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LIBER IMPERATUS:

Imperialis Militia
ARMIES OF DARK COMPLIANCE
In the years leading up to the Horus Heresy, hundreds of worlds had been secretly preparing for the onset of civil war and immediately declared for the
Warmaster. Despite the efforts of Horus’ agents, there were still hundreds more planets whose allegiance remained uncertain or steadfast in their loyalty to the
Emperor. Taken as a whole these worlds and systems comprised a considerable proportion of the Imperium’s military and material power, meaning their
capitulation was crucial to the longevity of the Traitor war machine on the Long March towards Terra. The campaigns to control these worlds became known
as Dark Compliances – a malevolent parody of the Great Crusade’s mission of liberation and enlightenment.

Even at the height of their strength, there had only been so many Legiones Astartes in the galaxy. Inevitably, the bulk of their number were deployed to the
most crucial and fiercely contested theatres of the war. As such, the occupation of worlds which had capitulated to Dark Compliance largely fell to armies of
mortal soldiers who served under the direct command of Traitor Legiones Astartes. Rarely did these officers place any value on life – save perhaps that of their
Astartes – and no cost was too high if it furthered the Warmaster’s goals. It was a glimpse of Horus’ ultimate vision for the Imperium, where mortals existed as
little more than fodder to be expended at the uncaring whims of their transhuman overlords.

As the Horus Heresy ground on, it was the Shattered Legions, Blackshields and other ad-hoc forces who most often clashed with the armies of Dark
Compliance that typically served as garrisons for important targets within Traitor-held systems. Further armies were, in turn, raised for the purpose of
pursuing these evasive guerrillas when greater numbers of Traitor Astartes could not be committed. Whether presenting ostensibly easy targets to lure in
vengeful Loyalists or pinning them down through sheer weight of numbers – quantity, as ever, proved to be its own kind of quality.

Armies of Dark Compliance are not selected in the usual fashion; instead of choosing models from a single Army List as is normally permitted, they
are constructed from units from several sources, and have their own Effects and Limitations that must be abided by. Armies constructed in this
fashion must be a Primary Detachment, using the Crusade Force Organisation Chart - a Primary Detachment selected in this fashion is then
referred to as an Army of Dark Compliance Detachment.

Effects
● An Army of Dark Compliance Detachment is chosen using units drawn from both the Legiones Astartes Army List and the Imperialis Militia
Army List.
● All units selected in a Detachment as part of an Army of Dark Compliance are treated as being of the same Faction for the purposes of all Core and
Special Rules, including but not limited to Wargear, Transports, Special Rules, and so on.
● An Army of Dark Compliance Detachment may not select any Legiones Astartes Rites of War, though an Imperialis Militia Force Commander
may select Provenances of War as normal.
● Any unit with the Militia Unit Sub-Type but without the Independent Character Special Rule may be given the Expendable Special Rule. Any unit
with the Expendable Special Rule loses the Line Unit Sub-Type if they had it.
● All models with the Legiones Astartes (X) Special Rule gain The Warmaster’s Due Special Rule.

The Warmaster’s Due


The Traitor Astartes who led Dark Compliances cared little for the mortal soldiery under their command, callously expending their lives in pursuit of the
Warmaster’s goals.

If a model with this Special Rule would receive a Cover Save due to Intervening Models and the intervening unit has any models with the Militia Unit
Sub-Type as part of the same Detachment, they may elect to receive a +1 bonus to their Cover Save, to a maximum of 4+. After all Saves and Damage
Mitigation Rolls are taken, if the bonus is claimed, then the Intervening unit immediately suffers D3+1 Wounds with no Saves of any kind or Damage
Mitigation Rolls allowed. These Wounds must be assigned to models with the Militia Unit Sub-Type first. Wounds inflicted this way are distributed
as if the enemy unit which the Cover Save had been claimed against had made a Shooting Attack against the Militia unit. When determining the unit
with the Militia Unit Sub-Type which will take these wounds, it should be the closest applicable unit to the firing unit which has the Shooting Attack
pass through it.

The bonus to Cover Saves provided by this Special Rule cannot be claimed against any weapon that does not roll To-Hit.

A model with this Special Rule may not join a unit containing any models with the Expendable Special Rule. In addition, models with the Expendable
Special Rule may not join a unit containing any models with this Special Rule.

Limitations
● An Army of Dark Compliance Detachment may only be selected in a Primary Detachment in an army using the Crusade Force Organisation
Chart.
● All units selected as part of an Army of Dark Compliance Detachment must have the same variant of the Legiones Astartes (X) Special Rule, and
the army cannot include an Allied Detachment from that same Faction. An Army of Dark Compliance otherwise counts as the Imperialis Militia
Sub-Faction of the Imperial Army Faction for the purposes of the Allies Matrix.
● An Army of Dark Compliance must have the Traitor Allegiance.
● An Army of Dark Compliance Detachment may not select a Primarch.
● A model with the Legiones Astartes (X) Special Rule must be selected as the army’s Warlord.
● An Army of Dark Compliance Detachment may never have more units with the Legiones Astartes (X) Special Rule than units with the Militia or
Third-Line Unit Sub-Types.
● Models with the Legiones Hereticus (X) Special Rule cannot be selected in an Army of Dark Compliance Detachment.

194
195
ADDITIONAL PROVENANCES OF WAR
The following list comprises additional Provenances of War that may be used by any Detachment that includes at least one model with the Muster
of Worlds Special Rule.

PROVENANCE OF WAR: ACOLYTES OF THE SAVIOUR EMPEROR


As reality itself was torn asunder and the lie of Imperial Truth was laid bare, many desperate souls clung to the belief that the Emperor was their divine
saviour. Preachers rallied newfound converts as soldiers prayed in their trenches and many would pay the martyr’s price before the end.

● This Provenance of War may only be selected by an army with the Loyalist Allegiance.
● All eligible units and models in a Detachment with this Provenance of War are immune to the effects of the Fear Special Rule, and gain the
Crusader and Hatred (Corrupted, Daemon) Special Rules.
● All Compulsory Troops Choices selected in a Detachment using this Provenance of War must have a Demagogue or Mounted Demagogue
assigned to them before the game begins. If multiple units are selected as part of the Strength in Numbers Special Rule, each separate unit must
have its own Demagogue or Mounted Demagogue assigned before the game begins.
● Imperialis Militia Discipline Master Cadres may not be chosen in a Detachment using this Provenance of War.
● Detachments with this Provenance of War are classed as having an Alliance level of one lever lower than normal by Detachments with any variant
of the Legiones Astartes Faction.
● This Provenance of War may not be chosen in conjunction with the Mark of the Aeldari Provenance of War.

PROVENANCE OF WAR: KNIGHT WORLD


Though the Knight suits found on some worlds were the primary fighting forces sequestered by the Great Crusade, they were often accompanied by their own
Household guards and troops. These troops were often well trained and conditioned by the feudal society of their world to obey all commands from their
steel-clad masters.

● If this Provenance of War is selected for the Primary Detachment of an Army, that army must include at least one unit with the Knight Sub-type,
either as part of a Questoris Household Detachment, Questoris Crusader Host Detachment, or a Lord of War Detachment. If this model is taken
in a Lord of War Detachment, it may select a Household Rank as if it were part of a Questoris Household or Questoris Crusader Host
Detachment.
● All models with the Milita Sub-type in a Detachment with this Provenance of War gain a bonus of +1 to their to-Hit rolls when making a Shooting
Attack in the Controlling Player’s Shooting Phase when they target an enemy unit that has been shot at earlier in the same Shooting phase by a
model with the Knight Sub-type.
● Detachments with this Provenance may take a single Armiger Helverin Talon or Armiger Warglaive Talon as a Heavy Support choice, however, if
selected in this manner, that unit loses the Armiger Talon Special Rule.
● Detachments with the Knight World Provenance of War treat units with the Armiger Unit Type or Knight Sub-type as though they were Sworn
Brothers on the Allies Matrix, and vice versa.
● For the purposes of unlocking Lords of War options when using an Aegis Militant Force Organisation Chart, a Detachment using this Provenance
of War allows a single model with the Knight Unit Sub-type to be selected as a Lord of War choice, as though this Detachment had the
Mechanicum Faction.
● This Provenance of War may not be chosen in conjunction with the Kinfolk Helots, Abhuman Muster, Ogryn Conscripts, or Ratling Enclave
Provenances of War.

PROVENANCE OF WAR: MARK OF THE AELDARI


Through manipulation, desperate circumstances, or outright enslavement, several human populations believed that the Aeldari were their allies – or at the
very least, a source of esoteric curios. It was the mission of the Great Crusade to liberate or destroy those in thrall to any division of the Aeldari, but in the
chaos of the Horus Heresy some alliances were rekindled - and new ones forged.

● Imperialis Militia Infantry Squads, Imperialis Militia Grenadier Squads, and Imperialis Militia Command Cadres in a Detachment with this
Provenance of War may exchange their Lasguns for Lasblasters for free.
● Imperialis Militia Grenadier Squads and Imperialis Militia Command Cadres in a Detachment with this Provenance of War may exchange their
Lasguns for Shuriken Catapults at a cost of +20 points per unit.
● Imperialis Militia Grenadier Squads and Imperialis Militia Command Cadres in a Detachment with this Provenance of War may exchange their
Laspistols for Shuriken Pistols at a cost of +10 points per unit.
● A Force Commander in a Detachment with this Provenance of War may exchange a Laspistol for a Shuriken Pistol for free, or a Fusion Pistol for
+10 points.
● Any model in a Detachment using this Provenance of War which is equipped with or has purchased Frag Grenades may exchange them for Plasma
Grenades at no additional points cost.
● Detachments with this Provenance of War are classed as Sworn Brothers with Aeldari Detachments of any Sub-faction. If this Provenance of War
is selected for an Allied Detachment, then the Imperialis Militia Detachment is counted as having the Xenos Allegiance even though they are not
normally permitted to select it, and may be selected as part of an army with a Primary Detachment composed of any Aeldari Sub-Faction.
● Detachments with this Provenance of War are classed as having an Alliance level of By The Emperor’s/Warmaster’s Command by Detachments
with any variant of the Legiones Astartes, Imperial Army, Agents of the Emperor, or Agents of the Warmaster Factions or Sub-factions, with the
sole exception of the Trader-Militant Sub-Faction, which is classed as having an Alliance level of Sworn Brothers.
● This Provenance of War may not be chosen in conjunction with the Debased Rabble, Tainted Flesh, or Acolytes of the Saviour Emperor
Provenances of War.

196
PROVENANCE OF WAR: MINING COLONY
Many militia regiments were raised from mining colonies, either worlds with valuable resources or systems with vast asteroid fields. Filled with rugged types,
many of the former miners repurposed their tools into weapons of war, being more familiar with the devices.

● All eligible units and models in a Detachment using this Provenance of War do not suffer the usual -1 penalty to their Ballistic Skill or Leadership
Characteristics inflicted by Night Fighting.
● Imperialis Militia Grenadier Squads in a Detachment with this Provenance of War may take a Militia Hades Breaching Drill or a Goliath Heavy
Vehicle (which must have been upgraded to have an Auxiliary Crew Bay) as a Dedicated Transport.
● Imperialis Militia Command Cadres in a Detachment with this Provenance of War may take a Militia Hades Breaching Drill or a Goliath Heavy
Vehicle as a Dedicated Transport.
● Any unit composed entirely of models with the Infantry Unit Type, and which do not also have the Monstrous or Mechanised Sub-type in a
Detachment using this Provenance of War may select up to two of the following options, in any combination (the same option may be selected
more than once):
● Heavy Rock Saw for +5 points per weapon.
● Heavy Rock Drill for +10 points per weapon.
● Heavy Rock Cutter for +15 points per weapon.
● Any unit composed entirely of models with the Infantry Unit Type in a Detachment using this Provenance of War may exchange a Heavy Stubber
with one of the following options:
● Seismic Cannon for +10 points per weapon.
● Mining Laser for +15 points per weapon.

● Any unit composed entirely of models with the Infantry Unit Type (including models with the Mechanised Sub-type) in a Detachment using this
Provenance of War may exchange a Lascannon with one of the following options:
● Heavy Seismic Cannon for no additional points cost.
● Heavy Mining Laser for no additional points cost.

PROVENANCE OF WAR: RATLING ENCLAVE


Several worlds were home to large populations of Ratling Abhumans who, despite their poor reputation as warriors, nonetheless found themselves pressed into
service on the frontlines, where many unassuming Ratlings garnered a reputation as excellent marksmen.

● All models in a Detachment with this Provenance of War with either the Infantry or Cavalry Unit Types receive an increase of +1 to their Ballistic
Skill and Initiative Characteristics, but also lower their Movement, Weapon Skill, Strength, and Toughness Characteristics by -1 (to a minimum of
1). Models with a Movement of 0 or - are not affected and remain Movement 0 or -. Imperialis Militia Ratling Squads do not have their
Characteristics modified by this Provenance of War.
● A Detachment with this Provenance of War may select Imperialis Militia Ratling Squads as Troops choices.
● Imperialis Militia Force Commanders in a Detachment with this Provenance of War may take a Longlas or Sniper Rifle for +10 points.
● Detachments with this Provenance of War are classed as Distrusted Allies by all Detachments with any variant of the Legiones Astartes Faction, or
the Solar Auxilia Sub-faction.
● This Provenance may not be chosen in conjunction with the Kinfolk Helots, Ogryn Conscripts, or Knight World Provenances of War.

PROVENANCE OF WAR: TRAILBLAZERS


A number of the Imperium’s worlds were over-abundant in vegetation, or held sparse populations who were required to fight conservatively. Militias raised
from these planets were often formed around a core of light infantry; sharpshooters and rangers who were trained to outmanoeuvre superior forces.

● Imperialis Militia Reconnaissance Squads in a Detachment with this Provenance of War lose the Support Squad Special Rule, and gain the Line
Sub-Type.
● Imperialis Militia Reconnaissance Squads in a Detachment with this Provenance of War increase their Ballistic Skill Characteristic by +1 (to a
maximum of 4).
● Any number of models in Imperialis Militia Command Cadres and Imperialis Militia Grenadier Squads in a Detachment with this Provenance of
War may exchange their Lasgun for a Longlas or Sniper Rifle for +10 points per model.
● This Provenance may not be chosen in conjunction with the Debased Rabble or Voidborne Raiders Provenances of War.

PROVENANCE OF WAR: VOIDBORNE RAIDERS


Some militias, either by virtue of having inherited a system-wide reach from their glory days or else driven by the grim necessity of interstellar piracy, became
experts in boarding operations and close quarters combat. In such deadly confines, the ability to survive sudden ambushes and deadly melees was far more
valuable than swift mobility.

● All models with the Infantry Unit Type in a Detachment with this Provenance of War gain the Heavy Sub-type, and lose the Light Sub-type if they
had it.
● Imperialis Militia Force Commanders included in a Detachment with this Provenance of War which have not been upgraded to a Mounted Force
Commander may select a Boarding Shield at no additional points cost.
● Any model with the Infantry Unit Type and the Character Sub-type in a Detachment using this Provenance of War may select a Boarding Shield
for +5 points.
● All models with the Infantry Unit Type in an Imperialis Militia Command Cadre or Imperialis Militia Grenadier Squad in a Detachment using this
Provenance of War may select Boarding Shields for +25 points.
● All models in an Imperialis Militia Infantry Squad in a Detachment using this Provenance of War may take Combat Shields for +20 points.

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MODIFICATIONS TO EXISTING PROVENANCES OF WAR
The following list comprises additions to the existing Provenances of War that can be found in the Legacies of the Age of Darkness:
Imperialis Militia Rules Document. These changes are to be considered in addition to the rules presented in those publications.

PROVENANCE OF WAR: ARMOURY OF OLD NIGHT


Effects
● Imperialis Militia Carnodon Squadrons in a Detachment with this Provenance of War may exchange their Turret Mounted Gravis Multi-Laser for
a Turret Mounted Volkite Culverin for free.
● Imperialis Militia Carnodon Squadrons in a Detachment with this Provenance of War may exchange their Two Sponson Mounted Heavy Flamers
for Two Sponson Mounted Volkite Calivers for free.
● Imperialis Militia Hellhound Flame Tank Squadrons in a Detachment with this Provenance of War may exchange their Turret Mounted Gravis
Heavy Flamer for a Turret Mounted Chem Cannon for +10 points each.
● Option – Relic Arms: Eligible models in Imperialis Militia Mounted Command Cadres may upgrade Lasguns to either Volkite Chargers or Assault
Needlers; may upgrade Laspistols to either Volkite Serpenta or Needle Pistols; may upgrade Sniper Rifles to Needle Vulnus; and Heavy Stubbers to
Volkite Culverin or Needle Cannon at a cost of +30 points per unit, regardless of the number of models or types of weapons upgraded in a given
unit.

PROVENANCE OF WAR: CYBER-AUGMETICS


Effects
● Enginseer Adepts in units of Enginseer Auxilia Detachments in a Detachment with this Provenance of War gain the Line Unit Sub-Type and the
Battle-Automata Special Rule.

PROVENANCE OF WAR: DEBASED RABBLE


Effects
● An Imperialis Militia Force Commander in a Detachment with this Provenance of War may exchange a Power Weapon for a Tainted Blade,
Tainted Axe, or Tainted Maul for +5 points each.

PROVENANCE OF WAR: KINFOLK HELOTS


Effects
● A model in a Detachment with this Provenance of War and both the Infantry Unit Type and Character Sub-Type may be upgraded with a Power
Pack at no additional points cost. A model with a Power Pack may select up to two weapons from the list below at the cost specified, but no model
may select the same option more than once:
● Circular Stone Saw for +5 points.
● Stone Burner for +10 points.
● Gem Extractor for +10 points.
● Kinfolk Arc Welder for +15 points.

PROVENANCE OF WAR: LEGACY OF THE GREAT CRUSADE


Effects
● Imperialis Militia Mounted Command Cadres in a Detachment with this Provenance of War increase their Ballistic Skill by +1 (to a
maximum of 4).

PROVENANCE OF WAR: OGRYN CONSCRIPTS


Effects
● Imperialis Militia Ogryn Beastmasters may be selected as Fast Attack choices in a Detachment with this Provenance of War.
● Imperialis Militia Ogryn Brute Squads in a Detachment with this Provenance of War gain the “It’s Dark In Dere!” Special Rule.
● Imperialis Militia Ogryn Brute Squads of no more than 3 models in a Detachment with this Provenance of War may take an Imperialis Militia
Chimera Transport or a Vehicle upgraded with an Auxiliary Crew Bay as a Dedicated Transport.
● All Discipline Masters, Militia Medicae, Force Commanders, Rogue Psykers, Ascendant Rogue Psykers, Astropaths, and Demagogues selected as
part of a Detachment with this Provenance of War may join Imperialis Militia Ogryn Brute Squads and Imperialis Militia Ogryn Beastmasters,
ignoring the usual restrictions for joining a unit with the Monstrous Unit Sub-type.

PROVENANCE OF WAR: SURVIVORS OF THE DARK AGE


Effects
● Any model with the Vehicle Unit Type in a Detachment with this Provenance of War may exchange a Pintle Mounted Heavy Stubber for a Pintle
Mounted Twin-Linked Bolter at no additional points cost.

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PROVENANCE OF WAR: TAINTED FLESH
Effects
● An Imperialis Militia Force Commander in a Detachment with this Provenance of War may exchange a Power Weapon for a Tainted Blade,
Tainted Axe, or Tainted Maul for +5 points each.
● Imperialis Militia Ascendant Rogue Psykers may be selected as HQ choices in a Detachment with this Provenance of War, in addition to Imperialis
Militia Force Commanders and Imperialis Militia Rogue Psykers.
● The 0-1 limit on Mutated Spawn units is removed in a Detachment using this Provenance of War.
● Units with the Corrupted Sub-type, as well as units with the Among the Flock, Militia Medicae Support, or Legiones Astartes (X) Special Rules, in
a Detachment with this Provenance of War, are not counted toward the number of Infantry Units for the purposes of determining how many
units of Imperialis Militia Levy Squads must be included in the Detachment.

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IMPERIALIS MILITIA:
HQ
IMPERIALIS MILITIA ASTROPATH............ 55 POINTS
M WS BS S T W I A Ld Sv
Astropath 6 2 2 3 3 2 3 1 7 -

Unit Composition Unit Type


● 1 Astropath ● Infantry (Militia, Psyker, Character)

HQ Wargear Special Rules


Astropaths were psykers ● Laspistol or Autopistol ● Adamantium Will (4+)
trained to send and receive ● Force Staff ● Astra Telepathica
messages across the void of ● Astropathic Communication
space, serving the vital
function of maintaining ● Independent Character
communication between the ● Support Squad
Imperium’s worlds. The
overwhelming majority of
psykers within the Imperium
– whether civilian or military Options:
– were Astropaths and ● The Astropath may select the following option:
without them the inter- - Refractor Field ................................................................................................................... +5 points
planetary empire would have
surely collapsed soon after its
inception.

All Astropaths underwent a


ritual known as ‘soul binding’
which moulded their psychic
potential towards their
defined role, while also
strengthening their defences
against the inherent dangers
of their powers. As a
consequence of this ritual,
however, all Astropaths were
blinded - and many suffered
additional damage to their
other senses.

Due to the critical role they


performed and rarity of their
kind, it was unusual for
Astropaths serving as part of
the Excertus Imperialis to ever
set foot on the field of battle.
Nonetheless, desperation
would sometimes see Militia
commanders directly assign
Astropaths to their staff to
assist with communications,
or in hopes of utilising their
powers in an unorthodox
capacity.

202
0-1 IMPERIALIS MILITIA
ASCENDANT ROGUE PSYKER.................. 80 POINTS
M WS BS S T W I A Ld Sv
Ascendant Rogue Psyker 6 3 3 3 4 3 4 2 8 -
Militia Warden 6 3 3 3 3 1 3 2 7 5+

Unit Composition Unit Type


● 1 Ascendant Rogue Psyker ● Ascendant Rogue Psyker:
Infantry (Militia, Psyker, Character)
● Militia Warden: Infantry (Militia)

Wargear Special Rules HQ


● Laspistol or Autopistol ● Alpha Psyker Individuals classified as
● Close Combat Weapon (Ascendant Rogue Psyker only) Ascendant Psykers were
● Fear (1) (Ascendant Rogue Psyker only) exceeding rare, even
compared to the already
● Independent Character meagre number of psionic
(Ascendant Rogue Psyker only) humans. The ability of
● Psychic Mastery (2) Imperial authorities to
(Ascendant Rogue Psyker only) control these powerful psykers
● Unrestrained Power beyond the most direct and
(Ascendant Rogue Psyker only) drastic methods proved
limited and few were ever
● Traitor taken by the Black Ships.
Mental instability was
common, though those who
Dedicated Transport: survived into adulthood were
● A unit which contains at least one Militia Warden and no more than six models may take a capable of defending
Vehicle upgraded with a Command Crew Bay as a Dedicated Transport. A unit which themselves. Many of their ilk
contains at least one Militia Warden may take an Imperialis Militia Aurox Transport, presented as naturally
Imperialis Militia Chimera Transport or any Vehicle upgraded with an Auxiliary Crew Bay
as a Dedicated Transport. As a Dedicated Transport this does not use up an additional tougher and faster than
Force Organisation slot, but its points must still be paid for as part of the army. baseline humans, perhaps as a
quirk of unseen mutation or a
Options: constant if unwitting
● An Imperialis Militia Ascendant Rogue Psyker unit may include: projection of their powers.
- Up to 9 Militia Wardens ................................................................................+5 points per model
During the Great Crusade,
● Any Militia Warden may exchange their Laspistol and/or Close Combat Weapon for one of numerous wars had been
the following options: waged against those
- Lascarbine................................................................................................................................... Free Ascendant Psykers who ruled
- Shotgun....................................................................................................................................... Free entire civilisations as Sorcerer-
- Stubcarbine................................................................................................................................. Free Monarchs. In the years before
- Blast Pistol ..........................................................................................................................+2 points the Horus Heresy, several
- Chainsword ........................................................................................................................+2 points forces that would declare for
the Warmaster took steps to
● The Ascendant Rogue Psyker may exchange their Laspistol for one of the following protect psykers from the
options: Imperial Tithe – in
- Bolt Pistol ...........................................................................................................................+2 points anticipation of utilising their
- Blast Pistol .......................................................................................................................... +5 points powers at the onset of civil
- Needle Pistol ...................................................................................................................... +5 points war.
- Hand Flamer ....................................................................................................................+10 points
- Plasma Pistol ....................................................................................................................+10 points Despite wielding considerable
power, the consequences of
● The Ascendant Rogue Psyker may exchange their Close Combat Weapon for the following losing control for such
option: individuals were catastrophic,
- Force Weapon ..................................................................................................................+10 points the baleful destruction they
wrought on others reflected
● The Ascendant Rogue Psyker may select any of the following options: back against them. Whether
- Refractor Field ................................................................................................................... +5 points out of desperation or
- Cyber-Familiar .................................................................................................................+10 points ignorance, many psykers
nonetheless pushed their
abilities well beyond all
reasonable limits, knowing
that anything less than
complete destruction of the
Loyalist cause would, one way
or another, lead to their own
annihilation.

203
IMPERIALIS MILITIA
MOUNTED COMMAND CADRE.............. 65 POINTS
M WS BS S T W I A Ld Sv
Mounted Militia Bodyguard 14 3 3 3 3 2 3 1 6 5+
Mounted Militia Lieutenant 14 4 4 3 3 3 3 2 7 5+

Unit Composition Unit Type


● 4 Mounted Militia Bodyguards ● Mounted Militia Bodyguard:
● 1 Mounted Militia Lieutenant Cavalry (Light, Militia, Skirmish)
● Mounted Militia Lieutenant:
Cavalry (Character, Light, Skirmish,
HQ Militia)
The command staff of many a Wargear Special Rules
Militia commander would
find themselves required to ● Close Combat Weapon ● Support Squad
take to the field not on foot, ● Laspistol or Autopistol ● Household Retinue
but instead upon the backs of ● Lasgun or Autorifle ● Relentless
beasts of burden or motorised ● Frag Grenades ● Scout
single transport instead. This
change of pacing allowed for ● Krak Grenades ● Hammer of Wrath (1)
commander and staff both to ● Flak Armour
keep pace with the very front ● Militia Cavalry Mount
lines of their force’s advance,
providing direction at the
leading edge of the line. Options:
● An Imperialis Militia Mounted Command Cadre may include:
- Up to 10 additional Mounted Militia Bodyguards .................................. +12 points per model

● For every five models in the unit beyond its original starting size, one Mounted Militia
Bodyguard may be upgraded to a:
- Mounted Militia Lieutenant..........................................................................................+10 points

● Any Mounted Militia Lieutenant may exchange their Laspistol and/or Close Combat
Weapon for one of the following options:
- Chainsword ........................................................................................................................ +5 points
- Bolt Pistol ........................................................................................................................... +5 points
- Blast Pistol .......................................................................................................................... +5 points
- Power Weapon .................................................................................................................+10 points
- Plasma Pistol .................................................................................................................... +15 points
- Power Fist ......................................................................................................................... +15 points

● One Mounted Militia Bodyguard may select:


- Nuncio-Vox.......................................................................................................................+10 points

● One Mounted Militia Bodyguard may select:


- Militia Standard...............................................................................................................+10 points

● Any model may replace their Lasgun with one of the following options:
- Shotgun....................................................................................................................................... Free
- Stubcarbine................................................................................................................................. Free
- Lascarbine................................................................................................................................... Free
- Bolter ...................................................................................................................................+2 points
- Militia Lance ...................................................................................................................... +5 points

● Any model with a Lasgun, Autorifle, or Bolter may select the following option:
- Bayonet .................................................................................................................................+1 point

● For every five models in the unit, one Mounted Militia Bodyguard in the squad may
exchange their Lasgun for one of the following:
- Flamer ................................................................................................................................. +5 points
- Heavy Stubber..................................................................................................................+10 points
- Grenade Launcher...........................................................................................................+10 points
- Longlas or Sniper Rifle ...................................................................................................+10 points
- Plasma Gun.......................................................................................................................+10 points
- Melta Lance ......................................................................................................................+10 points
- Meltagun........................................................................................................................... +15 points

● The entire unit may exchange its Flak Armour for the following option:
- Carapace Armour ........................................................................................................... +20 points

204
ADDITIONAL WARGEAR OPTIONS FOR
EXISTING HQ UNITS
In addition to the normal options presented in the rules for various units, the additional wargear presented below may be selected for units at the
costs shown. These are intended to be used alongside various publications, including all of Games Workshop’s official publications and releases.

IMPERIALIS MILITIA COMMAND CADRE


Options:
● For every five models in the unit beyond its original starting size, one Militia Bodyguard may be upgraded to a:
- Militia Lieutenant ....................................................................................................................................................................................... +10 points

205
IMPERIALIS MILITIA:
Elites
IMPERIALIS MILITIA
DEMAGOGUE CADRE................................... 20 POINTS
M WS BS S T W I A Ld Sv
Demagogue 6 3 3 3 3 2 3 2 8 5+
Mounted Demagogue 14 3 3 3 3 2 3 2 8 5+

Unit Composition Unit Type


● 1 Demagogue ● Demagogue: Infantry (Militia, Character)
● Mounted Demagogue:
Cavalry (Militia, Light, Skirmish,
Character)
ELITES
While one of the missions of Wargear Special Rules
the Great Crusade had been
to spread the atheist ● Laspistol or Autopistol ● Among The Flock
philosophy of Imperial Truth, ● Close Combat Weapon ● Hatred (Everything!)
this seemingly-rational ● Flak Armour ● Inspiring Rhetoric
doctrine would not endure ● Militia Cavalry Mount ● Relentless (Mounted Demagogue only)
beyond it. Agents of the (Mounted Demagogue only)
Warmaster spent the years ● Scout (Mounted Demagogue only)
leading up to the Horus ● Hammer of Wrath (1)
Heresy replanting seeds of (Mounted Demagogue only)
faith among many of the
armies and planetary Options:
populations that would later ● An Imperialis Militia Demagogue Cadre may include:
declare for the Traitors. With - Up to 11 additional Demagogues............................................................... +20 points per model
the outbreak of civil war,
numerous cults – usually led ● Any Demagogue or Mounted Demagogue may exchange their Laspistol or Autopistol for
by firebrand preachers – one of the following options:
revealed their loyalties and - Bolt Pistol ...........................................................................................................................+2 points
proudly declared their - Blast Pistol .......................................................................................................................... +5 points
subservience to both the - Needle Pistol ...................................................................................................................... +5 points
Warmaster and the - Hand Flamer ....................................................................................................................+10 points
Primordial Annihilator.
● Any Demagogue or Mounted Demagogue may exchange their Close Combat Weapon for
As the Horus Heresy one of the following options:
progressed and Daemonic - Chainsword ........................................................................................................................ +5 points
entities tore down the veil of - Heavy Chainsword ..........................................................................................................+10 points
reality, many could not deny - Power Weapon .................................................................................................................+10 points
the waking nightmare they
were trapped in – their belief ● Any Demagogue or Mounted Demagogue with the Traitor Allegiance may exchange their
in Imperial Truth shattered by Close Combat Weapon for one of the following options:
the existence of otherworldly - Tainted Blade ................................................................................................................... +15 points
powers the Imperium had - Tainted Axe....................................................................................................................... +15 points
declared false. Driven mad by - Tainted Maul.................................................................................................................... +15 points
this revelation, billions of
souls gave themselves over to ● Any Demagogue may be upgraded to a:
what they now believed were - Mounted Demagogue*.................................................................................................. +20 points
the true gods of the universe.
● A Mounted Demagogue may exchange a Close Combat Weapon for the following option:
The belief that the Emperor of - Militia Lance ...................................................................................................................... +5 points
Mankind was Himself a god
was not new, however. Many
cults arose or returned to *A Demagogue upgraded to a Mounted Demagogue must be assigned to either an Imperialis
prominence with declarations Militia Cavalry Squad, Imperialis Militia Wolf Rapid Response Section, or Imperialis Militia
that the Emperor was a divine Mounted Command Cadre – this ignores the usual restrictions on assigning models via the
Among the Flock Special Rule to units based on Unit Type.
saviour who would banish all
evil from beyond the veil.
Where planetary commanders
might have once denounced
those who worshipped Him,
desperation forced tolerance
of Demagogues who could
inspire their forces to stand
firm in the face of an
increasingly monstrous
enemy.

