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A Warhammer 40,000 Expansion for Narrative campaigns set during the 31 st Millennium.

A Warhammer 40,000 Expansion for Narrative campaigns set during the 31 Millennium. Written by Stuart Mackaness

Written by Stuart Mackaness Layout and Design by Andrew Fish

Give feedback on the Tempus Fugitives Forum and see your name immortalised here !

Contributions by The Tempus Fugitives

Scott Anderson Chris Buxey Ross Cooper Ben Douglas Laurens 'Law' Edwards Jono Graham Ross Hubbard Alex Hulse Les Langhorn Steffan Mensikov Alex Orchard David Paterson Ben Pilgrim Edd Ralph Diego Santiago Gil Nick Smith Michael Tamiollo James Wills

Special Thanks to Andrew Fish

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TABLE OF CONTENTS

 

PLAYING WITH THIS

1

Playing with the Expansion

2

Legend

Points

3

Legendary Actions

 

3

SPECIAL RULES

4

9

9

8

9

Equipment

15

Armour

17

ASTARTES LEGION ARMY HQ

20

 

Legion Major Hero

21

Legion Minor Hero

21

Legion Retinue

21

TROOP S

 

Legion Tactical Squad

21

Legion Assault Squad

21

DEDICATED TRANSPORTS

Legion

Rhino Deimos

21

Legion Drop Pod

21

Legion

Dreadclaw

21

Legion Land Raider

21

 

21

Legion Spartan Assault Tank

21

Legion Command Speeder

21

Legion

Land Speeder Storm

21

Legion Storm Eagle

21

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LEGION AUXILIA

Legion Apothecary

 

21

 

21

Legion Battle Armour Dreadnought

 

21

Legion

Deathstorm Drop Pod

21

Legion Support

 

21

Legion Predator AAV

21

Legion Techmarine

21

Mechanicum Retinue

21

Legion Techmarine Artillery

21

ELITES

Legion Veteran Tactical Squad

 

21

Legion

Terminator Squad

21

Legion Reconnaissance Squad

 

21

Legion

Contemptor Talon

21

Legion

Dreadnought Talon

21

Legion Destroyer Squad

 

21

FAST ATTACK

 

Legion Raptor Squad

 

21

Legion

21

Legion Seeker Squad

 

21

 

21

Legion Harpy Interceptor

 

21

Legion Jet-Cycle Squad

21

Legion Lightning Crow Escort Gunship

21

Legion Jocasta Grav Attack

21

 

21

Legion Caestus Assault Ram

 

21

Legion Scimitar Heavy Jetbike Squad

21

HEAVY SUPPORT

 

Legion

Devastator Fire Support Squad

21

Legion Olympia Storm Tank Squadron

 

21

Legion Support Weapon Battery

21

Legion

Predator Deimos

Squadron

21

Legion Proteus Explorer

21

 

21

v

Legion

Sabre Tank Hunter Squadron

 

21

Legion

Vindicator Siege

21

Legion

Basilisk

Artillery

Battery

21

Legion

Medusa

Artillery

Battery

21

Legion

Whirlwind Artillery

21

LORDS OF WAR

 

Legion Primarch

 

21

 

21

Legion

Deathammer

 

21

Legion

Fellblade

21

Legion

Fellsword

21

Legion

Malcador

21

Legion

Mastodon

 

21

Legion Typhon Heavy Siege Tank

21

Legion

Storm Bird

21

Legion

Thunderhawk

21

Legion

21

LEGIONES ASTARTES

............................................................................................................................

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Legio I – Dark Angels

 

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Legio III – Emperor’s Children

41

Legio

IV – Iron Warriors

44

Legio

V – White Scars

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Legio VI – Space Wolves

50

Legio

VII – Imperial Fists

55

Legio

 

VIII – Night Lords

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Legio

IX – Blood Angels

61

Legio X – Iron Hands

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Legio

XII – World Eaters

67

Legio

XIII

Ultramarines

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Legio

XIV – Death Guard

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Legio

76

 

Legio XVI – Sons of Horus

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Legio

XVII – Word Bearers

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Legio XVIII - Salamanders

 

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Legio XIX – Raven Guard

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Legio

XX – Alpha

Legion

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AGENTS OF THE

EMPEROR

101

SERVANTS OF THE WARMASTER

108

IMPERIAL ARMY ALLIED DETACHMENT

112

MARTIAN MECHANICUM ALLIED DETACHMENT

114

CHAOS DAEMONS ALLIED DETACHMENT

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THE UNIFICATION OF TERRA To understand the Age of the Emperor, one must delve deep into

THE UNIFICATION OF TERRA

To understand the Age of the Emperor, one must delve deep into the prehistory of the Imperium to the Emperor's first rise to power in the Unification War of Terra. During the Age of Strife, swirling Warp storms, brutal alien invasions and rampant civil war had torn the galaxy- spanning dominion of Mankind apart, isolating many worlds from each other, leaving them vulnerable to attack and leading to their dramatic technological decline. When, at the end of this era, the Emperor revealed himself on Terra and began his quest to reunite the race of Mankind , it was at the head of an army of altered super warriors - the predecessors to the Marines of the Astartes Legions. Following his success conquering the techno-barbarian tribes of Terra, the saviour of Mankind turned his eyes to the stars.

The birth of the Imperium of Man began after the death of the Eldar race. The innate psychic abilities of that ancient people brought about their destruction by the creation of a new and terrible god - Slaanesh, the Dark Prince of Excess, whose apotheosis all but destroyed the proud Eldar. The psychic apocalypse of Slaanesh's ascendancy had two profound effects. Firstly, the catharsis blew away the Warp storms created by the build-up to the Chaos God's birth, thus ending Terra’s long isolation and allowing Mankind to push out to the stars once more. Secondly, wherever the populations of Eldar were the greatest, the Warp literally spilled out through their minds and mixed with material space. This created the scattered zones of Warp and realspace overlap dotted across the galaxy, the largest and most significant of which is known as the Eye of Terror. The Eldar had come face to face with their darkest desires and had been found wanting. For Mankind, the rise of their own empire and its inexorable slide into damnation was only just beginning.

The Emperor of Mankind had long foreseen the birth of Slaanesh and had made preparations for that fateful day. While his thunder-armoured warriors proved more than capable of slaying the rebels and strange beasts that roamed Terra, the Emperor knew that the shadowy threats lurking in the darkness of the galaxy would require something more. He set about improving his genetic techniques, perfecting the warrior genes he would need to create an army of post-humans that could re-conquer the galaxy. The pinnacle of his success was the Primarch Program, in which the Emperor used his own rich genetic code to create twenty super -beings, each with the strength of a dozen men and intelligence almost equal to that of the Emperor himself. These gods amongst men were masterpieces of arcane science, destined to reunite the scattered realms of Man.

At the Emperor’s moment of triumph, disaster struck. A mysterious Warp vortex swept up the infant Primarchs and flung them through the Immaterium far from Terra, eventually depositing them upon distant human worlds. It was said that it was during this cosmic voyage that Chaos first touched the Primarchs, whispering in their dreams and sowed the seeds of future schisms as they slept. Not all was lost for the

Emperor's ambitions with the disappearance of the Primarchs. He had gleaned much invaluable knowledge and data from the experiment. Using the genetic structure of the Primarchs, or 'gene-seed' as it would come to be known, the Master of Mankind created the first of the Astartes. Though his Primarchs had been scattered by the machinations of the Chaos Gods, he strived to track each of them down and enact his vision of a superhuman army. By the time the Warp storms around Terra had ended, the marines of the Astartes, bolstered by the Imperial Army and the Martian Mechanicum, stood ready to begin the re- conquest of the galaxy. Many worlds once claimed by Mankind had been taken over by aliens or corrupted by Chaos.

THE GREAT CRUSADE

The Emperor formed twenty Legions, each using the geneseed of one of the Primarchs. Numbering hundreds of thousands of genetically enhanced warriors and boasting fearsome weapons and starships that could carry them to battle, each Astartes Legion was powerful enough to conquer whole worlds and render them compliant with the rule of Terra. With these warriors under his command, the Emperor stepped out into the turbulent galaxy and set about claiming it once more. It was the beginning of the campaign that would be known as the Great Crusade.

World after world was brought into the Imperial fold, some rejoicing at being found by the warriors of Terra, others not so willing to bow down before the might of the Emperor. It mattered not, for there was no force capable of resisting the Astartes Legions for long. As the Great Crusade spread out from Terra, the Marines rediscovered the first of the lost Primarchs, and as the Legions reclaimed ever more worlds, eventually all of the Primarchs were found. Reunited with the Emperor, the Primarchs became Mankind's paramount warriors and generals. Each Primarch was given a Legion to command - a Legion created from his own genetic material. With joyous vigour and unequalled martial prowess, the Primarchs and their Legions pushed back the boundaries of the wild galaxy, claiming many thousands of worlds in the Emperor's name and reconnecting the distant reaches of space in an ever expanding empire. The reclamation of the stars was a long, hard-fought struggle, but the Astartes Legions were ascendant. With every victory, the Imperium grew as new worlds joined the Great Crusade. Led by the Emperor and the Primarchs he had gathered to his side, the conquering armies of Mankind swept through the galaxy like a firestorm. Thousands of worlds and untold billions of souls were liberated by the triumphant Astartes Legions. The dark and sinister holds of the Chaos Gods were shattered, alien domination was overthrown, and the Imperium of Man was forged in a heroic age of conquest and rediscovery. With the unparalleled vision and skill of the Emperor driving it onwards, humanity rose to the task of rebuilding its ancient heritage. The minions of Chaos retreated to their own ethereal realms, seeking sanctuary within the Warp. The deeds of each Legion are uncountable, as are those of the Primarchs themselves, but suffice to say, this was a golden time for the armies and servants of the Emperor of Mankind.

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Yet, even at the pinnacle of the Emperor's might, there arose an enemy that would almost

Yet, even at the pinnacle of the Emperor's might, there arose an enemy that would almost destroy his growing Imperium. Although none of the many alien foes could match the power of the Astartes Legions, the insidious forces of Chaos had set into motion the events of their near destruction many decades earlier. The most dire threat to the Imperium was not to come from the xenos filth that infested the galaxy, but from amongst the ranks of the Astartes themselves.

THE GREAT BETRAYAL

Despite the Great Crusade's many victories, the war against the forces of Chaos had barely begun. The seeds of corruption had already been sown far and wide across the Imperium, tainting the ambition of mortal men and eventually taking root amongst its highest echelons. The Chaos Gods whispered to the Primarchs from the Warp, disturbing their dreams with promises of limitless power. They appealed to their pride, their martial prowess, their perfectionism, and their courage - all the while casting doubt on the Emperor's plans. No single Primarch was wholly resistant. The character of each was sorely tested, and fully half of them eventually failed that test.

When the rebellion against the Emperor came, its leader was to be the Primarch least suspected of any treachery; the most praised and respected of all the Primarchs - Horus Lupercal of the Lunar Wolves. Horus had always loved and respected the Emperor as a young man looks up to a strong father, and had faithfully remained at the Emperor's side throughout the Great Crusade. After Horus' stunning victories against the Orks during the Ullanor Campaign, the Emperor announced that he was returning to Terra, elevating Horus to the ultimate ran k of Warmaster in his stead and giving him free rein to prosecute the Great Crusade as he saw fit. The Emperor renamed the Luna Wolves as the

Sons of Horus in honour of their mighty Primarch. Yet the announcement bred jealousy and confusion in many of the Primarchs. Did their father really intend to abandon them at this most critical time? Without further explanation, the Emperor left for Terra in order to work to his mysterious agenda, leaving Horus to deal with the Crusade in his wake.

Horus strove to carry out the Emperor's will to the best of his ability, and either by chance or fate or sinister design, he came to lead the Sons of Horus to the haunted swamps of Davin's moon, hoping to bring the Emperor's light to that benighted orb. There, beset on all sides, Horus fell to a grievous blow from an eldritch sword. The tainted wound festered, plunging Horus into a fugue state from which he could not be awoken.

The Sons of Horus were desolate at the loss of their founding father. Under the advice of Erebus, a well -respected Chaplain of the Word Bearers, the most senior members of the Legion took their Primarch to one of the Davinite moon's warrior lodges for healing. Unbeknownst to the Astartes, the Ruinous Powers restored Horus to his full strength, while cementing their grip upon the Warmaster's soul in the process. Awed by the 'miracle' worked by the Davinite priests, the Warmaster spread the newfound cult and the practices of its warrior lodges throughout the Sons of Horus and beyond, infesting the Legions with heretical notions disguised as beneficence.

Horus, however, was not the first Primarch to turn to Chaos. Although superhuman in ph ysique, they were all too human in their souls, and therefore fallible. One by one they fell: Lorgar, golden-skinned lord of the Word Bearers; Konrad Curze, the Primarch of the Night Lords,

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called Night Haunter; Angron, battle-hungry Primarch of the World Eaters; Mortarion, pallid lord of the Death Guard; Magnus the Red, one-eyed Primarch of the Thousand Sons, who unwittingly destroyed the great work the Emperor was striving to create; embittered Perturabo of the Iron Warriors; Fulgrim of the Emperor's Children, formerly thought beyond reproach; and Alpharius of the Alpha Legion, whose part in the heresy remains forever shrouded. This list of names should have been a roll-call of honour, a roster of mighty heroes that would make the enemies of Mankind tremble. Yet each succumbed to the honeyed promises of Chaos and reneged on their fealty to the Emperor.

Initially, even the mighty Primarchs had little idea that they had fallen to Chaos. When they rebelled, their good intentions and just causes began to fall away as their souls became saturated with the energies of the Warp. The Astartes Legions that they led inevitably followed the fall of their commanders, blind to the faults of their genetic fathers and hungry for more conquest. The corrupting force of Chaos spread into the Imperial Army and the Mechanicum, and soon enough, the rot had seeped through to the core of the Emperor's new domain.

THE MASSACRE AT ISSTVAN

The final catalyst came from a rebellion in the Isstvan system. The Imperial governor upon Isstvan III had renounced his oaths to the Emperor and declared independence. The Emperor decreed that if the commander of Isstvan went unpunished, other worlds might follow. He ordered Horus to put down the rebellion by whatever means necessary, not knowing of the subtle changes Chaos had wrought upon the Warmaster's soul. Horus chose to end the Isstvan rebellion swiftly and without mercy, employing virus bombs against Isstvan III from orbit. The voracious life-eater virus consumed every living thing upon the planet in a matter of minutes. Whole continents and cities were burnt to ashes as the mass of gasses released by the rotting organic material ignited in the atmosphere, scouring Isstvan III clean in a devastating firestorm. Twelve billion souls died with a death scream that momentarily pulsed brighter than the Astronomican. It was a signal to the Chaos Gods that Horus was now completely theirs. Over one hundred companies drawn from the Emperor's Children, Death Guard, World Eaters and Sons of Horus Legions had already taken up arms against the rebellion on Isstvan III’s surface. Horus had ensured their numbers were almost entirely made up of those Astartes from each Legion who were still loyal to the Emperor, intending to wipe out those who had proved incorruptible in a single deadly stroke. Of these brave warriors, fully two thirds miraculously survived the bombardment, thanks to warning messages received from the dwindling ranks of loyal comrades left aboard the orbiting fleet of Warmaster Horus. Angron, headstrong as ever, made planetfall at the head of fifty companies of Traitor Astartes, and the ground war began in earnest, signalling the start of the greatest turmoil to ever have engulfed the Imperium.

As the forces of Horus launched their orbital barrage upon the loyal Astartes on Isstvan III, Captain Garro, of the Death Guard, seized the frigate Eisenstein from the traitor fleet. His instinct had led him to warn the loyal warriors on the planet's surface of their imminent betrayal, and he determined to flee the Isstvan system. Garro's vessel was no match against the powerful battleships of Horus' blockading fleet; all Garro could hope for was that the Eisenstein could escape from the Isstvan system and somehow find a way to reach Terra to warn the Emperor of Horus' treachery - he was unable to prevent the coming atrocities.

called Night Haunter; Angron, battle-hungry Primarch of the World Eaters; Mortarion, pallid lord of the Death

Throughout the nascent Imperium, armies turned on their commanders and traitorous generals led their troops in attacks on their former comrades. On Mars, the Tech-Priests turned ancient, forbidden weaponry upon each other, further scarring the surface of the Red Planet in their bitter struggle for dominance. The Imperium tore itself apart as old feuds were revived and ambitious planetary lords seized the opportunity to declare their secession.

Having been informed of Horus' treason, the Emperor, after overcoming his dismay, ordered no fewer than seven of his Legions to hunt down the Warmaster and destroy the rebels. The Emperor's delay cost him dearly, and the loyal Primarchs had spent precious months mounting their counter-attack, allowing Horus and his rebels to consolidate their grip on the Eastern Fringe and start their advance upon Terra.

THE GALAXY IN FLAMES

The Warmaster's forces had redeployed to Isstvan V, where the first wave of loyalists made planetfall. The Raven Guard, Iron Hands and Salamanders Legions made up the vanguard of a massive planetary assault that was caught off-guard by the speed and ferocity of the traitors' counter-attack. As the first wave became pinned at the drop site, they attempted a breakout, only to discover that the four Legions of the seco nd wave - the Iron Warriors, Night Lords, Word Bearers and Alpha Legion - had betrayed them. The loyalists were attacked from both sides and very few escaped the slaughter. The Imperium was soon entirely engulfed by civil war. All across the galaxy, loyalists and rebels fought tooth and nail to destroy each other, gripped in a bitter conflict that would see all of Mankind fall - or worse, enslaved by the Ruinous Powers. Even with his Astartes, his daemonic allies and half the Titan Legions behind him, Horus could sense that time was of the essence. He needed to crush the Emperor's followers before they could consolidate, with a blow that would break the Imperium forever- nothing less than a full-scale assault on the seat of the Emperor's power.

