Liber Imperatus Militia Stuff
Liber Imperatus Militia Stuff
Liber Imperatus Militia Stuff
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.
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.
● 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.
● 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.
● 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.
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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.
● 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.
● 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.
● 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.
197
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.
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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 -
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+
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+
● 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
● 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.
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+
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+
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+
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+
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+
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.
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.
● 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+
● 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
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
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
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
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
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
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
● 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.
● 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
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+
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+
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 -
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 *
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 -
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 -
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
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 -
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+
● 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 -
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 -
238
IMPERIALIS MILITIA
CARNODON SQUADRON ............................ 60 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Carnodon 15 3 12 11 10 3 -
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 -
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.
● An Arvus Transport may choose to give a single Ranged Weapon it is equipped with the following Special Rule:
- Twin-Linked.................................................................................................................................................................................................. +10 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+
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+
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 -
● 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
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 -
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 -
248
IMPERIALIS MILITIA
MINOTAUR BATTERY ................................. 175 POINTS
Armour Transport
M BS Front Side Rear HP Capacity
Militia Minotaur 8 3 13 12 13 4 -
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 -
● 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 -
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 -
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 -
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
● 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
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 -
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.
● 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 -
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 -
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
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
● 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.
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.
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.
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 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.
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.
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).
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.
Wrecker
Designed to sunder armour beyond repair, nothing could stay the
wrath of such weapons.
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.
Artillery Cannon
Designed to bombard the enemy from long range, the deployment of artillery was a vital component of the Imperium’s military doctrines.
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.
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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.
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.
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.
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.
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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.
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.
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.
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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.
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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.
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.
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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.
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.
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.
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…
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.
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.
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.
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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
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.
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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.
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.
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
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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.
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.
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.
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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.
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
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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.
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.
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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.
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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.
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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).
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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.
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.
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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.
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.
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
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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
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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.