208
IMPERIALIS MILITIA
RATLING SQUAD........................................... 40 POINTS
M WS BS S T W I A Ld Sv
Ratling 5 2 4 2 2 1 4 1 5 5+

Unit Composition Unit Type


● 3 Ratlings ● Infantry (Militia, Skirmish, Light)

Wargear Special Rules ELITES


● Longlas or Sniper Rifle ● Scout Ratlings were short, keen-eyed
● Frag Grenades ● Infiltrate abhumans, who lived as an
● Flak Armour ● Shoot Sharp and Scarper underclass on several Imperial
worlds, due not only to their
barely tolerated status as
mutants, but also for their
reputation as indolent and
duplicitous creatures.
Unsurprisingly, this ensured
Options: Ratling enclaves were
● An Imperialis Militia Ratling Squad may include: regularly pressed into service
- Up to 7 additional Ratlings ......................................................................... +12 points per model by desperate Militia
commanders seeking
● The entire unit may select the following option: expendable sources of soldiers.
- Shroud Bombs................................................................................................................. +20 points
Ratlings lacked the hardy
constitution of other
abhuman strains, generally
making them poor frontline
combatants – in many ways
the antithesis of Ogryns – but
their inherent abilities as
marksmen and diminutive
stature led to most Ratling
units serving in the role of
snipers and scouts. More than
once, a battle was decided by
a Ratling’s well-placed shot
eliminating an enemy
commander, though they
were seldom decorated for it.

209
ENGINSEER AUXILIA
DETACHMENT................................................. 65 POINTS
M WS BS S T W I A Ld Sv
Enginseer Adept 6 3 3 3 3 1 3 1 7 4+
Servo-Automata 6 3 3 4 5 1 1 1 6 5+

Unit Composition Unit Type


● 1 Enginseer Adept ● Enginseer Adept: Infantry (Character)
● 4 Servo-Automata ● Servo-automata: Automata (Guardian)

ELITES Wargear Special Rules


The hosts of the Excertus ● Laspistol (Enginseer Adept only) ● Battlesmith (6+) (Enginseer Adept only)
Imperialis would undoubtedly ● Power Axe (Enginseer Adept only) ● Stubborn (Enginseer Adept only)
have floundered without the ● Servo-arm (Enginseer Adept only) ● Techo-Arcana: Enginseer
support of the Mechanicum,
owing to the sheer volume ● Close Combat Weapon (Enginseer Adept only)
and diversity of machinery (Servo-automata only)
and equipment utilised across
its ranks – from its lowest
Militia conscript to the loftiest
Legate Marshal. To this end, Dedicated Transport:
an array of adepts drawn ● An Enginseer Auxilia Detachment of no more than six models may take a Vehicle
from numerous rungs of the upgraded with a Command Crew Bay as a Dedicated Transport. A unit of no more than
Mechanicum accompanied ten models may take an Imperialis Militia Aurox Transport as a Dedicated Transport. A
the Imperialis Auxilia unit of no more than twelve models may take an Imperialis Militia Chimera Transport or a
wherever the Imperium sent Vehicle upgraded with an Auxiliary Crew Bay as a Dedicated Transport. As a Dedicated
Transport this does not use up an additional Force Organisation slot, but its points must
its armies. still be paid for as part of the army.
Many of these Enginseers were Options:
assigned to Militias on newly ● An Enginseer Auxilia Detachment may include:
conquered or Compliant - Up to 2 additional Enginseer Adepts........................................................ +20 points per model
worlds and took to the
battlefield alongside them. ● An Enginseer Auxilia Detachment may include:
Such adepts were usually - Up to 6 additional Servo-automata .............................................................+5 points per model
surrounded by a retinue of
servo-automata that assisted ● Any Engineer Adept may take any of the following options:
them in their duties. While the - Augury Scanner ................................................................................................................. +5 points
tech-priests and their - Nuncio-Vox.......................................................................................................................+10 points
guardians were known to - Volkite Charger................................................................................................................+10 points
carry a fearsome, often - Cortex Controller ............................................................................................................ +15 points
esoteric array of weaponry, - Graviton Gun ................................................................................................................... +15 points
these disciples of the
Omnissiah were primarily ● Any Engineer Adept may take any of the following options:
recognised for their ability to - Cyber-Familiar ................................................................................................................... +5 points
repair damage inflicted onto - Melta Bombs ...................................................................................................................... +5 points
warmachines and static
defences even under heavy ● Any Servo-automata may take one of the following options:
fire. - Las-lock ...............................................................................................................................+2 points
- Flamer ................................................................................................................................. +5 points
- Maxima Bolter ................................................................................................................... +5 points
- Servo-Arm........................................................................................................................... +5 points
- Rotor Cannon ..................................................................................................................+10 points
- Grenade Launcher (with Frag and Krak Rounds).......................................................+10 points
- Heavy Bolter..................................................................................................................... +15 points
- Multi-Melta ...................................................................................................................... +25 points

210
IMPERIALIS MILITIA
KINFOLK EXO-DRILLER TEAM.............. 50 POINTS
M WS BS S T W I A Ld Sv
Exo-Driller* 5 4 4 4 5 3 2 3 6 2+

Unit Composition Unit Type


● 1 Exo-Driller ● Infantry (Militia, Monstrous)

Wargear Special Rules ELITES


● Power Fist ● Provenance (Kinfolk Helots) Many of the Kinfolk enclaves
● Heavy Flamer ● Bulky (3) found on Imperial worlds
● Exo-Driller Armour ● Underground Advance were specialised in mining
and engineering, whether
prospecting for the benefit of
their people or as glorified
slaves enthralled to Imperial
masters. Rugged suits of exo-
armour, typically referred to
Options: as ‘Exo-Drillers’, were
● An Imperialis Militia Kinfolk Exo-Driller Team may include: frequently utilised by Kinfolk
- Up to 4 additional Exo-Drillers ................................................................. +50 points per model prospectors to protect their
crews from environmental
● Any Exo-Driller may exchange their Heavy Flamer for one of the following options: hazards and hostile predators.
- Heavy Bolter............................................................................................................................... Free
- Seismic Cannon ...............................................................................................................+10 points Inevitably, many Exo-Driller
- Mining Laser .................................................................................................................... +15 points Teams found themselves
thrust onto the frontlines
● Any Exo-Driller may select any of the following options: alongside their fellow Kin,
- Searchlights ........................................................................................................................ +5 points where their in-built firepower
- Augury Scanner ................................................................................................................. +5 points could be readily turned
against human foes. Already
● Any Exo-Driller may select the following option: experienced in spearheading
- Seismic Crusher ............................................................................................................... +15 points the deep-dives of lucrative but
perilous expeditions, Exo-
Driller Teams served in the
*The Characteristics modifications applied by the Kinfolk Helots Provenance are already vanguard of Kinfolk Militias,
applied. or outflanked enemy positions
as part of daring
subterranean assaults.

211
IMPERIALIS MILITIA
OGRYN BEASTMASTERS .............................. 35 POINTS
M WS BS S T W I A Ld Sv
Ogryn Handler 7 4 2 5 5 3 2 4 7 5+

Unit Composition Unit Type


● 1 Ogryn Handler ● Ogryn Handler: Infantry
(Militia, Monstrous, Skirmish)

ELITES Wargear Special Rules


On some more primitive ● Close Combat Weapon ● Beastmasters (Ogryn Handler only)
worlds it was not unheard of (Ogryn Handler only) ● Bulky (4) (Ogryn Handler only)
for Ogryns – themselves ● Flak Armour (Ogryn Handler only) ● Fleet (1) (Ogryn Handler only)
extremely strong and
imposing abhumans – to ● Frag Grenades (Ogryn Handler only) ● Hammer of Wrath (2)
successfully wrangle and (Ogryn Handler only)
break feral creatures that even ● Stubborn (Ogryn Handler only)
the most experienced
beastmasters would balk at
ever attempting to capture. In Options:
many cases they were reduced ● An Imperialis Militia Ogryn Beastmasters unit may include:
to beasts of burden or given - Up to 4 additional Ogryn Handlers.......................................................... +30 points per model
over to the menageries of
nobility, but among several ● Any Ogryn Handler in the unit may select one of the following options:
warlike cultures their fierce - Ripper Gun ......................................................................................................................... +5 points
fighting spirit was retained in - Thunderstub ...................................................................................................................... +5 points
order to fight their master’s - Combat Shield ................................................................................................................... +5 points
foes. - Augmetic Fist ...................................................................................................................+10 points
- Taser Goad........................................................................................................................ +15 points
When corralled into battle in - Power Weapon ................................................................................................................ +20 points
number, the psychological
effect of staring down such ● All Ogryn Handlers in the unit may exchange their Flak Armour for the following option:
imposing war beasts could - Carapace Armour ............................................................................................................ +15 points
not be understated, for the
predators that these Ogryns ● An Imperialis Militia Ogryn Beastmasters unit may include up to three Great War Beasts
had bound to them were for each Ogryn Handler in the unit (see the Great War Beasts options overleaf for more
details) and all Great War Beasts in a unit must be of the same type, chosen from the list
always of considerable below:
ferocity and tenacity – eager - Mauler Hound ............................................................................................. +20 points per model
to sate themselves on the flesh - Sabrefang ...................................................................................................... +20 points per model
of their handler’s chosen prey. - Wyvern .......................................................................................................... +20 points per model
- Araneae Gigantis ......................................................................................... +20 points per model
Unlike the beasts goaded into - Macroacteniceride....................................................................................... +20 points per model
battle by 'mere' human - Greater Annelid ............................................................................................ +25 points per model
handlers, the monstrous - Rhinox ............................................................................................................+27 points per model
creatures herded into battle by - Karkinos.........................................................................................................+27 points per model
Ogryns were well-feared by all - Crocodylliad ................................................................................................. +30 points per model
not of their oversized
abhuman strain. No two of
these hulking beastmasters
was accompanied by similar
creatures, each one having
personally tamed - or more
accurately, subdued - their
animalistic charges from
across the battlefields visited
by their Militia regiments
before they were eventually
called to war. As such, only
broad classifications could be
applied such creatures -
though often these were apt
enough to indicate their
nature.

212
GREAT WAR BEASTS
M WS BS S T W I A Ld Sv
Mauler Hound 8 4 - 5 4 2 4 3 6 5+
Sabrefang 9 4 - 4 4 2 5 3 6 6+
Crocodylliad 7 4 - 5 5 3 3 3 6 4+
Wyvern 9 4 - 4 4 2 4 4 6 6+
Araneae Gigantis 8 4 - 4 4 2 3 3 6 5+
Greater Annelid 8 4 - 4 5 2 4 3 6 5+
Karkinos 8 4 - 5 4 2 3 3 6 3+
Macroacteniceride 9 4 - 4 4 2 4 3 6 5+
Rhinox 8 4 - 5 5 2 3 3 6 5+ ELITES
Mauler Hounds, Sabrefangs,
and Crocodylliads were easily
Wargear Unit Type recognised as larger and more
● Close Combat Weapon ● Infantry (Monstrous, Skirmish) ferocious versions of the
animals seen accompanying
human beastmasters. In
contrast, the scaled and
Special Rules winged wyverns were feared
● Bulky (3) for their gouts of noxious
steam that concealed them
● Breaching (6+) until they had closed in, and
● Crusader (Macroacteniceride only) were often remarked to be
● Feel No Pain (5+) (Crocodylliad only) similar to the drakes of Terran
● Furious Charge (1) myth. Karkinos were another
(Mauler Hound and Rhinox only) seemingly familiar creature to
most, appearing in aspect like
● Hammer of Wrath (3) (Rhinox only) the crustaceans of ancient
● Murderous Strike (6+) (Karkinos only) Terra; hard-shelled and
● Rending (5+) (Karkinos only) possessed of great armoured
● Pathfinder (Greater Annelid only) claws that could shear a man
in two, should one be so
● Sudden Strike (2) (Greater Annelid only) unlucky. To round out such
● Poisoned (3+) (Araneae Gigantis only) familiar and yet monstrous
● Rage (2) (Sabrefang only) creatures was the Rhinox -
● Shrouded (4+) (Wyvern only) shaggy-haired and bad-
tempered, many scholars
● Fleet (1) (Mauler Hound, Sabrefang,
remarked it seemed to be akin
Wyvern, Araneae Gigantis, Greater to a creature that once
Annelid, Macroacteniceride, and roamed the Nordafrik plains
Rhinox only) where humanity was said to
have also made their origin.

In contrast to these seemingly


familiar creatures, Araneae
Gigantis stimulated the fear
response of most humans,
their hairy eight limbs and
too-many-eyed faces
activating something primal
in the mortal mind, for no
insect of Old Earth had ever
reached such sizes. Greater
Annelids scuttled forward on
many times that number of
limbs, seemingly ponderous
until they pounced on their
prey without warning.
Similarly possessed of an
insectoid body-plan were the
Macroactenicerides, their
segmented bodies and
chittering, clicking
mouthparts belying their
truth as voracious hunters.

213
ADDITIONAL WARGEAR OPTIONS FOR
EXISTING ELITES UNITS
In addition to the normal options presented in the rules for various units, the additional wargear presented below may be selected for units at the
costs shown. These are intended to be used alongside various publications, including all of Games Workshop’s official publications and releases.

IMPERIALIS MILITIA MEDICAE DETACHMENT


Options:
● Any Militia Medicae may exchange their Flak Armour for the following option:
- Carapace Armour ...........................................................................................................................................................................................+5 points

IMPERIALIS MILITIA OGRYN BRUTE SQUAD


Options:
● Any model in the unit may exchange a Basic Close Combat Weapon for one of the following options:
- Ripper Gun ......................................................................................................................................................................................................+5 points
- Thunderstub ...................................................................................................................................................................................................+5 points
- Boarding Shield (and the Heavy Sub-type).................................................................................................................................................+5 points
- Lascutter ....................................................................................................................................................................................................... +10 points
- Power Weapon ............................................................................................................................................................................................. +20 points
- Heavy Power Weapon..................................................................................................................................................................................+35 points

● Any model in the unit may select one of the following options:
- Lascutter ....................................................................................................................................................................................................... +10 points
- Power Weapon ............................................................................................................................................................................................. +20 points
- Heavy Power Weapon..................................................................................................................................................................................+35 points

● Any model in the unit may select one of the following options:
- Augmetic Fist ............................................................................................................................................................................................... +10 points
- Storm-Welder............................................................................................................................................................................................... +10 points

● An Ogryn Boss may exchange a Basic Close Combat Weapon for one of the following options:
- Seismic Cannon ........................................................................................................................................................................................... +10 points
- Mining Laser ................................................................................................................................................................................................. +15 points
- Arc Welder ..................................................................................................................................................................................................... +15 points
- Heavy Rock Cutter ...................................................................................................................................................................................... +20 points
- Heavy Rock Drill.......................................................................................................................................................................................... +20 points
- Heavy Rock Saw........................................................................................................................................................................................... +20 points

214
215
IMPERIALIS MILITIA:
Troops
IMPERIALIS MILITIA
VOIDJUMPERS ..................................................75 POINTS
M WS BS S T W I A Ld Sv
Militia Voidjumper 6 3 3 3 3 1 3 1 5 5+
Militia Voidjumper Sergeant 6 3 3 3 3 1 3 2 6 5+

Unit Composition Unit Type


● 9 Militia Voidjumpers ● Militia Voidjumper: Infantry
● 1 Militia Voidjumper Sergeant (Militia, Light, Line)
● Militia Voidjumper Sergeant: Infantry
(Character, Militia, Light, Line)
TROOPS
An incredibly esoteric fighting Wargear Special Rules
force, ‘Voidjumper’ was a
designation given to linesmen ● Shotgun ● Provenance (Survivors of the Dark Age)
from a myriad of human ● Flak Armour ● Strength in Numbers
civilisations discovered ● Militia Jet Pack ● Scout
throughout the Great Crusade ● Close Combat Weapon ● Infiltrate
who utilised jetpack
technologies. Similar in ● Frag Grenades ● Move Through Cover
effectiveness to jump packs
utilised by the forces of the Options:
Legiones Astartes, these packs ● An Imperialis Militia Voidjumpers unit may include:
allowed for rapid - Up to 10 additional Militia Voidjumpers ................................................... +6 points per model
redeployment and were
predominantly made use of ● All models in the unit may exchange their Shotguns for one of the following options (all
for flanking attacks which models in the unit must take the same option):
earned these regiments their - Laspistol or Autopistol ............................................................................................................. Free
reknown. - Lascarbines .......................................................................................................................+10 points
- Stubcarbines.....................................................................................................................+10 points
Many such forces found
themselves folded into the ● All models in the unit may exchange their Shotguns and Close Combat Weapons for the
Excertus Imperialis, with a following option (all models in the unit must take the same option):
large majority ending up - Two Laspistols or Two Autopistols ..............................................................................+10 points
seeing combat within the
● Any model with a Close Combat Weapon may exchange it for the following option:
Imperial Army itself. Some
- Chainsword .....................................................................................................+2 points per model
worlds, however, found
themselves so flush with
● The entire unit may select the following option:
otherwise-rare jetpacks that
- Krak Grenades.................................................................................................................. +15 points
they could outfit even their
reserve and militia forces with ● Up to two Militia Voidjumpers in the unit may select one of the following options:
them. Though a pale - Flamer ................................................................................................................................. +5 points
imitation of the more - Grenade Launcher............................................................................................................. +5 points
professional forces with the - Plasma Gun.......................................................................................................................+10 points
same equipment, these forces - Two Plasma Pistols..........................................................................................................+10 points
usually found themselves with - Meltagun........................................................................................................................... +15 points
the advantage of fighting on
familiar ground, making their ● The Militia Voidjumper Sergeant may select up to two of the following options:
ambushes and flanking strikes - Laspistol or Autopistol .......................................................................................................+1 point
all the more deadly. - Bolt Pistol ...........................................................................................................................+2 points
- Blast Pistol .......................................................................................................................... +5 points
- Plasma Pistol ....................................................................................................................+10 points
- Power Weapon .................................................................................................................+10 points

● The Militia Voidjumper Sergeant may select the following option:


- Melta Bombs ....................................................................................................................+10 points

● Any model attached to the unit via the Among the Flock, Militia Medicae Support, Among
the Ranks, or any other similar such Special Rule may select the following option:
- Militia Jet Pack (and the Light Sub-type)............................................................................... Free

Designer’s Note: This unit does not replace the similarly named existing upgrade option
available in the Legacies of the Age of Darkness: Imperialis Militia document - instead being
designed as a seperate option, so that those players who use the Liber Panoptica but not our
add-on faction books can still use the original unit if they desire.

218
IMPERIALIS MILITIA
CHIMERA TRANSPORT................................ 60 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Chimera Transport 14 3 12 10 10 3 14

Unit Composition Unit Type


● 1 Militia Chimera Transport ● Vehicle (Third-Line, Transport)

Wargear Special Rules DEDICATED


● Turret Mounted Multi-Laser ● Amphibious
TRANSPORT
● Hull (Front) Mounted Multi-Laser ● Infantry Transport The Chimera Armoured
● Two Sponson Mounted Lasgun Arrays Infantry Transport was a
rugged and durable vehicle
● Smoke Launchers that was beginning to see
widespread use by the
Imperialis Auxilia at the time
of the Horus Heresy. Its
chassis was the basis upon
Dedicated Transport Options: which numerous other
● An Imperialis Militia Command Cadre, Imperialis Militia Rogue Psyker unit containing at variants were designed, but by
least one Militia Warden, Imperialis Militia Grenadier Squad, Imperialis Militia far the most endearing was its
Reconnaissance Squad, or Imperialis Militia Beastmasters unit of no more than ten original role as an armoured
models may take an Imperialis Militia Chimera Transport as a Dedicated Transport. An personnel carrier.
Imperialis Militia Fire Support Squad of no more than four models may take an Imperialis
Militia Chimera Transport as a Dedicated Transport. As a Dedicated Transport this does
not use up an additional Force Organisation slot, but its points must still be paid for as Many infantry units favoured
part of the army. the Chimera not only for the
impressive protection it
Access Points: provided, but also the
● A Militia Chimera Transport has one Access Point at the rear. firepower mounted atop it,
allowing the Chimera to act
in a fire-support role after its
Options: charges had disembarked. In
● A Militia Chimera Transport may exchange its Turret Mounted Multi-Laser for one of the addition, most Chimera hulls
following options: mounted lasgun arrays that
- Turret Mounted Heavy Bolter................................................................................................. Free enabled passengers to fight
- Turret Mounted Heavy Flamer ............................................................................................... Free from within the protection of
- Turret Mounted Twin-Linked Heavy Bolter................................................................. +5 points its compartment and repel
- Turret Mounted Autocannon.......................................................................................... +5 points attackers from nearly all
angles.
● A Militia Chimera Transport may exchange its Hull (Front) Mounted Multi-Laser for one
of the following options:
- Hull (Front) Mounted Heavy Flamer ..................................................................................... Free
- Hull (Front) Mounted Heavy Bolter ...................................................................................... Free

● A Militia Chimera Transport may select one of the following options:


- Pintle Mounted Heavy Stubber....................................................................................... +5 points
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points
- Pintle Mounted Multi-Laser ..........................................................................................+10 points

● A Militia Chimera Transport may select up to two of the following option:


- Hull (Front) Mounted Hunter-Killer Missile ................................................................ +5 points

● A Militia Chimera Transport may select any of the following options:


- Searchlights ........................................................................................................................ +5 points
- Dozer Blade ........................................................................................................................ +5 points

219
IMPERIALIS MILITIA
AUROX TRANSPORT......................................25 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Aurox Transport 15 3 11 11 10 3 12

Unit Composition Unit Type


● 1 Militia Aurox Transport ● Vehicle (Third-Line, Transport)

DEDICATED Wargear Special Rules


TRANSPORT ● Smoke Launchers ● Infantry Transport
The Aurox Armoured
Transport was created in
response to the growing size
and staggering diversity of the
Excertus Imperialis host. As
more and more worlds were
brought into Compliance, the
need to better standardise the
equipment of the Imperialis Dedicated Transport Options:
Auxilia became increasingly ● An Imperialis Militia Command Cadre, Imperialis Militia Rogue Psyker unit containing at
apparent. Not unlike the least one Militia Warden, Imperialis Militia Grenadier Squad, Imperialis Militia
Legion Rhino, the Aurox- Reconnaissance Squad, or Imperialis Militia Beastmasters unit of no more than ten
chassis was intended to be models may take an Imperialis Militia Aurox Transport as a Dedicated Transport. An
easily manufactured on a Imperialis Militia Fire Support Squad of no more than three models may take an
Imperialis Militia Aurox Transport as a Dedicated Transport. As a Dedicated Transport
large scale, while allowing for this does not use up an additional Force Organisation slot, but its points must still be paid
various additional weapon for as part of the army.
and armour systems.
Access Points:
As a transport the Aurox saw ● A Militia Aurox Transport has one Access Point on each side of the hull and one at the
widespread service with most rear.
branches of the Imperial
Army, extending down to the
Imperialis Militia. Although it
Options:
lacked the armament of the ● A Militia Aurox Transport may select one of the following options:
Chimera and other, more - Pintle Mounted Heavy Stubber....................................................................................... +5 points
heavily personnel carriers, the - Pintle Mounted Heavy Flamer ........................................................................................ +5 points
Aurox was nonetheless - Pintle Mounted Multi-Laser ..........................................................................................+10 points
commonly sighted among
Militia forces – whether ● A Militia Aurox Transport may select the following option:
because they favoured the - Searchlights ........................................................................................................................ +5 points
robust and swift design or
simple necessity.

220
IMPERIALIS MILITIA
RHINO TRANSPORT......................................25 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Rhino Transport 14 3 11 11 10 3 12

Unit Composition Unit Type


● 1 Militia Rhino Transport ● Vehicle (Transport, Third-Line)

Wargear Special Rules DEDICATED


● Pintle Mounted Twin-Linked Bolter ● Provenance (Survivors of the Dark Age)
TRANSPORT
● Smoke Launchers ● Infantry Transport Many of the worlds that
● Repair endured the horrors of Old
Night relatively intact
retained the ability to
manufacture vehicles of
superior design and
construction to their
contemporaries. Of those that
Dedicated Transport Options: welcomed the Imperium’s
● An Imperialis Militia Command Cadre, Imperialis Militia Rogue Psyker unit containing at coming, or where Compliance
least one Militia Warden, Imperialis Militia Ascendant Rogue Psyker unit containing at was achieved without
least one Militia Warden, Enginseer Auxilia Detachment, Imperialis Militia Grenadier extensive damage to
Squad, Imperialis Militia Reconnaissance Squad, or Imperialis Militia Beastmasters unit infrastructure, Militias raised
numbering no more than ten models may take an Imperialis Militia Rhino Transport as a from these worlds were able to
Dedicated Transport. An Imperialis Militia Fire Support Squad of no more than three
models may take an Imperialis Militia Rhino Transport as a Dedicated Transport. As a take advantage of their more
Dedicated Transport this does not use up an additional Force Organisation slot, but its advanced motorpools.
points must still be paid for as part of the army.
The Rhino was one of the
Access Points: most iconic symbols of the
● A Militia Rhino Transport has one Access Point on each side of the hull and one at the Great Crusade – specifically in
rear. transporting the Legiones
Astartes. Less recognised was
Options: the personnel carrier’s service
with certain regiments of the
● A Militia Rhino Transport may select one of the following options: Imperial Army, including the
- Pintle Mounted Heavy Stubber....................................................................................... +5 points Imperialis Militia. The
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points robustness and reliability of
- Pintle Mounted Twin-Linked Bolter.............................................................................. +5 points its design, as well as the ease
- Pintle Mounted Multi-Laser ..........................................................................................+10 points with which they could be
- Pintle Mounted Heavy Bolter........................................................................................+10 points maintained and repaired,
- Pintle Mounted Combi-Weapon (any type) ................................................................+10 points ensured they remained
- Pintle Mounted Havoc Launcher ................................................................................. +15 points
popular with the few units
- Pintle Mounted Multi-Melta .........................................................................................+30 points
able to field them.
● A Militia Rhino Transport may exchange its Pintle Mounted Twin-Linked Bolter for one of
the following options:
- Pintle Mounted Heavy Stubber............................................................................................... Free
- Pintle Mounted Heavy Flamer ................................................................................................ Free
- Pintle Mounted Multi-Laser ............................................................................................ +5 points

● A Militia Rhino Transport may select any of the following options:


- Searchlights ........................................................................................................................ +5 points
- Dozer Blade ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points

221
IMPERIALIS MILITIA
RHINO ADVANCER ....................................... 65 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Rhino Advancer 14 3 11 11 10 4 22

Unit Composition Unit Type


● 1 Militia Rhino Advancer ● Vehicle (Transport, Third-Line)

DEDICATED Wargear Special Rules


TRANSPORT ● Pintle Mounted Twin-Linked Bolter ● Provenance (Survivors of the Dark Age)
The Rhino Advancer was ● Smoke Launchers ● Assault Vehicle
originally designed as an ● Infantry Transport
armoured supply carrier based
upon the Rhino chassis. These ● Open-Topped (5)
carriers were furnished with ● Repair
extended hulls and a more
powerful engine to support a
generous cargo load.
Dedicated Transport Options:
Although the Advancer was ● An Imperialis Militia Command Cadre, Imperialis Militia Rogue Psyker unit containing at
not intended to see frontline least one Militia Warden, Imperialis Militia Ascendant Rogue Psyker unit containing at
service, a number of Militia least one Militia Warden, Enginseer Auxilia Detachment, Imperialis Militia Grenadier
units on worlds which Squad, Imperialis Militia Reconnaissance Squad, or Imperialis Militia Beastmasters unit
manufactured the Rhino numbering no more than twenty models may take an Imperialis Militia Rhino Advancer as
a Dedicated Transport. An Imperialis Militia Ogryn Brute Squad in a Detachment using
chassis – or similar, localised the Ogryn Conscripts Provenance and this Provenance may take an Imperialis Militia
variants and derivatives – Rhino Advancer as a Dedicated Transport. An Imperialis Militia Fire Support Squad of no
took advantage of the more than six models may take an Imperialis Militia Rhino Advancer as a Dedicated
expanded cargo space to Transport. As a Dedicated Transport this does not use up an additional Force
deploy large squads into Organisation slot, but its points must still be paid for as part of the army.
combat.
Access Points:
● A Militia Rhino Advancer counts its entire hull as an Access Point.

Options:
● A Militia Rhino Advancer may select one of the following options:
- Pintle Mounted Heavy Stubber....................................................................................... +5 points
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points
- Pintle Mounted Twin-Linked Bolter.............................................................................. +5 points
- Pintle Mounted Multi-Laser ..........................................................................................+10 points
- Pintle Mounted Heavy Bolter........................................................................................+10 points
- Pintle Mounted Combi-Weapon (any type) ................................................................+10 points
- Pintle Mounted Havoc Launcher ................................................................................. +15 points
- Pintle Mounted Multi-Melta .........................................................................................+30 points

● A Militia Rhino Advancer may exchange its Pintle Mounted Twin-Linked Bolter for one of
the following options:
- Pintle Mounted Heavy Stubber............................................................................................... Free
- Pintle Mounted Heavy Flamer ................................................................................................ Free
- Pintle Mounted Multi-Laser ............................................................................................ +5 points

● A Militia Rhino Advancer may select any of the following options:


- Searchlights ........................................................................................................................ +5 points
- Dozer Blade ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points

222
IMPERIALIS MILITIA
TERMITE ASSAULT DRILL ......................... 70 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Termite Assault Drill 8 3 12 12 10 3 12

Unit Composition Unit Type


● 1 Militia Termite Assault Drill ● Vehicle (Transport, Third-Line)

Wargear Special Rules DEDICATED


● Two Pintle Mounted ● Provenance (Survivors of the Dark Age)
TRANSPORT
Twin-Linked Bolters ● Infantry Transport The Termite Assault Drill was
● Melta Cutters ● Subterranean Assault a transport vehicle designed
to burrow beneath the earth
and emerge behind enemy
lines, as well as take the fight
to those rare civilisations – be
they human or otherwise –
who lived underground.
Dedicated Transport Options: Unlike crude civilian designs
● An Imperialis Militia Command Cadre, Imperialis Militia Rogue Psyker unit containing at such as the Hades, Termites
least one Militia Warden, Imperialis Militia Ascendant Rogue Psyker unit containing at utilised an array of melta
least one Militia Warden, Enginseer Auxilia Detachment, Imperialis Militia Grenadier cutters linked to phase-shield
Squad, Imperialis Militia Reconnaissance Squad, or Imperialis Militia Beastmasters unit generators to tunnel through
numbering no more than ten models may take an Imperialis Militia Termite Assault Drill the ground, rather than brute
as a Dedicated Transport. An Imperialis Militia Fire Support Squad of no more than three
models may take an Imperialis Militia Termite Assault Drill as a Dedicated Transport. As a force alone.
Dedicated Transport this does not use up an additional Force Organisation slot, but its
points must still be paid for as part of the army. Due to its specialist design
and their disposition for
Access Points: fighting defensively, very few
● A Militia Termite Assault Drill has two Access Points, one on each side of the hull. Militia units counted the
Termite, or transports like it,
among their arsenal. Those
Options: that did had usually retained
● A Militia Termite Assault Drill may exchange its Two Pintle Mounted Twin-Linked Bolters the ability to manufacture
for one of the following options: them from a time before the
- Two Pintle Mounted Twin-Linked Heavy Stubbers............................................................ Free Great Crusade, but had not
- Two Pintle Mounted Heavy Flamers ............................................................................. +5 points yet committed them
- Two Pintle Mounted Volkite Chargers .......................................................................... +5 points wholesale to the Imperial
- Two Pintle Mounted Multi-Lasers ...............................................................................+10 points Tithe by the arrival of the Age
of Darkness.