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During the seven long years many Astartes were tempted by the path of Chaos, whether for selfish reasons or great ideals. The Adeptus Astartes loyal to the Warmaster combined all of the strengths and skills designed into their being by the Emperor, and added the power of Chaos and a brutal devotion to the Chaos Gods. Sundered from the Imperium, having turned their backs on the Emperor, these warriors fought knowing that there could be no peace for them, neither diplomacy nor absolution. The Warmaster led his forces inexorably closer to Terra, fighting the Astartes of the Ultramarines, Imperial Fists, White Scars and others on countless battlegrounds. His forces now wholly committed to the path they trod, expected no quarter from former battle-brothers and gave none in return.

During the seven long years many Astartes were tempted by the path of Chaos, whether for

During the brutal years of conflict, four of the Legions in particular metamorphosed under the individual patronage of one of the four Chaos Gods. The seeds of these transformations began in the early days of the Legions but it was only through the sustained conflict on the road to Terra that these changes became manifest.

It was the gruesome experiments of Angron, Primarch of the World Eaters that led to the creation of the first Berzerkers. The ritual lobotomisation of his warriors removed all sense of fear and danger and then heightened the rush his Astartes experienced in combat. When the Legion swore itself to Khorne, the Berzerkers were no longer bound by Imperial battle doctrine and were given full reign to exercise their bloodthirsty skills. By the time they arrived at Terra they had become the ultimate close combat shock troops, entering an uncontrollable frenzy in the heat of battle.

In stark contrast, the Death Guard Legion turned to Nurgle in desperation. Trapped in the Warp upon their starships when the virulent destroyer plague struck their fleet, Mortarion and his Legion had no choice but to offer themselves up to the service of the Lord of Decay in return for their lives. Their bodies became bloated and swollen with the corruption festering within them, but they no longer felt the agony of the Warp-pox and did not die from its horrific symptoms. Reborn as the Plague Marines, the Death Guard prefer short-ranged firefights, where they can appreciate the festering wounds they inflict upon their enemies even as they laugh off the bolts and las-blasts directed back at them.

Fulgrim and his Emperor's Children first heeded the silky whispers of Slaanesh, just before the outbreak of the Horus Heresy. The elaborate feasting and drinking rituals of the Legion included the use of exotic

narcotics and indulgence in other pleasurable diversions and in this way, the cult of Slaanesh took root in the Legion. Ever since then, the Emperor's Children sought to indulge every excess and depravity they could imagine, pushing the boundaries of their minds as far as they can, as they honed their bodies to the limit of blissful endurance. When the Phoenician’s ships entered realspace near Terra his Legion were much changed. Though the staccato bark and blast of the boltgun remained music to the ears of these Noise Marines, many specialised in the use of a variety of outlandish sound-based weapons.

Tzeentch gained the service of the Thousand Sons Legion even earlier than the corruption of Horus as the sorcerer-warriors were forced to flee their homeworld of Prospero when the Emperor unleashed the Space Wolves Legion upon them. Magnus, Primarch of the Thousand Sons had violated his father’s instruction not to dabble in the mystical arts and had in one fell swoop disrupted the Emperor’s grand plan to save humanity in doing so. When the Thousand Sons felt the jaws of the Primarch Leman Russ and his Wolves closing on them, it was Magnus who brought his sorcerers to the service of Tzeentch in exchange for deliverance from their enemies. However, their rapid evasion was not without price as the genetic instability in their makeup that caused minor mutation now spread rampant and unchecked through the Legion. The powerful sorcerers that finally lent their aid to the Warmaster’s assault on Terra were beings of formidable psychic might and commanded many scores of fearless and eerily silent Astartes.

THE SIEGE OF TERRA

Horus' numbers grew, and his hordes pushed on inexorably towards Segmentum Solar. Displaying the tactical brilliance that had once dazzled the enemies of the Imperium, Horus outwitted the Emperor's forces again and again, finally launching a well-orchestrated and audacious attack on Terra and assaulting the Emperor's Palace itself.

During the seven long years many Astartes were tempted by the path of Chaos, whether for

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The siege of the Emperor's Palace was the darkest hour in human history. The skies turned black with Drop Pods and Dreadclaw Assault Pods. As the traitors assaulted the hundreds of square miles of towers, walls and bastions, the dead were piled so thickly that their corridors became blocked by the press of corpses. The forces loyal to the Emperor withstood the initial assault, but they could not prevent hundreds of thousands of Horus’ Astartes from setting up siege lines. Gigantic dropships landed at Lions Gate and the other starports, bringing a second wave of Chaos Legions to the fight. Bloodthirsty Berzerkers of the World Eaters Legion were the first to attempt an all- out assault against the Imperial Palace, and were only hurled back by the defenders after days of bloody fighting.

With the initial attack stalled, Horus brought his entire arsenal of weapons and warriors to bear. For more than a month, the gigantic cannons of the rebel army pounded the walls, foremost amongst them the siege weapons of the Iron Warriors and the Legio Mortis Titan Legion. Eventually, after heavy bombardment, part of the curtain wall came crashing down and the Traitor Legions hurled themselves at the breach to pour into the inner palace. At the heart of the fighting stood the Primarchs. The indomitable Rogal Dorn of the Imperial Fists and noble Sanguinius of the Blood Angels fought a desperate rearguard action to halt the force pouring through the breach. Angron slew loyalist Astartes by the dozen, while Mortarion led his pestilent Death Guard into the thickest fighting. To the terrified populace of Terra, it was as if their world was drowned in battle. As the rebel forces slowly closed their grip upon the loyalist troops, the Emperor readied himself for the final conflict. The last hours of humanity had come and the few remaining gallant defenders prepared themselves for certain death.

The

Legions

of

Horus

poured

into

the

Imperial

Palace

in

an

unstoppable wave. Shouting praise to the gods of Chaos, the Traitors threw themselves at the final lines of defence. Hundreds of depraved attackers died to salvos of bolt shells and lascannon blasts, but the corrupted Astartes were implacable in their advance.

The Emperor had always been guided by his innate prescience, but even he could not be sure which way the tide of this battle would finally turn. The moment of Horus' victory was near, but progress was too slow, the defenders still stubbornly resisted. After being notified that the Dark Angels and Space Wolves Legions were soon to arrive to reinforce the loyalists, the Warmaster decided to take a risky gambit and lowered the shields protecting his flagship, hoping to lure the Emperor into a personal confrontation. That very instant, the Emperor felt the Warmaster's presence and saw what he had to do. Gathering his immediate companions, the Emperor teleported directly onto Horus' battle barge with Sanguinius, Rogal Dorn, and a select group of warriors. It was the final chance at victory for both sides, and the future of the human race was at stake.

The Emperor and his entourage were scattered throughout the vessel but immediately saw the full extent of Horus' betrayal. The Warmaster had become an almighty champion of Chaos, and he and his ship writhed with the fell power of the Dark Gods. Nightmarish beyond comprehension, the sight of it drove many of the Astartes mad. Despite the horror of his surroundings, the Emperor pressed on towards the bridge, seeking the Warmaster. When the Emperor breached the armoured doors of the bridge, he finally came face to face with his

misguided son. Horus, swollen with Chaos power, stood over the dead and broken body of the angelic Sanguinius.

The siege of the Emperor's Palace was the darkest hour in human history. The skies turned

Horus faced his creator, and in an instant, the two were locked in deadly battle, likened ever after to a duel between gods. They battled not only with powered blade and claw, but also on the psychic plane, their bodies and spirits locked in a struggle to the death. Though Horus dealt the Emperor several grievous wounds, the Master of Mankind stalwartly withstood the Warmaster's attacks. With a last effort, the Emperor struck home, slaying his beloved son and blasting his psyche, utterly destroying Horus' presence in the Warp.

The Emperor, however, paid the ultimate price for his victory, and darkness overcame him as he finally allowed his body to suffer from the terrible wounds Horus had inflicted.

THE SCOURING OF THE IMPERIUM

With the death of the Warmaster, the Chaos armies lost the assistance of their daemonic allies along with the resolve to fight on. The Siege for Terra was over and the lo yalists had won, but the cost was nearly unthinkable. The Emperor ascended to the arcane life-support systems of the Golden Throne to hold his ultimate death at bay. Terra was in ruins, her cities levelled, her peoples devastated, and even the planet's tectonic plates were shifted by the force of the traitor's relentless months of orbital bombardments. Such was the ferocity of their attacks that nothing short of the complete rebuilding of Terra could even begin to heal the wounds inflicted during the siege.

The Imperium was in tatters, and as the Traitor Legions retreated to the Eye of Terror, they knew that they would return to set the galaxy aflame once more. Chief amongst them was Abaddon, Captain of the First

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Company of the Sons of Horus. He took with him the body of the Warmaster, and an unquenchable thirst for vengeance.

The bitter fighting of the Horus Heresy was only the beginning of a new age founded in blood, battle and the living enshrinement of the Emperor. It was the time of the Scouring and it demanded countless victories before the fledgling Imperium was wrested back from the brink of destruction. Eventually, the traitors and heretics that weren't destroyed outright fled before the vengeful wrath of the loyalist forces to the Eye of Terror. Within that giant Warp rift, the traitor Primarchs and their Legions found sanctuary amongst the nightmarish Daemon worlds. In bitter exile, those who had turned to Chaos licked their wounds and cursed the Emperor, vowing one day to finish what they had started.

Yet there was no time to rebuild the devastated Imperium, for in the wake of the devastation wrought by the Horus Heresy and the Scouring, Mankind found itself weakened and vulnerable. With so much of its strength siphoned off fighting heretics, many colonised planets were ripe for invasion. Sensing this, predatory aliens closed in on all sides until, on every frontier, worlds burned and were lost. Not even systems once thought unassailable were safe from the rapacious xenos threat. In the midst of this turmoil, the hierarchy of the Imperium was also undergoing fundamental alterations, morphing from the direct rule of the Emperor to a realm ruled in his name. Many of the changes came from the rising suspicion that was growing from within. During the long fighting of the Scouring, it was gradually uncovered that far more planets than first thought had been lulled into treacheries of one form or another. Distrust and paranoia were rampant in the wake of such sedition and a new era of unease, fear and mistrust grew into being - for the seed of doubt was planted.

Changes swept both the military and the offices of government. The Astartes Legions, the vast fighting formations so instrumental in Mankind's victories during the Great Crusade, were broken down into many smaller Chapters. Overseen by Roboute Guilliman, the Primarch of the Ultramarines Legion, this transition allowed for greater tactical flexibility without placing the command of an entire Astartes legion into the hands of one individual - never again would the awesome power of one hundred thousand Astartes be misused. This change symbolically brought an end to the legendary Age of the Emperor for now no longer would such a legendary force take to the battlefields of the galaxy. Even the immortal Primarchs finally fell in battle or disappeared as the Scouring tore onwards.

Without such legends, worship born of fear is now the greatest defence Mankind has. The object of this worship, shrouded in billowing alchemical gases, connected by miles of wires and tubes, the Emperor understands and faces the dangers that threaten to engulf Mankind. Utterly cut off and alone, he has assumed the role preordained for him as guardian of humanity and protector of its metamorphosis. The Master of Mankind knows that he must survive, must live forever if necessary or until such a time as psychic humans have evolved sufficient strength to withstand the dangers they face from the Warp without him. The Age of the Imperium had truly begun.

Company of the Sons of Horus. He took with him the body of the Warmaster, and

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Playing with this Expansion

8

INTERACTING WITH THE RULEBOOK AND EXPANSIONS

If you are reading this expansion, then you have already taken your first steps into to Games Workshop’s Warhammer 40,000 hobby. The Warhammer 40,000 rulebook contains all the rules you need to fight battles with your Citadel miniatures, and every army usually has its own codex that act as a definitive guide to collecting and unleashing it upon the tabletop battlefields of the Warhammer 40,000 universe. This expansion not only provides rules for playing games in the legendary battlegrounds of the 31 st Millennium, it also allows you to turn your collection of converted Citadel miniatures and models from Forge Worl d into a force of worthy of the legends told in the Black Library range of novels and beyond.

The Age of the Emperor is an expansion Warhammer 40,000 setting. It is designed to make use of both the Forge World Horus Heresy supplement as well as being perfectly usable with additional expansions such as Planetstrike and Spearhead. Of course with these additional rules sets it might get confusing as to which book to refer to at any time, especially during a game when a rules query comes up.

INTERACTING WITH THE RULEBOOK AND EXPANSIONS If you are reading this expansion, then you have already

Many items of Wargear are listed in the Warhammer 40,000 rulebook that are commonly deployed in the Age of the Emperor such as the Autocannon and you should always refer to the Warhammer 40,000 rulebook for details on these. In cases where Planetstrike or a similar game variant is used, the latest FAQ from Games Workshop will always take precedent.

When a special rule is mentioned in the Age of the Emperor such as Furious Charge, you should look at the Warhammer 40,000 rulebook for the details of this special rule. Similarly, Primarchs have the Smash special rule and this too is detailed in the rulebook even though the main Primarch rule is not.

Simply put:

if

a

rule

is

not

found

Warhammer 40,000 rulebook.

in the Age of the Emperor Expansion, it will be found instead in the

FORGEWORLD SUPPLEMENTS

“The book covers the narrative of the Heresy from the Age of the Emperor…”

Alan Bligh

INTERACTING WITH THE RULEBOOK AND EXPANSIONS If you are reading this expansion, then you have already

Inspired by the Age of the Emperor, Forge World have created a range of fantastic campaign books depicting various events during the setting. These books are a great read and full of the stunning art and details that are an essential read for any fan of the setting. When playing games using the Age of the Emperor expansion, these supplements make the ideal body of a campaign and the Eras each is set in are detailed in the Era section of this Expansion.

In a few rare instances, a piece of wargear or character may be repeated in both a variant army list in a Forge World campaign book as well as in the Age of the Emperor expansion. Where the items have the same name, use the rules for them as presented here in this expansion. Where the wargear is similar in effect but differently named, use the entry as given in the book your army list is drawn from. These instances should be rare, but keeping this principle in mind should help prevent confusion and delay.

A common combination of the Forge World campaign and the Age of the Emperor expansion would be in a game where one or more of the players is using an army list drawn from a campaign book in an Age of the Emperor game. Treat this exactly as if they wer e using a different codex. In many ways, though they might superficially seem to be similar, the two lists are as different as, say, Grey Knights and White Scars in a conventional game of Warhammer 40,000. Using army lists that are not drawn from this expansion is covered in the Age of the Emperor Force Organisation Chart section.

9

CHOOSE YOUR ERA

The Age of the Emperor covers a significant period in the history of humanity which sees rapid changes in allegiance, warfare and technology. As the passage of history unfolds, events are put in motion which changes the galaxy forever. New and exotic units come into being while others are sacrificed on the altar of progress. For your battles, certain units and upgrades are only available at specific times during the Age of the Emperor. To make this process as simple as possible, we split the time period covered by this Expansion into five distinct periods each with their own icon. Where a unit or piece of wargear is affected by certain eras, it will be indicated with the era icon and occasionally a brief explaination. The eras are as follows:

CHOOSE YOUR ERA The Age of the Emperor covers a significant period in the history of

THE CRUSADE ERA

Chronology of Notable Events: Sarosh Campaign, Preaixor Campaign, Auretian Technocracy War, Pacification of the Ark Reach Cluster, War on Murder, Cleansing of Laeran, Battle of Davin, Unrest on Caliban, Battle of Isstvan Extremis.

It is a time of legend.

Mighty heroes battle for the right to rule the galaxy. The vast armies of the Emperor of Earth have conquered the galaxy in a Great Crusade – the myriad alien races have been smashed by the Emperor’s elite warriors and wiped from the face of history. The dawn of a new age of supremacy for humanity beckons. Gleaming citadels of marble and gold celebrate the many victories of the Emperor. Triumphs are raised on a million worlds to record the epic deeds of his most powerful and deadly warriors.

First and foremost amongst these are the Primarchs, superheroic beings who have led the Emperor’s armies of Astartes in victo ry after victory. They are unstoppable and magnificent, the pinnacle of the Emperor’s genetic experimentation. The Astartes are the mightiest human warriors the galaxy has ever known, each capable of besting a hundred normal men or more in combat. Organised into vast armies of tens of thousands called Legions, the Astartes and their Primarch leaders conquer the galaxy in the name of the Emperor.

Chief amongst the Primarchs is Horus, called the Glorious, the Brightest Star, favourite of the Emperor, and like a son unto him. He is the Warmaster, the commander-in-chief of the Emperor’s military might, subjugator of a thousand thousand worlds and conqueror of the galaxy. He is a warrior without peer, a diplomat supreme.

As the flames of war spread through the Imperium, Mankind’s champions will be put to the test…

CHOOSE YOUR ERA The Age of the Emperor covers a significant period in the history of

10

THE BETRAYAL ERA Chronology of Notable Events: Burning of Prospero, Battle for Chondax, Slaughter of Cheraut,

THE BETRAYAL ERA

Chronology of Notable Events: Burning of Prospero, Battle for Chondax, Slaughter of Cheraut, Battle of Signus Prime, Burning of Nostromo, Battle of Isstvan III, Battle for Calth, Thramas Campaign, Battle for Mars, Battle of Phall.

