher

Special Rules
Void Shields (6)
TITAN DETACHMENTS
Warlord-Sinister Battle Titan 675 Points

Titan (5) Detachment Size: 1

Name Movement Sv CAF Morale W


Warlord-Sinister 5" 2+ +14 - 6

Weapons
• Sinistramanus Tenebrae • Antipathic tempest
• Arioch power claw • Ardex-defensor mauler bolt cannon turrets
• Death pulse • Ardex-defensor lascannon turrets

Warlord-Sinister Battle Titans also have one weapon chosen from the list below:
• Apocalypse missile launchers • Vulcan mega-bolter array
• Paired gatling blasters • Paired laser blasters
• Paired turbo-laser destructors

A Warlord-Sinister Battle Titan may exchange its Arioch power claw for one of the following:
• Belicosa volcano cannon • Volkite destructor
• Sunfury plasma annihilator • Warlord graviton ruinator
• Macro-gatling blaster • Conversion beam extripator
• Mori quake cannon

Weapon Range Dice To Hit AP Traits


Sinistramanus Tenebrae 40" 3 4+ -4 Arc (Front), Heavy Beam, Psi
Belicosa volcano cannon 70" 1 2+ -5 Arc (Front), Engine Killer (4)
Sunfury plasma annihilator 25" 3 3+ -3 Arc (Front)
Macro-gatling blaster 35" 5 3+ -2 Arc (Front), Rapid Fire
Mori quake cannon 80" 1 3+ -2 Arc (Front), Blast (5"), Quake
Arioch power claw 18" 8 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
- - - -4 Engine Killer (1), Rend, Wrecker (5)
Volkite destructor 16" 4 4+ -2 Arc (Front), Beam, Deflagrate, Light AT, Shieldbane
Apocalypse
missile launchers 8"-100" 10 4+ -1 Arc (Front), Heavy Barrage
Paired gatling blasters 35" 8 4+ -2 Arc (Front)
Paired turbo-laser destructors 40" 4 4+ -3 Accurate, Arc (Front)
Vulcan mega-bolter array 22" 20 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
Paired laser blasters 40" 6 4+ -3 Arc (Front)
Ardex-defensor
mauler bolt cannon turrets 8" 5 5+ -2 Light AT, Point Defence
Ardex-defensor
lascannon turrets 16" 2 5+ -1 Arc (Rear), Anti-tank, Point Defence
Warlord graviton ruinator 30" 3 - -3 Arc (Front), Demolisher, Graviton Pulse
Conversion beam extripator 6" 2 3+ -2 Arc (Front)
6"-18" 3 3+ -3 Arc (Front), Demolisher
18"-35" 3 2+ -4 Arc (Front), Demolisher
Death pulse 7" D3+1 4+ -1 Psi, Saturation Fire
Antipathic tempest 20" 1 4+ -1 Blast (5"), Ignores Cover, Psi, Quake

Special Rules
Dread Aura (8"), Loyalist, Necrotechica, Void Shields (6)
TITAN DETACHMENTS
Warmaster Heavy Battle Titan 750 Points

Titan (5) Detachment Size: 1

Name Movement Sv CAF Morale W


Warmaster Titan 5" 1+ +18 - 7

Weapons
• Two Suzerain class plasma destructors • Ardex-defensor mauler bolt cannon turrets
• Revelator missile launcher • Anvilus pattern defence batteries or Ardex-defensor
• Ardex-defensor lascannon turrets bombard turrets

In addition, a Warmaster Titan has two weapons chosen from the list below – it may choose two of the same weapon:

• Apocalypse missile array • Vulcan mega-bolter


• Melta cannon • Turbo-laser destructor
• Inferno gun • Plasma blastgun

Weapon Range Dice To Hit AP Traits


Suzerain class
plasma destructor 26" 4 3+ -4 Arc (Front), Demolisher
16" 2 2+ -4 Arc (Front), Demolisher, Engine Killer (2)
Revelator missile launcher 40" 2 4+ -2 Arc (Front), Blast (5")
Plasma blastgun 20" 2 3+ -3 Arc (Front)
Apocalypse missile array 8"-100" 4 4+ -1 Arc (Front), Heavy Barrage
Vulcan mega-bolter 22" 10 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
Turbo-laser destructor 40" 2 4+ -3 Accurate, Arc (Front)
Inferno gun T - 4+ -2 Arc (Front), Firestorm, Light AT, Shieldbane
Melta cannon 14" 2 4+ -3 Anti-tank, Arc (Front), Demolisher
8" 2 3+ -4 Anti-tank, Arc (Front), Demolisher, Engine Killer (2)
Ardex-defensor
mauler bolt cannon turrets 8" 5 5+ -2 Light AT, Point Defence
Ardex-defensor
lascannon turrets 16" 2 5+ -1 Anti-tank, Arc (Rear), Point Defence
Ardex-defensor
bombard turrets 15" 4 5+ -2 Barrage, Light AT, Ignores Cover
Anvilus pattern
defence batteries 20" 5 5+ -1 Point Defence, Skyfire

Special Rules
Void Shields (12)
TITAN DETACHMENTS
Warmaster Iconoclast Titan 750 Points

Titan (5) Detachment Size: 1

Name Movement Sv CAF Morale W


Warmaster Iconoclast 6" 1+ +18 - 7

Weapons
• Desolator chainsword • Ardex-defensor lascannon turrets
• Kirus siege drill • Anvilus pattern defence batteries or
• Ardex-defensor mauler Ardex-defensor bombard turrets
bolt cannon turrets • Cruciator gatling array

In addition, a Warmaster Iconoclast has two weapons chosen from the list below – it may choose two of the
same weapon:

• Apocalypse missile array • Vulcan mega-bolter


• Melta cannon • Turbo-laser destructor
• Inferno gun • Plasma blastgun

A Warmaster Iconoclast can exchange its Kirus siege drill for a Kirus grav imploder for +10 points.