223
IMPERIALIS MILITIA
LAND RAIDER PROTEUS CARRIER ....... 175 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Land Raider Proteus Carrier 12 3 14 14 14 5 12

Unit Composition Unit Type


● 1 Militia Land Raider Proteus ● Vehicle
Carrier (Transport, Reinforced, Third-Line)

DEDICATED Wargear Special Rules


TRANSPORT ● Two Sponson Mounted ● Provenance (Survivors of the Dark Age)
The Land Raider Proteus saw Gravis Lascannons ● Assault Vehicle
use with a small number of ● Hull (Front) Mounted ● Power of the Machine Spirit
Imperialis Militia units raised Twin-Linked Heavy Bolter
from worlds and civilisations
which had endured the Age of ● Smoke Launchers
Strife with their culture and
infrastructure largely intact,
at least when compared to the
majority of human Dedicated Transport Options:
populations who propagated ● An Imperialis Militia Command Cadre, Imperialis Militia Rogue Psyker unit containing at
the galaxy. least one Militia Warden, Imperialis Militia Ascendant Rogue Psyker unit containing at
least one Militia Warden, or Imperialis Militia Grenadier Squad of no more than ten
Whilst the rediscovery of the models may take an Imperialis Militia Land Raider Proteus Carrier as a Dedicated
Land Raider’s STC on Mars Transport. As a Dedicated Transport this does not use up an additional Force
Organisation slot, but its points must still be paid for as part of the army.
ultimately led to the vehicle –
and its numerous variants –
Access Points:
becoming relatively
widespread throughout the ● A Militia Land Raider Proteus Carrier has one Access Point on each side of the hull and
Imperial Host, these were one at the front.
almost exclusively assigned to
the Legiones Astartes and Options:
certain regular Imperial Army ● A Militia Land Raider Proteus Carrier may exchange its Hull (Front) Mounted
regiments. Those counted Twin-Linked Heavy Bolter with one of the following options:
among Militia units were - Hull (Front) Mounted Twin-Linked Heavy Flamer ............................................................. Free
nearly always manufactured - Hull (Front) Mounted Twin-Linked Lascannon......................................................... +15 points
locally, or were models that
shared only passing ● A Militia Land Raider Proteus Carrier may select one of the following options:
similarities with the iconic - Pintle Mounted Heavy Stubber....................................................................................... +5 points
design. - Pintle Mounted Heavy Flamer ........................................................................................ +5 points
- Pintle Mounted Twin-Linked Bolter.............................................................................. +5 points
- Pintle Mounted Multi-Laser ..........................................................................................+10 points
- Pintle Mounted Heavy Bolter........................................................................................+10 points
- Pintle Mounted Combi-Weapon (any type) ................................................................+10 points
- Pintle Mounted Havoc Launcher ................................................................................. +15 points
- Pintle Mounted Multi-Melta .........................................................................................+30 points

● A Militia Land Raider Proteus Carrier may select any of the following options:
- Searchlights ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points

224
ADDITIONAL WARGEAR OPTIONS FOR
EXISTING TROOPS UNITS
In addition to the normal options presented in the rules for various units, the additional wargear presented below may be selected for units at the
costs shown. These are intended to be used alongside various publications, including all of Games Workshop’s official publications and releases.

IMPERIALIS MILITIA FIRE SUPPORT SQUAD


Options:
● The unit may exchange their Flak Armour for the following option:
- Carapace Armour ........................................................................................................................................................................................ +20 points

IMPERIALIS MILITIA GRENADIER SQUAD


Options:
● Any model in the unit may exchange their Lasgun with the following option:
- Hot-Shot Lasgun ............................................................................................................................................................................................+5 points

● Up to two Grenadiers in the unit may exchange a Plasma Gun for the following option:
- Hot-Shot Volley Gun.............................................................................................................................................................................................. Free

● The Grenadier Sergeant may exchange their Laspistol and/or Close Combat Weapon for one of the following options:
- Hot-Shot Laspistol .........................................................................................................................................................................................+5 points

IMPERIALIS MILITIA RECONNAISSANCE SQUAD


Options:
● The unit may select the following option:
- Shroud Bombs.............................................................................................................................................................................................. +20 points

225
IMPERIALIS MILITIA:
Fast Attack
IMPERIALIS MILITIA WAR BEASTS ADDITIONS
The options listed below may be selected instead of other War Beast options as seen in the
Imperialis Militia Beastmasters Unit Profile. These additional profiles must otherwise
follow all the normal rules and restrictions applied to War Beast selections.

M WS BS S T W I A Ld Sv
Arachnid 7 4 - 4 3 1 4 2 5 5+
Wurm 7 4 - 3 4 1 4 2 5 5+
Crustacean 7 4 - 5 4 1 3 2 5 4+
Acteniceride 8 4 - 3 4 1 4 2 5 5+

FAST ATTACK Unit Type Special Rules


Whilst most Militia ● Infantry (Light, Skirmish) ● Crusader (Acteniceride only)
Beastmasters contented ● Murderous Strike (6+) (Crustacean only)
themselves with the more
common - and easily ● Poisoned (3+) (Arachnid only)
controlled - of animal species ● Pathfinder (Wurm only)
found in the wilds of the Wargear ● Sudden Strike (1) (Wurm only)
galaxy, some were not so ● Close Combat Weapon ● Fleet (1)
easily cowed. To them, the (Arachnid, Acteniceride, and Wurm only)
challenge of bringing to heel
an enormous, eight-legged
and venom-spitting Arachnid
was the apex of their craft -
but stranger still creatures Options:
abounded in the galaxy. ● An Imperialis Militia Beastmasters unit may include one War Beast for each Militia
Handler in the unit (see the War Beasts options below for more details) and all War
Beasts in a unit must be of the same type, chosen from the list below:
Gigantic Wurms the length of - Arachnid........................................................................................... +10 points per model
a man with razor-sharp - Wurm ............................................................................................... +10 points per model
mouthparts and two-score - Acteniceride .....................................................................................+12 points per model
legs, or oversized Crustaceans - Crustacean........................................................................................ +15 points per model
with shearing claws double
the size of a man’s torso - or
even the immense beetle-like
Actenicerides; chittering
monsters that would pause in
their attacks only to feed
upon human corpses with
proboscis mouthparts, before
scuttling forth again with a
screeching cry - all these and
more were brought to heel
and forced to fight on both
sides of the war during the
Age of Darkness.

228
0-1 MUTATED SPAWN ............................... 40 POINTS
M WS BS S T W I A Ld Sv
Mutated Spawn 12 4 - 5 5 3 3 D6 9 5+

Unit Composition Unit Type


● 1 Mutated Spawn ● Infantry (Monstrous, Corrupted)

Wargear Special Rules FAST ATTACK


● Two Mutated Appendages ● Bulky (4) Corruption spread rapidly
● Fearless among those who embraced
● Hammer of Wrath (2) the Empyreal powers of the
Warp and for each scrap of
● It Will Not Die (5+) hellish lore indulged and with
● Mindless Aggression every drop of blood given, the
● Rage (2) deepening stain on a human’s
● Fleet (2) soul inevitably manifested
upon their body and seeped
● Traitor into their mind.
Options: Damnation carried a price
● A Mutated Spawn unit may include: and many would pay it before
- Up to 5 additional Mutated Spawn........................................................... +40 points per model the Heresy’s end.
Overwhelmed by the terrible
powers they had sought to
control, victims rapidly
spawned mutations that
perverted their flesh and
destroyed their sanity,
painfully devolving into
abominations that were
unrecognisable as human.
Not one of these Warp-
spawned monsters was alike,
though all were powerful and
difficult to destroy – for
darker forces seemingly
relished in the agony of their
creations' existence as much
as in the horror of their
victims’ bloody demise.

It was not unheard of for


especially diabolic cultists to
willingly bring about such
horrors; some even sought to
manifest these ‘blessings’ upon
themselves. Shepherded like
animals towards the enemy,
such monsters proved a
simple but brutal weapon
that became increasingly
common among the most
corrupted of the Warmaster’s
armies.

229
IMPERIALIS MILITIA HELLHOUND
FLAME TANK SQUADRON ......................... 60 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Hellhound 14 3 12 12 10 3 -

Unit Composition Unit Type


● 1 Militia Hellhound ● Vehicle (Third-Line, Reinforced)

FAST ATTACK Wargear Special Rules


Based on the Chimera chassis, ● Turret Mounted Gravis Heavy Flamer ● Containment Breach
Hellhound Flame Tanks ● Hull (Front) Mounted Heavy Flamer
sacrificed transport capacity ● Smoke Launchers
for one of several devastating,
short-range armaments. The
most common of these were
large flamethrowers designed
to bathe wide areas in their
lethal payload, flushing out
entrenched infantry and Options:
swarming xenos. Less ● An Imperialis Militia Hellhound Flame Tank Squadron may include:
common variants mounted - Up to 2 additional Militia Hellhounds...................................................... +55 points per model
Melta Cannons to deliver a
devastating punch through ● All models in a Imperialis Militia Hellhound Flame Tank Squadron may exchange their
the toughest of strongpoints Turret Mounted Gravis Heavy Flamer for the following option (all models in the unit must
and vehicles. Militias on select the same option):
worlds plagued by orkoid - Turret Mounted Melta Cannon ................................................................. +15 points per model
fungi and other, similarly
tenacious organisms were ● Any Militia Hellhound may exchange its Hull (Front) Mounted Heavy Flamer for one of
the following options:
usually the first to receive - Hull (Front) Mounted Heavy Bolter....................................................................................... Free
cast-off Hellhounds. - Hull (Front) Mounted Multi-Laser ......................................................................................... Free
- Hull (Front) Mounted Multi-Melta ..............................................................................+10 points
Due to the limited range of
the Hellhound’s weaponry – ● Any Militia Hellhound may select one of the following options:
as well as the volatility of - Pintle Mounted Heavy Stubber....................................................................................... +5 points
their payload – squadrons - Pintle Mounted Heavy Flamer ........................................................................................ +5 points
were kept mobile and fluidly - Pintle Mounted Multi-Laser ..........................................................................................+10 points
redeployed, favouring
engagements where they ● Any Militia Hellhound may select any of the following options:
could rely on speed and the - Searchlights ........................................................................................................................ +5 points
density of terrain to cover - Dozer Blade ........................................................................................................................ +5 points
their approach. - One Hull (Front) Hunter-Killer Missile ......................................................................... +5 points
Infantry units were
understandably wary of the
risk posed by the Hellhound’s
volatile payload and more
than one squad of helpless
soldiers were reduced to
screaming torches after being
caught in a blast-wave of
promethium expelled from an
exploding Flame Tank.

230
IMPERIALIS MILITIA CENTAUR
COMBAT TRACTOR SQUADRON ............. 40 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Centaur Tractor 12 3 11 11 10 2 *

Unit Composition Unit Type


● 1 Militia Centaur Tractor ● Vehicle (Fast, Transport, Third-Line)

Wargear Special Rules FAST ATTACK


● Hull (Front) Mounted Heavy Stubber ● None Centaurs, and other small
● Smoke Launchers utility vehicles, were utilised
● Towing Cable* across the multitude of
different worlds for a plethora
of different roles in the great
imperial machine. From agri-
world harvesting to rapid
small-scale cargo
transportation, they all shared
Options: incredibly powerful engines of
● An Imperialis Militia Centaur Combat Tractor Squadron may include: varying patterns when
- Up to 5 additional Militia Centaur Tractors ........................................... +40 points per model compared to their overall size.
● Any Militia Centaur Tractor may exchange its Hull (Front) Mounted Heavy Stubber for the Such civilian machines would
following option: not be considered suited for
- Hull (Front) Mounted Heavy Bolter............................................................................... +5 points military deployment by forces
in the Great Crusade, but as
● Any Militia Centaur Tractor may select one of the following options: the Imperialis Militia took up
- Pintle Mounted Heavy Stubber....................................................................................... +5 points arms during the civil wars in
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points light of Horus’ betrayal, they
- Pintle Mounted Multi-Laser ..........................................................................................+10 points were soon pushed into service.
Retrofitted with reinforced
● Any Militia Centaur Tractor may select any of the following options: winch cables and light arms,
- Searchlights ........................................................................................................................ +5 points these rapid support craft were
- Dozer Blade ........................................................................................................................ +5 points capable of hauling a plethora
- One Hull (Front) Hunter-Killer Missile ......................................................................... +5 points of weapon platforms and
emplacements to exactly
where they needed to be.
*See the Towing Cable wargear entry.

231
IMPERIALIS MILITIA
SALAMANDER SCOUT SQUADRON ......... 60 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Salamander Scout Vehicle 16 3 12 10 10 3 -

Unit Composition Unit Type


● 1 Militia Salamander ● Vehicle (Fast, Third-Line)
Scout Vehicle

FAST ATTACK Wargear Special Rules


The Salamander Scout ● Hull (Front) Mounted Heavy Bolter ● Scout
Vehicle was a light ● Hull (Front) Mounted Autocannon ● Exposed Compartment
reconnaissance vehicle based ● Nuncio-Vox
upon the Chimera chassis,
which came into service in the ● Smoke Launchers
shadow of its sibling chassis.
Forming a backbone for light
military vehicles, it was
known for being rugged,
lightweight, and easily Options:
maintainable by the forces of ● An Imperialis Militia Salamander Scout Squadron may include:
the Imperialis Militia. - Up to 4 additional Militia Salamander Scout Vehicles.......................... +50 points per model

Due to the lightweight and ● Any Militia Salamander Scout Vehicle may exchange its Hull (Front) Mounted Autocannon
less-protective nature of the for one of the following options:
changes the Salamander - Hull (Front) Mounted Mortar ................................................................................................. Free
vehicle had undergone to - Hull (Front) Mounted Heavy Flamer ..................................................................................... Free
make it successful at its role of
reconnaissance, it was ● Any Militia Salamander Scout Vehicle may exchange its Hull (Front) Mounted Heavy
paramount that these vehicles Bolter for one of the following options:
- and the squadrons they - Hull (Front) Mounted Heavy Flamer ..................................................................................... Free
operated - were kept - Hull (Front) Mounted Multi-Laser ......................................................................................... Free
well-fuelled and continuously
● Any Militia Salamander Scout Vehicle may select one of the following options:
on the move, otherwise the
- Pintle Mounted Heavy Stubber....................................................................................... +5 points
vulnerability of its lacklustre
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points
armour could have spelt
- Pintle Mounted Multi-Laser ..........................................................................................+10 points
doom for the crew
commanding it. Regardless, it ● Any Militia Salamander Scout Vehicle may select any of the following options:
performed successfully enough - Searchlights ........................................................................................................................ +5 points
as a scout to see ongoing use - Dozer Blade ........................................................................................................................ +5 points
in the motor pools of the - One Hull (Front) Hunter-Killer Missile ......................................................................... +5 points
Imperialis Militia.

232
IMPERIALIS MILITIA
PEGASUS ASSAULT SQUADRON ............... 65 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Pegasus 14 3 12 11 10 3 -

Unit Composition Unit Type


● 1 Militia Pegasus ● Vehicle (Fast, Third-Line)

Wargear Special Rules FAST ATTACK


● Turret Mounted Gravis Multi-Laser ● Scout Trading the ability to carry
● Hull (Front) Mounted Heavy Bolter troops for an upscaled engine
● Pintle-Mounted Auto-Launcher and armament, the Pegasus
Assault Vehicle was but
● Smoke Launchers another one of many vehicles
based upon the Chimera
Chassis. Built to carry the
Firepower of a battle tank but
maintain the speed of its
Options: parent chassis, the Pegasus
● An Imperialis Militia Pegasus Assault Squadron may include: was a lesser-seen but
- Up to 4 additional Militia Pegasus............................................................ +60 points per model nevertheless potent strike
tank.
● Any Militia Pegasus may exchange its Hull (Front) Mounted Heavy Bolter for one of the
following options: Its speed and armament
- Hull (Front) Mounted Heavy Flamer ..................................................................................... Free allowed it to attack key
- Hull (Front) Mounted Multi-Laser ......................................................................................... Free targets, whilst the Auto-
Launcher mounted atop it
● Any Militia Pegasus may exchange its Turret Mounted Gravis Multi-Laser for one of the allowed it to resist infantry
following options (all models in the unit must select the same option): assault; all aiding in buying
- Turret Mounted Twin-Linked Heavy Bolter......................................................................... Free themselves time to leave as
- Turret Mounted Pegasus Autocannon......................................................................... +15 points quickly as they struck.
● Any Militia Pegasus may select any of the following options:
- Searchlights ........................................................................................................................ +5 points
- Dozer Blade ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points

233
IMPERIALIS MILITIA
KELAINO SQUADRON .................................. 85 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Kelaino 20 3 12 12 10 3 12

Unit Composition Unit Type


● 1 Militia Kelaino ● Vehicle
(Third-line, Flyer, Hover, Transport)

FAST ATTACK Wargear Special Rules


In the Imperialis Militia, the ● Centreline Mounted Multi-Laser ● Deep Strike
designation of ‘Kelaino’ was ● Two Hull (Front) Mounted ● Infantry Transport
often applied in a much more Hellstrike Missiles ● Unified Assault
ad-hoc fashion when
compared to those squadrons ● Searchlight ● Rapid Insertion
of similar vehicles used by the
other arms of the Imperial
Army; often cobbled together
by regiments from civilian
cargo-haulers and retrofitted Access Points:
with weapons. ● A Militia Kelaino has one Access Point on each side of the hull and one at the rear.

Though these refitted Kelaino Options:


were less reliable than the ● An Imperialis Militia Kelaino Squadron may include:
purpose-built versions - Up to 2 additional Militia Kelaino .............................................................+85 points per model
brought to bear by the Solar
Auxilia, they still fulfilled a ● Any Militia Kelaino may exchange their Centreline Mounted Multi-Laser for the following
similar role, ferrying cargo option:
and small units to and from - Centreline Mounted Lascannon...................................................................................+10 points
the battlefield with great
speed and then providing fire ● Any Militia Kelaino may exchange their Two Hull (Front) Mounted Hellstrike Missiles for
support upon arrival. the following option:
- Two Centreline Mounted Multiple Rocket Pods .......................................................+10 points

● Any Militia Kelaino may select one of the following options:


- Two Sponson Mounted Heavy Bolters ....................................................................... +20 points

234
IMPERIALIS MILITIA KELAINO
SKY-TALON SQUADRON .............................75 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Kelaino Sky-Talon 20 3 12 10 10 3 -

Unit Composition Unit Type


● 1 Militia Kelaino Sky-Talon ● Vehicle
(Third-line, Flyer, Hover, Transport)

Wargear Special Rules FAST ATTACK


● Centreline Mounted Heavy Bolter ● Deep Strike Kelaino Sky-Talons, by
● Searchlights ● Combat Transporter comparison to their Militia
● Auxiliary Vehicle Bay Kelaino cousins, were
composed of a more consisten
mixture of civilian and
industrial aircraft, all of
which bore large magnetic
lifting clamps hanging from
the underside of their fuselage.
Options: Before the onset of Horus’
● An Imperialis Militia Kelaino Sky-Talon Squadron may include: Heresy, they were largely used
- Up to 2 additional Militia Kelaino ............................................................ +70 points per model only as cargo transporters,
used to haul containers of
● Any Militia Kelaino Sky-Talon may exchange their Centreline Mounted Heavy Bolter for ammunition, resources, or
the following option: scrap; however, with the civil
- Centreline Mounted Multi-Laser ........................................................................................... Free war claiming all new
- Centreline Mounted Lascannon...................................................................................+10 points production capacity,
Imperialis Forces were left
● Any Militia Kelaino Sky-Talon may select one of the following options: with no choice but to press
- Two Centreline Mounted Heavy Krak Rockets..........................................................+10 points these industrial vehicles into
- Two Centreline Mounted Heavy Frag Rockets ..........................................................+10 points service, hastily outfitting them
for use in war.
● Any Militia Kelaino may exchange its Auxiliary Vehicle Bay Special Rule for the following
option:
On the battlefields, these Sky-
- The Bunker Drop Special Rule ......................................................................................+50 points
Talons were utilised as a fast
and efficient way to deliver
cargo and crew into combat
zones, performing airlifting
duties before rapidly
departing combat airspace.
This cargo was regularly
vehicles of the Militia’s motor
pool, but certain leaders felt it
necessary to utilise the Sky-
Talon’s capabilities to deploy
entire retrofitted fortifications
in the midst of battle, setting
up firebases and bunkers
before swiftly making their
exit.

235
IMPERIALIS MILITIA
WOLF RAPID RESPONSE SECTION ....... 60 POINTS
M WS BS S T W I A Ld Sv
Militia Heavy Outrider 14 3 3 3 3 3 3 1 6 5+
Militia Heavy Outrider Sergeant 14 3 3 3 3 3 3 2 7 5+

Unit Composition Unit Type


● 2 Militia Heavy Outriders ● Militia Heavy Outrider:
● 1 Militia Heavy Cavalry (Militia, Skirmish)
Outrider Sergeant ● Militia Heavy Outrider Sergeant:
Cavalry (Militia, Skirmish, Character)
FAST ATTACK
Where the cavalry units of the Wargear Special Rules
Imperialis Militia rode horses,
motorised bikes, or similar ● Laspistol or Autopistol ● Relentless
such modes of transport, Wolf ● Close Combat Weapon ● Scout
Rapid Response Sections ● Flak Armour ● Hammer of Wrath (2)
instead mounted heavier ● Heavy Stubber ● Battle-Hardened (1)
transports, such as quad bikes
or otherwise larger, hexapodal ● Militia Cavalry Mount ● Firing Protocols (2)
animals. These sections often
mounted heavier weaponry to
go along with their larger Options:
mounts, making use of their ● An Imperialis Militia Wolf Rapid Response Section may include:
combined weight and - Up to 7 additional Militia Heavy Outriders ............................................. +15 points per model
manoeuvrability to bring to
bear any weapons they carried ● Any model in the unit may exchange their Heavy Stubber for one of the following options:
effectively at speed. - Heavy Flamer ............................................................................................................................. Free
- Heavy Bolter....................................................................................................................... +5 points
- Grenade Launcher (with Frag and Krak rounds).......................................................... +5 points
- Multi-Laser ......................................................................................................................... +5 points
- Autocannon......................................................................................................................+10 points
- Plasma Gun.......................................................................................................................+10 points
- Impaler Harpoon.............................................................................................................+10 points
- Meltagun........................................................................................................................... +15 points

● Any model which selects an option from the list above may choose to select the following
option for that weapon:
- The Twin-Linked Special Rule ........................................................................................ +5 points

● For every five models in the unit, one model may exchange their Heavy Stubber for the
following option:
- Mining Laser .................................................................................................................... +15 points

● All models in the unit may select any of the following options (if any of these options are
selected, all models in the unit must be so upgraded):
- Carapace Armour ...........................................................................................+2 points per model
- Shredder Prow ................................................................................................+5 points per model

● Any model in the unit may take one of the following options:
- Shotgun............................................................................................................................... +1 points
- Stubcarbine.........................................................................................................................+2 points
- Lascarbine...........................................................................................................................+2 points
- Militia Lance ...................................................................................................................... +5 points

● The Militia Heavy Outrider Sergeant may exchange their Laspistol or Autopistol, and/or
Close Combat Weapon for one of the following options:
- Bolt Pistol ........................................................................................................................... +5 points
- Blast Pistol .......................................................................................................................... +5 points
- Chainsword ........................................................................................................................ +5 points
- Power Weapon .................................................................................................................+10 points
- Plasma Pistol .................................................................................................................... +15 points

236
IMPERIALIS MILITIA ACHILLES
LIGHT VEHICLE SQUADRON .....................35 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Achilles Light Vehicle 16 3 11 11 10 2 -

Unit Composition Unit Type


● 1 Achilles Light Vehicle ● Vehicle (Fast, Third-Line)

Wargear Special Rules FAST ATTACK


● Turret Mounted ● Scout The lightest class of true
Twin-Linked Heavy Stubber ● Move Through Cover vehicle brought to bear by
● Smoke Launchers ● Engine Overcharge Militia forces, Achilles-class
vehicles were often little more
than civilian cars strapped
with extra guns. Indeed, many
were tuned for performance
and speed over reliability or
protection, and so it was
Options: common for this class of
● An Imperialis Militia Achilles Light Vehicle Squadron may include: vehicle to lose as many of its
- Up to 4 additional Achilles Light Vehicles................................................ +35 points per model number to enemy action as it
was terrain.
● Any model may replace their Turret-Mounted Twin-Linked Heavy Stubber with one of the
following options: Despite these shortcomings,
- Turret Mounted Heavy Flamer ....................................................................................... +5 points however, Imperialis Militia
- Turret Mounted Heavy Bolter......................................................................................... +5 points forces continued to field such
- Turret Mounted Multi-Laser........................................................................................... +5 points vehicles - for, if nothing else,
- Turret Mounted Autocannon........................................................................................+10 points they were cheap, plentiful,
- Turret Mounted Twin-Linked Grenade Launcher
(with Frag and Krak rounds)..........................................................................................+10 points and easily replaced.
- Turret Mounted Twin-Linked Missile Launcher
(with Frag, Krak, and Flak Missiles) ............................................................................. +15 points
- Turret Mounted Heavy Mortar..................................................................................... +15 points
- Turret Mounted Heavy Mining Laser......................................................................... +20 points

● Any model may select any of the following options:


- Searchlights ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points
- Centreline Mounted Twin-Linked Heavy Stubber ....................................................+10 points
- Augury Scanner ...............................................................................................................+10 points

237
IMPERIALIS MILITIA VENATOR
MEDIUM VEHICLE SQUADRON................50 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Venator Medium Vehicle 16 3 12 11 10 3 -

Unit Composition Unit Type


● 1 Venator Medium Vehicle ● Vehicle (Third-Line)

FAST ATTACK Wargear Special Rules


Venator Squadrons were ● Turret Mounted Gravis Multi-Laser ● Militia Venetaris
found on most Imperial
colony worlds, being another
broad class of civilian vehicle
that could be fitted with
powerful weapons if the call
of war was to be sounded.

Whilst a broad classification,


the most common Venator- Options:
class vehicles were the Tauros ● An Imperialis Militia Venator Medium Vehicle Squadron may include:
and Taurox patterns, both - Up to 2 additional Venator Medium Vehicles ......................................... +50 points per model
most commonly seen ferrying
workmen or Arbites - though ● Any model may replace their Turret-Mounted Gravis Multi-Laser with one of the
other patterns were often following options:
grouped into such a class for - Two Turret Mounted Twin-Linked Heavy Stubbers........................................................... Free
ease if nothing else. In times - Turret Mounted Gravis Autocannon ............................................................................. +5 points
of war, these vehicles were - Turret Mounted Kheres Assault Cannon ....................................................................+10 points
commandeered, and tech- - Turret Mounted Eradicator Nova Cannon ................................................................. +15 points
priests or simply lowly - Turret Mounted Skyreaper Battery .............................................................................. +15 points
- Turret Mounted Gravis Lascannon ............................................................................. +20 points
maintenance technicians - Centreline Mounted Cyclone Missile Launcher
would set to with welders and (with Frag, Krak, and Flak Missiles) ............................................................................ +20 points
rivet guns, attaching armour - Turret Mounted Gravis Multi-Laser and Auxiliary Crew Bay.................................. +25 points
plating, weapons, and any - Turret Mounted Gravis Autocannon and Auxiliary Crew Bay ................................+30 points
other wargear available in
order to turn these vehicles ● Any model which is not equipped with an Auxiliary Crew Bay may select the following
from mere wagons to option:
weapons of war. - Command Crew Bay ....................................................................................................... +15 points

● Any model may select any of the following options:


- Searchlights ........................................................................................................................ +5 points
- Smoke Launchers .............................................................................................................. +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points
- The Pathfinder Special Rule ..........................................................................................+10 points
- Two Centreline Mounted Hot-Shot Volley Guns ......................................................+10 points

238
IMPERIALIS MILITIA
CARNODON SQUADRON ............................ 60 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Carnodon 15 3 12 11 10 3 -

Unit Composition Unit Type


● 1 Militia Carnodon ● Vehicle (Third-Line)

Wargear Special Rules FAST ATTACK


● Turret Mounted Gravis Multi-Laser ● None The Carnodon Medium Battle
● Two Sponson Mounted Heavy Flamers Tank saw extensive service
● Smoke Launchers with most branches of the
Imperialis Auxilia for the
duration of the Great Crusade
and its vaunted legacy would
go on to inspire the creation
of several other battle tanks
such as the Leman Russ.
Options:
● An Imperialis Militia Carnodon Squadron may include: Built upon the versatile
- Up to 2 additional Militia Carnodons ....................................................... +55 points per model modular design of the Aurox-
chassis, its transportation
● All models in an Imperialis Militia Carnodon Squadron may exchange their Turret capacity was replaced with
Mounted Gravis Multi-Laser for one of the following options (all models in the unit must turret and sponson-mounted
select the same option): heavy weapons, as well as
- Turret Mounted Gravis Autocannon ............................................................................. +5 points improved armour – all
- Turret Mounted Gravis Lascannon ............................................................................. +20 points without sacrificing its speed.
● All models in an Imperialis Militia Carnodon Squadron may exchange their Sponson
Mounted Heavy Flamers for one of the following options (all models in the unit must By the time production of the
select the same option): Aurox-chassis had peaked, the
- Two Sponson Mounted Heavy Bolters .................................................................................. Free Leman Russ was entering
- Two Sponson Mounted Multi-Lasers .................................................................................... Free service with regular Imperial
- Two Sponson Mounted Autocannons ........................................................................... +5 points Army units, inevitably
- Two Sponson Mounted Lascannons............................................................................ +15 points relegating most Carnodrons
and other Aurox variants to
● Any Militia Carnodon may select one of the following options: strategic reserves. As a result,
- Pintle Mounted Heavy Stubber....................................................................................... +5 points the Carnodon was typically
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points one of the few battle tanks
- Pintle Mounted Multi-Laser ..........................................................................................+10 points beside the ageing Malcador
that Militia commanders
● Any Militia Carnodon may select the following option: could commit to battle in
- Searchlights ........................................................................................................................ +5 points large numbers.

239
IMPERIALIS MILITIA
HADES BREACHING DRILL........................65 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Hades Drill 6 3 12 10 10 2 -

Unit Composition Unit Type


● 1 Militia Hades Drill ● Vehicle (Third-Line)

FAST ATTACK Wargear Special Rules


The Hades Breaching Drill ● Melta Cutters ● Subterranean Assault
was ostensibly a piece of ● Follow-up Attack
civilian mining equipment
militarised for use on the
battlefields of the Great
Crusade. The Hades Drill was
equipped with four large
powercutters which enabled it
to easily bore through the
earth and a set of melta-
cutters to reduce stubborn
rock to liquid slag. While far
from subtle, the speed at
which it could undermine
enemy defences made it
popular among certain
inventive Militia units.

Unlike its larger and more


advanced cousin, the Termite,
Hades Drills were not large
enough to carry troops
directly into battle. Instead
those units assigned to its
deployment would follow
directly behind the drill as it
cleared a path to the surface.
Those foes who were not
caught by the drill itself were
left disorientated by crashing
waves of flying rock and dust,
vulnerable to the troops
emerging from the ground to
overwhelm them.

240
ADDITIONAL WARGEAR OPTIONS FOR
EXISTING FAST ATTACK UNITS
In addition to the normal options presented in the rules for various units, the additional wargear presented below may be selected for units at the
costs shown. These are intended to be used alongside various publications, including all of Games Workshop’s official publications and releases.

IMPERIALIS MILITIA ARVUS TRANSPORT


Options:
● An Arvus Transport may select one of the following options:
- Hull (Front) Mounted Heavy Stubber .................................................................................................................................................................. Free
- Hull (Front) Mounted Multi-Laser ............................................................................................................................................................ +10 points
- Hull (Front) Mounted Autocannon........................................................................................................................................................... +10 points
- Hull (Front) Mounted Lascannon............................................................................................................................................................... +15 points

● An Arvus Transport may choose to give a single Ranged Weapon it is equipped with the following Special Rule:
- Twin-Linked.................................................................................................................................................................................................. +10 points

IMPERIALIS MILITIA CAVALRY SQUAD


Options:
● All models in a unit which has not selected Shotguns, Stubcarbines, Lascarbines, or Militia Lances may select the following option:
- Militia Lance and Lascarbine ....................................................................................................................................................................... +6 points

IMPERIALIS MILITIA SENTINEL SQUADRON


Options:
● Any Militia Sentinel may replace its Multi-Laser with one of the following options:
- Heavy Bolter............................................................................................................................................................................................................ Free
- Multiple Rocket Pod.......................................................................................................................................................................................+5 points
- Sentinel Powerlifter .......................................................................................................................................................................................+5 points
- Plasma Cannon............................................................................................................................................................................................ +10 points

● Any Militia Sentinel may select any of the following options:


- One Hunter-Killer Missile ............................................................................................................................................................................+5 points
- Searchlights .....................................................................................................................................................................................................+5 points
- Heavy Chainsword* .......................................................................................................................................................................................+5 points

*A Militia Sentinel which has replaced its Multi-Laser with a Sentinel Powerlifter may not select a Heavy Chainsword.

241
IMPERIALIS MILITIA:
Heavy Support
GREATER MUTATED SPAWN ....................175 POINTS
M WS BS S T W I A Ld Sv
Greater Mutated Spawn 10 4 - 7 7 7 4 D6+2 9 4+

Unit Composition Unit Type


● 1 Greater Mutated Spawn ● Infantry (Monstrous, Corrupted)

HEAVY SUPPORT Wargear Special Rules


The term ‘Greater Mutated ● Two Monstrous Appendages ● Provenance (Tainted Flesh)
Spawn’ referred to the largest ● Bulky (6)
and most powerful of the ● Fearless
many abominations counted
amongst the Warp Cults and ● Feeding Frenzy
Traitor Legiones Astartes. No ● Fleet (2)
less than enormous, ● Hammer of Wrath (3)
murderously insane beasts ● Mindless Aggression
that crushed and devoured all
before them in a stampede of ● Rage (2)
bloody slaughter; it defies all ● Regenerating Horror
reasonable explanations that ● Traitor
such creatures were once
human.
Options:
How exactly these larger ● A Greater Mutated Spawn unit may include:
abominations were - Up to 2 additional Greater Mutated Spawn ........................................... +175 points per model
propagated proved difficult to
catalogue, with many reports
being of questionable
legibility – their authors since
driven mad by their
experiences or discovered to be
under the thrall of dark
powers. Some claimed that
mass sacrifices and rituals
coalesced the bodies of their
victims into one enormous
mass of hulking flesh, while
others spoke to the seemingly
random gestation of an
existing mutant having
suddenly evolved into an even
more terrifying monstrosity.