It is a time of legend.

The Emperor’s glorious vision for humanity is threatened like never before as rivalries and dark influences threaten to devour the Imperium from within. His favoured son, Horus, has begun to turn from his father’s light and walk a darker path.

What were at first considered isolated incidents and once in a generation events have begun to gravitate together as though p art of some unfathomable greater plan. The legions of the Astartes are riven by internal rivalries and external influences that threaten to corrupt even these bastions of the Emperor’s light.

While the superhuman Primarchs continue to lead their warriors as the Great Crusade collapses into disarray, some are walking that same dark path as the Warmaster while others are blind to the corruption spreading from within their own legions. Treachery and betrayal threaten to usurp honour and nobility while Assassins lurk in every shadow.

Sensing that the moment of great change is upon them, influential figures strike out i n unpredictable and excessive fashion in a vain attempt to ensure that this change does not become a cataclysm. As the balance of power shifts many feel that a decisive action is ma ndated, but this too appears to be part of this web of betrayal that ties the humanity’s destiny together.

The age of knowledge and enlightenment is ending and a new and terrible future threatens us all…

Campaign Suggestions: Using the Spearhead Expansion or Forge Worlds ‘Betrayal’ Campaign Book.

Army List Variations:

Use the Forge World Betrayal Late-Crusade Legion army list as an alternative to representing the Astartes Legions at this time.

THE BETRAYAL ERA Chronology of Notable Events: Burning of Prospero, Battle for Chondax, Slaughter of Cheraut,

11

THE MASSACRE ERA Chronology of Notable Events: Isstvan Dropsite Massacre, Battle for Duran, Shadow Crusade. It

THE MASSACRE ERA

Chronology of Notable Events: Isstvan Dropsite Massacre, Battle for Duran, Shadow Crusade.

It is a time of legend.

The galaxy is in flames. The Emperor’s glorious vision for humanity is in ruins. His favoured son, Horus, has turned from his father’s light and embraced Chaos.

His armies, the mighty and redoubtable Astartes, are locked in a brutal civil war. Once, these ultimate warriors fought side by side as brothers, protecting the galaxy and bringing Mankind back into the Emperor’s light. Now they are divided.

Some remain loyal to the Emperor, whilst others have sided with the Warmaster. Pre-eminent amongst them, the leaders of their thousands - strong Legions are the Primarchs. Magnificent, superhuman beings, they are the crowning achievement of the Emperor’s genetic science. Thrust into battle against one another, victory is uncertain for either side.

Worlds are burning. At Isstvan V, Horus dealt a vicious blow and three loyal Legions were all but destroyed. War was begun, a conflict that will engulf all Mankind in fire. Treachery and betrayal have usurped honour and nobility. Assassins lurk in every shadow. Armies are gathering. All must choose a side or die.

Horus musters his armada, Terra itself the object of his wrath. Seated upon the Golden Throne, the Emperor waits for his wayward son to return. But his true enemy is Chaos, a primordial force that seeks to enslave Mankind to its capricious whims.

The screams of the innocent, the pleas of the righteous resound to the cruel laughter of Dark Gods. Suffering and damnation a wait all should the Emperor fail and the war be lost.

The age of knowledge and enlightenment has ended. The Age of Darkness has begun.

Campaign Suggestions: Using the Planetstrike Expansion or Forge Worlds ‘Massacre’ Campaign Books.

Army List Variations:

Use the Forge World Massacre Space Marine army list as an alternative to representing the Astartes Legions at this time.

THE MASSACRE ERA Chronology of Notable Events: Isstvan Dropsite Massacre, Battle for Duran, Shadow Crusade. It

12

THE SIEGE ERA Chronology of Notable Events: Fall of Luna, Siege of Terra, Liberation of Mars,

THE SIEGE ERA

Chronology of Notable Events: Fall of Luna, Siege of Terra, Liberation of Mars, Fall of Caliban.

It is a time of legend.

Horus musters his armada, Terra itself the object of his wrath. After seven long years the Warmaster Horus makes his final move against his father, the Emperor of Mankind.

Seated upon the Golden Throne, the Emperor waits for his wayward son to return. But he knows that Horus is but the current the face chosen by his true enemy, the primordial corrupting power of Chaos. Should the Emperor fail, Chaos will enslave Mankind to its capricious whims and the galaxy will echo to the cruel laughter of Dark Gods.

The Astartes of the mighty and redoubtable Astartes Legions, are now entrenched in the greatest conflict the galaxy has known with billions sacrificed for little gain as the two intractable enemy now clash in what portends to be their final battle.

Once, these ultimate warriors fought side by side as brothers, protecting the galaxy and bringing Mankind back into the Emperor’s light. Now they are riven by hatred and ideology. There can be no peace as long as the other lives.

Worlds are burning. Terra is besieged. The greatest of sacrifices must be made to save Mankind…

Campaign Suggestions: Using the Cities of Death Expansion or Forge Worlds ‘Siege of Terra’ Campaign Books.

Army List Variations:

Use the Forge World Siege of Terra Space Marine army list as an alternative to representing the Astartes Legions at this time.

THE SIEGE ERA Chronology of Notable Events: Fall of Luna, Siege of Terra, Liberation of Mars,

13

THE SCOURING ERA Chronology of Notable Events: The Exodus, The Second Founding, The Beast Arises. It

THE SCOURING ERA

Chronology of Notable Events: The Exodus, The Second Founding, The Beast Arises.

It is the end of legends. The Warmaster is slain and the Emperor of Mankind is mortally wounded and interred upon his life-sustaining Golden Throne.

The traitorous Primarchs and Legions that sided with Horus Lupercal are scattered by their defeat at Terra but are not ended yet. Their armada begins a great withdrawal from the Imperium, sowing seeds of destruction as they g o and inflicting damage that will take the armies of the Emperor millennia to recover from.

As the Imperium itself undergoes a painful transformation, a great scouring of these worlds held by the traitors is instigated.

The surviving loyal Primarchs and their forces harry the traitor Legions but are encumbered by their own divisions and the vacuum of power that the ascension of the Emperor has caused. With no clear line of succession and humanity apprehensive in leaving its fate to the post- human Primarchs, division and pride threaten to plunge the Imperium into a second civil -war.

It is a time where all that has been hard fought for with the blood of millions can be given away for the sake of a few concessions and cheap treaties. The bones of the Emperor’s dreams are picked over by emerging warlords and governors as the power of those once viewed as gods is placed into the hands of avaricious mortals.

The Age of the Emperor is ending and the Age of the Imperium has begun…

Campaign Suggestions: Using the Dark Millennium section of the Warhammer 40, 000 rulebook.

Army List Variations:

Use the Forge World Space Marine Siege Assault Vanguard Force as an alternative to representing the Astartes Legions as they transform into the Space Marine chapters of the second founding.

THE SCOURING ERA Chronology of Notable Events: The Exodus, The Second Founding, The Beast Arises. It

14

FORCE ORGANISATION CHART

If you are playing a game using the Age of the Emperor Expansion you must use the following Force Organisation Chart. Whether you are using the Astartes Legion Army List found in this Expansion, or you are using a Codex such as Eldar or Necrons, rather than using the Standard Force Organisation Chart found in the Warhammer 40,000 rulebook or in your Codex, you must instead use the following Force Organisation Chart.

Your army list is used in conjunction with one or more force organisation charts for the mission to be played. Each chart is split into several categories that correspond to the sections in the army list, and each category has one or more boxes. Each light-toned box indicates that you may make one choice from that section of the army list, while a dark-toned box indicates a compulsory selection. As armies using lists from outside of this Expansion do not usually have access to Lords of War, they may instead take either a single unit with Structure points or a Gargantuan Creature for their army as listed in Apocalypse or many of the Forge World supplements. Alternatively they may take a further HQ choice. Armies that do not use the Astartes Legion Army List do not have Legion Auxilia.

COMPULSORY 1 HQ 2 TROOPS Primary Detachment Legion Auxilia HQ (REQUIRED) OPTIONAL Auxilia 0-1 HQ 0-4
COMPULSORY
1 HQ
2 TROOPS
Primary Detachment
Legion Auxilia
HQ
(REQUIRED)
OPTIONAL
Auxilia
0-1 HQ
0-4 TROOPS
0-3 ELITES
0-3 HEAVY SUPPORT
Auxilia
Troops
Troops
Elites
Fast Attack
Heavy Support
SPECIAL
LEGION AUXILIA
Certain
units
taken
in
your primary
Fortification
Lord of War
detachment allow Legion Auxilia units in
your force.
Allied Detachment
FORTIFICATIONS
HQ
You can take a single fortification for each
primary detachment in your force.
Fortification
Lord of War
0-1 LORD OF WAR
Troops
Elites
Fast Attack
Heavy Support
You can take a single Lord of War unit for
each primary detachment in your force. The
Lord of War cannot exceed 25% of the
point value of the army.
FORCE ORGANISATION CHART If you are playing a game using the Age of the Emperor

15

CHOOSING AN ASTARTES LEGION ARMY

Your Primary Detachments in your army must always be chosen from one of the Astartes Legions listed in the Legiones Astartes section found in this Expansion. If you are using two or more Primary Detachments, all of them must be from the same Legion. Furthermore, your Warlord Trait can either be randomly generated as described on page 111 of the Warhammer 40,000 rulebook or if you have access to your Legion Warlord Trait as outlined in your chosen Legion entry you may choose that instead.

Agents of the Emperor may be taken for certain Legiones Astartes in specific eras. These are not an allied detachment and the units may be included as additions to those available to your normal army selections. Details of what Legions can include these units and in what eras can be found in the Agents of the Emperor section of this Expansion.

Servants of the Warmaster may be taken for certain Astartes Legions in specific eras. These are not an allied detachment and the units may be included as additions to those available to your normal army selections. Details of what Legions can include these units and in what eras can be found in the Servants of the Warmaster section.

In the 31st Millennium, in addition to allying with their brother Legions, the Astartes were given dominion over the Imperial Army and had binding alliances with both the Mechanicum of Mars and other, more esoteric forces. In battles this is represented by your choice of allied detachment to join your Legion. All of the usual restrictions apply as described on page 109 of the Warhammer 40,000 rulebook. These units cannot generate Legend Points.

The Allies Matrix on page 113 of the Warhammer 40,000 rulebook is not used. Instead use the Age of the Emperor Allies Matrix on the following page.

The Imperial Army may be taken in any Astartes army that includes one or more models with the Leader of Men special rule. The Imperial Army are Battle Brothers to all Legiones Astartes, regardless of the era the battles are taking place in. To represent an Imperial Army Allied Detachment you may use Codex Imperial Guard. There are additional units available to the Imperial Army which are outlined in the Imperial Army section of this Expansion.

The Martian Mechanicum may be taken in any Astartes army that includes one or more models with the Lore of the Mechanicum special rule. The Martian Mechanicum are Allies of Convenience to all Legiones Astartes, regardless of the era the battles are taking place in. To represent a Martian Mechanicum Allied Detachment you may use Codex Cult Mechanicus which can be freely downloaded from the Tempus Fugitives website at www.tempusfugitives.co.uk.

Chaos Daemons are Allies of Convenience for certain Legiones Astartes in specific eras. Details of what Legions can take them as allies and in what eras can be found in the Era Special Rules section under The Corruption of Chaos. To represent a Chaos Daemons Allied Detachment you use Codex Chaos Daemons. There are additional units available to the Chaos Daemons which are outlined in the Chaos Daemons section of this Expansion.

CHOOSING AN ASTARTES LEGION ARMY Your Primary Detachments in your army must always be chosen from

16

LEGENDARY ACTIONS & LEGEND POINTS

During the Age of the Emperor, the Legions of the Astartes are brotherhoods of legend. Such acts of valour are represented by Legendary Actions. Though the armies of the Astartes Legions symbolise the Legendary Actions of the era, such times brought about incredible and almost mythological events to form around these Legions.

Any army using the Age of the Emperor Expansion generates Legend Points and may issue Legendary Actions even if they are not chosen from the Astartes Legion armylist included in this expansion. Any Independent Character using an Army List other than that included here automatically gains the Legendary Actions special rule. Non-vehicle Troop choices are considered Signature units for such armies and all the rules and benefits regarding Legendary Points and Legendary Actions apply.

Example: Perturabo leads his Iron Warriors against Dark Eldar raiders. The Iron Warriors Army is created using the Army List featured in the Age of the Emperor Expansion and generates and uses Legend Points as normal. The Dark Eldar Army includes a Lelith Hesperax and two Haemonculus. All three of these Independent Characters gain the Legendary Actions special rule and can initiate Legendary Actions as normal. Though they do not have any specific individual Legendary Actions (unlike Perturabo and special characters in the Iron Warriors army) they are free to use the general Legendary Actions listed on the following page.

LEGEND POINTS X

To make a Legendary Action you must expend Legend Points. Legendary Actions are almost mythological happenings that can turn

the

tide

of

battle

if

used

at

just

the right

moment. How

many

Legendary Actions can be attempted during a game, and which units can make use of them are described later on. Each Legendary Action has a cost in Legend Points indicated by this symbol: X Keep track of the Legend Point total as the game progresses; you might like to use a number of dice with the total Legend Points shown on their upper facings, or use some other form of counter or marker. An army generates a number of Legend Points in the following manner:

  • Your army begins the

game with

a Legend

Point for

each

Signature Unit in your army. Signature units are different for each

Legion and are identified in the appropriate Legiones Astartes section.

  • Your army begins the game with a Legend Point for each unit with the Legendary Actions special rule.

  • Each enemy character killed in a challenge generates a Legend point. If the character killed is an Independent Character D3 Legend points are generated instead. If the character killed has the Primarch special rule, D3+2 Legend points are generated instead.

  • Units in an allied detachment do not generate Legend Points.

Example: A 1500 White Scar army takes a Legion Tactical squad with a Deimos Rhino, and two Legion Outrider squads. This generates them a Legend Point for the Tactical Squad as that particular selection counts as a Signature Unit and a Legend Point for each of the Outrider units as they too are Signature Units.

LEGENDARY ACTIONS & LEGEND POINTS During the Age of the Emperor, the Legions of the Astartes

17

LEGENDARY ACTIONS X

Any unit with the Legendary Actions special rule listed may attempt any number of the Legendary Actions listed below and may also make any Legendary Actions listed on their unit entry. To make a Legendary Action, the unit must expend the required number of Legend Points (usually one) and then pass an unmodified Leadership test. If this is successful, apply the effect of the declared Legendary Action. A unit may make as many Legendary Actions as it wishes in a turn but may never attempt to use the same Legendary Action twice in a turn. If the attempt is failed, the Legend Point(s) expended are lost to no further effect.

X(1) LEGENDARY ACTION: DUEL

When attempting a Glorious Intervention the unit may expend one Legend Point to automatically pass the required Initiative test. Additionally, such a unit counts as charging even if they did not initiate a charge that turn.

X(1) LEGENDARY ACTION: GRACE

When attempting to move through difficult terrain the unit may expend one Legend Point to count it as open terrain instead for the duration of the Movement phase. Additionally, such a unit cannot be wounded by any failed Dangerous Terrain or Impact tests that Movement phase. Lethal Terrain remains, well, lethal!

X(1) LEGENDARY ACTION: HEROIC

At

any point

of

any turn

(including

an

enemy turn), the

unit may

expend one Legend Point to add +1 to the facing of any single die they

roll with the exception of a natural roll of a 6.

X(2) LEGENDARY ACTION: SACRIFICE

The unit

may expend two Legend Points to cause a wounding hit

suffered by a friendly model

within 6”

to instead

be allocated

to

themselves. No saves of any kind may be taken against this wound. If it causes the unit which issued the action to be slain, the army regains D3 Legend Points.

X(1) LEGENDARY ACTION: SWEEP

When held in reserve at the start of any turn after the first, the unit making the Sweep Legendary Action may expend one Legend Point to immediately arrive from Reserve as described on page 124 of the Warhammer 40,000 rulebook. If the unit has Outflank or Deep Strike it may deploy using those rules as normal.

X(1) LEGENDARY ACTION: TOUGH

After receiving an unsaved wound, the unit may expend one Legend

Point

to suffer

the wound

as though

they

had the

Eternal

Warrior

special rule.

 

X(1) LEGENDARY ACTION: VALOUR

At any time in the Movement phase the unit may expend one Legend Point to cause a single broken friendly unit within 12” to instantly and automatically regroup.

18

LEGENDARY ACTIONS X Any unit with the Legendary Actions special rule listed may attempt any number

Special Rules

19

UNIT SPECIAL RULES

AERIAL ASSAULT: The vehicle with this special rule that moved at Cruising Speed in its preceding Movement phase can fire all of its weapons as though it had been Stationary.

ANCILLARY: The unit with this special rule can never count as a scoring unit. Furthermore it cannot benefit by the effects of a Legendary Action.

ASTARTES LEGIONNAIRE: Astartes of the Emperor's Legions are genetically engineered, psycho-indoctrinated warriors with superhuman abilities and minds and souls tempered for war. Each Legion has it own character and idiosyncrasies - the product of their gene-seed and unique warrior culture.

A unit that contains at least one model with this special rule may always attempt to Regroup regardless of casualties.

Whenever a character with the Astartes Legionnaire special rule kills an enemy character, the army gains a Legend point (see Legend Points for more details).