Weapon Range Dice To Hit AP Traits


Desolator chainsword - - - - Engine Killer (2), Reach, Rend
Kirus siege drill - - - -7 Rend, Wrecker (8)
Cruciator gatling array 24" 14 5+ -1 Arc (Front), Light AT, Shieldbane, Shred
Kirus grav imploder 6" 2 3+ -3 Demolisher, Ignores Cover, Quake
- - - -5 Rend, Wrecker (5)
Plasma blastgun 20" 2 3+ -3 Arc (Front)
Apocalypse missile array 8"-100" 4 4+ -1 Arc (Front), Heavy Barrage
Vulcan mega-bolter 22" 10 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
Turbo-laser destructor 40" 2 4+ -3 Accurate, Arc (Front)
Inferno gun T - 4+ -2 Arc (Front), Firestorm, Light AT, Shieldbane
Melta cannon 14" 2 4+ -3 Anti-tank, Arc (Front), Demolisher
8" 2 3+ -4 Anti-tank, Arc (Front), Demolisher, Engine Killer (2)
Ardex-defensor
mauler bolt cannon turrets 8" 5 5+ -2 Light AT, Point Defence
Ardex-defensor
lascannon turrets 16" 2 5+ -1 Anti-tank, Arc (Rear), Point Defence
Ardex-defensor
bombard turrets 15" 4 5+ -2 Barrage, Light AT, Ignores Cover
Anvilus pattern
defence batteries 20" 5 5+ -1 Point Defence, Skyfire

Special Rules
Void Shields (12)
ANDY HOARE’S

Ultramarines
Andy was inspired to start this Ultramarines force having read a snippet of background on the 12 th Chapter of
the XIIIth Legion – the so-called ‘Desert Lions’. The 12 th Chapter is described as an armoured assault formation
specialising in operations amidst a variety of deserts and wastelands, making it an ideal opportunity to collect and
field a force focused on all manner of tanks and armoured transports.

The force shown here is just the beginning of the The next steps in this collection will be more tanks,
collection, as Andy decided to concentrate on the in particular Land Raiders and Spartans, along with the
core of any Legiones Astartes force to begin with – Terminators they will carry into battle. Andy also owns
Tactical, Tactical Support and Heavy Support Squads, a Legio Metalica maniple for Adeptus Titanicus, which
all mounted in the ubiquitous Rhino. To bolster this in time will take to the field alongside the Desert Lions.
starting force, Andy has added some Sicaran and
Predator tanks, as well as an allied formation of Knights The models in this collection were painted using
drawn from House Krast. Citadel Contrast Asurman Blue, airbrushed over a
Leadbelcher spray basecoat. The bases have had a little
fine sand added to theme them more to deserts and
wastelands, and these have been dry-brushed various
sandy colours to further play up the theme of the 12 th
Chapter’s preferred manner of waging war.

Hobby Section

Legions Imperialis Armies


BEN LAMBELL’S

Dark Angels
Dark Angels are Ben’s Legion of choice in both Legions Imperialis and Horus Heresy: Age of Darkness, with forces
for both concurrently in the works. The esoteric practices of the Dark Angels, in the form of the Hexagrammaton
formations that are unique to the Ist Legion, are the main draw, with Ben seeing it as a simple yet evocative way to
build smaller themed forces that can come together into a single, coherent army.

As with most starter armies, Ben focused on getting For painting, Ben primed them black then did a base
the core of his infantry force completed, painting two coat of Abaddon Black followed by a grey highlight.
Tactical Detachments with additional support elements With the bulk of the model done, details such as the
he can attach to fit the mission or foe he faces. Rhino boltguns, chainsword helmet plumes, and Command
transports then followed, allowing Ben to attempt squad cloaks were picked out with red, making each
some freehand chequers and stripes, something Ben is figure on a base stand out while maintaining a cohesive
particularly proud of, each one bearing its own unique scheme. Extra effort was put into the banner of the
elements. Finally, Ben added some Sicarans, leaving the Command squad, with transfers and freehand added
turrets unglued so he can switch out the autocannons to create a standard the Ist Legion would be proud to
for Omega plasma arrays. march alongside.
GAVIN NEWTON’S

Solar Auxilia
Gav focused on creating a gritty, urban theme with his Solar Auxilia, reflecting a force engaged in a protracted
campaign. To achieve this, he used a combination of greys and oil-streaked metallics as the main colours, broken up
by blue accents.