The apparently only


consistent factor in their
creation was the
overabundance of Warp-
energies permeating the site of
their origin, which mercifully
ensured these indomitable
creatures were usually only
sighted among the most
corrupted of Traitor forces.
This would have been small
comfort to their innumerable
victims, many of which were
sacrificed at the altar of a
Spawn’s creation – if not
damned to become one
themselves.

244
IMPERIALIS MILITIA
SABRE BATTERY ............................................. 20 POINTS
M WS BS S T W I A Ld Sv
Militia Sabre Platform - 1 3 3 4 2 1 1 6 5+

Unit Composition Unit Type


● 1 Militia Sabre Platform ● Infantry (Militia, Heavy)

Wargear Special Rules HEAVY SUPPORT


● Two Twin-Linked Heavy Stubbers ● Immobile Static weapon systems
● Laspistol manned by men rather than
● Flak Armour machine were used all across
the Imperium, especially in
● Helical Targeting Array the Imperialis Militia, with
the Sabre platform being the
most ubiquitous of these.
Whether industrial and
purpose-built, or scavenged
Options: and repurposed, static
● An Imperialis Militia Sabre Battery may include: weapon systems were all
- Up to 6 additional Militia Sabre Platforms ............................................. +20 points per model lightweight in structure and
easy to assemble in the field.
● Any Militia Sabre Platform may exchange its Two Twin-Linked Heavy Stubbers for one of
the following options: Cheap to create, Imperial
- Sabre Searchlight....................................................................................................................... Free forces utilised them as a
- Gravis Bolt Cannon................................................................................................................... Free means to bring heavy
- Gravis Multi-Laser............................................................................................................. +5 points weapons to field en-masse - or
- Gravis Autocannon ........................................................................................................... +5 points bring support equipment
- Gravis Lascannon ............................................................................................................ +15 points which required mounting and
manning - such as high-
powered spotlights.

245
IMPERIALIS MILITIA MACHARIUS
HEAVY TANK SQUADRON ....................... 200 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Macharius Heavy Tank 10 3 13 12 12 6 -

Unit Composition Unit Type


● 1 Militia Macharius ● Vehicle
Heavy Tank (Reinforced, Third Line)

HEAVY SUPPORT Wargear Special Rules


Ancient designs carried ● Turret Mounted ● Independent Fire Control
forward from Old Earth, these Macharius Battle Cannon ● Armoured Superstructure
lumbering behemoths found ● One Hull (Front) Mounted
themselves fighting in the Twin-Linked Heavy Stubber
thick both before, during, and
after the Great Crusade. ● Two Sponson Mounted
Heavy Stubbers
Up-armoured to the limits of ● Smoke Launchers
the gunsmiths who created
them, those vehicles classified Options:
as true heavy tanks were as ● An Imperialis Militia Macharius Heavy Tank Squadron may include:
varied as their makers. Prior - Up to 2 additional Militia Macharius Heavy Tanks .............................. +175 points per model
to the coming of the
Imperium, these vehicles were ● Any Militia Macharius Heavy Tank may exchange its Turret Mounted Macharius Battle
the centrepiece of many a Cannon for one of the following options (all models in the unit must select the same
Warlord’s collection, with option):
which once they would have - Turret Mounted Macharius Vanquisher Cannon ........................................................ +5 points
used to level the castles and - Turret Mounted Macharius Rotary Bolt Cannon ......................................................+10 points
strongholds of other primitive ● Any Militia Macharius Heavy Tank may exchange both of its Sponson Mounted Heavy
techno-barbarians. Since Stubbers for one of the following options:
those times there had been - Two Sponson Mounted Heavy Flamers................................................................................. Free
little further standardisation - Two Sponson Mounted Heavy Bolters .......................................................................... +5 points
of these vehicles; many were - Two Sponson Mounted Multi-Lasers ............................................................................ +5 points
content simply to leave their - Two Sponson Mounted Autocannons .........................................................................+10 points
complex and idiosyncratic - Two Sponson Mounted Multi-Meltas.......................................................................... +15 points
internal systems well alone. - Two Sponson Mounted Plasma Cannons ................................................................... +15 points
- Two Sponson Mounted Lascannons........................................................................... +20 points
During the Heresy this was
deemed a considerable upside, ● Any Militia Macharius Heavy Tank may exchange its Hull (Front) Mounted Twin-Linked
as the drafted regiments of the Heavy Stubber for one of the following options:
Imperialis Militia did not - Hull (Front) Mounted Twin-Linked Heavy Flamer ............................................................. Free
need to be trained how to use - Hull (Front) Mounted Twin-Linked Heavy Bolters ..................................................... +5 points
their vehicles anew; riding - Hull (Front) Mounted Twin-Linked Multi-Laser ......................................................... +5 points
happily to battle within - Hull (Front) Mounted Twin-Linked Autocannon......................................................+10 points
machines deemed deathtraps - Hull (Front) Mounted Twin-Linked Plasma Cannon................................................ +15 points
in the service of their liege - Hull (Front) Mounted Twin-Linked Lascannon........................................................ +20 points
lords. - Hull (Front) Mounted Gravis Melta Cannon .............................................................. +25 points

● Any Militia Macharius Heavy Tank may select one of the following options:
- Pintle Mounted Heavy Stubber....................................................................................... +5 points
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points
- Pintle Mounted Multi-Laser ..........................................................................................+10 points

● Any model may select any of the following options:


- Searchlights ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points
- Dozer Blade ........................................................................................................................ +5 points

246
IMPERIALIS MILITIA
MACHARIUS OMEGA HEAVY TANK ....325 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Macharius Omega 10 3 13 11 10 6 -

Unit Composition Unit Type


● 1 Militia Macharius Omega ● Vehicle
(Reinforced, Bombard, Third Line)

Wargear Special Rules HEAVY SUPPORT


● Centreline Mounted ● Volatile Plasma Containment As the Great Crusade brought
Omega Pattern Plasma Blastgun ● Exposed Plasma Conduits the galaxy to heel, it
● Two Sponson Mounted ● Independent Fire Control encountered a myriad of
Heavy Stubbers civilisations. Though the
● Armoured Superstructure technology levels of these
● Smoke Launchers disparate peoples were vastly
different, common amongst
them were the iconic
Standard Template
Options: Constructs of old humanity.
● A Militia Macharius Omega may exchange both of its Sponson Mounted Heavy Stubbers Oddly enough, however, was
for one of the following options: a recurrence of oversized
- Two Sponson Mounted Heavy Flamer .................................................................................. Free heavy battle tanks. Whilst not
- Two Sponson Mounted Heavy Bolters .......................................................................... +5 points of STC design, these venerable
- Two Sponson Mounted Multi-Lasers ............................................................................ +5 points vehicles were favoured
- Two Sponson Mounted Autocannons .........................................................................+10 points weapons of the tribal
- Two Sponson Mounted Multi-Meltas.......................................................................... +15 points warlords who had controlled
- Two Sponson Mounted Plasma Cannons ................................................................... +15 points Terra before the coming of the
- Two Sponson Mounted Lascannons........................................................................... +20 points Emperor, and their designs
had proven popular amongst
● Any Militia Macharius Omega may select one of the following options: those who travelled the stars
- Pintle Mounted Heavy Stubber....................................................................................... +5 points in humanity’s earliest days.
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points
- Pintle Mounted Multi-Laser ..........................................................................................+10 points Bearing weapons deemed
esoteric in nature, and
● A Militia Macharius Omega may select any of the following options: otherwise far inferior to
- Searchlights ........................................................................................................................ +5 points modern Imperial designs,
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points these tanks had a poor
- Dozer Blade ......................................................................................................................+10 points performance record and
offered horrendous crew
safety. As such, they were
deemed fit only for issue to the
Imperialis Militia forces that
found themselves drafted into
a war between transhuman
demigods - and thus
desperate for any advantage
they could claim.

247
IMPERIALIS MILITIA MALCADOR DEFENSOR
HEAVY TANK SQUADRON ....................... 160 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Malcador Defensor Heavy Tank 14 3 13 13 12 5 -

Unit Composition Unit Type


● 1 Malcador Defensor ● Vehicle (Third-Line, Fast, Reinforced)
Heavy Tank

HEAVY SUPPORT Wargear Special Rules


Slowly being phased out by ● Two Sponson Mounted ● Independent Fire Control
the time of the Great Crusade, Gravis Bolt Cannons
the Malcador and all vehicles ● Hull (Rear) Mounted Heavy Bolter
which shared its chassis were
destined to be replaced with ● Hull (Front) Mounted Heavy Bolter
newer, more specialised ● Hull (Left) Mounted Heavy Bolter
models of tank such as the ● Hull (Right) Mounted Heavy Bolter
Leman Russ. By the coming of
the Heresy, many Malcadors
were scrapped or left to rot in Options:
massive tank graveyards as a ● An Imperialis Militia Malcador Defensor Heavy Tank Squadron may include:
result - and many Militia - Up to two additional Malcador Defensor Heavy Tanks.......................+150 points per model
commanders found
themselves with a fleet of ● Any Malcador Defensor Heavy Tank may exchange its Hull (Front) Mounted Heavy Bolter
these older tanks. With a bit for one of the following options:
of elbow grease and - Hull (Front) Mounted Autocannon........................................................................................ Free
persuasion, the most - Hull (Front) Mounted Heavy Flamer ..................................................................................... Free
functional of these - Hull (Front) Mounted Lascannon.................................................................................+10 points
condemned vehicles were - Hull (Front) Mounted Demolisher Cannon................................................................ +35 points
reactivated, before swiftly
being sequestered away from ● Any Malcador Defensor Heavy Tank may exchange of its Hull (Left) and Hull (Right)
Mounted Heavy Bolters for one of the following options:
the damage the elements and - One Hull (Left) Mounted Autocannon
time could inflict, a safety-net and one Hull (Right) Mounted Autocannon ........................................................................ Free
should their regiment ever be - One Hull (Left) Mounted Heavy Flamer
called for service. At the and one Hull (Right) Mounted Heavy Flamer...................................................................... Free
breaking of the Heresy, all - One Hull (Left) Mounted Lascannon
available material stockpiles and one Hull (Right) Mounted Lascannon ................................................................ +20 points
were reassessed, and as part of
that process many Militias ● Any Militia Malcador Defensor Heavy Tank may select one of the following options:
found themselves overstocked - Pintle Mounted Heavy Stubber....................................................................................... +5 points
with Malcador chassis which, - Pintle Mounted Heavy Flamer ........................................................................................ +5 points
despite their efforts, had not - Pintle Mounted Multi-Laser ..........................................................................................+10 points
survived their stint in storage,
both hull and weapon systems ● Any model may select any of the following options:
damaged almost beyond - Searchlights ........................................................................................................................ +5 points
repair. - Smoke Launchers .............................................................................................................. +5 points
- Dozer Blade ........................................................................................................................ +5 points
It was from these broken and - One Hull (Front) Mounted Hunter-Killer Missile .....................................................+10 points
battered hulls that the
Defensor pattern was born,
the primary weapons systems
of the standard Malcador
pattern replaced with an
armoured pulpit, bristling
with as many fixed-traverse
heavy bolters as the
regimental engineers could
cram on. It was in these jury-
rigged and botched together
hulls that many militia crews
fought and died - and yet, the
effectiveness of such retrofits
ensured that as time passed,
many more such vehicles were
created and pressed to service.

248
IMPERIALIS MILITIA
MINOTAUR BATTERY ................................. 175 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Minotaur 8 3 13 12 13 4 -

Unit Composition Unit Type


● 1 Militia Minotaur ● Vehicle (Reinforced, Slow, Third Line)

Wargear Special Rules HEAVY SUPPORT


● Centreline (Rear) Mounted ● Open Crew Compartment An ancient form of self
Earthshaker Battery propelled artillery based on
● Smoke Launchers the workshorse Malcador
chassis, the Minotaur had
largely lost favour in most
parts of the Imperial war
machine; notable exceptions
could be found in the the
Imperial Army and
Options: Mechanicum, both of whom
● An Imperialis Militia Minotaur Battery may include: appreciated the rugged nature
- Up to two additional Militia Minotaurs ................................................ +160 points per model and reliability of the chassis.
This generalised loss of favour
● Any Militia Minotaur may select one of the following options: led to droves of these vehicles
- Pintle Mounted Heavy Stubber....................................................................................... +5 points being mothballed over time,
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points with not enough demand
- Pintle Mounted Multi-Laser ..........................................................................................+10 points from those still making use of
them enough to prevent a
● Any model may select any of the following options: slow crawl of many of these
- Searchlights ........................................................................................................................ +5 points venerable artillery pieces to
- One Hull (Rear) Mounted Hunter-Killer Missile ......................................................... +5 points the graveyard.

With the Age of Darkness’


arrival, these vehicles found
themselves called back to
service, and crewmen once
again loaded their twinned
guns and fired them in anger
and rage against their hated
foes.

249
IMPERIALIS MILITIA
PRAETORIAN HEAVY TANK .................... 250 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Praetorian Heavy Tank 12 3 14 13 12 5 -

Unit Composition Unit Type


● 1 Militia Praetorian ● Vehicle (Reinforced, Third-Line)
Heavy Tank

HEAVY SUPPORT Wargear Special Rules


Whilst a relatively new ● Turret Mounted Praetorian ● None
rediscovery by the ending of Battle Cannon
the Great Crusade and the ● Centreline Mounted
dawning of Horus’ Heresy, Kheres Assault Cannon
some rare examples of the
Praetorian Heavy Tank ● Smoke Launchers
nonetheless found themselves
in the hands of scattered
Imperialis Militia forces.
Options:
These vehicles were often only ● Any Militia Praetorian Heavy Tank may exchange its Centreline Mounted Kheres Assault
partially finished and Cannon for the following option:
furnished, or otherwise were - Centreline Mounted Pulveriser Cannon ..................................................................... +25 points
early production models
which did not boast the range ● Any Militia Praetorian Heavy Tank may exchange its Turret Mounted Praetorian Battle
of features that completed Cannon for the following option:
Praetorians did. As a result, - Turret Mounted Oppressor Cannon with Coaxial Autocannon............................ +20 points
for many reasons, these
vehicles were sometimes ● Any Militia Praetorian Heavy Tank may exchange its Turret Mounted Praetorian Battle
Cannon and Centreline Mounted Kheres Assault Cannon for one of the following option:
indistinguishable from the - Centerline Mounted Subjugator Cannon ................................................................... +35 points
more ramshackle, locally-
produced tanks some Milita ● Any Militia Praetorian Heavy Tank may select one of the following options:
forces had access to. - Two Sponson Mounted Heavy Stubbers ............................................................................... Free
- Two Sponson Mounted Heavy Bolters ........................................................................+10 points
- Two Sponson Mounted Heavy Flamers.......................................................................+10 points
- Two Sponson Mounted Multi-Meltas..........................................................................+30 points

● Any Militia Praetorian Heavy Tank which is not equipped with a Subjugator Cannon may
select one of the following options:
- Two Hull (Front) Mounted Heavy Stubbers ...............................................................+10 points
- Two Hull (Front) Mounted Meltaguns ........................................................................ +25 points

● Any Militia Praetorian Heavy Tank may select one of the following options:
- Pintle Mounted Heavy Stubber....................................................................................... +5 points
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points
- Pintle Mounted Multi-Laser ..........................................................................................+10 points

● Any Militia Praetorian Heavy Tank may select any of the following options:
- Searchlights ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points
- Dozer Blade ......................................................................................................................+10 points

250
IMPERIALIS MILITIA
HYDRA FLAK TANK SQUADRON ............ 80 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Hydra Flak Tank 14 3 12 10 10 3 -

Unit Composition Unit Type


● 1 Militia Hydra Flak Tank ● Vehicle (Third-line)

Wargear Special Rules HEAVY SUPPORT


● Turret Mounted ● Exposed Compartment Based off of the chassis of the
Anvilus Autocannon Battery ● Aerial Interception robust Chimera, the Hydra
● Hull (Front) Mounted Heavy Bolter Anti-Air platform was a
rudimentary attempt to copy
● Searchlights the more prevalent and
● Smoke Launchers effective Hydra Flak Tank
● Helical Targeting Array Batteries fielded by the Solar
Auxilia for bulk use. These
copies lacked the enclosed
Options: turret and servo-tracking
● An Imperialis Militia Hydra Flak Tank Battery may include: sub-systems of their more
- Up to 2 additional Auxilia Hydra Flak Tanks.......................................... +70 points per model advanced brethren; though
they made up for some of
● A Militia Hydra Flak Tank may exchange its Hull (Front) Mounted Bolter for the following these shortfalls by using
option: locally-produced variants of
- Hull (Front) Mounted Heavy Flamer ..................................................................................... Free autocannon with far higher
fire rates, if greater barrel
● Any Militia Hydra Flak Tank may select any of the following options: wear. These alterations meant
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points that these vehicles required far
- Dozer Blade ........................................................................................................................ +5 points more ammunition and
servicing than the variants
found within the more
vaunted regiments of the
Excertus Imperialis - though
were just as deadly to
anything in flight.

251
IMPERIALIS MILITIA MANTICORE
MISSILE TANK BATTERY .......................... 175 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Manticore Missile Tank 14 3 12 10 10 3 -

Unit Composition Unit Type


● 1 Militia Manticore ● Vehicle (Third-Line)
Missile Tank

HEAVY SUPPORT Wargear Special Rules


Manticore Missile Batteries ● Turret Mounted Manticore Missile ● Exposed Compartment
were a common sight across Launcher (with 4 Manticore Missiles)
the Imperium; fixed artillery ● Hull (Front) Mounted Heavy Bolter
pieces serviced by a team of
lightly trained crewmen who ● Smoke Launchers
rain death upon approaching
enemies. A number of forward
thinking Imperialis Militia
commanders began mounting
these batteries onto the Options:
workhorse Chimera chassis ● An Imperialis Militia Manticore Missile Tank Battery may include:
following reports of great - Up to 2 additional Militia Manticore Missile Tanks ............................. +175 points per model
successes among the Solar
Auxilia. Though crude and ● Any Militia Manticore Missile Tank may exchange any number of its Manticore Missiles
requiring a large amount of for any of the following options, in any combination:
the vehicle's internals to be - One Storm Eagle Missile .......................................................................................................... Free
exposed in order to make - One Phosphor Incendiary Missile .......................................................................................... Free
these conversions work, these
vehicles were undeniably ● A Militia Manticore Missile Tank may exchange its Hull (Front) Mounted Heavy Bolter for
effective and remained in use the following option:
among the Militias who built - Hull (Front) Mounted Heavy Flamer ..................................................................................... Free
them.
● Any Militia Manticore Missile Tank may select any of the following options:
- Searchlights ........................................................................................................................ +5 points
Upon discovery of these jury-
- Dozer Blade ........................................................................................................................ +5 points
rigged chassis, the adepts of
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points
Mars officially sanctioned
- Helical Targeting Array .................................................................................................. +25 points
them and codified both the
retrofitted variants and
official constructions as
Manticore Missile Tanks.
Though the mechanics and
commanders who
commissioned and created
these vehicles prior to their
official designation have had
their names long since lost to
the march of history, none
can deny the effectiveness of
their works.

252
IMPERIALIS MILITIA HELIOS
ORDNANCE CARRIER SQUADRON......... 80 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Helios Ordnance Carrier 12 3 12 10 10 3 -

Unit Composition Unit Type


● 1 Militia Helios ● Vehicle (Third-Line)
Ordnance Carrier

Wargear Special Rules HEAVY SUPPORT


● Hull (Front) Mounted Heavy Bolter ● Exposed Compartment One of many variants built
● Centreline Mounted Griffon Mortar upon the chimera chassis, the
● Smoke Launchers Helios Ordnance carrier was
designed as a light artillery
tank able to provide indirect
fire support, but also to be
capable of rapid relocation
when compared to its larger
cousins. The weapons
Options: mounted upon the Helios did
● An Imperialis Militia Helios Ordnance Carrier Squadron may include: not match the range of other
- Up to 2 additional Militia Helios Ordnance Carriers............................ +80 points per model long-firing support platforms,
but it made up for this with
● Any Militia Helios Ordnance Carrier may replace its Centreline Mounted Griffon Mortar the ability to position itself
for one of the following options: efficiently; being able to
- Centreline Mounted Thunderblast Cannon......................................................................... Free maintain its targeting
- Centreline Mounted Thudd Launcher ........................................................................+10 points capabilities alongside its
speed.
● Any Militia Helios Ordnance Carrier may exchange its Hull (Front) Mounted Heavy Bolter
for one of the following options: Where the Basilisk or Medusa
- Hull (Front) Mounted Heavy Flamer ..................................................................................... Free tanks of the Solar Auxilia
- Hull (Front) Mounted Multi-Laser ......................................................................................... Free would fall behind the advance
of Imperial forces, outpaced
● Any Militia Helios Ordnance Carrier may select one of the following options:
by the advance of the line, the
- Pintle Mounted Heavy Stubber....................................................................................... +5 points
Helios Carrier was able to
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points
keep up whilst continuing to
- Pintle Mounted Multi-Laser ..........................................................................................+10 points
lay down supporting fire.
● Any Militia Helios Ordnance Carrier may select any of the following options:
- Searchlights ........................................................................................................................ +5 points
- Dozer Blade ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points

253
IMPERIALIS MILITIA GOLIATH
HEAVY VEHICLE SQUADRON .................... 75 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Goliath Heavy Vehicle 12 3 13 12 10 4 8

Unit Composition Unit Type


● 1 Goliath Heavy Vehicle ● Vehicle (Reinforced, Transport,
Third-Line)

HEAVY SUPPORT Wargear Special Rules


The very largest of civilian ● Command Crew Bay ● Infantry Transport
road vehicles pressed into ● Turret Mounted Gravis Multi-Laser ● Open-Topped (5)
service by the Imperialis ● Militia Venetaris
Militias of the Age of
Darkness were classified as
‘Goliaths’ - and this apt
classification reflected the size
and weight of such vehicles.

Often mounting heavy Options:


weapons or industrial tools, ● An Imperialis Militia Goliath Heavy Vehicle Squadron may include:
these vehicles could defend - Up to 2 additional Goliath Heavy Vehicles...............................................+75 points per model
themselves as capably as most
Imperial tanks - and with ● Any Goliath Heavy Vehicle may replace its Turret-Mounted Gravis Multi-Laser with one of
their ability to mount crew the following options:
bays, industrial tools, as well - Turret-Mounted Gravis Autocannon...........................................................................+10 points
as a range of various other - Turret-Mounted Flamestorm Cannon ........................................................................ +15 points
weapons, few doubted their - Turret-Mounted Heavy Seismic Cannon .................................................................... +15 points
effectiveness on the battlefield; - Turret-Mounted Heavy Mining Laser......................................................................... +20 points
even despite their decidedly
ordinary origins. ● Any Goliath Heavy Vehicle may replace its Command Crew Bay with the following option:
- Auxiliary Crew Bay.......................................................................................................... +15 points

● Any Goliath Heavy Vehicle with a Command Crew Bay may select the following option:
- Sawtooth Rockgrinder.................................................................................................... +25 points

● Any Goliath Heavy Vehicle may select up to two of the following options:
- Pintle Mounted Heavy Stubber....................................................................................... +5 points
- Pintle Mounted Heavy Flamer ........................................................................................ +5 points
- Pintle Mounted Multi-Laser ..........................................................................................+10 points

● Any Goliath Heavy Vehicle may select any of the following options:
- Searchlights ........................................................................................................................ +5 points
- Smoke Launchers .............................................................................................................. +5 points
- One Hull (Front) Mounted Hunter-Killer Missile .....................................................+10 points

254
IMPERIALIS MILITIA
IRONCRAWLER SQUADRON..................... 100 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Ironcrawler 10 3 14 13 11 4 12

Unit Composition Unit Type


● 1 Militia Ironcrawler ● Vehicle (Third-Line, Reinforced,
Slow, Transport)

Wargear Special Rules HEAVY SUPPORT


● 2 Pintle Mounted Heavy Stubbers ● Open-Topped (5) A term used to describe all
manner of massive all-terrain
vehicles of various patterns
found all across the
Imperium, Ironcrawlers were
utilised for a variety of
transportation roles across the
galaxy.
Options: With environmentally-sealed
● An Imperialis Militia Ironcrawler Squadron may include: cabins to protect the driver
- Up to 2 additional Militia Ironcrawlers ................................................. +100 points per model and cargo alike from
attackers and environments,
● Any Militia Ironcrawler may replace any of its Pintle Mounted Heavy Stubbers with one of and an open platform on its
the following options: rear for active security
- Pintle Mounted Mounted Grenade Launcher (with Frag and Krak rounds) ................... Free personnel, Ironcrawlers were
- Pintle Mounted Mounted Bolter ............................................................................................ Free one of the Imperium’s
- Pintle Mounted Mounted Combi-Bolter.......................................................................+2 points premium haulers. At the
- Pintle Mounted Mounted Twin-Linked Heavy Stubber .............................................+2 points outbreak of the civil war,
- Pintle Mounted Mounted Heavy Flamer....................................................................... +5 points commanders recognised the
- Pintle Mounted Mounted Impaler Harpoon ................................................................ +5 points absolute size and robustness
- Pintle Mounted Mounted Combi-Weapon (any type)................................................. +5 points of these machines, using their
- Pintle Mounted Mounted Multi-Laser .......................................................................... +5 points cargo space for transporting
- Pintle Mounted Mounted Autocannon .......................................................................+10 points their troops into battle, and
- Pintle Mounted Mounted Heavy Bolter ......................................................................+10 points outfitting them with a variety
- Pintle Mounted Mounted Seismic Cannon ................................................................ +15 points of weaponry to serve as a true
- Pintle Mounted Mounted Multi-Melta....................................................................... +20 points mobile fortress.
- Pintle Mounted Mining Laser ...................................................................................... +20 points

● Any Militia Ironcrawler may select any of the following options:


- Searchlights ........................................................................................................................ +5 points
- Smoke Launchers .............................................................................................................. +5 points
- Dozer Blade ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile .....................................................+10 points
- Sawtooth Rockgrinder................................................................................................... +20 points

255
IMPERIALIS MILITIA
ARTILLERY BATTERY ...................................125 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Artillery Tank 14 3 12 10 10 3 -

Unit Composition Unit Type


● 1 Militia Artillery Tank ● Vehicle (Third-Line)

HEAVY SUPPORT Wargear Special Rules


Whilst the varied forces of the ● Centreline Mounted ● Exposed Compartment
Imperialis Militias fielded Earthshaker Cannon
static weapons platforms, ● Hull (Front) Mounted Heavy Bolter
many self-propelled artillery
vehicles were also brought to ● Smoke Launchers
bare. Whether retrofitted
using old or otherwise
redundant chassis, or purpose
built through industrial
processes, all manner of Options:
artillery weapons were ● An Imperialis Militia Artillery Battery may include:
mounted for the purposes of - Up to 2 additional Militia Artillery Tanks .............................................. +125 points per model
mobility and relocation,
quickly proving to be effective. ● Any Militia Artillery Tank may exchange its Centreline Mounted Earthshaker Cannon for
one of the following options:
Due to the lesser-equipped - Centreline Mounted Medusa Mortar........................................................................... +25 points
nature of Militia forces, - Centreline Mounted Mars-Colossus Bombard.......................................................... +40 points
Artillery Tanks of a
less-fortunate nature that ● A Militia Artillery Tank may exchange its Hull (Front) Mounted Heavy Bolter for the
were found at the whims of following option:
flanking opposition would - Hull (Front) Mounted Heavy Flamer ..................................................................................... Free
swiftly find themselves and
● Any Militia Artillery Tank may select any of the following options:
their crew obliterated.
- Searchlights ........................................................................................................................ +5 points
- Dozer Blade ........................................................................................................................ +5 points
Nevertheless, the availability
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points
of these vehicles and their
weapons saw them deployed
repeatedly and effectively by
both sides of the galactic civil
war, often en-masse for
maximum battlefield effect.

256
ADDITIONAL WARGEAR OPTIONS FOR
EXISTING HEAVY SUPPORT UNITS
In addition to the normal options presented in the rules for various units, the additional wargear presented below may be selected for units at the
costs shown. These are intended to be used alongside various publications, including all of Games Workshop’s official publications and releases.

IMPERIALIS MILITIA RAPIER BATTERY


Options:
● All Militia Gunners in the unit may exchange their Flak Armour for the following option:
- Carapace Armour .................................................................................................................................................................................................................+20 points

IMPERIALIS MILITIA MALCADOR HEAVY TANK


Options:
● The unit may include:
- Up to two additional Malcador Heavy Tanks .......................................................................................................................................................... +160 points

IMPERIALIS MILITIA HEAVY ORDNANCE BATTERY


Options:
● All Militia Gunners in the unit may exchange their Flak Armour for the following option:
- Carapace Armour .................................................................................................................................................................................................................+20 points

● Any Gun Carriage may exchange its Earthshaker Cannon for one of the following options:
- Anvilus Autocannon Battery and Helical Targeting Array .............................................................................................................................................. Free
- Manticore Missile Launcher (with Four Storm Eagle Missiles) ...........................................................................................................................+35 points

257
IMPERIALIS MILITIA:
Lords of War
IMPERIALIS MILITIA
MARAUDER BOMBER.................................385 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Marauder Bomber 18 3 12 11 10 5 -

Unit Composition Unit Type


● 1 Militia Marauder Bomber ● Vehicle (Flyer, Lumbering, Third-Line)

LORDS OF WAR Wargear Special Rules


Following the outbreak of the ● Centreline (Front) Mounted ● Deep Strike
Civil War that plagued the Twin-Linked Autocannon
galaxy from end-to-end, ● Centreline (Rear) Mounted
forces throughout the Twin-Linked Heavy Bolter
Imperium retrofitted all sorts
of large-scale aircraft, from ● Turret Mounted
their own civilian or Twin-Linked Heavy Bolter
industrial vehicles to “retired” ● Hull (Front) Mounted
third-line military craft, to Macro-Bomb Cluster
carry large amounts of
ordnance for deployment on
the field as a platform of air Options:
interdiction. ● The Militia Marauder Bomber may select the following option:
- Ramjet Diffraction Grid .................................................................................................+30 points
The deployment of these
titanic machines was not
done without consideration of
many resources, and the
logistics required to maintain
such beasts was only
achievable by the best leading
minds.

260
IMPERIALIS MILITIA
MARAUDER DESTROYER......................... 370 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Marauder Destroyer 18 3 12 11 10 5 -

Unit Composition Unit Type


● 1 Militia Marauder Destroyer ● Vehicle (Flyer, Lumbering, Third-Line)

Wargear Special Rules LORDS OF WAR


● Centreline (Front) Mounted ● Deep Strike Retrofitted Gunship aircraft
Gravis Autocannon Battery were fielded alongside the
● Centreline (Rear) Mounted Bomber configurations
Kheres Assault Cannon pressed into service by the
forces of the Imperialis
● Turret Mounted Militia. Created using various
Twin-Linked Heavy Bolter retired military and non-
● Eight Hull (Front) Mounted military chassis to fit a wider
Heavy Krak Rockets range of weaponry, these
● Four Hull (Front) Mounted aircraft - colloquially named
Destroyers by their pilots -
Fragmentation Bombs
mounted a vast array of
ranged armaments intended
for close air support and air
Options: interception.
● The Militia Marauder Destroyer may exchange its eight Front (Hull) Mounted Heavy Krak
Rockets for the following option:
- Eight Hull (Front) Mounted Heavy Frag Rockets................................................................. Free

● The Militia Marauder Destroyer may select the following option:


- Ramjet Diffraction Grid .................................................................................................+30 points

261
IMPERIALIS MILITIA PRAETOR
ARMOURED ASSAULT LAUNCHER........385 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Praetor Armoured 10 3 13 12 12 8 -
Assault Launcher

Unit Composition Unit Type


● 1 Militia Praetor Armoured ● Vehicle (Third-Line, Super-Heavy)
Assault Launcher

LORDS OF WAR Wargear Special Rules


A designation of locally ● Centreline Mounted Praetor Launcher ● None
produced siege vehicles, the ● Two Sponson Mounted Heavy Bolters
Praetor class was made up of ● Smoke Launchers
a number of specialist missile
artillery platforms
encountered during the Great
Crusade. Much like the
Macharius pattern, there was
no standardisation between
any of these crude, lumbering Options:
behemoths. ● A Militia Praetor Armoured Assault Launcher may exchange both of its Sponson Mounted
Heavy Bolters for one of the following options:
Generally looked down upon - Two Sponson Mounted Heavy Flamers................................................................................. Free
by the more regimented - Two Sponson Mounted Autocannons .........................................................................+10 points
members of the Exertus - Two Sponson Mounted Lascannons........................................................................... +20 points
Imperialis, these vehicles
generally found themselves ● A Militia Praetor Armoured Assault Launcher may select any of the following options:
relegated to garrison duties. - Searchlights ........................................................................................................................ +5 points
Though fitted with potent - One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points
weaponry, these vehicles
usually suffered from
reliability and maintenance
issues - though the defender’s
advantage present to
Imperialis Militia forces
alleviated these issues,
allowing them to bring these
behemoths devastating might
to bear against their enemies.