BATTLE BROTHERS: One Legion Retinue, Tactical squad, Terminator squad or Veteran Tactical squad may be given one of the following special rules at no additional cost: Counter-Attack; Crusader; Fearless; Furious Charge; Night Vision; Monster Hunter; Outflank; Sniper; or Tank Hunters.

BLADE MASTER: Each Legion can usually draw on one amongst their number whose skill with the blade is unrivalled.

The model’s close combat attacks have the Rending special rule, and will rend on a To Wound roll of 4+.

BOLSTER DEFENCES: Each unit with this special rule can bolster a single ruin before the game begins. When you deploy, nominate one ruin in your deployment area for your unit to bolster. The ruin's cover save is increased by one for the duration of the game. For example, a normal ruin with a 4+ save for walls and a 5+ save for open terrain so reinforced would offer a 3+ and 4+ respectively. A ruin can only be bolstered once.

BOLTERSTORM: One of the Legions greatest assets in open battle is the massed, coordinated hail of bolter fire its Tactical squads can unleash. Such is the firepower of this storm of explosive shells that enemy infantry formations and even squadrons of light vehicles will be blasted to the four winds in a single thunderous volley of bolt shells.

A unit with this special rule squad can elect to make a Bolterstorm attack in the Shooting phase. Models making a Bolterstorm attack treat their Boltguns as Salvo 2/3 weapons for that turn.

Owing to the massive expenditure of ammunition involved, once a squad has made a Bolterstorm attack it may not use its Bolters in Overwatch later that turn and must forgo the next full game turn of Shooting, but may otherwise move, fight in assault, run, etc. normally (place a counter or note next to the unit to represent this). Bolterstorm may not be used for Snap Fire and so cannot be combined with Maximum Fire.

CHAIN FIRE: When attacking with pistol weapons, a model with the Chain Fire special rule may declare a Chain Fire attack. For every successful hit they may make an immediate additional shooting attack with the weapon against the same target and may continue doing so until they miss with the weapon. After making a Chain Fire attack the model may not assault in that turn or make a shooting attack in the following turn. Models with two pistols may fire both as per the Gunslinger special rule.

COMMAND VEHICLE: Being outfitted with enhanced command and control systems such as mimetic data links and predicative cogitators allows an officer to better lead their squadron in combat and wreak havoc upon an enemy.

One model in the unit can be upgraded to a command vehicle. This vehicle may ignore the effects of Crew Shaken damage results on a 4+ while they remain in coherency with their squadron. In addition, once per turn one vehicle in the unit can fire a single, non-ordnance weapon as if it had the Interceptor rule. These benefits lost if the command vehicle is wrecked, destroyed or while the vehicle is out of squadron coherency.

Command vehicles should always be modelled appropriately with additional equipment or markings to identify them on the battlefield.

CRUSHING WEIGHT: Some vehicles are densely constructed and heavily reinforced to withstand the recoil of their own main weapon. This has the side effect of enabling them to pulverise just about anything smaller than themselves that crosses its path.

The vehicle automatically passes Difficult and Dangerous terrain tests for rubble, barricades, walls, ruined buildings or wreckage, and automatically inflicts Ram damage at Strength 10 AP 2 regardless of how far it moved.

UNIT SPECIAL RULES AERIAL ASSAULT: The vehicle with this special rule that moved at Cruising Speed

LORE OF THE MECHANICUM: Those versed in the secret arts of the Mechanicum, whether Techmarine or Magos, have the skill and ability to reconstruct and effect field repairs to war machinery in the very heat of battle.

If the Primary Detachment includes one or more models with this rule, they may take the Martian Mechanicum as an Allied Detachment (see Allies in this Expansion).

If a model with the Lore of the Mechanicum special rule is in base contact with, or embarked upon, one or more damaged vehicles during the Shooting phase, they can attempt to repair one of them instead of firing a weapon. Roll a D6. If the result is a 5 or more, you may do one of the following:

· Restore a lost Hull Point. · Repair a Weapon Destroyed result. · Repair an Immobilised result to the attendant vehicle.

If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. The model with the Lore of the Mechanicum cannot use this ability if they have gone to ground or are falling back.

20

IMMOBILE: A unit with this rule cannot move under any circumstances. Any special rules which force it to move will also cause the vehicle to take a single glancing hit. If an Immobile vehicle sustains a Vehicle Immobilised damage result then it loses a Hull Point.

INTO THE FRAY: If a unit with this rule arrives via Deep Strike, the player can elect for the unit to go Into the Fray - declaring this before the deep strike scatter dice are rolled. If Into the Fray is declared, the unit cannot shoot (or run) that turn but can attempt to assault (provided they are close enough). Units wishing to assault must do so as though moving through difficult terrain. A unit with Jump Packs will count as having used them in the Movement phase. This ability cannot be used if an Independent Character has joined the unit unless they too have the Into the Fray special rule.

LEADER OF MEN: Experienced in commanding all aspects of the Imperium’s might, the word of a Major Hero is lore to the Astartes and Imperial Army alike. If a model with this special rule is on the battlefield, all friendly units with the Astartes Legionnaire special rule use his Leadership for Morale and Pinning tests. Furthermore if the Primary Detachment includes one or more models with this rule, they may take the Imperial Army as an Allied Detachment (see Allies in this Expansion).

MARKED BY KHORNE: Models with this rule gain the Tainted and Adamantium Will special rules. Furthermore they are have Hatred: Marked by Slaanesh

MARKED BY NURGLE: Models with this rule gain the Tainted special rule. Furthermore they are have Hatred: Marked by Tzeentch. Additionally, a Psyker Marked by Nurgle must generate at least one of his powers from the Discipline of Nurgle.

MARKED BY SLAANESH: Models with this rule gain the Tainted special rule. Furthermore they are have Hatred: Marked by Khorne. Additionally, a Psyker Marked by Slaanesh must generate at least one of his powers from the Discipline of Slaanesh.

MARKED BY TZEENTCH: Models with this rule gain Tainted special rule. Furthermore they are have Hatred: Marked by Nurgle. Additionally, a Psyker Marked by Tzeentch must generate at least one of his powers from the Discipline of Tzeentch.

MAXIMUM FIRE: A distinct advantage of the larger squad sizes found in the Astartes detachments during the 31 st Millennium was the ability to pour an overwhelming torrent of fire into the enemy.

Any unit with the Maximum Fire rule may re-roll missed To Hit rolls when using Snap Fire. Any unit with less than ten models cannot gain any benefit from the Maximum Fire rule.

OATH OF MOMENT: As soon as a unit with this special rule is placed onto the table, choose one of your opponent's units or characters. The unit re- rolls all failed To Hit and To Wound rolls against the chosen unit for the remainder of the battle.

OATHSWORN CHOSEN: Models with this rule count as characters and must always issue and accept challenges. Whilst a model with this rule is still alive in the unit, the owning player automatically passes their Look Out Sir! rolls for any Independent Character in this unit. Any wounding hits diverted in this fashion must be allocated to a model with this rule.

IMMOBILE: A unit with this rule cannot move under any circumstances. Any special rules which force

21

ORBITAL BOMBARDMENT : Once per game, the model may call an orbital bombardment down. The model counts as being armed with an infinite range Magna-Melta for that Shooting Phase. When rolling the scatter dice, you may not add or subtract the model’s Ballistic Skill.

PROVEN METTLE: The Astartes embraced new technology as it better armed them to carry out their purpose, but not all such updates to their wargear necessarily made them more effective. Newer marks of battle plate were generally thought inferior to those crafted in a more prosperous age. Squads tended to remain faithful to proven armour marks or equip with the more modern armour and improvise around the design’s shortcomings in the field.

Any unit equipped with Power Armour which does not include models wearing Mk VII style armour gain a 6+ Invulnerable save. Any unit equipped with Terminator Armour which does not include any models wearing Indomitus pattern gain Feel No Pain (6+). Unit consisting of only one model cannot benefit from Proven Mettle.

PURGE: A unit with this rule in combat with a unit with the Tainted special rule gains a Legend Point for their use only for the duration of that Assault phase.

SABOTAGE: Each unit (not model) with the Sabotage special rule may make a single Sabotage attack after both sides have deployed, but before the first game turn. Each player dices off to determine who makes their attack first if both sides can make Sabotage attacks. Select a single enemy unit or fortification on the table (not an Independent Character). Roll a D6. On a 2+ that unit suffers D6 Strength 5 AP 6 hits. Targets are struck against their weakest Armour Value. Casualties are allocated by the opposing player and do not suffer Morale tests from the casualties caused.

SHIELDWALL: Any model with this rule that

is

armed with

either a

Boarding Shield or Storm Shield and is in base contact

with

two or more

friendly model with this rule and Boarding Shields or Storm Shields gains +1

Toughness. By careful positioning an entire squad can gain benefit from this rule.

SIEGE MASTER : The model has the Tank Hunters and Wrecker special rules applied to all of their own attacks, and also confers these rules to the heavy weapon shooting attacks of any infantry unit they join.

SKYFALL: Models may deploy from a vehicle with this rule when it has moved more than 6”. Nominate any point over which the vehicle moved, and deploy the unit as if it were deep striking onto that point. If the unit scatters, every model in it must take a Dangerous Terrain test. Units cannot assault in the same turn that they Skyfall.

SURPRISE STRIKE: When a model with this special rule arrives via Deep Strike or from using a Falsehood, it treats all ranged weapons (not including psychic powers) as having the Twin-linked special rule until the end of the turn.

TACTICAL PRECISION: A unit with this rule (and any Deep Striking unit joined if he is an Independent Character) does not scatter when it deploys by Deep Strike. This rule cannot be used in conjunction with Into the Fray.

TAINTED: A unit with this rule has been touched by the Dark Gods. If they are a Character, there is every chance that their actions in battle will gain a brief glimmer of attention from their unholy patron. Whenever a character with the Tainted special rule kills an enemy character, you must immediately check to see if the Dark Gods reward him. To do this, roll on the Chaos Boon table found at the beginning of the Servants of the Warmaster section of this expansion. This boon lasts for the rest of the game; make a note of it on your army roster next to that character's entry. If a boon is rolled that the character already has, the roll has no effect. If an enemy character dies as a result of multiple Wounds being allocated to it simultaneously, and one or more of those Wounds were caused by the Tainted character, that Tainted character still rolls on the Chaos Boon table. Note that destroying models in a Sweeping Advance does not confer a roll on the Chaos Boon table.

TANK MARSHALL: A model with this ability must start the game as commander of a single Legion vehicle of the tank type. If the vehicle is part of a squadron that has a Command Vehicle that must be the vehicle the Tank Marshall is installed aboard. Use a suitable marker such as a Tank Marshall model to represent this. Any tank with a Tank Marshall aboard gains the benefit of the Command Vehicle special rule and has a Ballistic Skill of 5. If the tank is wrecked or suffers an Explodes! result, make an Initiative test, if failed the Tank Marshall suffers D3 wounds. If the test is passed, the Tank Marshall leaps clear at the last second and instead takes a single Strength 4 hit as normal for a passenger in an enclosed vehicle. When the damage has been resolved, place him within 2" of the vehicle's hull. Once a Tank Marshall has left his vehicle he may not take command of another and instead becomes an Independent Character.

TELEPORT ASSAULT: Each unit with this special rule can choose to make a Teleport Assault. Immediately after determining Warlord Traits, the controlling player announces which units with this rule are making a Teleport Assault and makes a secret note whether it will be in the first or second turn of the game. All units arriving by Teleport Assault automatically arrive via Deep Strike at the start of the chosen turn – there is no need to roll for reserves.

VETERAN OF TERRA: From the late Unification Wars through to the fields of Ullanor, some Astartes have been fortunate enough to fight alongside the Emperor himself against the enemies of Terra.

A

unit

that

contains at

least

one

model with

this

special rule

have the

Adamantine Will and the And They Shall Know No Fear special rules.

22

WEAPON SPECIAL RULES

ARC: Once the effects of the weapons initial shot have been resolved roll a D6 for each unit (friend or foe) within 6” of the target. On a roll of a 6 that unit suffers D6 hits at the Strength and AP of the weapon used. These additional hits have no special rules and cannot Arc themselves.

CHEM: Belching a toxic cloud of acidic poison, the Chem weapon is favoured by the warriors of the Death Guard as well as certain brutal Imperial Army regiments.

Weapons that have this ability gain the Shred and Gets Hot! special rule.

CO-AXIAL: Some weapons share their mount with a larger gun, and are designed to fire tracer rounds at the target, making the main gun’s fire more accurate.

Weapons that are defined as Co-axial in their description must be fired at the same target as the main weapon (i.e., the weapon they are attached to), and any Damage result that affects the main weapon affects them as well. Co -axial weapons are always fired before their main weapon (in exception to the usual rules) and if they score at least one hit on the target unit, the main weapon may then re-roll failed To Hit rolls (or re-roll scatter in the case of the main weapon being a Blast weapon).

CRAWLING FIRE: After the blast marker for a weapon with this rule is placed, the firer may move the marker up to 2” in any direction so long as this would cover more models than previously.

CUMBERSOME: A model using a close combat weapon with this special rule can only ever make a single attack at WS I in an Assault phase, regardless of their profile or any bonus or other special rule.

DEFLAGRATE: Deflagrating attacks have a devastating effect on organic matter, explosively burning flesh into ash and jetting fire.

After normal attacks by this weapon have been resolved, count the number of unsaved wounds caused on the target unit. Immediately resolve a number of additional automatic hits on the same unit using the weapon's profile equal to the number of unsaved wounds - these can then be saved normally. Models in the targeted unit must still be in range in order for these additional hits to take effect. These additional hits do not have the Deflagrate rule.

DESTROYER: Known as Titan-killers, these deliver immense amounts of damage.

If a weapon has a ‘D’ instead of a Strength value in its profile, it means it is a Destroyer. If a Destroyer weapon hits a vehicle (including any vehicle caugh t under a blast template from a weapon with this rule), there is no need to roll for armour penetration – it automatically scores a penetrating hit. If a Destroyer weapon hits a non-vehicle model, there is no need to roll to wound – it automatically scores a wound with the Instant Death rule. Armour saves, Cover saves and Feel No Pain rolls may not be taken against hits from Destroyer type weapons. Invulnerable saves however may be taken as normal.

DUELLING GRIP: When fighting in a challenge, the user of this weapon gains a +1 to their Initiative score.

FIRING CALIBRATION: The weapon may not be fired if the model carrying it has moved in the same turn, regardless of the Relentless special rule or if the carrying model is a vehicle, etc.

FLAIL: lf one or more enemy models are in base contact with a model with a the Flail special rule at the beginning of the Fight sub -phase, roll a D3 and subtract the result from the Weapon Skill of those models (to a minimum of 1) for the duration of that phase.

FRACTURE: Any model that suffers one or more unsaved Wounds from a weapon with this special rule immediately reduces its armour save for the remainder of the battle by 1 point. So an Astartes in Power Armour wounded for the first time by a weapon with this rule is reduced to a 4+ save. If the same Astartes were to be wounded again, his save would be reduced to 5+,

For each hit a vehicle suffers from a weapon with this special rule roll a D6. Each result of 4+ immediately reduces 1 point of Armour Value from the facing struck. If a vehicle it is reduced to an Armour value of zero on any facing it is immediately wrecked.

GRAVITON: Each model hit by the Graviton weapon must take a Strength test or suffer a wound. After the shot has been resolved, leave a marker in place the size of the template used by the weapon. The area is counted as difficult and dangerous terrain until the start of the next friendly turn. Graviton weapons have the Haywire and Concussion rules.

HEAT SEEKER: Many objects such as aircraft engines generate and retain heat, and as such, are especially visible in the infra-red wavelengths of light compared to objects in the background. Heat Seeker is a passive missile guidance system which uses these emissions to track and follow a target.

A model with this upgrade can re-roll all failed rolls To Hit with Missile Weapons against Flyers, Skimmers and units that have made a Turbo-Boost move. Furthermore any Weapon Destroyed result caused by a weapon with Heat Seeker may instead be treated as an Immobilised result.

INACCURATE: A weapon with this rule always counts as though the model firing has a Ballistic Skill of 1.

LINGERING DEATH: When a Blast weapon with this rule is used, after the attack is resolved leave the Blast marker in play for the rest of the game or replace it with a similar sized a counter of some kind. This area is now treated as dangerous terrain for all models with a Toughness value and open-topped vehicles.

WEAPON SPECIAL RULES ARC: Once the effects of the weapons initial shot have been resolved roll

MIND LEECH: Some weapons either psychic or alien in origin leave their victims drained of their very essence. Some call it a damaged soul, others a neurological haemorrhage, but whatever the cause the results are devastating on the individual affected.

Each unsaved wound caused by a weapon with this ability suffers their Weapon Skill, Ballistic Skill, Initiative and Leadership to be reduced by 3 (to a minimum of one) for the remainder of the battle.

23

MURDEROUS: Attacks with this special rule cause Instant Death on a wound roll of a 6. Roll any viable saves against this instant death-causing wound separately to any other wounds the attack inflicts.

NEUTRON: In addition to any damage caused normally by the weapon, any vehicle hit by a Neutron Laser can only fire Snap Shots until the end of its next turn. The vehicle cannot move unless it is a Zooming Flyer. If the vehicle is a Zooming Flyer (see page 80 of the Warhammer 40,000 rulebook) it instead can only move 18" and cannot turn.