When assembling the beginnings of his force, Pride of place for Gav is the aircraft, upon which he
Gav divided it into two sections – an infantry lavished additional attention in his painting. Both the
contingent dedicated to hunting down and purging Lightnings and Arvus Lighters have geometric patterns
urban environments of enemy forces, and armoured of various shades of grey, camouflage patterns designed
elements to bring heavy firepower against fortified to make the aircraft harder to locate within urban
enemy positions. Two Solar Auxilia Lasrifle environment airbases. The four pictured are just the
Tercios formed the core of the infantry contingent, beginning of Gav’s planned aircraft, with squadrons
supplemented by two Ogryn Charonites Detachments, of Thunderbolts in the works alongside enough Arvus
providing a close combat screen for the Auxiliaries, and Lighters to carry all of his Tercios into battle.
two Aethon Heavy Sentinel Patrols, which provide both
a vanguard and some heavier weapons. Baneblade and
Malcador Vanquishers gave Gav the chance to include
more metal elements as well as centrepiece figures for
his fledgling force.
ANTHONY MORGAN’S

Iron Hands
The Iron Xth were Ant’s choice of Legion for a variety of reasons, including the fact that the Iron Hands are
fragmented yet unrelenting in their pursuit of vengeance, along with the ability to quickly paint larger numbers of
miniatures due to the simple colour scheme.

To test how quickly his models could be painted, Pride of place in the army is the Space Marine
Ant first turned to two large Detachments of Tactical Commander, which Ant converted using the power
Legionaries, affording him a core of infantry ready to fist taken from an Assault Marine, showing hobby
secure points of strategic value on the battlefield. ingenuity is possible at any scale! Aircraft and more
To add some spot colour, the bolters were painted Rhinos are on Ant’s immediate list of projects and will
white. A complement of Missile Launcher-bearing see his Iron Hands force become fully mechanised,
Legionaries and Plasma Gun support warriors were followed by several squadrons of tanks to provide that
added soon after, with the blue of the plasma coils heavy firepower everyone loves.
contrasting nicely with the Iron Hands’ armour.
Vehicles were painted in similar schemes, with white
painted on a number of armour plates to break up the
silhouette. Weathering was applied to the tracks of the
vehicle, showcasing that they’d be traversing the desert
for an extended period of time.
KEITH ROBERTSON’S

Blood Angels
Keith had two criteria when it came to choosing his Legions Imperialis army – that it was a Loyalist Legion and its
colour scheme was bright and stood out on the tabletop. For him, this narrowed down the choice to Blood Angels
and Imperial Fists, with Keith settling on the former as he liked the idea of a fast strike force with lots of assault
troops over the stoic, more defensive Imperial Fists.

Infantry was the focus for Keith as he began his force, of Troll Slayer Orange. The guns were then painted to
assembling two Tactical Detachments along with break up the red before the whole models were washed
some support Legionaries armed with plasma guns. with a thinned-down shade of Agrax Earthshade.
Dreadnoughts, Terminators and Assaults Marines soon The Command Squad was given some extra attention,
followed, leading to a versatile core for his burgeoning with the Apothecary painted white, to stand out from
army. To round out his Legion Demi-Company Keith the rest of the force, freehanded heraldry added to the
painted up Rhinos for one of his Tactical Detachment banner and the veterans given gold helmets in keeping
and a Command Squad to lead them. with the background.

When it came to painting, Keith developed a method Moving forwards, Keith plans to continue his theme
that allowed rapid throughput with consistent results. of rapid assault, with a number of aircraft, including
All models were primed Mephiston Red, Airbrush Evil Storm Eagles, Fire Raptors and a Thunderhawk,
Sunz Scarlet, then Troll Slayer Orange and a highlight already in his sights.
LUKE BLICK’S

Solar Auxilia
Luke was one of the first members of the Studio to take up the challenge of painting a starter force for Legions
Imperialis, seeing it as the perfect opportunity to dive into what he considers a highly interesting aspect of the
Horus Heresy that some people overlook – the Solar Auxilia. When it came to choosing a Cohort, the Cthonia
Headhunters, heavily associated with the Warmaster himself, felt like the natural starting point.

Luke focused on the veteran infantry for his first With the compulsory elements of a Formation
project, painting up Detachments of Veletaris and finished, Luke looked to adding more into the army,
Ogryns to form a hard-hitting centre for his Cohort. turning his attention towards Solar Auxilia Tanks.
Adding in a Legate Commander, two Lasrifle His two Malcador Tanks were painted in the same
Detachments, a Flamer Section and a small Aethon method as his other models, with extra detail spent
Heavy Sentinel Patrol finished up his Solar Auxilia on weathering their tracks. The Malcadors will take
Sub-cohort. When it came to painting, Luke gravitated pride of place within an Armoured Sub-cohort Luke is
towards painting the red of the Cthonia Headhunters working on, alongside Squadrons of Leman Russ and
towards the tops of the miniatures, making the colours some Baneblades.
more prominent on the battlefield. The models were
based-coated Mechanicus Standard Grey, layered with
Administratum Grey and shaded with Nuln Oil.
Bronze (Warplock Bronze followed by Sycorax Bronze)
and red (Khorne Red followed by Evil Sunz Scarlet)
accents were then added.
DEATH GUARD

Command Squad Detachment Legion Terminators

Missile Launcher
Plasma Tactical Support Legionaries
Heavy Support Legionaries

Legion Tactical Detachment

Legion Contemptor
Assault Marines
Dreadnought Talon

Miniatures Showcase

Legion Predator Squadron Legion Kratos Squadron


Fire Raptor with Fire Raptor with
Gravis Autocannon Batteries Quad Heavy Bolter Batteries