262
IMPERIALIS MILITIA CRASSUS
ARMOURED ASSAULT TRANSPORT.... 300 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Crassus Assault Transport 10 3 13 12 12 8 48

Unit Composition Unit Type


● 1 Militia Crassus ● Vehicle (Third-Line, Super-Heavy,
Assault Transport Transport)

Wargear Special Rules LORDS OF WAR


● Hull (Front, Left) Mounted ● Transport Bay The Crassus Transport was
Heavy Bolter commonly seen in use by the
● Hull (Front, Right) Mounted armies of the Imperialis
Heavy Bolter Militia; more akin to giant
ark-ships used to transport
● Two Sponson Mounted Heavy Bolters ancient man across the seas of
● Smoke Launcher Terra than the tracked
behemoths required to
traverse the dangerous
Access Points: environs of the Age of
● A Militia Crassus Assault Transport has one Access Point at the rear. Darkness. The enclosed
nature of their armoured
Options: shells offered proof against
● A Militia Crassus Assault Transport may exchange both of its Sponson Mounted Heavy shot and shell to the
Bolters for one of the following options: contingent of soldiers that
- Two Sponson Mounted Heavy Flamers................................................................................. Free huddled inside, resounding as
- Two Sponson Mounted Autocannons .........................................................................+10 points though a struck bell when a
- Two Sponson Mounted Lascannons........................................................................... +20 points shot rang true.

● A Militia Crassus Assault Transport may exchange its Hull (Front, Left) Mounted Heavy Though not as widespread as
Bolter and Hull (Front, Right) Mounted Heavy Bolter for one of the following options: the Gorgons more often seen
- Hull (Front, Left) Mounted Heavy Flamer in service of Militia forces,
and Hull (Front, Right) Mounted Heavy Flamer.................................................................. Free these vehicles were prized by
- Hull (Front, Left) Mounted Autocannons many commanders on both
and Hull (Front, Right) Mounted Autocannons ........................................................+10 points sides of the Heresy.
- Hull (Front, Left) Mounted Lascannons
and Hull (Front, Right) Mounted Lascannons .......................................................... +20 points

● A Militia Crassus Assault Transport may select any of the following options:
- Searchlights ........................................................................................................................ +5 points
- One Hull (Front) Mounted Hunter-Killer Missile ....................................................... +5 points

263
LIBER IMPERATUS:
Special Rules
IMPERATUS SPECIAL RULES
The units that form the various sub-factions in this document have a number of additional new Special Rules - these can be found below. These
function in addition to the Special Rules found in the official Horus Heresy publications, and operate under the broader Rules and Conventions laid
out in the Horus Heresy: Age of Darkness Core Rulebook.

Abominant Aura Among the Flock


To stand in proximity of the Repressor-Constructs bound to the Silent Many Demagogues took their place among the rank and file; whether
Sisterhood whilst possessing malintent toward their Null-Maiden to shepard the faithful or inspire new followers.
guides was to invite their dread aura forth. Unbelievably potent, this
projected malignance was likened in effect to feeling the weight of a An Imperialis Militia Demagogue Cadre is selected like any other
thousand souls dragged to their doom for their defiance of His Will - unit, using up a single Force Organisation slot and bought in the
and the inevitability of following their path for any similar same manner. However, before the first turn begins and any
transgression... models are deployed to the battlefield, all models in an Imperialis
Militia Demagogue Cadre must be assigned to another unit from
Models with the Traitor Allegiance suffer a penalty of -1 to their the same Detachment of the army they were selected as part of.
Initiative and Leadership Characteristics whilst within 6” of a unit Demagogues may only be assigned to units composed entirely of
containing a model with this Special Rule. This penalty is models with the Infantry Unit Type, and either the Militia or
cumulative with other effects, and units with the Stubborn Special Artillery Unit Sub-Types, unless upgraded to a Mounted
Rule do suffer penalties to their Leadership from the effects of this Demagogue, in which case that model must be assigned to a Unit
Special Rule (note that this only applies to the Stubborn Special with the Cavalry Unit Type and the Militia Unit Sub-Type.
Rule, and other Special Rules that ignore penalties to Leadership
ignore the effects of the Abominant Aura Special Rule). Once assigned to a unit, the Demagogue is considered part of that
unit and may not leave it under any circumstances – if that unit is
removed as a casualty then the Demagogue is removed as well. In
Aerial Interception battles using Victory points, no Victory points are ever scored for
Some weapon platforms were equipped with suites of sensor auguries, removing a Demagogue as a casualty. When assigned to a unit, an
gyroscopic aim assistors, or other more arcane targeting systems which Demagogue gains all of the special rules (with the exception of
let them quickly bring heavier weapons to bear upon incoming aircraft. those that specifically forbid it, such as the Bitter Duty Special
Rule) and Unit Sub-types listed for the unit to which it is attached,
A model with this Special Rule which performs the Interceptor but does not gain access to any additional Wargear options
Advanced Reaction may fire a single Battle Weapon it is equipped available to the unit to which it is assigned.
with when shooting at a unit with the Flyer Unit Sub-Type.

Amphibious
Agripinaan Guidance System Some vehicles were designed to cross bodies of water that would have
Pioneered by the Forge World of Agripinaa, these guidance systems impeded most other forces.
contained an array of additional scanners and range finders. Though
initially promising, these systems caused cataclysmic errors and A model with this Special Rule treats all water-based terrain as
conflicts with almost all other machine spirits. Only the Eradicator Open Terrain when it moves.
pattern of Leman Russ, and a scant handful of other chassis, showed
complete compatibility with these systems, their machine spirits
belligerent enough to accept the technology - all the better to lay waste Armoured Doors
to their enemies. Often retracted when delivering its passengers on the ground, the Otos’
heavy duty doors were designed to protect its cargo from the vagaries
A weapon with this Special Rule may toll two Scatter Dice when of void combat.
firing a weapon with the Blast (X) Special Rule; and may select one
of those dice to discard when resolving that weapons scatter. At the beginning of the Controlling Player’s Movement phase, the
When firing a weapon with this Special Rule, if this model re-rolls Controlling Player must decide if the Otos Transport’s Armoured
its scatter die then it must re-roll both. Doors will be opened. If the doors are declared to be open, then
the Otos Transport gains the Open-Topped (4) and Assault Vehicle
Special Rules until the beginning of the Controlling Player’s next
Alpha Psyker Movement phase, where they are assumed to automatically close.
The most powerful Psykers possessed extremely high psionic potential
and had little difficulty unleashing devastating displays of power –
with or without training. Armoured Superstructure
Approaching in bulk that of a Super-Heavy vehicle, some armoured
A model with this Special Rule gains the Anathemata Psychic behemoths could withstand blows that would utterly destroy a lesser
Discipline (see page 264). In addition, they may select a single target.
Psychic Discipline from the following list: Biomancy, Pyromancy,
Telekinesis (see the Horus Heresy: Age of Darkness Core Whenever a roll is made on the Vehicle Damage Table against a
Rulebook, page 322), Diabolism (see page 269). model with this Special Rule, subtract -1 from the result rolled.

278
Array Fire (X) Auxilia Rangers
Some vehicles – most famously the Chimera – mounted weaponry A designation applied to the Solar Auxilia’s scouting forces, these units
intended to be crewed by its passengers, allowing them to contribute to moved ahead of the main battleline to perform reconnaissance,
its defence even while sheltered within. disruption, and coordination work. Trained to harry their foe in any
manner they could to hinder their movements, Auxilia Rangers
A weapon with this Special Rule may only be fired if the model specialised in this duty to allow the main battlelines hammering strikes
equipped with it is a Transport with at least one model embarked to better impact their enemy.
upon it. For each model embarked, the weapon may be fired again
as part of the same Shooting Attack, up to a total number of times A unit that includes any models with this Special Rule may not join
equal to the value in brackets. Models with the Bulky (X) Special or be joined by any model that does not also have this Special Rule,
Rule count as a single model for the purposes of this Special Rule. and a unit that includes any models with this Special Rule may
never count as a Scoring unit or a Denial unit regardless of any
other Special Rule or Mission rules in use.
Artillery Spotters
These spotters worked in tandem with their charges, calling targets for In addition, models with this Special Rule may re-roll all failed
those under their command to assail. Shrouded Damage Mitigation saves.

A unit with this Special Rule may grant the benefits of a Cognis
Signum it has purchased to a single unit with at least one model Auxiliary Vehicle Bay
within 6” of a model from this unit, instead of using the benefit Certain transports were of such large scale that they were able to carry
itself. smaller vehicles directly into battle, though the risk of deploying them
under fire was considerable.
Note that the unit must be from the same Tercio as it to grant it
the benefits of the Cognis Signum in this way. Models with the Vehicle Unit Type may Embark on a model with
this Special Rule, Embarking and Disembarking as per the normal
rules for Embarking/Disembarking. A model with this Special Rule
Astra Telepathica may carry one model with the Vehicle Unit Type whose starting
Bound in soul and mind to the Emperor Himself, those from among Hull Points Characteristic is 4 or less. A model with the Vehicle
the Astra Telepathica could send messages across vast distances, Unit Type Embarking or Disembarking from a model with this
warnings and portents all... Special Rule may do so from any point on the model’s base, or its
hull if it has no base.
A model with this Special Rule and the Psyker Sub-type must
select a single Psychic Discipline from the following list:
Divination, Telepathy, Telekinesis (see the Horus Heresy: Age of Battle Focus
Darkness Core Rulebook, page 322). Warriors of the Aeldari entered a semi-trance state when at war,
enabling them to enact pinpoint assaults whilst still utilising their
natural agility for rapid repositioning.
Astropathic Communication
When not required to bridge the enormity of space to send their A unit composed entirely of models with this Special Rule may
messages, an Astropath’s abilities can be used to relay communiques choose to Advance in the Controlling Player’s Movement Phase and
between the relatively short distances to a circling spacecraft, to assist still shoot in the following Shooting Phase. If they choose to
in coordinating ground-based armies. Advance in the Movement Phase, all shooting attacks the unit
makes in the following Shooting Phase are resolved at a Ballistic
As long as a model with this Special Rule is on the battlefield (but Skill Characteristic of 2.
not in Reserves) then all Reserve rolls made by the Controlling
Player may be re-rolled.
Battle Psyker
Battlefield psykers were rare among the Solar Auxilia, but the cohorts
Attack Wing who enlisted them could call upon a range of powers to devastate
Often deployed in squadrons to act as one, these craft soared and enemy ranks and support their Tercios.
swooped through the skies in great wings, diving upon enemies to
deliver their doom. An Auxilia Battle Psyker may select a single Core Psychic Discipline
from the following list: Biomancy, Divination, Pyromancy,
When deployed onto the battlefield (either at the start of the battle Telekinesis, Telepathy, Thaumaturgy (see the Horus Heresy: Age of
or when arriving from Reserves), all models with this Special Rule Darkness Core Rulebook, page 322).
in a unit must be placed within unit coherency, but afterwards
operate independently and are not treated as a unit. Once a unit
with this Special Rule has separated, each model counts as its own Battle-Automata
unit for the purposes of Victory Points, Units Destroyed, and It was not uncommon for Enginseers to deploy alongside Battle-
similar rules. Automata seconded to the Imperialis Auxilia. In such circumstances, an
Adept’s duties extended to issuing machine-cant commands during
combat and, in the aftermath, scouring the field for wounded
Auramite Talon Auxiliaries who might replace their fallen.
Operating together in perfect synchronicity, not even death could
prevent the warriors of the Custodians from fighting in lockstep.
For every model in a Detachment with this Special Rule that is also
equipped with a Cortex Controller, a single Thallax Cohort or
When deployed onto the battlefield (either at the start of the battle Castellax Battle-Automata Maniple (see Liber Mechanicum) may be
or when arriving from Reserves), all models with this Special Rule included in the army as an Elites choice. A Thallax Cohort selected
in a unit must be placed within unit coherency, but afterwards in this way may not select a Dedicated Transport.
operate independently and are not treated as a unit. Once a unit
with this Special Rule has separated, each model counts as its own
unit for the purposes of Victory Points, Units Destroyed, and
similar rules.

279
Bunker Drop Countdown to Launch…
Many forces of the Imperialis Militia chose to utilise makeshift The blaring of alarms and targeting cogitators signalled the priming
fortifications on the battlefields of the Horus Heresy. Typically and preparation of these dread weapons to fire, often only moments
retrofitted cargo containers, these were well built enough to protect before they flared to life in a cone of raw fire and took to the skies.
those inside from small arms fire, if not a little claustrophobic.
A Deathstrike Missile Platform may not fire its Deathstrike Missile
A model with this Special Rule starts the game carrying a single normally for any reason. Instead, in order to fire a Deathstrike
Deployable Bunker, which does not use up any Force Organisation Missile, the Controlling Player should roll a D6 and add the
slot. This bunker is a Fortification (Building) and has Access Points current Turn Number during the Controlling Player’s Shooting
on each side. It has Front, Side, and Rear Armour Values of 12, a Phase. If the total is 7 or higher, the Deathstrike Missile is
Hull Points value of 4, a Fire Points value of (Front, 6), and a immediately launched!
Transport Capacity of 12. This Deployable Bunker may also choose
to select two Emplacement Mounted Heavy Stubbers at no The Controlling Player must laugh maniacally, then proceed to
additional points cost. Models may start the battle Embarked resolve their selected Warhead anywhere on the battlefield - It
within the Deployable Bunker, but may not disembark until the should be noted that the Warheads do not have a Range as the
Deployable Bunker is deployed, and the Deployable Bunker or its Blast Marker can be placed anywhere the battlefield! This Blast
Embarked unit may not act until the Deployable Bunker is Marker must still be Scattered following the usual Rules, reducing
deployed. the distance scattered by the model’s own unmodified Ballistic
Skill.
Whenever the Kelaino Sky-Talon is eligible to have models
Disembark, it may instead choose to deploy the Deployable Once fired, a Deathstrike Missile may not be fired again for the
Bunker. Place the Deployable Bunker within base contact of the remainder of the game for any reason, and is counted as having
Kelaino Sky-Talon. If there is no location in which the Deployable suffered an irreparable Weapon Destroyed Result. A Deathstrike
Bunker can be placed on the battlefield in which its final position Missile cannot suffer the effects of Weapon Destroyed results for
is not within 1” of an enemy model, Objective Marker, or any other reason, and is immune to any effects which would allow
Impassable Terrain, then the Deployable Bunker may not be another player to fire a weapon belonging to an enemy model.
deployed. If the Deployable Bunker may be deployed, and the
model’s final position has been decided, the Deployable Bunker
remains in that location for the duration of the game and is now Crew-Served Weapon
treated as a Fortification, following all usual rules that The weight and bulk of some heavy weapons required multiple troops
Fortifications follow. to partially deconstruct and carry them when repositioning or
boarding most transports.
If a Kelaino Sky-Talon suffers the Crash and Burn damage result
whilst it is carrying a Deployable Bunker, after resolving the initial A model with this Special Rule may Embark on models with the
Crash and Burn result (as shown on the Vehicle Damage table), Transport Unit Sub-Type and Infantry Transport Special Rule,
resolve an additional Small Blast (3”) marker using the Crash and contrary to the restriction on models with the Bulky (X) Special
Burn rules. The Flyer, the Deployable Bunker, and any unit that Rule rule, but still must take into account their size due to the
was embarked within it, are then removed from play. Bulky (X) Special Rule.

Designer’s Note: The Bunker should be roughly of a size which allows it


to fit on a 120 x 92mm base. Defender
Some weapons committed to hindering and hampering enemy
combatants with hot shrapnel or shocking blasts rather than
Burst (X) damaging the foe directly.
Designed to fire multiple projectiles in quick succession, the speed of
such fire ensured that if one shot was on target, all that followed it A unit hit by one or more models or weapons with this Special
were also sure to connect. Rule from attacks made during an Overwatch Reaction resolve
their attacks in the following Assault Phase with a negative
If this weapon inflicts a Hit then instead of one Hit it inflicts a modifier of -1 to their to-Hit rolls.
number of Hits equal to the number in brackets included as part of
the Special Rule.
Destructor
Some strikes heaped damage upon damage, their pummelling strikes
By His Sanction Alone grinding and breaking through any obstacle in their path.
Some weapons were simply too great and terrible to be authorised for
use against any foes but the most dangerous - requiring the sanction of When a model is allocated a Wound or Hull Point Loss inflicted by
the Emperor Himself, or one of near-standing, to authorise their use. a weapon with this Special Rule, it does not suffer only one Wound
or Hull Point of damage, but instead suffers D6 Wounds or Hull
A model with this Special Rule may only be selected in a Points of damage instead, with all of the Wounds or Hull Points
Detachment that also contains the Army’s Warlord, and in games inflicted using the same AP and special rules as that of the initial
of 2,500 points or above. Wound. Roll to save against each Wound or Hull Point of damage
inflicted separately, but note that Wounds or Hull Points of
damage caused in excess of a given model’s remaining Wounds or
Combat Transporter Hull Points do not spill over to other models and are lost.
The sheer weight of the cargo this vehicle carries made it hard to
properly deploy countermeasures. In addition, if the target of this attack is a model with the Knight,
Titan, Gargantuan, Super-Heavy Vehicle, or Building or
If a model with this Special Rule is carrying a Vehicle or any Fortification Unit Type, or the Monstrous Unit Sub-type, increase
Dreadnoughts in its Auxiliary Vehicle Bay, reduce any rolls for the number of Wounds suffered or Hull Points lost to 2D6.
Countermeasures Saves it makes by -1.

280
Dimensional Edge (X) Faceless Mask
The blade of this weapon was not truly at home in our reality - and the Unlike the masks worn by the other Saedathii, this mask never left a
exotic matter that constituted its form would, when caught in the right blank, impassive state; equal parts unsettling and judging of all it
phase, pass straight through any matter it touched. surveyed.

Weapons with this Special Rule can only ever cause a Wound on A model with this Special Rule may be included in a Detachment
the number indicated in brackets. No Saves or Damage Mitigation which is not a Saedathii Detachment, in exception to the normal
rolls of any kind may be taken against Wounds caused by this restriction imposed by the Rillietann Sub-type.
weapon.

Feeding Frenzy
Embrace of Death (X) Flailing tendrils snatched up the dead and dying to be devoured by one
Some weapons were so swift as to defy the eyes, moving before of the creature’s many fanged maws. The feast of flesh was added to its
perceptions could even register their presence. mass – regenerating damage inflicted upon it.

On a turn in which a model equipped with a weapon with this At the end of an Initiative Step in which an enemy model is slain in
Special Rule charges, or are themselves charged, they may make a close combat as a result of attacks made by a model with this
number of attacks indicated in brackets at Initiative step 10 with it, Special Rule, the Controlling Player may roll a D6 for each model
but may not assign or make any further attacks to or with it. Note slain. On a result of a 6 a model with this Special Rule in the
this attack does not grant an additional Pile In move, and a attacking unit immediately regains 1 Wound, up to its starting
weapon with this Special Rule may not be used in subsequent Wounds Characteristic.
turns of the same combat, but may be used even if the charge
made was Disordered.
Field Officer
Emplaced Position The officers of the Solar Auxilia were never far from the frontlines, ready
Heavy Weapon Sections were equipped with crew-portable weaponry and able to lead their troops into battle directly if necessary.
that required valuable seconds to prepare a viable firing position.
When this model with this Special Rule joins a unit with the Close-
A unit that includes any models with this Special Rule may only Order Unit Sub-Type, it automatically gains the Close-Order Unit
make the Return Fire or Overwatch Core Reactions, or the Sub-Type for as long as it remains part of that unit.
Interceptor Advanced Reaction – no other Reaction of any kind
may be made.
Follow-Up Attack
Rather than carrying any passengers, troops followed behind Hades
Engine Overcharge Drills as they cleared a path to the surface.
Some engines on civilian vehicles could be coaxed to impressive levels of
performance, at some risk to the vehicle and its crew both. Before the game begins, you may assign a single Infantry unit from
the same Detachment as a model with this Special Rule to each
Whenever a unit with this Special Rule moves as part of a Auxilia Hades Drill or Militia Hades Drill as though it had the
Reaction, the distance may be increased by +6”, but if the unit Transport Unit Sub-Type, and the unit was embarked upon it. The
chooses to do so, all models in the unit must immediately make a Auxilia Hades Drill or Militia Hades Drill is assumed to have a
Dangerous Terrain Test once the move is complete. Transport Capacity big enough to fit any unit assigned to it. A unit
with any version of the Bulky (X) Special Rule may not be assigned
to either an Auxilia Hades Drill or Militia Hades Drill.
Exposed Compartment
Whilst the open crew bays of some vehicles made them easier to When an Auxilia Hades Drill or Militia Hades Drill arrives as part
operate for many tasks, they also made easy prey for weapons designed of a Subterranean Assault, place a 3” Blast Marker directly beneath
to take advantage of such weaknesses. the model. This marker is now treated as Difficult Terrain, and the
Blast Marker remains in play for the rest of the game. The Auxilia
Any rolls on the Vehicle Damage Table that target a model with Hades Drill or Militia Hades Drill gains the Shrouded (5+) Special
this Special Rule add +1 to the result. Rule for the duration of the turn it arrives.

In any of the Controlling Player’s following Movement Phases, the


Exposed Plasma Conduits unit embarked upon the Auxilia Hades Drill or Militia Hades Drill
The containment mechanisms of some plasma weapons ran so hot may be deployed as though it was disembarking, measuring from
there was no other choice than to vent them to the atmosphere. any point of the Blast Marker. The unit may move up to their
Movement Characteristic and may choose to Run. A unit
Each time a model with this Special Rule suffers a Penetrating hit, deploying in this way cannot be the target of the Interceptor
add an additional +1 to all rolls on the Vehicle Damage chart. Advanced Reaction if it deploys in the Controlling Player’s first
Movement Phase after the Auxilia Hades Drill or Militia Hades
Drill has arrived. A unit can still be deployed in this way even if the
Auxilia Hades Drill or Militia Hades Drill is destroyed after it has
Eye of the Storm
been deployed. If there is not sufficient room to deploy the unit,
To stand at the centre of an inferno from such a weapon was to invite
then it must remain in Reserve and move onto the battlefield in
death upon yourself in a manner so final as to be utterly inescapable.
their Controlling Player’s next turn.

Any hits applied to a model under the 5” marker at the centre of


the Apocalyptic Mega-Blast from a weapon with this Special Rule
also gain the Destructor Special Rule. Any unit which suffers a hit
by any part of the Apocalyptic Mega-Blast Marker from an attack
with this Special Rule permanently reduces the Toughness
Characteristic of all models it contains by -1 for the rest of the
game.

281
Forward Defences Guardian Retainers
Pioneer Sections were responsible for establishing defensive positions Standing as an unbroken circle around the Rogue Trader Militant,
alongside and, when viable, ahead of the cohort’s main advance, these Guards would let no harm come to them; though for honour,
around which infantry sections could form firing lines and shelter from personal gain, or any other selfish reason, none might say...
enemy fusillades.
A Retainers Militant unit may only be selected as part of a
The Controlling Player of a model with this Special Rule may Detachment that includes at least one model with the Warrant of
select a single Defence Line for each Solar Auxilia Pioneer Section Trade Special Rule. A unit selected in this manner is considered a
in the army without a Dedicated Transport, for the appropriate ‘Retinue Squad’ and the model with the Warrant of Trade Special
points cost before the game begins, as long as they have points Rule is referred to as the Retinue Squad’s Leader for the purposes
remaining to do so. This Defence Line takes up no Force of this Special Rule (if the Detachment includes more than one
Organisation choices for the army and may be upgraded normally. model with the Warrant of Trade Special Rule then the
If this option is taken, the unit must be deployed on the table at Controlling Player selects one as the unit’s Leader).
the start of the game and may not be held in Reserves.
The Retinue Squad does not use up a Force Organisation slot and
is considered part of the same unit as the model selected as its
Fragile Alliance Leader. The Retinue Squad must be deployed with the model
Through wit, guile, and no small amount of favours exchanged, the selected as its Leader deployed as part of the unit and the Leader
forces led by this commander were bound by common cause to their may not voluntarily leave the Retinue Squad during play. A
will - for as long as they were fit to lead… Retainers Militant unit may not be selected as part of an army
without a Leader.
As long as a model with this Special Rule has not been removed as
a casualty and is your army’s Warlord, all models in an army that
contains them count their Level of Alliance as Fellow Warriors, Harbingers of Judgement
unless they are already Sworn Brothers. The characteristic shriek of Halian Heavy Jetbikes’ anti-grav systems
were often the first, terrifying noise that enemies would hear, heralding
the sudden approach of the Silent Sisterhood.
Furibundus Talon
Whilst often deployed from great landing vessels in drop-racks, once on A unit that includes any models with this Special Rule may not join
the ground the Solar Auxilia Dreadnoughts would separate, each or be joined by any model that does not also have this Special Rule.
undertaking the objectives assigned to them by their Legate.
In addition, a unit that includes any models with this Special Rule
When deployed onto the battlefield (either at the start of the battle never counts as a Scoring or Denial unit regardless of any other
or when arriving from Reserves) all models in the unit must be Special Rule or Mission rules in use - however, a model with this
placed within unit coherency, but afterwards operate Special Rule may re-roll all failed Shrouded Damage Mitigation
independently and are not treated as a single unit. Once a unit rolls.
with this Special Rule has separated, each model counts as its own
unit for the purposes of Victory Points, Units Destroyed, and
similar rules. Heavy Beam
As opposed to the normal pulsing shots emitted by weapons, this
weapon projects a constant barraging stream of power.
Gravitic Implosion
The immense forces emitted by this weapon's strikes were strong When the weapon with this special rule is used to make a Shooting
enough to pulp flesh and grind armour to paste. Attack, draw a 1" wide line from the end of the gun barrel up to the
listed range of the weapon – this is the beam area. The initial
Instead of rolling To Wound normally with this weapon, any non- target for the weapon (the model in the beam area closest to the
Vehicle model that suffers a Hit from a weapon with this Special attacking model) must be an enemy model.
Rule must instead roll under their Strength on a 2D6 or suffer a
Wound (a roll of double ‘6’ always counts as a failure). Armour • All models (friend and enemy) caught in the beam area
Saves and Damage Mitigation rolls may be taken as normal - (excepting the firing model) suffer a Hit with the listed
except Shrouded rolls which may not be used. Against targets with profile of the weapon, except models with the Flyer Sub-type
an Armour Value, the attacking player rolls 4D6 for Armour which cannot be affected or targeted.
Penetration instead. • Units with any models in the beam area receive a number of
Hits equal to the number of their models caught in the path
If a Graviton Pulse weapon also has the Blast type, then leave the of the beam; casualties are removed from affected units
Blast marker in place after resolving all Wounds, or otherwise using the normal rules for removing casualties.
mark the area. This area now counts as both Difficult Terrain and • If a Terrain piece, Building, model with the Vehicle Unit
Dangerous Terrain until the start of the next turn of the player Type or any model with 6 or more Wounds is in the beam
that made the attack. area, the attack is blocked and its line of effect will go no
further than that model. The blocking model will, however,
suffer 1+D3 separate Hits, rather than just 1.
Gravitic Repulsion • If a model with the Vehicle Unit Type and the Transport Sub-
The sheer power of the graviton-repellers used to keep some anti-grav type suffers a Penetrating Hit from a weapon with this
craft airborne would push back and pummel any foolish enough to special rule, each unit Embarked on it suffers D6 Str 4 AP -
approach. Hits with the Deflagrate Special Rule, in addition to any
other effects. Any Wounds caused are allocated by the
Whenever a charge is declared against a model with this Special controller of the target unit.
Rule, the Charging unit suffers a -2 penalty to their Charge roll.

282
Heavy Walker Impale
Certain combat units were not heavy enough to be considered vehicles, Designed specifically not only to capture an enemy, but also to inflict
but were of such tall, broad or otherwise inflexible design that they debilitating damage upon them, these weapons were dreaded by all who
proved difficult to transport. faced them.

A model with this Special Rule may not Embark on a model unless A unit may re-roll Charge Rolls when attempting to Charge an
it has the Transport Bay Special Rule. enemy unit that has suffered one or more Hits from a weapon with
the Impale Special Rule caused by one or more models in the unit
for which the Charge was declared in the same player turn. This
Heralds of the Advance takes effect even if no Wounds are caused by the Hits. If one or
Moving at speeds impossible to manage for those not augmented to more Wounds are caused by a weapon with this Special Rule, the
endure, those employed by a Rogue Trader to range ahead of the main affected unit decreases its Initiative characteristic by -1 until the
forces and scout safe lanes to their goals were unmistakable in their end of the subsequent Assault phase.
role as the heralds of the Militant Host.

A unit that includes any models with this Special Rule may not join Independent Fire Control
or be joined by any model that does not also have this Special Rule. Whether achieved by automated targeting cogitators or human crew,
some vehicles could target their weapons at seperate targets.
In addition, a unit that includes any models with this Special Rule
never counts as a Scoring unit or a Denial unit regardless of any After a model with this Special Rule (or a unit composed entirely of
other Special Rules or Mission rules in use – however, a model models with this Special Rule) has resolved a Shooting Attack
with this Special Rule may re-roll all failed Shrouded Damage targeting an enemy unit, any weapons that were not used to attack
Mitigation rolls. (either due to being out of line of sight or range of the enemy unit,
or because the Controlling Player voluntarily opted not to attack
with them) may make a number of Secondary Shooting Attacks
Honour-Bound, Honour-Defined using those weapons that did not fire as part of its initial Shooting
To those bound by the strict honour-codes of the duellist, to ignore a Attack. Each weapon not fired as part of the initial Shooting Attack
worthy opponent was a shameful and ignoble thing, tantamount to may be fired once, either all of them in a single Secondary Shooting
death. Attack, each in a separate Secondary Shooting Attack targeting a
different enemy unit or any combination – however, each weapon
may only be used to attack once and in no more than one
If possible, a unit that includes a model with this Special Rule must
Secondary Shooting Attack. All Secondary Shooting Attacks obey
issue a Challenge when Engaged in combat, and if an enemy player
all the normal rules for range and line of sight and are with a
issues a Challenge to a unit including one or more models with
modifier of -1 on all To Hit rolls.
this Special Rule then a model with this Special Rule must accept.
In addition, during any Assault phase where this model begins the
Fight sub-phase Engaged in a Challenge, or enters into a Challenge Instead of the above, in a turn in which a model with this Special
with an enemy model, this model and all friendly models in the Rule either remained Stationary or moved at Combat Speed during
same combat gain the Fearless Special Rule until the end of that the Controlling Player’s Movement Phase, then for the duration of
Assault phase. the Controlling Player’s following Shooting Phase, it may make
Shooting Attacks as if it had the Super Heavy Sub-Type.

Immobile
Fixed in place, or otherwise unable to move in any fashion, these units
had to stand their ground or perish.

A model with this Special Rule may not move for any reason,
including making Run moves, declaring or otherwise making
Charge moves, falling back, or make Reactions which would allow
it to move. If it would be forced to do so, the model is immediately
destroyed.

Impact Flash
Against the flaring solar heat of such a weapon, no amount of distance
could shield the retinas of those who witnessed their blooms.

Any unit which can draw direct Line of Sight to any part of the
Blast Marker used to resolve a weapon with this Special Rule’s
Shooting Attack at its final position must immediately take a Blind
test.