If a weapon with the Neutron rule fails a Penetration roll against a target's armour with any of its shots (note that successful saves do not count for this), roll a D6. If the result is a '1', a dangerous energy feedback along the beam has occurred. The firing model suffers an automatic penetrating hit, with -1 to the damage chart result.

PHOSPHEX: These weapons utilise a rare corrosive toxic and incendiary compound utterly inimical to life. It expands on contact with air into a seething, liquid mist which burns with an eerie white-green flame which is attracted to movement. This gelid flame ignites metal and eats relentlessly into living tissue, and cannot be extinguished short of exposure to vacuum As effective as this horrific weapon is, its use is not widespread as it has a tainting effect beyond even rad weapons on the areas in which it is employed, but remains within the arsenals of the Astartes Legions as a weapon of dire resort. Some Primarch’s have proven more readily prepared to consider a situation dire than others.

Weapons with this special rule have the Poisoned (3+), Crawling Fire and Lingering Death special rules.

RAD: A throwback to the horror of the gene-war anarchy of Old Night, Rad weapons combine high explosive charges with inner fragmentation cases made from highly radioactive isotopes, usually harvested from decommissioned fission reactor shells. The effect is an intensely toxic weapon that inflicts a hideous death on its victims, and that can lay low the most resilient of organisms.

A model

hit

by

an

attack

with

the

Rad

special rule

and

survives has

its

Toughness characteristic reduced by -1 for the rest of the turn. This can affect

their Instant Death threshold.

SHELL-SHOCK: Due to the repeated rapid impact of the weapon’s shells, Pinning tests taken because of its attacks are made with a -1 penalty.

SONIC: All sonic weaponry ignores cover and causes pinning.

SUNDER: Weapons and attacks with this special rule may re-roll failed Armour Penetration rolls.

SWEEP: Rather than using their own Attack value, a model using a weapon with this special rule may, if they wish, instead make a number of attacks equal to the number of enemy models in base contact will them.

TESLA: The weapon unleashes a bolt of lightning that crackles from foe to foe after hitting its target charring flesh and melting armour. Tesla bolts feed off the energy released by the destruction, the lightning becoming more furious with every fresh arc.

Hits from a weapon with the Tesla ability have a chance to strike several times wish a single shot. For every To Hit roll of a 6 the target suffers 2 additional automatic hits.

TREMORS: Any unit hit by the weapon will move as in difficult terrain until the next friendly turn. If the affected unit is already in difficult terrain then it rolls one less dice than normal to determine its maximum move. A vehicle hit by a Tremor must take a dangerous terrain test if it moves in the following Movement phase. This even applies to skimmers whose delicate grav-engines are pummelled by shockwaves.

WRECKER: Weapons and attacks with this special rule may re-roll failed Armour Penetration rolls against fortifications and immobile structures (such as bunkers and barricades), and add +I to any result rolled on the Building Damage chart. If this attack damages a bulkhead or wall section of terrain and destroys it, remove that section of terrain from play if possible.

MURDEROUS: Attacks with this special rule cause Instant Death on a wound roll of a 6.

24

ERA SPECIAL RULES

THE COUNCIL OF NIKAEA

ERA SPECIAL RULES THE COUNCIL OF NIKAEA The Council of Nikaea was a great Imperial conclave

The Council of Nikaea was a great Imperial conclave called by the Emperor of Mankind during the early 31st Millennium on the world of Nikaea towards the end of the Great Crusade that was intended to determine whether or not the use of psychic sorcery represented a boon or a grave danger to Mankind and the newborn Imperium of Man. Finally the Emperor delivered his decree:

"Hear now the words of my ruling. I am not blind to the needs of the Imperium, but nor am I blind to the realities of the hearts of men. I hear men speak of knowledge and power as though they are abstract concepts to be employed as simply as a sword or gun. They are not. Power is a living force, and the danger with power is obsession. A man who attains a measure of power will find it comes to dominate his life until all he can think of is the acquisition of more. Nearly all men can stand adversity, but few can stand the ultimate test of character, that of wielding power without succumbing to its darker temptations.

Peering into the darkness to gain knowledge of the Warp is fraught with peril, for it is an inconstant place of shifting reality, capricious lies and untruths. The seeker after truth must have a care he is not deceived, for false knowledge is far more dangerous than ignorance. All men wish to possess knowledge, but few are willing to pay the price. Always men will seek to take the short cut, the quick route to power, and it is a man’s own mind, not his enemy or foe, that will lure him to evil ways. True knowledge is gained only after the acquisition of wisdom. Without wisdom, a powerful person does not become more powerful, he becomes reckless. His power will turn on him and eventually destroy all he has built.

  • I have walked paths no man can know and faced the unnameable creatures of the Warp. I understand all too well the secrets and dangers that lurk in its hidden darkness. Such things are not for lesser minds to know; no matter how powerful or knowledgeable they believe themselves to be. The secrets I have shared serve as

warnings, not enticements to explore further. Only death and damnation await those who pry too deeply into secrets not meant for mortals.

  • I see now I have allowed my sons to delve too profoundly into matters I should never have permitted them to know even existed. Let it be known that no one shall suffer censure, for this conclave is to serve Unity, not discord. But no more shall the threat of sorcery be allowed to taint the warriors of the Astartes. Henceforth, it is

my will that no Legion will maintain a Librarius department. All its warriors and instructors must be returned to the battle companies and never again employ any psychic powers.

Woe betide he who ignores my warning or breaks faith with me. He shall be my enemy, and I will visit such destruction upon him and all his followers that, until the end of all things, he shall rue the day he turned from my light." – The Emperor of Mankind

Dark Angel s, White Scars, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders and Raven Guard Legions o nly. During the eras indicated, any Astartes Legionnaire of those listed Legions with the Psyker special rule may not generate a Warp Charge. Any Force Weapon in their Wargear is replaced with the closest equivalent power weapon. Any Psychic Hoods carried are lost.

THE TAINT OF CHAOS

ERA SPECIAL RULES THE COUNCIL OF NIKAEA The Council of Nikaea was a great Imperial conclave

Many Legions were marked by the Chaos Gods and their fall from the Emperor’s Light had been long planned. Indeed the scattering of the Primarchs and the temporal warping of the Realm of Chaos meant that the dedication of, for example, the Thousand Sons to Tzeentch was destined before their gene-code was even conceived by the Emperor.

Sons of Horus, Emperor’s Children, Iron Warriors, Night Lords, World Eaters, Death Guard, Thousand Sons Legions only. During the eras indicated, any Primacy detachment containing one or more units with the Marked by… special rule may include Chaos Daemons allies as Allies of Convenience. Note: Word Bearers and Thousand Sons may include Chaos Daemons as Battle Brothers in the above eras and may take Chaos Daemons as allies in the Betrayal Era as Allies of Convenience.

THE FADING OF LEGENDS

ERA SPECIAL RULES THE COUNCIL OF NIKAEA The Council of Nikaea was a great Imperial conclave

In this Era Tactical squads and Signature units do not generate Legend Points for the army. Including models with the Legendary Actions rule and Primarchs still provide points as usual.

25

Wargear of the 31 st Millennium

This section of the Expansion lists the weapons and equipment used by the Astartes Legions, along with the rules for using them in your games of Warhammer 40,000. Equipment that is carried by named special characters is detailed in the appropriate army list entry, while weapons and equipment used by all the other types of units are detailed here. Weapons and equipment already detailed in the Warhammer 40,000 rulebook is not repeated here.

26

MELEE WEAPONS

ANBARIC CLAW: A defensive system mounted on war machinery utilised by the Mechanicum's Anbaric Order, which may also. be found incorporated into the vehicles of certain Astartes Legions. Using a battery of electro-chem capacitors to generate a massive pulse shock of electromagnetic force through a vehicle's hull the Anbaric claw is able to electrocute and incinerate nearby living creatures as well as disrupt and burn out enemy machinery.

A vehicle may trigger its Anbaric claw in any turn in which it is being attacked in the Assault phase, and at any point when it is either being rammed by another vehicle or is ramming an enemy vehicle itself, with the limitation that the Anbaric claw can only be used once per player turn When the claw is triggered it automatically strikes all units within 1” of the equipped vehicle’s hull, whether friend or foe (although models being transported inside vehicles are unaffected), and any rammed or ramming vehicles.

The Anbaric claw inflicts D6 hits on any unit it strikes. If being used in the Assault phase, the claw’s effects are worked out at Initiative 10. If being used while a ram is conducted, its effects are simultaneous.

Range Strength AP Type - 5 4 Melee, Rending
Range
Strength
AP
Type
-
5
4
Melee, Rending

ASTARTES POLEAXE: Favoured by bike mounted Astartes, particularly in the I and V Legions and consisting of a hammerhead modified with a potent beak- like spike, the Astartes Poleaxe has proven adept at puncturing power armour as well as the scales of great xenos beasts.

Range Strength AP Type - +1 5 Melee, Rending
Range
Strength
AP
Type
-
+1
5
Melee, Rending

CHAIN AXE: A brutal variant of the chainsword, whirling diamond-steel teeth edge the axe head, making a mockery of armour and hide.

Range Strength AP Type - User 4 Melee
Range
Strength
AP
Type
-
User
4
Melee
MELEE WEAPONS ANBARIC CLAW: A defensive system mounted on war machinery utilised by the Mechanicum's Anbaric

CHAINBLADE: Many Legions attach Chainblades to their Boltguns as a form of bayonet to aid in close combat. Utilising a cutting chain mechanism (similar in principle to a chainsaw) along the length of the striking edge, Chainblades are generally used in wide sweeping attacks to take advantage of the additional reach the attachment provides for maximum impact and cutting strength.

The Chainblade may only be used in the first round of an assault.

Range Strength AP Type - User - Melee, Shred
Range
Strength
AP
Type
-
User
-
Melee, Shred

CHARNABAL SABRE: With their origins tracing back to the ancient duelling Societies assassin cults and bloody vendettas of the Terran Courts during the Age of strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality, The pure metal of their blades is press-folded and stamped scores of times over before being micro-serrated with a fractal-sharp edge,

The master sword-smiths of Terra are each said to have their own rituals of forging impressing a distinct pattern in each bespoke blade as legible as signature for those with the wit to read them. As well as the nobles of the Terran Court certain Astartes Legion officers favour the Charnabal sabre over more 'clumsy' power weapons as they see them as being more responsive to true martial skill, while others think them effete and decadent weapons.

Strength Range Type AP
Strength
Range
Type
AP
  • - User

-

Melee, Rending,

 

Duellist Grip

CRITERION HAMMER: This imposing type of weapon usually has a perfectly weighted shaft topped with a glittering hammerhead of unparalleled precision and density. Favoured by Mechanicum-Artisans and those Astartes officers with a connection to the forges or siege work, such exquisite tools of war remain an uncommon sight in the Imperium.

Strength Range Type AP
Strength
Range
Type
AP
  • - x2

1

Melee, Fracture,

 

Concussive, Unwieldy

CROZIUS AQUILIUM: An ornate relic of the Unification Wars, the staff serves as both a staff of office and a weapon for Astartes Lord Chaplains. In such experienced hands the power field within can be discharged to explosive effect.

In the Shooting phase, if the model passes a successful Leadership test they may use the Crozius Aquilium as a Heavy Flamer with the Soul Blaze special rule.

Range Strength AP Type - +2 4 Melee, Concussive
Range
Strength
AP
Type
-
+2
4
Melee, Concussive

CROZIUS ARCANUM: A gleaming staff topped with an Imperial or Legion icon, incorporated within is a powerful energy field capable of disrupting matter.

Range Strength AP Type - +2 4 Melee, Concussive
Range
Strength
AP
Type
-
+2
4
Melee, Concussive

LAS-CUTTER: A powerful tool capable of cutting through bulkheads and armour, its comparative close range still makes for a potent weapon.

In close combat the Las-Cutter can be used as the following profile:

 

Range

Strength

AP

Type

  • - 9

2

Melee, Unwieldy,

 

Cumbersome

In the Shooting phase the Las-Cutter can be used as the following profile:

 

Range

Strength

AP

Type

3”

9

2

Assault 1

LEGENDARY BLADE: Weapons forged of consummate artistry or irreplaceable relics of the ancient might of the Dark Age, Legendary blades are few in number and may take many forms. A Legendary Blade is a large two handed

27

power weapon often resembling a sword, axe or glaive that is surrounded by similar energy field as other power weapons. They are large and require to be wielded two- handed by all but the most skilled user.

Range Strength AP Type - +2 3 Melee, Two Handed
Range
Strength
AP
Type
-
+2
3
Melee, Two Handed

NONPAREIL STAVE: Fashioned from a continuous piece of rare diamond- hard material, a Nonpareil Stave is so finely attuned to the wielder that it can turn aside even the most determined of close combat attacks.

The Nonpareil Stave confers a 4+ Invulnerable save in close combat.

Range Strength AP Type - +2 4 Melee, Strikedown, Two- Handed.
Range
Strength
AP
Type
-
+2
4
Melee, Strikedown, Two-
Handed.

NULL ROD: This obsidian rod perpetually crackles with disruptive energy, nullifying the warp powers of the Legion’s enemies.

The Null Rod is AP2 when used against models with the Psyker or Daemon special rule. Furthermore the wielder confers +3 to any Deny the Witch attempts made by friendly units within 6”.

Range Strength AP Type - User 5 Melee, Strikedown
Range
Strength
AP
Type
-
User
5
Melee, Strikedown

PARAGON BLADE: Usually appearing as power weapons of extraordinary balance and durability, some Paragon Blades even more rarely take the form of unique chain weapons wrought from the teeth of terrifying xenos-beasts. One or two have been night-black sickle swords found on remote death worlds on the edges of the Halo Stars. Regardless of their provenance, all have been known to hold similar phenomenal killing power. Paragon blades are valued beyond price by the Imperium's warriors.

Range

Strength

AP

Type

  • - +1

2

Melee, Murderous,

 

Specialist Weapon

POWER FLAIL: In combat, the power flail can be used to lash out back and forth wildly, hewing through anything foolish enough to get close.

 

Range

Strength

AP

Type

 
  • - -1

3

Melee, Flail

POWER SCYTHE: A wickedly curved power blade surmounts an adamantium haft enabling the wielder to make devastating sweeping attacks.

 

Range

Strength

AP

Type

 
  • - +1

2

Melee, Unwieldy, Sweep, Two Handed

SERVO-ARM: A heavy industrial claw-limb and manipulator array, Servo Arms are often directly spliced into a Techmarine's or Tech-Priest’s nervous system. As well as making for a powerful tool, they can also be wielded in battle as a clumsy but savagely powerful weapon.

A model with the Lore of the Mechanicum special rule may add +I to their Repair attempt. Each Servo -arm grants the model a single extra close combat attack, made separately with the following profile:

 

Range

Strength

AP

Type

  • - 8

1

Melee, Specialist

 

Weapon, Unwieldy

SIEGE WRECKER: This is a general term given to a specialized form of massive close combat weapons intended for Legion Dreadnoughts and Mechanicum battle-automata. Wreckers are designed to enable these heavy assault units to smash through fortifications and easily crush armoured barricades and defences in siege warfare. The most common form of this weapon is a hydraulic ram or massive disruption-field augmented hammer, although specialised forms of heavy claw or drill systems are also used.

Range Strength AP Type - 10 2 Melee, Concussive, Specialist Weapon, Wrecker
Range
Strength
AP
Type
-
10
2
Melee, Concussive,
Specialist Weapon,
Wrecker

28

RANGED WEAPONS

ARC RIFLE: Usually carried by Techmarines or Iron Hand Artificer squads; the arc rifle unleashes ferocious bolts of lightning that crackles from foe to foe after hitting its target, charring flesh and melting armour.

Range Strength AP Type 18” 6 - Rapid Fire, Tesla BOLT CANNON: Utilising a higher reactant
Range
Strength
AP
Type
18”
6
-
Rapid Fire, Tesla
BOLT CANNON: Utilising a higher reactant variant of the ammunition used
in the Heavy Bolter, the Bolt Cannon hurls explosive shells into the enemy at a
brutal pace.
Range
Strength
AP
Type
36”
6
3
Heavy 7

CETO ROTORCANNON: This rotary weapon is favoured by many Imperial Army formations and is seeing limited use with some Astartes Legions. The Ceto pattern Rotorcannon is a multi-barrelled stubber, using electric motors to maintain an extraordinary rate of fire from their spinning maw. The simple, medium calibre solid slug projectiles they fire lack the stopping power of bolt shells, but the hail of shot they unleash can be particularly useful against unarmoured hordes of foes and fleshy xenoforms. The newly prototyped assault cannon technology represents a more effective and powerful implementation of this principle but remains, for now, largely vehicle mounted.

Range Strength AP Type 24” 4 6 Salvo 4/6
Range
Strength
AP
Type
24”
4
6
Salvo 4/6

COMBI-BOLTER: Designed as a tactically flexible weapon for employment in the Terminator armour project, a Combi-bolter is in essence two standard patted bolters slaved to fire together. It is a bulky and somewhat crude, but very effective, weapon prototype that was gaining widespread use at the time of the Heresy.

 

Range

Strength

AP

Type

24”

4

5

Rapid Fire, Twin-Linked

CONVERSION BEAM WEAPONS: Conversion projectors fire a beam that induces a controlled subatomic reaction in the target, converting its mass into energy. The further away the target, the more deadly the beam as it has time to grow in power.

