Legions Imperialis. Rulebook
Legions Imperialis. Rulebook
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.
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.
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
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
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.M31
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
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
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.
007.M31
008.M31 009.M31
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.
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
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.
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
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
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
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.
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.
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.
Weapons
• Legion bolt pistols
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
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.
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.
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.
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.
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:
Combat Sequence
1 Pair off Fights A
2 Resolve Fights
3 Determine Combat result
4 Withdraw
B
C
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.
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.
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
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.
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.
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.
Obstacle
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.
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
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
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.
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.
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+)).
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.
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.
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.
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.
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.
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
Missions
CONFRONTATION
“Peace is built on conquest.”
Scoring
At the end of each round, you score:
Scoring
At the end of each round, you score:
Scoring
At the end of each round, you score:
Scoring
At the end of each round, you score:
Scoring
At the end of each round, you score:
Scoring
At the end of each round, you score:
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.”
Scoring
At the end of each round, you score:
Scoring
At the end of each round, you score:
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.
Scoring
At the end of each round, you score:
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.
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:
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:
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.
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.
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
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.
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.
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.
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)
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.
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).
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.
Close air support provided by gunships assigned from company or battalion-level air assets.
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.
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.
Rapiers provide heavy fire support in static defence, but can be rapidly relocated to respond to enemy attack vectors.
Sector-assigned combat air patrol assets undertake patrol and interdiction duties in defence of static ground forces
as required.
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.
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.
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.
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
Weapons
• Missile launchers
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
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
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
Weapons
• Leviathan storm cannon or cyclonic melta lance
• Twin-linked volkite caliver
• Leviathan siege claw
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
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
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
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
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+)
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
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.
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
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
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 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.
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
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.
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
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 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
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
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.
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
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
Reinforced/amalgamated strength. Detached from Armoured Sub-Cohort to meet specific tactical objectives.
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.
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
Disciplined Ranks: Compulsory Core Detachment slots within this Formation must be filled with Auxilia Lasrifle
Tercio Detachments.
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.
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
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
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
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.
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
Special Rules
Flyer, Interceptor, Jink (5+)
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
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.
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
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.
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
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
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
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.
Upgrades
Questoris Knights can exchange their Reaper chainsword for a thunderstrike gauntlet for +2 points per model.
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.
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
Weapons
Warhound Titans have two weapons chosen from the list below – it may choose two of the same weapon:
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
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
Special Rules
Void Shields (4)
TITAN DETACHMENTS
Warbringer Nemesis Titan 525 Points
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:
Special Rules
Void Shields (6)
TITAN DETACHMENTS
Warlord Battle Titan 600 Points
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:
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
Special Rules
Void Shields (6)
TITAN DETACHMENTS
Warlord-Sinister Battle Titan 675 Points
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
Special Rules
Dread Aura (8"), Loyalist, Necrotechica, Void Shields (6)
TITAN DETACHMENTS
Warmaster Heavy Battle Titan 750 Points
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:
Special Rules
Void Shields (12)
TITAN DETACHMENTS
Warmaster Iconoclast Titan 750 Points
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:
A Warmaster Iconoclast can exchange its Kirus siege drill for a Kirus grav imploder for +10 points.
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
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
Missile Launcher
Plasma Tactical Support Legionaries
Heavy Support Legionaries
Legion Contemptor
Assault Marines
Dreadnought Talon
Miniatures Showcase
Storm Eagle
Missile Launcher
Plasma Tactical Support Legionaries
Heavy Support Legionaries
Legion Contemptor
Assault Marines
Dreadnought Talon
Storm Eagle
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
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