283
Inexorable Light Command Tank
No matter the odds, some warriors refused to halt their advance. Not unlike Battle Tank Cohorts, many officers of the Solar Auxilia
were trained to lead their tank squadrons from the hatch of their
A unit that contains only models with this Special Rule ignores vehicle, co-ordinating the units under their command with eagle-eyed
modifiers to Leadership when making a Morale check or Pinning precision and coordination.
test – except those caused by the Fear (X) Special Rule or the
Corrupted and Anathema Sub-types. If a unit has both the Fearless A model with this Special Rule is selected as a separate unit, but
and Inexorable Special Rules, it uses the rules for Fearless instead during deployment must be assigned to another unit from the
of Inexorable. same Tercio and may not be deployed as a separate unit. If
multiple appropriate units are available, the Controlling Player
chooses which unit a model with this Special Rule is assigned to.
Inspiring Rhetoric Once assigned to a unit, a model with this Special Rule counts as a
Demagogues were fanatical orators whose words inspired those around part of that unit and may not leave the unit during play for any
them to fight on where others would have fled. reason.

A unit containing a model with this Special Rule rolls an additional


dice when making a Morale Check or Pinning Check (but not
Makeshift Weapon
Psychic Checks) and discards the dice with the highest result Whilst not all tools of the 31st millennium were intended to see combat,
before determining the result of the Check. in a pinch they too served as deadly weapons of war.

A model equipped with a weapon with this Special Rule may only
“It’s Dark In Dere!” make a single attack at Initiative Step 1 with it, and may not gain a
bonus attack for Charging or from any Special Rules that would
The dim and cramped confines of vehicle interiors were not designed
normally grant additional Attacks.
with Ogryns in mind; however trusted officers and comrades could,
with effort, convince them to board certain transports.
Master of the Shield-Hosts
If a unit with this Special Rule selects a Dedicated Transport, a Among the Legio Custodes, many distinctive and recognisable
model without this Special Rule (such as a Discipline Master) must differences in how different Shield-Hosts waged war existed, even
be assigned to them before the game begins. So long as a model before the outbreak of the Horus Heresy. These Shield-Hosts would
without this Special Rule is part of the unit, models with this often take immense pride in their unique methods of war; seeing their
Special Rule may Embark upon a Vehicle with the Transport Unit prowess and traditions as their own personal dedication to the
Sub-Type and the Infantry Transport Special Rule, ignoring the Emperor made manifest. Foremost in the Legio Custodes in shaping
usual restriction on models with the Bulky (X) Special Rule being and maintaining these traditions were the Host-Masters, and when an
ineligible to Embark, but must still adhere to Bulky (X) for the army of Custodes sallied forth in His name, they often included these
purposes of Transport Capacity. representatives of a Shield-Host.

A model with this Special Rule is required to select a single Shield-


Launch System Failure Host upgrade. However, no model may take more than one such
With the unimaginable power of some weapons came a deadly upgrade, and no model in your army may select the same Shield-
repercussion - unspent munitions easily turning upon their wielders at Host upgrade option as another. Each Shield-Host upgrade must
the merest unlucky happenstance. be paid for at a cost in points, indicated as part of the army list
entry for the unit. Shield-Host upgrades may provide Special
Whenever a model with this Special Rule loses its last Hull Point, if Rules, Wargear, Unit Sub-types, or other effects; these are noted in
it has not already fired its Deathstrike Missile during the game, the their description, along with any other benefits or restrictions. In
Vehicle will suffer Catastrophic Damage in the manner of a all cases, the Shield-Host’s description will indicate all changes,
Vehicle with the Super-Heavy Sub-type, and will immediately benefits and restrictions.
explode regardless of any other factor. Note that if this result is
applied, the Vehicle cannot suffer an Explodes result from any
other source. Militia Venetaris
The crew of Imperialis Militia vehicles were oft-renowned for their
independence and ability to function as separate units to harass the
Legacies of the Fall enemy; though many commanders suspected that cowardice and
The Asuryani simultaneously despised and feared She Who Thirsts. In cruelty were more likely motives.
the neverborn of the warp they encounter in real-space, they saw their
doom made manifest.
When deployed onto the battlefield (either at the start of the battle
or when arriving from Reserves) all models in a unit with this
A model with this Special Rule has the Hatred (Daemons) Special Special Rule must be placed within unit coherency, but afterwards
Rule. operate independently and are not treated as a single unit. Once a
unit with this Special Rule has separated, each model counts as its
In addition, a unit with this Special Rule suffers a -1 penalty to own unit for the purposes of Units Destroyed or similar rules.
their Leadership whilst locked in a combat which includes at least
one model with the Daemon Unit Type. This penalty is cumulative
with other penalties applied to the unit’s Leadership
Characteristic.

284
Mindless Aggression Overload (X)
Whilst mutated in form beyond recognition, one trait survived – the Whenever this weapon contacted a foe, the sheer force and coruscating
desire to kill. energy of the hit was said to feel like a barrage to any unlucky enough
to be struck…
A unit with this Special Rule must always Charge in the Assault
phase, if possible. If multiple targets are available, the Controlling Whenever a weapon with this Special Rule causes a successful hit,
Player may choose their Charge target. The unit must always a hit roll of X instead inflicts three automatic hits. On weapons
attempt to Sweeping Advance, if able. which use a Blast Marker or Template to hit, every successful hit
inflicted is instead counted as three successful hits against the
unit.
Navigis Astrologica
The hidden knowledge of the Navigators could be revealed to those
foolish enough to stand unprotected in the glare of the Noble’s third Paired Weapons
eye. Some weapons require they are used together to achieve full effectiveness.

A model with this Special Rule and the Psyker Sub-type A model armed with a weapon with this Special Rule gains an extra
automatically knows the Thaumaturgy (see the Horus Heresy: Age Attack.
of Darkness Core Rulebook, page 322) and Navis Astrologis (see
page 269) Psychic Disciplines. Ponderous Aim
Some weapons were simply too unwieldy to use without difficulty -
though their troublesome use was often offset by their decidedly
Null-Soul impressive effects.
With great effort, those who possessed the dubious ‘gift’ of being a Null
could suppress their dread aura, minimising the discomfort their
A weapon with this Special Rule cannot be fired as part of a
presence caused upon others.
Reaction or used to Snap Shoot.

A model with this Special Rule may not be included in a unit that
contains any models with the Psyker Sub-type, but does not apply Plasma Burn
the Leadership Characteristic Penalties from the Anathema Sub- The outpouring of plasma some weapons launched forth burnt and
type to a unit it has joined which does not have the Anathema Sub- overloaded circuits and armour both.
type.
If the target of a weapon with this Special Rule is a model with the
Vehicle Unit Type and that model loses one or more Hull Points as
Open-Topped (X) the result of an attack from this weapon, roll a D6. On a 4+, the
Some vehicle hulls were open to the elements, allowing for their target model loses an additional D3 Hull Points with no Cover
occupants to fire - but at the cost of protection. Saves or Damage Mitigation rolls allowed.

Up to X number of models in a unit Embarked upon a Transport


with this Special Rule may make a Shooting Attack in the
Provenance (X)
Controlling Player's Shooting Phase (where X is the number in The Imperialis Militia counted a staggeringly diverse array of cultures,
brackets next to the Special Rule), measuring from the Transport’s warmachines and stratagems among its number, and while most
Hull. If a model chooses to fire in this way, they are counted as musters shared at least some similarities, there were several units that
having moved - note that this may prevent them from shooting could only have been raised from a specific source.
certain weapon types. It should be noted that any ability which
replaces a Shooting Attack (such as, but not limited to, casting a A unit with this Special Rule may only be selected in a Detachment
Psychic Power or Cybertheurgic Rite) may not be used. Shooting with the corresponding Provenance of War that matches the
Attacks made in this manner may target a different unit to ones option indicated in brackets - for example, a unit with the
made by the Transport, but any Reactions made to these target the Provenance (Survivors of the Dark Age) Special Rule could only be
Transport as normal. Units with any Special Rule that allows them selected in a Detachment which had that Provenance of War
to count as stationary for the purposes of Shooting attacks (such as selected for it during Army Selection.
Relentless, Legiones Astartes (Death Guard), etc) may not benefit
from them whilst embarked on a Transport with this Special Rule. Psychic Mastery (X)
A raw bulwark of ethereal power, this psyker could push past the limits
In addition, any rolls on the Vehicle Damage Table that target a that would spell doom for others - despite the great risk of doing so...
model with this Special Rule add +1 to the result.
A model with this Special Rule may cast an amount of Psychic
Powers per phase, up to the number indicated in brackets, in spite
Open Crew Compartment of the normal limitations on doing so. Note that a Psychic Power
Designed with the safety of crew as a primary concern, some vehicles counted as a Shooting Attack counts as a single power for the
bore weapons so dangerous they were vented directly to the purposes of this Special Rule.
atmosphere.

Any Hits scored against a Vehicle with this Special Rule in close
Psykana Militis
combat (including as part of a Death or Glory Advanced Reaction) Those of the Psykana were often trained in the arts of defensive and
are resolved against the Vehicle’s Armour Facing with the lowest offensive powers both - though some could draw upon darker powers
value. still…

A model with this Special Rule and the Psyker Sub-type must select
a single Psychic Discipline from the following list:
Biomancy, Divination, Pyromancy, Telekinesis (see the Horus
Heresy: Age of Darkness Core Rulebook, page 322), or Anathemata
(see page 268).

285
Psykana-Battery Representative of the Legion
Utilising the power of a caged psyker, funnelled into their weapon via Seconded from a Legion’s support staff, those among the Presages of
arcane circuitry and forbidden lore, these weapons were a risky the Legion were tasked to uphold the traditions and honour of their
endeavour to use - but a risk the Silent Sisterhood were willing to take, brothers in the courts of the Traders Militant.
for in doing so, an enemy could be entirely obliterated from existence
with a single shrieking shot. Even so, the risks were immense, and ever- A model with this Special Rule must have the same variant of the
present was the risk of a catastrophic backlash against which not even Legiones Astartes (X) Special Rule as the Detachment which
their null-soul could protect. allowed you to select it. In addition, a Legion Presage may select
any Legion-Specific options permitted by their variant of the
Wherever a model equipped with a weapon with this Special Rule Legiones Astartes (X) Special Rule, counting as having the
suffers a wound as a result of the Gets Hot Special Rule whilst Character Sub-type for the purposes of selecting them, and is
firing the weapon with this Special Rule, the Controlling Player affected by any effects of such rules, despite not being in a unit
must make a Leadership Check for the model. If this is failed, the entirely composed of models with that Special Rule.
weapon has suffered catastrophic psychic feedback - the firing
model is instantly slain by the rampant psychic energies! In
addition, a Blast (3”) marker should be placed as close as possible to Resonance (X)
the model’s final position - this marker is then treated as if it had Certain pieces of industrial mining equipment sent out waves of sonic
been placed as a result of the Vortex Special Rule. force capable of demolishing structures and, when used as weapons,
could reduce human’s internal organs to mush.

Rapid Insertion When rolling To Wound and for Armour Penetration for a model
For the most daring of mortals, the requirement to deploy onto the that has the Resonance (X) Special Rule, or is attacking with a
battlefield from several hundred feet above it was no major issue - and weapon that has the Resonance (X) Special Rule, for each To
with a grav-pack, such a challenge was ripe for the taking. Wound roll equal to or higher than the value listed in brackets, the
Controlling Player must resolve these wounds at AP 1 instead of
If a model with this Special Rule has moved at Cruising speed or the weapon’s normal AP value. Against any building or
has otherwise made a Zoom move, passengers may still disembark Fortification with a Hull Points value this Special Rule is triggered
in spite of the normal restrictions, via the following procedure. on a Armour Penetration Roll of 2+ instead.

Nominate any point over which this model moved this turn, and
place a single model from the disembarking unit onto that point, Restricted Trajectory
then scatter that model. If the unit scatters, every model in the Though fearsome, a number of larger weapons lacked the ability to
disembarking unit must immediately take a Dangerous Terrain depress their barrel or launch system far enough to achieve direct fire of
test. In the case of a unit split across multiple transports (such as their payload, requiring at least a short arching shot.
via the Unified Assault Special Rule) only a single Scatter roll
should be made for the entire unit, with the same result applied to A weapon with this Special Rule may not be fired directly.
the models as a unit.
Sanctic
Once the final position of the placed model is determined, deploy
Some attacks were imbued with energies that allowed them to directly
the rest of the unit in coherency with it. Any models that cannot
damage even the most incorporeal of foes.
be placed into coherency and at least 1” away from enemy models
are destroyed.
A weapon with this Special Rule always wounds models with the
Daemon Unit Type on a 2+ and any successful Invulnerable Saves
Regenerating Horror made by models with the Daemon Unit Type against any Wounds
The most devastating blows and the heaviest firepower could only it inflicts must be re-rolled.
inflict so much damage against such an unnatural abomination.

Any model with this Special Rule and a Wounds Characteristic Seismic Shock
which suffers an Unsaved Wound with the Instant Death Special The ground itself rippled and shook apart at the touch of such a
Rule is not immediately removed as a casualty, but instead loses 3 weapon’s fury.
Wounds instead of 1 for each Unsaved Wound with the Instant
Death Special Rule inflicted upon it. Units which suffer one or more Wounds or Hull Points lost from
an attack from a weapon with this Special Rule halve their
Movement Characteristic and may not Run or make Reactions
Repair until the end of the attacker’s next Shooting phase.
Designed with simplicity in mind, some vehicles could be pressed back
into service even under fire by crew with only scant technical ability.
Severax Talon
In any of the Controlling Player’s Shooting phases, instead of The Carnodon crews of those who travelled with the Traders Militant
making any Shooting Attacks with a model with this Special Rule, were trained to rove ahead of the main force, working in smaller
the controlling player may instead roll a D6. On the roll of a ‘4’ or groups to ensure they could outmanoeuvre and entrap the forces of foes
more, a damage result of Immobilised that has been inflicted on much larger than themselves.
this model may be removed but no Hull Points are returned.
Before deploying a unit with this Special Rule (either at the start of
the battle or when arriving from Reserves), the unit must be split
into two separate units, with models split as evenly as possible.
These units are then deployed separately, with the two separate
units being allowed to be placed anywhere permitted, but having
to follow all normal restrictions for models within each unit for
being placed within unit coherency and so on. Once a unit with
this Special Rule has separated, each unit counts separately for the
purposes of Victory Points, Units Destroyed, and similar rules.

286
Shoot Sharp and Scarper Skilled Rider
Due in large part to their small stature, Ratling marksmen were adept A lifetime in the saddle allows the most skilled to fire their arsenal at
at avoiding counter-sniper fire. full effectiveness - even on the move.

Shooting Attacks made as part of a Reaction in the Shooting Phase A model with this Special Rule may opt to run in the Movement
targeting a unit composed entirely of models with this Special Rule Phase and still fire a single ranged weapon in the Shooting Phase.
are resolved as Snap Shots. These shots are made at BS2. The To-Hit rolls for these shots
cannot be improved by any source.

Shieldbreaker Note that if a unit makes use of this Special Rule, they may not
Designed expressly to pierce shielding via a complex “warp-skip” drive claim the benefits of the Firing Protocols (X) Special Rule in the
built into their munitions, these weapons were hazardous in the same Game Turn.
extreme to any enemy - especially those who thought themselves
impervious to harm.
Slayer of Kings
Invulnerable saves may not be taken against Wounds or Hull Utilising their improved speed and resilience to hunt the leadership of
points of damage inflicted by a Weapon with this Special Rule. In an enemy army, these custodians took grim pride in their role as the
addition, a weapon with this Special Rule ignores the effects of killers of tyrants and the slayers of kings.
both the Void Shields (X) Special Rule, and Flare Shields wargear.
A model with this Special Rule gains the Preferred Enemy
(Independent Characters) Special Rule, but this Special Rule is not
Silence Descends conferred to any model that does not have the Slayer of Kings
Certain craft among the Silent Sisterhood were used not as tools of Special Rule.
retrieval in the ordained task of recovering Psykers, but as weapons of
aerial terror and supremacy to ensure the mission of those Null-
Maidens on the battlefield below went uninterrupted. Solar Auxilia Command Tank
The commanders of sub-units of Solar Auxilia Tank Cohorts would
A unit or model with this Special Rule may be placed into Combat often be required to conduct battles isolated from the wider command
Air Patrol at the start of the battle, before any models are deployed structure, becoming solely responsible for themselves and their charges
onto the battlefield. Models assigned to Combat Air Patrol are not in the fires of war.
deployed onto the battlefield and remain in Reserves – however,
no Reserves rolls are made for these models. A model with this Special Rule is selected as a separate unit, but
during deployment must be assigned to another unit and may not
Instead, the Controlling Player gains access to the Combat Air be deployed as a separate unit. If multiple appropriate units are
Patrol Advanced Reaction: available, the Controlling Player chooses which unit a model with
this Special Rule is assigned to. Once assigned to a unit, a model
with this Special Rule counts as a part of that unit and may not
Advanced Reaction: Combat Air Patrol leave the unit during play for any reason.
Advanced Reactions are available to specific players as noted in
their description. Unlike Core Reactions they are activated in
A model with this Special Rule must be assigned to another unit
unique and specific circumstances, and can often have game
made up entirely of models with the Vehicle Unit Type purchased
changing effects. Advanced Reactions use up points of a Reactive
as part of the same Tercio.
player’s Reaction Allotment as normal and obey all other
restrictions placed upon Reactions, unless it is specifically noted
otherwise in their description. In addition, a model with this Special Rule may still make Shooting
Attacks as normal in a turn in which they use their Cognis-Signum
to provide +1 Ballistic Skill to all other models in their unit, even
though this would normally be prevented by using this Wargear.
Combat Air Patrol
This Advanced Reaction may be made whenever any enemy model
that has the Vehicle Unit Type and the Flyer Sub-type enters the Sonic Pulse
battlefield from Reserves. The Reactive player may nominate any
Operated on the same principles as the Sonic Destructors mounted on
one model that has been assigned to Combat Air Patrol. Once the
the venerable and respected Ordinatus Ulator platforms, these
enemy model with the Vehicle Unit Type and Flyer Sub-type that
weapons unleashed a smaller - if no less potent - sonic pulse that
triggered this Reaction has finished any and all Movement as it is
resonated through even the strongest armour to shake it apart.
brought into play, the chosen model assigned to Combat Air Patrol
is brought into play from any point on the edge of the battlefield,
moving into play as if it had entered play from Reserves. Once the When making a Shooting Attack with this weapon, place the Blast
Combat Air Patrol model has finished its Movement it may (3”) marker so that its edge touches the barrel of the firing model’s
immediately make a Shooting Attack targeting the enemy model weapon. Instead of scattering this Blast marker, move the marker
that triggered this Reaction – as long as it has finished its in a direct line away from the firing model, travelling in any
Movement with line of sight to that model. direction within the weapon’s 45° forward firing arc until its
maximum range is reached or the template leaves the battlefield.
All models the template passes over suffer a single automatic Hit.
Only models with the Vehicle Unit Type and Flyer Sub-type may
Flyers cannot be hit by this attack. Should a model with the
make the Combat Air Patrol Reaction.
Knight, Titan, Super-Heavy Vehicle, Building or Fortification Unit
Type be Hit by this attack, increase the Strength of the attack to 8.

287
Spotted! Traitor
These lights blazed beyond that of mere illum-beacons or handheld Some combatants upon the battlefields of the Age of Darkness had
torches, allowing none to escape their rays and brightening all to see. irredeemably given themselves to Horus’ cause.

A model equipped with a weapon with this Special Rule gains the A model with this special rule may only be included in an
Split Fire Special Rule, and also ignores all penalties imposed by army that has the Traitor Allegiance.
the Night Fighting rules when making Shooting Attacks. However,
enemy units ignore the 24” line of sight limitation when making
Shooting Attacks that target a unit including a model equipped Tremor
with a weapon with this Special Rule. Whilst most conventional barrage ordnance described great looping
arcs through the sky, these weapons instead burrowed into the earth
In addition, any unit that has received any amount of hits from a itself.
weapon with this Special Rule may be freely targeted for Shooting
Attacks by any other unit in the same Shooting phase, ignoring the A unit successfully hit by a weapon with this Special Rule treats all
Ballistic Skill Penalty and 24” restriction to line of sight imposed by Terrain, including open Terrain, as Difficult and Dangerous
the Night Fighting rules. Terrain until the end of their Controlling Player’s Next Game
Turn.

Sworn to Serve In addition, for the purposes of line of sight, a weapon with this
Sworn to serve the Traders Militant, none dared to break the bonds of Special Rule should be treated as if it had the Barrage Special Rule,
both blood and honour that bound such a force together. but note that it can still be fired even in Zone Mortalis Games
without Line of Sight, despite this normally being prevented.
A model with this Special Rule may only be selected as part of a
Retainers Militant unit by paying the cost indicated in that unit’s
options, and may not be selected in any other manner. Underground Advance
Experienced miners and diggers all, Exo-Driller Teams were able to
outmanoeuvre enemy positions by tunnelling beneath their lines, or
Sudden Strike (X) taking advantage of preexisting passages known only to the Kinfolk.
Relying on speed to ensure a pre-emptive strike, some warriors could
not bring their arms to bear without it. During Deployment, a unit with this Special Rule may be given the
Subterranean Assault Special Rule and placed into Reserve.
In a turn in which a model with this Special Rule Charges into
combat, it adds a bonus to its Initiative Characteristic until the end
of the Assault phase. The bonus added to the model’s Initiative is Ungainly
equal to the value in brackets after the Special Rule; for example, a Awkward to bring to bear, certain weapons were best used as part of a
model with Sudden Strike (2) adds a bonus of +2 to its Initiative. crushing charge to harness their full effect.

A model that has made a Disordered Charge that turn receives no A model may only attack with this weapon on a turn in which it
benefit from Sudden Strike (X). makes a Charge (even if that Charge is Disordered), but does not
gain a bonus attack for Charging or from any Special Rules that
would normally grant additional Attacks.
Techno-Arcana: Enginseer
Enginseers were the most common of the Mechancium’s Tech-Priests;
they regularly accompanied the warmachines of the Excertus Unified Assault
Imperialis into battle and performed vital repairs.
Operating in close proximity came naturally to some pilots, and their
craft were not often parted from their precisely-spaced formations.
While the unit contains any number of Servo-Automata, Enginseer
Adepts in the unit improve their Battlesmith (X) Special Rule to
During Deployment, a unit may elect to split itself across a unit
Battlesmith (4+).
with this Special Rule’s transport capacity, rather than all in a
single Transport as is the norm. The squad must not exceed the
total Transport Capacity of the transports in the squadron in order
Thermal Runaway to do so. If a unit elects to do so, the models with this Special Rule
Unlike the more precise and controlled reactor cores of Legiones must remain in unit coherency, effectively negating the effects of
Astartes Dreadnoughts or Mechanicum Automata, the effects of a any Special Rules which would normally allow them to separate,
breach on a vented reactor core could be catastrophic. until the squad has disembarked from all transports.

Whenever a model with this Special Rule rolls a dice to determine Note that the transported unit must observe coherency
an explosion radius, add +3” to the result rolled. requirements despite disembarking from separate transports –
meaning if the contents of one transport elects to disembark, all
other members of the unit carried in other transports must elect to
Titanic Weight do so within coherency of the other members of the unit in the
Certain weapons were so cumbersome or were simply heavy enough same phase. If a model transporting a unit across multiple models
that even the monstrously strong struggled to wield them. has one suffer a Crash and Burn result on the damage table, all
models inside the destroyed transport are automatically counted
A weapon with this Special Rule always strikes at Initiative 1, as destroyed - Any models spread across other multiple models in
regardless of other modifiers. the Squadron’s Transport Capacity must still disembark within
normal unit coherency as normal. Note that no Leadership tests
can be inflicted for models removed from play in this way.

288
Unrestrained Power Vortex
Some Psykers were so powerful that even when barely trained, they The collapsing singularities caused by these weapons tore and broke at
could innately push their abilities beyond the limits of most other the fabric of reality itself.
psykers – but in drawing so deeply from the Warp, they always risked
exposing themselves to an enormous psychic backlash. Once an attack with this special rule has been fully resolved, any
Blast markers placed as part of that attack are not removed from
If a model with this Special Rule suffers Perils of the Warp, it play and instead are left in place for the remainder of the battle.
receives D6 Wounds instead of D3. Such a Blast marker is then referred to as the Vortex marker. The
area under a Vortex marker is treated as Area Terrain for the
In addition, the first time in each Game Turn a model with this remainder of the battle, and applies the following effects to all
Special Rule makes a Psychic Check, they may choose to roll three models that enter its boundaries:
dice instead of two, discarding the die with the highest roll when
determining the result of the check. If they do this, when making No line of sight may be drawn through, into, or out of the area
any further Psychic Checks in the same Game Turn, they must roll covered by the Vortex marker (as such, models within such an area
three dice instead of two, discarding the die with the lowest roll, of terrain cannot draw line of sight to any other model, nor can
when determining the result of the check. other models draw a line of sight to them).

Any models that enter the boundary of this area of terrain, or


Vigilant Covenant begin the Movement phase of the model’s Controlling Player
Those Sisters of Silence who were given specific duties upon the field of within its boundaries, immediately suffer one Str 10, AP 1 Hit and
battle took them seriously - even by the standards of their dour order. the Instant Death and Armourbane (Melee) special rules. If the
model has the Vehicle Unit Type and suffers a Penetrating Hit due
A Vigilant Covenant is selected as any other unit, using up a single to this effect then it adds a modifier of +3 to that roll on the
Force Organisation slot and bought in the same manner. However, Vehicle Damage table.
before the first turn begins, all models in a Vigilant Covenant must
be assigned to another unit from another unit from the same This area of terrain does not confer a Cover Save and no model
detachment if the army they were selected as part of. Knight within its boundary may use a Cover Save granted by any other
Vestals may only be assigned to units entirely composed of models rule or effect.
with the Infantry Unit Type and the Silent Sisterhood (X) Special
Rule.
Warrant of Trade
A Knight Vestal cannot be assigned to any unit that includes one Written and signed most often by the Emperor’s hand Himself, these
or more models with the Independent Character Special Rule or Warrants were worth more than entire sub-sectors to those intelligent
Unique Unit Sub-type (but such models may join a unit that enough to understand them; though some among those handed these
includes a Knight Vestal as normal during either deployment or documents of authorisation understood that they were in effect also
any following turn). orders of banishment; permanent exile formalised and sealed with a
wax crest.
No more than one Knight Vestal may be assigned to any given
unit. Once assigned to a unit, the Knight Vestal is considered part During Army Selection, a model with the Warrant of Trade Special
of that unit and may not leave under any circumstances - if that Rule must select one of the following Warrants; these may grant
unit is removed as a casualty then the Knight Vestal is removed as certain additional effects to the Detachment containing the model
well. In battles using Victory Points, no Victory Points are ever with this Special Rule, as well as affecting which Factions and Sub-
scored for removing a Knight Vestal as a casualty. When assigned factions may be included in the same army, and at what Level of
to a unit, a Knight Vestal gains all of the Special Rules (with the Alliance.
exception of those that specifically forbid it, such as the Bitter
Duty Special Rule) and Unit Sub-types listed for the unit to which
it is attached, but does not gain access to any additional wargear
options available to the unit to which it is assigned.

Volatile Plasma Containment


Some plasma weapons’ containment fields were not designed to resist
external pressure - and the effects of damage from hostile forces could
often detonate them.

If a model with this Special Rule loses its last Hull Point due to the
Gets Hot Special Rule then it also suffers the effects of the
Explodes result on the Vehicle Damage table. When a model with
this special rule suffers an Explodes result (as shown on the Vehicle
Damage table), the Strength of any Hits it causes is increased to 10.

289
Weaponsmith’s Ingenuity
Jokaero were natural tinkerers, unable to stop themselves from
meddling with all manner of inventions and improvements - though
these were often for no reason other than to appease their curiosity.

Once per game turn, at the start of the Controlling Player’s


Shooting Phase, the Controlling Player may choose to roll on the
below chart. The result rolled applies to all models in the unit with
the Trader Militant Sub-faction until the start of the Controlling
Player’s next Shooting Phase.
D6 Result Description
1 Oops! The weapons of all models affected gain
the Gets Hot Special Rule, or if they
already have it, a to-Hit roll of a 1 or a 2
triggers the effects of the Special Rule
instead.
2 Aesthetic The modifications have no noticeable
Modifications effect.
3 Rangefinder All Ranged weapons in the unit increase
Calibration their Range Characteristic by 12“.
4 Armour Repairs All models affected may re-roll Armour
Save rolls of 1.
5 Cooling Coils All models affected’s Ranged Weapons
increase the number of shots they fire by
1 (for example, a weapon with Assault 2
becoming Assault 3), and may ignore the
effects of the Gets Hot Special Rule on
their weapons, if they have it.
6 Complete The Controlling Player may choose two
Overhaul different results from this table and apply
them to the unit.

Wrecker
Designed to sunder armour beyond repair, nothing could stay the
wrath of such weapons.

Penetrating Hits caused by attacks made with weapons or models


with this Special Rule add +1 to the result of any rolls on the
Vehicle or Building Damage tables.

290
291
LIBER IMPERATUS:
Armoury of the Imperium
ARMOURY OF THE IMPERIUM
The units that form the various sub-factions in this document have access to a number of new Weapons - these can be found below. These function
in addition to the Weapons found in other Horus Heresy publications, and operate under the broader Rules and Conventions laid out in the
Horus Heresy: Age of Darkness Core Rulebook.

RANGED WEAPONS
Adrathic Weapons
Whilst insanely potent, Adrathic weapons were not widely disseminated across the armies of the Imperium, instead remaining only the
purview of the Legio Custodes and Silent Sisterhood - for their terrible ability to tear asunder the very form of an enemy in an explosive
bloom of power was deemed to dangerous for any but the guardians of the Emperor to possess.

All weapons listed here are counted as ‘Adrathic’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Adrathic Decimator 24“ 8 3 Heavy 3, Instant Death, Armourbane (Ranged), Breaching (5+),
Gets Hot
Adrathic Destructor 12“ 5 3 Assault 1, Instant Death, Armourbane (Ranged), Gets Hot,
Breaching (5+)
Adrathic Devastator 18“ 6 3 Heavy 2, Instant Death, Armourbane (Ranged), Gets Hot,
Breaching (5+)

Artillery Cannon
Designed to bombard the enemy from long range, the deployment of artillery was a vital component of the Imperium’s military doctrines.

Weapon Range Str AP Type


Demolisher Cannon 24“ 12 3 Ordnance 1, Blast (3”), Sunder, Rending (6+), Brutal (3), Wrecker
Earthshaker Battery 12 - 240“ 9 4 Ordnance 2, Barrage, Large Blast (5“), Shred, Pinning, Breaching (6+)
Earthshaker Cannon 12 - 240“ 9 4 Ordnance 1, Barrage, Large Blast (5“), Shred, Pinning, Breaching (6+)
Griffon Mortar 36“ 6 4 Heavy 1, Large Blast (5”), Barrage, Pinning, Shell Shock (1),
Ignores Cover
Heavy Mortar 36“ 6 4 Heavy 1, Blast (3”), Barrage, Pinning, Ignores Cover
Mars-Colossus Bombard 12 - 72“ 7 3 Ordnance 1, Barrage, Large Blast (5”), Pinning, Shell Shock (1),
Ignores Cover, Wrecker
Praetor Launcher
- Firestorm Munitions 72“ 7 4 Ordnance 2, Barrage, Massive Blast (7”), Pinning, Shell Shock (2),
Rending (5+), Ignores Cover
- Foehammer Munitions 72“ 8 3 Heavy 12, Guided Fire, Breaching (5+), Ignores Cover
Pulveriser Cannon 18“ 10 3 Heavy 1, Blast (3”), Sunder, Breaching (6+), Brutal (2)
Thudd Launcher 12 - 60“ 5 5 Heavy 1, Massive Blast (7”), Barrage, Shred, Restricted Trajectory

Auto Weapons
Making use of an innovation used since the dawn of large-scale warfare, auto-weapons used a chemical reaction to propel solid-shot
ammunition at rapid velocities - though more uncommon variations, such as mag-lev impellers, were also occasionally found in the
armouries of the Age of Darkness.