A shot from a Conversion Beamer has a different profile depending on how far the target is from the firer. When firing the Conversion Beamer, measure the distance to the target and place the blast template. Resolve the scatter distance as normal, then measure to the centre of the blast marker from the firing model and consult the chart below to determine

the effect. A Heavy Conversion Beamer uses the Large Blast template and has the Firing Calibration special rule.

 

Range

 

Strength

AP

Type

Under 18”

 

6

-

Heavy 1, Blast

18

- 42”

8

4

Heavy 1, Blast

42

- 72”

10

1

Heavy 1, Blast

Over 72”

 

Miss!

RANGED WEAPONS ARC RIFLE: Usually carried by Techmarines or Iron Hand Artificer squads; the arc rifle

DEATHWIND LAUNCHER: A short range multiple rocket launcher, the Deathwind spits destruction at any enemy foolish enough to be near it.

Range Strength AP Type 12” 5 - Heavy 1, Large Blast
Range
Strength
AP
Type
12”
5
-
Heavy 1, Large Blast

DEMOLISHER CANNON: The Demolisher Cannon is most often used in a bunker-buster role, by driving up close to enemy fortifications and firing into them at very short range, and allowing allied forces to assault through the breach. They are also used in urban areas, where they are aimed at the base of an enemy held building and fired, causing the building to collapse.

Range Strength AP Type 24” 10 2 Ordnance 1, Large Blast
Range
Strength
AP
Type
24”
10
2
Ordnance 1, Large Blast

EARTHSHAKER CANNON: Boasting a fantastic reach and potent killing ground, the Earthshaker is the mainstay of Iron Warrior bombardments.

Range Strength AP Type 36-240” 9 3 Ordnance 1, Fracture, Barrage, Large Blast
Range
Strength
AP
Type
36-240”
9
3
Ordnance 1, Fracture,
Barrage, Large Blast

EXTERMINATOR: Favoured by the Salamanders and Word Bearers, Exterminators attach underneath Boltguns and are single burst flamethrowers.

An Exterminator can be attached to a Boltgun or Combi-Bolter. It may not be attached to any other type of weapon or combi-weapon. Once per game the Exterminator may be fired instead of another weapon. Exterminators fired in Overwatch cause 1 hit rather than D3.

Range Strength AP Type Template 3 6 Assault 1, one use only
Range
Strength
AP
Type
Template
3
6
Assault 1, one use only

29

FIREFURY MISSILE BATTERY: A rapid-firing missile launcher designed to spew out its entire payload in a few seconds, saturating its target with micro warheads.

Range Strength AP Type 36” 6 4 Heavy 4, Blast one use only
Range
Strength
AP
Type
36”
6
4
Heavy 4, Blast
one use only

FLAMER WEAPONS: Belching gouts of white-hot promethium or other incendiaries, flamer weapons are favoured by the warriors of the Salamanders and Word Bearer Legions as well as certain brutal Imperial Army regiments.

Weapon

Range

STR

AP

Type

Flamer

Template

4

5

Assault 1

Ignis Torrent

Template

6

4

Heavy 1, Torrent

Flamestorm Cannon

Template

6

3

Heavy 1

Hand Flamer

Template

3

6

Pistol

Heavy Flamer

Template

5

4

Assault 1

FRAG CANNON: This weapon is most commonly seen on the Blood Angels Legions Dreadnoughts. Its payload is a pair of cylindrical adamantine shells, each the length of a Battle-Brother's arm. When fired, the hollow shell disintegrates into a hail of razor-sharp shards which gout forth from the cannon's mouth to shred armoured and unarmoured foes alike.

Range Strength AP Type Template 6 - Assault 2, Rending
Range
Strength
AP
Type
Template
6
-
Assault 2, Rending

GRAVITON WEAPONS: These weapon fires a stream of particles which affects the local gravitational field of a target area, making the targeted object either far heavier or lighter depending on the weapon's setting. The gun also creates a bass rumble as the waves affect the local air pressure, causing the air to vibrate. The effect is generally non-lethal and can be used to incapacitate foes who need to be captured alive. Though some living targets will be affected more variably; a very large creature may be killed under excessive weight, but most targets will either be slowed or completely immobilised.

 

Weapon

Range

STR

AP

Type

Graviton Gun

18

*

4

Heavy 1, Blast, Graviton

Graviton Cannon

36”

*

4

Heavy 1, Large Blast, Graviton

GILDED COMBI--BOLTER: An ornate and master-worked pair of boltguns usually loaded with rare or restricted ammunitions, a gilded bolter is felt by some Legions to be too ostentatious for their battle doctrines. As a uniquely Astartes symbol of authority and pride, there can be nothing as recognisable however.

 

Range

Strength

AP

Type

24”

4

4

Salvo 2/3, Shred, Twin-Linked

30

GRENADE LAUNCHERS

The Astartes use a wide variety of grenade launchers, each adapted for a specific purpose. A Grenade Launcher may fire Krak or Frag

grenades as standard and may fire other grenade types listed in the

Wargear of the 31 st Millennium section of this expansion for the points cost indicated in its relevant unit entry. They may not use Bombs, Charges or any other device with similar effect. The Strength, AP and additional rules (such as Blast or Blind) are dependent on the grenade loaded into the launcher while the Range and weapon type (such as Assault 1) are determined by the weapon itself.

Example: An Auxiliary Grenade Launcher always has a Range of 12” and is a

Assault 1 type weapon. When firing Frag grenades it is Strength 3, AP –

and has a Blast, while when primed with Krak grenades it is Strength 6, AP

4 and does not have a Blast.

ASTARTES GRENADE LAUNCHER: Reconnaissance squads often

employ grenade launchers. These are loaded with various grenades and outfitted with adaptive targeting systems to compensate for the ‘from the

hip’ style of shooting such units prefer.

GRENADE LAUNCHERS The Astartes use a wide variety of grenade launchers, each adapted for a specific

AUXILIARY GRENADE LAUNCHER: A

tubular device, these are usually primed to fire blind, frag or krak grenades in conjunction with another weapon. Some officers mount these weapons to the back of Power Fists and the Custodians incorporate them alongside their halberds.

FRAG GRENADE HARNESS: An auxiliary weapon system fitted to Terminator armour, the grenade harness unleashes a barrage of fragmentation charges at the foe as the Terminator charges.

The Frag Grenade Harness is a one-shot weapon, and when it is fired the firing model and any squad they have joined count as having assault grenades in the Assault phase of that turn

ORTHRUS GRENADE LAUNCHER: Incorporating a range of

short-fused flash and concussion grenades to stun enemy prior to an assault, the Orthrus Grenade Launcher is the favoured tool of Legions who prefer close range and reconnaissance.

The Orthrus Grenade Launcher may only fire Frag Grenades.

Weapon

Range

STR

AP

Type

Astartes

24”

*

*

Salvo 1/2

Assault 1, Co-Axial

Assault 1, Co-Axial, Blind Concussive, Pinning

Assault 2, one use only

Auxiliary

12”

*

*

Orthrus

18

3

6

Frag Harness

8”

*

*

GRENADE LAUNCHERS The Astartes use a wide variety of grenade launchers, each adapted for a specific

HAWKTALON MISSILE: This sold core warhead is designed to tear through enemy armour at range, and makes a distinctive shriek as it races through the sky. This is followed by a discernible 'crump' as it punches deep into its target before its highly explosive payload detonates.

Range Strength AP Type 72” 8 1 Heavy 1, Sunder, one use only
Range
Strength
AP
Type
72”
8
1
Heavy 1, Sunder,
one use only

HAVOC MISSILE LAUNCHER: Havoc Missile Launchers were the precursors of both the Cyclone Missile Launcher and the immense Havoc Missile Rack sported by the Banelord Class Titans. Due to their size they were restricted to use on vehicles and Tactical Dreadnought Armour.

Range Strength AP Type 48” 5 5 Heavy 1, Blast, Twin-Linked
Range
Strength
AP
Type
48”
5
5
Heavy 1, Blast,
Twin-Linked

HEAVY ASSAULT CANNON: It was with the Contemptor Pattern Dreadnoughts that the Kheres patter Heavy Assault Cannon was first deployed in large numbers. A forerunner to the Absinia pattern the Kheres Heavy Assault Cannon was the weapon which first earned the dread reputation enjoyed by all Assault Cannons which followed.

Range Strength AP Type 24” 6 4 Heavy 6, Rending HEAVY DEATHWIND LAUNCHER: Carrying a heavier
Range
Strength
AP
Type
24”
6
4
Heavy 6, Rending
HEAVY DEATHWIND LAUNCHER: Carrying a heavier payload, these
short ranged multiple rocket launcher is usually found in Deathwind Drop Pods
or in other supporting roles on the battlefield.
Range
Strength
AP
Type
18”
5
-
Heavy 2, Large Blast

HOT-SHOT LAS WEAPONS: The hot-shot weapons use a more intense power supply from a backpack mounted energy cell. This allows the weapon to project a much more powerful beam capable of penetrating even the mighty Power Armour of the Astartes. On worlds brought into compliance by the Night Lords, ownership of such a weapon is punishable by death.

 

Weapon

Range

STR

AP

Type

Hot Shot Lasgun

18”

3

3

Rapid Fire

Hot Shot Laspistol

6”

3

3

Pistol

HURRICANE BOLTERS: This combination of racked boltguns provides a dense volley of explosive bolts to scythe down infantry at close range.

Range Strength AP Type 24” 4 5 Salvo 3/6, Twin-Linked
Range
Strength
AP
Type
24”
4
5
Salvo 3/6, Twin-Linked

LASER DESTROYER: A powerful reactor-charged anti-tank weapon that uses multiple laser generators to fire staggered, near simultaneous blasts of energy focused on a single target point. This has the effect of boring through the densest armour in a series of powerful impacts micro-seconds apart, enabling the weapon to breach the most well-protected tank in a single blazing volley.

 

Range

Strength

AP

Type

36”

9

1

Ordnance 1, Twin-Linked

MAGNA GRAPPLE: This weapon comprises a grapple and several yards of tempered adamantium chain. When fired at a vehicle, the grapple's magnetic and gravitic field generators form an unyielding bond with the target's hull, allowing the wielder to 'drag' its prey closer.

If the Magna-Grapple shot hits a vehicle and the target is not destroyed, roll a D6 and add 8 to the score. If the result is lower than the target's highest armour value, nothing happens - the wielder doesn't have the leverage to reel the vehicle in. If the result is equal to or higher than the target's highest armour value, the wielder hauls the grapple in, dragging the vehicle with it. Move the vehicle 2D6" directly towards the wielding model. The target does not change facing and will stop if it comes to within 1 " of difficult terrain, impassable terrain, another vehicle (friendly or enemy) or a unit locked in close combat. Treat any non-vehicle unit

the target moves over as having been tank-shocked. Once the drag has been completed, the wielder releases the grapple - if the target survives the ensuing assault phase, it will be able to move normally in its next turn.

Range Strength AP Type 12” 8 2 Heavy 1
Range
Strength
AP
Type
12”
8
2
Heavy 1

MELTA WEAPONS: From the heavy, short-ranged, area effect Magna-melta to the more common Meltagun, these make for devastating anti-tank weapons.

Weapon

Range

STR

AP

Type

Inferno Pistol

6”

8

1

Pistol, Melta

Magna-Melta Cannon

18

8

1

Heavy 1, Melta, Large Blast

Melta Cannon

24

8

1

Heavy 1, Melta, Blast

Meltagun

12

8

1

Assault 1, Melta

Multi-Melta

24”

8

1

Heavy 1, Melta

HAWKTALON MISSILE: This sold core warhead is designed to tear through enemy armour at range, and

31

MEDUSA SIEGE GUN: This devastating but short ranged weapon is favoured by the Imperial Fists Legion for close siege assaults.

Each turn the Medusa Siege Gun may fire one of three shell types:

Shell Range STR AP Type Medusa 36” 10 2 Ordnance 1, Barrage Large Blast Fracture 36”
Shell
Range
STR
AP
Type
Medusa
36”
10
2
Ordnance 1, Barrage
Large Blast
Fracture
36”
8
3
Ordnance 1, Fracture
Large Blast
Phosphex
36”
5
2
Ordnance 1, Phosphex
Large Blast

MISSILE LAUNCHER: Multiple warhead types make the Missile Launcher the most flexible man-portable heavy weapon the Astartes can bring to bear.

Missile Launchers may always fire Frag Missiles and carry enough for the duration of the battle. Before the battle you must also choose to load your Missile Launcher with Krak, or Flakk missiles. Some specialised units may also take Rad Missiles in place of their Krak compliment. Each turn the Missile Launcher may fire Frag Missiles or the chosen type.

Missile Range STR AP Type Krak 48” 8 3 Frag 48” 4 6 Flakk 48” 7
Missile
Range
STR
AP
Type
Krak
48”
8
3
Frag
48”
4
6
Flakk
48”
7
4
Heavy 1
Heavy 1, Blast
Heavy 1, Skyfire
Rad
48”
4
3
Heavy 1, Blast, Rad
Fleshbane

MOLE MORTAR: Used both by tunnel-fighting units as well as support teams on the surface, the Mole Mortar can be easily launched through the air to burrow once more beneath the ground to close on its target undetected.

 

Range

Strength

AP

Type

48”

4

4

Heavy 1, Large Blast, Tremors, Ignores Cover

NEEDLER: The Needler (or needle pistol) is a silent and deadly weapon that uses laser power and poisoned needles. The needler fires a bolt like the lasgun and a millisecond after it fires the needle. The bolt melts and cuts through armour, leaving the target vulnerable for the needle, which knocks out or kills the target.

 

Range

Strength

AP

Type

12”

2

5

Pistol, Sniper

NEUTRON LASER PROJECTOR: An example of the formidable technology that the Mechanicum can wield, the Neutron Laser Projector is rarely seen outside of the Forgeworlds of the Omnissiah. The pulse of the neutron laser overwhelms vehicle systems and electronics.

   

Range

Strength

AP

Type

 

72”

10

1

Ordnance 1, Neutron

PHOSPHEX BOMB: Utilised by Destroyer squads and other specialised warriors, these hand held devices are amongst the most lethal in the Astartes arsenal.

   

Range

Strength

AP

Type

 

6”

5

2

Assault 1, Phosphex, Blast, one use only

PLASMA WEAPONS: This ancient form of technology has been a powerful aid to the armies of the Emperor since the Unification Wars. Many examples of this technology are crafted exclusively by the machine-city known as the Triad on the Forgeworld of Ryza.

Weapon

Range

STR

AP

Type

Plasma Pistol

12”

7

2

Pistol, Gets Hot!

Plasma Destroyer

36

7

2

Heavy 3, Blast, Gets Hot!

Plasma Blaster

18”

7

2

Assault 2, Gets Hot!

Plasma Gun

24

7

2

Rapid Fire, Gets Hot!

Plasma Cannon

36

7

2

Heavy 1, Blast, Gets Hot!

MEDUSA SIEGE GUN: This devastating but short ranged weapon is favoured by the Imperial Fists Legion

PREDATOR AUTOCANNON: Both the Deimos pattern Predator and the lighter, more manoeuvrable AAV variant carry a heavy-duty, turret-mounted autocannon which, thanks to its extensive ammunition supply, reinforced barrel and the turret's sophisticated on-board auto-loader systems of exclusively Martian manufacture, is able to sustain a far higher rate of accurate fire

 

Range

Strength

AP

Type

48”

7

4

Heavy 4

PUNISHER GATLING CANNON: Essentially an oversized Ceto Rotorcannon, this contemporary was felt to be too ammunition hungry for extensive deployment amongst the Astartes Legions. Not all Primarchs agree…

Range Strength AP Type 24” 5 - Heavy 20 QUAD HEAVY BOLTER: Large ammunition hoppers contained
Range
Strength
AP
Type
24”
5
-
Heavy 20
QUAD HEAVY BOLTER: Large ammunition hoppers contained nearby
feed these four interlinked weapons and enable it to hurl out a ferocious wall of
white-hot bolt shells in shot bursts.
Range
Strength
AP
Type
36”
5
4
Heavy 6, Twin-Linked
QUAD LASCANNON: A powerful array of laser weapons, the Quad
Lascannon requires a significant power supply to maintain its fierce rate of fire.
Range
Strength
AP
Type
48”
9
2
Heavy 2, Twin-Linked

REAPER AUTOCANNON: Designed as a support weapon for the Tactical Dreadnought Armour project, the Reaper is a compact, rapid-firing autocannon which depends on the weight and strength of Terminator armour to stabilise the weapon and cope with its massive recoil.

 

Range

Strength

AP

Type

36”

7

4

Heavy 2, Twin-Linked

32

SONIC WEAPONRY Devotion to Slaanesh has led to the creation of weapons that speak to the distorted souls of the Dark Prince’s followers.

A Blast Master may be change frequency each turn from Single to Varied. Use the appropriate weapon profile when it does so.

Weapon

Range

STR

AP

Type

Blast Master (single)

48”

8

3

Heavy 1, Blast, Sonic

Blast Master (varied)

36”

5

4

Assault 2, Sonic

Doom Siren

Template

5

3

Assault 1, Sonic

Sonic Blaster

24”

4

5

Salvo 2/3, Sonic

Sonic Pistol

12”

4

5

Pistol, Sonic

SKYHAMMER MISSILE LAUNCHER: These weapons fire a volley of

hyper-velocity missiles that smash into their targets with the force of a thunderclap, perfect for turning armoured assets to scrap.