Storm Eagle

Xiphon Interceptor Thunderhawk Gunship


IRON HANDS

Command Squad Detachment Legion Terminators

Missile Launcher
Plasma Tactical Support Legionaries
Heavy Support Legionaries

Legion Tactical Detachment

Legion Contemptor
Assault Marines
Dreadnought Talon

Legion Predator Squadron Legion Sicaran Squadron


Fire Raptor with Fire Raptor with
Quad Heavy Bolter Batteries Gravis Autocannon Batteries

Storm Eagle

Xiphon Interceptor Thunderhawk Gunship


SOLAR AUXILIA

Tactical Command Section


Auxilia Flamer Section
& Legate Commander

Auxilia Ogryn Charonite Section Auxilia Veletaris Storm Section

Auxilia Lasrifle Tercio

Auxilia Aethon Heavy Sentinel Patrol

Leman Russ Strike Squadron Auxilia Malcador Squadron


DIVISIO AERONAUTICA

Thunderbolt Fighter Avenger Strike Fighter

Marauder Bomber Lightning Fighter


TITAN LEGIONS

Legio Astorum Warhound Titan Legio Fureans Warhound Titan

Legio Mortis Warhound Titan Legio Gryphonicus Warhound Titan


TITAN LEGIONS

Legio Mortis Warmaster Titan


KNIGHT HOUSES

House Vyronii House Vyronii


Cerastus Knight Lancer Cerastus Knight Lancer

House Malinax House Malinax House Malinax


Questoris Knight Errant Questoris Knight Warden Questoris Knight Paladin

House Malinax House Vyronii


Acastus Knight Porphyrion Acastus Knight Porphyrion
DETACHMENT REFERENCE
Legiones Astartes Detachments

Detachment Name Move Sv CAF Morale W Detachment Size Unit Type Points
Legion Command 5" 4+ +4 2+ 1 1 Infantry (1) 25
Legion Rhino Detachment 9" 4+ +0 3+ 1 Variable Vehicle (2) 10
Legion Tactical Detachment 5" 5+ +2 3+ 1 4 Infantry (1) 35
- Legion Terminators 5" 4+ +4 3+ 1 +2 Infantry (1) +15
- Assault Marines 7" 5+ +3 3+ 1 +2 Infantry (1) +12
Legion Plasma Gun Support Detachment 5" 5+ +2 3+ 1 4 Infantry (1) 35
Legion Missile Launcher Support Detachment 5" 5+ +1 3+ 1 4 Infantry (1) 40
Legion Assault Detachment 7" 5+ +3 3+ 1 4 Infantry (1) 30
Legion Terminator Detachment 5" 4+ +4 3+ 1 4 Infantry (1) 50
Legion Rapier Battery Detachment 4" 5+ +1 3+ 1 2 Infantry (1) 40
Leviathan Siege Dreadnought Detachment 5" 4+ +5 3+ 1 4 Walker (1) 75
Legion Dreadnought Talon 5" 4+ +5 3+ 1 4 Walker (1) 70
- Leviathan Siege Dreadnought 5" 4+ +5 3+ 1 +2 Walker (1) +35
Legion Tarantula Battery - 5+ -3 - 1 4 Infantry (1) 36
Legion Deredeo Dreadnought Detachment 5" 4+ +2 3+ 1 4 Walker (1) 85
Legion Predator Squadron 9" 3+ +2 3+ 1 3 Vehicle (2) 115
Legion Sicaran Squadron 10" 3+ +2 3+ 1 2 Vehicle (2) 105
Legion Kratos Squadron 8" 2+ +3 3+ 2 2 Vehicle (2) 150
Legion Xiphon Interceptor Squadron 30" 3+ +0 - 1 1 Vehicle (2) 95
Legion Storm Eagle Squadron 25" 3+ +0 - 1 1 Vehicle (2) 100
Legion Fire Raptor Squadron 25" 3+ +0 - 1 1 Vehicle (2) 100
Legion Thunderhawk Gunship 25" 2+ +0 - 2 1 Vehicle (2) 150

Solar Auxilia Detachments

Detachment Name Move Sv CAF Morale W Detachment Size Unit Type Points
Legate Commander Detachment 5" 6+ +3 2+ 1 1 Infantry (1) 16
Auxilia Tactical Command Detachment 5" 6+ +1 3+ 1 1 Infantry (1) 10
Auxilia Lasrifle Tercio 5" 6+ +0 4+ 1 4 Infantry (1) 30
- Veletarii 5" 6+ +1 4+ 1 +2 Infantry (1) +12
- Charonite Ogryns 5" 6+ +3 4+ 1 +2 Infantry (1) +15
Auxilia Ogryn Charonite Section 5" 6+ +3 4+ 1 4 Infantry (1) 50
Auxilia Veletaris Storm Section 5" 6+ +1 4+ 1 4 Infantry (1) 40
Auxilia Rapier Battery 4" 6+ +0 4+ 1 3 Infantry (1) 50
Auxilia Tarantula Battery - 5+ -3 - 1 4 Infantry (1) 36
Auxilia Aethon Heavy Sentinel Patrol 7" 4+ +0 4+ 1 2 Walker (1) 35
Leman Russ Strike Squadron 8" 2+ +2 4+ 1 4 Vehicle (2) 175
Malcador Tank Squadron 9" 3+ +2 4+ 2 2 Vehicle (2) 165
Auxilia Super-heavy Tank Squadron 7" 2+ +4 4+ 2 1 Super-heavy
Vehicle (3) 100
Auxilia Thunderbolt Squadron 25" 4+ +0 - 1 1 Vehicle (2) 80
Reference Sheets
Auxilia Avenger Strike Fighter Squadron 28" 4+ +0 - 1 1 Vehicle (2) 85
Auxilia Lightning Fighter Squadron 30" 4+ +0 - 1 1 Vehicle (2) 85
Auxilia Marauder Bomber Squadron 24" 3+ +0 - 1 1 Vehicle (2) 85
- Auxilia Marauder Pathfinder 22" 3+ +0 - 1 - Vehicle (2) +0
-Detachment Reference
Auxilia Marauder Colossus 22" 3+ +0 - 1 - Vehicle (2) +0
- Auxilia Marauder Destroyer 24" 3+ +0 - 1 - Vehicle (2) +10
Auxilia Arvus Lighter 25" 4+ +0 - 1 Variable Vehicle (2) 12