All weapons listed here are counted as ‘Auto’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Anvilus Autocannon Battery 48“ 7 4 Heavy 4, Rending (5+), Sunder, Twin-Linked
Astartes Shotgun 12“ 4 - Assault 2, Concussive (1)
Auto-Launcher
- Blind Rounds 12“ 1 - Assault 1, Blast (3”), Blind
- Defender-Frag Rounds 12“ 3 5 Assault 1, Blast (3”), Pinning, Defender
Eradicator Nova Cannon 36“ 6 4 Heavy 1, Large Blast (5”), Agripinaan Guidance System,
Ignores Cover
Exterminator Autocannon 48“ 7 4 Heavy 6, Rending (5+), Twin-Linked
Gravis Autocannon Battery 48“ 7 4 Heavy 4, Rending (6+), Twin-linked
Iliastus Accelerator Cannon Arrays 48“ 8 3 Heavy 6, Rending (6+), Brutal (2), Twin-Linked
Kheres Assault Cannon 24“ 6 4 Heavy 6, Rending (6+)
Macharius Battle Cannon 48“ 8 4 Heavy 1, Large Blast (5“), Twin-Linked, Pinning, Shell Shock (1),
Breaching (6+)
Macharius Vanquisher Cannon 72“ 9 2 Heavy 2, Sunder, Brutal (2), Twin-Linked, Exoshock (4+)
Magnarail Lance 24“ 7 2 Heavy 1, Brutal (2)
Oppressor Cannon 72“ 10 2 Heavy 2, Sunder, Brutal (3)
Pegasus Autocannon 48“ 7 4 Heavy 3, Rending (5+)
Praetorian Battle Cannon 48“ 8 4 Heavy 2, Large Blast (5“), Breaching (6+), Pinning
Punisher Rotary Cannon 36“ 6 4 Heavy 18, Pinning, Shell Shock (1)
Skyreaper Battery 48“ 7 4 Heavy 5, Skyfire, Twin-Linked
Subjugator Cannon 72“ 12 2 Ordnance 3, Sunder, Brutal (3)

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Bolt Weapons
The mass-reactive rounds ejected by these weapons were feared by man and xenos both - for the explosive demise they promised to their
targets was often brutal and bloody.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Avenger Bolt Cannon 36“ 6 3 Heavy 7
Gravis Bolt Cannon 48“ 5 4 Heavy 6, Twin-Linked
Maxima Bolter 12“ 4 5 Assault 3
Macharius Rotary Bolt Cannon 36“ 6 3 Heavy 10, Pinning, Shell Shock (1), Reactor Overload
Rotary Bolt Cannon 24“ 6 3 Heavy 3, Pinning, Shred
Vratine Bolt Cannon 24“ 6 4 Heavy 5, Pinning, Psy-Shock

Conversion Beam Weapons


Usually reserved for the most elite echelons of the Imperial warmachine, these strange devices fire beams of blinding light which power the
further they travel. In the era of the Horus Heresy many of these delicate devices have had to undergo field repair unbefitting of their storied
history, and as such these cast offs find themselves in the hands of lesser member of the conflict.

All weapons listed here are counted as ‘Conversion Beam’ weapons for those rules that affect such weapons. An attack made with a Conversion Beam
Weapon has a number of different profiles, the use of which depends upon how far the chosen target is from the attacking model up to the weapon’s
maximum range. When attacking with one of these weapons measure the distance to the target, place the weapon’s Blast template and scatter as
normal for a blast weapon. Once the final location of the template has been determined, measure to the centre of the Blast marker and consult the
weapon’s chart to determine the effect.
Weapon Range Str AP Type
Conversion Beamer
0“- 18“ 6 - Heavy 1, Blast (3"), Blind
18“- 42“ 8 4 Heavy 1, Blast (3"), Blind
42“- 72“ 10 1 Heavy 1, Blast (3"), Blind
Conversion Destructor
0“- 18“ 8 3 Ordnance 1, Large Blast (5”), Blind
18“- 42“ 10 2 Ordnance 1, Large Blast (5”), Blind, Sunder
42“- 80“ 12 1 Ordnance 1, Large Blast (5”), Blind, Sunder, Wrecker

Disintegrator Weapons
Whilst the secrets for reproducing these accursed weapons had long been lost by the dawning of the Great Crusade, some examples of this
foul technology still remained in use during the Horus Heresy.

All weapons listed here are counted as ‘Disintegrator’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Disintegrator 24“ 5 2 Rapid Fire, Instant Death, Gets Hot
Disintegrator Pistol 12“ 5 2 Pistol 1, Instant Death, Gets Hot

Flame Weapons
Varied were the type of flame weapons the armies of mankind brought to bear upon their enemies, but all invariably left horrifically-charred
corpses in their wake.

All weapons listed here are counted as ‘Flame’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Conflagration Projector Template 6 4 Heavy 1, Torrent (18”), Breaching (6+), Concussive (1)
Flamestorm Cannon Template 6 4 Heavy 1, Torrent (18“)
Gravis Heavy Flamer Template 6 4 Heavy 1, Torrent (8“)
Infernus Firepike Template 6 4 Heavy 1, Torrent (9“)
Toxiferran Flamer Template 4 5 Assault 1, Poisoned (3+), Rending (6+)

Graviton Weapons
Esoteric and shrouded in myth, even by the standards of Imperial weapons, these devices created pockets of gravitational anomalies which
short-circuited machinery and pulped organic matter.

All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Graviton Annihilator 48“ * 3 Ordnance 1, Large Blast (5”), Gravitic Implosion*, Haywire,
Concussive (2)
Graviton Gun 18“ * 4 Heavy 1, Blast (3"), Concussive (1), Graviton Pulse*, Haywire
Graviton Imploder 18“ * 3 Heavy 2, Concussive (1), Graviton Pulse*, Haywire

295
Grenade Weapons
Designed to fire small, canister-style cartridges that exploded on impact, these weapons had changed little in thousands of years - though
their munitions had been improved many times over.

Weapon Range Str AP Type


Balistus Grenade Launcher
- Frag 18“ 3 6 Assault 1, Blast (3”), Pinning, Shell Shock (1)
- Krak 18“ 6 4 Assault 2, Concussive (1)
- Tanglefoot 18“ 4 - Assault 2, Entangle (1)
Grenade Launcher
- Frag 24“ 3 6 Assault 1, Blast (3”), Pinning
- Krak 24“ 6 4 Assault 1
Vratine Grenade Launcher
- Frag 24“ 3 6 Assault 1, Blast (3”), Pinning
- Krak 24“ 6 4 Assault 1
- Psyk-Out 24“ 4 - Assault 1, Blast (3"), Psy-Shock

Guardian Weapons
Whilst the more common variants of Guardian weapons were seen in the hands of most of the Legio Custodes, some rarer variants existed -
and these unusual weapons were largely confined to special formations of even that elite group.

Unlike most weapons, Guardian weapons always have several profiles, one for when making a Shooting Attack with the weapon and one for use in
combat. The Shooting profile must be used when the weapon attacks as part of any Shooting Attack, and the Melee profile must be used when a
model makes attacks with that weapon when resolving an Assault (though any Shooting Attacks made during the Assault phase, such as the
Overwatch Reaction, still use the Shooting profile). The ‘Shooting’ profiles from the Tempest Spear listed here is counted as a ‘Las’ weapon for those
rules that affect such weapons. The Melee profile for the Tempest Spear is counted as a ‘Power’ weapon, but may not be selected by models that are
eligible to select a generic Power Weapon.
Weapon Range Str AP Type
Tempest Spear
- Shooting 12“ 8 1 Heavy 1, Lance, Exoshock (6+)
- Melee - +1 2 Melee, Two-Handed, Reaping Blow (1)

Harpoon Weapons
These huge, thorned harpoons were launched at terminal velocity, their powered fields allowing them to punch through almost any target
with horrifying ease.

Weapon Range Str AP Type


Impaler Harpoon 12“ 6 3 Heavy 1, Impale

Industrial Gear
Certain pieces of heavy equipment designed for civilian purposes – usually mining and excavation – could be turned against living targets
with little, if any modification.

Weapon Range Str AP Type


Storm-Welder 12“ 6 5 Heavy 3, Gets Hot, Rending (5+)

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Las Weapons
The favoured weapons of many forces within the Excertus Imperialis, Las weapons fired high-powered beams of light at foes. With reliability,
sheer stopping power, and powerful rechargeable energy cells, there was little wonder billions of these weapons rolled out of forges across the
galaxy during the Great Crusade and well into the Horus Heresy.

All weapons listed here are counted as ‘Las’ weapons for those rules that affect such weapons.
Weapon Range Str AP Type
Hot-Shot Lasgun 18“ 3 3 Rapid Fire
Hot-Shot Laspistol 9“ 3 3 Pistol 1
Hot-Shot Volley Gun 24“ 4 3 Heavy 3
Lasblaster 24“ 3 5 Assault 3
Lascannon Array 48“ 9 2 Heavy 2, Twin-Linked, Sunder
Las-Lock 18“ 4 6 Assault 2
Lascutter (Ranged) 8“ 10 1 Assault 1, Armourbane (Ranged)
Heavy Lascutter (Ranged) 12“ 10 1 Heavy 1, Armourbane (Ranged)
Gravis Heavy Lascannon 48“ 10 2 Heavy 2, Sunder
Lasgun Arrays 24“ 3 - Rapid Fire, Array Fire (3)
Mining Laser 18“ 9 1 Heavy 1, Exoshock (6+)
Heavy Mining Laser 24“ 9 1 Heavy 1, Exoshock (6+)
Photon Gauntlet 12“ 5 2 Assault 2, Blind, Gets Hot
Photon Thruster 24“ 6 2 Assault 2, Blind, Lance, Gets Hot
Ranger Long-Rifle 48“ 5 4 Heavy 1, Sniper, Rending (5+), Pinning

Melta Weapons
These weapons projected a beam of searing power so immensely hot that armour and flesh trickled and burned like wax in their path.

All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Melta Cannon 24“ 8 1 Heavy 3, Armourbane (Melta)
Gravis Melta Cannon 24“ 8 1 Heavy 2, Armourbane (Melta), Twin-Linked
Fusion Gun 12“ 8 1 Assault 1, Armourbane (Melta)
Fusion Pistol 8“ 8 1 Pistol 1, Armourbane (Melta)

297
Missile Weapons
Whether firing ‘dumb’ ballistics with rocket motors, or targeted warheads that chased down a target, missile weaponry could be used for
anything from anti-infantry duty to tank hunting - provided the correct munitions were used.

All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons.

*A Manticore Missile Launcher may only fire a single Missile it is equipped with as part of any Shooting Attack it makes.

Weapon Range Str AP Type


Cyclone Missile Launcher
- Frag 48“ 4 6 Heavy 1, Large Blast (5”), Pinning
- Krak 48“ 8 3 Heavy 2, Twin-Linked
- Flak 48“ 7 3 Heavy 2, Skyfire, Twin-Linked
Deathstrike Missile
- Godspear Warhead - 16 1 Ordnance 1, Large Blast (5”), Wrecker, Destructor, Shieldbreaker
- Plasma Warhead - 10 2 Ordnance 1, Apocalyptic Blast (10”), Plasma Burn, Ignores Cover,
Pinning, Shell Shock (3)
- Tactical Nuclear Warhead - 14/10/6 1/2/3 Ordnance 1, Apocalyptic Mega-Blast, Eye of the Storm, Impact Flash,
Seismic Shock, Ignores Cover
- Vortex Warhead - 12 1 Ordnance 1, Massive Blast (7”), Vortex, Armourbane (Ranged),
Instant Death, Wrecker, Ignores Cover
Fragmentation Bomb - 5 5 Bomb 1, Blast (3”), One Use
Gravis Missile Launcher
- Frag 48“ 4 6 Heavy 1, Large Blast (5”), Pinning
- Krak 48“ 8 3 Heavy 2
Havoc Launcher 48“ 5 5 Heavy 1, Blast (3”), Twin-Linked
Hellstrike Missile 72“ 9 2 Heavy 1, Sunder, One Shot
Macro-Bomb Cluster - 8 4 Bomb 1, Apocalyptic Barrage (6), One Shot
Manticore Missile Launcher*
- Manticore Missile 18 - 300“ 8 3 Ordnance 1, Large Blast (5”), Breaching (4+), One Shot,
Ponderous Aim
- Phosphor Incendiary Missile 12 - 72“ 5 4 Ordnance 1, Barrage, Large Blast (5”), Ignores Cover, Pinning,
Shell Shock (2), One Shot, Ponderous Aim
- Solutus Chem Missile 12 - 72“ 1 - Ordnance D3+1, Barrage, Blast (3”), Brutal (2), Breaching (5+),
One Shot, Fleshbane, Ponderous Aim
- Storm Eagle Missile 12 - 120“ 10 2 Ordnance 4, Guided Fire, One Shot, Ponderous Aim
Missile Launcher
- Rad Missile 48“ 4 3 Heavy 1, Blast (3"), Fleshbane, Rad-Phage
- Psyk-Out Missile 36“ 7 3 Heavy 1, Psy-Shock
Mole Mortar 48“ 6 4 Heavy 1, Blast (3”), Ignores Cover, Tremor
Multiple Rocket Pod 24“ 4 6 Heavy 1, Large Blast (5”), Pinning
Salvo Launcher
- Melta Missile 18“ 8 1 Heavy 1, Armourbane (Melta)
- Flakburst Missile 24“ 7 3 Heavy 1, Skyfire
Skystrike Missile 72“ 8 2 Heavy 1, Skyfire, Sunder, One Use
Vratine Rotary Missile Launcher 48“ 8 2 Heavy 2, Exoshock (6+), Ignores Cover, Twin-Linked, Psy-Shock

Needle Weapons
Ejecting a volley of tiny slivers of toxin-coated shards at incredible velocity, these weapons could lay low enemies with the sheer potent
virulency of their ammunition - though against armoured targets, they often clattered harmlessly as they failed to reach the flesh of their
target.

All weapons listed here are counted as ‘Needle’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Needle Cavalcade 30“ 2 - Heavy 6, Poisoned (3+), Pinning

298
Phosphex Weapons
The crawling, emerald flames of these weapons seemed alive, seeking victims to consume by movement alone.

All weapons listed here are counted as ‘Phosphex’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Phosphex Bomb 6“ 5 2 Assault 1, One Use, Blast (3"), Poisoned (3+), Crawling Fire,
Lingering Death
Phosphex Canister Shot (Rapier) 12 - 24“ 4 3 Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire,
Lingering Death

Plasma Weapons
The super-heated plasma ejected by various weapons burns hotter than a star for a fraction of a second - but that is often enough…

All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Phased Plasma-Fusil 24“ 6 3 Heavy 3, Breaching (4+), Gets Hot
Omega Pattern Plasma Blastgun 48“ 9 3 Ordnance 1, Massive Blast (7“), Rending (4+), Gets Hot
Plasma Cannon 36“ 7 4 Heavy 1, Blast (3”), Breaching (4+), Gets Hot

Rad Weapons
Firing concentrated bursts of radiation, these weapons could melt flesh from bone and even blister metal in the blink of an eye.

All weapons listed here are counted as ‘Rad’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Irad-Cleanser Template 2 5 Assault 1, Fleshbane, Rad-phage
Lucifex 8“ 2 5 Pistol 1, Fleshbane, Rad-phage

Snare Weapons
Capable of unleashing prodigious quantities of entangling shred-nets, these weapons could immobilise targets in seconds - allowing for those
key to the Emperor’s plans who refused to come quietly to be retrieved with ease…

Weapon Range Str AP Type


Heavy Snare Cannon 24“ 7 - Heavy 6, Entangle (2)

Seismic Weapons
Operating on a similar principle to the Transonic weapons hoarded by the Mechanicum, these tools projected a cone of sheer force that
pulverised whatever stood before them - equally at home pounding rock to dust as flesh to paste.

Weapon Range Str AP Type


Seismic Cannon
- Short-Wave 12“ 8 4 Heavy 2, Concussive (1), Resonance (5+)
- Long-Wave 24“ 5 5 Heavy 4, Concussive (1), Resonance (6+)
Heavy Seismic Cannon
- Short-Wave 12“ 8 4 Heavy 3, Concussive (2), Resonance (4+)
- Long-Wave 24“ 5 5 Heavy 6, Concussive (2), Resonance (5+)
Seismic Crusher Template * 3 Heavy 1, Graviton Pulse*, Haywire, Concussive (1)

Transonic Weapons
Designed to emit great waves of sonic force, these weapons blasted apart armoured targets with resonant frequencies - whilst those of the
flesh struck by them simply disintegrated into bloody matter and bone.

All weapons listed here are counted as ‘Transonic’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Transonic Cannon 9“ 4 2 Heavy 1, Blast (3”), Sonic Pulse, Armourbane (Ranged), Pinning,
Ignores Cover

Shuriken Weapons
Rather than the crude ammunition of other races, shuriken weapons fired bladed disks at supersonic velocities to shred their targets.

All weapons listed here are counted as ‘Shuriken’ weapons for those rules that affect such weapons.

Weapon Range Str AP Type


Shuriken Catapult 18“ 4 5 Assault 2, Breaching (6+)
Shuriken Pistol 12“ 4 5 Pistol 1, Breaching (6+)

299
Volkite Weapons
Ancient beyond measure, Volkite formed part of the Imperial war machine since before it earned the name, and both new and experimental
variants of these ray-weapons found their ways into forces on both sides of the heresy as material and manpower stretched needs thin.

All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons.
Weapon Range Str AP Type
Volkite Caliver 30“ 6 5 Heavy 3, Deflagrate
Volkite Curtall 45“ 8 3 Ordnance 1, Heavy Beam, Deflagrate, Pinning
Volkite Dual-Culverin 45“ 6 5 Heavy 6, Deflagrate, Twin-Linked
Volkite Macro-Saker 45“ 6 5 Heavy 8, Deflagrate, Pinning

Exotic and Miscellaneous Weapons of the Imperium


Some weapons found in the Imperial armouries were so unique in form and aspect that they composed a class all of their own.

The Adrastus ‘Disintegrator’ is counted as an ‘Adrathic’ and ‘Disintegrator’ weapon and has two separate profiles. In each Phase where a Shooting
Attack may be made by a model with an Adrastus Bolt Caliver, only one of these profiles may be used to attack with, chosen by the Controlling
Player.

Weapon Range Str AP Type


Adrastus Bolt Caliver
- Bolt Volley 36“ 5 4 Assault 4, Shred, Pinning
- Disintegrator 24“ 5 2 Assault 1, Instant Death, Gets Hot, One Shot
Chem Cannon Template 1 - Heavy 1, Fleshbane, Breaching (5+)
Chem Destroyer Hellstorm 3 3 Ordnance 1, Torrent (9”), Breaching (5+), Fleshbane, Pinning
Reclaimator-Chainclaw (Ranged) 12“ 7 - Heavy 1, Impale, Entangle (2)
Neuro Disruptor 12“ 1 2 Pistol 1, Fleshbane
Sabre Searchlight 48“ * - Heavy 1, Large Blast (5”), Twin-Linked, Spotted!*
Sinistrae Magnificat 15“ 10 1 Heavy 1, Blast (3”), Gets Hot, Vortex, Instant Death, Psykana-Battery,
Ponderous Aim
Vortex Grenade 8“ 8 2 Assault 1, Blast (3”), Haywire, Concussive (1), Vortex, One Use,
Ponderous Aim

300
MELEE WEAPONS
Arc Weapons
Utilising similar high-retention capacitor blocks as ranged Arc weaponry, melee Arc weapons let out huge bangs, flashes, and bursts of smoke
as they contact enemies, searing flesh and burning circuits alike.

All weapons listed here are counted as ‘Arc’ weapons for those rules that affect such weapons.
Weapon Range Str AP Type
Taser Goad - +2 - Melee, Overload (6+)

Chain Weapons
Infamous for their ability to tear through flesh and the resulting eruption of gore, chain weapons were composed of razor-edged blades given
motion by powerful motors.

All weapons listed here are counted as ‘Chain’ weapons for those rules that affect such weapons.
Weapon Range Str AP Type
Chainfist - x2 2 Melee, Armourbane (Melee), Unwieldy
Gravis Chainfist - 10 2 Melee, Armourbane (Melee), Murderous Strike (5+)
Heavy Chainsword - +2 - Melee, Shred, Two-Handed, Rending (6+)

Force Weapons
Designed to channel and project the psychic might of their wielders, these weapons could be used to deadly effect by those with the power to
harness the Warp.

All weapons listed here are counted as ‘Force’ weapons for those rules that affect such weapons.

A model that is eligible to select a Force Weapon may take any of the weapons included in this Profile.

Weapon Range Str AP Type


Force Axe - +1 2 Melee, Force, Unwieldy
Force Maul - +2 3 Melee, Force
Force Staff - +1 3 Melee, Force, Reach (1)
Force Sword - User 3 Melee, Force, Rending (6+)

Industrial Gear
Certain pieces of heavy equipment designed for civilian purposes – usually mining and excavation – could be turned against living targets
with little, if any, modification.

Weapon Range Str AP Type


Arc Welder - +3 2 Melee, Specialist Weapon, Unwieldy, Reaping Blow (1)
Augmetic Fist - +1 3 Melee, Unwieldy, Breaching (5+)
Heavy Rock Cutter - x2 2 Melee, Two-Handed, Unwieldy, Murderous Strike (5+)
Heavy Rock Drill - x2 2 Melee, Two-Handed, Unwieldy, Brutal (2)
Heavy Rock Saw - x2 2 Melee, Two-Handed, Unwieldy, Sunder
Sentinel Powerlifter - x2 2 Melee, Brutal (2), Paired Weapon

Las Weapons
Discharging great cells of power in a confined space allowed for Laser weapons to punch great holes in a target - and the closer that target,
the greater the damage could be…

All weapons listed here are counted as ‘Las’ weapons for those rules that affect such weapons.
Weapon Range Str AP Type
Lascutter (Melee) - 10 1 Melee, Makeshift Weapon
Heavy Lascutter (Melee) - 10 1 Melee, Armourbane (Melee), Unwieldy, Specialist Weapon

301
Power Packs
Power Packs were equipped by ranking Kinfolk for mining and salvage operations. Worn on the back, these devices were not dissimilar to
servo-arms. They mounted pairs of tools that aided the user in their role – whether carving through rock and stone, or driving back attackers.

A model with a Power Pack may make one additional attack in the Shooting Phase or Assault Phase for each incorporated weapon,
using the profiles shown below. A model equipped with a weapon selected as part of a Power Pack with a Melee profile makes a
single additional attack with each, but cannot allocate any additional attacks to those profiles. A Power Pack cannot have more than
two weapons and each weapon may only be selected once.

Weapon Range Str AP Type


Circular Stone Saw - 4 5 Melee, Shred
Gem Extractor - 6 3 Melee, Rending (6+)
Kinfolk Arc Welder - 7 2 Melee, Unwieldy
Stone Burner 6“ 7 2 Pistol 1, Armourbane (Melta)

Power Weapons
Energised by powerful disruption fields, these weapons could shear through armour as though it were merely paper - reducing flesh to a
bloodless, smoking ruin with a cleaving blow.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible
to select a Power Weapon and has the Imperialis Miltia Sub-faction may select any of the weapons included in this section as a
Power Weapon selection, instead of any other variant of Power Weapon.
Weapon Range Str AP Type
Power Hammer - +3 2 Melee, Two-Handed, Unwieldy
Power Pick - +2 3 Melee, Unwieldy, Breaching (5+)

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more
common weapons, and so may not be selected by a model eligible to claim a generic Power weapon.

A model armed with two of the same weapons marked with a * gains +2 attacks, instead of the normal +1 for having two combat
weapons.
Weapon Range Str AP Type
Dreadnought Power Glove - 8 2 Melee, Armourbane (Melee)
Executor Great-Blade - User 3 Melee, Reaping Blow (2), Rending (5+)
Gravis Power Fist - 9 2 Melee, Brutal (2)
Heavy Power Weapon - x2 2 Melee, Titanic Weight, Two-Handed
Indictor Axe - +3 2 Melee, Unwieldy, Two-Handed, Rending (6+), Murderous Strike (6+)
Lightning Claw* - User 3 Melee, Shred, Rending (6+), Specialist Weapon
Pneumatic Claw - +1 3 Melee, Brutal (2)
Reclaimator-Chainclaw (Melee) - +1 3 Melee, Breaching (5+), Brutal (2)
Terminus Power Claw - x2 2 Melee, Brutal (2)

Servo Weapons
Designed to aid those who undertook manual labour to repair all manner of technology, those grafted with servo arms and their like were
able to carry impossible loads or otherwise undertake feats that none so equipped could hope to manage

A model equipped with a Servo-Arm may make an additional single attack per turn as well as any they would normally be eligible to
make, while a model equipped with a Machinator Array makes two additional attacks per turn. These attacks are made using the
weapon profiles shown below.

Additionally, a Machinator Array incorporates a Flamer and a Meltagun. A model with the Battlesmith (X) Special Rule may add +2
to their Repair roll result if they also have a Machinator Array.

Weapon Range Str AP Type


Machinator Array - +1 2 Melee, Unwieldy, Shred, Armourbane (Melee)
Servo-Arm - 8 2 Melee, Unwieldy

Solarite Weapons
Forged from alloys impossible to reproduce outside of the hidden tempest-galleries of Terra, and energised by technologies long kept hidden
at the Emperor’s command, these weapons are masterworks not seen outside of the armouries of the Legio Custodes, except in unspeakably
rare circumstances.

Weapon Range Str AP Type


Interceptor Lance - 8 1 Melee, Sudden Strike (3), Brutal (2), Two-Handed

302
Tainted Weapons
Perhaps once gleaming examples of the power of the Imperium, these weapons had been corrupted by both the Warp and the twisted souls of
their owners.

A model that is eligible to select a Tainted Weapon may take any of the weapons included in this Profile.

Weapon Range Str AP Type


Tainted Blade - User 3 Melee, Rending (6+), Murderous Strike (6+)
Tainted Axe - +1 2 Melee, Unwieldy, Murderous Strike (6+)
Tainted Maul - +2 3 Melee, Murderous Strike (6+)

Exotic and Miscellaneous Weapons of the Imperium


Some weapons found in the Imperial armouries were so unique in form and aspect that they composed a class all of their own.

A model armed with two of the same weapons marked with a * gains +2 attacks, instead of the normal +1 for having two combat
weapons.
Weapon Range Str AP Type
Corposant Stave - +1 4 Melee, Two-Handed, Haywire
Harlequin’s Caress - User - Melee, Fleshbane, Rending (5+)
Harlequin’s Edge - User - Melee, Rending (4+), Dimensional Edge (4+), Murderous Strike (6+)
Harlequin’s Embrace - 6 3 Melee, Monofilament, Embrace of Death (2)
Harlequin’s Kiss - +1 - Melee, Rending (5+), Murderous Strike (6+)
Haywire Grenade - - - Melee, Haywire, Detonation
Impetus Lance - +3 3 Melee, Deflagrate, Burst (D3), Sudden Strike (3), Two-Handed,
Ungainly
Melta Lance - 8 1 Melee, Ungainly, Lance, Sudden Strike (2), Two-Handed, One Use
Monstrous Appendage - 9 2 Melee, Brutal (3)
Mutated Appendages - +2 4 Melee, Rending (5+)
Ripper Gun - +1 5 Melee, Reaping Blow (1), Two-Handed
Shrike Talon* - User 4 Melee, Poisoned (3+), Psy-Shock
Tarsus Buckler - +1 3 Melee

303
LIBER IMPERATUS:
Wargear
IMPERATUS WARGEAR
The units that form the various sub-factions in this document have access to a number of new items of Wargear - these can be found below. These
function in addition to the Wargear found in the official Horus Heresy publications, and operate under the broader Rules and Conventions laid out
in the Horus Heresy: Age of Darkness Core Rulebook.

Aeldari Shields Arkadia Pattern Grav-Attack


Unlike the bulky and restrictive shield projectors of other races, the A rare and relatively unknown pattern of anti-gravitic craft, the Grav-
shield projectors of the Eldar were discrete and sophisticated, Attack was seldom seen, for its light armour contrasted with a
comparatively incredibly powerful for their size. comparatively heavy armament load. The Arkadia pattern of Grav-
Attack was of special note again, however - for those examples that
appeared within armouries across the Imperium before the outbreak of
Forceshield the Heresy were unlike many other such grav-craft seen at that time,
A Forceshield confers a 5+ Invulnerable Save. rarity heaped upon the unknown, and this factor coupled with their
strange provenance made many outside the Traders Militant reluctant
Improved Forceshield to use these unusual vehicles.
An Improved Forceshield confers a 4+ Invulnerable Save.
An Arkadia Pattern Grav-Attack has two Heavy Bolters.
Holo-Suit
A Holo-Suit confers a 4+ Invulnerable Save. In addition, a model equipped with an Arkadia Pattern Grav-Attack
that chooses to Run gains the Shrouded (5+) Special Rule until the
start of the Controlling Player’s next turn.

Aetherlabe Instrumenta
These scrying mechanisms allowed those skilled enough to perceive the
ebb and flow of the warp. Asuryani Armour
The Asuryani were not a dedicated military force - and the battlefields
The Controlling Player of an enemy unit that arrives via Deep of the Great Crusade and Age of Darkness were unkind to those
Strike Assault within 12" of a model with this Special Rule must roll unprepared to fight upon them. As a result, rapid innovation was
an additional D6 when rolling to Scatter that unit. required by the Bonesingers of the Craftworlds, as well as raids on old
Anrathe caches to bolster existing supplies. This would result in armour
wholly unique to that strand of the Aeldari race, designed from the best
Alkonost Combat Bike they could muster to defend themselves.
Only seen to be fielded by the Silent Sisterhood, the Alkonost Combat
bike was a pattern of skeletonised ground bike, allowing for only the Mesh Armour
most rapid of scout-and-strike operations whilst remaining low in Fashioned from scales of psychically-sensitive armour in a fashion
profile and silhouette. Perfectly constructed for a round performance on similar to chainmail, these suits were light, and preserved the mobility
all forms of terrain, it allowed potent actions during light combat and of those who wore them.
harassment Manoeuvres.
Heavy Mesh Armour:
An Alkonost Combat Bike has a Twin-Linked Vratine Bolter, and Heavy Mesh Armour confers a 4+ Armour Save.
sets the Unit Type of any model equipped with an Alkonost
Combat Bike to Cavalry (Skirmish), though the model keeps any
additional Sub-types it may have, and changes its Movement
Characteristic to 16”. Auric Shackles
These dread restraints were crafted from the same alloys as the armour
In addition, a model with a Alkonost Combat Bike has the of the Custodians, but were also imbued with various psychic wards and
Shrouded (6+) Special Rule, which increases to Shrouded (5+) until technological measures to make escape from them utterly impossible.
the start of the Controlling Player’s Next Turn if the model chooses
to Run. Whenever a model equipped with Auric Shackles fights in a
Challenge, they add +2 to the Wounds score used to determine if
A model equipped with an Alkonost Combat Bike also gains the they won the Combat.
Firing Protocols (2), Hammer of Wrath (1), Skilled Rider, and
Battle-Hardened (1) Special Rules. In addition, if a unit including a model equipped with Auric
Shackles slays the enemy Warlord as the result of a Melee attack or
Sweeping Advance, the Controlling Player gains an additional +1
Allarus Terminator Armor Victory Point.
Designed to grant both protection and mobility to Custodians who
were called upon to make savage, full-frontal assaults, Allarus
Terminator Armour was developed using a blend of technology from
the new Tartaros suits provided to the Legiones Astartes and Aquilon’s
proven strength both.

Allarus Terminator Armour confers a 2+ Armour Save and a 5+


Invulnerable Save.