Range Strength AP Type 60” 7 4 Heavy 3, Fracture
Range
Strength
AP
Type
60”
7
4
Heavy 3, Fracture

SKYSHATTER CANNON: These four barrelled weapon systems exchange precision targeting systems for sheer weight of fire. Ideally suited for saturating an area containing fast moving units such as aircraft or skimmers the Skyshatter Cannon has also proven remarkably effective against high speed bike units and fast moving xenos beasts.

Range Strength AP Type 36” 7 4 Heavy 4, Twin-Linked Skyfire, Interceptor
Range
Strength
AP
Type
36”
7
4
Heavy 4, Twin-Linked
Skyfire, Interceptor

STORMFURY MISSILE POD: This multiple missile launcher contains a sophisticated payload system which can prime dozens of short fused Fragmentation warheads to explode in a synchronised cacophony of incendiary death over a wide area or saturate the sky to shred enemy aircraft.

Each turn the Stormfury may fire one of three missile types:

Missile

Range

STR

AP

Type

Vengeance

12-48

5

4

Ordnance 1, Barrage

Large Blast

Castellan

12-48

4

5

Ordnance 1, Barrage

Large Blast, Ignores Cover

Hyperios

12-48”

8

3

Heavy 1, Skyfire

THUNDERER CANNON: Designed to stun dug in infantry prior to a charge by Legion Assault troops, the Thunderer Cannon is a favourite amongst many Legions.

 

Range

Strength

AP

Type

24”

8

3

Ordnance 1, Large Blast, Shell-Shock

THUNDERFIRE CANNON: A large, heavily tracked artillery piece, the Thunderfire Cannon is favoured by the Astartes for its versatile firing patterns.

Each turn the Thunderfire Cannon may be fired in one of three ways:

Payload Range STR AP Type Surface 60” 6 5 Heavy 4, Blast Detonation Air Burst 60”
Payload
Range
STR
AP
Type
Surface
60”
6
5
Heavy 4, Blast
Detonation
Air Burst
60”
5
6
Subterranean Burst
60”
4
-
Heavy 4, Blast, Ignores
Cover
Heavy 4, Blast, Tremors

VANQUISHER CANNON: This long ranged Battlecannon fires specially

primed anti-armour shells.

 

Range

Strength

AP

Type

72”

8

2

Heavy 1, Armourbane

VIPER QUAD MORTAR: The viper pattern quad mortar shoots rapidly, its multiple barrels pumping in and out as each shell fires in succession with a distinctive "thud-thud-thud-thud" noise, leading to the common name of thudd gun. Each barrel is fed by a separate magazine of ammunition, giving the weapon a high rate of fire. Although extremely heavy weapons, they are easily moved due to being mounted on a small robotic tractor unit, articulated legs pistons or else mounted on the Land Raider Achilles.

Strength Range Type AP
Strength
Range
Type
AP

12-60”

5

5

Heavy

4,

Blast,

Shell-

 

Shock, Barrage

 

VOLKITE WEAPONRY An arcane Martian term for a variety of powerful ray weapons their origins date back to the Age of Strife and the predations of Unga Caan's Black Robes. Volkite weapons possessed considerable killing power surpassing most armaments of their size. Volkites were difficult to manufacture, even for the most able of the Mechanicum's forges, and the demands of the expanding crusade swiftly overwhelmed supply of these relic-guns. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Heresy, and had been superseded in the Astartes Legions by the far

more flexible and utilitarian Terran bolter. Those few that remained in service

were the purview of only a few specialised units at the outbreak of the conflict that

rent the Imperium asunder.

Weapon

Range

STR

AP

Type

Volkite Serpenta

10”

5

5

Pistol, Deflagrate

Volkite Charger

15”

5

5

Assault 2, Deflagrate

Volkite Caliver

30”

6

5

Heavy 2, Deflagrate

Volkite Culverin

45”

6

5

Heavy 4, Deflagrate

33

GRENADES

BREACHER CHARGE: Much like melta-bombs these powerful electrochemical explosive charges are too bulky and cumbersome to easily throw like a grenade, and additionally pose some risk to their user at close range, but are extremely destructive in skilled hands. Breacher Charges are used to destroy armoured emplacements and shatter fortifications and barricades.

A model equipped with a breacher charge may use it in an assault instead of using their normal attacks or weapons. The model makes a single attack. Place the Blast template anywhere in base contact with the attacking model so that it covers the enemy. The template may not be placed so that it covers friendly models. Roll to hit against the majority Weapon Skill of the enemy (buildings, emplacements and stationary vehicles are hit automatically and no roll is needed). On a successful hit the template remains where it is. On a miss roll the Scatter dice and flip the template over in the direction shown if an arrow result is rolled (re-roll the Hit symbol if needed until an arrow is shown).

 

Range

Strength

AP

Type

-

8

2

Melee, Blast, Wrecker, one use only

CLUSTER MINES: When operating behind enemy lines, some Astartes units carry cluster mines - explosive devices crammed with tiny antipersonnel bomblets and triggered by tripwires or pressure sensors. They are deployed in defensible positions to deny their use to all but the bravest or most foolhardy of foes.

A unit with Cluster mines can use them as Assault Grenades. Additionally, when a squad equipped with cluster mines starts its Movement Phase in area terrain, it can elect to booby-trap that piece of terrain. Each terrain piece can only be booby-trapped once. Cluster mines are automatically triggered the first time another unit (friendly or enemy) moves into the booby-trapped terrain. When triggered, the cluster mines inflict 2D6 hits on the unfortunate unit once it has finished its move. These are treated as shooting hits from Frag grenades.

RAD GRENADES: These are special grenades that count neither as assault or defensive grenades, but have their own unique effect. During a turn in which a unit equipped with Rad grenades launches an assault, or is themselves assaulted, the enemy unit(s) suffer a -1 penalty to their Toughness until the end of the Assault phase. Note: This does affect the victims' instant death thresholds.

SHROUD BOMBS: These canister bombs unleash a shimmering grey fog of dense smoke and multi-spectrum electromagnetic charge that foils scanners and surveyors just as easily as it does vision.

Shroud bombs may be used as defensive grenades in combat (see the Warhammer 40,000 rulebook). In addition, with the exception of vehicles, Daemons, Gargantuan Creatures and units which have the Night Vision special rule, units must pass a Leadership test in order to charge a unit equipped with Shroud bombs. Due to their size, Shroud Bombs may not be used in a Grenade Launcher.

GRENADES BREACHER CHARGE : Much like melta-bombs these powerful electrochemical explosive charges are too bulky and
GRENADES BREACHER CHARGE : Much like melta-bombs these powerful electrochemical explosive charges are too bulky and

34

EQUIPMENT

ARMOURED SARCOPHAGUS: Bonded polycarbide makes the dreadnought’s sarcophagus vulnerable to little outside of bastic headed small arms fire and the heaviest of weaponry.

The Dreadnought’s Front armour value is increased by +1 as in unaffected by weapons with the Entropic Strike or Fracture special rules.

ATOMANTIC SHIELDING: One of the marvels of the Mechanicum’s armoury is the distinctive curved features of the defensive field generators powered by the potent Atomantic power reactor. This can repel incoming strikes at the molecular level, turning aside explosions, laser weapons and even melee attacks.

Vehicles with Atomantic Shielding have an Invulnerable save of 5+ against shooting attacks and explosions, and an Invulnerable save of 6+ against attacks suffered in assault. So potent is the Atomantic reactor that if the vehicle suffers a ‘Vehicle Explodes’ damage result, add +1" to the radius of the blast.

AUGURY SCANNER: Also known as a Combat Auspex, this short-ranged device used to detect motion, invisible gases and energy emissions throughout a wide spectrum, such as heat, radiation and most forms of energy given off by vehicles and living troops. Their main tactical use is to reveal otherwise hidden troops and allow them to be fired on. The standard range of an auspex scanner is fifty metres, although walls more than fifty meters thick as well as certain shielding materials are able to block them. This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity, even if concealed, and can even detect the tell-tale electrogravitic disruption effect on local space that presages teleport transfers.

A unit that includes a model equipped with an Augury Scanner has the Acute Senses and Night Vision special rules. However a unit that contains one or more models with an Augury Scanner counts as Initiative 1 when taking Blind tests.

Enemy models deployed using deep strike within 18” can be attacked by a unit carrying an augury scanner in the Shooting phase as if their weapons had the Interceptor special rule.

AUGURY WEB: The sophisticated scanners and cognis-interpreters of an Augury Web are built into the structure of vehicles during their construction. On the battlefield these augurs can be used both to scan enemy positions in extraordinary detail, allowing enemy movements to be thwarted, or reinforcements to be called in with uncanny accuracy.

The Augury Web incorporates an Orbital Command Uplink. In

addition, enemy units using the Infiltrate special rule to deploy may not

be placed

within 18"

of

a

unit

with an Augury Web which itself has

already been deployed (this has no

other effect on the deployment of

enemy units).

WARRIOR MANTLE: This cloak is usually fashioned from the hide of a mighty creature of Nocturne, but other Legions have similar, although rarer, artefacts.

A model equipped with a Warrior Mantle may re-roll failed Toughness tests, is immune to Instant Death and has the Monster Hunter special rule.

BOARDING SHIELD: A power shield used by the Astartes, the Boarding Shield is a larger and more bulky version of the Combat Shield, providing better defence. Most commonly employed by Breacher and Terminator squads for protection in the confined close quarter fighting of starship boarding actions and siege attacks However it requires use of one hand, preventing the use of two weapons. Different Legions style their shields in different ways; the Night Lords for example, prefer a plain shield mounted with the skin of their enemies, the flesh sizzling in the power field merely adding to the imagery.

A Model equipped with a Boarding Shield counts as being armed with defensive grenades gain a 5+ Invulnerable save against Shooting attacks. In close combat this save increases to 4+. You cannot gain an extra attack for having two close combat weapons if your wargear includes a Boarding Shield.

BULLOCK MK XIV JET-CYCLE: Soaring high above the battlefield, an Astartes Legion can dominate the skies when properly resourced. A key part of this is the deployment of Bullock Mk XIV Jet-Cycles. Using powerful gravitic drives and an advanced auto-flight system these jet bikes can bring Astartes vengeance to a precise location unlike any other asset at a Legion’s command.

Models equipped with a Bullock Mk XIV Jet-Cycles follow all of the rules for Jetbikes as described on page 45 of the Warhammer 40,000 rulebook. Bullock Mk XIV Jet-Cycles are fitted with a Combi-Bolter and may be upgraded to carry an underslung heavy weapon.

EQUIPMENT ARMOURED SARCOPHAGUS: Bonded polycarbide makes the dreadnought’s sarcophagus vulnerable to little outside of bastic headed

CAMELEOLINE CLOAKING: Astartes Reconnaissance forces are commonly equipped with this refractive chemical substance that morphically blends its colouration into the surrounding area. It is often woven into cloaks and smocks, or more rarely, as a coating over armour plate, and aids with concealment and covert assaults.

Models with a Cameleoline Cloaking gain the Stealth special rule. Models that already have Stealth instead gain Shrouding.

CERAMITE PLATING: Layers of ceramite give the vehicle a degree of protection against extreme heat from atmospheric flight and equally against certain heat based attacks

A vehicle given Ceramite Plating is not subject to the additional +D6 to armour penetration of attacks made against it that have the Melta special rule or from Melta Bombs.

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COGNIS-SIGNUM: A special communication device that can access a myriad of useful targeting data, allowing a more accurate concentration of fire.

Incorporating an Augury Scanner , a model can also use a Cognis- Signum in the Shooting phase. The use of a Cognis-Signum counts as shooting a weapon for the model carrying it. Once used, a single designated unit of the controlling player's choice within 6" of the equipped model counts as being a Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the Cognis-Signum is being used before any rolls to hit are made. The Cognis-Signum cannot be used with Snap Shots. The Ballistic Skill 5 cannot be improved in any way.

COMBAT SHIELD: A combat shield is a wrist-mounted shield or buckler containing a small field generator which enables it to withstand great amounts of damage. These were favoured by assault units and although these shields' smaller size and weaker defensive field mean they offer nothing like the protection offered by the prototype Astartes Legionnaire storm shields that were beginning to enter service at the time of the Heresy, they remained a valued part of a Legion's armoury.

Models equipped with Combat Shields gain a 6+ Invulnerable save against Shooting attacks. In close combat this save increases to 5+.

CONVERSION FIELD: A potent field that converts the force of an incoming enemy attack into a brilliant flash of light, the conversion field creates an energy zone that surrounds and protects the user.

A Conversion Field confers a 4+ Invulnerable Save. At the end of a phase in which the bearer passes one or more invulnerable saves granted by the conversion field, all units within D6” of the bearer must test as if they had been hit by a weapon with the Blind special rule. Friendly units can re-roll this test.

CYBER ALTERED TASK UNIT: C.A.T. units are small crawler mounted devices utilised by Astartes frontline units where their tracking and monitoring augers and unremarkable size make them ideal for scouting out enemy weak points.

Whenever a model equipped with a C.A.T. is deployed, you may place a C.A.T. marker anywhere on the battlefield outside of enemy deployment zones and impassable terrain. This marker must be smaller than a Legion Marine model and cannot be destroyed. A nominated enemy unit within 12" of a C.A.T. marker has its cover save reduced by 1 until the end of the phase. Should the owning character or his unit make a shooting attack at a target that has line of sight to the C.A.T. marker, they receive +1 to their Ballistic Skill. If a character with a C.A.T. is slain, the C.A.T. self- destructs and is removed.

CYBER FAMILIAR: Utilised by Techmarines and the Adepts of the Mechanicum Cyber Familiar is a general term that encompasses a variety of semi- autonomous devices such as servo-skulls mek-spiders and other smaller drone units and lesser homunculi tied into the direct neural control of their operator These minion-drones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A Cyber Familiar adds +1 to its owners Invulnerable save (to a maximum of 3+) or an Invulnerable save of 6+ if they do not already possess one. In addition they allow them to reroll failed Dangerous Terrain tests and Characteristic tests (with the exception of Leadership tests).

Designer’s Note: The Cyber Familiar may be either modelled as part

of the

character equipped with them or on separate bases. However

they are

not

considered as models for game purposes and are

instead treated like a token

placed near the character. They have no separate profile, make no attacks need not be transported and are simply moved out of the way in combat or if they interfere with the game exactly like a wound marker or pain token.

DIGITAL WEAPONS: These concealed lasers are fitted into finger augmentics or even an entirely artificial hand or the knuckles of a glove. They lack the power to be used at range, but can be triggered in close combat to take advantage of an exposed weakness while the enemy fends off the main attack.

A model armed with digital weapons can re-roll a single failed roll to wound in each Assault phase.

DISPLACER FIELD: This technology dates back to the time of Old Night and can teleport its bearer out of harm’s way should the field be struck by a powerful enough blow or shot.

A model with a Displacer Field has a 3+ Invulnerable save. At the end of a phase in which the bearer passes one or more saves granted by the displacer field, he suffers displacement and is immediately scattered D6”. If the scatter causes the bearer to arrive on top of, or within 1” of, another unit or impassable terrain, alter the scatter by the minimum amount possible (in any direction) to prevent this.

In the Assault phase, displacement happens at the end of the Initiative 1step, after all blows have been struck but before the assault result is calculated. If the displacement occurred when the bearer was locked in combat, he must make a Pile In move immediately after the displacement is resolved.

DUELLIST BUCKLER: This wrist mounted power shield is favoured by such specialist combat units as Astartes Retinues and the Palatine Blade squads of the Emperor’s Children Legion.

Models equipped with Duellist Bucklers may force their opponent to re- roll a single successful hit against them in each close combat round.

FALSE-HOOD: A perception filtering shroud of fibres, the False-Hood is of rare, alien origin. Used by operatives acting in the greatest of secrecy it is a powerful tool in the hands of an Astartes.

A unit equipped with False-Hoods always starts the game in reserve, even in missions that do not usually use this rule. When the unit becomes available it is placed anywhere on the battlefield that is more than 1” away from any enemy model. The unit may not move or assault in the turn it arrives, although it can Shoot normally. Furthermore the unit gains the Surprise Strike special rule on the turn it is deployed.

FERROMANTIC FORTITUDE: The Martian Mechanicum uses many of their technological secrets as currency in securing favourable agreements with the Imperium. One of those is the secret of Ferromantic Fortitude. With it the hull of a vehicle is specially constructed to resist even the most determined assault and is almost preternaturally resilient.

A vehicle crafted with Ferromantic Fortitude is not

subject

to

the

particular additional effects of AP1 or AP2 attacks made against it or

those that have the Lance or Armourbane special rules.

FIRE WASP CONTROLLER: A Fire Wasp is an Astartes combat robot used in when storming bunkers or other fortified positions to venture ahead of assault parties and help cleat them a path. Sent in ahead of a squad and intended to trip mines and other booby traps, the Fire Wasp robot is an exceptionally

36

resilient if poor in actual combat. Most are equipped with flamers and searchlights to aid their task.

Fire Wasps are separate models with their own profile (see below) and the unit type 'infantry'. If one or more models in a unit have a Fire Wasp Controller (usually a wrist mounted device) the unit is joined by a single Fire Wasp robot regardless of the number of controllers in the unit. A Fire Wasp can never leave the unit. If all controllers in the unit are slain, the robot goes inert and is removed too. A Fire Wasp is equipped with a Flamer and provides the controller’s unit with the Move Through Cover and Night Vision special rules. Fire Wasps are Fearless and Bulky. Once per game, successful Overwatch hits against the Fire Wasp’s unit must be re-rolled. The Fire Wasp is destroyed once this re-roll has been made.