235
Strategic Asset Detachments

Detachment Name Move Sv CAF Morale W Detachment Size Unit Type Points
Questoris Knight Banner 8" 3+ +8 2+ 3 1 Knight (4) 180
- Knight Styrix 8" 3+ +8 2+ 3 1 Knight 4) +15
- Knight Magaera 8" 3+ +8 2+ 3 1 Knight (4) +15
Cerastus Knight Banner 9" 3+ +11 2+ 3 1 Knight (4) 215
- Cerastus Knight Atrapos 9" 3+ +11 2+ 3 1 Knight (4) +20
Acastus Knight Banner 6" 2+ +7 2+ 3 1 Knight (4) 250
Questoris Knight Armiger Talon 8" 3+ +6 2+ 2 +3 Knight (4) +180
Mechanicum Knight Moirax Talon 8" 3+ +6 2+ 2 +3 Knight (4) +200
Warhound Hunting Pack 7" 2+ +10 - 4 1 Titan (5) 330
Dire Wolf Heavy Scout Titan 7" 2+ +10 - 4 1 Titan (5) 385
Reaver Battle Titan 6" 2+ +12 - 5 1 Titan (5) 415
Warbringer Nemesis Titan 5" 2+ +12 - 5 1 Titan (5) 525
Warlord Battle Titan 5" 2+ +14 - 6 1 Titan (5) 600
Warlord-Sinister Battle Titan 5" 2+ +14 - 6 1 Titan (5) 675
Warmaster Heavy Battle Titan 5" 1+ +18 - 7 1 Titan (5) 750
Warmaster Iconoclast Titan 6" 1+ +18 - 7 1 Titan (5) 750

WEAPON PROFILES
Weapon Range Dice To Hit AP Traits
Acastus autocannon 16" 3 5+ -1 Arc (Front), Light AT
Acastus lascannon 22" 1 4+ -1 Anti-tank, Arc (Front)
Acheron pattern flame cannon 8" 3 4+ -2 Arc (Front), Light AT, Ignores Cover
Aiolos missile launcher 25" 1 4+ -2 Anti-tank, Skyfire
Antipathic tempest 20" 1 4+ -1 Blast (5"), Ignores Cover, Psi, Quake
Anvilus autocannon battery 16" 2 5+ -1 Accurate, Light AT
Anvilus pattern defence batteries 20" 5 5+ -1 Point Defence, Skyfire
Apocalypse missile array 8"-100" 4 4+ -1 Arc (Front), Heavy Barrage
Apocalypse missile launchers 8"-100" 10 4+ -1 Arc (Front), Heavy Barrage
Archaeotech pistols 6" 1 5+ -1 Accurate, Light
Ardex-defensor bombard turrets 15" 4 5+ -2 Barrage, Light AT, Ignores Cover
Ardex-defensor lascannon turrets 16" 2 5+ -1 Anti-tank, Arc (Rear), Point Defence
Ardex-defensor
mauler bolt cannon turrets 8" 5 5+ -2 Light AT, Point Defence
Ardex mega-bolters 12" 9 5+ -1 Light AT, Point Defence, Rapid Fire, Shieldbane
Arioch power claw 18" 8 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
- - - -4 Engine Killer (1), Rend, Wrecker (5)
Armiger autocannon 16" 2 5+ -1 Arc (Front), Light AT
Armiger lightning locks 12" 2 5+ -2 Arc (Front), Light AT
Atrapos lascutter 6" 1 2+ -4 Arc (Front), Engine Killer (1), Rend, Wrecker (3)
Auxilia laspistols 6" 1 5+ 0 Light
Auxilia lasrifles 10" 1 5+ 0 Light
Avenger autocannon 16" 4 5+ -1 Arc (Front), Light AT, Skyfire
Avenger bolt cannon 16" 5 5+ -1 Arc (Front), Light AT, Skyfire, Rapid Fire
Avenger lascannon 22" 2 4+ -1 Arc (Front), Anti-tank, Skyfire
Baneblade autocannon sponsons 16" 2 5+ -1 Light AT, Point Defence
Baneblade cannon 25" 1 4+ -3
Baneblade heavy bolter sponsons 12" 4 5+ 0 Light, Point Defence
Baneblade heavy flamer sponsons 6" 2 4+ 0 Light, Ignores Cover, Point Defence
Belicosa volcano cannon 70" 1 2+ -5 Arc (Front), Engine Killer (4)
Castigator pattern bolt cannon 14" 4 5+ -2 Arc (Front), Light AT, Rapid Fire, Shieldbane
Weapon
Charonite Profiles
claws - - - - Rend