306
Auspex Surveyor Boarding Shields
This vast array provided a broad spectrum of constant data within a These sizeable shields were composed of an armoured plate which itself
greater localised area than that of man-portable multi-scanners, concealed small field generators that amplified their protective qualities.
making its squadron aware of the presence of nearby foes with pinpoint
accuracy. Boarding Shields confer a 5+ Invulnerable Save, but a model with a
Boarding Shield cannot claim bonus attacks for having more than
A unit that includes at least one model with an Auspex Surveyor one melee weapon, or make attacks during the Assault phase using
makes Shooting Attacks as if they had the Ignores Cover Special a weapon with the Two-handed Special Rule.
Rule. In addition, they gain the following benefits:
Invulnerable Saves granted by a Boarding Shield do not stack with
• Enemy models cannot be deployed using the Infiltrate special other Invulnerable Saves, but can benefit from rules (like Cyber-
rule within 24” of a model with an Auspex Surveyor. Familiar wargear) that specifically increase existing saves. If a model
has another Invulnerable Save then the Controlling Player must
• A unit that includes at least one model with an Auspex choose which one to use.
Surveyor ignores the 24” limit to line of sight and the -1
penalty to Ballistic Skill when making Shooting Attacks while
the Night Fighting rules are in effect. Breacher Charge
Breacher Charges were specialised explosive devices utilised to force entry
• When any enemy unit is deployed to the battlefield from through fortified walls and doors.
Reserves, a unit that includes at least one model with an
Auspex Surveyor may make the Interceptor Advanced The Controlling Player may choose to have a model with a Breacher
Reaction (see the Horus Heresy: Age of Darkness rulebook, Charge that is Engaged or otherwise in base contact during the
page 309) without expending a point of the Reactive player’s Assault phase with a Building or Fortification model, inflict one
Reaction Allotment. This does not allow the unit to make automatic Str 10, AP 2 Hit on the target in Initiative Step 1 instead
more than one Reaction per Phase, but does allow the of attacking normally. Any model in a unit that is chosen to inflict
controlling player to exceed the normal three Reactions limit Hits using breacher charges may not otherwise attack or make use
in a given Phase. of any other Special Rule or item of Wargear that inflicts Hits or
Wounds on a model in the same Assault phase (but may participate
in Sweeping Advances as normal).
Auxilia Tempestor Land Speeder
A sub-class of the more common Proteus pattern, these vehicles featured
a large suite of command and control equipment, as well as extra Combat Shields
armour plating to further protect its human crew. Tempestor scouting A small shield or buckler worn on the wrist, these shields often contained
vehicles roved ahead of the main force of the Auxilia, their fully small field generators that amplified their protective capabilities.
environmentally-sealed nature allowing them to function as strike craft
in low- or zero-gravity environments. Carrying a multitude of Combat Shields confer a 6+ Invulnerable Save.
weaponry, the Tempestor was notoriously deadly to enemy infantry and
light vehicles. Invulnerable Saves granted by a Combat Shield do not stack with
other Invulnerable Saves, but can benefit from rules (like Cyber-
An Auxilia Tempestor Land Speeder has a Multi-Laser and a Havoc Familiar wargear) that specifically increase existing saves. If a model
Launcher. has another Invulnerable Save then the Controlling Player must
choose which one to use.
In addition, a model equipped with an Auxilia Tempestor Land
Speeder that chooses to Run gains the Shrouded (5+) Special Rule
until the start of the Controlling Player’s next turn. Command Crew Bay
While the doctrines of the Imperialis Auxilia – at least during the Horus
Heresy – usually relied on numbers to carry the day, certain vehicles
Auxiliary Crew Bay served to transport only small squads, primarily officers and their
Either by removing as many nonessential components from a vehicle as attendants.
possible, or because it was designed to carry large numbers of passengers
in the first place, the Imperialis Militia had access to a range of civilian A model equipped with an Command Crew Bay gains the Transport
and military vehicles that could transport troops into battle. Sub-type, a Transport Capacity of 8 models (or otherwise increases
its existing Transport Capacity to 8), Access Points on both of its
A model equipped with an Auxiliary Crew Bay gains the Transport sides (if it did not already have these), and the Infantry Transport
Sub-type, a Transport Capacity of 14 models (or otherwise increases Special Rule.
its existing Transport Capacity to 14), Access Points on both of its
sides and rear (if it did not already have these), and the Infantry
Transport Special Rule. Command Vox
These bulky vox units allowed commands to be relayed instantly.

Battle Servitor Control Any friendly unit that includes at least one model with a Command
By delegating weak-spot recognition to dedicated servitor units, the Vox may choose to use the Leadership value of any model in a
damage inflicted by shots was greatly increased. friendly unit with another Command Vox when making Pinning
tests or Morale checks – this includes any friendly units with
A model with Battle Servitor Control gains the Sunder Special Rule. Command Voxes that are in Reserves or Embarked on unit with the
Vehicle Unit Type. A unit that includes a Command Vox also offer
benefits to friendly units that include a Vox Interlock. While at least
one model with a Command Vox is present on the battlefield and
not Embarked in a Vehicle or Building, the Controlling Player may
re-roll any Scatter rolls made (whether as part of a weapon attack or
the deployment of a model or unit), as long as the model with the
Command Vox has line of sight to the unit targeted by the attack or
the point chosen as the target of the deployment.

307
Cortex Controller Flip Belt
Adepts of the Mechanicum who wielded these devices were able to The exclusive purview of the Saedathii Eldar, these belts allowed the
directly control those Battle-Automata upgraded with cybernetica wearer to treat gravity with contempt and walk astride any surface they
cortex systems and observe the battlefield through them. so chose.

Any unit that includes one or more models with the Cybernetica A unit composed entirely of models equipped with Flip Belts may
Unit Sub-type may ignore the Programmed Behaviour provision choose to ignore terrain and intervening friendly units while
described as part of that Sub-type while within 12” of a friendly Moving, including Charges, Fall Back moves, Advancing, and
model with a Cortex Controller. during Reactions. A unit that ends or begins its movement in
Dangerous Terrain will still need to take Dangerous Terrain tests
as normal, though they entirely ignore the effects of Difficult
Custodes Dawneagle Jetbike Terrain.
Introduced to the Custodes armoury toward the latter half of the Great
Crusade, these bikes sacrificed the raw speed of the Agamatus for both
better performance over rough terrain, and ease of construction. Geo-Locator Beacon
These immense vox arrays could call out from a planet’s surface and
A Custodes Dawneagle Jetbike has Two Lastrum Storm Bolters. into the void, guiding in their fellow warriors.

In addition, a model with a Custodes Dawneagle Jetbike that As long as a model equipped with a Geo-Locator Beacon is
chooses to Run gains the Shrouded (5+) Special Rule until the start deployed on the battlefield, the Controlling Player may choose to
of the Controlling Player’s next turn. re-roll all failed Reserves rolls they make.

A model that is equipped with a Custodes Dawneagle Jetbike must Halian Heavy Jetbike
change its unit type to Cavalry (Antigrav, Skirmish), if it does not Sitting somewhere between a true Jetbike and a Speeder, the Halian was
already have this Unit Type and Sub-types, keeping any other unit capable of mounting a variety of potent heavy weapons while
Sub-types it had. Additionally, the model must change its maintaining a blistering maximum speed. The Silent Sisterhood used
Movement Characteristic to 14”, and gains the Hammer of Wrath this combination to respond rapidly to enemy threats with devastating
(1), Skilled Rider, Firing Protocols (2) and Deep Strike Special Rules. firepower.

A Halian Heavy Jetbike has a Heavy Snare Cannon.


Exo-Driller Armour
Found near-exclusively among Kinfolk enclaves who had retained some
measure of independence, Exo-Driller Armour was designed to protect In addition, a model with a Halian Heavy Jetbike gains the
miners from environmental hazards and enable them to fight back Shrouded (6+) Special Rule on any turn in which it has moved, or
against bandits and aggressive fauna. Many were further upgraded the Shrouded (5+) Special Rule if it has Run in that turn.
with suites of sensor equipment to track valuable mineral seams and
detect hostile movement. Due to the excellent protection afforded by
Exo-Driller Armour, the origin of these suits was a jealously guarded Helical Targeting Array
secret. Designed to track targets moving at extremely high speeds or that were
heavily obfuscated, Helical Targeting Arrays ensured a war machine’s
weaponry could find its mark against even the most guileful foes.
Exo-Driller Armour confers a 2+ Armour Save and a 5+
Invulnerable Save.
The Controlling Player of a model with a Helical Targeting Array
may activate it at the start of any of their own turns, or, if the
Explorator Augury Web Controlling Player is not taking the first turn of the battle, at the
These clustered systems of auspexes, location-finders, and range seeking start of the battle, before the beginning of the Opposing Player’s
apparatus were so powerful that they could determine the precise first turn. Once the Helical Targeting Array is activated, the model
coordinates of enemy or friendly units that were a continent away. is affected by the following conditions until the beginning of the
Controlling Player’s next turn:
At the start of each of the Controlling Player’s turns, that player
may choose to activate the Explorator Augury Web in either • The model may not move, Run or declare or make any
Disruption or Relay mode, the effects of which last until the Reactions other than the Interceptor or Overwatch Reaction.
beginning of the Controlling Player’s next turn:
• Disruption Mode: Any Reserves rolls made by an enemy • The Controlling Player may choose to use the Skyfire Special
player to bring units into play from Reserve are modified by Rule when making any Shooting Attacks with the model.
-1 while this mode is active. This modifier does not stack with
any other negative modifiers to Reserves rolls – use the • No model may make a Damage Mitigation Roll provided by
highest single modifier instead. However, once the final the Shrouded Special Rule against an attack made by a model
negative modifier to a Reserves roll is determined, it can be with a Helical Targeting Array while it is active.
reduced by any positive modifiers applied to the roll (for
example if a Reserves roll was affected by both a -1 and +1 • When the model makes a Shooting Attack as part of the
modifier then they would cancel each other and no modifier Interceptor Reaction, the Reaction does not cost the
would be applied). Controlling Player a point from their Reaction Allotment.
• Relay Mode: Any Reserves rolls made by the Controlling This does not allow the unit to make more than one Reaction
Player to bring units into play from Reserves may be re-rolled per Phase, but does allow the Controlling Player to exceed
while this mode is active. the normal three Reactions limit in a given Phase.

• When a model with the Vehicle Unit Type and a Helical


Targeting Array makes a Shooting Attack as part of the
Interceptor Reaction, that model may fire all of its weapons,
not just Defensive Weapons, as part of the Shooting Attack.

308
Indomitus Terminator Armour Power Armour
Combining numerous features of both Cataprachtii and Tartaros Employing armoured plates and electro-fibre bundles to both protect
armour; Indomitus armour became increasingly prevalent among the and augment their wearers, versions of these armoured suits that could
armies of both Loyalist and Traitor as the Horus Heresy progressed – fit mortal frames were in high demand during the Great Crusade and
having proven much easier to produce than either of its predecessor Horus Heresy .
designs, if slightly more cumbersome.
Power armour provides a 3+ Armour Save.
Indomitus Terminator Armour confers a 2+ Armour Save and a 5+
Invulnerable Save.
Praesidium Shield
Jokaero Armaments These golden shields could weather storms that threatened even the
The long mechanical armatures that formed a Jokaero’s hands could Emperor’s Golden Host could not.
reshape to form a weapon of its choosing in moments.
A model with a Praesidium Shield adds +1 to its Invulnerable Save
Whenever a model armed with Jokaero Armaments makes a (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not
Shooting Attack, the Controlling Player may choose a single already possess one. In addition, a model with a Praesidium Shield
weapon from the following list for the model to make their cannot claim bonus attacks for having more than one melee
Shooting Attack with: weapon, or make attacks during the Assault phase using a weapon
with the Two-Handed Special Rule.
Lascannon, Multi-Melta, Heavy Flamer, Volkite Culverin,
Disintegrator Proteus Pattern Storm Shield
Whilst not in general use during the Great Crusade, by the Age of
Darkness the first prototypes of ‘Storm Shields’ had reached all of the
Mechanicum Protectiva Legiones Astartes - loyalist or otherwise.
Rare devices exclusive to all but the highest ranking of the
Mechanicum’s magi, they were not of a singular design but covered a A model with a Proteus Pattern Storm Shield gains a 4+
variety of shield generators intended to protect the bearer from harm – Invulnerable Save, Invulnerable Saves granted by a Proteus Pattern
whether on the battlefield when confronting the enemies of mankind or Storm Shield do not stack with other Invulnerable Saves, and
from rivals who sought to assassinate them. cannot be modified by any other Special Rule. If a model has
another Invulnerable Save then the Controlling Player must choose
A model with a Mechanicum Protectiva gains a 4+ Invulnerable one to use. A model with a Proteus Pattern Storm Shield may never
Save. gain an additional Attack for being armed with two close combat
weapons or make attacks using a weapon with the Two-Handed
Invulnerable Save granted by a Mechanicum Protectiva do not Special Rule.
stack with other Invulnerable Saves, but can benefit from rules (like
Cyber-Familiar wargear) that specifically increase existing saves. If
a model has another Invulnerable Save then the Controlling Player Psychic Hood
must choose which one to use. Trained psykers utilised these esoteric devices to focus in on
concentrations of Warp-energy being expended by hostile witches and
mitigated their impact accordingly.
Plasma Grenades
Unlike the lesser races, the Eldar would carry usually only a single type Any enemy model within 18" and line of sight of a model with a
of grenade - and with which, both infantry and vehicles would fall. Psychic Hood must reduce its Leadership by -2 when making
Psychic checks. This modifier is not cumulative and no model may
A unit that includes at least one model with Plasma Grenades suffer from penalties from more than one Psychic Hood.
makes attacks at its normal Initiative Step during an Assault after it
has successfully Charged through Difficult Terrain or Dangerous Rad Grenades
Terrain, but still suffers any penalties to Charge rolls imposed by Seldom issued except in the most dire of circumstances and against only
Difficult Terrain or Dangerous Terrain when resolving a Charge the most heinous foes, Rad Grenades poisoned not only the enemy, but
through Difficult Terrain or Dangerous Terrain. the very ground on which they detonated.

In addition, the Controlling Player may choose to have a model During a turn in which a unit with at least one model with Rad
with Plasma Grenades that is Engaged or otherwise in base contact Grenades successfully Charges, or is themselves successfully
during the Assault phase with a Building or Fortification, or a Charged, all models in the enemy unit(s) suffer a -1 penalty to their
model with the Vehicle, Dreadnought or Automata Unit Type, Toughness Characteristic, to a minimum of Toughness 1, until the
inflict one automatic Str 5, AP 4 Hit with the Breaching (6+) Special end of the Fight Sub-phase that follows the successful Charge.
Rule, on the target in Initiative Step 1 instead of attacking normally.
If this option is selected, the unit makes its Pile In move at the
Note: This does affect Instant Death thresholds.
Initiative 1 step. Any model in a unit that is chosen to inflict Hits
using Plasma Grenades may not otherwise attack or make use of
any other Special Rule or item of Wargear that inflicts Hits or
Wounds on a model in the same Assault phase (but may participate
in Sweeping Advances as normal).

309
Rad Furnace Siege Retrofit
The devices known as Rad Furnaces were originally an offshoot of Though famed for their speed, Malcadors frequently found themselves
research into Atomantic technology - although their diversion from the involved in prolonged siege warfare where their weaker front armour
ordinary shielding such machines usually provided was apparent in the and large size impeded their performance. As such, many Malcadors
appalling radiation they spewed forth, itself weaponised to weaken and found themselves refitted and up-armoured in prolonged campaigns.
debilitate foes. These siege retrofits greatly increased the tank’s durability - however,
the added bulk severely taxed their engines, leading to reduced top speed
Any melee Hits allocated to models locked in combat with one or and increased rates of engine failure.
more units that include a model with a Rad Furnace require one
lower result To Wound than they would normally, to a minimum A model equipped with a Siege Retrofit loses the Fast Unit
of 2+. This effect is not cumulative with itself if more than one Sub-type, increases their Front Armour Characteristic to 14, and
model in a combat has a Rad Furnace. additionally gains a Flare Shield at no additional Points cost,
though may not purchase a Flare Shield from any other source.
Models with Rad Furnaces are immune to the effects of Rad
Grenades, the Rad-Phage Special Rule and the Rad Furnaces of
models they are locked in combat with. In addition, Hits from Suspensor Web
weapons with the Rad-Phage Special Rule that are allocated to a These miraculous devices rendered even the heaviest weapons portable -
model with a Rad Furnace only successfully wound on a To Wound at the cost of accuracy.
roll of a 6+.
A Heavy Weapon with a Suspensor Web may be treated as having
the type Assault rather than Heavy when used to attack as part of
Sawtooth Rockgrinder any Shooting Attack at targets at up to half the weapon’s usual
Some industrial vehicles mounted large ploughs which utilised whirring maximum range.
cutter arrays to grind through rock and other solid obstacles. Desperate
or unconventional Militia units turned these drilldozer blades against For example, a Heavy Bolter with a Suspensor Web, which is
living targets, reducing victims to nothing more than bloody sinew. usually a Range 36" Heavy 4 weapon, can instead be used as if it
were a Range 18" Assault 4 weapon if the Controlling Player wishes.
A model equipped with a Sawtooth Rockgrinder gains the
following effects: A weapon with a Suspensor Web may be fired as an Assault weapon
at half range or less. If a weapon fired in this manner has any
• The model’s Front Armour Value is increased by +1 Special Rules that rely on range (such as Armourbane (Melta)) then
(to maximum of a Front Armour Value of 14). the range required to trigger this Special Rule is calculated based
on the weapon’s original range, not the modified range from the
• The model’s Movement Characteristic is decreased by -2”. Suspensor Web’s effects.

• The model ignores the effects of Difficult and Dangerous


Terrain. Tarsus Buckler
These bladed shields could be used to attack as well as defend.
• Whenever the model performs a Ram attack, increase the
number of hits inflicted by +D3, and the Strength Reduce the Strength characteristic of Shooting Attacks made
Characteristic of the Ram attacks by +3. In addition, all Ram against a unit in which the majority of models have a Tarsus
attacks made by a model with this upgrade are resolved at an Buckler by -2 (to a minimum of 1)
AP value of 3, with the Sunder and Shred Special Rules.

Tenebris Praetoria
Shredder Prow Designed to obscure and confound, the Tenebris Praetoria cast out an
These bladed, whirring industrial prow attachments were a mimicry of ink-black pall - within which even the shining gold of the Custodians
the larger Sawtooth grinders - but were no less deadly for it. was rendered invisible.

A model with this upgrade does an additional +D3 hits when Whenever targeted by a Shooting Attack, the range between an
resolving Hammer of Wrath attacks. In addition, all Hammer of attacking unit and a unit including one or more models with a
Wrath attacks made by a unit with this upgrade are resolved at an Tenebris Praetoria is considered to be 6" further than the actual
AP value of 3. range between the two units – enemy units with the Night Vision
Special Rule, weapons with the Template Special Rule and models
with the Primarch Unit Type ignore this effect. In addition, when
Shroud Bombs attacked by a weapon with the Barrage Special Rule, a unit
Designed to conceal users from the enemy’s sight, Shroud Bombs varied including one or more models with a Tenebris Praetoria is always
in design from army to army – from basic smoke bombs, to chaff treated as though it was out of line of sight when scattering any
grenades and portable jamming arrays. attacks.

Whenever targeted by a Shooting Attack, the range between an


attacking unit and a unit that includes at least one model with
Shroud Bombs is considered to be 6” further than the actual range
between the two units – enemy models with the Night Vision
Special Rule and models with the Primarch Unit Type ignore this
effect. In addition, when attacked by a weapon with the Barrage
Special Rule, a unit that includes at least one model with Shroud
Bombs is always treated as though it was out of Line of Sight when
scattering any attacks.

310
Towing Cable Vexillum Imperatus
With a powerful engine and an industrial tether, many battlefield Immense banners that shone with internal light, these symbols of the
emplacements could be pulled across even the most broken landscapes might of the Emperor and Imperium both were said to be enough to
of war - their spotters and gunners holding what purchase they could to rally all to them.
ensure they too were taken swiftly alongside them.
All of the Controlling Player’s units with the Legio Custodes
At any point in the Controlling Player’s Movement Phase, a model Special Rule within 12” of a friendly model with a Vexillum
with a Towing Cable may target a friendly Infantry model with a Imperatus are considered to have a Leadership Characteristic of 10
Movement Characteristic of “-” in contact with this model’s Hull. when resolving Morale checks or Pinning tests. Once per game,
A model which is currently locked in combat may not be targeted. whenever a friendly unit with the Legio Custodes Special Rule
within 12” of a model with a Vexillum Imperatus fails a Leadership
Both the targeted model and the model with this Special Rule may Test, that Leadership test may be re-rolled.
move an amount of inches up to the model with this Special Rule’s
remaining Movement, so long as it remains in contact with the In addition, all models in a unit that includes a Vexillum Imperatus
model with this Special Rule’s hull for the duration of that move. If gain the Line Sub-type as long as they remain part of that unit –
moving that model for any reason would cause it to be removed as this benefit is lost immediately if the model with the Vexillum
a casualty, such as by the effects of a Special Rule, it is not for the Imperatus is removed as a casualty or leaves the unit.
purposes of being moved this way.

Furthermore, if there are other models in the same unit as a model Vigilant Standard
targeted by the Towing Cable and they have a Movement These banners bore esoteric symbols of fealty and devotion to the
Characteristic of “1” or more, they are counted as having embarked Emperor, as well as arcane wards and warnings of the null nature of the
on this vehicle for as long as a model is being moved via the Towing Silent Sisters; these standards felt to all as eyes boring into the soul.
Cable Special Rule. They must disembark via the normal procedure
once a model with a Towing Cable has finished its move in the A unit that includes at least one model with an Vigilant Standard
Movement Phase. If there are multiple models with a Movement adds +1 to the Wounds score used to determine if they win a
Characteristic of “-” being towed by multiple models equipped with Combat in the Assault phase. In addition, a unit that includes at
a Towing Cable, then any models counted as embarked may least one model with a Vigilant Standard may, before any dice are
disembark from any model with a Towing Cable which was towing rolled to determine Fall Back distance, choose to Fall Back only a
a model from their unit. distance equal to the roll of a D6 instead of 2D6, and if forced to
move off the edge of the battlefield will instead stop moving, with
A model with this Special Rule may not activate its Towing Cable if any model that would have moved off of the battlefield instead
it moves Flat-out; and a model with this Special Rule may not move ending its Fall Back move prematurely when it reaches 1” from the
Flat-out if it activates its Towing Cable. Any Infantry models edge of the battlefield.
moved via this Special Rule may only fire Snap Shots in the
following Shooting Phase. Vox Disruptor Array
Designed to project counter-frequencies and disruption waves, these
Trader-Militant Banner devices could utterly scramble any radio equipment.
The immense banners born by the Retainers Militant were one-of-a-
kind heirlooms, proclaiming proudly the successes and victories of the At the start of each Game Turn you can declare whether each Vox
Trader Militant and their household. A uniting force, the banner served Disruptor Array in your army is turned on or turned off. While
to rally all those loyal to the Rogue Trader’s cause. To allow one to fall there is at least one model on the battlefield with a Vox Disruptor
was a great dishonour, and so only the most trusted were allowed to Array turned on, regardless of whether that model is enemy or
bear them into battle. friendly, any attempt to perform a Deep Strike Assault, Drop Pod
Assault, Area Denial Drop or Subterranean Assault during that turn
A unit that includes at least one model with a Trader-Militant is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.’
Banner adds +1 to the Wounds score used to decide if they win a
Combat in the Assault phase. A unit that includes at least one
model with a Trader-Militant Banner may choose to Fall Back only
Vratine Voidplate
a distance equal to the roll of a D6 instead of 2D6, and if forced to Taking technologies discovered from the tactical dreadnought armour
move off the edge of the battlefield will instead stop with each program, and combining them with the incredible selenite void-mail,
model 1" away from the edge of the battlefield. In addition, all of these large suits of armour - literally “Voidplate of the Oath” - provided
the Controlling Player’s units that are part of a an Army in which greater protection and enhanced systems to their wearer whilst still
the Primary Detachment is from the Traders Militant Sub-faction allowing them some of the manoeuvrability lighter panoplies could
within 12" of a model with a Trader-Militant Banner are considered provide.
to have a Leadership Characteristic of 9 (unless they already had a
higher Leadership Characteristic) when resolving Morale checks or Vratine Voidplate confers a 2+ Armour Save. In addition, a unit that
Pinning tests (but not Psychic checks). includes any models with Vratine Voidplate make Sweeping
Advance rolls at a penalty of -1.

Verticalis Drop Harness


Whether locally patterned as anti-gravitic devices or short-fuse thruster Vratine Chainmail
packs, the Verticalis Drop Harness was utilised by specialised veterans Lacking many of the power armour systems Vratine Armour provides,
of the Solar Auxilia Cohorts as a means of rapid insertion deep into the primary utilisation of Selenite void-mail in the build of “the
enemy lines. Dropped from high in sub-orbit or out the back of fast- Chainmail of the Oath” provided those equipped with it a greater
moving aircraft, these robust devices allowed deep strikes in almost alacrity in trade for its lesser protection.
every environment.
Vratine Chainmail confers a 4+ Armour Save.
A model equipped with a Verticalis Drop Harness gains the Deep
Strike Special Rule. Furthermore, Models with the Verticalis Drop
Harness can disembark from Zooming Flyers and Flyers they are
embarked upon that move at Cruising Speed, regardless of other
rules.

311
LIBER IMPERATUS:
Base Sizing Chart
BASE SIZING CHART
The units made available to Imperial armies by this document may not immediately have an obvious base size to use for them - our
recommendations for these can be found below.

TRADERS MILITANT MODELS


Model Base Size
Rogue Trader Militant Round, 40mm
Retainers Militant
- Militant Bodyguard Round, 25mm
- Trader-Militant Standard Bearer Round, 25mm
- Adjuevant Medicae Round, 25mm
- Jokaero Courtier Round, 25mm
- Navigator Nobilis Round, 25mm
- Templax Challenger Round, 25mm
- Astropathica Primus Round, 25mm
- Primus Psykana Round, 25mm
- Defensor-Automata Round, 25mm
- Presage of the Legion Round, 32mm
- Magos Attendis Round, 32mm
- Militaris Adjutant Round, 25mm
- Custodian Observer Round, 40mm
- Executor of the Black Fleet Round, 32mm
- Envoy of the Asur Round, 32mm
- Faceless Delegate Round, 32mm
Voidsmen Cadre Round, 25mm
Imperatrix Bondsmen Cadre Round, 25mm
Savaris Bondsmen Cadre Round, 25mm
Arvus Transport Flying, Oval, 120x92mm
Aurox Transport No Base
Land Raider Armoured Carrier No Base
Grav-Speeder Squadron Round, Flying, 60mm
Carnodon Severax Squadron No Base

LEGIO CUSTODES MODELS


Model Base Size
Custodian Host-Master Round, 40mm
Custodian Agamatii Shield Captain Round, Flying, 60mm
Custodian Vertoii Shield Captain Oval, Flying, 75mm
Custodian Allarii Shield Captain Round, 40mm
Custodian Aquilus Shield Captain Round, 50mm
Custodian Venataris Shield Captain Round, Flying, 40mm
Allarus Terminator Round, 40mm
Contemptor-Moritiax Dreadnought Round, 60mm
Dawneagle Oval, Flying, 75mm
Custodes Land Raider No Base
Custodes Grav-Raider Round, Flying, 100mm
Custodes Land Raider Spartan No Base
Custodes Grav-Spartan Round, Flying, 100mm

314
SISTERS OF SILENCE MODELS
Model Base Size
Sikari Dar Round, 40mm
Knight Ensign Round, 32mm
Indictor Cadre Round, 40mm
Perditor Cadre
- On Foot Round, 32mm
- With Venataris Jump Harness Round, Flying, 32mm
Repressor Automata Maniple
- Repressor Mistress Round, 32mm
- Repressor Automata Round, 60mm
Silent Sisterhood Rhino Transport No Base
Silent Sisterhood Grav-Rhino Round, Flying, 60mm
Shrike Cadre Round, 32mm
Impetor Cadre Oval, 75mm
Otos Transport Flying, Oval, 120x92mm
Aymhari Interceptor Flying, Oval, 120x92mm
Arbiter Cadre Round, Flying, 60mm
Caedecius Exoframe Cadre Round, 60mm
Stymphalia Attack Craft Flying, Oval, 120x92mm

SOLAR AUXILIA MODELS


Model Base Size
Lord Marshal Ireton MaSade
- Ireton MaSade Round, 28.5mm
- Ireton MaSade Mechanised Round, 50mm
Solar Auxilia Battle Psyker Round, 25mm
Solar Auxilia Furibundus Dreadnought Talon Round, 60mm
Possessed Auxilia
- Possessed Auxilia Round, 25mm
- Greater Possessed Auxilia Round, 40mm
Extremis Boarding Rig Section Round, 50mm
Enginseer Auxilia Section
- Enginseer Adept Round, 32mm
- Servo-Automata Round, 25mm
Solar Auxilia Breacher Command Section Round, 25mm
Solar Auxilia Breacher Section Round, 25mm
Solar Auxilia Ancillary Command Section Round, 25mm
Solar Auxilia Pioneer Section Round, 25mm
Solar Auxilia Special Weapons Section Round, 25mm
Solar Auxilia Heavy Weapons Section Round, 50mm
Solar Auxilia Chimera Transport No Base
Solar Auxilia Verticalis Drop Command Section Round, 25mm
Solar Auxilia Verticalis Drop Section Round, 25mm
Solar Auxilia Drop Sentinel Squadron Round, 60mm
Solar Auxilia Salamander Command Vehicle No Base
Solar Auxilia Salamander Scout Squadron No Base
Solar Auxilia Pegasus Assault Squadron No Base
Solar Auxilia Carnodon Command Section No Base
Solar Auxilia Carnodon Strike Squadron No Base
Solar Auxilia Tempestor Land Speeder Squadron Round, Flying, 60mm
Solar Auxilia Aethon Heavy Sentinel Squadron Round, 60mm
Solar Auxilia Hellhound Flame Tank Squadron No Base
Divisio Aeronautica Avenger Strike Fighter Flying, Oval, 120x92mm
Solar Auxilia Kelaino Squadron Flying, Oval, 120x92mm
Solar Auxilia Aello Gunship Squadron Flying, Oval, 120x92mm
Solar Auxilia Ocypete Gunship Squadron Flying, Oval, 120x92mm
Solar Auxilia Hades Breaching Drill No Base

315
SOLAR AUXILIA MODELS CONTINUED
Model Base Size
Solar Auxilia Macharius Omega Heavy Tank No Base
Solar Auxilia Praetorian Heavy Tank Squadron No Base
Solar Auxilia Hydra Flak Tank Battery No Base
Solar Auxilia Sabre Battery Round, 60mm
Solar Auxilia Manticore Missile Tank Battery No Base
Solar Auxilia Deathstrike Missile Platform Round, Flying, 40mm
Divisio Aeronautica Marauder Bomber Round, Flying, 160mm
Divisio Aeronautica Marauder Destroyer Round, Flying, 160mm

IMPERIALIS MILITIA MODELS


Model Base Size
Imperialis Militia Astropath Round, 25mm
Imperialis Militia Ascendant Rogue Psyker
- Ascendant Rogue Psyker Round, 28.5mm
- Militia Warden Round, 25mm
Imperialis Militia Mounted Command Cadre Oval, 60x35mm
Imperialis Militia Demagogue Cadre
- Demagogue Round, 25mm
- Mounted Demagogue Oval, 60x35mm
Imperialis Militia Ratling Squad Round, 25mm
Enginseer Auxilia Detachment
- Enginseer Adept Round, 32mm
- Servo-Automata Round, 25mm
Imperialis Militia Kinfolk Exo-Driller Team Oval, 50mm
Imperialis Militia Ogryn Beastmasters
- Ogryn Beastmasters Round, 40mm
- Greater War Beasts (all variants) Round, 50mm
Imperialis Militia Voidjumpers Round, 25mm
Imperialis Militia Chimera Transport No Base
Imperialis Militia Aurox Transport No Base
Imperialis Militia Rhino Transport No Base
Imperialis Militia Rhino Advancer No Base
Imperialis Militia Termite Assault Drill No Base
Imperialis Militia Land Raider Proteus Carrier No Base
Imperialis Militia War Beasts Round, 40mm
Mutated Spawn Round, 50mm
Imperialis Militia Hellhound Flame Tank Squadron No Base
Imperialis Militia Centaur Combat Tractor Squadron No Base
Imperialis Militia Salamander Scout Squadron No Base
Imperialis Militia Pegasus Assault Squadron No Base
Imperialis Militia Kelaino Squadron Flying, Oval, 120x92mm
Imperialis Militia Kelaino Sky-Talon Squadron Flying, Oval, 120x92mm
Imperialis Militia Wolf Rapid Response Section Round, 60mm
Imperialis Militia Achilles Light Vehicle Squadron Oval, 120x92mm
Imperialis Militia Venator Medium Vehicle Squadron No Base
Imperialis Militia Carnodon Squadron No Base
Imperialis Militia Hades Breaching Drill No Base
Greater Mutated Spawn Round, 100mm
Imperialis Militia Sabre Battery Round, 60mm
Imperialis Militia Macharius Heavy Tank Squadron No Base
Imperialis Militia Macharius Omega Heavy Tank No Base
Imperialis Militia Malcador Defensor Heavy Tank Squadron No Base
Imperialis Militia Minotaur Battery No Base
Imperialis Militia Praetorian Heavy Tank No Base
Imperialis Militia Hydra Flak Tank Squadron No Base
Imperialis Militia Manticore Missile Tank Battery No Base
Imperialis Militia Helios Ordnance Carrier Squadron No Base
Imperialis Militia Goliath Heavy Vehicle Squadron No Base
Imperialis Militia Ironcrawler Squadron No Base

316
IMPERIALIS MILITIA MODELS CONTINUED
Model Base Size
Imperialis Militia Marauder Bomber Round, Flying, 160mm
Imperialis Militia Marauder Destroyer Round, Flying, 160mm
Imperialis Militia Praetor Armoured Assault Launcher No Base
Imperialis Militia Crassus Armoured Assault Transport No Base

317
“I remember the Imperium as it was meant to be, as it could have been, and
unlike the Emperor, I have no gilded wonder to keep me, and soon I shall pass.”

We Remember.

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