 

WS BS

S

T

W

I

A

Ld

Sv

Fire Wasp

2

2

3

4

2

2

1

10

3+

FLARE SHIELD: Another of the Mechanicum’s specialised systems that only their high adepts truly understand, a flare shield is a directional electromagnetic flux field generator rumoured by some to be a product of Dark Age technology from a source best left forgotten. Flare shields lack anything like the defensive power of a Titan's void shields, but are able to deflect and disperse glancing or diffuse impacts and shrapnel, and an reduce the power of more focused strikes. Flare shields have the advantage that they can be mounted on much smaller vehicles than void shields, so long as their mounts are equipped with rapid cycling reactors of sufficient power, such as the Mechanicum-built Jocasta pattern Grav- attack and certain classes of Knight heavy walkers.

A Flare Shield operates against shooting attacks that strike the vehicle's Front arc. It reduces the strength of shooting attacks by -1. Attacks by weapons with the Template or Blast type have their Strength reduced by - 2. Flare Shield has no effect on close combat attacks or attacks inflicted with the Destroyer rule.

FRAG ASSAULT LAUNCHERS: The hulls of some Legion assault transports are studded with explosive charges designed to hurl shrapnel at the enemy as the troops inside charge out.

Any unit charging into close combat on the same turn as it disembarks

from

a

vehicle

with Frag Assault

Launchers counts as using assault

grenades.

 

GRAV CHUTE: A Grav Chute is a pack-sized suspensor allowing troops to float safely to the ground from any height. It operates via suspensor fields that counter gravity and two small jets on either side of the shoulders that offer further braking of descent.

Units equipped with grav chutes entering play as reserves may enter using the deep strike rules. Unless a ‘hit’ is rolled on the scatter dice, treat the unit as though landing in dangerous terrain.

HARDENED ARMOUR: Certain Astartes units, notably Breacher squads, employ specially customised and augmented suits of power armour (usually variants on the Iron pattern) modified by the Legion's Techmarines to better withstand the rigours of siege warfare, lethal environments and close-quarter boarding actions in space. The servos and power systems of such armour are overstrained as a result of these modifications, and require constant extensive maintenance between battles. This deficiency was one of the factors that ultimately led to the Tactical Dreadnought Armour project.

Having a Hardened Armour upgrade permits models wearing it to re-roll failed armour saves against template and blast weapons. Units with the Hardened Armour upgrade in Power Armour (but not Terminator, Artificer or Primarch armour) reduce the distance rolled for charges, sweeping advances and run moves by -1”. All forms of Armour with the Hardened Armour automatically counts as being Void Hardened in missions where this is appropriate.

HELICAL TARGETING ARRAY: Complex mathematical cogitators and a predictive machine spirit enable this device to calculate the trajectory of even the most randomly jinking enemy aircraft or flying beast.

Models with a Helical Targeting Array who remain stationary in the Movement Phase gain the Interceptor and Skyfire special rules for all of

their weapons.

HERALDIC VEXILLIA: Proudly displaying both the Legion heraldry alongside the heroic deeds and battle honours of the squad or individual, Vexillia are an important symbol for the Astartes. Though some Legion Vexillia are burning steel icons or a trophy rack bedecked with the heads of slain xenos, for most, the banner itself is usually stored in a compartment within the Power Armour backpack. Via a neural link, the banner pole then telescopically extends from the compartment, the banner unfurling as it does so.

While a unit contains a model with a Heraldic Vexillia may re-roll failed Morale and Pinning tests.

HERALDIC MARKINGS: The proud heraldry of the Legion or vehicle is painted in large images on the hull for all to see.

Once per turn, a single friendly unit with the Astartes Legionnaire special rule which can draw line of sight to a vehicle with Heraldic Markings can re-roll a failed Morale or Pinning test.

resilient if poor in actual combat. Most are equipped with flamers and searchlights to aid their

37

HERALDIC BATTLE STANDARD: Scenes from the detachment or hero’s history are woven into proudly displayed Battle Standards. Carried on adamantium poles by a champion’s retinue, these are rallying points for a detachment or company to gather around and while they remain aloft, no foe can conquer the Astartes spirit or thirst for valour. It is beneath such standards that countless worlds have been conquered and scores of inhuman empires trampled into the dust.

All friendly units with the Astartes Legionnaire special rule within 12" of the banner bearer may roll 3d6 when taking Morale and Pinning tests discard the highest die while the Battle Standard Bearer remains alive and on the table. The Heraldic Battle Standard incorporates a Locator Beacon.

HERALDIC LEGION BANNER: Astartes maintain the ancient military tradition of the battle standard being a rallying point and spur to glory. These icons vary greatly from Legion to Legion depending on their particular martial culture. Be they a tattered flag that has weathered the shot and shell of a hundred battlefields or an iron shod effigy, it is in the shadow of such banners and icons that battles are won or lost. Much prestige and distinction is bestowed upon those called to carry the Legion Banner but such duty is incredibly perilous. Nonetheless, it is unheard of for a member of the Primarch’s Honour Guard to refuse. The Heraldic Legion Banner encompasses the honour of the Legion and to all Astartes; the honour of the Legion outweighs the mortal existence of the Honour Guard.

Heraldic Legion Banners incorporate a Heraldic Battle Standard. All friendly units with the Astartes Legionnaire special rule gain +2 to combat resolution when determining any assaults within 12" of the banner bearer.

ILLUM FLARES: The unit carries a stock of powerful, fast burning chemical flares to illuminate even the darkest battlefield.

A vehicle equipped with Illum Flares may drop a single flare per turn. They are fired in the same manner as Bombs (see page 81 at the Warhammer 40,000 rulebook), placing a marker where the flare lands after It has scattered.

Leave the marker in place until the end of the turn. Any unit targeting an enemy unit within 12” of the Flare marker gains the Night Vision rule for that Shooting phase while firing at units with at least one model within 12” the Flare marker.

IRON HALO: Incorporating a powerful energy field that can turn aside even the most deadly attack, devices of this nature are relatively rare, even among the Astartes Legions. Because of this, they are the province of commanding officers and honoured champions where they are often incorporated into armour or amulets and gifted as a marl of favour and rank.

An Iron Halo confers a 4+ invulnerable save upon the bearer

JUMP PACK: A relatively new piece of technology which enables the wearer to make great bounding leaps across the battlefield or even to fly short distances. The Astartes Raptor squads are literally Angels of Death when equipped with these powerful devices as they can be dropped from low-flying Storm Birds using their jump packs to swoop down on to the battlefield.

Models equipped with jump packs are Jump Infantry, as described on page 47 of the Warhammer 40,000 rulebook.

LEGENDARY PILOT: A veteran of a hundred campaigns and champion of thousands of battles, the Dreadnought is interred with one of the Legion’s heroes.

The Dreadnought gains the Legendary Actions special rule. They may

attempt

any

of

the following Actions:

Heroic, Sweep and Valour.

Furthermore whenever the Dreadnought suffers a penetrating hit you may ask your opponent to re-roll the result on the Vehicle Damage table. However, you must accept the second result, even if it is worse.

LOCATOR BEACON: Essentially a signalling package containing a teleport homer, broad-spectrum communicators and geo positional tracking. When activated, the locator beacon uploads detailed positional information to the Astartes Tactical Grid, allowing precision reinforcement by reserve forces.

1f a unit wishes to arrive on the battlefield via deep strike and chooses to do so within 6” of a model carrying a Locator Beacon, then it does not scatter provided the first model placed is within that 6”. Note that the locator beacon must already be on the table at the start of the turn for it to be used.

MISERICORDE: The hull of the some vehicles contains a heavily armoured compartment fitted with retractable inertial suppression clamps which lock transported troops in place and protect them from impact in individual alcoves.

Models transported aboard a vehicle with a Misericorde are not affected by Crew Shaken or Crew Stunned results on the vehicle damage chart although the vehicle itself is still affected. Furthermore these compartmentalised alcoves allow the vehicle to ignore the Bulky special rule when determining its transport capacity. Models that are Very Bulky or Extremely Bulky, however, cannot be transported in a vehicle fitted with a Misericorde.

HERALDIC BATTLE STANDARD: Scenes from the detachment or hero’s history are woven into proudly displayed Battle

NARTHECIUM: A Legion Apothecary's medical field kit, the Narthecium contains all the necessary tools to treat wounded Astartes and get them back into action as quickly as possible. Included in the standard kit are anti-venoms; stim- packs; healing agents; sterile clay for sealing wounds; a carnifex for euthanizing fatally injured Marines; and reductor: a tool for extracting the progenoid organs (gene-seed) from the fallen.

While the Apothecary who carries this specialized medical and alchemical gear is still alive, all models with the Astartes Legionnaire special rule in their squad and any Astartes Legionnaire Independent Characters that have joined it have the Feel No Pain universal special rule. You cannot gain an extra attack for having two close combat weapons if your wargear includes a Narthecium.

38

NEURAL FIBRE-BUNDLES: Originally developed as part of the Battle Armour Dreadnought STC (itself an offshoot of the Knight Household’s walker technology), this marvel closely attunes the pilot to his warmachine and provides the ability to redistribute connections to damaged systems and maintain their fighting ability.

A model with Neural Fibre Bundles has the It Will Not Die special rule.

NUNCIO -VOX: Usually fitted into a modified power armour backpack, a Nuncio-vox is a beacon and communications array that allows an Astartes unit to remain in constant coordination with other elements of their Legion - be they in a neighbouring region or in orbit high overhead. This allows precision reinforcements to be deployed nearby and strikes to be targeted with deadly accuracy.

A Nuncio-Vox incorporates a Locator Beacon. Furthermore, when barrage weapons are being used by the controlling player, line of sight may be drawn from any model in their force equipped with a Nuncio-vox as well as the firing model itself (range is still drawn from the firing model, etc). Note that the Nuncio-vox model must already be on the table at the start of the turn for it to be used.

ORBITAL COMMAND UPLINK: A complex package of logic engines, Auspex, surveyors and other auguries make for a wealth of data that can aid an experienced commander in developing strategy but can easily overwhelm others.

While the unit is on the table, at the start of any of the owning player’s turns, before any Reserve rolls are made, they may declare that the Orbital Command Uplink is being used in either Disruption or Relay modes, their effect lasting until the start of the next player turn.

•Disruption Mode: The opposing force suffers -1 to their Reserve rolls.

•Relay Mode: The owning

player’s Reserve

rolls may

be

re-rolled

(whether failed or successful!) if they wish.

REFRACTOR FIELD: Commonly found integrated into Tactical Dreadnought Armour, these devices are defensive field generators designed for personal protection.

A Refractor Field confers a 5 + invulnerable save upon the bearer.

REINFORCED CREW COMPARTMENT: Additional armour and

retardant layers give drivers, pilots and or gunners a degree of insulation from the punishment meted out to their vehicle.

A unit with a Reinforced Crew Compartment ignores the effects of Crew Shaken or Crew Stunned on a 4+.

RUBBLE CLAWS: Powerful armour shod feet are given additional grip and ferrocrete crushing capability enabling the heaviest armour to stride through debris laden spaces with impunity.

A unit with a Rubble Claws gains the Move through Cover special rule.

SCIMITAR HEAVY JETBIKE: Larger and more powerful when compared to the Bullock Mk XIV Jet-Cycle, the Scimitar Heavy Jetbike is able to strike from high altitude and bring heavy weapons to bear where most needed.

Models equipped with a Scimitar Heavy Jetbikes have +1 Wound and follow all of the rules for Jetbikes as described on page 45 of the Warhammer 40,000 rulebook. Scimitar Heavy Jetbikes have the Deep Strike special rule and are fitted with a Heavy Bolter.

SERVO-HARNESS: Hunched alone beside a wounded machine, his mind concentrated on the task at hand, a Techmarine with a servo-harness could appear to be easy prey, save for the array of cutters, welders and servo-arms at his command. Though primarily intended for repair, the harness tools can annihilate attackers just as easily ...

A servo -harness gives the Techmarine two servo-arm attacks, a plasma cutter (fired in the Shooting phase as a twin-linked plasma pistol, but cannot be used in close combat) and a flamer. In the shooting phase the Techmarine can fire both harness mounted weapons, or one harness mount and another gun.

NEURAL FIBRE-BUNDLES: Originally developed as part of the Battle Armour Dreadnought STC (itself an offshoot of

39

SIEGE SHIELD: An enormous bulldozer blade, the Siege Shield allows a vehicle to shoulder aside debris and wreckage without risk of harm.

A vehicle with a Siege Shield automatically passes dangerous terrain checks and gains +1 to ram checks where the front armour facing is used.

SPECIAL ISSUE BOLTER MUNITIONS

The following are special issue bolter munitions utilised by certain elite Astartes units and, while often uniquely effective, were either too specialized or simply too difficult to produce to enter widespread issue. You may only use one Special Issue Bolter Munition type in any Shooting phase but are free to switch to any additional type each turn. Only Boltguns (or Boltguns that are part of Combi-Weapons) may use Special Issue Bolter Munitions.

DAMNATUS BOLT SHELLS: A superb variant of the standard bolt shell crafted on Huan V, its distribution was restricted by the Mechanicum for fear that allowing such manufacture from outside of their Forge Worlds would weaken their monopoly on the manufacture of other bolt weapons. Despite this, the Astartes have been known to create equivalents on their own homeworlds, such as the Angelus and Lupercal pattern.

The Boltgun may be fired as Range 12” Assault 2 AP 4 when using Damnatus Bolt Shells.

FOEBLASTER BOLT SHELLS: It is understood that the ammunition known colloquially as Foeblaster was originally intended to be the standard ammunition for the Ferrox pattern boltgun. They have superior armour- piercing properties ant increased range Unfortunately, shortages in the field and the loss of many of the manufacturing sites would see these potent miniature warheads limited to ranking officers and campaign veterans who have been able to secure a cache or two in their theatre.

The Boltgun may be fired with a 30” Range and an AP of 4 when using Foeblaster Bolt Shells.

SCORPIUS BOLT SHELLS: Individually hand-crafted by the Legion Techmarines, these specialised shells utilise a two-stage warhead which contains a micro- guidance system and a needle-like sabot-dart which vaporises to molten when striking an armoured target. Scorpio bolts are temperamental munitions which are hand loaded into a bolter for firing.

The Boltgun gains the Rending and Shred special rules but becomes Heavy 1 when using Scorpius Bolt Shells.

TEMPEST BOLT SHELLS: Deployed against the greenskin hordes this became the prevalent variant ammunition the Astartes deployed in the Ullanor campaign. In the years that followed the ammunition fell out of favour as its low penetrative power proved ineffective against other Astartes.

The Boltgun may be fired at Strength 3 AP 6 Salvo2/3 when used by models with Tempest Bolt Shells.

SPECIAL ISSUE BOLTER MUNITIONS The following are special issue bolter munitions utilised by certain elite Astartes

STORM SHIELD: The largest man-portable power shield used by the Astartes, the Storm Shield is a more recently battlefield issue and so is rarely seen amongst the Legions, more usually reserved for officers.

Models equipped with Storm Shield count as being armed with defensive grenades and confers a 3+ Invulnerable save. You cannot gain an extra attack for having two close combat weapons if your wargear includes a Storm Shield.

SUNBURST COUNTERMEASURES: Small superheated flares and chaff can cause incoming enemy missile fire to prematurely detonate or miss entirely.

A vehicle equipped with Sunburst Countermeasures gains +1 to their Jink cover save against Missile weapons.

SUSPENSOR WEB: These rare and highly sophisticated devices attach to man-portable heavy weapons systems partially negating their weight if not their bulk, allowing them to be wielded in the manner of an assault weapon, although at a reduced effective range.

A heavy weapon with a suspensor web effectively allows the firer to treat the weapon as having the type Assault rather than Heavy (meaning that they can move and fire at full BS, etc) when firing in the Shooting phase at targets at up to half the weapon’s usual maximum range. This has no other effect, such as on snapshots when charged, etc.

Example: A heavy bolter usually has the following profile:

 

Range

Strength

AP

Type

36”

5

4

Heavy 3

With a suspensor web it can still be used each Shooting phase as above or may be used as follows:

 

Range

Strength

AP

Type

18”

5

4

Assault 3

VINCENT IRON SHADOW BIKE: As befitting a steed fit for an Astartes, the Vincent Iron Shadow is fitted with powerful engines and bulletproof tyres. Each bike is a versatile fighting platform capable of firing its armament on the move and launching devastating charges into combat.

Models equipped with a Vincent Iron Shadow Bikes follow all of the rules for Bikes as described on page 45 of the Warhammer 40,000 rulebook. Vincent Iron Shadow Bikes are fitted with a twin-linked Boltgun.

WYVERN ATTACK BIKE: Developed on the far flung worlds of humanity in response to local conditions, the Wyvern was a suitable design to be adapted with a heavy weapon mounted sidecar in the Astartes Legion armoury. Usually crewed by veteran outriders, the Wyvern Attack Bike sees much use by the Dark Angels and White Scars Legions.

Models equipped with a Wyvern Attack Bike follow all of the rules for Bikes. Furthermore as an attack bike, the Wyvern has two riders, a driver and a gunner. Because of this they can both fire one weapon in the Shooting phase as per page 45 of the Warhammer 40,000 rulebook. Wyvern Attack Bikes are fitted with a twin-linked Boltgun for the driver and a Heavy Bolter on the sidecar.

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ARMOU #D)9!