236
Weapon Range Dice To Hit AP Traits
Co-axial autocannon 16" 2 5+ -1 Co-axial, Light AT
Colossus bomb - 6 3+ -4 Arc (Rear), Bombing Run, Bunker Buster, Limited (1)
Conversion beam cannon 6" 1 4+ -2 Arc (Front)
6"-18" 1 3+ -3 Arc (Front), Demolisher
18"-35" 2 3+ -4 Arc (Front), Demolisher
Conversion beam dissipator 6" 2 4+ -2 Arc (Front), Accurate
6"-18" 3 3+ -3 Arc (Front), Accurate, Demolisher
18"-35" 3 3+ -4 Arc (Front), Accurate, Demolisher
Conversion beam dissolutor 6" 2 4+ -2 Arc (Front)
6"-18" 2 3+ -3 Arc (Front), Demolisher
18"-35" 2 2+ -4 Arc (Front), Demolisher
Conversion beam extripator 6" 2 3+ -2 Arc (Front)
6"-18" 3 3+ -3 Arc (Front), Demolisher
18"-35" 3 2+ -4 Arc (Front), Demolisher
Cruciator gatling array 24" 14 5+ -1 Arc (Front), Light AT, Shieldbane, Shred
Cyclonic melta lance 6" 1 4+ -3 Anti-tank, Demolisher
Death pulse 7" D3+1 4+ -1 Psi, Saturation Fire
Desolator chainsword - - - - Engine Killer (2), Reach, Rend
Destroyer bomb bay - 2 4+ -2 Arc (Rear), Bombing Run
Flamers 6" 1 4+ 0 Ignores Cover, Light
Gravis autocannon batteries 16" 3 5+ -1 Light AT, Skyfire
Graviton eradicator 30" 2 - -2 Arc (Front), Demolisher, Graviton Pulse
Graviton gun 6" 1 - -1 Arc (Front), Graviton Pulse
Graviton singularity cannon 16" 2 3+ -3 Arc (Front), Armourbane, Collapsing Singularity
Gyges siege claw - - - -4 Rend, Wrecker (2)
Heavy stubber 14" 1 5+ 0 Arc (Front), Light, Point Defence
Heavy stubber tail gun 14" 2 6+ 0 Arc (Rear), Light AT, Point Defence, Skyfire
Hekaton siege claw - - - -5 Rend, Wrecker (3)
Helios defence missiles 25" 2 4+ -2 Anti-tank, Arc (Front), Skyfire, Tracking
Hellfire plasma cannonade 14" 2 4+ -2 Light AT
Hellhammer cannon 14" 1 4+ -3 Demolisher, Ignores Cover
Hellstrike missiles 30" 2 4+ -1 Arc (Front), Armourbane
Hull Mounted autocannon 16" 2 5+ -1 Arc (Front), Light AT
Hull Mounted demolisher cannon 12" 1 4+ -3 Arc (Front), Demolisher, Ignores Cover
Hull Mounted heavy bolter 12" 2 5+ 0 Arc (Front), Light, Point Defence
Hull Mounted heavy bolter turret 12" 2 5+ 0 Arc (Front), Light, Point Defence
Hull Mounted lascannon 22" 1 4+ -1 Anti-tank, Arc (Front)
Hyperios air-defence
missile launcher 25" 1 4+ -1 Skyfire, Tracking
In-built twin-linked bolter 8" 1 5+ 0 Assault, Light, Point Defence
In-built twin-linked heavy bolters 12" 2 5+ 0 Arc (Front), Light, Point Defence
Incisor pattern melta lance 14" 1 4+ -3 Accurate, Anti-tank, Arc (Front), Demolisher
6" 1 3+ -4 Accurate, Anti-tank, Arc (Front), Demolisher,
Engine Killer (2)
Inferno gun T - 4+ -2 Arc (Front), Firestorm, Light AT, Shieldbane
Ion gauntlet shield 6" 2 5+ -2 Arc (Front)
Ironstorm missile pod 25" 3 4+ -1 Arc (Front), Light AT
Karacnos mortar battery 30" 2 4+ -1 Arc (Front), Barrage, Ignores Cover
Kheres assault cannon 10" 1 5+ -1 Light AT, Rapid Fire
Kirus grav imploder 6" 2 3+ -3 Demolisher, Ignores Cover, Quake
- - - -5 Rend, Wrecker (5)
Kirus siege drill - - - -7 Rend, Wrecker (8)
Kratos autocannon 16" 2 5+ -1 Accurate, Arc (Front), Light AT

237
WEAPON PROFILES
Weapon Range Dice To Hit AP Traits
Kratos battlecannon 20" 2 4+ -1
10" 1 4+ -4 Anti-tank, Armourbane
Kratos lascannon 22" 1 4+ -1 Accurate, Anti-tank, Arc (Front)
Lascannon batteries 22" 2 4+ -1 Anti-tank, Skyfire
Lascannon sponson turrets 22" 2 4+ -1 Anti-tank
Laser destroyer array 15" 2 4+ -2 Anti-tank
Legion bolters 8" 1 5+ 0 Assault, Light
Legion bolt pistols 6" 1 5+ 0 Light
Legion combi-bolters 8" 1 5+ 0 Accurate, Assault, Light
Leman Russ battlecannon 25" 1 4+ -1
Leviathan siege claw - - - -4 Rend, Wrecker (2)
Leviathan storm cannon 10" 2 5+ -1 Light AT, Rapid Fire
Lightning cannon 22" 2 5+ -2 Arc (Front), Blast (3")
Lightning twin lascannon 22" 2 4+ -1 Anti-tank, Arc (Front), Skyfire
Lightning twin multi-laser 14" 4 5+ 0 Arc (Front), Light AT, Skyfire
Macro-gatling blaster 35" 5 3+ -2 Arc (Front), Rapid Fire
Malcador autocannon sponsons 16" 2 5+ -1 Light AT
Malcador battlecannon 25" 1 4+ -1 Arc (Front)
Malcador heavy bolter sponsons 12" 2 5+ 0 Light, Point Defence
Malcador lascannon sponsons 22" 1 4+ -1 Anti-tank
Malcador lascannon turret 22" 2 4+ -1 Anti-tank, Arc (Front)
Malcador Vanquisher battlecannon 32" 1 4+ -2 Anti-tank, Arc (Front), Armourbane
Marauder assault cannon 12" 3 5+ -1 Arc (Rear), Light AT, Rapid Fire, Skyfire
Marauder bomb bay - 3 4+ -2 Arc (Rear), Bombing Run
Marauder heavy bolter turrets 12" 3 6+ 0 Arc (Rear), Light AT, Point Defence, Skyfire
Melta blastgun 8" 1 4+ -4 Anti-tank, Armourbane, Bunker Buster
Melta cannon 14" 2 4+ -3 Anti-tank, Arc (Front), Demolisher
8" 2 3+ -4 Anti-tank, Arc (Front), Demolisher, Engine Killer (2)
Meltagun 6" 1 4+ -3 Arc (Front), Anti-tank
Missile launchers 20" 2 4+ 0 Light, Ignores Cover
20" 1 4+ -1 Anti-tank
Mole mortar 20" 1 4+ -1 Burrowing
Mori quake cannon 80" 1 3+ -2 Arc (Front), Blast (5"), Quake
Multi-laser 14" 2 5+ 0 Light AT
Natrix shock lance 6" 1 2+ -1 Bypass, Shock Pulse
Neutron laser 38" 1 4+ -3 Arc (Front), Shock Pulse
Nose Mounted autocannon array 16" 6 5+ -1 Arc (Front), Light AT, Skyfire
Nose Mounted heavy bolter 12" 3 6+ 0 Arc (Front), Light AT, Point Defence, Skyfire
Nose Mounted lascannon 22" 2 4+ -1 Anti-tank, Arc (Front), Skyfire
Omega plasma array 12" 1 4+ -2 Accurate
Paired gatling blasters 35" 8 4+ -2 Arc (Front)
Paired laser blasters 40" 6 4+ -3 Arc (Front)
Paired turbo-laser destructors 40" 4 4+ -3 Accurate, Arc (Front)
Phased plasma-fusil 10" 1 4+ -2 Arc (Front), Light AT
Phosphex bomb clusters - 2 4+ -1 Arc (Rear), Bombing Run, Light AT, Ignores Cover
Pintle Mounted havoc launcher 15" 1 4+ 0 Arc (Front), Light AT, Point Defence
Pintle Mounted multi-melta 6" 1 5+ -3 Anti-tank, Arc (Front)
Pintle Mounted
twin-linked bolters 8" 1 5+ 0 Arc (Front), Assault, Light, Point Defence
Plasma blastgun 20" 2 3+ -3 Arc (Front)
Plasma guns 10" 1 4+ -1 Light AT
Power axes - - - - Rend
Predator cannon 18" 2 5+ -1 Light AT

238
Weapon Range Dice To Hit AP Traits
Predator lascannon 22" 1 4+ -1 Anti-tank, Accurate
Quad autocannon 16" 4 5+ -1 Arc (Front), Light AT, Skyfire
Quad heavy bolter batteries 12" 4 5+ 0 Light, Point Defence, Skyfire
Quad launcher 6"-30" 2 4+ -1 Barrage, Light
16" 1 4+ -1 Demolisher, Light AT
Questoris-avenger gatling cannon 16" 5 5+ -2 Arc (Front), Light AT, Rapid Fire
Rapid-fire battlecannon 28" 2 4+ -2 Arc (Front), Rapid Fire
Reaper chain-cleaver - - - - Rend
Reaper chainfist - - - - Rend
Reaper chainsword - - - - Rend
Rear Mounted heavy bolter 12" 3 6+ 0 Arc (Rear), Light AT, Point Defence, Skyfire
Reaver Apocalypse
missile launcher 8"-100" 5 4+ -1 Heavy Barrage
Reaver chainfist - - - -4 Engine Killer (2), Rend, Wrecker (3)
Reaver conversion
beam dissolutor 6" 2 4+ -2
6"-18" 2 3+ -3 Demolisher
18"-35" 2 3+ -4 Demolisher
Reaver gatling blaster 35" 4 4+ -2 Arc (Front)
Reaver graviton eradicator 30" 2 - -2 Demolisher, Graviton Pulse
Reaver laser blaster 40" 3 4+ -3 Arc (Front)
Reaver melta cannon 14" 2 4+ -3 Anti-tank, Arc (Front), Demolisher
8" 2 3+ -4 Anti-tank, Arc (Front), Demolisher, Engine Killer (4)
Reaver power fist - - - -4 Engine Killer (1), Rend, Wrecker (4)
Reaver turbo-laser destructor 40" 2 4+ -3 Accurate
Reaver volcano cannon 60" 1 2+ -4 Arc (Front), Engine Killer (3)
Reaver volkite eradicator 16" 3 4+ -2 Beam, Deflagrate, Light AT, Shieldbane
Reaver Vulcan mega-bolter 22" 9 5+ -1 Light AT, Rapid Fire, Shieldbane
Reaver Titan warp missile 8"-75" SP 2+ -3 Arc (Front), Engine Killer (3), Limited (1), Warp
Revelator missile launcher 40" 2 4+ -2 Arc (Front), Blast (5")
Rocket pods 16" 2 4+ -1 Arc (Front), Barrage
Sarcophagus Mounted weapons 8" 1 6+ 0 Light, Point Defence
Sentinel missile launcher 20" 2 4+ 0 Light, Ignore Cover
20" 1 4+ -1 Anti-tank
Shock lance - - - - Reach, Rend
Sinistramanus Tenebrae 40" 3 4+ -4 Arc (Front), Heavy Beam, Psi
Skystrike missiles 30" 2 4+ -1 Anti-tank, Arc (Front), Skyfire, Tracking
Sponson Mounted heavy bolters 12" 2 5+ 0 Arc (Front), Light, Point Defence
Sponson Mounted lascannon 22" 1 4+ -1 Anti-tank, Arc (Front)
Storm Eagle heavy bolter 12" 3 5+ 0 Arc (Front), Light, Point Defence, Skyfire
Sunfury plasma annihilator 25" 3 3+ -3 Arc (Front)
Suzerain class plasma destructor 26" 4 3+ -4 Arc (Front), Demolisher
16" 2 2+ -4 Arc (Front), Demolisher, Engine Killer (2)
Tarantula lascannon battery 22" 2 5+ -1 Anti-tank
Tempest rockets 35" 1 2+ -2 Arc (Front), Skyfire
Tempest warblade - - - - Rend
Thermal cannon 12" 2 4+ -3 Anti-tank, Arc (Front), Demolisher
6" 1 3+ -4 Anti-tank, Arc (Front), Demolisher, Engine Killer (1)
Thermal spear 8" 1 3+ -3 Arc (Front), Demolisher, Engine Killer (1)
Thunderhawk heavy bolters 12" 3 5+ 0 Arc (Front), Light, Point Defence, Skyfire
Thunderhawk lascannon 22" 2 4+ -1 Anti-tank, Arc (Front), Skyfire
Thunderbolt twin-linked
lascannon 22" 2 4+ -1 Anti-tank, Arc (Front), Skyfire
Thunderstrike gauntlet - - - -2 Rend, Wrecker (1)
Turbo-laser destructor 40" 2 4+ -3 Accurate, Arc (Front)

239
Weapon Range Dice To Hit AP Traits
Twin-linked accelerator
autocannon 16" 3 5+ -1 Tracking
Twin-linked lascannon 22" 1 4+ -1 Accurate, Anti-tank
Twin-linked volkite caliver 12" 1 4+ 0 Accurate, Deflagrate, Light
Twin magna lascannon 25" 2 4+ -3 Accurate, Anti-tank, Arc (Front)
Ursus claw 6" 1 4+ SP Impale
Vanquisher battlecannon 32" 1 4+ -2 Anti-tank, Armourbane
Vengeance launcher 25" 2 4+ -1 Arc (Front), Light AT
Volcano cannon 70" 1 3+ -4 Arc (Front), Engine Killer (2)
Volkite chargers 8" 1 5+ 0 Deflagrate, Light
Volkite chieorovile 12" 3 4+ -2 Arc (Front), Deflagrate, Light AT, Shieldbane
Volkite culverin 14" 2 4+ 0 Arc (Front), Deflagrate, Light
Volkite destructor 16" 4 4+ -2 Arc (Front), Beam, Deflagrate, Light AT, Shieldbane
Volkite eradicator 16" 3 4+ -2 Arc (Front), Beam, Deflagrate, Light AT, Shieldbane
Volkite veuglaire 14" 2 4+ -1 Arc (Front), Deflagrate, Light AT
Vulcan mega-bolter 22" 10 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
Vulcan mega-bolter array 22" 20 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
Warhound shudder missiles 35" 2 4+ -1 Arc (Front), Barrage, Quake
Warhound swarmer missiles 35" 8 5+ -1 Arc (Front), Light AT, Rapid Fire, Shieldbane
Warlord graviton ruinator 30" 3 - -3 Arc (Front), Demolisher, Graviton Pulse
Wing bombs - 2 4+ -2 Arc (Rear), Bombing Run
Wing Mounted lascannon 22" 2 4+ -1 Anti-tank, Arc (Front), Skyfire
Xiphon lascannon array 22" 2 4+ -1 Accurate, Anti-tank, Arc (Front), Skyfire
Xiphon rotary missile launcher 24" 2 4+ -1 Arc (Front), Skyfire, Tracking

240

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